
I'm just going to force myself to run this again this year. No time frame yet and no prize selected. I can rummage around and find a partial spyder or tippmann. If anyone wants to donate a prize I wouldn't say no.
For anyone new, this is a very simple tabletop inspired game. You select your equipment based on a few stat sheets and then your action to take each round. Each round lasts 1 week. This game, except for the quarter finals on is very much you vs. the dice. I write a story for each week which incorporates what happened in the dice rolls but you are not competing against the other players (until the quarter finals on) you are just trying to survive
I'll get the stat sheets uploaded later. I'd really like to make new ones but I don't think I have time
Limiting to 20 players so it doesn't get too crazy
1) Impactfour ion AFF
2) jpdgas T15 AFF
3) MrBarraclough phantom AFF
4) NONOBLITUS phantom DP
5) Super Nova phantom AFF
6) The Hobbit ion AFF
7) Cdn_Cuda ma-duce-a AFF (esc at 300)
8) XEMON ma-duece-a AFF (esc ?)
9) Jimmydee 98c AFF
10) morpheus T15 AFF
11) GattoDiavolo ion AFF (until 200)
12) EvilCreature ion search
13) Myrkul 98c AFF
14) loveaboveall DP9000 AFF
15)
16) Painthappy 98c DP
17) Jonnydread ma-duce-a AFF (esc at 300)
18) Glovebox Operator etha DP
19) Heavy_D ma-duece-a DP
20) martix_agent etha AFF
Ok. Explanations on how this works, how to read the stat sheets and general rules.
1) your first action is to select your marker from the sheets below. The 98c is the "baseline" and all other sheets are modified from it. Items in green are considered better than the 98c. Items in red worse. Every marker besides the 98c has a special ability, be sure to read the top few lines that describe it. All load outs with the exception of the etha 50cal start with 700 paintballs. On the left side of the stat sheets are numbers 1-10, this is the dice rolls. I use a D10(Google) for all dice rolls in this game. The numbers in the stat sheet are the amount of paint gained if you roll that number, at the top you can see the amount of paint used if applicable
2) with the exception of the etha 50cal. All markers have a chance of breaking on each turn. 10% for everything except the ion which is 20%. If your marker breaks you have a chance of making it back to the staging area alive. ("Return to cargo" column of the sheets)
3) at any point whether your marker breaks, you run out of paint or just want to switch you can choose to return to the cargo area and select a new marker (you can stay with the one you choose as well). This does however always roll as a "return to cargo" in the stat sheet regardless of how much paint you have on hand. If you make it back successfully it's essentially a full reset, you get a marker and 700 paintballs (special items stay in inventory if you have any)
4) AFF = attack firefight, DFF= defend firefight. The difference is AFF you are initiating the firefight and hence the slightly better odds of a good outcome, DFF you are being surprised and therefore the slightly worse odds
5) defend position (I often abbreviate as DP) has one characteristic that is not on the stat sheet. For every CONSECUTIVE turn you select DP, the odds of getting out increase by 10%. This was because after the first year I realized the optimum strategy would be to basically defend position every turn unless you had to search for more paint which would just make for a boring game. So I included a mechanic that makes that idea more risky the more you choose it
6) most sheets, in the search column include a "repair kit" this is a set of tools you can find and keep in your inventory so in the event your marker breaks you can fix it without having to return to cargo. On the bottom there is also a set of "??" That is a secret item that I'm going to keep a secret until someone finds it, obviously it's going to be difficult to get as you have to search, roll a 10 which kicks you into a DFF and then you must survive the DFF to get it.
7) rerolls use more paint. If you select AFF you use 100 paintballs, if you then roll a stalemate, the AFF restarts and you use another 100 paintballs. Paintballs are basically the currency and you are having to use some and find ways of gaining some through the game.
8) the ma-diece-a has the ability to escape any firefight by the player using an additional 100 paintballs. The conditions of using these 100 paintballs to escape need to be set by the player so typically it's around the amount of paint you have left. Let's say you want to escape if you get down to 300 paintballs. If you have 400 to start and get into a DFF that uses 100, now you are at 300 and the escape kicks in. You will then use another 100 to bring you down to 200 but you safely escape the firefight and avoid the 20% chance of rolling out in the DFF.
Ok so 2 things I need you guys to do, We have 10 as I'm writing this, I think all of you are seasoned vets of this game, id like you all to tag someone who you think has Not played this before so we can get some fresh blood in here.
Second, select your starting marker and first action. Actions are 1) attack 2) search for paint 3) defend position
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