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House Rules for
Frag-o-rama .
Not
official nuthin'.
YMMV.
1.
Keep It Cluttered, Keep It Cozy
The
playing area/table/killing fields should be FULL of terrain
to block Line-of-Sight and climb around. However, the
playing area
itself should not be larger than 4 feet on a side. Keep in
mind that most of the weapons have a range of 12 inches or
less and Player movement averages 7 inches. It's going to take
several rounds to cross the table if you respawn far from
the action. Also use the optional teleporters to cut
commuting times.
2.
Card Activation
Instead
of rolling to see who goes first and then going
around the table, make up a deck of cards with all the
players' names on it, or the color of the players' figures,
or assign each player a different card out of a poker deck.
Shuffle said deck at the beginning of each round. Starting
at the top of the deck, flip over one card at a time.
Whosever card was drawn now gets his turn. When his turn is
over, flip the next card. When the deck is spent, the turn
is over. This makes it harder to predict when any particular
player is going to be activated.
3. No
Sittin' Around
What
fun is staring at the ceiling while all your buddies are
playing? When fragged, a player will respawn at their next
card/activation/turn/whatever, even if they were just
fragged in the current round. Respawning someplace on the
table beyond your control & being stuck with the
Killmatic AR is enough of a
penalty.
Update:
Mod #3 no longer needed.
See page 3, V.1.2. Frag-o-rama.
4.
6+d6" Movement
Because
rolling snake eyes
for movement sucks.
Instead of rolling 2d6, roll 1d6 and add 6 to get your
movement. This gives a range of 7 - 12 inches. It also gives
you at least 3 1/2 inches of movement with the Heavy
Weapons!
Update:
Mod #4 no longer needed.
See page 3, V.1.2. Frag-o-rama.
5.
First Round Shopping Spree
Weapon
and Power-Up tokens ON THE FIRST ROUND do not need a respawn
roll. They're good to go, however any player may only go
over any particular Weapon and Power-Up token ONCE in that
round. Start rolling in the second round as usual. This is
so you can get cool toys immediately. Gimme-gimme-gimme!
6.
Leftovers
When a
player is fragged, discard all Power-Ups as usual, but leave
any weapon cards on the table where he was fragged. The
first player to move over the cards gets them just like if
he passed over a Weapon token. If there is more than one
leftover card and the player is only allowed one, then the
player decides which he keeps, placing their original weapon
in the discard pile. Leave the extra leftovers there.
Any leftovers on the table are removed when the fragged
player respawns or at the end of the round, whichever
happens first. Shopping the dead.
7.
The L7 Laser Sniper Rifle
Make
this bad boy a “move or shoot” weapon. In other words: if
you moved this turn, you may not shoot it this turn. And if
you want to shoot it this turn, then you may not move this
turn. Hence: “move or shoot”. Figure may change facing and
still shoot,
though. I see you...
8.
Score Pad
Keep
the scores on a piece of paper and read off the totals at
the beginning of each round. Less stuff on the table, less
futzing with the dice, and it might just start a whole new
side-game of its own. "Bob's winning? Let's get him!"
9.
Gun Emplacements
Randomly scattered around the table are 2 to 4 gun
emplacements. These represent an area that has some cover
and an
Electro Gattling Cannon with unlimited ammo mounted on a
tripod. It has 360° targeting (you can turn it in any
direction) but it cannot be moved from that spot. Any player
that ends its movement and has not yet attacked that turn
may man the gun and use it for their attack. Players cannot
use Power-Up Card Effects - like John Woo Style or Laser
Sight - on the tripod mounted Electro Gattling Cannon.
Light 'em up! |