Recommend
9 
 Thumb up
 Hide
3 Posts

Ogre: BGG 3-D Units Sponsored Counter Sheet» Forums » Variants

Subject: Suggested rules for BGG-zilla rss

Your Tags: Add tags
Popular Tags: [View All]
Richard Smith
Canada
Coquitlam
B.C.
flag msg tools
mbmbmbmbmb
Rick's Rules for BGG-zilla
(c) 2014 by Richard Wayne Smith


Follow this link to the short fiction I wrote on this creature:

http://boardgamegeek.com/thread/1088750/it-comes-short-ficti...

These rules took me a lot longer to write than I expected. (Also I was sick for a while...) Anyway, take a look at them and let me know what you think. Suggestions, questions, quibbles, etc. are welcome.

I was hoping to get a scenario or two done for the BGG-zilla, but don't see when I will have time. Maybe some kind geek can create a scenario or two for this critter.

***

These rules assume that the BGG-zilla is a bio-mechanical weapon designed to strike terror into the enemy. It is not as tough as a big OGRE, costs a lot more than an OGRE of its size, and has a variety of secret powers. Some BGG-zilla's are fairly weak, some are very tough indeed and you never know what you are up against when on pops up. (They will be sometimes called a 'zilla for short in these rules.)

When creating a scenario you may pick every upgrades for the BGG-zilla. But it is suggested that you usually, use a normal deck of playing cards to pick its powers. (Leave in the red and black jokers.)

***

The basic BGG-zilla has these stats – the cards will modify this base 'chassis'.


BASIC BGG-zilla (treat as an OGRE with weapons to be destroyed).

Breath Attack: 6* / 2; D5 (Like a SHVY tank, it may split its main attack into two 3/2 attacks.)

Tail 3 / 0; D 4 (Inf.)
Tail can attack infantry only. (Zero range is only useful in overruns.)

Base movement 5 - 3 (5 in normal movement phase and 3 in second movement phase).

40 Leg (Tread) Units: (Movement starts at 5 - 3.)

00000 Movement drops to: 4 - 3
00000 Movement drops to: 4 - 2
00000 Movement drops to: 3 - 2
00000 Movement drops to: 3 - 1
00000 Movement drops to: 2 - 1
00000 Movement drops to: 2 - 0
00000 Movement drops to: 1 - 0
00000 Movement drops to: 0 - 0

A BGG-'zilla may ram small units like a mark ii OGRE except it loses no treads for ramming. It may not ram Super Heavy Tanks or OGRES.

Attacking legs is just like attacking treads on an OGRE, except that leg attacks are at 2:1 odds. (Exception: leg attacks when a 'zilla is in a city are at 1:1 odds.)

If you are using the optional crack open rules, treat a BGG-zilla as a mark ii OGRE.

Treat BGG-zilla like an OGRE in shockwave attacks. However, its leg units are attacked as if they are one hex closer to the explosion than the rest of the 'zilla.

BGG-zilla does not get a second movement phase when it is in the water. It is underwater so it can only be attacked by subs and marine infantry.

It uses the terrain table like an OGRE. It can get permanently stuck in swamps.

The cost is the same as an OGRE mark V.

***

Over run rules with the BGG-zilla:

This is like normal OGRE overunns, with the following rule changes.

If the BGG-zilla has a total movement of 5 or more (that is, adding first and second movement phase together >= 5), then it may exit over run in 3 firing rounds rather than fighting to the death.

After one overrun fire exchange, (both sides shoot once), on its turn to attack, it may 'ram' its opponents doing tail attacks and any other special overrun attacks if it has any.

Note that unlike OGREs, the BGG-zilla does not have doubled weapons strength in overuns.

