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Topic: Star Control - The RPG/Board Game (Read 40578 times)
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Clay
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Ever play Final Fantasy Tactics/Disgaea/Fire Emblem or similar titles? Those games are loosely inspired by the same boardgame genre.
If not, you basically have a map. This map is divided into spaces, usually hexagons. You place tokens/miniatures on the map to indicate units. (in the case of this game, spaceships) Depending on the rules, players take turns moving their ships around the map, and each turn may declare attacks (or other actions) on other units in range. Last ship standing wins.
It's more complex than that, but I hope you'll give me the time to draft some rules for details. ^_^
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Spektrowski
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Maybe, this page can provide some help on ship specs?
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Clay
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Thanks, meep-eep! I never thought about checking the source. I had no idea it'd be so readable, but it definitely helps you specifically stating the formula. This should make it much easier.
Thanks for the Ship Specs page, too, Spek. I already know of it but avoided it since it's just an approximated summary and not true figures. It seems to be on an odd scale, too. (either 8 or 9).
Once I have the ships statted up in my rules, I'll begin on an actual document so you guys can see where I'm heading.
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Clay
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I figured it out. ^_~ Now I'm statting all the attacks. Unlike the movement/crew/battery, making game statistics for them is not quite pit-pat. But it's also ten times more fun. ^_~ With any luck I may have all the ships done today.
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Spektrowski
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Good attack stats are available here. And in the source codes, of course
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Kazagistar
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First of all, I'm new hi, how's it going. OK thats over with. Now, If you want to create a cardgame (anyone), a good site might be http://magicseteditor.sourceforge.net/ It has a simple scripting language fo creating card templates, and it's very user friendly.
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Clay
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Shot hit points are simplified in the boardgame anyway.
Only three more ships left! Once I do that and write a basic rules overview, I'll paste it in this thread.
Some notes to keep in mind when I do.
Ranges are completely adlibed. If in play any RANGE seems ill-representative of its computer game counterpart, let me know.
Although for the most part, CREW, BATTERY, DAMAGE, and COST are relative to their computer game counterparts, sometimes values have been modified to account for rate of fire, accuracy, and other variables. (For example, the Ur-Quan fusion blast does more damage than it does in the game. This is to account for its high rate of fire. Likewise, the Orz Nemesis's BATTERY has been reduced in order to simplify its cannon usage. The number of attacks it can perform on a full tank is similar to the game.)
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Clay
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What follows is a basic overview of the rules and ship stats. All of this is rough, and some things are missing. (namely, proper tokens, templates, and rules for planets and asteroids.) I'll refine a proper rulebook in time.
Gameplay takes place on a hex-map. Steal one from your favorite game or print them with a program. Try http://ftp://ftp.funet.fi/pub/doc/games/roleplay/programs/mapping/hexmap45.zip though I haven't used it myself. It should be noted if any ship or token exits any edge of the map, it will reappear on the opposite side.
You'll also need tokens to represent the spaceships and some of their weapons (attacks that "stay on the field" like the Marauder's spinning mines.) I plan to make some makeshift ones using the ship's graphics, but you'll need to improv for now.
You'll also need a set of polyhedral dice, specifically, one each of a d4, d6, d8, d10, d12. If you don't have these dice and don't want to buy them, there is a variety of dice-rolling software on the internet.
Players each pick opposite sides of the map and place their ship anywhere within two hexes of the edge. From this point on, the game will be divided into turns between the players. Through whatever means (flip a coin, pick the youngest, whatever) one player goes first.
During his turn, a player may A) Move the ship into the hex in front of it by spending 1 THRUST point and may continue to do so until THRUST points have been reduced to zero. B) Turn the ship one side to the left or right by spending 1 TURN point and may continue to do so until TURN points have been reduced to zero. C) Perform its Main action once as long as BATTERY points are available. D) Perform its Special action once as long as BATTERY points are available.
Player can do these in any order. (ie. a player can move two hexes, turn a hex, fire its main weapon, and then move two more hexes).
Once a player declares an attack, the Attack phase begins.
To declare an attack, the opponent must be within the attack's arc and range.
1- Start with the hex in front of the ship, then picture a cone shape by including all hexes diagonal from that hex. So it'd be one hex, the two diagonal-forward hexes from that hex, the outside most diagonal-forward hexes from that hex, and so forth. Range is calculated by moving hex to hex, counting each hex along the way.
