City NES I: City of the Dead
STORY:
Marina City, home to the worlds brightest. Or thats at least what it has formerly been known as. GeneCos research has unleashed zombies upon the city. Six factions are now at odds to survive, or thrive during this outbreak.
ECONOMY:
Economy is represented through Influence. You gain influence by controlling territories. Influence can also be raised by completing your goals. Certain places labeled on the map give you an influence boost. You can not bank influence.
To take control of a territory you just need to move a force there. Moving through one will not make it yours. Moving a force out of a territory under your control will not hinder its allegiance to you.
MILITARY: It costs 4 influence to create a new force. You may only have up to 9.
(A)Attack = Chance of gaining a hit when attacking (1/6)
(D)Defense = Chance of gaining a hit when defending (1/6)
HP = how many hits it can take.
Human: You need to recruit people, and give them weapons.
-People:
--10 H - Humans: A: 0 D: 1 HP: 1 Cost: 1/2 Influence
--10 PO -Police Officer(Police UU): A: 0 D: 2 HP: 1 Cost: 1 Influence
--10 S - Soldier (Army UU) A: 0 D: 1 HP: 2 Cost: 1 Influence
--10 M - Mercenary (Merc UU) A: 1 D: 1 HP: 1 Cost: 1 Influence
-Weapons:
--10 P - Pistol: + A: 1 D: 1 Cost: 1/2 influence
--10 S- Shotgun: + A: 1 D: 2 Cost: 1 Influence
--10 SG - Submachine gun + A: 2 D: 1 Cost: 1 Influence
--10 AR - Assault Rifle + A: 2 D: 2 Cost: 2 Influence
Non-Human:
-10 Zombies: A: 1 D: 1 HP: 2 Cost: 1/2 Influence
-10 Sewer Zombies: A: 2 D: 1 HP: 2 Cost: 1 Influence
-10 Crypt Zombie: A: 1 D: 2 HP: 2 Cost: 1 Influence
-10 Mutant (mutant only): A: 2 D: 2 HP: 2 Cost: 2 Influence
MOVEMENT: Human factions are free to move any amount of spaces, as long as theyre white spaces. For example a human force can move from Santa Maria Island to Yellow island in one turn, a long as there are white spaces available to the path. This is due to human ability to use vehicles. Some special territories allow instant movement.
Non-Humans can only move 1 white space a turn.
Movement is infinite in your own territory no matter.
SPECIAL TERRITORIES: Special territories are marked with symbols.
Star(Bridge to Mainland): Gives owner +2 Influence.
Marked House(Army HQ): Gives owner +2 Defense for any units in that territory.
Shield(Police Station): Gives +1 Defense to any units in that territory
H(Helipad): Allows instant transportation for humans to any other helipad.
Ambulance(Hospital): Gives any units +1 HP in that territory
Metro(Subway): Allows instant transportation between the two subway stations for any owner.
P(Port): Control of the port gives +2 Influence
Plane(Airport): Gives +2 Influence
Skull and Crossbones(Research Facility): +2 Influence
M(Marina Tower): +2 Influence for the owner.
FACTIONS:
Police: toteone
Influence:36
Forces:
1: 140 PO - P, 60 PO - S, 10 PO - SG, 390 H - P, 20 H - SG
2: 10 H - P
3: 10 H - P
4: 10 H - P
5: 10 H - P
6: 10 H - P
7: 10 H - P
8: 10 H - P
9: 10 H - P
Goal: Defeat the Rioters.
Pluses: Has strong defensive position
Minuses: Spread Out
Background: The MCPD has been forced to defend the city from the outbreak as the national guard, mercenaries and survivors can do little to protect it. The police start off stretched out and may quickly find themselves isolated.
National Guard: conehead234
Influence: 13
Forces:
1. 60 S - AR, 20 H - AR
2. 10 H - P, 20 S- AR
3. 30 S - SG
4. 10 S - AR
5. 10 S - AR
6. 10 S - AR
Goal: Keep control of HQ and Bridge (+2 Influence per turn kept)
Pluses: Strong force.
Minuses: Not enough force.
Background: The national guard has taken steps to secure the only bridge outside of the city as the airfield and port have been shut down. The National guard has taken a defensive role, but may try to go into the city.
