TEXT: Series Book by Cynthia Celeste Miller
  GALACTIC HEROES
  
  2
  Galactic Heroes
  Galactic Heroes
  “Ready for Action!”
  Kargorr: Finally, those dolts from Spectrum Games came to their senses and released a series 
  book for the greatest cartoon show of all time: Galactic Heroes! Okay, so the name of the show 
  stunk like so much rotten Vezzagar meat, but the show was still fantastic. Why, you ask? What 
  made it so amazing? 
  Me, quite frankly! That’s right—ME!
  I was the only redeeming factor of Galactic Heroes, but my greatness is such that I was able to 
  salvage it from the drek-heap. 
  So, here we are! The Galactic Heroes series book! I couldn’t be happier. Okay, fine. I could be 
  happier. The publishers could have removed Bravesteel and all his imbecilic friends, especially 
  that disgusting git, Ziggle! They could also have removed my allies, who were actually fairly 
  irrelevant. Oh and they could have gotten rid of the space ships, planets and stories too. All 
  they would have needed to do was to devote this entire series book to me! 
  And while we’re at it, a new series name would have benefitted this product too! How about 
  “Galactic Kargorr”? Or maybe “Kargorr: the Greatest Conqueror Ever to Grace the Universe”. 
  Hey, I like the ring of that one.  I think it’s a keeper... and what I say goes! Do you hear me, 
  Spectrum people? I command the title to be changed!
  
  3
  Galactic Heroes
  Credits
  Created and Written by
  Cynthia Celeste Miller
  Stats by
  Barak Blackburn and Norbert Franz
  Artwork by
  Kevin Hill, Jeff Salisbury, Patrick Sullivan, Calvin Cox
  Graphic Design by
  Cynthia Celeste Miller
  Editing by
  Norbert Franz
  Channel Guide
  Cartoon Background  
   
  4
  The Series 
   
   
   
   
  5
  The Heroes 
   
   
   
   
  8
  The Villains  
   
   
   
  10
  Vehicles  
   
   
   
   
  12
  The Six Episodes  
   
   
  12
  Episode Seeds 
   
   
   
  17
  PC Guidelines 
   
   
   
  20
  Ready-To-Use PCs  
   
   
  21
  Villainous GMCs  
   
   
  23
  Goons 
   
   
   
   
   
  25
  Space Ship Write-Ups  
   
  26
  Playset Write-Ups  
   
   
  27
  Cartoon Action Hour and Galactic Heroes are copyright 2015 by Spectrum Games. All Rights Reserved. This material (art, logos, illustrations, character 
  concepts, text and game mechanics) is protected by the copyright laws of the United States of America. Any reproduction or unauthorized use of the 
  material or artwork contained herein is prohibited without the express written consent of Spectrum Games except for the purposes of reviews and for 
  the character stats, which may be reproduced for personal use only. Failure to abide by these rules will result in a painfully infuriating, extended visit 
  to your house from Kargorr. You’ve been warned. The reference to any companies or products in this book is not meant to challenge the trademarks or 
  copyrights concerned. 
  that infuriating Ziggle
  
  4
  Galactic Heroes
  Cartoon
  Background
  The exact origin of the ill-fated franchise known 
  as Galactic Heroes has been lost to the decades 
  that followed its short-lived debut. The truth is 
  that no one is willing to step forward and admit 
  to creating it, though many people “in the know” 
  have flung around a few names. Some claim 
  that it was the otherwise successful cartoon 
  writer Garlan Geddmore who came up with the 
  series premise, while others place the blame on 
  Markus Cox, a small-time novelist who repeatedly 
  attempted (unsuccessfully) to break into the 
  animation field. Still others suspect that it was 
  actually Nate Hughes, one of the two owners of 
  Bennett-Hughes Productions.
  What can be ascertained, however, is that Bennett-
  Hughes Productions planned for Galactic Heroes 
  to hit syndication in the fall of 1985 and even 
  managed to sweet talk KidFun toys into launching 
  a line of action figures for the show. This took quite 
  a lot of effort, as KidFun bigshot Alvin Meyers was 
  skeptical about it from the start… but by the time 
  the contracts were signed, the Bennett-Hughes 
  representative’s persuasiveness turned his opinion 
  around completely. 
  The first sign of trouble stemmed from the fact 
  that this was Bennett-Hughes’ first foray into the 
  syndicated cartoon arena and it proved to be an 
  entirely different beast than producing traditional 
  network cartoons. Rather than the normal 16 to 
  23 episodes, they were required to pump out 65 
  episodes per season, a task for which they were 
  wholly unprepared. This led to everything, from the 
  writing to the animation, being rushed. Actually, 
  “slop-jobbed” would be a more appropriate term. 
  For their part, KidFun Toys did an admirable job 
  with the toyline, despite some difficulties caused 
  by the seemingly endless barrage of changes 
  they made to the cartoon. Just about every 
  week, Bennett-Hughes’ people would come to 
  the KidFun offices and ask for certain alterations 
  to be made.
  The show hit the small screen on schedule, but 
  it didn’t matter — kids hated it! The terrible 
  animation, shoddy writing and unconvincing 
  voice-acting just didn’t cut it. The first episode of 
  Galactic Heroes was the lowest rated cartoon debut 
  of the 1985 season. In fact, the last debut that 
  rated so low was Koobie Magoonis and the Floppy 
  Monsters in 1973. No cartoon debut would score 
  such a low viewership again until Super Duper 
  Fighting Slugs in 1992.
  Even though there were 65 episodes of Galactic 
  Heroes made, only the first six were aired. It was 
  dropped in every market almost simultaneously, an 
  unprecedented “feat”.
  In its place was a little-remembered cartoon called 
  The Adventures of Car-Boy. To this day, no one has 
  been able to track down the 59 “missing” episodes, 
  which supposedly included a Christmas special 
  where the show’s master villain, Kargorr, was 
  beaten up by Santa Claus.
  The toy line didn’t fare any better. The backlash 
  from the show was so powerful that, despite 
  consisting of reasonably high-quality sculpts and 
  paint apps, the action figures  could be found in 
  bargain bins across the country in time for the 
  1985 holiday season... just four months after their 
  release. Some stores were peddling these things 
  for a paltry 50 cents apiece!
  
  5
  Galactic Heroes
  The Series
  Summary
  The Galactic Heroes series was, at its core, the story 
  of two earthling astronauts, Jason Bravesteel and 
  his young companion Ricky Munson, who found 
  themselves stranded in another galaxy… a galaxy 
  ruled by a despot named Kargorr and his Imperial 
  Order. Almost immediately, they wound up on 
  the wrong side of Kargorr’s wrath before being 
  rescued by heroic members of the recently-formed 
  Allegiance: Jeremy Strongblood, Ophelia Onyx and 
  Lugg. Recognizing Jason Bravesteel’s outstanding 
  charisma and tactical abilities, Jeremy Strongblood 
  gave him the mantle of leadership.
  The battle raged across the galaxy, with the 
  forces of good fighting for freedom against 
  overwhelming odds. How long can the heroes hold 
  out? Will they vanquish the Imperial Order? Or will 
  Kargorr enslave them all? 
  Well, only six episodes were ever shown, thus there’s 
  no official answers to those questions… so it’s up to 
  you and your group to forge the rest of the story.  
  The Factions
  There are two primary groups involved in the 
  conflict between good and evil: the Imperial Order 
  and the Allegiance.
  The Imperial Order
  The reach of the sinister Imperial Order has spread 
  across the entire galaxy, from rim to rim. Kargorr 
  rules the populace with an iron fist (okay, maybe 
  a tin-foil fist) and uses his armored legions of 
  Wartroopers to crush anyone who doesn’t allow 
  themselves to be subjugated. 
  Kargorr may be the 
  head honcho of 
  the Imperial Order, 
  but he can’t run it 
  all by himself. He 
  has a selection of 
  underlings who act 
  as his right-hand 
  men and women. The 
  ones that made it on 
  the show included 
  Razor Fang, Skarfist, 
  Bestial Betty and Dr. 
  Devastation. It was 
  insinuated that he 
  had many others 
  as well, though 
  only one of them 
  was mentioned 
  by name: Vanyssa 
  Montclaire. In 2008, 
  some further details 
  of this character 
  came to light when 
  one of the show’s 
  writers passed away. 
  Tucked away in his 
  file cabinet, his family 
  found a sheet full of 
  notes about her.
  In addition to 
  extensive ground 
  forces, the Imperial 
  Order maintains 
  a vast armada of 
  starships of various 
  sizes and functions. 
  According to several 
  people who were involved with the series, there 
  was eventually going to be a multitude of ships, 
  but the first six episodes featured only the small 
  but sturdy Ravagers and Kargorr’s personal war 
  cruiser, the Oblivion. 
  
