Characters

At the start of each game round, a random leader is chosen for each team. This leader has access to a wider range of weapons, and some 'special' weapons that only leaders can select. In addition some of the leader's tactical advantages and abilities may be honed further than regular team members.

All other players start simply as 'team members' and have access to their standard weapons.

  The Governors
Leader weapon options
SA80 (120 rounds) + 2 grenades
Shotgun (15 rounds) + 2 grenades
Shotgun (20 rounds) + H&K MK23
(36rounds)
   
All other team members
SA80 (90 rounds)
SA80 (30 rounds) + H&K MK23 (18 rounds)
H&K MK23 (36 rounds) + 1 grenade
* everyone has a knife / melee weapon.
    Tactics
 
  ‘Fire and manoeuvre’: The governors benefit from a great increase in their accuracy (indicated by the size of their crosshair) when standing motionless, more so when in a crouched position. The ideal Governor will move to cover, crouch behind cover to make the best of the protection and fire at his target, before moving onto the next position.

Governors are slower than the other factions (not by a large degree) due to the equipment and weaponry they use. Governors cannot sprint.
   
  Religious Cult
Leader weapon options
Dual Ingrams (120 rounds) + 1 Molotov
Dual Ingrams (120 rounds) + H&K MK23 (36 rounds)
P99 Dual Pistols (48 rounds)
+ 2 Molotovs
   
All other team members
P99 Dual Pistols (60 rounds)
H&K MK23 (36 rounds) + 1 Molotov
Shotgun (15 rounds)
Shotgun (5 rounds) + 1 Molotov
Shotgun (5 rounds) + H&K MK23 (18 rounds)
P99 Dual Pistols (24 rounds) + 1 Molotov
* everyone has a knife / melee weapon.
    Tactics
 
  ‘Zealous’: The religious cultists are all highly fanatical lunatics. They thrive on bloodshed and believe they are doing their deity’s bidding with every ‘unclean’ life they take. Cultists will often fight on where the less determined would give up and die. To represent this, bullets and damage to the cultists do slightly less damage than to other factions. This advantage will only be slight, and will mostly only come into account when hits are against non-vital areas; arms, legs, feet etc.

  ‘Holy sacrifice’: a cult member who accidentally kills themselves as well as an opposite team member with an explosive or petrol bomb will not lose a point from their score as a result. If, however, they fail to kill an enemy team member in the attack, they will still lose a point.

This may encourage those cultists with nothing to lose (like 5 health left or similar) to throw themselves at the enemy, Molotov in hand in an attempt to take as many of them with them as possible. To reiterate, a suicide which takes one or more enemy players down at the same time does not incur a -1 point penalty.

   
  Civilians
Leader weapon options

RPG (2 ammo) + Raging Bull (15 rounds)
RPG (3 ammo) + H&K MK23 (24 rounds)
Remington 710 Rifle
(10 rounds) + Taurus Raging Bull (10 rounds)

   
All other team members

H&K MK23 (36 rounds) + 1 grenade
Remington 710 Rifle (20 rounds)
Taurus Raging Bull (20 rounds)
H&K MK23 (36 rounds) + 1 molotov
Remington 710 Rifle (8 rounds) + H&K MK23 (24 rounds)
Taurus Raging Bull (7 rounds) + 1 grenade


* everyone has a knife / melee weapon.
    Tactics
 

  ‘Light footed’: The civilians rely on their light clothing and small portable arms in a conflict. They are able to move slightly faster than the other factions andare able to sprint for a longer distance to get quickly out of, or indeed into, a dangerous area.