JYAP
07-04-2006, 12:30 PM
Since Toss and I are the only guys playing the Chao RPG,I've decided to go for something that ISN'T a RPG. Let's blow each other up with tanks!
Rules:
First,you need a tank. Duh. After that,you can buy weapons for it,crew it,fight with it,blah blah blah.
All you need to do to attack is state you fire so-and-so at so-and-so if you're in range on the board. Simple.
Once your tank HP hits zero,you lose the round. Round ends when all participating players except one lose. Before and after rounds you can buy extra stuff to equip to your tank.
Turn order is based on your tank's move type. In order from fastest to slowest: Teleport,Wheel,Hover,Walk. Ties are determined by the tank's move range. If there's still a tie,a d6 gets rolled and highest wins. Still a tie,I reroll.
Now,without further to-do,the tanks! Wheeeeeee-(shot)
---------------------
S-class(Starter class):
--------------------------------------------------------------------
S-classes are the starting tanks. They're for free and you only get one.
--------------------------------------------------------------------
Viper: Looks like an oval with two turrets jutting upwards,kinda like this: \O/ except the \ and / are higher. Has 100 HP,and comes with two cannons. Hovers. Has 6 weapon slots and 3 gadget slots. Moves 2 spaces.
Bolt: A speedy tank that looks like a arrowhead with a pair of fins on the back. 95 HP,comes with machinegun. Hovers. Has 4 weapon slots,2 gadget slots. Moves 3 spaces.
Arachnid: A four-legged tank with a turret head. 110 HP,comes with hi-cannon. Walks. Has 8 weapon slots, 4 gadget slots,moves 2 spaces.
Arc: Something like a cross between a jeep and a tank. 105 HP,comes with assault rifle. Wheels. Has 6 weapon slots, 2 gadget slots,moves 2 spaces.
Twilight: A weird tank that looks like a floating diamond with three rods sticking out from the middle. 80 HP,comes with static shot. Teleports. Has 3 weapon slots, 1 gadget slot,moves 4 spaces.
-----------------------
A-class(Assist classes)($2000):
------------------------
Assist classes are pretty weak and can't carry alot. However,they can be deployed alongside your main tank for extra firepower.
Dart: A fragile one-man tank that looks like a dart. Has 2 weapon slots,no gadgets,moves 2 spaces,hovers,and has 40 HP.
Slug: A somewhat sturdy tank that looks like a square with treads and a turret on top. Has 1 weapon slot,no gadgets,moves 1 space,wheels,and has 55 HP
Blast: A experimental tank that looks like a small orb with three smaller orbs circling it. Gadget slot compensates for low HP. Has 1 weapon and gadget slot,moves 2 spaces,teleports,and has 30 HP.
-------------------------
E-class(Experimental class)($5000):
-------------------------
Experimental classes have no weapon slots. None. They carry special weapons instead that can change the course of battle. Too bad they're almost as bad as A-classes on defense.
Trion: Three orbs that are piloted by one man each,held together by an electric chain of sorts. 3 gadgets,50 HP,moves 3 spaces,teleports. Special weapon is a EMP pulse that shuts down Hover and Teleport tanks. The pulse also deals 10 damage. It has a range of 2,and hits everything in range. Requires 5 turns to cool down.
Duel: A pair of lance-shaped vehicles that use the same chain the Trion does. 2 gadgets,55 HP,moves 2 spaces,hovers. Special weapon is a penetrating laser blast from both vehicles. Deals 25 damage. Range of 3,hits all in range. Requires 5 turns to cool down as well.
Ringet: A small bipedal tank with 2 rings of missiles for arms. 1 gadget,65 HP,moves 2 spaces,walks. Special weapon is a all-out missile blitz dealing 7 damage to all players. Auto-hits,needs 4 turns to cool.
------------------
L-class(Lord-class)($5500)
------------------
Lord classes are basically stronger Starter tanks.