***

A table will list the special power and give a brief description. The full rules for the special powers are below:

Spades // Weapons
AS Strap on missiles. Can fire 5 expendable missiles each with a 3/4 attack. D3.
KS Gamma Ray breath. 3 times per game you get an extra 4/1 attack.
QS Oversized feet. Automatically destroy units during a ram, but lose 1 tread unit per ram.
JS Flame thrower breath. 3 times per game. Do a 3/1 attack to an adjacent 3 hexes.
10S All weapons are doubled in overruns. Tails do 1/0 vs. non-infantry.
9S Claws shoot EMP lightning bolts. 1/1 weapon – attack all infantry in a hex. 2 shots / game.
8S Tail has contact sticky mines. During over runs, it can make a 6/0 tail attack on any unit.
7S Fast Tail smash. Eliminate one squad of infantry automatically / overrun round.
6S Heavy Cannon in mouth. Its main weapon has a range of 3 hexes.
5S Short ranged cannon in arm. In addition to its regular breath weapon, it has a 2/1; D2 cannon mounted in its right arm.
4S Laser eyes. Has a 1 point laser turret. Can fire 10 times per game.
3S 9 / 0 breath weapon in overruns, has a 3 turn cool off time.
2S Torpedoes. 3/1; D4 weapon which can only attack units in or underwater.

Hearts // Payload and health
AH Infantry carrier. Carries six 1/1 infantry squads. They have D4 while being carried.
KH Infantry carrier.
QH Infantry carrier.
JH Armored skull, main weapon has +1 defence.
10H Toxic foot prints. Spend one extra movement point in hex and leave behind toxic foot prints in the hex. The enemy gets -1 VP for every enemy unit that enters hex.
9H Toxic foot prints.
8H Super toxic foot prints. 10 foot prints per game. The enemy -3 VP for every enemy unit that moves thru them.
7H Super toxic foot prints.
6H Regenerates. Roll 1d6 before movement, on a 5 or 6 repair one point of leg damage.
5H Nerve gas dispenser. Kills civilians, no effect on military units.
4H Poop a bomb. Drop a bomb during movement. Explodes on command.
3H Cf254 short life radioisotope – 10 uses. Temp area denial to civilians.
2H Bomb in its belly. Carries a internal missile crawler style nuke. Can set it off at any time destroying itself.

Diamonds // Movement
AD Tall and slow. It gets +4 range but all units get +3 range verses it. Halve round up 2nd MA.
KD Tall and slow.
QD Big jumps move an extra hex in 1st or 2nd movement phase. Lose 3 leg units when you do this.
JD Super fast. +1 MA in first MA phase, but ANY damage to legs and revert to normal speeds.
10D Super fast.
9D Slower: Top two rows of leg units are 4 - 3. x2 / game can add 2 to first MA phase. Costs 1 leg.
8D Slower & heavier legs. Can sprint for +1 MA. More leg units but slower speed, see below.
7D Armored legs. (35 treads, start 1 slower but need 1:1 attacks to hit legs, not 2:1).
6D Armored legs.
5D Fold out wings. Can jump and glide. Ignore all terrain types in 1 hex once per movement phase
4D Amphibious. Does not get stuck in swamps.
3D Fully Amphibious. Does not get stuck in swamps. In water it gets +1 movement if its first movement is 1 or 2.
2D Fully Amphibious.


Clubs // Misc.
AC Critical systems deep. Subtract 1 from attack ST before calculating odds.
KC Critical systems deep.
QC Tongue can grab & store people / small objects. Pick a hex to steal something from +15 VP.
JC Hands. Carry huge 'rifle': a 2/3 weapon. Lower MA by 1 - 1 until dropped. (Hands help move it when bent over and moving fast.)
10C Hands.
9C Stealthy. Like the ninja OGRE, attacks against it are at a -1 die roll adjustment.
8C Stealthy.
7C Stealthy.
6C Split second reflexes. The 'zilla weapons may fire at the end of its movement phase or at the end of its second movement phase. No weapon can fire in both.
5C Split second reflexes. Can fire at the end of both movement phases.
4C Hard to locate, all units get negative one range (minimum 1 hex).
3C Hard to locate.
2C Expendable drone decoys – once per game can move invisibly on map.

