AN ONGOING NEWSLETTER August 2001


One of our Aliens is Missing
(Or The Alien, The Policeman & the Spaceship)
By Robin Dear


Notes and Special Rules

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.

Tazers

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.

Stun Reactions

Stun reaction is a new type of reaction unlike rout and panic it usually induced chemically or by a physical trauma. When a person is stunned they become disorientated or incapacitated. Making it easy for them to be attacked or overcome. Stun reactions replace both panic and rout reactions in this case.

Any figure with a stun reaction may not perform any actions except move up to 10cm. If a stunned figure is engaged in close combat they are automatically removed from play. During the reaction test phase of a turn, figures with stun reactions may test to remove their reaction. Unlike other reactions, stun reactions may only be removed by rolling equal or greater than the stun score on 2D6. Armour offers no protection. Heroes may add +1 to the roll.

If the stun reaction is removed the figure only has 3AP for the rest of the turn.

Capture

Capture is a non-lethal form of close combat were the aim is subdue an opponent without killing them. The captured figure is known as the prisoner. The capturing figure is known as the captor.

Before close combat is initiated, a player states that they are attempting to capture an opponent. If they win the round of close combat, instead of removing the loser from play. The losing figure has been captured. The losing figure is left on the battlefield next to captor.

Figures with stun or rout reactions are automatically captured if they are engaged in close combat. The prisoner is under the control of the capturing player and is moved by him. The prisoner must remain in base to base contact with captor. The prisoner is does not receive any actions but is activated with the captor. Moving up to 5cm with a prisoner costs 2AP.

The prisoner cannot escape unless the captor has been killed, is engaged in close combat or receives Rout/Stun reactions. In this case the prisoner reverts to being merely stunned and may attempt to remove their reaction. The prisoner is now back under control of the owning player.

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.

'BB' indicates that the information/rules may be found in the Battle Book.

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
One of our Aliens is Missing
(Or The Alien, The Policeman & the Spaceship)
By Robin Dear


Notes and Special Rules

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.

Tazers

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.

Stun Reactions

Stun reaction is a new type of reaction unlike rout and panic it usually induced chemically or by a physical trauma. When a person is stunned they become disorientated or incapacitated. Making it easy for them to be attacked or overcome. Stun reactions replace both panic and rout reactions in this case.

Any figure with a stun reaction may not perform any actions except move up to 10cm. If a stunned figure is engaged in close combat they are automatically removed from play. During the reaction test phase of a turn, figures with stun reactions may test to remove their reaction. Unlike other reactions, stun reactions may only be removed by rolling equal or greater than the stun score on 2D6. Armour offers no protection. Heroes may add +1 to the roll.

If the stun reaction is removed the figure only has 3AP for the rest of the turn.

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

Capture

Capture is a non-lethal form of close combat were the aim is subdue an opponent without killing them. The captured figure is known as the prisoner. The capturing figure is known as the captor.

Before close combat is initiated, a player states that they are attempting to capture an opponent. If they win the round of close combat, instead of removing the loser from play. The losing figure has been captured. The losing figure is left on the battlefield next to captor.

Figures with stun or rout reactions are automatically captured if they are engaged in close combat. The prisoner is under the control of the capturing player and is moved by him. The prisoner must remain in base to base contact with captor. The prisoner is does not receive any actions but is activated with the captor. Moving up to 5cm with a prisoner costs 2AP.

The prisoner cannot escape unless the captor has been killed, is engaged in close combat or receives Rout/Stun reactions. In this case the prisoner reverts to being merely stunned and may attempt to remove their reaction. The prisoner is now back under control of the owning player.

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.

'BB' indicates that the information/rules may be found in the Battle Book.

Bionetica Agents & "Avenger"

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