All teams have their own pool of Charges which act both as currency and as players’ individual lives during missions. In the actual game, the Charges are represented as paper cards:
Currency - The Charges act as currency outside of missions. Teams get the Charges as rewards for completion of missions and other challenges, and can use them to purchase unlocked classes, trade with or bribe other teams or in-game NPCs even during missions. To make a transaction, the teams will need to exchange the physical Charges to a Mod, NPC, or another team.
Lives - During missions, Charges act as lives for each individual player - a Charge is expended whenever the player is hit twice, or Double Tapped by an enemy team or an NPC. After the Charge is expended, the player is technically out of the game for one whole minute, during which they can not interact with the game, and must put one hand on his/her head to signal other players that they are out. When the player’s last Charge is expended - they are out of the game for the rest of the mission and cannot interact with players, including relaying information.
Note - Nerf MEGA darts ignore the Double Tap rule, expending the Charges right away when the player is hit.
When an individual player loses a Charge, they must show a physical Charge card and give it to a nearby mod.
For every mission, the teams divide up the charges amongst each other as they want, with the minimum per player being 1 Charge, and announce their decision to a Moderator 15 minutes before a mission starts. This cannot change during the course of the mission. If a team expects a player to join in later in the mission, they can leave a certain number of Charges with the mission Moderator, who will pass on the Charges to the player when he/she arrives.
So here's a basic example: Your squad has 20 Charges between you total, and 5 players. So you give each player 4 Charges for the mission, so they each have 4 lives. Or, you could give each player 2 Charges, and save the other 10 Charges for later, after the mission to spend at the Black Market. Any charges left over after the mission you also still have, and can spend or use the next mission.
The Double Tap mechanic allows the players to have two “hit points” for every Charge, where each HP is expended when the player is hit. After being hit the first time, the player remains in game, but has 5 seconds to move their bandana around their neck from their head to signal that they were hit and have one hit point left. The hit points do not regenerate, unless the player has the Recon class.
The only exceptions to this rule are the Roughcut, Sledgefire, and Barrel Break: If both barrels are fired simultaneously and hit a player, that player loses a Charge immediately, no double-tap required.
Play areas are specified on the game map. There are three kinds of areas: In-Play, Safe Areas, and Out of Play.
In-Play - Regular combat and gameplay take place in these areas. There are no gameplay restrictions.
Safe Areas - Areas where players are safe from being shot. Serve as transitions from In-Play to Out of Play and vice versa. Players in these areas can fire out into an In-Play area to attack other players. Players in an In-Play area cannot fire into a Safe Area.
Out of Play - No combat or gameplay may take place here.
We will be posting a map of these areas soon, but they are nearly identical to HvZ 2016's.
In Daemon, the players use Nerf, or similar dart-firing blasters as well as “socks” as weapons against opposing teams or NPCs. However, their use is limited from the beginning of the game. The weapons are divided into Six Weapon License Tiers based on their effectiveness. From the start, all players get access only to the first tier, and can unlock the rest of the tiers by purchasing licenses from the Black Market, or through using the Marksman class. The spreadsheet below gives an example of where several popular blasters would fall on the list.
Base Tier - Includes the most simple, single-shot handgun blasters. The handguns may store up to 6 darts inside, but not via dart magazines. They can not be battery-powered, have slam-fire, or shoot Mega darts.
License 1 - 6 dart clip weapons. Low capacity, semi-auto clip based weapons, anything 10 rounds or under, or remaining “bad” weapons. Weapons cannot have slam-fire
License 2 - 12 dart clip weapons, slam-firing dart blasters, "good" blasters, low capacity automatic blasters. Also includes socks, which are one-hit kills. Also includes the Barrel Break, Rough Cut, and Sledgfire, which can instantly kill with a double/triple-barrel shot. Also includes the Stockade/Barricade.
License 3 - 18/25 dart clip weapons, and unmodded, electrical clip-fed blasters. Includes the Pyragon and the 40-disc drum for it.
License 4 - Mega dart blasters or other large projectiles like arrows and foam rockets, which bypass the Double Tap rule, expending a Charge point right away when the player is hit. Also removes all clip limits.
License 5 - Any modded blasters approved by the moderators.
|Base Tier: 6 Shots or less front-loaders||Tier 1: 6 Clips, semi-auto clips||Tier 2: 12 Clips, Slamfire||Tier 3: 18/25 Clips, Electric blasters||Tier 4: Max capacity, MEGA blasters||Tier 5: ANY MODS|
|Jolt||Retaliator / Recon||Alpha Trooper / Elite Alpha Trooper||Vulcan||Rhinofire||Modified Nerf Rivals Apollo|
|Triad||Longstrike||Rampage||Rayven||Boomco Rapid Madness||Modified Nerf Rivals Zeus|
|Proton||Raider||Longshot||Stryfe||Boomco Colossal Blitz||Modded Dart Tag Blasters|
|Hammershot||Deploy||Barricade/Stockade||Rapidstrike||MEGA Thunder Bow||Modded Stryfe|
|Strongarm/Maverick||Firefly||Magstrike||Pyragon (40 drum)||MEGA Cycloneshock||Modded Longshot|
|Scout||Lawbringer||Boomco Stealth Ambush||Hailfire||MEGA Bigshock||Modded Rapidstrike|
|Nightfinder/Firestrike||Flipfury||Boomco Breakflip||Stampede||MEGA Magnus||Modded Rayven|
|Zombiestrike Crossbow||Slingfire||Boomco Mad Slammer||Nitron||MEGA Rotofury||Modded Stampede|
|Rebelle Hearbreaker Bow||Boomco Twisted Spinner||Boomco FlipBow||Boomco Rapid Madness (20 clip only)||MEGA Centurion|
|Secret Shot||Boomco Burstwave||Nerf Rival Apollo (No Clip Mods)||Nerf Rival Zeus||Demolisher/MEGA Rockets|
|Doublestrike||Boomco Dynamag||Socks (1HKO)|
|Buzzbee Shotguns||Boomco UNSC SMG (mini clip only)||Sledgefire|
|Buzzbee Pistols||Boomco Covenant Rifle (mini clip only)||Rough Cut 2x4|
|Boomco Clipfire||Boomco Needler||Barrel Break|
|Boomco Clipfire||Any clip-fed Boomco w/ mini 6 clip|
|Boomco UNSC Pistol|
|Boomco Covenant Pistol|
|Rebelle Strongheart Bow|
Although Classes, Upgrades and Perks can be unlocked by completion of missions, teams may also purchase them using their Charge points, from the Black Market. One might find the Black Market representatives lurking around inside of playable areas, away from any officials, usually a car trunk full of smuggled goods.
Their merchandise includes but is not excluded to:
Players can obtain special props called “Classes”, which grant them unique abilities over the course of the game. Once obtained, each class can purchase Upgrades from the Black Market to gain additional perks. This will be regulated and conveyed by an updated prop to differentiate between the two versions of the class. The class can not be passed between players during the course of the missions, and if a player carrying a class dies, the class is considered “dead” for the rest of the mission and will be revived afterwards.
Special Class. Every group receives a Decker class at opening Night before the game begins on Day 1. Groups can only have a maximum of one (1) decker class. Distinguished by their Google Cardboard hacking headset. Solves puzzles, hacks, and digs up clues.
Main Offensive Class. Distinguished by their enhanced exoskeletal arm. Acts as a one man army when necessary.
Main Defensive Class. Distinguished by their chest armor and shield. Protects and leads teams by taking more damage than other players.
Main Support Class. Distinguished by their Recon Hood. Can scout ahead into dangerous areas, and pick off key players.