Red Joker Show this at once when you get it. Draw an extra card from the Spade and Diamond pile.

Black Joker Draw an extra card from the Diamond pile and get Toxic Foot Prints (10 H), and Amphibious (4,D) as well.


Separate the suits into 4 separate piles by suits. Put the two jokers in the spades pile.
Draw one card from each pile. That tells you your super powers (you will normally have 4 of them).

Your secret powers are secret, do not show them to anyone until you use that power.



Detailed rules for super powers:

WEAPONS:


Strap on missiles:
These are 5 missiles, much like an OGRE missile, except that they are 3/4; D3. These are carried in a segmented back pack – as they are fired, bits of the back pack are dropped off.
OPTIONAL RULE: The 'zilla player may choose to take two 6/5; D3, OGRE style missiles instead of the 5 smaller ones. These are bigger and more awkward – Reduce the 'zilla's second movement phase by one until both have been fired or discarded.

Gamma ray breath:
The projectors for the gamma rays are in the back of the 'zilla's mouth. They have no independent defence, it is destroyed the the normal breath weapon is destroyed. Three times per game, the 'zilla can fire an extra 4/1 attack in addition to its regular attacks.

Oversized feet:
In addition to the mass and speed of impact, anti tank mines will stick to the vehicle. Projectors in the feet attach the mines onto the surface of the vehicle. Automatically destroy a vehicle during a ram but take one point of leg damage. You may 'ram' an OGRE with this weapon, it loses 3 tread units. When used on a super heavy, it does a !:1 attack. (If using the optional SHVY rules where the SHVY has a record sheet, this weapon does damage to its treads like a to an OGRE.)

Flame thrower breath:
In the mouth are rocket launchers which have a payload of sticky pellets. On impact these splash out and glue themselves to everything in the area. They catch fire in an oxygen environment and burn furiously with a mixture of napalm and magnesium. Three times per game, the 'zilla can pick a hex adjacent to it. All units in that hex and in the two hexes adjacent to that one AND the 'zilla take an attack with 3 attack strength.

All weapons doubled in overruns:
Improved OGRE style targeting allows all weapons to be doubled in overruns. Additionally, small mines dispensed from the base of the tail, allow its tail to do 1 point of damage to non-infantry in overruns on the second and later overrun turns.

Claws shoot EMP lighting bolts:
Twice per game the 'zilla can use this special attack (once per each claw). The 'zilla has two EMP projectors which are 1/1; D2 weapons that are only good against infantry. Infantry are more vulnerable to EMP attacks, this weapons attacks all infantry in a hex and automatically splits them into single squads. (So if it is attacking a 3/1 infantry, split it up into three 1/1 infantry squads before the attack. Any surviving infantry immediately recombine after the EMP attack.) This special attack can not be combined with other weapons. Swamps and forest do not protect infantry against this weapon. Marines in the water are immune to it. Infantry in a city have a lot of metal near by – their defensive strength in a city is doubled against this weapon. (So if an EMP lightning bolt is shot at 5 infantry in a city, make a different 1:2 attack on each of them.)

Tail has contract sticky mines:
During overruns, (after one exchange of fire), it may do a 6/0 attack on any unit. This is in addition to its other attacks. It may only do one of these attacks per overrun.

Fast tail Smash:
Eliminate one squad of infantry automatically / overrun round. This includes the first round of the overrun.

Heavy cannon in mouth:
(Well a HEAVIER cannon in its mouth.) Its main weapon has a range of 3 hexes. So now its main weapon is:
Breath Attack: 6* / 3; D5 (Like a SHVY tank, it may split its main attack into two 3/3 attacks.)

Short ranged cannon in arm:
In addition to its regular breath weapon, it has a 2/1; D2 cannon mounted in its right arm.

Laser eyes:
The 'zilla has a 1 point laser turret with a max range of 15 hexes. It can fire 10 times per game. Like turrets, it is blocked by raised terrain.

