| AN ONGOING NEWSLETTER | August 2001 |
Crashed Spaceship Arch Controller Nibor's spaceship was hidden in a deserted building on arrival but a recent small quake has caused the building to collapse. Heller now has the zombies digging the spaceship out. It will take 9 individual turns to dig to the entrance of the spaceship, but up to 3 people can dig at the same time, reducing the time needed to 3 turns. Arch Controller Nibor does not dig. The Mitchell-Steiner Inc. Mk II Hand Tazer is the standard Police Issue stun weapon. It is designed to deliver a powerful electric charge, which will incapacitate rather than kill the target. The target will be stunned for several minutes allowing the arresting officer to restrain them without further interference. Unfortunately for some victims, the electric shock is too much for their hearts and kills them. If a double 8 is rolled on the damage dice, the victim has died of a heart attack. Stun weapons are not designed to kill people, simply to disable them. They therefore cause stun reactions rather than wounds. A successful Wound roll means that the figure is given a stun reaction and is not removed from play as a casualty. All stun weapons have a stun score. This score represents how effective the stun weapon is at keeping the figure in a stunned state, and is the total needed by the target to remove the stun reaction. For Example: A Tazer pistol has stun modifier of 8. Any figure that has been stunned by a Tazer must roll 8 or more to remove the stun reaction.
|
During the course of the play testing, we found that the zombies are the key. If the Law Enforcers can remove the zombies without heavy losses then they keep Nibor on the run until he is captured but if the zombies are used well then the Law Enforcers are simply overwhelmed. Renko & Heller were also crucial; both are capable of doing massive damage to the enemy if left unchecked. Buildings came from my own collection, but I did make a small alien spaceship, simply from a plastic lid covered with aluminium foil for that shiny effect! [See photo]. Nibor's ship is only supposed to be a one alien scout ship in the style of UFO [The PC game not the TV series]. If you don't fancy that, GZG [Ground Zero Games} make an excellent flying saucer at a very reasonable price. Our game resulted in both Nibor & Heller escaping but only after some unnaturally good luck by Heller and the death of Renko at the hands of Heller. During the course of the game both Heller and Nibor were nearly captured but in the end they just managed to evade capture. By the finish Heller was left with only 2 zombies.
Robin.
|
TASER | 5 points ea | Causes stun effect | Kills on double 8 | |||
Weapon | RoF | Dam | Point | Short | Long | Stun |
Taser | 2d6 | 2D8 | 3 | 8 | 16 | 8 |
Crashed Spaceship Arch Controller Nibor's spaceship was hidden in a deserted building on arrival but a recent small quake has caused the building to collapse. Heller now has the zombies digging the spaceship out. It will take 9 individual turns to dig to the entrance of the spaceship, but up to 3 people can dig at the same time, reducing the time needed to 3 turns. Arch Controller Nibor does not dig. The Mitchell-Steiner Inc. Mk II Hand Tazer is the standard Police Issue stun weapon. It is designed to deliver a powerful electric charge, which will incapacitate rather than kill the target. The target will be stunned for several minutes allowing the arresting officer to restrain them without further interference. Unfortunately for some victims, the electric shock is too much for their hearts and kills them. If a double 8 is rolled on the damage dice, the victim has died of a heart attack. Stun weapons are not designed to kill people, simply to disable them. They therefore cause stun reactions rather than wounds. A successful Wound roll means that the figure is given a stun reaction and is not removed from play as a casualty. All stun weapons have a stun score. This score represents how effective the stun weapon is |
at keeping the figure in a stunned state, and is the total needed by the target to remove the stun reaction. For Example: A Tazer pistol has stun modifier of 8. Any figure that has been stunned by a Tazer must roll 8 or more to remove the stun reaction.
|
TASER | 5 points ea | Causes stun effect | Kills on double 8 | |||
Weapon | RoF | Dam | Point | Short | Long | Stun |
Taser | 2d6 | 2D8 | 3 | 8 | 16 | 8 |
|
Designer's Notes During the course of the play testing, we found that the zombies are the key. If the Law Enforcers can remove the zombies without heavy losses then they keep Nibor on the run until he is captured but if the zombies are used well then the Law Enforcers are simply overwhelmed. Renko & Heller were also crucial; both are capable of doing massive damage to the enemy if left unchecked. Buildings came from my own collection, but I did make a small alien spaceship, simply from a plastic lid covered with aluminium foil for that shiny effect! [See photo]. Nibor's ship is only supposed to be a one alien scout ship in the style of UFO [The PC game not the TV series]. If you don't fancy that, GZG [Ground Zero Games} make an excellent flying saucer at a very reasonable price. Our game resulted in both Nibor & Heller escaping but only after some unnaturally good luck by Heller and the death of Renko at the hands of Heller. During the course of the game both Heller and Nibor were nearly captured but in the end they just managed to evade capture. By the finish Heller was left with only 2 zombies.
Robin.
|
Bionetica Agents & "Avenger" |