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Re: Monster Island anyone?
  #76  
Old June 13th, 2012, 09:21 PM
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Default Re: Monster Island anyone?

Heres a two-fer for everybody....



Banila & Aboras

-----------------------------------------------

Banila

Strength: 6
Reflexes: 2
Health: 7
Mind: 2

Life: 35
Evade: 12
Toughness: 7
Daze: 12
Move: 4'

Special Abilities

Flame Breath: Blast 4d6

Banila is an ancient monster, red in color, who was bound by an ancient civilization into a capsule to prevent his constant battles with Aboras from destroying their cities. Banila, when released, will destroy everything in sight unless Aboras is also free. In that case, he will rampage across the countryside in a straight line to Aboras. For this purpose, Banila always knows where Aboras is, no matter where the other monster happens to be.

-------------------

Aboras

Strength: 6
Reflexes: 2
Health: 7
Mind: 2

Life: 35
Evade: 12
Toughness: 9 (7+2 Toughness)
Daze: 12
Move: 4'

Special Abilities

Acidic Foam: Blast 4d6
Armored Exoskeleton: Toughness +2

Aboras is the other monster that was imprisoned by the ancient race, eons before our own civilization. It behaves more or less like Banila; it is a violent, bloodthirsty creature that apparently lives only to fight and kill its foe. If Banila hasnt been freed, he will simply rampage mindlessly. If Banila is free, Aboras will automatically know his location and will move immediately to the other monster and engage it.

The hatred Banila and Aboras harbor for each other is immense, thus they cannot be distracted from fighting each other in any way. Idols do not attract them, nor can Mind Control be used to order them to stop fighting.
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Re: Monster Island anyone?
  #77  
Old June 14th, 2012, 01:09 PM
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Default Re: Monster Island anyone?



Hydra

Strength: 6
Reflexes: 4
Health: 6
Mind: 3

Life: 30
Evade: 14
Toughness: 8 (6+2 Toughness)
Daze: 13
Move: 5'

Special Abilities

Fire Breath: Blast 4d6
Thick Hide: + 2 Toughness
Flying Beast: Flying 12'

Hydra is a prehistoric beast awakened from it's slumber by the ghost of a young boy killed in a hit and run accident. Now the monster prey's on vehicles in it's quest for vengeance. Hydra is a very aggressive monster; when a foe appears in front of it, it charges and attacks without hesitation.
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Re: Monster Island anyone?
  #78  
Old June 14th, 2012, 01:24 PM
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Default Re: Monster Island anyone?



Kemular

Strength: 6
Reflexes: 3
Health: 6
Mind: 2

Life: 30
Evade: 13
Toughness: 9 (6+3 Toughness)
Daze: 12
Move: 4'

Special Abilities

Poisonous Smoke: Blast; deals no damage but a hit acts like a Venom attack
Power Rays: Blast 4d6
Poisonous Creature: Immune to Venom
Armored Shell: Toughness + 3

Kemular is a monster who was awakened from a dormant volcano in Japan. The monster constantly breathes highly poisonous fumes, sickening and killing animals in it's vicinity. The monster comes equipped with armored plates on it's back, giving it a great deal of protection and also protecting it's one vulnerable spot; the secondary brain on it's back. Any attack roll against Kemular that exceeds the monster's Evade score by 5 or more points (in this case a roll of 18) bypasses his defenses and the damage rolled from that attack does not have the monster's Toughness score subtracted.
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Re: Monster Island anyone?
  #79  
Old June 14th, 2012, 02:16 PM
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Default Re: Monster Island anyone?



Telesdon

Strength: 6
Reflexes: 2
Health: 6
Mind: 2

Life: 30
Evade: 12
Toughness: 6
Daze: 12
Move: 4'

Special Abilities

Fire Breath: Blast 4d6
Underground Dinosaur: Tunneling 6'

A dinosaur monster summoned by a subterranean race in a bid to conquer the surface world, Telesdon is able to dig through thousands of tons of dirt and solid rock to get to the world above.
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Re: Monster Island anyone?
  #80  
Old June 14th, 2012, 02:52 PM
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Default Re: Monster Island anyone?