3- same, except start with the ship itself. However, don't start counting range with this hex.
6- Extends in any direction.
R- Go reverse instead of front-ways.
If the ship is, you may attack. Roll your weapon's ATTACK die. For every 5 points of range, reduce your ATTACK die by one level. Your opponent rolls their ship's PILOT die. If the ATTACK roll beats or ties the PILOT die, you hit and you reduce their CREW by your attack's DAMAGE. If the PILOT die is greatest, nothing happens.
After you have rolled your ATTACK roll, but before the opponent rolls their pilot die, they may state they want to use a reflex action. They roll a d12 instead of their PILOT die. If they beat your attack roll, their reflex ability is used. Besides any effects as a result of that ability, your attack also misses. If their reflex roll is lower than your ATTACK, they roll PILOT as normal.
AFTER the PILOT roll, if the opposing ship has not yet used a Reflex action, they may do so. However, when used this way, they may only roll a d6.
Even if the REFLEX roll fails, BATTERY is still lost, and any effects from the reflex ability still happens.
NOTE: If any attack has the "Automatic Hit" descriptor, the player may still use the reflex action, but only as if they were rolling after the ATTACK roll. (ie. a d6)
In every turn after each player's first, there is a special Inertia phase that takes place before everything else. when you moved your ship, you need to keep track of how many hexes you moved in each direction. Whichever direction you moved most, becomes your Inertia. (ie. if you moved 2 hexes north, turned, and moved one square northwest, your inertia is 2 north. If two directions tie, pick whichever was moved last.) At the beginning of your turn, you must move as many hexes as your Inertia requires. This does not cost THRUST points.
Also, during the Inertia phase, you may replenish your BATTERY with points equivalent to your REGEN rating.
Anyway, I apologize for the terrible roughness. Just wanted to get you guys something as soon as possible!
Androsynth Guardian CREW 5 BATTERY 6
THRUST 1 TURN 2 REGEN 1/2 PILOT d4
MAIN: Bubbles RANGE 1 ARC 3 DAMAGE 1 COST 1 ATTACK d6 Spray: Can be fired multiple times in one turn. Attack roll must be made for each bubble. Defense need only be rolled once.
SPECIAL: Blazer Form RANGE 0 ARC 0 DAMAGE * PILOT d10 COST 1 per Turn
Ships stats change as follows:
Blazer Form THRUST 5 TURN 4 REGEN 0 ATTACK d10 PILOT d10 Inertialess: In Blazer Mode, the Guardian is unaffected by inertia. It cannot gravity whip and does not need to make piloting rolls near a planet. Full Throttle: In Blazer form, the Guardian must move its full alotted THRUST every turn. Ramming: The Blazer attacks by entering another ship's hex. If it successfully attacks, it does damage equal to the number of THRUST points it has remaining, including the one it used to enter the hex. After damage has been calculated, it returns to the hex it came from with the same facing. Irreversable: The Guardian cannot disengage from Blazer form until its BATTERY is depleted. Reflex: Blazer Form may be activated during the Reflex phase. Full Stop: Once the Blazer form wears off, the Guardian comes to a full stop. Any inertia it may have accrued is ignored.
Ariloulaleelay Skiff CREW 1 BATTERY 5
THRUST 4 TURN * REGEN 1 PILOT d10 Inertialess: The Skiff is unaffected by inertia and tractorbeams. The skiff cannot gravity whip and does not need to make piloting rolls near a planet. Nimble: Skiff may make unlimited turns.
MAIN: Tracking Laser RANGE 1 ARC 6 DAMAGE 1/2 COST 1 ATTACK d12 Laser: This weapon cannot be destroyed by any attack, including weapons fired in the reflex phase. Rapid Fire: Skiff can fire its tracking laser multiple times in one attack phase. Only one Attack roll necessary.
SPECIAL: Jump COST 1 Teleport: Skiff rolls a d6. Each number represents a direction. Roll a d12. Move that many hexes in that direction. If another object is in that hex, reroll. Reflex: Skiff can Jump during the Reflex phase.
