First you post the color you want to play as: Red, Green, Pink, or Teal. Then after I get 4 submissions, the game starts.
Players have 4 equipment slots: Main Weapon, Heavy Weapon, Armor, and Special. Only one item may go into each slot. At roundstart, select an item for each slot. Players can move one cell orthogonally or diagonally, shoot, and use a special item, unless specified in the item's description. Guns, unless otherwise specified, fire in a straight line without interruption by obstacles. You aren't restricted to the cardinal directions, you can fire at any player not behind an obstacle. Explanation:
Red can shoot Green or Teal but can't shoot Pink because Pink is behind a wall.
Players start with 100 HP. For every bullet fired at a player, I will roll a d<weapon damage> and a d<weapon accuracy>. The player that was shot at will be dealt that amount of damage
unless the roll for accuracy is the same as the weapon's accuracy value, in which case that bullet misses and continues flying, potentially hitting any players behind the player who was shot at. Damage is absorbed by armor, if the player is wearing any, thus substracting the armor's armor value from the bullet's damage, up to a minimum of 1, until the armor breaks after a set amount of hits. Repeat for every bullet in the turn (guns can fire multiple bullets).
Main Weapons:
- AK-47: Fires 3 bullets per turn. Damage: 7; Accuracy: 6.
- Desert Eagle: Fires 2 bullets per turn. Damage: 12; Accuracy: 8
- M24 Sniper: Fires 1 bullet per turn. Damage: 20; Accuracy: 15. Special: Can't be used at a range below 4, can't shoot and move at the same time (only normal moving counts, you can still, for example, jump with Leg Actuators).
- Shotgun: Fires 15 bullets per turn. Damage: 7; Accuracy: 2. Special: Loses 2 bullets per square that the volley crosses. E.g if you fire it from 3 squares away, it only fires 9 bullets.
Heavy Weapons:
- Electro-Sword: This is a melee weapon. It can only be used at range 1 (right next to the enemy) and deals 1d22+20 damage, never missing. Counts as a gun for the purposes of shooting so you can't both shoot and slash someone with your sword.
- Rocket Launcher: Much like a gun, this shoots in a straight line. However instead of a hitscan bullet, this fires a slow rocket. It travels 3 squares per turn. If a player is in its path then it hits them. If it does, it never misses and deals them 1d50+20 damage instantly, and any players next to them will be dealt 1d20 damage (including yourself, so don't use it in melee unless you are desperate). You can also fire it at a door, thus destroying it (turning it into normal ground) and also causing an explosion. Shooting a wall will not destroy it but still damage nearby players. Unlike normal guns this only has 2 shots, so use them wisely.
- Tesla Gun: Acts like a normal gun, but can't miss and deals 1d10 damage, ignoring armor. However anyone hit by it will be prevented from using any items for 2 turns. Has 3 shots.
Armor:
- None: No damage reduction but you can pick another Special.
- Light: Damage reduction: 3. Breaks after 20 shots.
- Heavy: Damage reduction: 10. Breaks after 10 shots.
Special items:
- Leg Actuators: Jump 3 tiles. You can't jump over doors or walls, but you can do it over water. Cooldown: 4 turns.
- Grenades: Throw a grenade at any empty tile in line-of-sight in range 5. After 2 turns, it explodes. Anyone standing on the grenade dies instantly, anyone in range 1 takes 1d30 damage, anyone in range 2 takes 1d10 damage. 3 uses.
- Short-Range Small-Item Teleporter: Swap any item with any player in range 3. 2 uses.
- Mining Laser: Acts like a gun but only works at range 2 and below. 1 bullet per turn, Damage: 10; Accuracy: 5. However it can be shot at a door or wall to destroy it. 3 uses.
Black cells are walls, they can't be shot or walked through. Blue cells are water pools, they can be shot over but can't be walked through, and brown cells are doors that can't be shot through but can be walked through but if a player is standing in a door it can be shot through.
Players start with 100 HP. If a player reaches 0, they die and their items are immediately reclaimed by a swarm of drones (thus they can't be picked up).
The last player standing wins and soon after the next round starts, with some rule and/or map alterations if needed.