Mercenaries: alex994
Influence: 10
Forces:
2. 10 M - SG, 10 M - AR
Goal: Take over a hospital
Pluses: Will be able to gain outside reinforcements
Minuses: Small in number and influence
Background: GeneCo has sent is special forces mercenaries to take back their research. With zombies and military afoot, it could be hard.
Survivors: blackheart
Influence: 9
Forces:
1. 10 H
2. 10 H
3. 10 H
4. 30 H - P, 80 H - S, 20 H - SG, 50
5. 10 H
6. 10 H
7. 10 H
8. 10 H
9. 10 H
Goal: Guard Marina tower for now.
Pluses: Large amount of them
Minuses: Weak power
Background: These are bands of people who have grouped together for protection. Sure there are plenty of survivors, but these are the ones that are armed and organized. These are the ones who have decided to fight rather than run. The survivors will need to coordinate to survive.
Zombies: roddyvr
Influence: 33
Forces:
1 380 Zombies; 100 Crypt; 20 Sewer
2 150 Zombies
3 10 Zombies
4 150 Zombies
5. 90 Zombies
6. 60 Zombies
7. 60 Zombies
8. 60 Zombies
9. 10 Zombies
Goal: Take Marina Tower-Helipad on Marina Island.
Pluses: Plenty of them
Minuses: Slow
Background: Zombies. Haha
Mutants: npc - needs a player
Influence: 17
Forces:
1. 30 Mutants, 100 Zombies
2. 100 Zombies, 30 Mutants
3. 60 Zombies
4. 10 Zombies
5. 10 Zombies
6. 10 Zombies
7. 10 Zombies
Goal: Take a police station
Pluses: More powerful
Minuses: Slow
Background: After the release of zombies, some of them were exposed to mutagenic properties. Zombies under mutant control dont like normal zombies. Is there more to zombies then we once thought?
Rioters: PERM NPC
Color: brown
Background: riots woo
People: PERM NPC
Color: White
Background: People live in the city. They are currently trying to flee the city. They can not fight, but can join any side.ide.
STORY:
Marina City, home to the worlds brightest. Or thats at least what it has formerly been known as. GeneCos research has unleashed zombies upon the city. Six factions are now at odds to survive, or thrive during this outbreak.
ECONOMY:
Economy is represented through Influence. You gain influence by controlling territories. Influence can also be raised by completing your goals. Certain places labeled on the map give you an influence boost. You can not bank influence.
To take control of a territory you just need to move a force there. Moving through one will not make it yours. Moving a force out of a territory under your control will not hinder its allegiance to you.
MILITARY: It costs 4 influence to create a new force. You may only have up to 9.
(A)Attack = Chance of gaining a hit when attacking (1/6)
(D)Defense = Chance of gaining a hit when defending (1/6)
HP = how many hits it can take.
Human: You need to recruit people, and give them weapons.
-People:
--10 H - Humans: A: 0 D: 1 HP: 1 Cost: 1/2 Influence
--10 PO -Police Officer(Police UU): A: 0 D: 2 HP: 1 Cost: 1 Influence
--10 S - Soldier (Army UU) A: 0 D: 1 HP: 2 Cost: 1 Influence
--10 M - Mercenary (Merc UU) A: 1 D: 1 HP: 1 Cost: 1 Influence
-Weapons:
--10 P - Pistol: + A: 1 D: 1 Cost: 1/2 influence
--10 S- Shotgun: + A: 1 D: 2 Cost: 1 Influence
--10 SG - Submachine gun + A: 2 D: 1 Cost: 1 Influence
--10 AR - Assault Rifle + A: 2 D: 2 Cost: 2 Influence
Non-Human:
-10 Zombies: A: 1 D: 1 HP: 2 Cost: 1/2 Influence
-10 Sewer Zombies: A: 2 D: 1 HP: 2 Cost: 1 Influence
-10 Crypt Zombie: A: 1 D: 2 HP: 2 Cost: 1 Influence
-10 Mutant (mutant only): A: 2 D: 2 HP: 2 Cost: 2 Influence
MOVEMENT: Human factions are free to move any amount of spaces, as long as theyre white spaces. For example a human force can move from Santa Maria Island to Yellow island in one turn, a long as there are white spaces available to the path. This is due to human ability to use vehicles. Some special territories allow instant movement.
