SPRITES
 
Because Even Fragging Your Buddies Can Get
Stale... Wait. I Used That One Already.

 
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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.

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