Nova: A large orb shining quite brightly. This throws off the aim of longrange weapons and reduces the damage of all weapons with range 5 or higher by 3. Has 8 weapons,4 gadgets,140 HP,moves 3 spaces,teleports.
Jager: A 4-legged tank crudely resembling a wolf. Offsets lack of special abilities with strong stats. Has 10 weapons,5 gadgets,160 HP,moves 4 spaces,walks.
Blazer: A quick yet odd 3 wheeled contraption with a rather large barrel on-top a triangular body. The barrel increases the attack power of cannons by 4. This is counterbalanced by its low HP. 8 weapons,3 gadgets,125 HP,moves 3 spaces,wheels.
--------------------------------------------------
Weapons:
-------------------------------------------------------------
Cannon: Basic cannon. 5 damage,3 range. 1 turn CD. $50
Machinegun: Fires 5 shots dealing 1.5 damage each. 2 range. 1 turn CD. $75
Hi-cannon: Powered up cannon. 8 damage,3 range. 1 turn CD. $100
Assault Rifle: Fires 3 shots for 3 damage each. 2 range. 2 turn CD. $150
Static Shot: A small electric shot. 4 damage,disables a weapon and doubles its cooldown. 3 turn CD. $250
Thunder Caller: A BIG electric bolt. 20 damage,5 range,5 turn CD. $700
Shotgun: Big blast. Hits target and anyone to its left or right. 15 damage,2 range, 2 turn CD. $500
Pistol: Tiny gun. 2 damage,3 range,1 turn CD. $25
Sniper: So obvious. 25 damage,6 range, 5 turn CD. $850
Laser: Pew pew! Can hit everything in firing range. 7 damage, 3 range, 1 turn CD. $100
Hi-Laser: Upgraded Laser. 10 damage, 3 range,1 turn CD. $200.
Sawblade: A rotating blade that slashes everything around you. 30 damage, 1 range, 4 turn CD. $400.
Rail Gun: Long Range, does heavy damage. Setback by cooldown time and recoil due to overheat. 35 Damage, 5 Range, 6 turn CD. $975 (Protoss119)
RPG(Rocket Powered Grenade) Launcher: Big boom,slow reload. 40 damage,20 to adjacent tanks,4 range, 6 turn CD. $1050
Rifled Cannon: Special cannon type that can deal extra damage VS A-class tanks. 5 damage,15 VS A-Class,3 range, 1 turn CD. $100.
Gauss Rifle: Every Mechwarrior's favorite. Long-range bullet that penetrates into the next target. 35 damage,5 range,6 turn CD. $1000.
Autocannon: Rapid-fire cannon composed of 3 Cannons stuck together. 15 damage,3 range,2 turn CD. $250
Hi-Autocannon: Replace with Hi-Cannons. 24 damage,3 range,2 turn CD. $500
Autolaser: Kinda obvious. Keeps penetration. 21 damage,3 range,2 turn CD. $500
Hi-Autolaser: Yeah... 30 damage,3 range,2 turn CD. $750
Shuriken Shot: Ninja-style! Shoots out shuriken that can pop the tires/treads of Wheeled tanks and immobilize them for 2 turns. 8 damage,4 range, 3 turn CD. $450
Bolt Shot: Another type of cannon that hits with so much power,Legged tanks are knocked over and cannot fire for 1 turn. 10 damage,3 range,2 turn CD. $450
EMP Shot: A electromagnetic pulse bolt that will shut down the movement systems of Hover or Teleport tanks for 2 turns. 5 damage,3 range,3 turn CD. $400
Flamer: Burnitall. 20 damage,1 range,2 turn CD. $400
--------------------------------------------------------------------------------------------------
Gadgets:
--------------------------------------------------
Shield: Creates a 10HP shield to block damage. $100
Shield Upgrade: Adds 5 more HP to shield. Does not use a gadget slot. $50
Auto-repair: Gives you 1 HP a hour. Buy more to increase effect. $300
Cooldown Upgrade: Reduces cooldown by 10 min on all weapons. Buy more to increase effect. $500
Hull Upgrade: +5 HP for your tank. $500
Movement Upgrade: Increases move by 1. Does not stack. $500.
