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News: Paul Reiche and Fred Ford want to continue the story they started when they created Star Control II — The Ur-Quan Masters. «Happy days and jubilation!» «But wait!» «There is something wrong here... something which makes my sheath retract and my talons ooze.» «Please, Captain, we need your help!»

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Author Topic: SC:BEL units/items  (Read 22520 times)
Lukipela
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SC:BEL units/items
« on: January 04, 2009, 03:42:28 pm »

I'm going to keep units and items in a separate thread and link to them. This will hopefully save people from scrolling through too many pages when trying to figure things out. No need to post here, although you can if you want of course. It's doubtful that anyone will read it but me though. Originally I was doing object and unit cards, but that proved too hard, so you'll have to make do with text. Some general explanations:

HP is your health. Once it hits zero you die.
STR is your strength. Certain objects such as weapons require strength to operate.
MOV is your movement. This is how far you can move in a turn if you use all your action points.
Weapon: The ranged weapon you are currently using and its number of strikes
Melee: Your current melee weapon and its number of strikes.
Defence: The amount of parries you have.
Special abilities: Any abilities you’ve gained through experience.
Powers: Any psychic powers you’ve got.

EDIT: Thanks to meep for compiling this amazing list:


Units
Player Units
Arilou Spook
Human Trooper
Shofixti Grunt
Syreen Squaddie
Mmrnhrm Guardian

Enemy Units
Androsynth Private
Androsynth Sergeant
Ilwrath Apprentice
Ilwrath High Priest
Ilwrath Male Infant
Ilwrath Priest
Ilwrath Warrior
VUX Ensign

Neutral Units
Green Alien


Powers
Active Powers
Blurry (Arilou Spook)
Brainfreeze (?)
Confusion (Syreen Squaddie)
Despair (Ilwrath High Priest, Ilwrath Priest)
Fleet feet (Arilou Spook)
Hatred (Ilwrath High Priest)
Kinetic punch (Arilou Spook)
Mayhem (Arilou Spook)
Pheromones (Syreen Squaddie)
Psychic Blast (Arilou Spook)
Psychic Flash (Arilou Spook)
Psychic Radar (Arilou Spook)
Psychic Slap (Arilou Spook)
Untouchable (Arilou Spook L1 Defensive)

Passive Powers
Battlecry (Shofixti Grunt L1 offensive)
Fallback (Human Trooper L1 defensive)
Leadership (Androsynth Sergeant)
Never Surprised (Androsynth Sergeant)
Flexible (VUX Ensign)


Items
Firing weapons
Automatic Rifle (Rifle Clip)
Fleshroaster (Gas Tank)
Handgun (Pistol Clip)
Paingiver (Spike)
Peashooter (Pistol Clip)
Personalised Handgun (Handgun Clip)
Slayer (Plasma Charge)
Mass Driver
Minirocket Tube
Shotgun
Defense Laser

Direct weapons
Bonecrusher
Ceremonial Dagger
Combat Knife
Dull Knife (formerly Mysterious Knife)
Saber
Stun Baton
Small Laser
Baton

Throwing weapons
Grenade
Smoke Grenade
Spike Grenade
Flash Grenade
Unknown Slime Grenade
Strange Holographic Grenade

Armour
Androsynth Armour
Table Shield

Ammunition
Gas Tank (Fleshroaster)
Handgun Clip (Personalised Handgun)
Pistol Clip (Handgun, Peashooter)
Rifle Clip (Automatic Rifle)
Spike (Paingiver)
Plasma Charge (Slayer)
Shotgun Shell

Various items
Androsynth Eye
Androsynth Note
Chemical Cocktail
Flower
Medikit
Playback
Pretty Bauble
Protective Charm
Shell Synthezier
Repair Kit
VUX tools
Worn picture
VUX bandages
VUX technical specs
Syringe
« Last Edit: May 10, 2010, 08:54:13 pm by Lukipela » Logged

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Lukipela
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Arilou Spook
« Reply #1 on: January 04, 2009, 03:43:26 pm »

Arilou Spook

HP 4
STR 2
MOV 3

Weapon: Peashooter, 1 strike
Melee: Sissy slap, 1 strike
Defense: 2 parries

You’re the meanest leanest greenest Arilou around. The others “volunteered” you for special operations because your innate ability for violence scared them. Unfortunately you’re still a weak little sissy compared to any other race, but you make up for that with your mental powers.

Special abilities: None
Powers: Psychic Radar, Psychic blast, Psychic slap, Psychic flash, Fleet Feet, Blurry, Kinetic Punch, Mayhem

Power rule: If an Arilou uses all his powers, his mind becomes more experienced and he gains 2 XP

Inventory:

Medikit
Smoke Grenade
Pretty bauble
Spare clip
« Last Edit: January 09, 2009, 06:04:15 pm by Lukipela » Logged

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Weapon: Peashooter
« Reply #2 on: January 04, 2009, 03:46:14 pm »

Peashooter

Range: 10 squares
STR: 2
Strikes: 1
Ammo Pistol Clip 12 shots/clip
Ammo consumption: One bullet per strike dice.

This is a specialised light weapon developed by the Alliance for the Arilou. Anything heavier tends to throw them to the ground when fired.
« Last Edit: February 07, 2010, 10:08:58 am by Lukipela » Logged

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Power: Psychic Radar
« Reply #3 on: January 04, 2009, 03:47:58 pm »

Psychic Radar

The Arilou can sense the presence of other beings based on their psychic emanations. Using psychic radar gives you an accurate picture of where all enemies within a large area are, but you can't tell what they are.


