All of hell has broken loose, and zombies walk the earth. You (and your team) have been sent in to defend a base full of people and cute puppies, supplied by the US army and your wits. Do you have the stones to take on the apocalypse?
Here is how the game works: You (and whoever else) have to kill zombies (and later on, bigger things) in increasing waves. You start off with a pistol (which has unlimited ammo, btw) and the traits you get (we'll get to that later). For each zombie killed, you get paid, and after each wave you can spend that money to buy weapons, ammo, and other goodies. You do
not get paid per kill, but the total is split per team member, so the more players, the less you get.
Defenders(players):
Pandarsenic
Archangel
RAM
Emperor
Strife26
Cheeetar
Org
Kashyyk
Mephansteras
Meat Shields(reserves):
theevilmonk
Nirur Torir
zchris13
CJ1145
Jakkarra
Vlynndar
RedWarrior0
Barbarossa
Devath
Nivm
Jetsquirrel
Graveyard:
IWM
Wild Goose
Name: duh.
Description (optional): a physical description of you. needed if you want a cool looking sprite an not a cut out with a number.
Money: you start off with zero
Perks: the abilities/ flaws you start with. max of two perks and 2 flaws
Equip*:
(e) equipped weapon/armor
*You have 8 ep
*You can carry up to 3 small clips/grenades or 1 large clip without extra equipment
you can move 5 tiles without extra equipment
Pistol (the first one is free) (5 ep)
Clip: 7
Range 5
SPT (shots per turn): 2
unlimited ammo
pocket knife (1 ep)
melee attack
Combat knife (2 ep)
melee attack
Extra pocket (2 ep)
hold 1 small clip/grenade
Ammo belt (I forgot the real name) (3 ep)
hold 2 small clips
Backpack (5 ep)
hold 6 small clips/grenades
hold 2 large clips
can only have 1
when full, -1M
Lab top: (8 ep)
lets you buy something mid wave once
take up one turn to arrive
Grenade (2 ep):
Thrown
Explosive
Molotov cocktail (2 ep)
Thrown
!!Fire!!
First Aid (3 ep)
3 uses
completely healed
cure poison
stop bleeding
bandages (2 ep)
2 uses
partial heal
stop bleeding
steroids (3 ep)
4 uses
+1 movement for 2 turns
uses do not stack
Shotgun (10 ep)
Clip: 5
Range 4
SPT: 1
Spread
Perks:
you can have a max of two, then you can take a flaw to add one, for a max of 4 perks
Strong: You worked out a lot. Use large weapons/armor or move large objects without M loss
Crazy Prepared: Batman would be proud. add 6 equip points
Mule: carry 6 small clips/grenades, or 3 large clips
Sharpshooter: increase the chance of a hit, increase range, increase chance of headshot
Medic: gets 2 more uses out of healing objects
Genre Savvy: you knew this day would come. add 2 ep, increase chance of headshot
Scavenger: Let no corpse unlooted. increase amount of money earned per wave
Ax crazy: BLOOD FOR THE BLOOD GOD!: increase damage from melee, unaffected by pain
Money management: decrease the cost of everything by %10
Dual wield: can use two small weapons
Speedster: +2 movement
Healthy: increase HP
Fire starter: can light enemies as a melee attack, increase damage with fire
Diehard: Not effected by injured/critical condition
Spotter: Can use attack to help someone else target a hostile, increasing their range/ accuracy.
Ninja: Get a bonus from attack behind the enemy. Increases chances of evasion.
Web surfer: Can use a laptop twice per round OR get one item instantly.
Mechanic: can repair vehicles/turrets better
Builder: can build/repair buildings better
Ranger: Gets a hint for what the next wave will be.
Valor: Can stand over a critically injured ally, getting an attack and defense bonus and preventing them from being attacked again.
Discretion: Can force someone to gain the Valor ability and protect them
Determinator: You'll be back. natural damage reduction
Rage-a-holic: start off with the RAGE ability
Psychic: you can move small objects without touching them. What you do with them is up to you.
