The Chappa'ai Chappies
A team of explorers representing the British Commonwealth travel through the Chappa'ai.
For .45 Adventure and Amazing War Stories. Choose a team with 3 Grades per player.
Allied Officer (Grade 3, 10+1pts)
SMG (2), Explosive Type II (1), Armour Torso 1 (1), Quick +1 (1), Sharpshooter +1 (1),
Genius +1 (1), Language (1), Medical Knowledge (1), Inspiring Leadership (1) and Observant (1).
Virtue: Take Your Best Shot!
| Location | Base | DR | Wound Level | |||||
| Head (1) | BR=3 | 4 | BR=4 | BR=3 | Unconscious | |||
| Torso (2-4) | BW=3 GT=8 | 5 | BW=3 GT=8 | BW=2 GT=8 | BW=2 GT=8 | BW=1 GT=7 | Unconscious | |
| Arms (5-7) | HT=4 SH=3 | 4 | HT=5 SH=3 | HT=5 SH=3 | HT=4 SH=2 | HT=3 SH=1 | HT=2 SH=1 | No attacks Cannot carry |
| Legs (8-10) | DG=3 SP=5 | 4 | DG=4 SP=5 | DG=4 SP=4 | DG=3 SP=3 | DG=3 SP=2 | DG=2 SP=1 | Crawl only |
Kestrel is the man leading the mission from a strategic level. Extensive training gives him the Language skills needed to communicate with the off-world locals.
Skills
Take Your Best Shot! May not fire until this model or an ally has been fired upon.
Language: Make a BR check to understand other languages.
Medical Knowledge: Make a BR check to restore one wound to one location.
Inspiring Leadership: All models within 6" gain +2 GT while this model in unpanicked.
Observant: +1 Spot vs Hide. Observe an encounter from 3" away by rolling under BR.
NCO (Grade 2, 6pts)
SMG (2), Armour Head 1 and Torso 1 (2), Directed Fire (1) and Tactics (1).
| Location | Base | DR | Wound Level | ||||
| Head (1) | BR=3 | 7 | BR=3 | BR=2 | Unconscious | ||
| Torso (2-4) | BW=3 GT=7 | 5 | BW=3 GT=7 | BW=1 GT=6 | BW=1 GT=6 | Unconscious | |
| Arms (5-7) | HT=3 SH=3 | 4 | HT=3 SH=3 | HT=3 SH=2 | HT=2 SH=2 | HT=1 SH=1 | No attacks Cannot carry |
| Legs (8-10) | DG=3 SP=5 | 4 | DG=3 SP=5 | DG=2 SP=3 | DG=2 SP=2 | DG=1 SP=1 | Crawl only |
Bull takes direct charge of the low level tactics, directing fire.
Skills
Directed Fire: Take an Action to direct fire against a target, all friends within 6" count as
having Dead Shot against the target. That is they can spend a Hero Point to change the Hit Location.
Tactics: +1 Initiative at the start of the turn.
Assault Engineer (Grade 2, 7pts)
Pistol (1), Explosive Type IV + Extra Ammo (2) Armour Head 2 (2), Assault Engineer (1) and Demolitions
Expert +1 (1).
| Location | Base | DR | Wound Level | ||||
| Head (1) | BR=3 | 6 | BR=3 | BR=2 | Unconscious | ||
| Torso (2-4) | BW=3 GT=8 | 4 | BW=3 GT=8 | BW=1 GT=7 | BW=1 GT=7 | Unconscious | |
| Arms (5-7) | HT=3 SH=2 | 4 | HT=3 SH=2 | HT=2 SH=2 | HT=2 SH=1 | HT=1 SH=1 | No attacks Cannot carry |
| Legs (8-10) | DG=3 SP=5 | 4 | DG=3 SP=5 | DG=2 SP=3 | DG=2 SP=2 | DG=1 SP=1 | Crawl only |
The man who makes things go "Pop", armed with two LAW rockets and the skills to turn them into deadly booby traps.
Skills
Assault Engineer: With a BR Check, convert a Type IV (LAW) explosive into a Type III (Bomb).