  6
  Galactic Heroes
  The Allegiance
  In contrast to the Imperial Order, which is a massive 
  war machine, the Allegiance is a ragtag group of 
  brave souls who have banded together to free the 
  galaxy from Kargorr’s tyranny. They are perpetually 
  outnumbered and outgunned, but their heart, 
  desperation and cunning help even the odds a little. 
  The members of the Allegiance are about as 
  varied as one would expect from an organization 
  that culls recruits from all across the galaxy. All 
  members wear a stock uniform—white skin-tight 
  bodysuits with various colors of trim—despite the 
  fact that it goes against the notion of everyone 
  being individualistic (one of the points the writers 
  went to great lengths to make on a regular basis).
  Jason Bravesteel is the Allegiance’s leader, though 
  he often seeks the opinions of his colleagues in 
  the spirit of teamwork and cooperation. The show 
  mostly focused on Bravesteel, Ricky Munson, Jeremy 
  Strongblood, Ophelia Onyx, Lugg and Ziggle. Any 
  other member of the Allegiance that was featured 
  was depicted as completely generic look-alikes with 
  no personality or distinctive 
  qualities. These cookie-cutter 
  members made up the rest 
  of the group’s fighting forces, 
  from soldiers to pilots. A few 
  of them don helmets, as if 
  that helps much.
  The Allegiance’s naval 
  forces seemed meager in 
  comparison to the massive 
  quantities possessed 
  by the Imperial Order. 
  Though it was assumed 
  that other ships existed, 
  the series only showed 
  Bravesteel’s exploration 
  ship-turned-battleship, 
  the Space Voyager, and 
  the Starmasters, super-fast 
  fighter ships. 
  Locations
  This section discusses a handful of pivotal 
  locations. Note that the last two never appeared in 
  the first six episodes, but instead appeared in some 
  of the “unseen” episodes.
  Allegiance Base 
  Located on the rocky planet known as Sigmundus, 
  this sprawling complex of buildings, landing pads, 
  and fortifications is the headquarters of the noble 
  Allegiance. In the middle of the compound stands 
  a monolithic tower that looms over everything in 
  sight. This building is called the command center, 
  and it serves multiple functions.
  First, the command center is the perfect “look-
  out tower”. Not only does it have observational 
  equipment, but it stands so tall that the naked eye 
  can see for miles in every direction. 
  The second role of the building is as the Allegiance’s 
  communication epicenter. Within its hull lies the 
  most advanced communication devices known 
  to the galaxy. It is all hooked up to the numerous 
  outposts scattered throughout the solar system.
  
  7
  Galactic Heroes
  Finally, it acts as the gathering place for all the 
  Allegiance big-wigs. They have regular meetings 
  and discuss tactics and make important decisions 
  about how to maximize resources.
  Kargorr City 
  Not surprisingly, the ever-so-vain Kargorr named 
  the capital city of the Imperial Order after himself. 
  Silly name aside, this city is an incredible piece of 
  work. Thousands upon thousands of metallic sky-
  scrapers make up the skyline, with colorful lights 
  punctuating it like bulbs on a Christmas tree.
  The largest building is the Imperial Order 
  Headquarters. It stands over three miles tall from 
  top to bottom. The entire governmental body is 
  located within this lavish structure. At the very top 
  is Kargorr’s throne room.
  The citizens of Kargorr City aren’t necessarily loyal 
  to the Imperial Order, but they are too afraid to say 
  otherwise. Rumor has it that there is currently an 
  underground group of Allegiance sympathizers in 
  the city.
  Brightstarr 
  Brightstarr is a beautiful planet, with lots of flora 
  and fauna. It seems like an Eden-like paradise; a 
  world with an extreme abundance of resources. 
  Most importantly, it is the only planet in the cosmos 
  blessed with the mineral known as Krellstone, 
  which has magical properties. 
  This planet would have made its debut in Episode 
  18, and would quickly become the focus of the 
  stories from that point on. Later in the series, the 
  Allegiance Base is on Brightstarr. No explanation 
  is given – it’s just suddenly there. The base hasn’t 
  changed in appearance, so it’s probably not 
  meant to be another one. This is simply attributed 
  to bad writing.
  After Brightstarr’s introduction, nearly all of 
  Kargorr’s schemes began to revolve around 
  obtaining Krellstone. The Allegiance is basically 
  relegated to being guardians of the precious 
  mineral. So if you thought the first six episodes 
  were weak, you’d be in for a real “treat” if you ever 
  watched the later ones.
  Since everyone is fighting over some measly rocks, 
  you’re probably wondering what their so-called 
  “magical properties” are. Well, your guess is as good 
  as ours. The writers never bothered to define them, 
  leaving the viewers to figure it out for themselves. 
  Gee, how nice of them. In one unaired episode, a 
  new variant of Krellstone was capable of powering 
  a doomsday device created by Dr. Devastation.
  Did You Know?
  Kargorr was originally drawn as having giant buck-teeth, but the artists convinced their bosses at the 
  animation studio that it was simply too silly for the main villain. Who would ever take him seriously? 
  The artists gained permission to go back and alter the existing artwork before the series aired, but they 
  missed a few episodes. Episodes 1, 8, 26 and 59 still feature the original version of Kargorr, ridiculously 
  huge teeth and all!
  But Kargorr wasn’t the only character to pull the switcharoo. Several characters went through appearance 
  changes throughout the season. Of particular note is Ziggle, who was drawn five different ways. In one 
  episode, he would be depicted as a six-feet tall ursine humanoid, while the next episode may have 
  shown him as a short monkey-like creature. Just one of the many reasons Galactic Heroes was (and still is) 
  panned so heavily by cartoon fans.
  
  8
  Galactic Heroes
  The Heroes
  Jason Bravesteel
  Jason Bravesteel was a born pilot. By the time he 
  was a teenager, he was able to fly more than a 
  dozen types of aircraft. At the age of 14, he entered 
  the space academy to become an astronaut. 
  Needless to say, he excelled at it, quickly becoming 
  known as something of a prodigy. After graduating 
  (with honors), Jason led a multitude of successful 
  missions, which made him a celebrity all across 
  the solar system. During the height of his fame, he 
  met a youth named Ricky Munson who wanted 
  to become an astronaut just like him. Seeing the 
  desire on the boy’s face, Jason offered to tutor him 
  in the ways of starship piloting.
  Upon Ricky’s first trip into deep space, their ship, 
  the Space Voyager, was sucked into a mysterious 
  cosmic anomaly. The twosome found themselves 
  in a far-away galaxy ruled by Kargorr and his evil 
  Imperial Order. There, they joined up with a group 
  of freedom fighters known as the Allegiance in an 
  epic effort to restore peace to the stars!
  Jason Bravesteel is a bold, courageous man who 
  gives of himself freely and without hesitation. Like 
  most archetypal cartoon protagonists, his word 
  is his bond. While a part of him wants to return 
  to his home galaxy, Jason subconsciously wants 
  to remain where he is, as he feels like he can truly 
  make a difference in the war against Kargorr.
  Ricky Munson
  Little Ricky Munson always wanted to be an 
  astronaut. At the age of 13, his father took him to 
  a book store where the famous astronaut, Jason 
  Bravesteel, was signing autographs. Jason and 
  Ricky hit it off immediately, and Jason took the 
  young lad under his wing.
  Within a few years, Ricky was ready to go into 
  space for the first time. Unfortunately, his maiden 
  journey would signal the last time he would ever 
  see Earth. An uncanny space anomaly swept Ricky 
  and his mentor into another galaxy, a very long 
  way from home.
  There, the heroic duo would become embroiled in 
  the war between Kargorr’s Imperial Order and the 
  Allegiance.
  Ricky is unusually optimistic and enthusiastic 
  - annoyingly so, in fact. Everything he says is 
  punctuated with a few exclamation marks and 
  he’s quite fond of saying “Great Scott!” His nerve-
  grating level of excitedness aside, Ricky is a valiant 
  young fellow who never thinks twice before 
  leaping into action against Kargorr’s evil minions.
  Jeremy Strongblood
  Jeremy Strongblood was raised on the planet 
  Kanar, where the tribal ways were maintained. 
  His people were peace-loving nomads who 
  lived in teepees, hunted wild game for 
  sustenance, and prayed to the spirits of nature 
  to guide them. Tragically, Kargorr sent a massive 
  war party down to Kanar, and wiped out nearly 
  all of the inhabitants.
  