Jamila

Strength: 6
Reflexes: 4
Health: 6
Mind: 4

Life: 30
Evade: 14
Toughness: 6
Daze: 14
Move: 5'

Special Abilities

Flame Breath: Blast 4d6
Alien Physiology: Immune To Fire

Jamila is a monster that was once a human; an astronaut whose ship crashed on an alien planet. The strange environment changed Jamila, transforming him into a monster. Blaming all of humanity for his misfortune, he rebuilt his ship and returned to Earth to destroy humanity. The time spent on the alien world changed Jamila's molecular structure so much that now water acts as a powerful acid to the monster. Any unit or monster with the Extinguish power that uses water to put out fires can be used to deal damage to Jamila. Each use of the Extinguish power deals 2d6 damage to the alien mutant; this damage totally bypasses Jamila's Toughness score.
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Re: Monster Island anyone?
  #81  
Old June 16th, 2012, 09:23 AM
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Default Re: Monster Island anyone?



Gubira


Strength: 6
Reflexes: 2
Health: 6
Mind: 2

Life: 30
Evade: 12
Toughness: 6
Daze: 12
Move: 4'

Special Abilities

Nasal Drill: +1d6 Melee
Sea Beast: Immune To Drowning
Swimming 9'
Tunneling 3'

Gubira is an aquatic beast awakened by the construction of a sophisticated underwater base. The sea monster is an excellent swimmer, and it's drill-like horn can drill through solid rock with ease.
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Re: Monster Island anyone?
  #82  
Old June 16th, 2012, 05:33 PM
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Default Re: Monster Island anyone?

And another twofer....



Gigas

Strength: 6
Reflexes: 2
Health: 7
Mind: 2

Life: 35
Evade: 12
Toughness: 6
Daze: 12
Move: 4'

Special Abilities
~

Gigas is a large ape-like creature, living in the Japanese alps and doing battle with whatever other monsters it comes across.
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Re: Monster Island anyone?
  #83  
Old June 17th, 2012, 08:17 AM
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Default Re: Monster Island anyone?



Dorako


Strength: 4
Reflexes: 3
Health: 6
Mind: 2

Life: 30
Evade: 13
Toughness: 5
Daze: 12
Move: 5'

Special Abilities

Hook Hands: +1d6 Melee
Flying 9'

Dorako is a strange monster that was trailing along side the comet Tsuiphon in outer space. When the comet passed close to Earth, Dorako left the comet's trail and came to earth. An extraterrestrial creature, Dorako possesses metallic hooks for hands, insectile wings and a great deal of aggression.
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Re: Monster Island anyone?
  #84  
Old June 18th, 2012, 10:54 AM
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Default Re: Monster Island anyone?



Gomora

Strength: 8
Reflexes: 3
Health: 8
Mind: 2

Life: 40
Evade: 13
Toughness: 8
Daze: 12
Move: 5'

Special Abilities

Incredible Stamina: Hardy
Fast Healing: Regeneration 2

Gomora is a dinosaur discovered by a scientific expedition, subdued by tranquilizer bombs, and transported to Tokyo. However, Gomora's incredible constitution allowed him to wake up early, escape from his bonds and go on a rampage. Gomora is unbelievably aggressive, and will only withdraw from combat when severely wounded. Gomora will attack quickly and relentlessly, using his tail to great effect. He is one of a very few monsters able to actually defeat Ultraman in combat.
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Re: Monster Island anyone?
  #85  
Old June 18th, 2012, 11:11 AM
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Default Re: Monster Island anyone?

Now, to take a break from Ultraman monsters, heres some units for Army players...



Moonlight SY-3

Attributes

Attack 5
Evade 15
Toughness 10
Life Points 8
Morale N/A
Move 6'

Powers

Firepower 4d6
Flying 15'
Spaceflight
Transport

A super-advanced rocket ship built to be able to operate in nearly any environment, the SY-3 is used to transport scientists and expert to and from the UN moonbase. If needed, the SY-3 can be armed with a variety of weapons. The rocketship also comes equipped with a exploration car, which it can deploy on the lunar surface.

-----------------------------------------



Exploration Car

Attributes

Attack 4
Evade 12
Toughness 10
Morale N/A
Move 6'

Powers

Firepower 3d6
Transport

A small vehicle transported by the SY-3, this car is able to navigate the rough landscape of the moon's surface. It also comes equipped with 4 small maser cannons, enabling it to defend itself against aggressors.
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Re: Monster Island anyone?
  #86  
Old June 19th, 2012, 02:34 PM
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Default Re: Monster Island anyone?



