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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.
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Tactics |
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‘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. |
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Tactics |
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‘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.
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Tactics |
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‘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.
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