  9
  Galactic Heroes
  Jeremy and several others managed to survive, but 
  swore to exact revenge for the loss of their fellow 
  tribesmen. They took to the stars in a crashed (but 
  still space-worthy) spaceship. Eventually, they came 
  into contact with the Allegiance, and eagerly joined 
  their ranks. Jeremy is a very introspective and 
  spiritual individual. He is proud of his heritage, and 
  still observes the old traditions and beliefs.While he 
  has adapted to his high-tech environment, he still 
  doesn’t trust computers and science, preferring to 
  rely on his own mind and the spirits of nature in his 
  war on the Imperial Order.
  Ophelia Onyx
  Ophelia was raised in a family who completely 
  supported the Imperial Order. They treated Kargorr 
  like some kind of deity, and loathed anyone who 
  opposed him. Even as a child, she knew that the 
  Imperial Order was evil to the core. She despised 
  them for what they had done to the galaxy.
  When she caught wind of a new group that was 
  determined to overthrow Kargorr and bring peace back 
  to the cosmos, Ophelia didn’t hesitate. She hopped a 
  ship and took off into space on a quest to become part 
  of the revolution, and she’s never looked back.
  Ophelia is extremely passionate about the 
  Allegiance’s cause. She’s also serious-minded
  – probably too serious-minded, to tell the truth. 
  A joke never so much as crosses her lips, making 
  her the straight-man in any given situation. Her 
  companions often tease her about this, which 
  doesn’t please her in the least.
  Lugg
  Lugg remembers nothing of his past. His earliest 
  memory was waking up in an Imperial Order prison 
  cell with amnesia. What happened prior to that 
  remains a mystery to him.
  He helped stage an elaborate prison-break, 
  which was largely successful. Only a small 
  handful of the prisoners were re-captured. The 
  ones that did escape took off and joined the 
  ranks of the Allegiance.
  Lugg is a jovial fellow, at least to those he likes. 
  To his enemies, he’s a vicious powerhouse who 
  is nearly impossible to stop. Once he befriends 
  someone, he will protect them no matter the risk to 
  his own well-being.
  Ziggle
  Ziggle is a Bearoid, a race of primitive ursine-like 
  humanoids (though he was sometimes drawn 
  as being more simian in appearance) who were 
  enslaved by Kargorr. He was the “dumb one” in the 
  tribe, never really smart enough to do much on his 
  own. This resulted in him being sheltered all his life. 
  After his people were taken away, he was adopted 
  by the Allegiance. Why they allowed him to stick 
  around is anybody’s guess.
  Ziggle is, in a word, annoying! He giggles about 
  nearly everything, even in inappropriate situations, 
  and he consistently gets his comrades in deep 
  trouble due to his incompetence.
  
  10
  Galactic Heroes
  The Villains
  Kargorr
  Kargorr has always been a pathetic little whelp. 
  Very little is known about his past. Perhaps no 
  one has cared enough to look into it in more 
  detail. What is known, however, is that he’s from 
  a planet known as Boopygoochie, and he hated 
  that planet. Everyone picked on him there, and 
  he became extremely bitter about it. At the age 
  of 16, he disappeared from his home world and 
  wasn’t seen again for many years. When he finally 
  returned, he did so with a large army at his side. He 
  commanded his troopers to decimate everything 
  and everyone on Boopygoochie. How he managed 
  to raise such an impressive army is anyone’s guess. 
  Chalk it up to bad writing, I suppose. 
  Having just obliterated an entire planet, Kargorr 
  decided he liked the feeling of power he got from 
  it. So, he founded the Imperial Order and began 
  methodically taking over the galaxy. It took him 
  ten years, but he finally succeeded in his goal. But 
  now, the Allegiance threatens to tear down all that 
  he has built.
  Kargorr is an incompetent putz. Spineless, back-
  biting and pompous are three of his utmost 
  personality traits. In his own feeble mind, he is 
  the ultimate villain in the universe, and I guess 
  it’s hard to argue with that since he has managed 
  to conquer the galaxy, for whatever that’s worth. 
  To him, he is the center of all existence. But he’s 
  still a moron. When Kargorr speaks, he laces his 
  verbalizations with colorful insults that may or may 
  not actually make any sense. It’s a 50-50 chance. He 
  tries hard to sound like a truly evil overlord, but his 
  lack of intelligence often screws it up for him. And, 
  of course, when he gets angry or frustrated, he will 
  shout out his favorite expletive... “Bah!!”
  Razor Fang
  Razor Fang’s people were subjugated by the 
  Imperial Order more than ten years ago. By and 
  large, they were witless beings who had very little 
  in the way of intelligence. This is not the case with 
  Razor Fang. He possessed a unique brand of low 
  cunning that impressed Kargorr. Kargorr offered to 
  hire Razor Fang as his own personal henchman, a 
  role he has thrown himself into wholeheartedly.
  Razor Fang isn’t intelligent by any stretch of the 
  imagination, but he’s not a dolt either. For his 
  species, he’s well into the genius range. He tends to 
  be one-track minded too, which pleases his master 
  to no end. Once Kargorr gives him a mission, he’ll 
  see it through to the very end.
  Skarfist
  Skarfist was one of the galaxy’s greatest bounty 
  hunters, best known for his weapons mastery and 
  his gut feelings about where his prey is hiding. 
  With his reputation established, Skarfist found 
  himself with a startling offer from Kargorr. As it 
  turned out, Kargorr wanted him to become his 
  right-hand man. In return, he would give the 
  bounty hunter an obscene amount of riches. It 
  doesn’t take a rocket scientist to figure out what 
  his answer was.
  
  11
  Galactic Heroes
  Skarfist is a short-fused man who wants things 
  done his way, and he wants it done yesterday. 
  The downside is that he often loses control of his 
  actions when he’s angry, leading him to become 
  incredibly irrational.
  Bestial Betty
  Bestial Betty is actually Kargorr’s niece. She grew 
  up in the backwoods of Boopygoochie, where she 
  spent most of her time in the wilderness. During 
  her time there, she learned that she possessed the 
  ability to summon and control animals.
  When Kargorr learned of this, he began buttering 
  her up. By that point, he was already planning to 
  conquer the galaxy and knew that he could use 
  Betty’s talents to benefit him. She willingly joined 
  her uncle, but has contempt for him nonetheless.
  Loyalty is a foreign concept to Betty. All she cares 
  about is herself, and she delights in treading on 
  other people for her own needs. Heck, she’d turn 
  on Kargorr in a heartbeat if she thought she would 
  gain something from it. As it stands, she lets him 
  lead the Imperial Order while she controls things 
  from behind the curtain, so to speak.
  Dr. Devastation
  Herbert P. Spaggler was always the stereotypical 
  geek. His nose was constantly buried in a book 
  or a computer monitor. This lust for knowledge 
  eventually spawned his twisted science projects, 
  such as turning a surva-snail into a fifty foot tall 
  creature or developing a disintegrator gun.
  He approached Kargorr for a job as lead scientist, 
  but was rudely rejected... until Spaggler released 
  a jar of poisonous mechanical locusts in Kargorr’s 
  ship. Respecting Spaggler’s audacity & ruthlessness, 
  Kargorr reconsidered his offer and hired him 
  straight away.
  Dr. Devastation (as Spaggler likes to be called) is a 
  cold individual with absolutely no scruples. He lives 
  for science, and considers organic beings, himself 
  included, to be inferior to robots and the like.
  Vanyssa Montclaire
  According to the information found in later 
  scripts that never made it to television, Vanyssa 
  Montclaire  would have been the ultimate leader 
  of the Imperial Order. Let’s do the checklist. Genius 
  intellect? Check. Keen strategic mind? Affirmative. 
  Charismatic leader? That’s her. Insanely efficient 
  fighting skills? Nailed it.
  Why, then, did she serve a putz like Kargorr? Who 
  the heck knows? It was never explained, which is a 
  testament to how horrible the writing on the show 
  was. Realistically, there’s no way she would have 
  taken a backseat to Kargorr.
  In the script for Episode 37, it was mentioned that 
  Vanyssa was the leader of a kingdom on a faraway 
  planet called Davimar and that her people were 
  amorphous blobs... because, you know, that makes 
  a lot of sense.  
  Did You Know?
  In an interview for Animation Chronicles, a writer 
  named Paul Oldman admitted that most of 
  the writers of the show disliked each other. The 
  following is a quote from that interview:
  “We were all jerks. Man, were we all jerks! I recall 
  numerous fist fights during those jam sessions 
  the studio insisted upon having. It was chaos. 
  What’s worse is that we would sabotage each 
  other’s scripts. That’s one of the reasons Galactic 
  Heroes was as bad as it was. Well, that and the 
  fact that none of us were very good writers back 
  then.  One time, I got a hold of a script written by 
  Jerry [Bakerson] and replaced his vicious aliens 
  with sentient carrot people. That actually made it 
  to the final product. Can you believe that?”
  