9/0 breath weapon in overruns:
This weapon may be used again and again, but it adds so much heat to the 'zilla, that there is a 3 turn cool off time. After it shoots, it must wait 3 full turns. On the fourth turn (during its half of the turn or the opponent's half of the turn) it can be used again. This looks like it lunges forward to bite the enemy until but at the last second it opens its mouth and breaths a wall of fire and shells.

Torpedoes:
From hidden tubes under the 'zilla's throat scales, it can fire torpedoes. This weapon system is a 3/1; D4, which can only attack units underwater, or on the surface of the water. This proved a shock to marines which normally love to attack OGREs underwater.


PAYLOAD AND HEALTH

Infantry carrier:

Carries six 1/1 infantry squads. They have D4 while being carried. At any point during its movement warty like pods in its underbelly blow open and any or all 1/1 infantry squads are dropped. The infantry can not move the turn they are dropped, but they can shoot. They may be dropped in time for the 'zilla's first round of an over run combat. (If the 'zilla is attacking, the defender fires first, then the infantry pop out and shoot.)

Armored skull:
In addition to a thicker BCP armored skull, its head is on a very long, fast neck which makes hitting it more difficult. The 'zilla's main weapon has +1 defence. Thus it is now a:
Breath Attack: 6* / 2; D6 (Like a SHVY tank, it may split its main attack into two 3/2 attacks.)

Toxic Footprints:
Spend one extra movement point in hex and leave behind a toxic foot print. The enemy gets -1 VP for every enemy unit that enters a footprint hex. There may not be enough footprint hexes in the Board Game Geek terrain supplement. Use other tokens to represent these if you run out.

Super Toxic Footprints:
Like the toxic footprints above, but -3 VP to enemy for every enemy unit that enters the footprint hexes. The 'zilla can only put down 10 of these per game.

Regenerates:
The 'zilla rolls 1d6 before movement - on a 5 or 6 repair one point of leg damage. If all leg units are destroyed, the repair micro robots are also gone and this ability stops working. The first 10 points of damage can not be repaired. (So the regeneration only starts working after you are down to 4 – 2 movement.)

Nerve gas dispenser:
Kills civilians – entering a city, or moving adjacent to a city, counts as destroying it for civilian deaths. (Thus if a scenario's gives victory points for killing civilians, they are considered dead as soon as the 'zilla enters an adjacent hex.) This weapon has no effect on military units including trucks.

Poop an atom bomb:
A strategic bomb (like a missile crawler bomb) is fired a couple meters into the ground. Then a brown goop with jammers is splashed out over the hole hiding it. The 'zilla will poop the brown glop 4 or 5 times in a small area further confusing the bomb's location. This bomb can be set off at any time by the 'zilla. The bomb may be attacked, it has a defence 3. (An overrun attack in the bomb's hex automatically destroys it.) If it is destroyed, roll 1d6. On a 6 the bomb explodes any way. This bomb is exactly like the cruise missile bombs in the Shockwave rules. If you use the bomb, the enemy gains 6 VP.

Bomb in its belly:
This has an atom bomb inside it. The 'zilla can set it off in its own turn, or during an overrun attack in the enemy's movement phase. Setting off the bomb destroys the 'zilla and creates a shock wave as per the normal rules. The only way to destroy it is to crack open the 'zilla with a crack open attack. If you explode the bomb, the enemy gets 6 VP and the VP value for destroying the 'zilla.
If you don't have the crack open rules, redraw this card.

Cf254 short life radioisotope:
Californium 254 is so radioactive that a tic-tak sized pellet will power a tank for a year. Spaying this stuff around as a dust will require all civilians to be evacuated from the hex for 2 years until it decays to background radiation levels. If a scenario has a 'zilla with this, it should get +3 VP for every city hex which it can contaminate with Cf254. Each game, ten does of this may be deposited. To deposit Cf254 in a hex, 2 movement points must be spent in it – exception, if the 'zilla has one movement point left, it can distribute one does of Cf254 per turn by staying still in a hex. (These points must be spent during the same movement phase.) Use some counter to show which hexes have had Cf254 distributed in them.


