This ability also allows Alpha Forces to travel horizontally across
gaps, usually from building to building. They may move their normal
MV rate across any gap or chasm or pit, so long as they end their turn
on solid footing.
Equpment: Alpha Force soldiers are typically armed with Punisher
Combos. One Alpha Force soldier may replace his Punisher Combo with a
Gehenna Puker. Alpha Force soldiers always wear Gas Masks (cost: 2
points) not only as protection against biological and chemical agents,
but as a means of protecting their identities.
Structure: Alpha Force is organized into squads of 3 to 5 Troopers
with 1 Sergeant.
Alpha Force Captains are individual models. They may use any weapons
from the Capitol or General Armory lists.
Representing these models shouldn't be TOO hard of a kitbash job. You
might just use the Capitol Sergeant with the baseball cap and
Chainripper-and-Bolter combo, and decide to arm your troopers a bit
differently, and add a bit of putty to the face to give the figure
something resembling a gas mask with goggles. (I sort of cheated. I
made a "generic" Capitol trooper body with some alternate arms and
heads, and sculpted a head with a gas mask on it and the baseball cap
to use for Alpha Force. I
sort of doubt that HHG will get around to an official Alpha Force
miniature soon. Duro epoxy putty and a bit of wire can do wonders!)
I'm not sure what to do about the Gehenna Puker -- I made my own.
It's not all THAT complex of a shape to make out of putty. To make
those cables on the side, I got some wire and then wrapped some
thinner hobby wire around it in tight spirals. The result looks much
like the tubing on so many devices and creatures in the Mutant
Chronicles universe, and is easy enough to fix in place with a little
bit of putty. While Gehenna Pukers just don't seem the same unless
you paint them red, I figured that given Alpha Force's nature, their
version would probably be done in pitch black (easy to paint) or at
the very LEAST a gunmetal or urban camo scheme finish.
By way of explaining my choices for special abilities, I should note
that Commando Training has no points cost given under Heroic
Abilities. Neither does Stealth, but at least "Scout" is equivalent.
I arbitrarily picked 3 points for Commando Training -- Perhaps this
ability is worth more than that, but close combat troops take such a
pounding in our battles that I figured that it's safe enough. For the
price of the "Scaling" ability, I reasoned that this is remotely akin
to "Jungle Training", in a sense, allowing for better maneuvering in
urban areas, though it still doesn't hold a match to having flight
ability or the Shadow Walker/Callistonian Intruder/Deathbringer
ability to simply ignore terrain penalties altogether!
As for my choice of heavy weapon -- Well, since I've made my own
Gehenna Puker, I've naturally been more inclined to kitbash more
models wielding one. =) But also I figure that the Gehenna Puker
would be ideal for a heavy weapon to be used in close combat
situations. After all, it does have a relatively short range, but it
is especially valuable for its ability to bypass a lot of cover that
might be found in ruined buildings. (Granted, my heavy weapons guys
usually get picked off before I can get close enough to prove this
notion. =P )
I do think that this unit would have uses in non-urban settings as
well, since Capitol is noticeably deficient in competent close-combat
troops. (Sunset Strikers don't quite count, in my book, given that
they don't have Commando Training or Stealth, and they cripple
themselves by using Ceremonial Blades rather than Punisher SSs or
Violators.)
Anyway, this is all home-made and certainly not official, so it's of
questionable value, but I thought I'd post it anyway in case it might
be of interest to any Warzoners out there. =)