Forums → Forum Games → Defend the Fort
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Point of the game: Destroy hordes of enemies while building your fort. Max players will be 5. The 5 of players will decide what to built while fending off waves.
In battles, there are fields. There are 10 empty fields and 1 fort. Each field will be counted as 1 range. The enemy's speed stat determines how many fields it can pass through each turn. Dice Rolls are used to determine hits, using 1d20. You can only attack once a turn.
Leveling up grants you more HP and higher tiers unlock, sometimes even Perks.
Sheet of the fort:
The Fort
---
Base Core Lv1(HP: 100/100)
Power Plant Lv1(HP: 25/25)
Defensive Force Lv1(HP: 50/50, Power: 2x4)
Weapons Factory Lv1(HP: 25/25, Profit: 10C, T1 Weapons Produced)
Equipments Factory Lv1(HP: 25/25, Profit: 10C, T1 Equipments Produced)
Vehicles Factory Lv1(HP: 25/25, Profit 10C, T1 Vehicles Produced)
Forging Facility Lv1(HP: 10/10, Basic Customization)
Healing Bay Lv1(HP: 25/25, Can heal you for 10 HP/turn if you're in the same field with the fortress)
The Wall Lv1(HP 100/100)
Your Sheet:
[Name]
---
Lv1
Exp: 0/3
HP: 25/25
Status: Healthy
Armor: 50/50
Currency: 0C
Class: (Choose one between: Infantry, Rogue, Bomber, Sniper, Tank)
Perks: (Depends on class)
---
::Equipments
Armor: T1 Basic Type(50 Armor, 3 Speed)
Backpack: -
Module: (Depends on class)
---
::Weapons
W1: (Depends on class)
W2: (Depends on class)
W3: (Depends on class)
---
::Vehicle
N/A
---
::Inventory
Starting perks, equipments and weapons:
Infantry:
Perk: Fast Learner(Gains 1 more EXP each kill)
Module: Health Pack T1(+10 Max HP)
W1: Rifle T1(1x8 Damage, 2 Piercing, 5-20 to hit, 4 Range)
W2: Beam Gun T1(3x4 Damage, 8-20 to hit, 2 Range)
W3: Armor Piercing Combat Knife T1(1x6 Damage, 5 Piercing, 3-20 to hit, 0 Range)
Rogue:
Perk: Stealth(Undetected unless you attack, you're on the same field, or they have a radar)
Module: Evade Pack T1(1d20 to dodge. If 1, dodges one full attack)
W1: Throwing Knives T1(2x6 Damage, 2 Piercing, 9-20 to hit, 1 Range)
W2: Bladed Boomerang T1(2x8 Damage, 8-20 to hit, 1 Range)
W3: Dagger T1(1x5 Damage, +5 to damage if surprise attack, Always hits, 1 Piercing, 0 Range)
Bomber:
Perk: Heavy Caliber(+1 damage to all attacks)
Module: AP T1(+2 Piercing to all attacks)
W1: Cannon T1(1x10 Damage, 11-20 to hit, 5 Range)
W2: Rocket Launcher T1(2x8 Damage, Splash Damage, 14-20 to hit, 4 Range)
W3: Grenade Launcher T1(3x4 Damage, 12-20 to hit, 3 Range)
Tank:
Perk: Regenerative Body(Restores 3 HP a turn)
Module: Armor Pack T1(+10 Max Armor)
W1: Shotgun T1(8x2 Damage, 12-20 to hit, Range)
W2: Long Sword T1(1x12 Damage, 1-20 to hit, 0 Range)
W3: Shield T1(+3 Defense when in use)
Sniper:
Perk: Ranged Combatant(1 more range for every weapon that isn't 0 range)
Module: Aimbot T1(1 points easier to hit)
W1: Sniper Rifle T1(1x15 Damage, 5 Piercing, 4-20 to hit, 3-7 Range)
W2: Long Rifle T1(1x12 Damage, 5-20 to hit, 2-5 Range)
W3: Sub-Machine Gun T1(12x1 Damage, 8-20 to hit, 3 Range)
- 14 Replies
Salem
---
Lv1
Exp: 0/3
HP: 25/25
Status: Healthy
Armor: 50/50
Currency: 0C
Class: Bomber
Perks: Heavy Caliber(+1 damage to all attacks)
---
::Equipments
Armor: T1 Basic Type(50 Armor, 3 Speed)
Backpack: -
Module: AP T1(+2 Piercing to all attacks)
---
::Weapons
W1: Cannon T1(1x10 Damage, 11-20 to hit, 5 Range)
W2: Rocket Launcher T1(2x8 Damage, Splash Damage, 14-20 to hit, 4 Range)
W3: Grenade Launcher T1(3x4 Damage, 12-20 to hit, 3 Range)
---
::Vehicle
N/A
---
::Inventory
Confirmed. I'll start probably tommorow morning, GMT +7(My time).