Chenjesu Broodhome CREW 9 BATTERY 8
THRUST 2 TURN 1 REGEN 1 PILOT d4
MAIN: Crystal Shard RANGE 5* ARC 1 DAMAGE 2 COST 2 ATTACK d6 Token: Although shard has a range of 5, Player may instead create a token in any place in range. This token will continue to move 5 hexes on each of the player's turns, in a straight line, until the player indicates otherwise. Broodhome may not fire another shard until it does so. Should a ship collide with this token, through inertia or other means, it receives damage. No Piloting roll required. Scatter: Does damage to all surrounding squares. For a broodhome, this can happen only to an attack that has been made a token, but may be done in the same round. 1 Damage is done to all surrounding squares of the token. Shard will shatter even if destroyed by other means.
SPECIAL: DOGI RANGE 1 ARC 1-Rear DAMAGE 3* COST 8 ATTACK d8 THRUST 3 TURN * PILOT d4 Token: A DOGI Token is placed in the rear facing hex. Homing: DOGI will take most direct route to the nearest enemy ship. Battery Drain: Instead of damaging CREW, a DOGI will drain BATTERY. Nimble: DOGI may make unlimited turns. Ramming: The DOGI attacks by entering another ship's hex. If it successfully attacks, it does damage. After damage has been calculated, it returns to the hex it came from with the same facing.
Chmmr Avatar CREW 10 BATTERY 10
THRUST 4 TURN 3 REGEN 2 Pilot d8 Zap-Sats: Avatar is surrounded by three Zap-Sats. They effectively allow the Avatar to ignore all non-laser 1/2 damage attacks. Any other successful non-laser attack will reduce the Zap-Sat count by 1 and not damage the Avatar. Laser attacks will always damage the Avatar directly. After one Zap-Sat is destroyed, future attacks are handled differently. 1 Zap-Sat destroyed, roll a d4. 1, damage affects Avatar directly. 2-4 calculate as if Avatar had 3 zap-sats. 2 Zap-Sats destroyed, roll a d4. 1-2 damage affects Avatar directly. 3-4 calculate normally. Point Defense: For each hex adjacent to the Avatar an opponent enters, it receives 1/2 damage. If the Avatar has lost a zap-sat, make opposed PILOT roll with a d10. If it has lost two, a d4. If the opposing ship has the highest PILOT roll, no damage is dealt.
MAIN: Laser RANGE 2 ARC 1 DAMAGE 1 COST 1 ATTACK d12 Rapid Fire: Avatar may fire its Laser multiple times in one Attack phase. Laser: This weapon cannot be destroyed by any attack, including weapons fired in the reflex phase.
SPECIAL: Tractor Beam RANGE * ARC 6 DAMAGE 0 COST 1 Tractor: Avatar chooses a ship. That ship immediately moves 2 hexes closer to the Avatar. Repeatable: Avatar may use its Tractor Beam multiple times in one turn.
Druuge Mauler CREW 4 BATTERY 8
THRUST 1 TURN 2 REGEN 1/5 PILOT d4
MAIN: Cannon RANGE 10 ARC 1 DAMAGE 2 COST 1 ATTACK d8 Kickback: Mauler moves immediately 3 squares in reverse. If this ship collides with planets, asteroids, or tokens, it follows all rules as if it were being moved in the inertia phase. Knockback: If hit, opponent is moved 2 squares opposite of side hit. If this ship collides with planets, asteroids, or tokens, it follows all rules as if it were being moved in the inertia phase. Reflex: Mauler may fire its cannon during the Reflex phase. When used this way, it cannot damage another ship, but immediately moves 2 hexes in reverse.
SPECIAL: Crew Conversion Recharge: Regain 8 BATTERY Crew Loss: Lose 1 CREW
Earthling Cruiser CREW 5 BATTERY 5
THRUST 2 TURN 5 REGEN 1/2 PILOT d8
MAIN: Missile RANGE 15 ARC 1* DAMAGE 1 COST 2 ATTACK d8 Homing: Missiles will take most direct route to nearest enemy ship. Missile can only travel 15 hexes, and may only make one turn every 3 hexes. Range does not affect attack roll.
SPECIAL: Point Defense Lasers RANGE 1 ARC 6 DAMAGE 1/2 COST 1 ATTACK d12 Interceptor: Attack can be used to destroy incoming attacks. Laser: This weapon cannot be destroyed by any attack, including weapons fired in the reflex phase. Reflex: Cruiser may fire its Point Defense Lasers as a reflex action.
