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THE GIANT SPIDER FROM OUTER SPACE A retro sci-fi solo game by Pz8 - V. 0.

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1. Int ro d uctio n This is game is inspired by those Science Fiction movies of the 1950-1970s that we all love. A metorite hits the countryside somewhere and reveals to be the egg of a giant Spider. You are in command of an Army unit with a vital mission: kill it.... and save the Earth! 2. W hat y o u ne ed - 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, count 1-2 = 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. Setting the gam e You 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 running around introduce other troop types, super-weapons, heroes etc introduce other monsters, martians, zombies etc

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 half distance). For every wound after the 4th, roll 1 D6 = 5,6 = the Spider is killed phew! b) Sp ide r( s) p ha se Roll 1 D6 and see the reaction table 0 or less 1 2 3 4 5 6 7 or more Do nothing Move 1D3 away from the nearest Humans Move 1D6 away from the nearest Humans Move 1D3 in a random direction Move 1D6 in a random direction Move 1D3 towards the nearest Humans Move 1D6 towards the nearest Humans Launches a web to the nearest Humans in line of sight and within 6; if n.a. roll again.

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: the mission failed! c) H uma n mo ra le If a Human unit has been killed during the turn, all others must roll 1D6 = 4-6 they pass, otherwise they are Scared and 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) Sp ide r( s) rege nerati on Roll 1D6, if result is 5,6 the Spider heals 1 wound.

4. Ga me s eq ue nc e 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) Hum an p hase Infantry: move 1D3 inches, range 6 inches / 2 points Jeep with MG: move 1 D6 + 2 inches, range 6 inches / 4 points Tank with gun: move 1 D6, range 12 inches / 6 points

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