Igor
---
Lv1
Exp: 0/3
HP: 25/25
Status: Healthy
Armor: 50/50
Currency: 0C
Class: Sniper
Perks:Ranged Combatant(1 more range for every weapon that isn't 0 range)
---
::Equipments
Armor: T1 Basic Type(50 Armor, 3 Speed)
Backpack: -
Module: Aimbot T1(1 points easier to hit)
---
::Weapons
W1: Sniper Rifle T1(1x15 Damage, 5 Piercing, 4-20 to hit, 3-7 Range)
W2: Long Rifle T1(1x12 Damage, 5-20 to hit, 2-5 Range)
W3: Sub-Machine Gun T1(12x1 Damage, 8-20 to hit, 3 Range)
---
::Vehicle
N/A
---
::Inventory
David
---
Lv1
Exp: 0/3
HP: 25/25
Status: Healthy
Armor: 50/50
Currency: 0C
Class: Infantry
Perks: Fast Learner(Gains 1 more EXP each kill)
---
::Equipments
Armor: T1 Basic Type(50 Armor, 3 Speed)
Backpack: -
Module: Health Pack T1(+10 Max HP)
---
::Weapons
W1: Rifle T1(1x8 Damage, 2 Piercing, 5-20 to hit, 4 Range)
W2: Beam Gun T1(3x4 Damage, 8-20 to hit, 2 Range)
W3: Armor Piercing Combat Knife T1(1x6 Damage, 5 Piercing, 3-20 to hit, 0 Range)
---
::Vehicle
N/A
---
::Inventory
I won't trust You again...
Im touched Loop. Really, truly am.
...okay, a what?
I created this for more information. Will add more from time to time.
Also, forgot to clarify, 1 attack only each turn.
---
The Fort
---
Base Core Lv1(HP: 100/100)
Power Plant Lv1(HP: 25/25)
Defensive Force Lv1(HP: 50/50, Power: 2x4)
Weapons Factory Lv1(HP: 25/25, Profit: 10C, T1 Weapons Produced)
Equipments Factory Lv1(HP: 25/25, Profit: 10C, T1 Equipments Produced)
Vehicles Factory Lv1(HP: 25/25, Profit 10C, T1 Vehicles Produced)
Forging Facility Lv1(HP: 10/10, Basic Customization)
Healing Bay Lv1(HP: 25/25, Can heal you for 10 HP/turn if you're in the same field with the fortress)
The Wall Lv1(HP 100/100)
Salem
---
Lv1
Exp: 0/3
HP: 25/25
Status: Healthy
Armor: 50/50
Currency: 0C
Class: Bomber
Perks: Heavy Caliber(+1 damage to all attacks)
---
::Equipments
Armor: T1 Basic Type(50 Armor, 3 Speed)
Backpack: -
Module: AP T1(+2 Piercing to all attacks)
---
::Weapons
W1: Cannon T1(1x10 Damage, 11-20 to hit, 5 Range)
W2: Rocket Launcher T1(2x8 Damage, Splash Damage, 14-20 to hit, 4 Range)
W3: Grenade Launcher T1(3x4 Damage, 12-20 to hit, 3 Range)
---
::Vehicle
N/A
---
::Inventory
Igor
---
Lv1
Exp: 0/3
HP: 25/25
Status: Healthy
Armor: 50/50
Currency: 0C
Class: Sniper
Perks:Ranged Combatant(1 more range for every weapon that isn't 0 range)
---
::Equipments
Armor: T1 Basic Type(50 Armor, 3 Speed)
Backpack: -
Module: Aimbot T1(1 points easier to hit)
---
::Weapons
W1: Sniper Rifle T1(1x15 Damage, 5 Piercing, 4-20 to hit, 3-7 Range)