However on a roll of a 1 a mistake has been made and the bomb will go off in the next initiative, the
bomb gets it's own initiative roll.
Demolitions Expert: +1 to Arm or Disarm or convert explosives.
Veteran Soldier (Grade 1, 3pts)
Rifle (2) and Sharpshooter +1 (1).
| Location | Base | DR | Wound Level | |||
| Head (1) | BR=2 | 6 | BR=2 | Killed | ||
| Torso (2-4) | BW=3 GT=6 | 4 | BW=3 GT=6 | BW=2 GT=3 | Unconscious | |
| Arms (5-7) | HT=3 SH=3 | 4 | HT=4 SH=3 | HT=3 SH=2 | HT=2 SH=1 | No attacks Cannot carry |
| Legs (8-10) | DG=3 SP=5 | 4 | DG=3 SP=5 | DG=2 SP=3 | DG=1 SP=2 | Crawl only |
Tutu is the ace marksman, carrying the DMR to pick off enemy troops at range.
Commando (Grade 1, 4pts)
SMG (2), Mechanic (1) and Driver +1 (1).
| Location | Base | DR | Wound Level | |||
| Head (1) | BR=3 | 4 | BR=3 | Killed | ||
| Torso (2-4) | BW=3 GT=6 | 4 | BW=3 GT=6 | BW=2 GT=3 | Unconscious | |
| Arms (5-7) | HT=3 SH=3 | 4 | HT=3 SH=3 | HT=2 SH=2 | HT=1 SH=1 | No attacks Cannot carry |
| Legs (8-10) | DG=3 SP=5 | 4 | DG=3 SP=5 | DG=2 SP=3 | DG=1 SP=2 | Crawl only |
Skirt drives and maintains the Land Rover, also handy for fixing up broken tech they find.
Skills
Mechanic: Repair non working machines with a BR check.
Driver: +1 DG for tests while driving.
Commando (Grade 1, 4pts)
SMG with Silencer (3) and Hide (1).
| Location | Base | DR | Wound Level | ||||
| Head (1) | BR=3 | 4 | BR=3 | Killed | |||
| Torso (2-4) | BW=3 GT=6 | 4 | BW=3 GT=6 | BW=2 GT=3 | Unconscious | ||
| Arms (5-7) | HT=3 SH=3 | 4 | HT=3 SH=3 | HT=2 SH=2 | HT=1 SH=1 | No attacks Cannot carry | |
| Legs (8-10) | DG=3 SP=5 | 4 | DG=3 SP=5 | DG=2 SP=3 | DG=1 SP=2 | Crawl only | |
Sneaky Bastard is the master of stealth, creeping about alien worlds with his silenced MP5.
Skills
Hide: May choose to hide as an action, once hidden any enemies further than 3" away must pass a BR Check to target them.
Reporter (Grade 2, 7pts)
Armour Torso 1 (1), Deception (1), Genius +1 (1), Hunter (1), Language (1) and Sprint +2 (2).
| Location | Base | DR | Wound Level | ||||
| Head (1) | BR=4 | 4 | BR=5 | BR=3 | Unconscious | ||
| Torso (2-4) | BW=3 GT=6 | 5 | BW=3 GT=6 | BW=1 GT=5 | BW=1 GT=5 | Unconscious | |
| Arms (5-7) | HT=4 SH=3 | 4 | HT=4 SH=3 | HT=3 SH=2 | HT=2 SH=2 | HT=1 SH=1 | No attacks Cannot carry |
| Legs (8-10) | DG=3 SP=5 | 4 | DG=3 SP=7 | DG=2 SP=5 | DG=2 SP=4 | DG=1 SP=3 | Crawl only |
Geoff of the BBC, an embedded documentary film maker recording programs about new worlds for BBC One, once the Stargate is declassified. While unarmed, Geoff is quick, smart and a capable explorer.
Skills
Deception: BR Challenge with a target within 3", if successful any attacks aimed at this model
strike the deceived one instead.
Hunter: +2 to avoid traps outdoors and +1 to friends with 6". Also +1 to shoot at
Camouflaged targets outdoors.
Language: Make a BR check to understand other languages.
Miniatures from The Assault Group, S&S Models and EM4