Fighter Tank Hanger: Can launch a small 10 HP tank with a cannon to attack. $700.
Super Shield: Use during battle to become invulnerable for 1 turn. One use per battle. $700.
Bonus Slot: Doesn't take up a gadget slot. Can extend either gadget or weapon slot by 1. One per tank only. $1000.
Armor Coat: Blocks 2 damage from every attack. Breaks at 3/4 HP. $1000
Bonus Armor: Extends durability to 1/2 HP. $1200
EMP Shield: Blocks EMP attacks. $4000
Emergency Repair Kit: At 1/4th HP,recover 30 HP. $700
---------------------------------------------------------------------------------
Should be all you need. Everyone starts with $200. You get $(amount of playersx100) when you win. Runner up gets 100 less,and so on and so forth.
Suggestions for a good weapon/gadget earn you $25 and credit for the weapon.
Finding a money cache on the map gives you $50.
And without further to-do,let the war begin!
This round's map:
[1][][][][6][][][][][2]
[][][][?][][][?][][][]
[5][?][][][?][][][][][7]
[][][][?][][][][?][][]
[4][][][][][8][][][][3]
1-8=Starting points in order of signup for map
?=Something...Move there to find out.
I buy a Viper and a Hi-Laser and sign up for the round.
Name of Tank: Stryker
Color: Black with blue stripes.
Crew:
Captain: Rain
Pilot: Snow
Gunner 1: Heat
Gunner 2: Hail
Misc.: Sleet
Current Status:
100/100 HP
Cannon 1: Ready
Cannon 2: Ready
Hi-Laser: Ready
Movement: 2
Go ahead,sign up and play.
EDIT: Added some stuff,made it easier to read.
EDIT 2: Updated rules to adapt to turns instead of real-time. Added new tanks.
Rules:
First,you need a tank. Duh. After that,you can buy weapons for it,crew it,fight with it,blah blah blah.
All you need to do to attack is state you fire so-and-so at so-and-so if you're in range on the board. Simple.
Once your tank HP hits zero,you lose the round. Round ends when all participating players except one lose. Before and after rounds you can buy extra stuff to equip to your tank.
Turn order is based on your tank's move type. In order from fastest to slowest: Teleport,Wheel,Hover,Walk. Ties are determined by the tank's move range. If there's still a tie,a d6 gets rolled and highest wins. Still a tie,I reroll.
Now,without further to-do,the tanks! Wheeeeeee-(shot)
---------------------
S-class(Starter class):
--------------------------------------------------------------------
S-classes are the starting tanks. They're for free and you only get one.
--------------------------------------------------------------------
Viper: Looks like an oval with two turrets jutting upwards,kinda like this: \O/ except the \ and / are higher. Has 100 HP,and comes with two cannons. Hovers. Has 6 weapon slots and 3 gadget slots. Moves 2 spaces.
Bolt: A speedy tank that looks like a arrowhead with a pair of fins on the back. 95 HP,comes with machinegun. Hovers. Has 4 weapon slots,2 gadget slots. Moves 3 spaces.
Arachnid: A four-legged tank with a turret head. 110 HP,comes with hi-cannon. Walks. Has 8 weapon slots, 4 gadget slots,moves 2 spaces.
Arc: Something like a cross between a jeep and a tank. 105 HP,comes with assault rifle. Wheels. Has 6 weapon slots, 2 gadget slots,moves 2 spaces.
Twilight: A weird tank that looks like a floating diamond with three rods sticking out from the middle. 80 HP,comes with static shot. Teleports. Has 3 weapon slots, 1 gadget slot,moves 4 spaces.