Ilwrath Avenger CREW 5 BATTERY 4
THRUST 2 TURN 4 REGEN 2 PILOT d6
MAIN: Hellfire RANGE 1 ARC 1 DAMAGE 1 COST 1 ATTACK d10 Rapid Fire: Avenger can fire its Hellfire multiple times in one attack phase. Only one Attack roll necessary. Reflex: Hellfire may be used during the Reflex phase as long as the Avenger is facing the source of its attack.
SPECIAL: Cloaking COST 1 Invisible: While cloaked, Avenger's pilot dice becomes d12 for the purpose of evading attacks. Also, all homing attacks and tokens cease to function until the Avenger has uncloaked. Uncloaking also costs 1 BATTERY. Muzzled: While cloaked, Avenger cannot attack. If the Avenger fires its Hellfire, cloaking is automatically disengaged. Reflex: Cloaking may be used during the Reflex phase, but only against Homing weapons.
Kohr-ah Marauder CREW 10 BATTERY 10
THRUST 3 TURN 2 REGEN 1 PILOT d6
MAIN: Spinning Mine RANGE 5* ARC 1 DAMAGE 1 COST 1 ATTACK d6 Token: Although the mine has a range of 5, Player may instead create a token in any place in range. This token will continue to move 5 hexes on each of the player's turns, in a straight line, until the player indicates otherwise. Marauder may not fire another mine until it does so. Should a ship collide with this token, through inertia or other means, it receives damage. No Piloting roll required. Mine: At any point after a token has been made, it can be frozen in place. Marauder may now fire another mine if it desires. Should a ship collide with this token, through inertia or other means, it receives damage. No Piloting roll required. Limited Homing: If a ship is ever within 2 hexes of the mine, it will move one hex closer to that ship during the Marauder's turn. If it ever enters the same square
SPECIAL: F.R.I.E.D. RANGE 1 ARC ALL DAMAGE 3 COST 5 Interceptor: Attack can be used to destroy incoming attacks. Reflex: Marauder may use F.R.I.E.D. during the Reflex phase. Scatter: F.R.I.E.D. affects all hexes surrounding the Marauder. Automatic Hit: Any ship in range is automatically hit. No PILOT roll necessary.
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« Last Edit: March 04, 2007, 04:14:07 am by Clay »
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Clay
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Melnorme Trader CREW 5 BATTERY 10
THRUST 4 TURN 2 REGEN 1 PILOT d8
MAIN: Plasma Ball RANGE 10 ARC 1 DAMAGE 1-4 COST 1 ATTACK d8 Charge: Instead of firing, Trader may charge up its blast. At the beginning of each turn after the first, DAMAGE increases by 1, to a maximum of 4. Once it has charged to the desired level, it may be fired and a normal attack roll made. Automatic Hit: If a Menorme is charging its Plasma Ball, and a ship ever enters the Trader's front facing hex, it receives damage. No PILOT roll necessary. The Plasma Ball is in effect "shot" and if the Trader continues to charge, it must start over.
SPECIAL: EM Pulse RANGE 10 ARC 1 DAMAGE 0 COST 5 ATTACK d8 Confuse: When hit, an opposing ship must turn one facing every hex it moves, limited to its maximum TURN allowance. Regardless of spaces moved, the ship must complete its TURN allotment by turning any remaining faces it has left at the end of its movement. This affect wears off at the beginning of that ship's fourth turn. Uninterruptable: EM Pulse is not affected by asteroids, planets, or tokens between it and the target.
Mmrnmhrm Transformer CREW 5 BATTERY 3
THRUST 1 TURN 4 REGEN 1 PILOT d4
MAIN: Laser RANGE 2 ARC 1 DAMAGE 1 COST 1 ATTACK d10 Laser: This weapon cannot be destroyed by any attack, including weapons fired in the reflex phase. Rapid Fire: Transformer can fire its Laser for an extended time in one attack phase. Only one Attack roll necessary.
