Tactical Terryについて
WELCOME TO TERRY P.D. YOU'RE THE NEW GUY.
The town of Terry is overrun. A popcorn cartel runs the cinema. A secret society in fezzes has taken the nicest house on the block. A retired militia major is holding the mall's car park. And somehow the Mayor is involved.
Grab up to three friends, stack up on the door and clean up the town one building at a time. Every gunfight plays straight. Everything else is silly.
CRACK THE CASE
Six crews, six bosses, six maps, and one case board in the detective's office that keeps getting stranger.
• Tangos carry evidence. Cuff them or search the bodies to find delivery notes, ticket stubs, council minutes and one very suspicious hat receipt.
• Collect a crew's evidence and their boss shows up on their map. Bosses don't go down easy, and they don't go down at all, you have to arrest them.
• Caught bosses end up in the station's cell block, where they complain about the leg room and point fingers at each other.
• Every lead points the same way. Nobody ever checks the box in the lobby.
SIX CREWS, SIX MAPS
• The Warehouse - Harlow & Sons are shifting crates stamped POLICE LOST PROPERTY. Don't get bonked on the mezzanine.
• Maple Court - The Order of the Fez has taken over the suburbs. Mind the pool.
• Westgate Plaza - The Popcorn Gang and The Kernel are holed up in the shops and the cinema. Nobody touch the popcorn.
• Northfield Mall - Major Bogsworth's Marsh Militia hold two floors and a wide-open car park. Cross it quickly.
• Highcliff House - The mayor's clifftop villa, four levels of glass and stone. Lovely views. They're enjoying them too.
• Terry Town Hall - The Red Tape Brigade has barricaded the doors with planning applications. Mind the pigeons.
PLAY IT PROPERLY
• Cover-based tactical shooting: snap to cover, blind-fire and peek, then clear room by room.
• Frag, flash and smoke grenades. Glass that breaks. Tangos who hear you coming.
• Shout at suspects to make them surrender, then cuff them. It counts for more than a kill, and the council has fewer complaints.
• Terrorist Hunt and Hostage Rescue on every map: untie the hostages and walk them out alive.
• Casual, Normal and Realistic difficulty.
• Dawn, day, dusk or night, in clear skies, rain or fog. Bring the night vision.
YOUR STATION, YOUR BUDGET
Terry P.D. is your hub. It has a briefing room, an armory, a range out back, a training yard, and coffee that could strip paint.
Every job ends with an invoice from the council. You're paid for takedowns, arrests and evidence, then charged for bullets, broken windows, noise complaints and hospital bills. Spend what's left on station upgrades you can actually see: zip ties, a megaphone, a recon drone, new vests... and a pillow for the lost property box.
BUILD YOUR GUN
• Modular weapons: optics, muzzle devices, under barrel attachments, lights, lasers and more.
• Paint every part of the gun separately.
• A.C.T.S. progression: earn Marksman, CQB and Assault points from how you get each kill, such as headshots, long shots, close quarters, shots from cover and explosives. That unlocks new gear.
BRING YOUR MATES
• Online co-op for up to 4 players through Steam, plus LAN.
• Split-screen co-op for two players on one screen.
• The campaign belongs to the host's station. Your crew shares the case, the budget and the cell block, while your guns and A.C.T.S. progress stay your own.
• Solo play works too. Sergeant Brick's Basic Training will get you up to speed.
THE FINAL SHIFT
Catch all six bosses and the case comes together, and then every crew in town comes for the station at once. Hold the line in Station Defense, then make the arrest nobody saw coming.
...Well. Almost nobody.