-----------------------
A-class(Assist classes)($2000):
------------------------
Assist classes are pretty weak and can't carry alot. However,they can be deployed alongside your main tank for extra firepower.
Dart: A fragile one-man tank that looks like a dart. Has 2 weapon slots,no gadgets,moves 2 spaces,hovers,and has 40 HP.
Slug: A somewhat sturdy tank that looks like a square with treads and a turret on top. Has 1 weapon slot,no gadgets,moves 1 space,wheels,and has 55 HP
Blast: A experimental tank that looks like a small orb with three smaller orbs circling it. Gadget slot compensates for low HP. Has 1 weapon and gadget slot,moves 2 spaces,teleports,and has 30 HP.
-------------------------
E-class(Experimental class)($5000):
-------------------------
Experimental classes have no weapon slots. None. They carry special weapons instead that can change the course of battle. Too bad they're almost as bad as A-classes on defense.
Trion: Three orbs that are piloted by one man each,held together by an electric chain of sorts. 3 gadgets,50 HP,moves 3 spaces,teleports. Special weapon is a EMP pulse that shuts down Hover and Teleport tanks. The pulse also deals 10 damage. It has a range of 2,and hits everything in range. Requires 5 turns to cool down.
Duel: A pair of lance-shaped vehicles that use the same chain the Trion does. 2 gadgets,55 HP,moves 2 spaces,hovers. Special weapon is a penetrating laser blast from both vehicles. Deals 25 damage. Range of 3,hits all in range. Requires 5 turns to cool down as well.
Ringet: A small bipedal tank with 2 rings of missiles for arms. 1 gadget,65 HP,moves 2 spaces,walks. Special weapon is a all-out missile blitz dealing 7 damage to all players. Auto-hits,needs 4 turns to cool.
------------------
L-class(Lord-class)($5500)
------------------
Lord classes are basically stronger Starter tanks.
Nova: A large orb shining quite brightly. This throws off the aim of longrange weapons and reduces the damage of all weapons with range 5 or higher by 3. Has 8 weapons,4 gadgets,140 HP,moves 3 spaces,teleports.
Jager: A 4-legged tank crudely resembling a wolf. Offsets lack of special abilities with strong stats. Has 10 weapons,5 gadgets,160 HP,moves 4 spaces,walks.
Blazer: A quick yet odd 3 wheeled contraption with a rather large barrel on-top a triangular body. The barrel increases the attack power of cannons by 4. This is counterbalanced by its low HP. 8 weapons,3 gadgets,125 HP,moves 3 spaces,wheels.
--------------------------------------------------
Weapons:
-------------------------------------------------------------
Cannon: Basic cannon. 5 damage,3 range. 1 turn CD. $50
Machinegun: Fires 5 shots dealing 1.5 damage each. 2 range. 1 turn CD. $75
Hi-cannon: Powered up cannon. 8 damage,3 range. 1 turn CD. $100
Assault Rifle: Fires 3 shots for 3 damage each. 2 range. 2 turn CD. $150
Static Shot: A small electric shot. 4 damage,disables a weapon and doubles its cooldown. 3 turn CD. $250
Thunder Caller: A BIG electric bolt. 20 damage,5 range,5 turn CD. $700
Shotgun: Big blast. Hits target and anyone to its left or right. 15 damage,2 range, 2 turn CD. $500
Pistol: Tiny gun. 2 damage,3 range,1 turn CD. $25
Sniper: So obvious. 25 damage,6 range, 5 turn CD. $850
Laser: Pew pew! Can hit everything in firing range. 7 damage, 3 range, 1 turn CD. $100
Hi-Laser: Upgraded Laser. 10 damage, 3 range,1 turn CD. $200.
Sawblade: A rotating blade that slashes everything around you. 30 damage, 1 range, 4 turn CD. $400.