Martial Stance: Your mind in focused, your hands are steady, and your blade is very, very sharp. You have an easier to hit and cause critical hits. RAGE! is replaced with Bullet Time
Berserker: When you go into RAGE! you double your movement, your melee attack doubles, and can duel wield any weapon, even if you did not have the Duel Wield perk.
Other: suggest a perk
flaws:
Frail: decrease HP
Slow: no one told you about carbs. -1 movement. cannot stack with speedster
Faint of heart: you faint at the sight of blood. cannot stack with ax crazy or medic
Impulse buyer: increase cost of everything by %5. does not stack with money management
Poor vision: decrease chance of hit. cannot stack with sharpshooter
Weak: cannot use large weapons
Vehicle ineptitude: Cannot operate vehicles or other advanced thingamajigs (like turret emplacements).
Idiot Hero: If someone is critically injured, must move towards character every turn.
Selfish: May not give items to another character, or use medpacks on others.
French: Joking.
Slob: Doesn't keep their gun clean; it has a chance of failing whenever they fire it, needing an entire turn to fix it.
Enjoys showing off pictures of sweetheart: Any critical injury becomes fatal.
Redshirt: Zombies home in on them.
Ophidiophobia: Fear of snakes
Arachnophobia: Fear of spiders
Chiroptophobia: Fear of bats (does not include the batman)
Apiphobia: Fear of insects
Pyrophobia: Fear of fire. cannot stack with Fire Starter
Other: suggest a flaw
Each player can move a certain amount of tiles per turn. Without perks and equipment, each players can move 5 tiles. they can move through another players tile, but can't occupy the same tile.
Some other uses of movement are going prone, moving objects, and manning/unmanning turrets/vehicles. going prone/unprone take up one M, and any movement while prone take up two movement, but gives the prone an accuracy bonus. you can't go prone and unprone in the same turn.
Moving objects take up 2 movement, unless someone helps or you have the Strong perk. after you preform an action, you can't move again
Manning a vehicle or a turret cost 1 Movement, and any movement is determined by the movement of the vehicle. you cannot man and unman in the same turn
Actions that can be done once per turn (cannot move after an action is used):
Attack: players can attack with their weapon (or weapons, if duel wielding)
Throw (grenade or otherwise). Each player can throw up to 4 tiles, without perks or equipment. Anything can be thrown, but the effect of the thrown object varies (example: throwing ammo will give that ammo to the player)
Heal: heal a teammate or yourself. Does not require a healing item.
Reload: reload/refuel a weapon/vehicle
Free actions are actions that can be done at anytime, any amount of time, and does not effect movement :
Give: give any object. can give an unlimited amount of objects, although it's rare for that to happen.
Carry: When next to another player or a corpse, you can pick it up and can move it else where for 2 movement (unless you have the strong perk). You can throw who you are carrying, but you should ask the player first. Carrying a live zombie is not advised. You can carry and drop in the same turn.
Retreating: At anytime, you can leave through the doors at the top of the map or any form escape point. You'll live through the wave (unless the zombies get in or the others die) but you will not get money for that wave
Ammo dump: If you are next to an ammo dump, you can take any ammo stored in it out. each Ammo dump can hold up to an unlimited amount of pistol ammo, and 50 small clips or 30 large clips of other ammo
Moneyz: each wave, you have to kill a certain amount of zombies. each killed zombie add the amount to the pool, and after the wave, the pool is divided for each player (plus any extra from the scavenger perk or gatherer aid)
Civilians: from time to time, a civilian will coming into the play field. if they reach the doors at the top of the screen or another escape points, they will be saved and a bonus will be added to the money pit. you will not get a onus if they die before being saved, and money will be taken if you somehow kill them
Range: the range of a gun is not the max of the firing range, but rather how far the bullet can go before it gets a accuracy penalty. all melee weapons have a range of 1 unless stated otherwise.
SPT: the SPT (shots per turn) is the max you can fire a turn, but you can shoot less for an accuracy bonus (depending on the gun)
Hitting a target: in order to fire at a zombie, you need to be able to draw a line between the gun's tip and the target. the exempts are fortifications and other team-members if they are prone and you are not. if the team member is not prone and i'm in a bad mood, this could end in friendly fire.
Monster defence general storw