Hybrid Tank (9)

Attributes

Attack 5
Evade 13
Toughness 15
Morale 4
Move 6'

Powers

Firepower 4d6

A fighting vehicle made in the far flung future of 1999, the hybrid tank is equipped with an assortment of anti-personnel weaponry in addition to it's large cannons and missile racks.

-------------------------------------




SAR-1 Radar Car (7)

Attributes

Evade 12
Toughness 2
Morale 3
Move 5'

Powers

Targeting

The SAR-1 is a radar car, equipped with highly advanced technology allowing it to pinpoint targets that, under normal conditions, would be effectively invisible. If a SAR-1 is on the map it is able to target enemies with incredible accuracy, and as a result, all to-hit rolls made for Bombardment attacks gain a bonus of +1. The SAR-1 can also detect monsters or units with the Camouflage power activated provided that SAR-1 is within 9' of the hidden unit. Units or monsters can be hit with ranged attacks if detected, but only as long as the SAR-1 is within it's range.

Last edited by Scorpion13mk2; June 19th, 2012 at 04:53 PM.
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Re: Monster Island anyone?
  #87  
Old June 19th, 2012, 05:50 PM
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Default Re: Monster Island anyone?

Here are a few new wonder weapons....



Flare Bombs (10)

Flare Bombs are devices designed to produce bright, distracting lights in the hopes that these lights would be able to draw advancing monsters away from cities and avoid a battle altogether. Once completed, the bombs can be used at any place on the map the Army player wishes. The bombs act like Idols, and all monsters within 15' of the spot where the flares went off must roll 3d6+Mind. If the roll is under 15, the monster must immediately move towards where the flares went off, as they are drawn towards the bright lights. The flares last for 1d6+3 rounds, and a monster that failed it's save must move to and stand enthralled by the sight for the duration of the flares. If the dazed monster is attacked by any other unit or player, or even dealt damaged by natural phenomena, the spell is broken and it may begin it's turn immediately. Whats more, if a unit or monster is destroyed within 15' of the dazed monster, it is free to act immediately.

This weapon can be used to win a scenario. If the monster is entralled within 15' of the edge of the play-map, there is a chance it will simply leave and leave humanity alone totally. However, there is 50/50 chance that SOMETHING will happen to draw the monster's attention back to the play area, a huge fire will start, a plane will crash, a oil refinery will explode... In any event, a monster that has saved against a flare bomb or has been snapped out of it by damage or some other distraction can not be distracted by a flare again for the rest of the game.

-----------------------------------------



Sedatives (12)

A sedative is a gas or injection or even a "sleep ray" that can be used on monsters to put them in an artificial slumber. Once invented, the Scientist unit can use it as a ranged attack. If this attack hits, then the monster is considered to have been dealt 5d6 damage only for the purpose of determining whether or not the damage rolled exceeds their Daze score. If it does, the monster is Dazed as usual, but doesnt actually take any damage to it's hit points. In this way, a Scientist can potentially cause the monster to sleep for an extended period and remove it from where it can cause harm. If the Scientist unit is able to cause the monster to sleep for 3 consecutive turns then the monster is considered to have been tranquilized and loses the game. However, if the sleeping monster is attacked or dealt damage from any source, it awakens immediately and cannot have the Sedative device used on it for the rest of the game, as now it is more determined than ever to stay awake.


And now for the big one......



Oxygen Destroyer (30)

Considered by many scientists to be one of the most, if not the most, destructive and dangerous wonder weapons ever devised, the Oxygen Destroyer is capable of utterly annihilating whatever happens to be within it's radius. The Oxygen Destroyer can only be used by a Scientist unit and affects everything in a radius of 6' around the Scientist. The device deals 8d6 worth of damage to every organic creature in this area (so its useless on monsters that are robots or golems or things like that) that does not have the monster's toughness score subtracted from it. Any units in this area that are Personnel are destroyed immediately, regardless of their own toughness scores. If this weapon is used on land, it also effects monsters that are flying up to Low Altitude. If used in the water, the damage is increased to 9d6. In any case, the Scientist unit using the Oxygen Destroyer is automatically destroyed when it is activated.
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Re: Monster Island anyone?
  #88  
Old June 24th, 2012, 06:00 PM
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Default Re: Monster Island anyone?

