Difference between revisions of "Team Wormtress"
From Worms Knowledge Base
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==Classes== | ==Classes== | ||
− | Health: 150 HP. No health handicaps since that overcomplicates the scheme. | + | Health: 150 HP. No health handicaps since that overcomplicates the scheme.<br> |
− | Weapons: Everyone gets Handgun. | + | Weapons: Everyone gets Handgun.<br> |
− | Utilities: None unless third column says so. | + | Utilities: None unless third column says so.<br> |
− | Movement: No restrictions or bonuses unless last column says so. | + | Movement: No restrictions or bonuses unless last column says so.<br> |
− | * Demoman: Grenades | + | * Demoman: Grenades (2 stars), Mines, Dynamite (1 star, [1×], 3 turns delay) | None | None |
* Engineer: Blowtorch, Drill, Girders & any weapon obtained from a crate | None | None | * Engineer: Blowtorch, Drill, Girders & any weapon obtained from a crate | None | None | ||
* Heavy: Minigun (60 damage) | None | None | * Heavy: Minigun (60 damage) | None | None | ||
− | * Medic: Skunk | + | * Medic: Skunk (1 star), Scales of Justice ([x1], 6 turns delay) | 3 jetpacks | None |
− | * Pyro: Flame Thrower [2×, 2.24 seconds | + | * Pyro: Flame Thrower ([2×], 2.24 seconds), Petrols | None | None |
− | * Scout: Baseball Bat, Rope | + | * Scout: Baseball Bat, Rope ([3×], 3 stars), Teleport [5×] | Fast Walk | Only class allowed to use Fast Walk |
* Sniper: Shotgun | Laser Sight | None | * Sniper: Shotgun | Laser Sight | None | ||
* Soldier: Bazooka | None | None | * Soldier: Bazooka | None | None | ||
− | * Spy: Axe | + | * Spy: Axe (35%), Prod | None | None |
Revision as of 18:21, 21 June 2008
(Up to Schemes)
Contents
Map
- Have maps with plenty of land. CTF maps may be preferred.
Scheme Options
- Worm Select: On
- Weapon crates: 15% chance of appearing
- Health crates: 7.5% chance of appearing, 0 health points.
Weapon Options
- Ninja Rope at the Elite power. One repeat swing.
Classes
Health: 150 HP. No health handicaps since that overcomplicates the scheme.
Weapons: Everyone gets Handgun.
Utilities: None unless third column says so.
Movement: No restrictions or bonuses unless last column says so.
- Demoman: Grenades (2 stars), Mines, Dynamite (1 star, [1×], 3 turns delay) | None | None
- Engineer: Blowtorch, Drill, Girders & any weapon obtained from a crate | None | None
- Heavy: Minigun (60 damage) | None | None
- Medic: Skunk (1 star), Scales of Justice ([x1], 6 turns delay) | 3 jetpacks | None
- Pyro: Flame Thrower ([2×], 2.24 seconds), Petrols | None | None
- Scout: Baseball Bat, Rope ([3×], 3 stars), Teleport [5×] | Fast Walk | Only class allowed to use Fast Walk
- Sniper: Shotgun | Laser Sight | None
- Soldier: Bazooka | None | None
- Spy: Axe (35%), Prod | None | None