  12
  Galactic Heroes
  Vehicles
  The Ships of the Allegiance
  The Space Voyager
  Originally just an exploration ship, the Space 
  Voyager has been turned into a battleship. 
  It doesn’t look sleek by any stretch of the 
  imagination, with its blocky frame, stubby wings 
  and protruding landing gear. But who cares? This 
  baby is a bad mo-fo in a battle, and that’s what 
  really counts!
  Starmasters
  Starmasters are the only small starfighters used 
  by the Allegiance in the series. They are quick 
  little buggers with elongated wings and a slightly 
  rounded body frame. Unsurprisingly, though, some 
  episodes existed wherein the Starmasters looked 
  quite different than that.
  The Starmasters’ arnsenal packs a good wallop for 
  ships their size, boasting twin laser cannons and 
  two missiles. They can also be modified to replace 
  all their other weapon systems with very large 
  bombs capable of causing a lot of damage.
  The Imperial Order Armada
  The Oblivion
  The Oblivion is Kargorr’s personal war cruiser, 
  and is easily the most intimidating ship in the 
  galaxy. It has all manner of weaponry and nearly 
  impenetrable armor. And it also sports a wicked-
  keen Kargorr head on the front. Seriously.
  Ravagers
  Ravagers are the only small starfighters used by 
  the Imperial Order in the series. While not quite 
  as quick as the Starmasters, they are more heavily 
  armored and can take one heck of a pounding 
  before going down. Ravagers look like long narrow 
  spikes with wings on the side.
  The Six
  Episodes
  Below, you’ll find full descriptions of all six episodes 
  aired in the fall of 1985. But be warned, most of the 
  episodes are... well, let’s just say there’s a reason the 
  series was cancelled so quickly.
  Episode 1: “The Journey (Part One)”
  In the futuristic year 2000, astronaut Jason 
  Bravesteel and his young companion, Ricky
  Munson, left Earth in an experimental starship 
  called the Space Voyager. The mission was a simple 
  one: to travel beyond the Milky Way galaxy, and 
  into unknown space. It was an exploratory mission 
  that was doomed to failure.
  Shortly after exiting our solar system, the starship 
  came into contact with a strange space anomaly. 
  It was a swirling red and purple energy mass that 
  began to grow like a fungus, engulfing the Space 
  Voyager and its crew. 
  
  13
  Galactic Heroes
  Everything went black.
  When Jason and Ricky came to, they were drifting 
  through space in an unknown galaxy. Suddenly, 
  their view screen sparked to life and they saw an 
  unpleasant face appear before them. “I am Kargorr, 
  ruler of the universe!” the man exclaimed. “You shall 
  surrender to me at once! Muhaha *cough* hahaha 
  *wheeze* haha!”
  A fleet of black starships appeared, their weapons 
  trained on the Space Voyager. Unarmed and 
  outnumbered, Jason Bravesteel attempted a 
  daring escape, but the ship was captured in a 
  tractor beam.
  They were brought before Kargorr’s right-hand 
  man, Skarfist, on a nearby space station. Just 
  as Skarfist was about to imprison them, three 
  individuals barged in and attacked Skarfist and 
  his Wartroopers. While the battle was raging, the 
  leader of the rescuers, a man apparently of Native 
  Amercian heritage, introduced himself as Jeremy 
  Strongblood. He said his partners were Ophelia 
  Onyx and Lugg.
  Following a pulse-pounding running laser-gun 
  battle, the group made their way to Strongblood’s 
  spacecraft. Unfortunately, it was now being guarded 
  by at least a dozen Wartroopers. They looked back 
  and heard the approaching bad guys from the 
  direction they came from. Cliffhanger, anyone?
  Episode 2: “The Journey (Part Two)”
  Stuck between a rock and a hard place, Bravesteel 
  sprung into action. He leapt up and pushed 
  open the grate to a ventilation tunnel. The others 
  followed, and the bad guys never even noticed.
  Within minutes, Jason had led them to his own ship, 
  the Space Voyager, which was being studied by a 
  few cowardly engineer types. A few punches later, 
  and our heroes were in control of the starship and 
  zooming out into space!
  But Kargorr’s men weren’t far behind in their black 
  starfighters. The evil-doers tried everything they 
  could muster to take out the Space Voyager, but 
  Bravesteel’s keen piloting skills and his cunning 
  tactics allowed them to prevail and zoom away to a 
  forested planet called Homeworld.
  Once there, Jeremy Strongblood explained that the 
  ruthless (but idiotic) Kargorr somehow managed 
  to take over the galaxy and establish the Imperial 
  Order, an empire so vast that nothing is beyond 
  their grasp. Recently, a small group of courageous 
  men and women formed the Allegiance, a rebellion 
  of sorts, though they’ve been unable to find a 
  Did You Know?
  The opening theme song for Galactic Heroes 
  was performed by Richard Hesh using a cheap 
  fifteen-dollar synthesizer. While it was certainly 
  a god-awful song, it would’ve been worse had 
  the producers not stepped in and eliminated 
  the lyrics. Yes, the lyrics made the weak 
  “instrumental” even weaker.
  Want to read these dreaded lyrics? Here you go!
  Galactic Heroes take the fight to Karrrrrrgor.
  Galactic Heroes save us one and all.
  Galactic Heroes thump and whack, sock and slam,
  kick and thwack until the bad guys fall.
  Galactic Heroes fight to keep us safe from tyranny.
  Galactic Heroes smack ’em ’round and make the   
        bad guys flee.
  Galactic Heroes know that only victory’s the key.
  Galactic Heroes rock the stars.
  Galactic Heroes travel far.
  Come join the Galactic Herooooooooooes.
  See? Told you it was bad!
  
  14
  Galactic Heroes
  leader worthy of the cause. He then commented 
  that Bravesteel displayed all the right skills and 
  abilities to assume the mantle of leadership. With 
  a handshake, Jason Bravesteel accepted the offer 
  and the credits rolled.
  Episode 3: “Along Came a Ziggle”
  The episode opened with a horde of Wartroopers, 
  led by Bestial Betty and Razor Fang, raiding 
  a primitive village filled with human-sized 
  humanoids call Bearoids that looked like bears. 
  Not fearsome bears, but cute ones, like giant teddy 
  bears with colorful fur.
  Despite the Bearoids’ best efforts, the Wartroopers 
  quickly rounded them up. Kargorr himself arrived 
  in his hover-chariot, to oversee the final stages of 
  the operation. After being asked by Bestial Betty 
  why he’s taking them all prisoner, Kargorr tried to 
  recall his reason, but failed. He muttered that he’d 
  remember eventually. From the bushes, one young 
  Bearoid watched sadly as his people were herded 
  into a prison ship.
  Meanwhile, Bravesteel, Ricky, and Strongblood 
  landed the Space Voyager down on the same 
  planet, hoping to rally the Bearoids behind their 
  noble cause. Unfortunately, they found nothing 
  but smoldering ruins where the village once stood. 
  They heard sobbing coming from one of the 
  mostly intact buildings. It was the young Bearoid 
  who escaped Kargorr’s attention. He explained 
  that his name was Ziggle, and that his people were 
  captured by a man named Kargorr.
  They raced to the clearing where the prison ship 
  was... but it had just lifted off! Luckily, a gaggle of 
  Wartroopers as well as Kargorr himself had not yet 
  left. Kargorr was still trying to remember why he 
  wanted to capture the Bearoids.
  The heroes leapt into action, trouncing the 
  Wartroopers handily. But Kargorr aimed his 
  disintegration pistol at them and they were forced 
  to surrender. Suddenly, Kargorr looked up to see 
  Ziggle on top of the cliff. Using a fallen tree limb for 
  leverage, Ziggle sent the boulder crashing down 
  on Kargorr, trapping him beneath its bulk.
  Just as the heroes converged on the tyrant, 
  one of his starships swept down and used its 
  teleportation beam to relocate him aboard his 
  own ship, known as the Oblivion. As he was being 
  beamed away, Kargorr made sure to spout out, 
  “You’ve not seen the last of me, you slobbering 
  fools! I shall destroy you all!”
  The episode ended with Bravesteel and company 
  promising to help Ziggle find and rescue his fellow 
  tribesmen. Ziggle officially joined the Allegiance.
  Episode 4: “Curse of the Crypt King”
  Two explorers entered a previously undiscovered 
  tomb and stumbled across a chamber with a 
  sarcophagus in it. The curious duo opened it to 
  find a mummy with a large crown and elaborate 
  jewelry. The mummy’s arms raised and he lunged 
  at them. The scene faded to black and cut to a 
  commercial break.
  
