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- Capitalized words represent ingame objects:
- Noun: A ship, satellite, wreck, or other space object.
- Verb: Special one-use module; takes up one cargo space.
- Adjectives: Bonus modifiers.
- Core Letters
- A Attack
- E Energy
- I Input
- O Order
- U Urge
- Y Yield +1 of any of the above; may only be used every other turn.
- Ships have two inherent traits:
- Mass; equal to the number of letters in the ship. Greater mass increases the toughness of the ship, but reduces it's agility. Abbreviated as "MX", X being the value.
- Cargo; equal to the greatest whole square root of a number equal to or less than the mass. In other words, ships of M4 or less have 2; ships of M9 or less have 3; and ships of M16 or less have 4. If you can't calculate square roots, I doubt you'll need to go higher than that. Abbreviated to "CX", as above.
- Module Letters
- Broadcast: Comms Communication, buffing allies
- Counterstep: Util EWC
- Dragnet: Util EW
- Fullmetal: Weapons Medium-range attacks
- Grasshopper: Boost Evasion
- Hellfire: Weapons Medium-range missile attacks
- Jackfrost: Weapons Short-range attacks / EW
- Killswitch: Weapons Self-destruct
- Lifeboat: Util Crew survival
- Mainsail: Boost Speed
- Narrowcast: Comms Communication without detection
- Peacekeeper: Weapons Long-range attacks
- Quicksilver: Util Stealth letter use
- Rangehold: Util Cargo space
- Snapdragon: Weapons Long-range missile attacks / EW
- Toolbox: Util Repair
- Vectorthrust: Boost Evasion
- Watchdog: Util EW / EWC
- Xenotech: Strange Duplicates other modules
- Zipline: Util Tow ships or cargo
- Revealing
- Using certain letters will provide your enemies with valuable sensor data.
- Take a Noise token and set it by your ship/play area; any enemies checking to locate, track, or fire on you get +1 for each token.
- Movement (???)
- Close: Decrease distance between you and a target.
- Shift: Move tangentially for a tactical reposition without changing distance.
- Open: Increase distance between you and a target.
- Weapons
- Weapons need to roll to Hit, then roll to Damage. To Hit, roll 2d6 - Tracking under target's Mass - target's Evasion. To Damage, roll 2d6 + Penetration over target's Mass + Armor. A shot that both Hits and Damages will render one Letter unusable; the attacker and defender both secretly pick (write down) a letter on the ship, and then reveal their choices. The letter in the middle of their two choices is hit; if that spot is between the two letters, the defender picks one.
- Missiles
- Missiles are fired off and only hit the target in later turns. Each turn they advance one Unit towards the target. Throughout this time, any allied ships may transmit targeting data to them; the most recently transmitted data (including at time of firing) is used. Once the missile reaches the target, it rolls to hit/damage.
- EW Effects Table
- 1-3: Scramble: Cannot use Input or Comms
- 4-5: Overload: Cannot use any activated letters + above
- 6: Lockout: Cannot fire weapons or thrusters + above two
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