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Once again, these ain't
canon.
Sprites
Sprites are non-player critters that scurry about the board
to make the Players' lives all the more frantic and short.
The type of Sprite used for a particular game is up to the
referee, or agreed upon by the players, or chosen randomly,
or the birthday victim gets to choose.
Sprites - Common Rules
Sprites follow the same rules as Players except where noted
below. They have certain rules in common, though each has
their own flavor. Feel free to adjust these to best fit the
style of play for your group. After all, the idea is to have
fun.
Frags
- Taking down a Sprite does not count as a frag,
unless you're playing the
Sprite Smashing
scenario.
Sprites do not respawn, though many of them generate fresh
troops at the end of every round.
Activation
- All Sprites move/attack at the end of the turn, after all
the players have gone but before their shields regenerate.
Or you could give them their own card if you are using
Card Activation.
Shooting
– Sprites armed with ranged weapons will shoot at their
intended target at the first possible opportunity: as soon
as it’s in range and has Line Of Sight. Shooting will always
take priority over movement.
Rolling a 1 - Sprites
never run out of ammo or damage themselves when attacking.
Ever. A roll of 1 just counts as a miss with no other
effect.
Weapon and Power-up Tokens
– Sprites ignore these. Sprites do not gain cards from
moving over them, nor do the tokens count as being
triggered, so no respawn roll.
Power-Up Card Effects
- Sprites with Power-Up card effects are always considered
on and never expire.
Movement
– Sprites will not move in such a way as to take advantage
of cover if it moves them farther away from their intended
target.
Spawning
– After all the existing Sprites have been activated (move &
attack), any Sprites that are due to spawn do so now. They do
not get the chance to attack, though. They just walk half
their move away from the Spawn token in a random
direction. Materialization takes a lot out of them.
Shields
– Sprites’ shields do not regenerate (they don’t add 2 at
the end of the turn). Unless you really have a death wish.
Sprites – Types
Zombies
– These are your classic “slow zombies” from the movies.
Zombies will start appearing at the end of the first turn. They will always move towards the nearest Player. They can
smell living flesh up to a mile away, so they don’t need
line of site to find ‘em. Whenever a Player is fragged by a
Zombie,
place a token (skull, coin, bead, whatever) where they were
fragged. At the end of the turn, replace all of these tokens with
Zombie figures and place a number Zombies equal to the
number of Players divided by 4 at randomly determined Spawn
tokens. A suggested limit on the number of Zombies in
play at one time is 3 times the number of Players.
Move: 6”
Jump: none
Shields: 3
Attack: Bitch Slap
Zombie Troopers
– As Zombies above, but armed with Killmatic AR’s which
never run out of ammo. They will start appearing at the end
of the first turn. A Zombie Trooper will continue to close in
on its intended victim even after getting in range with the Killmatic AR, as it can't fight that primal urge. When in
base-to-base contact, it will use the Bitch Slap attack. If
a player is fragged by the Killmatic AR, then a new Zombie
Trooper will not spawn. The Player must be fragged by Bitch
Slap for zombification to occur. A suggested limit on
the number of Zombie Troopers in play at one time is 2 times
the number of Players.
Move: 6”
Jump: none
Shields: 3
Attack: Killmatic AR, Bitch Slap.
Ragers
– Bioweapons gone horribly wrong or the more trendy “fast
zombies”. Ragers will start appearing at the end of the
first turn. Treat as Zombies above, including the
zombification of fragged Players. A suggested limit on the number of Ragers in play at one time is 2 times
the number of Players.
Move: 12”
Jump: 3” laterally / 1.5” vertically
Shields: 6
Attack: Bitch Slap
Xenomorphs
– big alien bugs looking for hosts for their
eggs. Don’t ya just hate that? Xenomorphs will start
appearing at the end of the first turn. Treat them as Zombies,
including the zombification (xenomorphism?) of fragged
Players. Xenomorphs are able to climb any terrain feature or move
through rough terrain without penalty. When Xenomorphs are
fragged, they explode like Exploding Barrels. A suggested
limit on the number of Xenomorphs in play at one time is
2 times the number of Players.
Move: 12”
Jump: 8 + d6” laterally / 6” vertically
Shields: 6
Attack: Stihl Chainsaw
Renegade Cyborg
– Big, tough, angry and armed with an
Electro Gattling Cannon that never runs out of ammo. This
Sprite materializes at a random Spawn token at the end of
the 4th turn. The only target of the Renegade Cyborg is the
Player currently with the most frags, and will always move
towards its intended victim. If there’s a tie for first
place, then which ever Player is closest. The Renegade
Cyborg does not respawn if fragged, it’s simply out of the
game. A suggested limit on the number of
Renegade Cyborgs in play at one time is one.
Move: 8 + d6"
Jump: 6” laterally / 3” vertically
Shields: 9
Attack: Electro Gattling Cannon [Does not suffer from 1/2
move.]
Power-Up Card Effects: Laser Sight.
Pred
– It wants another skull on its wall. This
Sprite materializes at a random Spawn token at the end of
the 5th turn. It will always move towards the nearest
Player. If there’s more than one possible target, select the
victim randomly. The Pred does not respawn if fragged, it’s
simply out of the game. A suggested limit on the number of
Preds in play at one time is one. Period. You
have been warned.
Move: 8 + d6"
Jump: 6” laterally / 3” vertically
Shields: 9
Attack: L7 Laser Sniper Rifle [move or shoot], Stihl Chainsaw.
Power-Up Card Effects: John Woo Style, Stealth Unit, Laser
Sight. |