Stargate Recce

The Chappa'ai Chappies

A team of explorers representing the British Commonwealth travel through the Chappa'ai.

SGR7

For .45 Adventure and Amazing War Stories. Choose a team with 3 Grades per player.

Lt Kestrel

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=4BR=3Unconscious
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.

Sgt "Bull" Dogg

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=3BR=2Unconscious
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.

Cpl "Pop" Archer

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=3BR=2Unconscious
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.

Cpl "Tutu" Calibre

Veteran Soldier (Grade 1, 3pts)
Rifle (2) and Sharpshooter +1 (1).

Location Base DR Wound Level
Head (1) BR=2 6 BR=2Killed
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.

L/Cpl "Skirt" Wolf

Commando (Grade 1, 4pts)
SMG (2), Mechanic (1) and Driver +1 (1).

Location Base DR Wound Level
Head (1) BR=3 4 BR=3Killed
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.

L/Cpl "Sneaky" B'Stard

Commando (Grade 1, 4pts)
SMG with Silencer (3) and Hide (1).

Location Base DR Wound Level
Head (1) BR=3 4 BR=3Killed
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.

Geoff Snaps

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=5BR=3Unconscious
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

OK HTML
OK CSS
OK RSS
CC
2011-11-25