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Just a few ideas.
Hope you enjoy.
Skull Ball
Place a bead or token (or a tiny skull) in the center of
the table. This represents the Skull Ball. A Player may pick
it up by moving over it. Every round that ends with the
Skull Ball in your possession counts as one point. Players
do not get points for fragging other players. A Player may
relinquish control of the Skull Ball at any time during
their turn, just place
the token where it would have fallen, but may not pick it up
again until their next turn. The only attack allowed while
in possession of the Skull Ball is Bitch Slap. If a Player
is fragged while in possession of the Skull Ball, place it
where they were fragged. Feel the love.
It
The
first Player to score a frag is “it”. After that point, all
their frags count double. Whoever frags the Player who’s
“it” gets double points for that kill and then becomes “it”
themselves. This continues until the end of the game.
Update:
Scenario "It" no longer needed.
See "Super Soldier", page 5, V.1.2. Frag-o-rama.
Sprite
Smashing
Points
may only be scored by fragging
Sprites, at one point each. There is no penalty
for fragging other players, but no points will be earned.
The challenge is how tough a Sprite are you willing to
smash...
Circular World
When
a player exits a border of the table they materialize at the
same spot but on the opposite side of the table. If a player
exits the right side of the board 2 inches below the top,
then it would reappear on the left side of the board 2
inches below the top. Ranged
attacks will also travel in this manner.
Warning: this is more of a
special effect than an actual scenario, and adds a bit of
math to the game, but it does keep folks on their toes.
All Your
Spawn Tokens
Are Belong To Us
TEAM
PLAY SCENARIO
The strategy behind this one
is to occupy as may of the Spawn tokens on the table as
possible, limiting the options of the opposing side as to
where they can respawn. In short: take territory and hold
it.
Set
up the table as usual, but make
sure that two opposing corners of the table are
reasonably surrounded by cover and do not have
Line-of-Sight to each other. A Spawn token
will be placed at those corners and it
will act as the home base for each team.
This is where they start the game. No more that one
Gun Emplacement
may be positioned at each home base, and they each have one
or nobody has one.
Use only half (or there about, depending the players'
preferences) the remaining Spawn tokens and spread them out,
ideally not within
Line-of-Sight of each other or the home bases.
These are
deactivated. The only way to activate them is to have
a player's figure stand in the middle on it for an entire turn. They
may still attack or change facing, but cannot move from that spot. Once
activated, only that team may respawn there. The opposing
team may stand in the middle of an activated Spawn token for
an entire turn and then his team will have exclusive use of
it. Yes, the Spawn tokens at the home bases can change
ownership as well. Use colored beads, stones or other mnemonic
devices for designating ownership of particular
active Spawn tokens.
A
player may now respawn on any desired Spawn token that their
team has possession of, as opposed to the traditional random
respawn. Also, players may respawn on the token or anywhere
within 2" of it, so make sure there's a little bit of room
around them. And there are no Telefrags; if occupied, just
materialize somewhere within 2" of the token, not on it.
Winning
1. A team that
loses the Spawn token in their home base has automatically
lost the game.
2. If, by the end of the time limit, both bases
are still active, then the team with the highest number of
Spawn tokens under their control at the end of the game
wins.
3. If neither of those
are in effect, then the team that fragged the most
opponents wins. Fragging a fellow teammate (and/or yourself) counts as -1
each to
that team's frag total.
Note: more than 2 teams
may play this scenario.
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