SPECIAL: Transform COST 3
Ship Stats change as follows:
THRUST 5 TURN 1 REGEN 2 PILOT d8
MAIN: Missile RANGE 15 ARC 3 DAMAGE 1/2 COST 1 ATTACK d6
Mycon Podship CREW 5 BATTERY 10
THRUST 2 TURN 1 REGEN 1 PILOT d4
MAIN: Homing Plasmoid RANGE 1 ARC 1 DAMAGE 3 COST 5 Token: Once fired, Mycon places a token in its forward-facing hex. Homing: Starting with the turn it was fired, Plasmoid will move four hexes in the direction of the closest ship. Should the Plasmoid enter the hex of another ship, or another ship enters its hex, it will receive damage. No PILOT roll is required. Degrading: at the beginning of each of the Podship's turns, the Plasmoid's DAMAGE will decrease by one. Once its DAMAGE is reduced to 0, the token is removed from play. Friendly Fire: Plasmoids can damage the Podship. When homing on a target, Plasmoids will not avoid colliding with the Podship.
SPECIAL: Regeneration COST 10 Crew Regeneration: Podship regains 2 crew.
Orz Nemesis CREW 4 BATTERY 3
THRUST 4 TURN 5 REGEN 1 PILOT d10
MAIN: Howitzer RANGE 5 ARC 1 DAMAGE 1 COST 1 ATTACK d10 Spray: Nemesis can be fire its Howitzer multiple times in one attack phase. Attack roll must be made for each shot. Defense need only be rolled once. Turret: Nemesis may change the facing of its Howitzer by spending its available TURN points. Each TURN point will change the Howitzer one facing either direction. Nemesis may intermingle turning the turret and turning the ship itself freely.
SPECIAL: Marine THRUST 4 TURN 3 PILOT d6 Token: Once fired, Orz places a token in its rear-facing hex. Homing: Starting with the turn it was released, A marine will move to the closest ship. Should the Marine enter the hex of another ship, or another ship enters its hex, it invades it. No PILOT roll is required. Invasion: Once a Marine has invaded a ship, it will do 1/2 a point of DAMAGE. At the beginning of each of the Nemesis's turns thereafter, roll a d4. A result of 3-4 means another half point of damage is inflicted. 2 Nothing happens. 1, the Marine is destroyed. Crew Required: Each Marine reduces CREW by 1/2 a point. After an opposing ship is destroyed, any surviving Marines will return to the Nemesis.
Pkunk Fury CREW 2 BATTERY 3
THRUST 5 TURN * REGEN 0 PILOT d12 Nimble: Fury may make unlimited turns. Ressurection: If Fury is destroyed, roll any die. If the roll is an odd number, ship is ressurected with full CREW and BATTERY and sheds any detriments it may have gained in its previous life. Toss ship onto map to determine a new random location.
MAIN: Multigun RANGE 2 ARC 3 DAMAGE 1 COST 1 ATTACK d10 Rapid Fire: Fury can fire its multigun multiple times in one attack phase. Only one Attack roll necessary. Tri-attack: Attack fires in three directions. If additional tokens or ships are in the firing arc besides the target, they too must make PILOT rolls or take damage.
SPECIAL: Insult Battery Regeneration: Regain 1 BATTERY. Free Action: Activating Insult does not prevent firing the multigun. Player Interaction: To activate regeneration, player must call the opponent an insulting name and must do so each turn Insult is used.
Shofixti Scout CREW 1 BATTERY 1
THRUST 4 TURN 5 REGEN 1 PILOT d10
MAIN: Energy Dart RANGE 3 ARC 1 DAMAGE 1/2 COST 1 Attack d10
SPECIAL: Glory Device RANGE 3 ARC ALL DAMAGE 5 COST 1 Scatter: Glory Device does DAMAGE 3 hexes in all directions. Fading: DAMAGE decreases as RANGE increases. 1 Hex = 5 damage, 2 Hexes = 3 Damage, and 3 Hexes = 1 Damage. Reflex: Scout can use Glory Device during the Reflex phase.
Slylandro Probe CREW 3 BATTERY 5
THRUST 5 TURN * REGEN 0 PILOT d12 Full Throttle: Probe must move its full alotted THRUST every turn. Inertialess: The Probe is unaffected by inertia and tractorbeams. The Probe cannot gravity whip and does not need to make piloting rolls near a planet. Nimble: Probe may make unlimited turns. Inert Crew: Probe cannot be affected by the Syreen's song, nor can it pick up hypnotized crew.
MAIN: Lightning RANGE 2 ARC 6 DAMAGE 1 COST 1 ATTACK d10 Laser: This weapon cannot be destroyed by any attack, including weapons fired in the reflex phase.
SPECIAL: Absorb Asteroid Battery Regeneration: Regain 5 BATTERY Materials: To use SPECIAL, Probe must be adjacent to an asteroid. Once used, any adjacent asteroid is destroyed.
