Google Doc with Important InformationThis system is a work in progress so feel free to ask the GM if you have any questions.
How to SpawnEvery time you die and at the beginning of the game you must re-spawn to do so simply follow the following list.
1. Select a class [See Classes]
2. Select a Primary [See Weapons]
3. Select a Secondary [See Weapons]
4. Select a Melee [See Weapons]
5. Select which weapon to hold when you spawn.
These steps can be done “by post” or via a PM if you’d like it to be a secret. Remember: Your load-out is not shown until you equip the weapon.
How a turn progresses:1. Player’s submit their actions. They may:
a. Move at their full Movement allowance.
b. Fire their weapon/Build a building and move at their full movement allowance.
c. Switch their weapon and move at their full movement allowance.
d. Reload their weapon.
2. Once all actions are in the GM will roll initiative.
3. Each player takes their action [if not possible the action will be completed as closely as it can.]
4. Repeat.
Movement and Air MovementYou can move in any direction including diagonals. If the diagonal would involve moving past a wall you cannot move diagonal. Each character can “Jump” which means that they move into an “Air” space. If you end your turn on the Air space you will fall down a Z-level. Scouts fall on the second turn they spend on the air space if they state they wish to use their “Double Jump” ability.
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. 18’s, 19’s, and 20’s will always hit their target and will do Mini-crit damage [18,19] or Crit Damage [20]. A Mini-crit does 1.5 damage while a Crit does 2.5 times the damage.
[Regular Rocket: 120, Mini-crit Rocket: 180, Crit Rocket: 300]
What is Over-heal?A medic can continue healing their target past the target's maximum hit points. This is called Over-healing. Over-healing can take a unit to 1.5 times [rounded up] of their regular maximum. For each turn the target is not being healed by a medic but is Over-healed they lose -30 hit points of over-heal.
What does it mean to be "Ubered"?Medics with the Medigun can Ubercharge their patient. The Medic and their Patient become invulnerable to damage, cannot be forcefully moved, are unable to cap points, push carts, or carry the intelligence, and all status effects are cleared. The Medic is ubered for the duration of the effect BUT can switch their target at their leisure. This causes the medic to lose 25% uber and makes the original patient no longer ubered. To see if you are Ubered look at your health. If it is white than you are ubered.
What does it mean to be “Kritzed?Medics with the Kritzkrieg can Kritz instead of Ubercharge their patient. All damage dealt by the Kritzed patient will be automatic Criticals if they hit. To see if you are Kritzed check your health. If your health is Purple than you are “Kritzed”
What does it mean if I’m “On Fire”?If you are “On Fire” your health will go down continously. Players who are on fire will take 1D10 damage a turn until they are healed by a Medic, Dispenser, or any health kit. Medics no longer gain +10 health a turn while they are on fire. To see if you’re on fire check your health. Underlined health shows you are on fire.
What does it mean if I’m “Stunned”?If you are stunned you are unable to take any actions other than movement. Furthermore you are limited to 1 movement a turn. Being stunned lasts 1d4 turns. To see if you’re stunned check your health. Bold health indicates you are stunned.
What is “Jarate”?Jarate can refer to a secondary weapon for the Sniper which applies the Jarate effect or the Jarate effect itself. Jarate [effect] causes all damage taken of those soaked by the Jarate [Item] to be mini-crits [or crits on a 20] until it wears off in 1D4 turns. To see if you’re Jarate’d check your health. Yellow health numbers show that you are under the effects of Jarate.
Safe RoomsRooms with team colored walls are safe rooms. This is where players spawn. When a player enters the safe-room they are granted full ammo and health. Players on the opposing team cannot enter this room. You cannot attack from outside a safe-room or out of a safe-room. Dotted lines indicate a door that players may exit out of though it will not allow attacks to pass their thresh-hold. While in a safe-room you do not use up any movement while moving [As in you can move from anywhere in the safe room to anywhere else in the saferoom and still have full movement.]
Please keep in mind that this is a test. Any and ALL questions should be asked as well as recommendations. If you want to enter simply type "
In" or some variation as well as which team you want to join. This test will be using "King of the Hill" rules so that the action is fairly contained and it won't take too long. Future versions will allow for players to Vote on the game type they want.
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Round 1:
RED vs
BLU in a King of the Hill match.
RED VictoryRound 2:
Christian Brutal Sniper vs
The Mob in a Freak Fortress Match.
The Mob VictoryRound 3:
Humans vs
Zombies in a Zombie Fortress Match. Ongoing.