This system is a work in progress so feel free to ask the GM if you have any questions.
Game rules via spreadsheet
How to SpawnAt the beginning of the game you must place your ‘units’ within the safe room in order to ‘spawn’. You must also do this when you die if you are ‘respawning’ as a different class or with different weapons.
The easiest way to perform a ‘spawn’ is to follow the list below.
1. Select a class [See Classes].
2. Select a Primary, Secondary, and a Melee weapon [See Weapons].
5. Select which weapon to hold when you spawn.
How a turn progresses:
There are three phases to each turn. Movement, Attack, and Resolve; it proceeds thusly:
1. Movement
a. The RED team always goes first. The units move in order based on their class and if you have multiple of any class you can choose which order they move in. The order is:
i. Scout
ii. Medic
iii. Pyro
iv. Engineer
v. Spy
vi. Sniper
vii. Demo
viii. Soldier
ix. Heavy
b. During the Movement phase you can do a few actions:
i. Switch your equipped weapon/item for -1 movement.
ii. Reload your equipped weapon for -2 movement.
2. Attack
a. This acts in the same way as movement does.
3. Resolution
a. This is the end of the turn and when players ‘respawn’, take damage from fire, abilities, health, and ammo kits respawn, sentry guns fire, and when players fall.
Movement and Air MovementYou can move in any direction including diagonals [though every second diagonal counts as two movements] so long as the diagonal movement does not take you past a wall. Each character can move through air spaces with no penalty.
If, however, you are in an air space during the ‘Resolve” portion of the turn you will fall a Z-level.
Attack RollsWhen you declare an attack on a square or a certain target you roll a D20 to see if it hits. If you roll at or higher than the weapons required accuracy roll [displayed on the sheet linked at the top of this post.] then it is a successful hit and damage will occur.
If, however, you roll a 20 you will always hit and do Crit damage. Crit damage deals 2.5 times the damage of a normal attack.
StatusesVarious classes and abilities can cause special statuses to occur. This is a list of the statuses that can be in effect.
Kritzed: Medics with the Kritzkrieg can Kritz their patient if they have full Uber. All successful attacks made by a ‘Kritz’ patient will deal Crit damage.
On Fire: If you are on fire you will take -3 damage every turn until you are healed by any source. Medics do not receive the healing that they normally get every turn while they are on fire.
Marked: If you are marked you will take double damage from all sources. The duration of being Marked varies depending on what item caused it. Being Marked will not make you take double damage from Crit attacks. Instead you will take normal Crit damage.
Overheal: A medic can continue healing their target past the target’s maximum hit points. This is called overheal. Each classes overheal is stated in their stats and is, generally, about 1.5 times their max health. Each turn a target is not being healed by a medic but is overhealed they will lose -3 hp of overheal.
Ubercharged: When a medic has a full ‘uber’ meter they can use their Medigun to cause themselves and their patient to be invulnerable for the duration of the charge.
Safe RoomsRooms with team colored walls are safe rooms which serve a few purposes. Players spawn inside of safe rooms [wherever they choose] and are granted full clip and ammo when they enter it. Players of the opposing team cannot enter.
You may not be targeted inside of a safe-room and may not attack out of one.
This test conducted on the forums will use a 5-CP version of the game. Preferably there will be 3 players on each team with 2 Pieces each. To sign up just say
In and which 2 class/loadout you will be using.
We will be using the following map:
RED TeamSmurfingtonthethird
IcyTea31
Silthuri
BLU TeamTomasque
Cinder