Spathi Eluder CREW 8 BATTERY 3
THRUST 5 TURN 5 REGEN 1/2 PILOT d12
MAIN: Machine Gun RANGE 2 ARC 1 DAMAGE 1/2 COST 1 ATTACK d10 Rapid Fire: Eluder can fire its machine gun multiple times in one attack phase. Only one Attack roll necessary.
SPECIAL: B.U.T.T. RANGE 4 ARC 3-R DAMAGE 1 COST 1 ATTACK d8
Supox Blade CREW 3 BATTERY 4
THRUST 4 TURN 5 REGEN 1 PILOT d10
MAIN: Rapid Glob RANGE 4 ARC 1 DAMAGE 1 COST 1 ATTACK d10 Rapid Fire: Blade can fire its Rapid Glob multiple times in one attack phase. Only one Attack roll necessary.
SPECIAL: Extended Maneuver Side Slip: Ship may move in any direction without changing facing. However, for each hex moved in a direction besides forward, both available THRUST and TURN points are reduced by 1. Reflex: Blade may perform its Extended Maneuver during the Reflex phase as long as it has remaining THRUST and TURN points.
Syreen Penetrator CREW 3(10) BATTERY 4
THRUST 4 TURN 5 REGEN 1 PILOT d10 Skeleton Crew: Penetrator begins with a reduced CREW compliment.
MAIN: Electron Dagger RANGE 3 ARC 1 DAMAGE 1/2 COST 1 ATTACK d8
SPECIAL: Song RANGE 4 ARC ALL DAMAGE 3 COST 2 Hypnotize: Instead of killing CREW, they are instead coaxed out into space. CREW become a Token into the closest hex to the Penetrator that is still adjacent to the hypnotized ship. This token remains stationary. If another ship enters this hex, it can claim the crew as its own. No ship may increase its maximum crew capacity in this way. Fading: DAMAGE decreases as RANGE increases. 1 Hex = 3 damage, 2 Hexes = 2 Damage, 3 Hexes = 1 Damage, and 4 Hexes = 1/2 Damage
Thraddash Torch CREW 2 BATTERY 6
THRUST 2 TURN 5 REGEN 1
MAIN: Shot RANGE 3 ARC 1 DAMAGE 1/2 COST 1 ATTACK d10
SPECIAL: Afterburner RANGE 1 ARC 1-R DAMAGE 1 COST 1 Kickback: Torch moves immediately 1 hex forward. If this ship collides with planets, asteroids, or tokens, it follows all rules as if it were being moved in the inertia phase. Rapid Fire: Torch can fire its Afterburner multiple times in one attack phase. Each time it will move one hex forward. Token: After Torch moves one hex forward, place a token in the previous hex. Should a ship collide with this token, through inertia or other means, it receives damage. No Piloting roll required. After two turns, remove token from play.
Umgah Drone CREW 2 BATTERY 8
THRUST 1 TURN 2 REGEN * PILOT d4 Battery Regeneration: If Drone does not Jump or fire its Antimatter Cone for two turns, its BATTERY will be charged to full capacity at the beginning of its third turn.
MAIN: Antimatter Cone RANGE 1 ARC 1 DAMAGE 1 COST 0 Automatic Hit: Any ship that enters the Drone's forward-facing Hex receives damage. No PILOT roll is required. Reflex: Drone may use its Antimatter Cone during the Reflex phase.
SPECIAL: Reverse Jump COST 1 Repeatable: Drone may reverse jump multiple times during its turn. Kickback: Drone moves immediately 1 hex backward. Full Stop: Movement made by the Reverse Jump is never used to calculate inertia. In addition, only THRUST points spent after its last Jump count towards inertia. Reflex: Drone may use its Reverse Jump during the Reflex phase as long as its facing is not directly away from the source of the attack.