W2: Long Rifle T1(1x12 Damage, 5-20 to hit, 2-5 Range)
W3: Sub-Machine Gun T1(12x1 Damage, 8-20 to hit, 3 Range)
---
::Vehicle
N/A
---
::Inventory
David
---
Lv1
Exp: 0/3
HP: 25/25
Status: Healthy
Armor: 50/50
Currency: 0C
Class: Infantry
Perks: Fast Learner(Gains 1 more EXP each kill)
---
::Equipments
Armor: T1 Basic Type(50 Armor, 3 Speed)
Backpack: -
Module: Health Pack T1(+10 Max HP)
---
::Weapons
W1: Rifle T1(1x8 Damage, 2 Piercing, 5-20 to hit, 4 Range)
W2: Beam Gun T1(3x4 Damage, 8-20 to hit, 2 Range)
W3: Armor Piercing Combat Knife T1(1x6 Damage, 5 Piercing, 3-20 to hit, 0 Range)
---
::Vehicle
N/A
---
::Inventory
Wave 1: 5x Infantry
Spawned in field 10. Data for Infantry revealed.
David
---
Lv1
Exp: 0/3
HP: 25/25
Status: Healthy
Armor: 50/50
Currency: 0C
Class: Infantry
Perks: Fast Learner(Gains 1 more EXP each kill)
---
::Equipments
Armor: T1 Basic Type(50 Armor, 3 Speed)
Backpack: -
Module: Health Pack T1(+10 Max HP)
---
::Weapons
W1: Rifle T1(1x8 Damage, 2 Piercing, 5-20 to hit, 4 Range)
W2: Beam Gun T1(3x4 Damage, 8-20 to hit, 2 Range)
W3: Armor Piercing Combat Knife T1(1x6 Damage, 5 Piercing, 3-20 to hit, 0 Range)
---
::Vehicle
N/A
---
::Inventory
I move to field 6 and shoot one with my Rifle T1. (If I'm not allowed to move that far away, then I move as far as I can without shooting.)
David
---
Lv1
Exp: 0/3
HP: 25/25
Status: Healthy
Armor: 50/50
Currency: 0C
Class: Infantry
Perks: Fast Learner(Gains 1 more EXP each kill)
---
::Equipments
Armor: T1 Basic Type(50 Armor, 3 Speed)
Backpack: -
Module: Health Pack T1(+10 Max HP)
---
::Weapons
W1: Rifle T1(1x8 Damage, 2 Piercing, 5-20 to hit, 4 Range)
W2: Beam Gun T1(3x4 Damage, 8-20 to hit, 2 Range)
W3: Armor Piercing Combat Knife T1(1x6 Damage, 5 Piercing, 3-20 to hit, 0 Range)
---
::Vehicle
N/A
---
::Inventory
(You start from the fort, meaning you can only move 3 fields each time)
You go to field 3, but the enemies are too far away. The enemies move to field 8.
Salem
---
Lv1
Exp: 0/3
HP: 25/25
Status: Healthy
Armor: 50/50
Currency: 0C
Class: Bomber
Perks: Heavy Caliber(+1 damage to all attacks)
---
::Equipments
Armor: T1 Basic Type(50 Armor, 3 Speed)
Backpack: -
Module: AP T1(+2 Piercing to all attacks)
---
::Weapons
W1: Cannon T1(1x10 Damage, 11-20 to hit, 5 Range)
W2: Rocket Launcher T1(2x8 Damage, Splash Damage, 14-20 to hit, 4 Range)
W3: Grenade Launcher T1(3x4 Damage, 12-20 to hit, 3 Range)
---
::Vehicle
N/A
---
::Inventory
I go to field 3 and attack with my cannon.
