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.
More Information
Sheet of the fort:
The Fort
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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]
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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)
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::Equipments
Armor: T1 Basic Type(50 Armor, 3 Speed)
Backpack: -
Module: (Depends on class)
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::Weapons
W1: (Depends on class)
W2: (Depends on class)
W3: (Depends on class)
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::Vehicle
N/A
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::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)