Ur-Quan Dreadnought CREW 10 BATTERY 10
THRUST 3 TURN 2 REGEN 1 PILOT d8
Main: Fusion Blast RANGE 4 ARC 1 DAMAGE 3 COST 2 ATTACK d8
Special: Launch Fighters! RANGE 1 ARC 6 DAMAGE 1/2 COST 1 THRUST 3 TURN * PILOT 0 Nimble: Fighters can make unlimited turns. Token: Once fired, Dreadnought places a token in its rear-facing hex. Homing: Starting with the turn it was released, Fighters will move to the closest ship. Should the Fighters enter any adjacent hex of another ship, or another ship enters an adjacent hex, Fighters deal damage. No PILOT roll is required. Crew Required: Each group of Fighters reduces CREW by 1. After an opposing ship is destroyed, any surviving Fighters will return to the Dreadnought. Refueling: Fighters can only function for 5 turns. Thereafter, they will attempt to return to the Dreadnought. If after 2 turns they have not been able to enter the Dreadnought's hex, they perish. Dumb as Dirt: Fighters treat all PILOT results as 0. Repeatable: Dreadnought may launch multiple fighters in one turn.
Utwig Jugger CREW 5 BATTERY 5(3)
THRUST 4 TURN 5 REGEN * PILOT d10 Lackluster Reserves: Jugger begins game with 3 BATTERY
MAIN: Energy Spears RANGE 2 ARC 1 DAMAGE 2 COST 0 ATTACK d12
SPECIAL: Energy Accumilation Shield RANGE 0 ARC 6 COST 1 Damage Shield: After its activation, Jugger ignores all DAMAGE until its next turn. Reflex: Jugger can use its Shield in the Reflex Phase. Battery Regeneration: Regain BATTERY equivalent to DAMAGE absorbed. All attacks should make ATTACK and PILOT rolls for this purpose. Any missed attacks do not add to BATTERY. Flash-use: Shield can be activated for only 1 COST if used in the Reflex phase.
VUX Intruder CREW 5 BATTERY 10
THRUST 1 TURN 1 REGEN 1/2 PILOT d4 Ambush: When placing ships at the beginning of the game, always place VUX ship second. Before placing the ship, roll any die. If the result is odd, Intruder is place within 2 hexes of any desired opponent and facing its direction. This player goes first.
MAIN: Optical Laser RANGE 2 ARC 1 DAMAGE 1/2 COST 1 ATTACK d12 Rapid Fire: Intruder may fire its Optical Laser multiple times in one Attack phase. Laser: This weapon cannot be destroyed by any attack, including weapons fired in the reflex phase.
SPECIAL: Limpets RANGE 1 ARC 1 DAMAGE 0 COST 3 THRUST 2 TURN * Nimble: Limpets can make unlimited turns. Token: Once fired, Intruder places a token in its forward-facing hex. After two turns, remove token from play. Homing: Starting with the turn it was released, a limpet will move to the closest ship. Should the limpet enter the hex of another ship, or another ship enters its hex, it latches on. No PILOT roll is required. Impede: Once a limpet attaches, it permanently reduces THRUST, TURN, and PILOT by 1. However, no ship can have THRUST and TURN reduced below 1 or PILOT below d4. Limpets do not affect Intertia-like abilities like the Torch's Afterburner or the Mauler's kickback.)
Yehat Terminator CREW 5 BATTERY 3
THRUST 3 TURN 4 REGEN 1 PILOT d8
MAIN: Ion Cannon RANGE 3 ARC 1 DAMAGE 1 COST 1 ATTACK d8 Rapid Fire: Terminator may fire its Ion Cannon multiple times in one Attack phase.
SPECIAL: Shield RANGE 0 ARC 6 COST 2 Damage Shield: After its activation, Terminator ignores all DAMAGE until its next turn. Reflex: Terminator can use its Shield in the Reflex Phase. Flash-use: Shield can be activated for only 1 COST if used in the Reflex phase.
Zoq-Fot-Pik Stinger CREW 3 BATTERY 3
THRUST 4 TURN 5 REGEN 1 PILOT d10
MAIN: Spray RANGE 1 ARC 3 DAMAGE 1/2 COST 1 ATTACK d6 Spray: Can be fired multiple times in one Attack phase. ATTACK roll must be made for each attack. PILOT need only be rolled once. Tri-attack: Attack fires in three directions. If additional tokens or ships are in the firing arc besides the target, they too must make PILOT rolls or take DAMAGE.
SPECIAL: Tongue RANGE 0 ARC 1 DAMAGE 3 COST 2 ATTACK d8 Ramming: The Tongue attacks by entering another ship's hex and makes an ATTACK roll. After the attack has been resolved, it returns to the hex it came from with the same facing.
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« Last Edit: March 04, 2007, 04:30:57 am by Clay »
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