  15
  Galactic Heroes
  When the show returned, we were treated to a space 
  battle between the now-armed Space Voyager and 
  a slew of Imperial Order fighters. The Space Voyager 
  was able to take out most of them. Thankfully, the 
  enemy ships were equipped with top-notch escape 
  pods (which had parachutes on them for some 
  reason). In the end, the numbers game had worn 
  down our heroes’ ship and they were forced to make 
  a crash landing on the nearest planet.
  The ship came to a screeching halt in the middle of 
  a forest, further damaging its hull. Lugg and Ricky 
  agreed to stay behind and work on the repairs, 
  while the Bravesteel, Strongblood, Ziggle, and 
  Ophelia ventured out to find help.
  Meanwhile, aboard the Oblivion, Kargorr told his 
  minions that they will “follow those idiotic boobs 
  and finish them off once and for all!”
  As Bravesteel and crew made their way through the 
  thick woods, they come across the two explorers 
  who seem to have been driven insane. They 
  frantically tell the heroes about finding the tomb 
  and about a curse the mummy placed on the entire 
  planet and anyone who comes to it. According to 
  their tale, they barely escaped the mummy, but 
  they are afflicted with the curse. Suddenly, a tree 
  branch came falling down. Bravesteel leapt forward 
  and knocked the two explorers out of harm’s way. 
  The bad luck had already begun, and the curse was 
  now on our heroes as well.
  Back at the Space Voyager, Lugg and Ricky found 
  themselves under attack by a horde of Wartroopers. 
  Kargorr was hovering to the rear of his attack 
  squads on his hover-chariot, bellowing out orders, 
  and then changing them mid-stride. He had 
  them so confused that they were getting soundly 
  thrashed by Lugg and Ricky.
  Razor Fang approached Kargorr to tell him that 
  the scout vehicles have spotted Bravesteel and a 
  few others due north of here. In return, he ordered 
  Razor Fang to bring a group of Wartroopers and 
  follow him so they can deal with “those meddlers” 
  first-hand. And with that, the battle was on! But, 
  of course, it was mostly poor Razor Fang and his 
  troops that did most of the fighting. Kargorr wasn’t 
  much help. First-hand indeed! At this point, the 
  ground began to shake and gaping chasms opened 
  up, swallowing trees, boulders and anything else 
  that couldn’t move away fast enough. Chaos 
  ensued as all the villains went scattering to their 
  spaceships out of fear. The curse had struck again.
  To everyone’s surprise, the mummy shambled into 
  the area where Bravesteel and his companions 
  stood. It raised its hands high and blue energy 
  swirled around them. It was clear this undead 
  spooky guy wasn’t here to chit-chat.
  Thinking quickly, Bravesteel stayed calm and threw 
  down his weapons. The others followed his lead. 
  He stepped forward and explained that no one 
  here meant the mummy any harm. He promised 
  that they would all leave the planet peacefully 
  in return for it lifting the curse. Inexplicably, the 
  mummy agreed, telling them to travel safely. The 
  episode ended with them blasting off into space, 
  not bothering to explain how they finally fixed the 
  Space Voyager. Seriously.
  Did You Know?
  “Curse of the Crypt King” is widely considered 
  the worst episode of the series. From the thin 
  plot to the poorly thought-out fight scenes, it 
  was simply a dud. The anti-climactic, asinine 
  ending alone was enough to make you scratch 
  your head and yell out, “What the hell were 
  they thinking?”
  In 1999, MegaCoolStuff.com presented a poll 
  for the worst cartoon episode of all time. 
  Guess what episode ranked #1? Yep, you got 
  it right. “Curse of the Crypt King” came in first, 
  garnering 89% of the votes. How’s that for 
  sheer crapitude?
  
  16
  Galactic Heroes
  Episode 5: “Kargorr’s Secret Weapon”
  The story began in a laboratory. Kargorr paced 
  back and forth impatiently, while Dr. Devastation 
  worked on a new gizmo. Finally, Doc announced 
  that his masterpiece is completed, much to 
  Kargorr’s delight. Kargorr began jumping up 
  and down with glee, but hit a pipe with his head 
  in doing so. Shaking it off, he said, “At long last, 
  Bravesteel and his band of miscreants shall be 
  all mine! Now we must lure them to the planet 
  Ziblagax, and into my ambush!”
  Meanwhile, Lugg, Ophelia, and Strongblood were 
  training at the Allegiance base when Bravesteel and 
  Ricky came in. Bravesteel informed them that a small 
  group of Wartroopers have been spotted heading 
  toward an Allegiance-friendly village on the planet 
  Ziblagax. He told them that he’s going alone, since 
  there isn’t many of the Wartroopers there.
  A short while later, Bravesteel landed in the 
  village. In the distance, he could see about twenty 
  Wartroopers coming his way. When he started 
  to talk to the villagers, they all stripped off their 
  robes to reveal... more Wartroopers. Kargorr, Dr. 
  Devastation, Bestial Betty, Razor Fang, and Skarfist 
  came out of hiding as well. Kargorr aimed his new 
  gadget at Bravesteel and announced that he’s 
  going to shrink him down to the size of an insect.
  A series of zig-zagging movement patterns 
  enabled Bravesteel to evade the subsequent blasts. 
  “Bah!” shouted the frustrated Kargorr, “He’s too 
  quick! Get him!”
  They all attacked Bravesteel, and finally managed 
  to subdue him. After gloating a little, Kargorr 
  zapped the hero, barely reducing his size. “What 
  manner of trickery is this?” shouted Kargorr.
  Dr. Devastation says, “I thought you wanted the device 
  to shrink the target by an inch.” To which the enraged 
  Kargorr replied, “No, you mindless nitwit! I wanted it to 
  reduce the target’s size down to an inch!”
  Bravesteel managed to slip away from his captors 
  and begin attacking them in earnest, while Kargorr 
  threw a temper tantrum. Bravesteel snatched the 
  device and escaped back to the Space Voyager.
  Afterward, back at the Allegiance base, Bravesteel 
  had just finished telling the others about his 
  adventure that day. “Lookie here!” giggled Ziggle 
  while holding the device, “This sucker has different 
  settings. You really could have been shrunk down 
  to an inch tall. But Kargorr just didn’t have it set 
  right. Hyuk, hyuk, hyuk”. At that point, everyone’s 
  favorite retarded walking, talking bear accidentally 
  zapped himself down to the size of a small rock. 
  Everyone chuckled as the episode ended.
  Episode 6: “A Way Back Home”
  While at the Allegiance base, Bravesteel and Ricky 
  received a sub-space message from Ophelia. She 
  told them that she has come across a strange red 
  and purple energy mass, just like the one that led the 
  two astronauts here. According to her instruments, it 
  would only last for a few hours at most.
  Meanwhile, Kargorr addressed his minions, telling 
  them that he has discovered the location of the 
  Allegiance’s base, and that he will lead an attack on 
  it with every starship and dropship at his disposal. 
  It would be an assault on the grandest scale!
  Members of the Allegiance stood in the docking 
  bay to say their heartfelt goodbyes to their leader 
  Did You Know?
  Kargorr was voiced by a different actor in every 
  episode. According to those who worked on 
  the show, each actor quit after doing a single 
  episode due to their disliking of the character 
  and the scripts in general. One actor reportedly 
  said, “That character is the most pathetic villain 
  I’ve ever seen, and the story is just as bad. I wish 
  you gentlemen all the luck in the world, but I 
  just can’t do this job.”
  
  17
  Galactic Heroes
  and his teen sidekick. He shook hands with them 
  all as the duo stepped into the Space Voyager. 
  Suddenly, loud klaxons began to go off, indicating 
  an impending attack.
  Bravesteel ordered a ground force to be organized, 
  while he took a small fleet of starships up to try and 
  intercept the invasion.
  In what was no doubt the best sequence of the 
  series (and indeed one of the best sequences in 
  any cartoon ever), the battle commenced both 
  above the planet and on the ground. Starfighters 
  engaged in dogfights, and scads of Allegiance 
  soldiers desperately defended against an army of 
  Wartroopers. The total sequence lasted for just over 
  13 minutes, which is rare in cartoons.
  When the smoke finally cleared, it was the 
  Allegiance who stood triumphant, but it was a 
  hard-fought victory to say the least.
  The next scene showed Bravesteel and Ricky telling 
  the others that they have decided not to go back. 
  Said Bravesteel, “We are needed in this galaxy far 
  more than in our own. This is our home now, and 
  you are our family.”
  The closing scene showed the purple and red space 
  anomaly. Finally, it flickered and then disappeared.
  Episode Seeds
  While it’s true that only the first six episodes aired 
  on television, the scripts for most of the other 
  episodes still exist. Below, you’ll find a handful of 
  episode seeds inspired by some of those scripts. 
  Feel free to flesh them out!
  “Armageddon Out of Here”
  When a new planet pockmarked with volcanoes 
  is discovered on the outer fringes of the galaxy, 
  Kargorr becomes obsessed with establishing 
  Imperial Order presence. The PCs learn that only 
  one race exists there – aliens, called the Snoofers, 
  who look curiously like humanoid anteaters and 
  spit a lot when they speak. The Snoofers are peace-
  loving people who worship a powerful, mystic orb 
  located deep underground. Two traitorous Snoofers 
  named Gunk and Splat told Kargorr of this sentient 
  artifact, which explains why he was so insistent on 
  landing on the planet.
  A race to the orb will likely ensue, allowing for any 
  number of fun headaches for the PCs and Kargorr 
  alike – cave-ins, gaping chasms (possibly with a 
  shaky rope-bridge), mole critters, rolling boulders 
  and so on. 
  Once they reach the orb, who introduces itself as 
  Blup-Blup, it explains to everyone that its presence 
  is the only thing preventing the planet from 
  blowing apart. Blup-Blup also mentions that it’s 
  dying and that the world doesn’t have long before 
  oblivion. Kargorr is having none of it! In an effort to 
  use its power for himself, he grabs Blup-Blup, raises 
  it above his head and gives a big villainous diatribe 
  about how he now possesses the ultimate power 
  and blah, blah, blah! However, touching Blup-Blup 
  causes it to die immediately, giving the villain no 
  power whatsoever. That’s when they feel the entire 
  Did You Know?
  The Allegiance was originally going to be called 
  the Alliance. But it was decided that this was 
  too similar to the “Rebel Alliance” from another 
  franchise, so the decision was made to change 
  it to something else - the Space Federation. 
  Needless to say, this name got the axe too.
  Interestingly, the final change was made too 
  late to alter the toy packages, which still listed 
  the good guys as members of the Space 
  Federation. These action figures are worth 
  significantly more than the ones with the 
  updated text on the packages.
  
