09-21-2014, 06:22 PM | #11 | |||
Join Date: Mar 2008
Location: Austin, TX
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Re: BGGzilla rules and stats
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By the way, main and secondary batteries do use nuclear shells. If I recall correctly, only infantry and APs don't use nuclear projectiles.
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Play Ogre? Want an interactive record sheet? Want a random dungeon? How about some tables for that? How about a random encounter? Last edited by Buzzardo; 09-21-2014 at 06:28 PM. Reason: Added the note about which weapons use nuclear shells. |
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09-21-2014, 06:25 PM | #12 | |
Join Date: Mar 2008
Location: Austin, TX
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Re: bgg sheet arrived
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Once we decide on something, I'll add him to my interactive record sheet, too.
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Play Ogre? Want an interactive record sheet? Want a random dungeon? How about some tables for that? How about a random encounter? |
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09-21-2014, 07:31 PM | #13 |
Join Date: Jun 2008
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Re: BGGzilla rules and stats
I think we need to re-cast the issue: If we're talking about the Big Green Guy Himself, the rules are real simple: he wins, everyone else loses. Henry's breath weapon is fine, but you don't need to define "tread units" or regeneration or anything like that. Godzilla just moves around the map and destroys anything that doesn't run away fast enough. You treat him as a sort of MacGuffin. Easy.
I think what we're really talking about here is your run-of-the-mill Kaiju, something the combined military forces of the world actually stand a chance against. In this case we can be a lot more creative (an I'm not sure an OGRE derivative of the Big Green Guy Himself is such a great idea anyways, Godzilla's franchise is waaay bigger than OGRE): flying, EMP pulses, eggs/spawns, acid breaths -- we've all seen all the movies. We just need a "monster generation table": pick a total VP value and then roll D6s until you've spent them all. Or something like that. Besides, if we're really doing an OGRE port of Godzilla, then we need to consider the rule interactions in a Godzilla vs. Chuck Norris scenario. And that could get messy. Also, are we talking the 1998 Godzilla, the 2014 one, or Godzilla Classic? |
09-21-2014, 08:07 PM | #14 | |
Join Date: Mar 2008
Location: Austin, TX
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Re: BGGzilla rules and stats
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I've been thinking of the original Raymond Burr Godzilla.
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09-21-2014, 09:09 PM | #15 | |||||
Join Date: Jul 2014
Location: Pennsylvania
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Re: BGGzilla rules and stats
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So I made up a little BGGZILLA short: http://youtu.be/zP2B5b7M-jg
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09-21-2014, 10:33 PM | #16 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: BGGzilla rules and stats
The BGG player draws five cards from a standard shuffled deck. Each turn the player can play these cards for specified one-use special effects. If during his recovery phase he has less than five cards in his hand he draws another one.
Table deleted by accident.
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09-23-2014, 03:08 PM | #17 |
Join Date: Feb 2014
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Re: BGGzilla rules and stats
Here are the rules I use:
The Monster: 60 HP (treat as tread units). Move starts at 4, and drops 1 for each 15 HP destroyed. Size 6. 2 attacks: 9/1 claw/bite attack (cannot be targeted) 9/4 radioactive breath (cannot be targeted) 00000 00000 00000 M3 00000 00000 00000 M2 00000 00000 00000 M1 00000 00000 00000 Monster dies If the monster gains more than 60 HP, movement does not increase beyond 4, but all additional HP must be eliminated before the base HP (and movement) can be affected. The monster overruns infantry as per an Ogre, and can ram armour without taking damage. Craters can be entered by the Monster at a cost of 2MP. The Monster moves as per an Ogre in all other respects. The Monster can battle any single adjacent unit while in the water. The Monster starts immune to one of infantry weapons, tank and artillery guns, missiles, lasers, or cruise missiles. The player decides secretly, and reveals this on the first attack by that weapon type. The Monster gains strength/heals 1 per 5SP worth of buildings destroyed or per squad of infantry destroyed in an overrun or by claws. Town hexes are worth 1SP. Options: "It is unstoppable!" - The monster gains a new immunity for every 15HP it acquires and/or regains. Add 30 points of forces to each other side. "How did it do that?" - The monster has a third attack: Tail swipe - it can displace a single adjacent armour unit on a successful 2:1 attack. That unit is disabled, and moved 1 hex in the direction of the monster's choice. If this results in the unit entering a prohibited terrain, it is destroyed. Add 20 points of forces to each other side This all results in a monster that is almost unstoppable by a single 'normal' sized force. A double-sized force can take it out fairly easily, provided it does not have many buildings to eat, or the attacking force does not have a good mix of weapons to avoid the immunities. Provided it is not immune to infantry weapons, they are a surprisingly effective way to deal with it, as it only has two attacks - even if they are devastating ones. The Creature That Ate Sheboygan was a definite inspiration! :) Last edited by rdm; 09-23-2014 at 03:14 PM. |
09-23-2014, 03:52 PM | #18 |
Join Date: Dec 2007
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Re: BGGzilla rules and stats
Um, wasn't there a _Pyramid_ article on this subject?
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"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
09-23-2014, 04:53 PM | #19 |
Join Date: Dec 2007
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Re: BGGzilla rules and stats
Pyramid 1 for Godzilla and I think it was 2 or 3 for some more Kaijuigoodness. BGGzilla is an entirely different critter.
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Sapor similis pullo. |
09-24-2014, 01:39 PM | #20 |
Join Date: Dec 2004
Location: Maple Grove, MN
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Re: BGGzilla rules and stats
The authors of the "Flying McCoys" comic must be on this forum:
http://www.gocomics.com/theflyingmccoys/2014/09/23
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- Benton |
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