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Awful Green Things From Outer Space

oh bugger

This is an adaptation of the classic Steve Jackson game for up to seven players (the crew) plus a GM (monsters).

1. The Setup

a) There are 22 crew members. These are split into three bands. reflecting probable survival chances. With seven players. each will be randomly allocated one from each band. With less, a fair random allocation will be carried out in some other manner. Some lucky person will also get to play the mascot.

b) Players will be informed with the gamestart which crew members they have been allocated and the number and initial placement of the monsters. They should nominate starting positions for the first turn as all crew get a choice (except for the mascot who starts in the captain's cabin). The GM will then carry out a move for the monsters and subsequent turns will consist of firstly the players and then the GM trying to bash seven hells out of the opposition.

c) For those of you with a copy of the game, weapons will start as indicated on the map (for the deprived the map is printed later). However, there will be two cans of Zgwortz in the Mess Room and only one in the Kitchen (which alreadv has three knives) and the third fuel pod will be randomly placed (Heads means it's nearest to the pool room. The effect of all weapons will be randomly decided at the start of the game - which means that the effect of using more than one untried weapon in an area could be anything... Please note that regardless of their effect on monsters Rocket Fuel does 5 dice to kill on the crew and Gas grenades 5 dice to stun (except on "Leadfoot" the Robot).

d) The possible effects of weapons are: 1 Die Fragments (4); Grow (1); Shrink (1); 5 Dice to Stun (2); No Effect(2); 5 Dice to Kill (1); 4 Dice to Kill (2); 3 Dice to Kill (1). The Crews' stats are:

Band One

Name Speed Dice Con Start
Captain Yid 3 3 27 Either Bridge
Sarge 3 3 21 Pool Room/Mess Deck
Robot 1 4 44 Either Machine Shop
Coxswain 3 2 18 Mess Deck/Sick Bay
Marine #1 3 2 19 Pool Room/Sick Bay
Marine #2 3 2 18 Pool Room/Sick Bay
1st Officer 3 2 19 Either Bridge

Band Two

Name Speed Dice Con Start
Machinist 2 2 14 Either Machine Shop
Engineer 2 2 13 Engine Room/Either Machine Shop
Yeoman 3 1 15 Either Bridge
Pilot #1 3 1 15 Pool Room/Any Crew Quarters
Pilot #2 3 1 15 Pool Room,/Any Crew Quarters
Sparks 3 1 16 Either Bridge
Cook 3 1 21 Galley/Wardroom

Band Three

Name Speed Dice Con Start
Comm Officer 4 1 11 Either Bridge/Computer Room
Doc 4 1 11 Sick Bay/Pool Room
Medic 4 1 11 Sick Bay/Hospital Ward
Tech 4 1 11 Either Sensor
Supply Off. 2 1 11 Store/Wardroom
Eng. Off. 2 1 12 Pool Room/Engine Room
Ops Officer 3 1 12 Life Support/Officers Quarters

Plus

Name Speed Dice Con Start
The Mascot 4 1 8 Captain's Cabin

2. The Monsters' Turn

a) The GM will pick a level of monster to Grow. Fragments/Eggs turn into Babies; Babies into Adults; Adults lay more Eggs.

b) All Babies and Adults will move towards the nearest crew member: Babies 1 space; Adults, 2.

c) Any crew member in the same space as an active monster will be attacked (if more than one usually the weakest). The monsters must roll higher than that members Con on their combined attack dice to kill him (Fragments have 1 die; Babies, 2; Adults, 4). A dead crew member will be eaten by one of the monsters (GMs choice). which will then Grow.

d) Any monsters stunned since this time last turn, wake up.

3. The Crew's Turn

a) Any crew member in area with a weapon available may grab it (except the mascot). Fastest grab first, with a die roll to decide if necessary.

b) Crew may move up to their movement allowance. However, they must stop on entering an area containing an activated electric fence or an unstunned Baby or Adult.

c) Crew may attack a monster either hand to hand or with a weapon. Used Cans of Zgwortz, Bottles of Acid and Rocket Fuel are returned to their starting positions. The GM will randomly determine the effects of each weapon at the start of the game. The crew will have to use them to find out - after all this is a new and alien life form you're dealing with. If more than one weapon is used for the first time in the same area a random effect will occur and you'll be none the wiser.

Any crew stunned since this time last turn, wake up.

4. The Weapons

a) Weapons are either hand-held or thrown (H/T) and may have either Individual or Area effects (I/A). .

Bottle of Acid TI Same/Adjacent
Can of Zgwortz TI Same/Adjacent
Comms Beamer HA Line of Sight
Fire Extinguisher HA Same/Adjacent
Gas Grenade TA Same/Adjacent
Hypodermic HI Same
Knife H/TI H: Same/T: Line of Sight
Pool Stick HI Same
Rocket Fuel TA Same/Adjacent
Stun Pistol HI Line of Sight
Welding Torch HI Same

Weapons can be used in the areas noted. The hatches on the Znutar are of the fast, slide open and shut variety so you can open one, fire or throw through it and close it again.

b) The Electric Fence is a static weapon. affecting all monsters moving into or remaining in an area where it is active, on the monster's turn, after they have moved but before they attack. It does not harm crew but they must stop on entering an area where one is active. To activate a fence, a crew member must spend one turn doing nothing else. It may be grabbed and moved to another area. but must then be activated again.

c) If several weapons are used in the same area. effects are dealt with in the following order: Grow, Shrink, Dice to Kill (including hand-to-hand attacks), Fragmentation, Dice to Stun. All similar results will be added, if directed at the same monster (if more than one please specify in your orders: e.g. Fire Beamer at Adult 2).

5. Winning the Game

a) If the crew are all wiped out, the players lose.

b) If the monsters are all killed off, the Genocidal Maniacs crew win. If you really want a winner. each player will score points for crew members alive, Con of crew members and Con of monsters killed.

c) If you're really desperate the Captain, First Officer, Engineering Officer or a Pilot must spend one turn at either bridge doing nothing else to initiate the self-destruct. at which point the GM will declare a draw but grudgingly claim a moral victory.

The Znutar