It's been almost two years since OrangeRKN first brought us the BRcade format, and now I'm bringing the format back with Worms: Forum Fatalities.
Using the Worms series as a dressing for the game, there are rules and weapons taken from the series that are set to either improve or complicate the format. Let's get into it, and give a rundown of the rules.
Rules of EngagementRather than be team-based, it's every man (or Worm) for themselves in true battle royale style.
Each Worm will have 200 health attached to themselves, with a starting weapon set of shotgun, uzi, grenade, and ninja rope.
Upon each turn, a Worm can loot, move, or use a weapon. Two actions can be performed upon each turn, but using a weapon on the first action will forgo use of a second except in specified circumstances. Using a Powerful weapon will instantly forgo a second action. Placeable weapons allow for a movement action after placing.
A targeting system is in place here, owing to how weapons work. If within the same tile, you can specify a player. When aiming outside of that tile, however, state with the action whether to target a low health (1-60), mid health (61-120), or high health (120+) player.
The targeting system works on a highest health priority if no-one within the selected range can be found. If there is only low health players within that tile, for instance, even if you selected high, a low health player would be targeted.
Every two days, an event will happen. Every second event will see the water rise. Every event will happen at the start of a turn.
The MapAs you can see, the map is on an 11 x 4 grid. When the water rises, those tiles within columns A and K will no longer be accessible and any Worm found within them will have sunk and will be out of the game. That will then follow with other columns until only F remains.
Named locations offer greater loot than other tiles.
Movement and Range operate on Advance Wars mechanics. 1 Range offers movement to North, South, East, West. 2 Range can extend that to North-East, North-West, South-East, South-West if you so choose.
The only exception to this rule is Ninja Ropes, which can use diagonals as 1 Range which enables full 2 Range movement. So, from E3, you can go E1, G1, or G3, as well as F1 and G2.
Actions of PlayUpon signing up to play, you can select anywhere on the map to teleport to via PM. Once everyone is on the grid, individual action plans will be sent via PM. This will give you the names and health of all Worms on your tile, as well as your inventory and loot available from the tile.
Once the game has begun, you may decide on up to two actions per turn, putting those actions within the title of the PM. Example - Move to B3, Use Uzi within A3 target high. Actions must be sent
before 10:00 the next day, giving me time to sort everything before the Report is sent to the thread at 12:00.
The three actions are:
Moving You can move one space in any of the four common directions [north / south / west / east]
Looting Hunt out a weapon crate or toolbox [both are within one selection process] to add something new to your inventory
Item Usage Target a player with a weapon or use a utility to protect from an attack or speed up movement
Once all actions have been performed in a predetermined order [known only to me and randomised before the game begins], a new round of individual action plans will be sent out.
In the thread will be a general action plan. On the first turn, this will just announce the game as beginning along with the first event. Starting from the second turn, any deaths that occur will also be included within.
ItemsThese are how you defeat others or protect yourself. They are split into two types.
WeaponsName
Main Damage / Secondary Damage Range of Fire Description
Shotgun
30 0 Fires a powerful blast into a close target
Dynamite
30 0 Will explode at the end of the turn, damaging all
Mine
30 0 Will explode at the end of an individual's actions, damaging all
Uzi
30 0-1 Fires a spray of bullets into a foe
Grenade
30 / 5 0-2 Thrown at a target, it will damage all others slightly
Bazooka
40 / 5 0-2 Explodes on impact with a target, damaging all others slightly
Banana Bomb
80 / 15 1-3 Powerful: Once exploded, secondary bombs will split to all surrounding tiles
Holy Hand Grenade
90 1-3 Powerful: Once landed, it will wait until the end of the turn to explode
Super Sheep
80 / 15 All Powerful: Let fly this super bundle of wool to cause cuddly chaos
Concrete Donkey
90 All Powerful: Drop the dreaded donkey to flatten enemies into the dirt
UtilitiesNinja Rope - Allows you to move two spaces. Able to move you diagonally. Able to drop grenade, dynamite, or mine if used as first action.
Teleport - Allows you to choose another space to travel to. Must be used on first action. Does not allow second action.
Jet Pack - Allows you to move up to four spaces. Able to drop grenade, dynamite, or mine if used as first action.
Fast Walk - Allows you to move two spaces next turn.
Girder - Allows you to be protected against one attack.
Invisibility - Allows you to pass undetected for two turns, avoiding direct targeting.
Freeze - Allows you to encase yourself in ice to protect against all attacks for a turn.
Stick Up - Allows you to steal an item from another player.
The last person to be standing will be the winner. Form alliances, swear to hunt someone down and track them across the map, or even be a pacifist and just hoard a load of items, the choice of how to play is up to you.
Though every action is taken via PM, I encourage talk within the thread, even after you die. It stops the thread from being nothing but updates. Same goes for those who aren't playing but still want to join the fun. Just no revealing the locations of other players once you are dead.
Post down below if you want to sign up to play, get that initial PM to me of a starting tile. Signups will end a week from now,
Sunday 15th March, at 12:00 GMT. The game will hopefully then begin 24 hours later.
If you have any questions, make sure to post them down below as well, and I can amend anything in the ruleset I might have missed out.
Active CombatantsOrangeRKN
Oblomov Boblomov
Fallen CombatantsAlbear: Drowned in Water (Turn 4)
Qikz: Felled by Holy Hand Grenade (Turn 8)
LightWanderer: Purposefully Drowned in Water (Turn 10)
Dual: Purposefully Killed by Holy Hand Grenade (Turn 12)
<]:^D: Felled By Shotgun (Turn 13)
Vermilion: Felled By Banana Bomb (Turn 13)
Moggy: Drowned in Water (Turn 16)
Rocsteady: Felled By Grenade (Turn 17)
Jenuall: Felled By Uzi (Turn 19)
Ironhide: Felled By Uzi (Turn 21)
Hexx: Felled By Uzi (Turn 22)
Preezy: Felled By Grenade (Turn 22)
Oblomov Boblomov: Destroyed by Banana Bomb (Turn 23)