pz_8_tgsfos_03
Transcript of pz_8_tgsfos_03
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7/28/2019 pz_8_tgsfos_03
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THE GIANT SPIDER FROM OUTER SPACEA retro sci- f i solo game by Pz8 - V. 0.31. Int roduct ionThis is game is inspired by those Science Fiction movies ofthe 1950-1970s that we all love. A metorite hits the
countryside somewhere and reveals to be the egg of a g iant
Spider. You are in command of an Army unit with a vital
mission: kill it.... and save the Earth!
2. What you need - One or more plastic or rubber Spider(s)- Infantry, Jeeps with MG and Tanks, ideally 1/300
scale; or counters
- one six sided die (D6); when a D3 is called, count1-2 = 1, 3-4 = 2, 5-6 = 3
- a ruler marked in inches or 2,5 cm segments- a scatter dice (i.e. a D6 with arrows on each side)
or another way to determine random directions
(spinning wheel, template etc)
- some chits for Scared units- A playing surface (60x60cm or bigger) and some
terrain features (hills, woods, houses)
3. Set t ing the gameYou can play this game solo of with other players, all against
one or more Spiders controlled by a random reaction table.
Set up the table and place one Spider or more in the middle.Determine how many points you can expend to buy your
Human force (min. 12 pts & max 1 Tank for each Spider on
the table) and choose your units (see values below).
In a basic game you must kill the Spider or be killed. Use
your imagination to make up other situations like:
- Defend objectives and/or scared civilians runningaround
- introduce other troop types, super-weapons,heroes etc
- introduce other monsters, martians, zombies etc4. Game sequence
A game turn is made of three phases:
a) Humans move and/or fire
b) Roll for Spider(s) reactions
c) Roll for Human morale
d) Roll for Spider(s) regeneration
a) Human phaseInfantry: move 1D3 inches, range 6 inches / 2 pointsJeep with MG: move 1 D6 + 2 inches, range 6 inches / 4
points
Tank with gun: move 1 D6, range 12 inches / 6 points
Troops of one type (Infantry, Jeeps or Tanks) can move all
together (roll only once for distance) or as separate teams(roll for each base).
Firing is before or after movement. Jeeps and Tanks roll 1D3
instead of 1D6 when firing. Spider must be in line of sight.
Roll 1 D6 for each base firing, add + 1 if MG or gun; if the
total is 5-6 = the Spider gets 1 wound (6 if over halfdistance).
For every wound after the 4th, roll 1 D6 = 5,6 = the Spider
is killed phew!
b) Spider(s) phase
Roll 1 D6 and see the reaction table
0 or less Do nothing
1 Move 1D3 away from the nearest
Humans
2 Move 1D6 away from the nearest
Humans
3 Move 1D3 in a random direction
4 Move 1D6 in a random direction
5 Move 1D3 towards the nearest Humans
6 Move 1D6 towards the nearest Humans
7 or more Launches a web to the nearest Humans
in line of sight and within 6; if n.a. rollagain.
Add + 1 for every Human unit within 6 from the Spider
Subtract 1 for every wound inflicted to the Spider (max. -
3)
Infantry and Jeeps that are contacted by a Spider during this
phase, or hit by a web, are killed. Tanks get a saving throw.
Roll 1 D6, if result = 5,6 the Tank is saved, otherwise it is
killed.
If a Spider moves out of the gaming board, it escapes: themission failed!
c) Human mora leIf a Human unit has been killed during the turn, all others
must roll 1D6 = 4-6 they pass, otherwise they are Scaredand must move one full move (3" for Infantry, 6" for Tanks
and 8" for Jeeps) away from the Spider. In the following
turns, Scared units can not shoot and must move away from
the Spider (roll for distance according to their type), until
they pass another Morale test. If they move out of the
gaming board, they can not come back.
d) Spider(s) regenerat ionRoll 1D6, if result is 5,6 the Spider heals 1 wound.