MOVEMENT

Tall and slow:

Because of its height it gets +4 range vs enemy (all weapons with a range >= 1 get +4 range). However, it is also easier to see, all enemies shooting at it get +3 range. (It is optimized for this, they are not.) Halve the second movement phase, round up.

Big jumps:
The 'zilla goes into hyperdrive with massive jumps over streams, woods, etc. Add one to the movement in the first or second movement phase (or both). This power may be used once per movement phase. Each use costs 3 leg units.

Super fast:
The 'zilla gets +1 MA in the first movement phase, but ANY damage to the legs and the speed drops to normal speeds. In other words, it starts with +1 MA, but the first leg damage loses this bonus.

Slower:
Its speed starts at 4 ' 3 and stays there after taking the first 5 points of leg damage. However twice per game, it can sprint during the first movement phase for +2 MA. This sprint costs it 1 leg unit. This 'zilla's movement chart is below:

BGG 'zilla Movement chart (Slower model):
40 Leg (Tread) Units: (Movement starts at 4 - 3.)

00000 Movement stays at: 4 - 3
00000 Movement drops to: 4 - 2
00000 Movement drops to: 3 - 2
00000 Movement drops to: 3 - 1
00000 Movement drops to: 2 - 1
00000 Movement drops to: 2 - 0
00000 Movement drops to: 1 - 0
00000 Movement drops to: 0 - 0


Slower & heavier legs:
Its speed starts at 4 ' 2 but note it gets an extra 20 leg units. However twice per game, it can sprint during the first movement phase for +1 MA. This sprint costs it 1 leg unit. This 'zilla's movement chart is below:

BGG 'zilla Movement chart (Slower & heavier model):
60 Leg (Tread) Units: (Movement starts at 4 - 2.)

00000 00000 Movement stays at: 4 - 2 (60 leg units may seem like a lot for a 'zilla, but
00000 00000 Movement drops to: 3 - 2 remember that its legs are hit with 2:1 attacks so
00000 00000 Movement drops to: 3 - 1 if it gets into a big fight, the legs will erode away
00000 00000 Movement drops to: 2 - 1 pretty fast.)
00000 00000 Movement drops to: 2 - 0
00000 00000 Movement drops to: 1 - 0
00000 00000 Movement drops to: 0 - 0


Armored legs:
Start with 35 leg units and start one row down on the chart (so it starts with 4 ' 2 movement). But attacking its legs is always a 1:1 attack rather than the normal 2:1 attacks that are normal vs. 'zillas. Like OGREs, if attacked in a city, it is a 1:2 attack.

BGG 'zilla Movement chart (Armored legs model):
35 Leg (Tread) Units: (Movement starts at 4 - 3.)

00000 Movement drops to: 4 - 2 All attacks on these leg units are at 1:1.
00000 Movement drops to: 3 - 2
00000 Movement drops to: 3 - 1
00000 Movement drops to: 2 - 1
00000 Movement drops to: 2 - 0
00000 Movement drops to: 1 - 0
00000 Movement drops to: 0 - 0


Fold out wings:
It can jump (with a rocket boost) and 'glide' (with rocket boost) with fold out wings for a fairly long distance. It may ignore any terrain type for one hex per movement phase. (It takes one movement point to cross that hex.) The BGG 'zilla may not end the movement phase in a glide – thus gliding stops working for a movement phase when that phase's MA reaches one or less. (e.g. If a 'zilla has a MA of 2 ' 1, then it could no longer glide in the second movement phase.) It MAY glide over craters.

Amphibious:
Does not get stuck in swamps; this 'zilla treats swamps as clear ground for movement and defence. Like other 'zilla's it can move underwater, walking on the river or lake bottom. While underwater, it can be rammed by OGREs, or shot at by marines or subs.

