Shallow Space II has been launched:http://www.bay12forums.com/smf/index.php?topic=58464.0Yeah, thought this whole thing up today...
I need 12 players. Here's the rules...
Players are separated into teams of three, one of each team is selected to be captain.
The objective is to destroy the opponent ships or kill their captains. This is done mainly by weapons fire but certain cards can also provide useful effects.
Each ship is composed of several sections which provide access to certain ship functions. Each ship is identical.
Captain and crew members can move about the ship, allowing access to different features of the ship. A captain or crew member may move through up to 3 sections a turn, but moving into a critically damaged section forces that member to forgo any further movement for that turn.
Each section has four levels of damage, green(none), yellow(light damage), red(heavy damage), and grey(critically damaged). A ship is destroyed when all three hull sections and the teleport chamber are critically damaged. Critically damaged sections can damage crew members that move through them. When a section is damaged, any crew members inside will also be damaged. If the ship is destroyed, all captains and crew members on board die as well(unless they have the 'escape pod' card).
A section that provides a feature(lasers,sensor pod,engines,shield,teleport chamber) is considered non-functional when critically damaged.
Every turn, the captain draws from the 'captain card pool' or the 'crew member card pool' until he/she has 4 cards. Crew members do the same, but may only draw from the 'crew member card pool'. Captains will often want to focus on obtaining cards from the captain pool.
Captains also have the ability to turn in any number of cards in their hand and then draw that many cards once every turn. Crew members may do the same, but with only one card.
Each captain and crew member may only have up to 4 cards at a time.
Each turn Captain and crew can use as many cards as they can/like.
Crew cards that effect a section can only be used on a section when that crew member is currently in said section. No throwing plasma grenades out the window and onto a enemy ship's shields!
Crew cards can be traded so long as both individuals are on the same ship.
Example of a ship's turn, Crew member 1 moves to right strut, then plays force field and redshirt. Captain moves into the front hull, plays heal and repair lvl 3 on the sensor pod. Crew member 2 doesn't move, but plays two redshirts, a repair brigade, and a heal.
Then the next ship begins their turn.
Each crew member and the captain carry a phaser which does 1 damage to a enemy crew member or section of a enemy ship(provided they get on a enemy ship through the 'Boarding' card)
Each crew member and captain can also have a number of 'redshirts', each redshirt counts as a extra point of damage the crew member can take from enemy phasers, and act as a sort of 'resource' for certain cards. Every critically damaged section the crew member runs through kills one redshirt. Redshirts are going to die, alot.
--Sections of the ship--
Bridge: The captain can only control the ship and use his captain specific cards from the bridge while it is not critically damaged.
Hull(left,right,front): Vital to the ship's survival and central to crew member's movements. A crew member may repair the sensor pod from the front hull.
Teleport Chamber: Exact center of the ship, counts as one of the 4 sections needed to be critically damaged for the ship to be destroyed. Can be used by a crew member to transport him/herself to a enemy ship in a random location. provided that ship's shields are down.
Struts(left,right): Allows access to the side pods.
Pod(left,right): Allows access to the lasers, a crew member may repair the connected laser from the pod.
Engineering: Allows access to the engines, a crew member may repair either engine from engineering.
Laser(left,right): Can be fired each turn by the captain from the bridge, causes 1 damage to a random section of a enemy ship provided it hits. Cannot contain a crew member.
Sensor Pod: Laser shots cannot miss when active, several cards require the sensor pod to be functional when used. Cannot contain a crew member.
Engine(left,right): Used for certain card effects. Cannot contain a crew member.
Shield: Absorbs any damage while functional instead of other sections. Self-repairs each turn by 1 point if not critically damaged. Cannot be repaired by crew members, but can be fully repaired by the captain using the 'shields up!' card. Cannot contain a crew member.
Evasive maneuvers: Increases the chance that enemy shots will miss, and overrides the 'lasers will not miss' effect from enemy sensor pods. Requires both engines to be functional.
Overcharge: Doubles damage from the lasers for one turn.
Photon torpedo: Special weapon. Deals 3 damage(instant critical) to one section and 1 damage to adjacent sections on an enemy ship. Sensor pod must be functional.
