The last Shallow Space was a bit of a travesty, with massively overpowered plasma grenades killing a large number of crewmembers and other assorted issues.
Polls:
http://www.bay12forums.com/smf/index.php?topic=59788.0The rules and cards have changed significantly, so please read them thoroughly. Players are separated into teams of three, one of each team is selected to be captain at random or by unanimous crew decision. The captain has the privilege of naming the ship.
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.
Turns are now done simultaneously, all players post their actions in the thread, but captains are responsible for PMing me their ship's entire moveset.
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.
Players may not enter a section occupied by an enemy player. If two players attempt to move into the same section, the player that was closer arrives first. If they were even in distance there is half chance for each to arrive first.
A captain may not control a ship or use captain cards and then move out of the bridge on the same 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.
Heavy damage causes lasers and the sensor pod to run at 50% efficiancy.
At the beginning of every turn, the captain recieves 'captain cards' until he/she has 4, and also draws 'crew member cards' until he/she has 2. Crew members receive crew cards until they have 4."
"Captains also have the ability to turn in any number of cards in their hand allowing them to draw as many fresh replacements as they want next turn. Crew members may do the same, but with only two cards.
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.
This happens at the same time as other crews.
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), this weapon may be fired at adjacent sections and crewmembers within them. The phaser also has a 1/3 chance of doing double damage.
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.
A captain that invades a ship may go to the bridge, once there he may dedicate a turn to taking full control of that ship so long no enemy is present.
When a captain dies, a crewmember can volunteer to take his place, those that do are then limited to 2 captain cards and 2 crewmember cards due to their inexperiance.
Others may defect, still others can try to go out in a blaze of glory.
--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. Users will not be transported to currently occupied sections. Users will not have any movement immediately after transporting.
Invading players can use the enemy ship's teleport chamber to return to their ship, or jump to another enemy ship with the shields down. But may not use it if a enemy occupies the teleport chamber.
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 are much more accurate when fully 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.
Repair lvl 1: Repairs the section you are in by 1 point. This may be discarded at any time by a crewmember in addition to the usual one other card. May not be used to repair a critically damaged section.
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: Allows you to repair the section you are in and adjacent sections by a number of points equal to your redshirt count. You may distribute the repaired points between the effected sections in any way you wish.
Redshirt dive!: Protects you and your redshirts from all damage when used. Expends one redshirt.
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. Will not transport a player into a occupied section.
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. This card takes effect as long as it is in your hand.
Plasma grenade: Kills half-rounded-up enemy redshirts and damages the section by 1 point. Can be used on adjacent sections. Has a 1/3 chance of mishap involving you blowing up the section YOU are in.
Plasma charge: Kills everything inside a section and deals 3 damage to it 2 turns after placement. If a member of that ship's crew enters the same section that the charge is placed in, he/she may attempt to disarm it. There is half chance charge is disarmed, 2/3rds chance for captains.
Force field: Blocks enemy access to the section you place it in. If placed in the same section a enemy is in, they are trapped. Lasts 2 turns.
Heal: Increases health of you or a team-mate by 1 up to a maximum of 3.
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 provided it is a laser, sensor pod, or engine. Sensor pod must be intact(no damage).
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, however they can still use them if they know exactly which one is which(card #1, #2, etc.). Continuous effect until jammer pod is destroyed(takes 2 damage). Sensor pod must be functional. Ignores shields.
(Warning, if you use a card and the target is invalid then the card is wasted, example: repair lvl one against a enemy crewmember)
(The jammer pod effect takes place after the turn it is 'attached', this is to prevent complications due to simultaneous turns)
EMP: Special weapon. Enemy captain cannot use or receive captain cards for 3 turns. Sensor pod must be intact(no damage).
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.
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Roll over the ship sections and you'll see exactly what they are.(acronym tags)
Captain:Blargityblarg
Health:3
Redshirts:3
Location:Bridge
Commander:Volatar
Health:3
Redshirts:2
Location:Left hull
Lieutenant-commander:Caesar
Health:3
Redshirts:2
Location:Right hull
Captain:The Anus of Discontent
Health:3
Redshirts:3
Location: Bridge
Commander:Oglokoog
Health:3
Redshirts:2
Location:Left hull
Lieutenant-commander:Org
Health:3
Redshirts:2
Location:Right hull
Captain:Neyvn
Health:3
Redshirts:3
Location: Bridge
Commander:Paranatural
Health:3
Redshirts:2
Location:Left hull
Lieutenant-commander:Spartan 117
Health:3
Redshirts:2
Location:Right hull
Captain:Red (RedWarrior0)
Health:3
Redshirts:3
Location: Bridge
Commander:RAM
Health:3
Redshirts:2
Location:Left hull
Lieutenant-commander:inteuniso
Health:3
Redshirts:2
Location:Right hull