« Last Edit: January 09, 2009, 09:13:18 pm by Lukipela » Logged

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Power: Psychic blast
« Reply #4 on: January 04, 2009, 03:50:05 pm »

Psychic blast

The Arilou can unleash his psychic power in a blast that knocks the wind out of an opponent. The enemy cannot defend, loses 3 HP and becomes stunned. The enemy must be on a straight line with the Arilou, and no friendly units can be in between Arilou and target
« Last Edit: January 09, 2009, 04:35:25 pm by Lukipela » Logged

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Power: Psychic Slap
« Reply #5 on: January 04, 2009, 03:51:05 pm »

Psychic slap

The Arilou can unleash his psychic power in a blast that knocks the wind out of an opponent. The enemy loses 2HP, cannot defend and becomes stunned. The enemy must be on a straight line with the Arilou, and no friendly units can be in between Arilou and Target
« Last Edit: January 09, 2009, 04:35:55 pm by Lukipela » Logged

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Power: Mayhem
« Reply #6 on: January 04, 2009, 03:52:00 pm »

Mayhem

Mayhem confuses all units within a defined 4*4 square area. All units also take a 1 HP hit. During the next turn, these units attack the closest friendly unit, and no units can defend. Target must be within visual range, or have been detected by Psychic Radar.
« Last Edit: January 09, 2009, 07:20:46 pm by Lukipela » Logged

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Weapon: Smoke Grenade
« Reply #7 on: January 04, 2009, 03:57:49 pm »

Smoke grenade

A smoke grenade releases a thick black smoke which lingers for 3 turns, including the turn it is thrown, on a 4*4 square. Anyone inside the smoke cannot use ranged attacks or be attacked by ranged weapons. Movement inside the smoke costs 2 MOV per square instead of the customary 1 MOV. This also holds true for moving into a smoke square and out of a smoke square. Melee attacks function normally, as do throwing attacks. You can throw a smoke grenade 1.5* your strength, rounded down. When throwing the grenade, be sure to specify which of the four central squares is your impact square (NE,NW,SE,SW).


« Last Edit: February 23, 2009, 04:06:13 pm by Lukipela » Logged

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Item: Medikit
« Reply #8 on: January 04, 2009, 04:01:11 pm »

Auto Medikit

The standard Alliance Medikit returns 2 HP to user, and can be used by all Alliance races barring Chenjesu and Mmrnmhrm due to their different physiology.
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Item: Pretty Bauble
« Reply #9 on: January 04, 2009, 04:03:56 pm »

Pretty Bauble

Let your mind relax and your spirit rest. This precious little thing will give your mind some much needed rest, and let you disengage from all this carnage. It will recharge a Power of your choice once. Unfortunately this will render it an Ugly Bauble, which isn't really good for anything.

Disclaimer: Bauble cannot recharge or Mayhem, Kinetic Snap. Warranty may be void if atempted.
« Last Edit: January 09, 2009, 06:01:08 pm by Lukipela » Logged

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Item: Pistol clip
« Reply #10 on: January 04, 2009, 04:13:23 pm »

Pistol Clip

Pistol bullets work by the same principle that they have for ages. This clip is standardized within the Alliance for ease of use. The clip can either be used in the standard Alliance Handgun or the modified Peashooter version. Both weapons essentially work the same way, but the Peashooter actually modifies the bullet in gun to make it slightly less effective while employing a advanced kickback system to protect it's user from undue stress.

The Pistol Clip holds 12 bullets.
« Last Edit: February 07, 2010, 10:08:30 am by Lukipela » Logged

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Syreen Squaddie
« Reply #11 on: January 04, 2009, 06:01:33 pm »

Syreen Squaddie

HP 5
STR 3
MOV 4

Weapon: Handgun, 2 strikes
Melee: Ceremonial Dagger, 2 strikes
Defense: 2 parries

Just like most Syreen, you're sizzling hot and you pack quite a punch. Most people will underestimate you, which is to your advantage and their detriment. You've got some psychic gifts, but mostly just confuse'em and dispatch'em.

Special abilities: None
Powers: Confusion, Pheromones

Inventory:
Medikit
Smoke Grenade
Spare clip
Playback
« Last Edit: January 09, 2009, 06:02:09 pm by Lukipela » Logged

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Power: Confusion
« Reply #12 on: January 04, 2009, 06:04:12 pm »

Confusion

This power confuses a target of the casters choice. The target feels unwilling to attack such a glorious being, and is unable to attack anyone for one turn. The target may move. The target must be visible.
« Last Edit: February 01, 2009, 08:19:13 pm by Lukipela » Logged

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Weapon: Handgun
« Reply #13 on: January 04, 2009, 06:05:42 pm »

Handgun

Range: 10 squares
STR: 3
Strikes: 2
Ammo: Pistol Clip 12 shots/clip
Ammo consumption: One bullet per strike dice.

This is the standard Alliance combat pistol, used by a majority of Alliance races.
« Last Edit: February 07, 2010, 10:09:13 am by Lukipela » Logged

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Weapon: Ceremonial Dagger
« Reply #14 on: January 04, 2009, 06:07:15 pm »

Ceremonial Dagger

STR 3
Strikes: 2

In more peaceful times this has other uses. But in war it just kills people.
« Last Edit: January 07, 2009, 05:16:04 pm by Lukipela » Logged

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