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7heSama

Say My Name pre-alpha

Feb 25th, 2015
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  1. Capitalized words represent ingame objects:
  2. Noun: A ship, satellite, wreck, or other space object.
  3. Verb: Special one-use module; takes up one cargo space.
  4. Adjectives: Bonus modifiers.
  5.  
  6. Core Letters
  7. A Attack
  8. E Energy
  9. I Input
  10. O Order
  11. U Urge
  12. Y Yield +1 of any of the above; may only be used every other turn.
  13.  
  14. Ships have two inherent traits:
  15. 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.
  16. 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.
  17.  
  18. Module Letters
  19. Broadcast: Comms Communication, buffing allies
  20. Counterstep: Util EWC
  21. Dragnet: Util EW
  22. Fullmetal: Weapons Medium-range attacks
  23. Grasshopper: Boost Evasion
  24. Hellfire: Weapons Medium-range missile attacks
  25. Jackfrost: Weapons Short-range attacks / EW
  26. Killswitch: Weapons Self-destruct
  27. Lifeboat: Util Crew survival
  28. Mainsail: Boost Speed
  29. Narrowcast: Comms Communication without detection
  30. Peacekeeper: Weapons Long-range attacks
  31. Quicksilver: Util Stealth letter use
  32. Rangehold: Util Cargo space
  33. Snapdragon: Weapons Long-range missile attacks / EW
  34. Toolbox: Util Repair
  35. Vectorthrust: Boost Evasion
  36. Watchdog: Util EW / EWC
  37. Xenotech: Strange Duplicates other modules
  38. Zipline: Util Tow ships or cargo
  39.  
  40. Revealing
  41. Using certain letters will provide your enemies with valuable sensor data.
  42. 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.
  43.  
  44. Movement (???)
  45. Close: Decrease distance between you and a target.
  46. Shift: Move tangentially for a tactical reposition without changing distance.
  47. Open: Increase distance between you and a target.
  48.  
  49. Weapons
  50. 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.
  51.  
  52. Missiles
  53. 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.
  54.  
  55. EW Effects Table
  56. 1-3: Scramble: Cannot use Input or Comms
  57. 4-5: Overload: Cannot use any activated letters + above
  58. 6: Lockout: Cannot fire weapons or thrusters + above two
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