Heres one for everyone who is a fan of Ultraman: Towards the Future! Man, that show is just awful. I mean...damn.



Ultraman Great

Strength: 6
Reflexes: 4
Health: 6
Mind: 5

Life: 30
Evade: 14
Toughness: 6
Daze: 15
Move: 5'

Special Abilities

Plasma Bolts: Blast 5d6
Flying 12'
Allied: Humanity

Ultraman Great was called to Earth to defend the planet from the evil alien being known as Gudis. When two astronauts were in danger on Mars from the monster Gudis, Ultraman joined with Jack Shindo to save his life after his friend was killed by the monster.
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Re: Monster Island anyone?
  #89  
Old June 25th, 2012, 08:31 AM
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Default Re: Monster Island anyone?



Markalite Cannon (10)

Attack 5
Evade 12
Toughness 10
Morale 4
Move 3'

Powers

Blast 4d6

Markalite Cannons are enormous ray projectors built to counter powerful beam weapons. While the cannons themselves come equipped with beam weapons, their main use is their ability to absorb and reflect rays back at their source. When the Markalite is hit with up to 25 points of damage from a ray (physical weapons like shells, missles or acid cant be reflected, they simply damage the Markalite), it can fire the energy back at whichever target is in range the next turn, doing the exact amount of damage it absorbed. IE, if the Markalite absorbs 12 points of damage from a beam weapon that does 4d6 damage, the Markalite doesnt roll 4d6 damage when it reflects the attack, it does 12 damage on a successful attack roll. However, the Markalite can only absorb 25 points of damage; if it is dealt more damage, the reflector dish malfunctions and it is dealt the damage as normal.

Last edited by Scorpion13mk2; June 26th, 2012 at 03:18 PM.
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Re: Monster Island anyone?
  #90  
Old June 27th, 2012, 11:23 AM
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Default Re: Monster Island anyone?

Heres a BIG project of mine, one Im actually very proud of. See what you think of it.



Radioactive Probe (15)

Fired from space by would be alien conquerors, the Radioactive Probe is a different kind of weapon; one that does no damage directly, but is still devastating in it's effect. The Probe emits waves of strange radiation, causing the development of horrible mutations and strange monsters. These creatures can then be controlled by the aliens, and used to aid in their conquest of the Earth.

When the Radioactive Probe is bought, the Alien player rolls 2d6; whichever number is rolled results in the Probe creating the monster with the corresponding number. Monsters created by the Probe cant hold a candle to Giant Monsters in terms of sheer destructive power or incredible durability but they do have another characteristic that allows them to stay dangerous; the ability to multiply. Every 3 rounds after the first round they were deployed, another Probe unit is generated within 6' of a RP unit already on the play map. Every monster on the list can multiply as long as at least one Radioactive Probe unit of it's type remains on the play-map.

Alien players can control the monsters created by a Radioactive Probe by having a Alien unit on the map with the Mind Control power. The Alien players do not need to use the Mind Control power; merely having a unit on the map with the power is enough for the Alien player to control all Radioactive Probe units on the map. If, however, all the Alien player's units with the power of Mind Control are destroyed, the Radioactive Probe units are uncontrolled; even if the Alien player can put another unit with Mind Control on the map using reinforcement points they cannot regain control of the Radioactive Probe units.

Uncontrolled Radioative Probe units behave simply; they move to the closest Civilian, Army or even Alien unit and attack it. Only Monsters are exempt; Probe units arent stupid enough to try to fight creatures as gigantic as Kaiju, though they will defend themselves if attacked by giant monsters.

Another characteristic of Radioactive Probe units is their ability to "swarm" over units they are fighting. For every RP unit after the first that is attacking another unit in a turn, the RP units gain the ability to bypass 2 points of Toughness. For example, a unit of Zombies is fighting an Armored Personnel Carrier. The single unit of zombies would be unable to damage or destroy the vehicle, as the vehicle has 8 points of Toughness and the Zombies can only deal a maximum of 6 points of damage. However, if a second unit of zombies joins in the attack, then both Zombie units deal damage as though the APC's Toughness score is 6 instead of 8. If 3 Zombie units were attacking at the same time, the APC's toughness score would be considered to be 4, and so on. Other units outside of Radioactive Probe units do not gain this bonus so if a Attack Saucer was attacking the same APC the Zombies were, it would still be treated as if the APC's Toughness was 8. Only one attack is made when the Alien player decides to use the Swarm attack. To clarify, if the two Zombie units are attacking the APC and the Alien player decides to Swarm it, only one attack is made with against the lowered Toughness score. Uncontrolled RP units do not Swarm.

