| AN ONGOING NEWSLETTER | August 2001 |
Lucas Heller | ||||||
Lucas Heller is an alien/human hybrid in league with the "Greys". His bio-engineered mind and body have made him strong, quick & intelligent. Given these advantages he has risen to be a natural gang leader. Using his position he has managed to implant mind control chips into all other members of the gang. His objective is to escort Arch Controller Nibor to his ship and then escape. The zombies and Agent X are of no importance. | ||||||
Type: | Quality | Action Points | Wound Dice | Attack Dice | Rerolls | Toughness |
Hero | Elite | 8 | 3D8 | 2D8 | 5 | 11 |
Weapons | Skills | |||||
Heavy Pistol Autoshotgun Flak Jacket |
Nerves of Steel Gutter Fighter |
Arch-Controller Nibor | ||||||
Type: | Quality | Action Points | Rerolls | Attack Dice | Initiative | Toughness* |
Alien | Veteran | 6 | 1 | 2D8 | 1D8-1 | 10 |
Weapons | Skills | Close Combat | ||||
Blast Gun | Non-Air Breathing Modifier | Normal attack per round | ||||
Name: | RoF | Dam | Point | Short | Long | Points |
Blast Gun | 2 | 3D8 | 3 | 20 | 50 | 10 |
Non Air-Breathing Modifier: "Greys" cannot breath earth's atmosphere. Any wound score on these Aliens which is one below their Toughness, may destroy their breathing equipment; roll an additional D6 - 1-3 equipment destroyed, target is removed from play. 4-6 no effect |
Agent X |
One member of Police Squad Alpha 12 is an alien abductee who has been conditioned by the "Greys" to follow
their orders. Known only as Agent X, it was he who informed Heller of the Law Enforcers'
arrival. Before the start of the game the alien player may secretly chose one of the following officers as Agent X:
Jurassik, Tiberius, Briggs or Johnson.
At the start of Police Squad Alpha 12's activation the alien player may decide to take control of Agent X, who is then activated first. Thereafter Agent X is treated as a separate single figure group under the control of the alien player. |
The Zombies | ||||||
Using his position as gang leader, Lucas has managed to implant all the members of his gang with alien mind
control chips. These chips turn the wearers into a zombie like figures. Only able to obey the telepathic commands of
their controllers. Under extreme stress the wearer can break free of the control of the chip but when this happens the
chip activates a self-destruct mechanism which kills the wearer.
| ||||||
Type: | Quality | Action Points | Attack Dice | Wound Dice | Reaction Test Bonus | Toughness |
Zombie | Average | 5 | 2D6 | 2D6+1 | +1 | 8 |
Weapons | Special Rules | |||||
Medium Pistol & Knife or Shotgun & Knife |
Ignore panic reactions Remove from play if given a rout reaction |
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Zombie groups do not operate like normal groups; they are mindless victims controlled by their masters. They do not suffer penalties for being out of group coherency. Zombie groups do not have leaders, they are controlled. If a zombie is forced to take a Reaction test, the following modifiers apply:
Lucas Heller, Agent X (Once under Alien Control) and Arch Controller Nibor are the zombie controllers. Zombies that start the turn within 12cm of Lucas Heller, Agent X (Once under Alien Control) or Arch Controller Nibor can be activated as normal and may perform any action the alien player chooses. Zombies that start the turn more than 12cm from Lucas Heller, Agent X (Once under Alien Control) or Arch Controller Nibor will automatically move towards the nearest enemy figure and engage them in close combat. They cannot perform any other actions. Zombies that start the turn more than 12cm from Lucas Heller, Agent X (Once under Alien Control) or Arch Controller Nibor may only use 4AP. |
Lucas Heller & Gang