  18
  Galactic Heroes
  world shaking and see the planet starting to come 
  apart at the seams.
  Can the heroes get back above ground before the 
  planet explodes? Can they help save the Snoofers 
  from a fiery fate? Is there any way to resurrect 
  Blup-Blup and save the planet after all? That’s all 
  up to you and your group! 
  “Mob Rule”
  Kargorr has been captured after underestimating 
  the Allegiance during a raid on one of their secret 
  strongholds. Safely imprisoned while he awaits a 
  trial (which makes very little sense, but come on, this 
  show’s terrible!), a group of radical locals manage to 
  overtake the guards and swipe the cretin.
  Their plan is to take him back to their city and 
  make him ingest a goopy honey-like substance 
  that will permanently transform him into a statue 
  (yes, a statue!). He will still be alive but completely 
  unable to move for the rest of his days.
  Obviously, this doesn’t wash with the Allegiance. 
  Everyone’s entitled to a fair trial… even Kargorr. 
  The PCs will have to figure out how to keep this 
  punishment from being enacted and save the villain.
  The local villagers will prove to be tough 
  customers and won’t take kindly to Allegiance 
  interference. They can’t be talked out of carrying 
  out their punishment unless the PCs devise a 
  truly compelling argument. Don’t make it too 
  easy. Regardless of what route they take, the road 
  should be very bumpy.
  Ideally, while both parties are at odds, Kargorr’s 
  minions will rescue him, restoring the series’ status 
  quo. That said, don’t make it an automatic outcome; 
  give the PCs a chance to thwart the rescue attempt. 
  This scene could be a good opportunity to heavy-
  handedly show the villagers the errors of their way, 
  thus nailing the whole “moral of the story” shtick. 
  Perhaps during the rescue, one of the henchmen 
  captures the man who was going to force-feed 
  Kargorr the sludge, with plans to execute him for 
  treason without a trial. It’s okay to slam the message 
  right in the players’ faces. Subtlety has no place in a 
  show like Galactic Heroes.  
  “Krellstone Fever”
  Krellstone is generally a rare mineral on Brightstarr. 
  However, at the beginning of this episode, a miner 
  strikes it rich by finding a previously undiscovered 
  type of Krellstone. He goes to the neutral town of 
  Bryansburg to brag about the shimmering blue 
  mineral to anyone who is willing to listen to him. .. 
  such as Razor Fang, who immediately goes running 
  back to Kargorr with the news.
  The Allegiance also catches wind of this new 
  development. The unknown properties of this new 
  type of Krellstone intrigues them. After all, who 
  knows what kind of great things it could do for the 
  people of the galaxy?
  
  19
  Galactic Heroes
  By the time the PCs can investigate, Kargorr has 
  beaten them to the punch. He’s now on Brightstarr 
  and has some of the Krellstone in his possession. As 
  it turns out, it’s exactly what he needed to complete 
  a doomsday device that Dr. Devastation has been 
  working on called the Orbital Mind Control Cannon. 
  Should this weapon be completed, Kargorr would 
  possess the ability to permanently control the 
  populace of any planet he shoots with it.
  It’s up to the PCs to concoct a plan to keep this 
  from happening. This is easier said than done, 
  because they are, as always, seriously outmanned 
  and outgunned.  Perhaps they’ll sneak on board 
  the Oblivion and demolish the cannon.  Or maybe 
  they’ll steal back the Krellstone. The choice is theirs!
  “The Plague”
  The populace of an Allegiance-friendly planet 
  has been devastated by an epidemic that leaves 
  them weak and unable to do anything aside from 
  lying down, sweating profusely and hallucinating. 
  The PCs learn of this when they visit the planet to 
  deliver supplies to them.
  Unfortunately, nothing seems to cure the disease. 
  Eventually, one of the least-affected civilians 
  informs them that there’s a reclusive witch doctor 
  named Zugrah who lives up in the mountains; she 
  might know of a way to cure this insidious disease. 
  It’s up to you to determine how involved and 
  lengthy the search is. You can make it pretty much 
  instantaneous or maliciously treacherous. 
  Zugrah assures the PCs that he can concoct a 
  brew capable of cleansing the body of the plague. 
  He possesses all the ingredients… except one: a 
  powerful healing herb known as Pozen. This sounds 
  easy enough, right? Well, as it turns out, not so 
  much. You see, Pozen can only be found on one 
  planet and the only known source of it is heavily 
  guarded by the Imperial Order. Kargorr may be 
  dumber than a bagful of hammers, but even he’s 
  not oblivious to Pozen’s medicinal value. 
  The PCs will now have to devise a way to get a 
  hold of one Pozen leaf (which is all Zugrah claims 
  he needs). The players will undoubtedly field a lot 
  of interesting ideas for how to pull this caper off, 
  which is a good thing. Let them choose one and 
  run with it, no matter how far-fetched it is. In fact, 
  the more far-fetched, the better!
  In the end, the PCs will likely succeed in their goal 
  and help bring the people back to good health. 
  However, if things go south for them, you have the 
  perfect set-up for a follow-up episode wherein 
  they find a previously unknown source of Pozen. 
  Retrieving it shouldn’t be a cakewalk, however. Fill 
  their journey with hazards of all kinds.  
  Did You Know?
  In 2009, filmmaker Adrian Potter proposed a script for a live-action Galactic Heroes film. His script was 
  laughably bad, even more so than those from the original series. In this treatment, Jason Bravesteel 
  became hot-headed Jessica Bravesteel and Ricky Munson was portrayed as an old man who drank 
  a serum that caused him to become ten years old again. As if that wasn’t silly enough, Kargorr was a 
  spider-like alien with a serpentine voice and twelve mouths. Did we mention that all the core members 
  of the Allegiance were capable of melding themselves together to form a gigantic, grotesque-looking 
  humanoid named Jibbity Blublu.
  Needless to say, Potter’s vision never became a reality… and the world is a better place for it. 
  
  20
  Galactic Heroes
  PC Guidelines
  Creating Player Characters for Galactic Heroes is extremely straight forward. There aren’t really any series-
  specific modifications to the process. That said, there are some things that should be considered.
  Jason Bravesteel and Crew
  More than with any other series book to date, we have integrated a specific cast as the series’ 
  protagonists. We’ve also included them as ready-to-use PCs. However, don’t let that keep you from 
  replacing them with your own heroes. Alternatively, you can intergate your heroes into the mix of 
  existing characters.  This is your series and nobody’s going to tell you what to do with it, aside from 
  Kargorr, but since when did his opinions matter?
  Regardless of what PCs the characters use (i.e., their own or the ones provided in this series 
  book), they cannot escape having Ziggle around. See the sidebar on page 22 for details on how 
  to handle Ziggle.
  Anachronistic Accessories
  Prior to taking on the Galactic Heroes toy line, KidFun Toys produced quite a few other lines, mostly of 
  the “cheap and forgettable” variety. This left them with an enormous back-stock of generic accessories, 
  typically from their toys from the 1960s and ‘70s. Obviously, by the 1980s, these looked very dated. 
  Still, they wanted to get rid of them all and asked Bennett-Hughes Productions to integrate those 
  accessories in the show so they could package them with the action figures. This certainly explains 
  the old-fashioned “ray guns” carried by Jason Bravesteel and Ricky Munson. 
  You might consider this design asthetic when envisioning the gear your PC will carry. It has no game 
  effect, but adds character to any hero.
  Don’t Be Afraid to Get Silly!
  Let’s not pretend that Galactic Heroes was a good cartoon series. It was rubbish. However, that can be 
  half the fun of running and playing it as a Cartoon Action Hour: Season 3 series. You aren’t hindered by 
  quality! Get ridiculous. Get weird. Get mind-bogglingly, head-scratchingly lame. This is far more freeing 
  than one might imagine. When there’s no limit to what you can do, the series will assuredly become a lot 
  more memorable.
  Star Power: 3
  Tier & Trait Points: Human, 18
  Other Rules:
  None
  