Once the corresponding unit has been rolled, the Alien player has 4 units of the monster to place on the map and may place them wherever the player wishes, as long as they are within 6' of an Alien unit.

_______________________________



2. Flesh Eating Zombies

Attibutes: Attack 3, Evade 8, Toughness 10, Morale N/A, Move 3'

Powers: Close Assault 1d6, Personnel

"The radiation from the probe has caused the bodies of the recently dead to reanimate into hideous ghouls that constantly hunger for the flesh of the living."

Flesh Eating Zombies are mindless automatons; they are motivated only by their hunger. Thus, they dont roll Morale checks. As a fighting unit, Zombies are nearly useless against fighting vehicles but extremely effective against Personnel units. Since they are ambulatory corpses, Zombies can travel through water and not drown, nor are they affected by radiation from nuclear meltdowns. The one and only thing Zombies fear is fire; they will not go closer than 3' to fires. If a fire is started near a zombie, they will forgoe any attacks against other units and move to 3' away immediately.
Human units destroyed by Zombies become Zombie units the next turn.



3. Giant Ants

Attributes: Attack 4, Evade 10, Toughness 7, Morale 5, Move 5'

Powers: Close Assault 1d6, Personnel, Tunneling 3'

"The probe's radiation has caused common ants nearby to grow into giants the size of cars. The insects then set out to build a colony and destroy any human being they come into contact with"

Giant Ants are dangerous opponents, able to tunnel under the earth and emerge to destroy their foes.



4. Giant Gila Monster

Attributes: Attack 4, Evade 10, Toughness 8, Life Points 8, Morale 5, Move 5'

Powers: Close Assault 2d6

"The radiation has mutated a common lizard into a gigantic monster that is constantly hungry and agressive."

Giant Gila Monsters are different from other Radioactive Probe units in that they have more in common with true Kaiju than the relatively man-sized Zombies or Giant Rats. Rather than the regular 4 units gained with other RP units, the Alien player only gets one Giant Gila monster when rolled after the use of a Radioactive Probe. Also, Giant Gila Monsters do not gain the ability to "swarm" enemy units, but they do multiply like other units.



5. The Blob

Attributes: Attack 3, Evade 1, Toughness 5, Life Points 10, Morale N/A, Move 3'

Powers: Close Assault 1d6

"The probe has brought a small organism with it from space, an amorphous blob that exists only to consume and grow."

The Blob is a living mass of slime, one that consumes everything in it's path. The Blob's main ability is that it's able to ignore most forms of damage. Damage that is done with things like bullets, shells, missles, acid, etc, doesnt injure the Blob. Only attacks that are ray weapons like lasers or freeze rays can injure or destroy it. In addition to this, the Blob can utilize the swarm manuever by itself by virtue of it's acidic nature. Every round after the first, the Blob can make another attack as though the Toughness of it's target were 2 points lower than before. In addition, Blobs are immune to drowning, radiation and poison attacks. Blobs multiply like other units.



6. Psychics


Attributes: Attack 4, Evade 14, Toughness 3, Morale 5, Move 3'

Powers: Firepower 2d6, Mind Control

"The probe's radioactivity has influenced normal earthlings, causing their brains to mutate into an alien hive mind which grants them powerful psychokinetic abilities and the urge to destroy all non-mutated human beings."

Psychics are regular human beings that have been changed into murderous mutants by the probe's radioactive signals. These powers manifest in two main ways. One, their powers allow them to tekekinetically attack their foes, throwings heavy objects through the air and causing the heads of their enemies to explode. Two, they are able to control the minds of human units. This works the same way as the normal Mind Control powers an Alien player uses to try to control a giant monster, but only on Human units. For this purpose, assume that the Morale score of those units are the mind points those targets use to resist the mind control attempt. A score of N/A counts as a score of 6 mind points. Only one Human unit can be mind controlled, despite how many Psychics are currently in play.