Fully amphibious:
Does not get stuck in swamps; this 'zilla treats swamps as clear ground for movement and defence. In water it swims, gaining +1 movement if its first movement phase is currently 1, 2 or 3 MA. (First movement phase only, remember, no second movement phase underwater.) While swimming underwater, it can only be attacked by marine infantry and subs.


MISCELLANEOUS

Critical systems deep:

The outer scales are enough to set off shells, but critical systems are deep within the 'zilla. (Thus the scales act as 'stand off' armor'.) Subtract one from any attack on the 'zilla's units before calculating odds. For example: a missile tank (attack strength 3) attacks a leg unit. It becomes a 2 strength attack at 2:1 odds (as per leg attacks). For example, A GEV and a Missile tank attack its head / breath weapon. They have a total of 5 attack factor, which is reduced by one, so they now have 4 attack vs a defence of 5 so they get 1:2 odds. For example, a missile tank and 4 GEV's attack the head / breath weapon with an attack strength of 11. Subtract one from this is an attack of 10 to a defence of 5 or a 2:1 attack.
Note that carried weapons in hands or strap on weapons do not get this bonus.

Tongue can grab & store people / small objects:
The 'zilla's tongue can smash in walls and stick to / wrap around people and objects to steal them away. The person or object grabbed, is pulled down the throat and tucked away in a safe spot in the center of the machine's body.
This is a scenario specific super power. A fair hex on the target board must be designated. If the 'zilla reaches that hex, and safely retreats off its side of the map with the stollen person or object, the 'zilla side gains +15 VP.

Hands:
The 'zilla carries a huge 'rifle': a 2/3; D3 weapon. Lower MA by 1 - 1 (that is by one in both the first and second movement phase) until the rifle is dropped or destroyed. (Its hands help move it when it's bent over and moving fast.)

Stealthy:
Like the Ninja OGRE, all attacks against it are at a -1 die roll adjustment. (Rolls of less than one are treated as a one.)

Split second reflexes:
The 'zilla weapons may fire at the end of its movement phase or at the end of its second movement phase. No weapon can fire in both. Some weapons can fire in one and others in the other if it has multiple weapons systems. (This includes its split breath weapon.)

Hard to locate:
All enemy units have a -1 range shooting at the 'zilla. (Units that can only shoot at zero hex range (e.g. disabled units in an over run), can still shoot at zero hex range.)

Expendable drone decoys:
The 'zilla sends out a huge mass of drones, which spoof, confuse, jam and trick enemy sensors. Once per game can move invisibly on map. The 'zilla player writes down the hexes it moves thru and stops in. If it shoots, reveal its new location. It then moves invisibly (writing down hexes it travels thru), for its second movement phase. It is revealed at the start of its next movement phase. If it enters a hex with an enemy unit, or if an enemy unit enters its hex during the enemies' following movement phase, reveal it and play out the over run normally.

Red Joker:
Show this at once when you get it. Draw an extra card from both the Spade and Diamond pile.

Black Joker:
Show this at once when you draw it. Draw an extra card from the Diamond pile and get Toxic Foot Prints (10 H), and Amphibious (4,D) as well.
12 
 Thumb up
5.50
 tip
 Hide
  • [+] Dice rolls
The War Chief
United States
Parkville
Maryland
flag msg tools
designer
BRING ME THE HEAD OF SETH NEMEC AND RIK FALCH!!!!!!
badge
In Memorial: Moose, my dog. B:? D:01/13/16. He died peacefully surrounded by those who loved him. You will be missed.
Avatar
mbmbmbmbmb
Any chance you can put together a PDF of these rules?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Richard Smith
Canada
Coquitlam
B.C.
flag msg tools
mbmbmbmbmb
I can but I'm quite busy right now. I'll try to get it done ASAP.

What I would like to do, is have a scenario created which uses these. That would punch up the usefulness of the rules.

Thanks for your comment! Warm regards, Rick.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls