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.
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.
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.