Non-Humans can only move 1 white space a turn.
Movement is infinite in your own territory no matter.
SPECIAL TERRITORIES: Special territories are marked with symbols.
Star(Bridge to Mainland): Gives owner +2 Influence.
Marked House(Army HQ): Gives owner +2 Defense for any units in that territory.
Shield(Police Station): Gives +1 Defense to any units in that territory
H(Helipad): Allows instant transportation for humans to any other helipad.
Ambulance(Hospital): Gives any units +1 HP in that territory
Metro(Subway): Allows instant transportation between the two subway stations for any owner.
P(Port): Control of the port gives +2 Influence
Plane(Airport): Gives +2 Influence
Skull and Crossbones(Research Facility): +2 Influence
M(Marina Tower): +2 Influence for the owner.
FACTIONS:
Police: toteone
Influence:36
Forces:
1: 140 PO - P, 60 PO - S, 10 PO - SG, 390 H - P, 20 H - SG
2: 10 H - P
3: 10 H - P
4: 10 H - P
5: 10 H - P
6: 10 H - P
7: 10 H - P
8: 10 H - P
9: 10 H - P
Goal: Defeat the Rioters.
Pluses: Has strong defensive position
Minuses: Spread Out
Background: The MCPD has been forced to defend the city from the outbreak as the national guard, mercenaries and survivors can do little to protect it. The police start off stretched out and may quickly find themselves isolated.
National Guard: conehead234
Influence: 13
Forces:
1. 60 S - AR, 20 H - AR
2. 10 H - P, 20 S- AR
3. 30 S - SG
4. 10 S - AR
5. 10 S - AR
6. 10 S - AR
Goal: Keep control of HQ and Bridge (+2 Influence per turn kept)
Pluses: Strong force.
Minuses: Not enough force.
Background: The national guard has taken steps to secure the only bridge outside of the city as the airfield and port have been shut down. The National guard has taken a defensive role, but may try to go into the city.
Mercenaries: alex994
Influence: 10
Forces:
2. 10 M - SG, 10 M - AR
Goal: Take over a hospital
Pluses: Will be able to gain outside reinforcements
Minuses: Small in number and influence
Background: GeneCo has sent is special forces mercenaries to take back their research. With zombies and military afoot, it could be hard.
Survivors: blackheart
Influence: 9
Forces:
1. 10 H
2. 10 H
3. 10 H
4. 30 H - P, 80 H - S, 20 H - SG, 50
5. 10 H
6. 10 H
7. 10 H
8. 10 H
9. 10 H
Goal: Guard Marina tower for now.
Pluses: Large amount of them
Minuses: Weak power
Background: These are bands of people who have grouped together for protection. Sure there are plenty of survivors, but these are the ones that are armed and organized. These are the ones who have decided to fight rather than run. The survivors will need to coordinate to survive.
Zombies: roddyvr
Influence: 33
Forces:
1 380 Zombies; 100 Crypt; 20 Sewer
2 150 Zombies
3 10 Zombies
4 150 Zombies
5. 90 Zombies
6. 60 Zombies
7. 60 Zombies
8. 60 Zombies
9. 10 Zombies
Goal: Take Marina Tower-Helipad on Marina Island.
Pluses: Plenty of them
Minuses: Slow
Background: Zombies. Haha
Mutants: npc - needs a player
Influence: 17
Forces:
1. 30 Mutants, 100 Zombies
2. 100 Zombies, 30 Mutants
3. 60 Zombies
4. 10 Zombies
5. 10 Zombies
6. 10 Zombies
7. 10 Zombies
Goal: Take a police station
Pluses: More powerful
Minuses: Slow
Background: After the release of zombies, some of them were exposed to mutagenic properties. Zombies under mutant control dont like normal zombies. Is there more to zombies then we once thought?
Rioters: PERM NPC
Color: brown
Background: riots woo
People: PERM NPC
Color: White
Background: People live in the city. They are currently trying to flee the city. They can not fight, but can join any side.ide.