  21
  Galactic Heroes
  Here is a complete group of five ready-to-play Galactic Heroes Player Characters.
  JASON BRAVESTEEL
  Star Power: 3 
  Upgrades taken: #4, #4, #1
  Qualities
    Leader of the Allegiance
   Earthman astronaut
   Pilot of the Space Voyager
   Celebrity across the galaxy
   Selfless
  Traits
  A BORN PILOT 5 (+2 when piloting the Space Voyager)
  RAY GUN 4 (Accessory, Devastating, Area)
  COURAGEOUS 4
  TOTALLY AWESOME IN COMBAT 4
  AMAZING STUNT 2
  RICKY MUNSON
  Star Power: 3 
  Upgrades taken: #1, #1, #5
  Qualities
    Teenaged sidekick
   “Great Scott!”
   Trouble follows him
  Traits
  DEFT AND SPEEDY 5
  RAY GUN 4 (Accessory, Devastating, Area)
  ATHLETIC 2
  EARNEST 2
  SMART 2
  I  CAN TOTALLY DO THAT! 1* (+2 vs. any DN of 10+)
  Versatile (Versatile: COMPUTERS, SNEAKY; 3 undefined 
       Traits)
  *Teen sidekicks were always designed to be a reflection of the 
  teenaged reader/viewer, and Ricky in no different. Kids saw 
  themselves in Ricky and this Versatile Trait reflects this, as 
  he is always able to do just what the story needs, be it pilot-
  ing a second starcraft, tinkering with an engine, speaking just 
  enough of an alien tongue to get by, etc.
  Note: Technically, Ricky was also granted one more Upgrade than 
  usually allowed in the standard rules for character creation (“Versa-
  tile” counting as two Upgrades). But we made a benevolent exception 
  for him. After all, he is the teen sidekick in a very strange sci-fi show.
  JEREMY STRONGBLOOD
  Star Power: 3 
  +1 Oomph        Upgrades taken: #4, #1, #6
  Qualities
    Native American combatant
   Disturbing visions
   Doesn’t trust computers and science
   Knowledge of ancient ways
  Traits
  LASER PISTOL 4 (Accessory, Area, Can bounce off reflective 
       surfaces)
  AT ONE WITH NATURE 4 (Advantage  – Can remove 1 
  Setback Token or the effects of a Devastating Trait from a 
  friendly character upon rolling successfully vs. DN 10)
  HTH COMBAT 4
  WILL OF IRON 4
  TRACKING 3
  OPHELIA ONYX
  Star Power: 3 
  Upgrades taken: #4, #1, #1
   
  Qualities
    Fiery vixen with amazing aim
   Brave to the point of carelessness
   Born into the Imperial Order
   No sense of humor
  Traits
  LASER PISTOL 5 (Accessory, Area)
  RANGED COMBAT EXPERT WITHOUT PEER 5 (Devastating)
  PILOT 4 (+2 vs.  male characters)
  ATTRACTIVE 2
  KNOWLEDGE OF THE IMPERIAL ORDER 2
  TOUGH 2
  Ready-to-Use 
  Player Characters
  LUGG
  Star Power: 3 
  Upgrades taken: #1, #1, #3
  Qualities
    Tough-guy behemoth
   Protective of friends
   Amnesia
  Traits
  “LUGG WILL SMASH NOW!” 4 (Action Feature, Area, 
       Devastating, +2 vs. multiple opponents)
  TOUGH 5 (+2 vs Big Attacks, +2 vs Area Attacks)
  STRONG 5
  BIG 4
  I REMEMBER HOW TO DO THIS 2 (Fickle)
  
  22
  Galactic Heroes
  What About Ziggle?
  Ziggle was written as the comic relief character. His size and appearance were dramatically different from scene to scene, as 
  was his skillset. To truly capture the awesomeness that was Ziggle, we suggest the following:
  Use Ziggle as a Companion, with Star Power 1.
  At the beginning of each episode, all the Players roll a d12. The highest roll gets Ziggle as a companion for the entire epi-
  sode. To make matters even more exciting, the GM will randomly determine Ziggle’s functions (see the Companion rules on 
  pages 105-106 of the CAH: S3 core rulebook).
  Additionally, Ziggle is the epitome of fickleness, so any time a player wants to have Ziggle assist their PC, the GM (note GM, 
  not player; this roll is done in secret) first must roll the d12 as per the Fickle rules on page 107 of the CAH: S3 core rulebook.
  If the Fickle roll makes Ziggle unusable, or if he has a 0 rating in a particular function, Ziggle will respond with, “Oh, no, 
  Ziggle can’t do that” and then pout. Yes, he really was that obnoxious on the show. Note that Ziggle might be able to do 
  something in one scene and not in the next, thus the endless comic relief (read: annoyance and frustration) of Ziggle.
  To create Ziggle’s functions, the GM will roll a d12 three times:
   
   
   
  1-2 
  Combat
   
   
   
  3-4 
  Toughness
   
   
   
  5-6 
  Stealth
   
   
   
  7-8 
  Move (Leaping, Climbing, and Running)
   
   
   
  9-10  
  Think
   
   
   
  11-12  
  Manipulate
  The first Function rolled will have a rating of 3, the second function rolled will have a rating of 2 and the third function 
  rolled will have a rating of 1. If a function is rolled more than once, add the numbers together. So, if Stealth was rolled 1st 
  and 3rd, Ziggle would have Stealth (3+1=4) 4.
  Kargorr: Now do you understand why I loath that little flea-pit?! All 
  I’ve heard from you pitiful readers over the years was how horrible 
  of a person I am for saying such rotten things about “poor little 
  Ziggle”.  Bah! Now perhaps you can appreciate my opinion of him! 
  In fact, I think you owe me an apology! This very minute! I want you 
  to get down on your knees and fervently swear your loyalty to me 
  and the mighty Imperial Order and admit that I’m the universe’s 
  most fear-inspiring overlord ever to sit atop a throne... and that my 
  mere presence is enough to make grown men and women tremble! 
  *clears throat* Sorry, I got sidetracked.  [pauses] What was I saying? 
  Drats! I’m completely drawing a blank! 
  
  23
  Galactic Heroes
  Villainous
  GMCs
  KARGORR (v.1)
  Star Power: 4
  Qualities
    Interplanetary Warlord
   Obsessed with Destroying the Allegiance
   Temper tantrums 
   Can be a bit of a klutz
  Traits
  DO THE WARLORD THING 6 (Versatile: ARMIES AT 
       HIS BECK AND CALL [Action Feature], RESOURCES, 
       WEALTH; 4 undefined Traits; Fickle)
  HOVER CHARIOT 5 (Vehicle, Minor; Situational Boost - 
       When linked with PILOT) Qualities:   Unique Construc-
       tion for Kargorr,  Colorful energy trail,  Operator is com-
       pletely exposed; Traits: CAN TAKE A BEATING SURPRIS-
       INGLY WELL 5 (Situational Boost - When in a chase), 
       HOVERING 5 (Mode of Travel: Air), SLEEK MANEU-  
       VERING 4, ENERGY CANNON 3 (Big Attack), CLOAK-                 
       ING DEVICE 2, SECRET GLOVE COMPARTMENT 1
  IMPERIAL SCEPTER 5
  LIGHT ARMOR 4
  STRONG-WILLED 4
  AGILITY 3 (Fickle)
  PILOT 3
  KARGORR (v.2)
  Star Power: 4
  Qualities
    (Inept) Over-fiend of the Imperial Order
   Obsessed with destroying the Allegiance
   Fabulously Wealthy
   Pathetic
  Traits
  HOVER-CHARIOT- 5 (Vehicle, Minor) Qualities: 
         Personal vehicle fit only for a ruler of the galaxy, 
        Open Cockpit,  Loud,  Protective Shields; Traits: 
       DOUBLES AS A PODIUM FOR DELIVERING MAGNIF-  
       ICENT SPEECHES 5 (Deactivate- Protective Traits),    
       HIGHLY MANEUVERABLE (Mode of Travel- Flight- Air) 5,
       OF COURSE IT IS ABLE TO FLY IN SPACE 3 (Mode of 
       Travel- Space)
  BLADED SCEPTER 5 (Accessory)
  ARMOR 5
  LEADERSHIP 5
  A COMPETENT PILOT 3
  Notes
  • As much as he is the series main villain, Kargorr is not above 
  using his Pathetic Quality to his advantage, preying upon the 
  compassion of the heroes.
  • The HOVER-CHARIOT’s ability to Deactivate a Trait 
  indicates that when delivering one of his magnificent speeches, 
  members of the Imperial Order are actually able to attack more 
  effectively, finding weaknesses in their opponent’s armor or 
  their ability to dodge laser fire or whatever. Yes, it’s hard to 
  believe, but it actually is effective!
  What’s Up With All These Versions of Kargorr?
  By this point, you’ve no doubt picked up on the fact that Galactic Heroes was an inconsistent mess of a show. Things changed  
  without explanation from one episode to the next. One such thing was Kargorr himself.  That’s right, even the series’ master 
  villain sometimes seemed like an entire different character at times. While it could be argued that there were roughly twelve 
  variants of the character, we’ve decided to go with the two most common (v.1 and v.2), plus one special version (v.3). This 
  special version is meant to be in line with the Kargorr we all know and love as the co-host of the CAH: S3 core rulebook; he 
  perpetually breaks the 4th wall and directly addresses the players, their characters, and even the GM.
  We recommend the GM randomly determining which version of Kargorr to use at the beginning of each episode. If she is 
  staying true to the show, she should roll only for versions 1 and 2. Otherwise, she should roll for all three versions. She could 
  even create an altogether different version if she wants to really shake things up and stay true to the source material!
  
