From: Christopher F Gandy For the sake of simplicity, these things were left out of the final version of THE AWFUL GREEN THINGS FROM OUTER SPACE. Beginning gamers have enough trouble understanding the rules as they are. The most conspicuous missing part is the lack of extravehicular activity. These rules, I hope, will bring a little more scope (and a lot of wild confusion) to the neverending battle between our hapless crew and the green monsters. NEW MONSTERS Along with these rules, you will find a sheet of additional playing pieces for this variant, consisting of Jet Suits, Cargo Movers, Sticky-foot Pressure Suits, and the Ship's Boats... CARGO MOVERS Number available: 2 Setup:Main Cargo Hold These heavy-duty devices assist the crew in cargo handling. A crew member or the robot (but not the mascot) may enter a cargo mover during the Grab Weapons phase of a turn. The cargo mover has grav pods which allow it to move from one area to one adjacent area per turn. It is too large to enter any areas of the ship except the cargo hold and the boat bays, and these must be entered from outside the Znutar. While outside the ship, a cargo mover is considered to be in space, out of reach of any Green Things walking on the skin of the Znutar. The large claws of the cargo mover are too clumsy to handle any weapon other than a can of rocket fuel (if someone manages to bring one to the hatch). The claws may, however, grab any one Green Thing per turn, and make a 3-die hand to hand attack. If the cargo mover is in space, the claws may be used to grab one Green Thing (any size) per turn from the skin of the Znutar and throw it off into space (this kills it). The cargo movers may be attacked by Green Things, only if the cargo movers are in the cargo hold or a boat bay. If a cargo mover is destroyed, any hits over 40 are applied to its occupant. Cargo movers may be attacked while empty. [values on piece are upper right = 1, lower left = 3 lower right = 40] JET SUITS Number available: 8 Setup: 2 each in Boat Bays and Cargo Hold These items enable crew members to perform sustained free-space EVA's without being tethered to the mother ship. Any one crew member or the robot (but not the mascot) may enter a jet suit during the Grab Weapons phase of a turn. Six small thrusters enable a jet suit to move from one area to any adjacent area in a turn. Jet suits may be used both inside and outside the Znutar. When out in space, a jet suit is considered to be beyond the reach of any Green Things. The manipulative arms of a jet suit allow its occupant to carry a weapon of any type. Jet suits may be attacked by Green Things only if the jet suits are inside the ship. If a jet suit is destroyed, any hits over 20 are applied to its occupant. Jet suits may be attacked while empty. [values upper right = 1 lower left = 1 lower right = 20] STICKY-FOOT PRESSURE SUIT (5 different types) Number available: 4 for each race Setup: Keep off board These suits are all kept in DC central. There is one for each member of the crew (the robot doesn't need one). Any crewmember may put on a pressure suit during the Grab Weapons phase. The pressure suit allows the crewmembers to walk along the outside of the ship. pressure suits do not offer the crewmembers any additional protection vs. Green Things. Monsters may NOT attack empty suits. [values none] OOK SOOT Number available: 1 Setup: DC Central Engineer officer Smodum made this special suit for the Ook soon after it came aboard. The Ook may put it on during the Grab Weapons phase. The soot enables the Ook to walk along the outside of the Znutar. Due to the material of its composition, the Ook soot doubles the constitution value of the Ook... but it also slows it down a little. Monsters may not attack an empty Ook soot. [values upper right = (3) lower left = (1) lower right = (16)] MOVEMENT OUTSIDE THE ZNUTAR There are 2 distinct ways to move while outside the ship; either floating in space, or along the skin of the ship. Only the Cargo Movers and the Jet Suits may float in space areas (see diagram **I will TRY to explain the diagram later..CFG**) Green Things and pressure suit clad crewmembers must walk from skin area to skin area. EACH PORTION OF THE SKIN OPPOSITE A ROOM AREA INSIDE THE ZNUTAR IS CONSIDERED TO BE A SKIN MOVEMENT AREA. Movement on the skin, then, is handled the same as movement inside the ship. Cargo movers and jet suits which leave the Znutar may only occupy the four areas shown in the diagram. They will be able to attack any Green Things on the skin within the same space area. EXITING AND ENTERING THE ZNUTAR In addition to the four large hatches of the cargo hold and the three boat bays, crew and monsters may exit and enter the ship through any sensor, and through the launch tubes in Probe Control. Any number of crew and monsters may pass through these portals in a turn, at no additional movement cost. SETUP AND RULES CHANGES Green Things are allowed to set up OUTSIDE the ship, provided they follow the guidelines given for initial setup in the rules. This is usually good for the monsters, as it takes time for the crew to don suits, grab weapons, and get outside. The Ship's Boats (Saucer, Scout, and Cockboat) are considered separate areas from their bays. Green Things may enter unoccupied boats but do not know how to operate them. Monsters continue to grow, whether inside or outside the Znutar. Fire Extinguishers and Gas Grenades will not work outside the ship. All other weapons may be used both inside and outside the Znutar. Rocket fuel which explodes outside the ship affects all creatures in the same space area (except crew inside the Ship's Boats). The victory conditions remain the same. THE SHIP'S BOATS The Scout, the Cockboat, and the Saucer also have the ability to leave the ship and enter space areas around the Znutar. They may only move from one area to an adjacent area in a turn. Crewmembers may not fire or throw weapons at monsters while inside a ship's boat, unless, of course, the monsters are inside the boat. If all crew inside the saucer or the scout are wearing pressure suits, they may lift the lids and fire and/or throw weapons at monsters outside the ship. There is no lid to open on the Cockboat. Stickyfoot suits and Awful Green Feet work on the skin of the ship's boats too, so it is not inconceivable that a boat covered with monsters and/or crew could be maneuvering around the Znutar sometime during the game. ROCKET BLAST -This rule applies only to the Scout and the Cockboat, as the Saucer has grav drive. Generally, while moving close to the Znutar, these boats use tiny maneuvering thrusters. The crew may, however, use the blast from the rocket engines on these two boats as a weapon, with the same effect as rocket fuel. The blast from the Scout has the same effect as one can of rocket fuel. The blast from the Cockboat is equal to the explosion of 2 cans of rocket fuel. The blast affects all creatures on the skin in the space area, or all te creatures in the hold or bay in question. There is a catch: The boat which uses the rocket blast zooms off the playing board and may not return until the 3rd turn after the blast. Make sure you have plenty of Zgwortz on hand when you try these rules... ************************************ That's it for the rules, as for the diagram, since I haven't played this game, I may be a bit confused. The diagram shows the ship with the bow (front) to the left. The Bow Space area extends from the nose point, three interior walls in either direction. The top and the underside space areas extend from where the bow area ends to a point halfway around the circle at the end of each of the two (thruster extensions????) Everything between the two centers of those circles is the stern area. I hope this helped some. If my explanations are confusing, if you ask specific questions, I will try to better describe things. Hope this adds to your fun. Chris Department of Computer Science, Duke University, Durham, NC 27706 ARPA: cfg@cs.duke.edu CSNET: cfg@duke UUCP: decvax!duke!cfg -- "Build high for happiness."