Aimed shot: Laser shots and special weapons will not miss this turn. You may specify exactly what section a shot will hit. Sensor pod must be functional.
Shields up!: Fully repairs the shield. Requires engineering to not be critically damaged.
Nano-repair: Fully repairs all hull sections and the teleport chamber. Requires engineering to not be critically damaged.
Jammer pod: Special weapon. Enemy ship cannot fire lasers or special weapons, and all captains and crew members on board that ship cannot see their cards. Continuous effect until jammer pod is destroyed(takes 2 damage). Sensor pod must be functional.
EMP: Special weapon. Enemy captain cannot use captain cards or hand in cards to switch for 3 turns. Sensor pod must be functional.
Weapons calibration: Laser shots and special weapons will bypass enemy shields. Sensor pod must be functional.
Ramming speed!: Deals 2 damage to all sections on enemy ship. But causes 1 damage to all hull sections and 3 damage(instant critical) to the bridge on YOUR ship. Requires both engines to be functional.
Strafing run: Allows lasers to fire three times this turn. Requires both engines to be functional.
Repair lvl 1: Repairs the section you are in by 1 point.
Repair lvl 2: Repairs the section you are in by 2 points.
Repair lvl 3: Repairs the section you are in by 3 points.(full repair)
Redshirt: Increases your redshirt count by 1.
Fire brigade: increases the amount of damage you deal with a phaser attack by 1 point per redshirt.
Repair brigade: Repairs the section you are in and adjacent sections by the amount of redshirts, distribute the total number between sections.
Redshirt dive!: Protects you and your redshirts from all damage. Expends one redshirt. May use after a enemy attack.
Boarding: Allows you and your redshirts to invade a enemy ship. You arrive in a random location. Can be used on ships that have shields active as well. And can be used to return to your own ship.
Escape Pod: If the ship you are on is destroyed, this card automatically activates, you do not die, and you may board one ship of your choosing.
Phaser Rifle: Increases your phaser damage by 2.(to 3, and this effect may stack, passive effect)
Plasma grenade: Kills all enemy redshirts and damages the section by 2 points.
Plasma charge: Kills everything inside a section and deals 3 damage to it. When placed you automatically move out of the section and into a adjacent one.
Force field: Blocks enemy access to the section you are in. Lasts 2 turns.
Heal: Replenish 1 point of health on target crew-mate, you may use on yourself.
Yes, some cards seem more powerful than others, but this is balanced by the number of each in the pool.
So pick a ship to serve in! The captain may re-name the ship if he/she so chooses.
☼ ☼ ☼ ☼
▲ ▲ ▲ ▲
╧ σ▓ ╧ ╧ σ▓ ╧ ╧ σ▓ ╧ ╧ σ▓ ╧
█═▓▓▓═█ █═▓▓▓═█ █═▓▓▓═█ █═▓▓▓═█
╔█╗ ╔█╗ ╔█╗ ╔█╗
Roll over the ship sections and you'll see exactly what they are.(acronym tags)
Captain:Askot Bokbondeler
Health:3
Redshirts:3
Location: Bridge
Crewmember 1:Oglokoog
Health:3
Redshirts:2
Location:Left hull
Crewmember 2:dwarfguy2
Health:3
Redshirts:2
Location:Right hull
Captain:Squeegy
Health:3
Redshirts:3
Location: Bridge
Crewmember 1:IronyOwl
Health:3
Redshirts:2
Location:Left hull
Crewmember 2:Spartan 117
Health:3
Redshirts:2
Location:Right hull
Captain:Canalan
Health:3
Redshirts:3
Location: Bridge
Crewmember 1:Barbarossa the Seal God
Health:3
Redshirts:2
Location:Left hull
Crewmember 2:ExKirby
Health:3
Redshirts:2
Location:Right hull
Captain:Red (RedWarrior0)
Health:3
Redshirts:3
Location: Bridge
Crewmember 1:Nirur Torir
Health:3
Redshirts:2
Location:Left hull
Crewmember 2:Volatar
Health:3
Redshirts:2
Location:Right hull
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