  24
  Galactic Heroes
  KARGORR (v.3)
  Star Power: 4
  Qualities
    (Inept) Over-fiend of the Imperial Order
   Hates Bravesteel and Ziggle with a burning passion
   Thinks he knows everything about Cartoon Land... but doesn’t
  Traits
  BREAK THE 4th WALL 7 (Deactivate: All Traits, Fickle)
  HOVER-CHARIOT- 5 (Vehicle, Minor) Qualities: 
         Personal vehicle fit only for a ruler of the galaxy, 
        Open Cockpit,  Loud,  Protective Shields; Traits: 
       DOUBLES AS A PODIUM FOR DELIVERING MAGNIF-  
       ICENT SPEECHES 5 (Deactivate- Protective Traits),    
       HIGHLY MANEUVERABLE (Mode of Travel- Flight- Air) 5,
       OF COURSE IT IS ABLE TO FLY IN SPACE 3 (Mode of 
       Travel- Space)
  BLADED SCEPTER 5 (Accessory)
  ARMOR 5
  LEADERSHIP 5
  A COMPETENT PILOT 3
  Notes
  • The BREAK THE 4th WALL Trait is incredibly powerful, but 
  it also is fickle. Whenever he uses it, he needs to directly address 
  the player or character, belittling them, pointing out their flaws, 
  and how they are not nearly as great as the almighty and all-
  powerful Kargorr!
  • The HOVER-CHARIOT’s ability to Deactivate a Trait 
  indicates that when delivering one of his magnificent speeches, 
  members of the Imperial Order are actually able to attack more 
  effectively, finding weaknesses in their opponent’s armor or 
  their ability to dodge laser fire or whatever. Yes, it’s hard to 
  believe, but it actually is effective!
  RAZOR FANG
  Star Power: 3
  Qualities
    Muscle-bound lackey with dagger-like teeth
   Absolutely loyal to Kargorr
   One-track mind
  Traits
  CHOMPERS 5 (Action Feature, +2 vs Armor of any kind)
  INCREDIBLY STRONG 7
  EXTREMELY TOUGH 7
  SKARFIST
  Star Power: 3
  Qualities
    Kargorr’s hot-tempered right-hand man
   Irrational when angry
   Afraid of heights
  Traits
  MULTI-WEAPON 5 (Accessory, Versatile: ENERGY AXE
       [+2 vs. characters with one or more armor-based Traits], 
       TWIN SHORT SWORDS [Area], CLUB [Big Attack]; 
       3 undefined Traits)
  ARMED COMBAT EXPERT 5
  PILOT 3
  Note
  The MULTI-WEAPON regularly transforms into three different 
  weapons: an energy ax, paired short swords and a gigantic club.
  BESTIAL BETTY
  Star Power: 3
  Qualities
    Cunning mistress of animals
   Crush on Jeremy Strongblood
   No sense of loyalty
  Traits
  ANIMAL CONTROL 7 (Companion*)
  LASER PISTOL 5 (Accessory)
  KNOWLEDGE OF ANIMALS 5
  CRAFTY 3
  *Kids often grabbed a plastic animal from their toy collection 
  and used it with Bestial Betty as an animal companion (Star 
  Power 2). These animals always had different functions, so 
  every episode, the GM is encouraged to create a new animal, 
  assigning the 9 points to the following functions, as outlined in 
  the CAH: S3 core rulebook on page 106: Combat, Toughness, 
  Stealth, Move (define type), Think and Manipulate.
  In addition, she can use ANIMAL CONTROL to affect any 
  animal, often calling forth swarms of space opossums to tie up 
  the heroes or summoning a space pegasi to fly away... and even 
  affecting Ziggle and other animal-like alien races!
  
  25
  Galactic Heroes
  DOCTOR DEVASTATION
  Star Power: 3
  Qualities
    Dastardly mad scientist
   Almost blind without glasses
   Will do anything for science
  Traits
  COMPUTERS 7
  GALACTIC GENIUS 7
  SCIENCE! 7
  VANYSSA MONTCLAIRE
  Star Power: 3
  Qualities
    Ingenious Military Leader
   A scientist, but not mad...
   Did not actually appear in the series* 
   Mysterious reason for serving Kargorr
   Some weird thing is causing a roadblock (Must be the script...)
  Traits
  INSANELY SKILLED FIGHTER 10 (Area, Devastating)
  GENIUS INTELLECT 9 (+2 if it has anything to do with 
       hard science)
  SPACE COMMANDER 9
  KEEN SENSES ACROSS THE BOARD 8
  SCIENTIFIC TRAINING 8
  ADAPTS FAST TO A NEW PLANET 6
  HAS HER OWN PLANET TO RULE 6
  PLAY RIVALS AGAINST EACH OTHER 6
  SLEEK RAYGUN 5 (Accessory)
  GOOD-LOOKING FEMALE 5
  * This is a good Standard Quality to bring some of her abilities 
  up or down a notch depending on the context.
  Goons
  WARTROOPERS
  Goon Rating: 1
  Special Rules:
        • Special Attack (Laser 
                Blast)
        • Specialist (Pilot)
  ALLEGIANCE TROOPS
  Goon Rating: 1
  Special Rules:
        • Special Attack (Laser 
                Blast)
        • Specialist (Pilot)
        • Easily Led
  
  26
  Galactic Heroes
  Space Ship
  Write-Ups
  THE SPACE VOYAGER
  Qualities
    Former exploration ship, retrofitted into a battleship
   Awesome protection
   Signature ship of Jason Bravesteel
  Traits
  SMALL LASERS 5 (Big Attack, Action Feature)
  MASSIVE SIZE 12
  DOUBLE LASER CANNON 10 (Area, Big Attack, 
       Devastating; Disadvantage – Can only fire every other round)
  HEAVILY ARMORED 10 (Situational Boost – When linked 
       with ASTOUNDING SIZE, Situational Boost – When 
       defending against a Trait with the Big Attack special rule)
  SMALL MISSILES 5 (Big Attack, Area)
  FLIGHT 5 (Mode of Travel: Air) 
  SPACE TRAVEL 5 (Mode of Travel: Space)
  Aside from Kargorr’s hovercraft, vehicles have been statted independently of the characters, so that your PCs can use them or if you use these 
  characters as PCs, you can mix and match as needed. Isn’t that half the fun anyway? After all, some of the rarest versions of the Space Voyager toy 
  had an image of a totally different-looking pilot pictured on the back of the package.
  STARMASTER
  Qualities
    Allegiance starfighter
   Good in formation flight
   Highly maneuverable
  Traits
  SMALL MISSILES 5 (Action Feature, Big Attack)
  TWIN LASERS 8 (Big Attack)
  ASTRO-DRIVE 8 (Mode of Travel: Space)
  STURDY FRAME 6
  ATMOSPHERIC FLIGHT 5 (Mode of Travel: Air)
  RAVAGER
  Qualities
    Imperial Order starfighter
   Good in formation flight
   Intimidating
  Traits
  BLASTERS 9 (Big Attack)
  HEAVILY ARMORED 8
  ASTRO-DRIVE 5 (Mode of Travel: Space)
  ATMOSPHERIC FLIGHT 4 (Mode of Travel: Air)
  
  27
  Galactic Heroes
  Playset
  Write-Ups
  ALLEGIANCE BASE
  Traits
  TURRETED LASER CANNONS 9 (Area, Big Attack)
  COMMUNICATIONS CENTER 9
  ENERGY SHIELDS 9
  LOOK-OUT TOWER 9
  OBSERVATIONAL EQUIPMENT 9
  EMERGENCY SIREN 5
  HIDDEN WEAPONS CACHE 5
  LANDING PADS 5
  MEETING ROOMS 5
  RESERVE GENERATORS 5
  SECRET PASSAGES 5
  SUPPLY ROOM 5
  UNDERGROUND TUNNEL 5
  THE OBLIVION
  This Kargorr’s personal warcruiserand as much as kids might have 
  wanted to play with it as a ship, it was just too big, measuring over 
  4 feet wide. Thus, it has been statted up as a Playset instead of a 
  normal vehicle.
  Traits
  BLASTER CANNON 12 (+2 vs planets or other Playsets, Fickle)
  ARMORED TO THE HILT 12
  GARGANTUAN 12
  EXPLOSIVE CANNON 10 (Area, Big Attack)
  SHREDDER CANNON 9 (Area, Big Attack, Deplete: Ship 
       Armor)
  CARGO SPACE 7
  ALIEN TENTACLE WORM 5 (Accessory, Fickle)
  EMERGENCY SIREN 5
  HIDDEN WEAPONS CACHE 5
  LANDING PADS 5
  MEETING ROOMS 5
  RESERVE GENERATORS 5
  SECRET PASSAGES 5
  SUPPLY ROOM 5
  UNDERGROUND TUNNEL 5
  
  Also Available!
  Coming Soon!
  www.spectrum-games.com
  
SOURCE: textdata/thevault/Cartoon Action Hour/Season 3/CAHS3 - Galactic Heroes.pdf