The evil overlord, Built-of-Scrap-Metal has a new mission for you: total world domination. It's not an entirely new mission per se, but, since you are new guys, it's a new mission for you. You know the drill: join up a group of minions, assault aimlessly a series of well placed towers, and die a miserable death, only to be replaced with a new batch of minions with a similar fate.
Except, you don't want that fate. World domination and destroying stuff is cool, but the dying part ... well, let's be frank, it sucks. So a small group of you decide that you don't quite follow up with the plan, and instead of doing it the stupid easy way, you will do it wisely.
The first step is looking at the map:
The second step is digging up all the information from your hazy memory:
- Minions (ie YOU) can spawn on the top line, and their (YOUR) aim is to get to the bottom line.
- Minions can move on the light blue area, by default.
- Brown lines are elevation differencies, a simple minion cannot get through.
- Small, 1x1 round things are "Towers", these tend to be aggressive
- Medium, 2x2 square things are "Buildings", which likely won't shoot at you but probably have some nasty effects to make your life miserable. And short.
phase A) create yourself a minion
phase B) use up bonuses (optional) and discuss your strategy
The fourth step is, of course, playing.
Character Creation:
- Give yourself a name! Everyone knows no-name boring minions die first in every battle.
- Choose yourself a color. Not that it matters much, it might help to find yourself in the heat of action.
- Choose yourself a class! This matters.
- Choose yourself a starting equipment! This might matter even more. Or not.
.[tabs:Techy]Techy
HP: 4
Movement Speed: 2 Tiles / Turn
Offense Damage: 1
Offense Range: 0 (same tile only)
Starting Bonus for Group: +1 Intelligence
Starting Equipment: (select only 1)
- Jammer: Renders a Tower disfunctional for 1d4 turns. Range: 1
- Infiltrator: Allows the Techy to infiltrate a Tower or Building on the same height. Range: 1
- Sniping Laser: Deals 2 damage +1 for every distance shot at. Range: 4
- Personal Force Field: Absorbs the following 4 damage dealt to the Techy. Recharges in 5 Turns, or instantly in a Recharger.
- Cloaking Device: Renders the Techy invisible for 1d4+1 Turns.
- Jet Pack: Allows the Minion to move to an adjacent tile with a height difference of "1".
[tabs:Mechy]Mechy
HP: 5
Movement Speed: 1 Tiles / Turn
Offense Damage: 2
Offense Range: 1 (self tile + side adjacent)
Starting Bonus for Group: +5 probes
Starting Equipment: (select only 1)
- Probeporter: The Mechy is able to teleport an adjacent controlled probe to any tile within a 7x7 grid, centered on the Mechy.
- Recyclator: Replaces a dead probe with the new one, using up a "Scrap". Starts with 5 Scraps.
- Overrider: Gains control over an enemy probe permanently for a charge. Starts with 5 charges.
- Barion Fluxer: Repairs a probe for 1 HP, using up a charge. Starts with 10 charges.
- Huge Wrench: Deals 3 damage. Range: 1.
[tabs:Speedy]Speedy
HP: 5
Movement Speed: 4 Tiles / Turn
Offense Damage: 2
Offense Range: 1
Starting Bonus for Group: +1 Equipment
Starting Equipment: (select only 1)
- Jetpack: Allows the Minion to move to an adjacent tile with a height difference of "1".
- Booster Drugs: Increases movement speed by 1 Tile / Turn for 1d3 turns.
- Laser Pistols: Deals 1d3 damage. Range: 2. (2x 1 handed weapons)
- Inhibitor: Renders an enemy probe disfunctional for 1d3 + 1 Turns. Range: 1.
- Light Armor: Absorbs the following 4 damage dealt to the Minion
- EMP Bomb: Renders any probe or building disfunctional within a 3x3 grid centered around itself for 1d5 + 1 Turns. 1 / pack.
[tabs:Tinky]Tinky
HP: 4
Movement Speed: 2 Tiles / Turn
Offense Damage: 1
Offense Range: 1
Starting Bonus for Group: +1 Upgrade
Starting Equipment: (select 2)
- Swiss Knife Mk. MMMXCII: Deals 10 damage to buildings, 50% chance to obtain a Scrap in the process. +1 Scrap from scavenging. Can be equipped by a Tinky.
- Recharging kit: Fully charges an equipment. Cooldown: 10 Turns.
- Spider Mines: Explosive probes seeking out the nearest enemy, dealing 20 damage. Can move over 1 height difference. 3 spiders / pack.
- Proximity Mines: Explosive mines dealing 30 damage on a 3x3 grid, centered around them. 5 mines / pack.
- Grenades: Explosive charges dealing 10 damage on the tile they land, 5 splash damage on the adjacent ones. Range: 3. 5 grenades / pack
- Detonator: Triggers every mine within a 5x5 grid, centered around itself, using up a charge. Starts with 5 charges.
[tabs:Bulky]Bulky
HP: 7
Movement Speed: 1 Tile / Turn
Offense Damage: 5
Offense Range: 1
Starting Bonus for Group: none
Starting Equipment: (select only 1)
- Heavy Armor: Absorbs the following 10 damage dealt to the Bulky.
- Handheld Shield: Absorbs the following 5 damage dealt to the Bulky.
- Handheld Railgun: Deals 5 damage. Range 2. Infinite ammo. Only a Bulky can carry it.
- Plasma Cannon: Deals 15 damage. Range 3. Starts with 5 Charges. Only a Bulky can carry it.
- Bazooka: Deals 20 damage, 10 splash damage on adjacent tiles. Range 2. Starts with 8 missiles. Only a Bulky can carry it.
- Dismantler: Deals 50 damage to buildings. Range: 0. Only a Bulky can carry it.[/tabs]
Group Bonuses
You gain Victory Points for the following:
- Getting nearer to the main goal
- Dealing damage to the enemy
- Increasing Group Wealth or Knowledge
- Completing side missions, if any.