7. Giant Rats

Attributes: Attack 3, Evade 14, Toughness 5, Morale 4, Move 5'

Powers: Close Assault 1d6, Clinging, Swimming 3'

"The probe causes normal vermin to grow to the size of large dogs, with appetites to match"

Giant rats are voracious hunters, always hungry and willing to attack and eat nearly anything. When first placed on the map, 6 units of rats are available instead of the normal 4; they are incredibly prolific.



8. Green Slime

Attributes: Attack 4, Evade 13, Toughness 5, Morale N/A, Move 3'

Powers: Close Assault 1d6

"The probe brings with it from space an interstellar plague; a strange green slime that lives off of energy and can grow into hideous monsters."

Green Slime is a substance from deep space that, when in proximity of energy sources, generates bizarre monsters that live to consume and multiply. Green Slime creatures are utterly immune to ray weapons like heat rays, electricity, radiation beams, etc. In addition to this, when Green Slime creatures are within power sources, another unit is generated every round. IE, if a unit of Green Slime creatures are within 3' of a nuclear power plant, they will generate another unit of monsters every other round. Other things that could be considered power sources are Laser Cannons, Science Labs, Space Shuttles with experimental drive systems, Alien units that are within reach of the monsters, Flying Tanks or even giant monsters if their powers are more energy based. While they can use the Swarm manuever as normale, they can also feed off of power sources. The act of feeding off of energy sources behaves the same way as a Swarm attack, simulating how their feeding drains and destroys the source itself. Only giant monsters are immune to this. Furthermore,uncontrolled Green Slime monsters only move to the nearest living thing to attack it only if there are no energy sources on the map. If there are energy sources still on the map, they instead move there to feed on it.



9. Killer Plants

Attributes: Attack 3, Evade 10, Toughness 8, Morale N/A, Move 3'

Powers: Close Assault 1d6, Clinging

"The radiation from the probe has caused nearby vines and creepers to mutate into ambulatory killers that use their thorns to drink the blood of human beings."

These plants have been changed into killers, and they seek to continually grow and dominate the landscape. They are able to crawl up the sides of buildings and like The Blob, they can initiate a Swarm attack by themselves against opponents, being able to bypass 2 points of Toughness from their opponents score beginning on the second turn of consecutive combat with a single opponent. These plants are able to multiply faster than other units, another unit of Killer Plants being created every 2 rounds instead of 3. However, the plant monster are especially vulnerable to fire. They will seek to avoid fire at all costs and will forgoe any other actions in a turn if they happen to be within 3' of a fire to move to 3' or more away. Also, they take double damage from fire or attacks that have the ability to start a fire.



10. C.H.U.D.s

Attributes: Attack 4, Evade 12, Toughness 10, Morale 5, Move 4'

Powers: Close Assault 1d6, Tunneling 3'

"The radiation from the probe has changed regular people into hideous mutants, highly radioactive and bloodthirsty."

CHUDS are horrible mutants, dwelling underground and emerging to attack and devour nearly everything they are able to catch, from pets to people. In addtion to their normal ability to Swarm enemy units, they also are charged with radiation. In effect, if a unit of CHUDs is within range to make Close Assault attacks, enemy units are considered to be in an irradiated are like the area around a Nuclear Power Plant meltdown.

11. Killer Swarm

Attributes: Attack 5, Evade 15, Toughness 1, Morale 3, Move 1'

Powers: Close Assault 1d6, Flying 4'/Swimming 4'

"The probe's radiation has caused normal animals to become unnaturally agressive and swarm together, attacking every person they happen to come across."

Killer swarms can come in two kinds; flying or swimming. Flying Swarms are normally composed of bees, wasps or common birds. Swimming Swarms are usually composed of pirahnas, sharks or even snakes. Swimming Swarms cannot come onto land, and Flying Swarms that happen to land in water are instantly destroyed. The Alien player can decide which swarms are which at any time of their creation. When the first Swarms are placed on the map, the Alien Player can decide that 2 are Flying Swarms, and two are Swimming, or 3 are Flying and one is Swimming, and so on. This also extends to multiplying the Swarms. Like Killer Plants and Blobs, Swarms can initiate a Swarm attack by itself.

12. Player's Choice


If this result is rolled, then conditions are favorable enough that the Alien player is able to choose which Radioactive Probe unit that he wants to field.

Radioactive Probes can only be used once a game.
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