Rail Gun: Long Range, does heavy damage. Setback by cooldown time and recoil due to overheat. 35 Damage, 5 Range, 6 turn CD. $975 (Protoss119)
RPG(Rocket Powered Grenade) Launcher: Big boom,slow reload. 40 damage,20 to adjacent tanks,4 range, 6 turn CD. $1050
Rifled Cannon: Special cannon type that can deal extra damage VS A-class tanks. 5 damage,15 VS A-Class,3 range, 1 turn CD. $100.
Gauss Rifle: Every Mechwarrior's favorite. Long-range bullet that penetrates into the next target. 35 damage,5 range,6 turn CD. $1000.
Autocannon: Rapid-fire cannon composed of 3 Cannons stuck together. 15 damage,3 range,2 turn CD. $250
Hi-Autocannon: Replace with Hi-Cannons. 24 damage,3 range,2 turn CD. $500
Autolaser: Kinda obvious. Keeps penetration. 21 damage,3 range,2 turn CD. $500
Hi-Autolaser: Yeah... 30 damage,3 range,2 turn CD. $750
Shuriken Shot: Ninja-style! Shoots out shuriken that can pop the tires/treads of Wheeled tanks and immobilize them for 2 turns. 8 damage,4 range, 3 turn CD. $450
Bolt Shot: Another type of cannon that hits with so much power,Legged tanks are knocked over and cannot fire for 1 turn. 10 damage,3 range,2 turn CD. $450
EMP Shot: A electromagnetic pulse bolt that will shut down the movement systems of Hover or Teleport tanks for 2 turns. 5 damage,3 range,3 turn CD. $400
Flamer: Burnitall. 20 damage,1 range,2 turn CD. $400
--------------------------------------------------------------------------------------------------
Gadgets:
--------------------------------------------------
Shield: Creates a 10HP shield to block damage. $100
Shield Upgrade: Adds 5 more HP to shield. Does not use a gadget slot. $50
Auto-repair: Gives you 1 HP a hour. Buy more to increase effect. $300
Cooldown Upgrade: Reduces cooldown by 10 min on all weapons. Buy more to increase effect. $500
Hull Upgrade: +5 HP for your tank. $500
Movement Upgrade: Increases move by 1. Does not stack. $500.
Fighter Tank Hanger: Can launch a small 10 HP tank with a cannon to attack. $700.
Super Shield: Use during battle to become invulnerable for 1 turn. One use per battle. $700.
Bonus Slot: Doesn't take up a gadget slot. Can extend either gadget or weapon slot by 1. One per tank only. $1000.
Armor Coat: Blocks 2 damage from every attack. Breaks at 3/4 HP. $1000
Bonus Armor: Extends durability to 1/2 HP. $1200
EMP Shield: Blocks EMP attacks. $4000
Emergency Repair Kit: At 1/4th HP,recover 30 HP. $700
---------------------------------------------------------------------------------
Should be all you need. Everyone starts with $200. You get $(amount of playersx100) when you win. Runner up gets 100 less,and so on and so forth.
Suggestions for a good weapon/gadget earn you $25 and credit for the weapon.
Finding a money cache on the map gives you $50.
And without further to-do,let the war begin!
This round's map:
[1][][][][6][][][][][2]
[][][][?][][][?][][][]
[5][?][][][?][][][][][7]
[][][][?][][][][?][][]
[4][][][][][8][][][][3]
1-8=Starting points in order of signup for map
?=Something...Move there to find out.
I buy a Viper and a Hi-Laser and sign up for the round.
Name of Tank: Stryker
Color: Black with blue stripes.
Crew:
Captain: Rain
Pilot: Snow
Gunner 1: Heat
Gunner 2: Hail
Misc.: Sleet
Current Status:
100/100 HP
Cannon 1: Ready
Cannon 2: Ready
Hi-Laser: Ready
Movement: 2
Go ahead,sign up and play.
EDIT: Added some stuff,made it easier to read.
EDIT 2: Updated rules to adapt to turns instead of real-time. Added new tanks.