David
---
Lv1
Exp: 0/3
HP: 25/25
Status: Healthy
Armor: 50/50
Currency: 0C
Class: Infantry
Perks: Fast Learner(Gains 1 more EXP each kill)
---
::Equipments
Armor: T1 Basic Type(50 Armor, 3 Speed)
Backpack: -
Module: Health Pack T1(+10 Max HP)
---
::Weapons
W1: Rifle T1(1x8 Damage, 2 Piercing, 5-20 to hit, 4 Range)
W2: Beam Gun T1(3x4 Damage, 8-20 to hit, 2 Range)
W3: Armor Piercing Combat Knife T1(1x6 Damage, 5 Piercing, 3-20 to hit, 0 Range)
---
::Vehicle
N/A
---
::Inventory
I move forward one field and shoot with the Rifle T1.
Please draw your own rolls(1d20) next time.
Salem
---
Lv1
Exp: 0/3
HP: 25/25
Status: Healthy
Armor: 50/50
Currency: 0C
Class: Bomber
Perks: Heavy Caliber(+1 damage to all attacks)
---
::Equipments
Armor: T1 Basic Type(50 Armor, 3 Speed)
Backpack: -
Module: AP T1(+2 Piercing to all attacks)
---
::Weapons
W1: Cannon T1(1x10 Damage, 11-20 to hit, 5 Range)
W2: Rocket Launcher T1(2x8 Damage, Splash Damage, 14-20 to hit, 4 Range)
W3: Grenade Launcher T1(3x4 Damage, 12-20 to hit, 3 Range)
---
::Vehicle
N/A
---
::Inventory
You move to field 3 then Attack = 3
You missed.
David
---
Lv1
Exp: 0/3
HP: 35/35
Status: Healthy
Armor: 50/50
Currency: 0C
Class: Infantry
Perks: Fast Learner(Gains 1 more EXP each kill)
---
::Equipments
Armor: T1 Basic Type(50 Armor, 3 Speed)
Backpack: -
Module: Health Pack T1(+10 Max HP)
---
::Weapons
W1: Rifle T1(1x8 Damage, 2 Piercing, 5-20 to hit, 4 Range)
W2: Beam Gun T1(3x4 Damage, 8-20 to hit, 2 Range)
W3: Armor Piercing Combat Knife T1(1x6 Damage, 5 Piercing, 3-20 to hit, 0 Range)
---
::Vehicle
N/A
---
::Inventory
You move to field 4, and RFAttack = 3
You missed.
---
All of the enemy moves to field 6.
(Continued in later post)
The infantries all attack.
If 1-2, aims at Salem. If 3-4, aims at David.
Target = 12
Does it hit:
I1 = 3 I2 = 1 I3 = 10 I4 = 20 I5 = 3
Salem doesn't get hit. David is hit twice.
Update on David:
David
---
Lv1
Exp: 0/3
HP: 35/35
Status: Healthy
Armor: 40/50
Currency: 0C
Class: Infantry
Perks: Fast Learner(Gains 1 more EXP each kill)
---
::Equipments
Armor: T1 Basic Type(50 Armor, 3 Speed)
Backpack: -
Module: Health Pack T1(+10 Max HP)
---
::Weapons
W1: Rifle T1(1x8 Damage, 2 Piercing, 5-20 to hit, 4 Range)
W2: Beam Gun T1(3x4 Damage, 8-20 to hit, 2 Range)
W3: Armor Piercing Combat Knife T1(1x6 Damage, 5 Piercing, 3-20 to hit, 0 Range)
---
::Vehicle
N/A
---
::Inventory
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