N Space Pirates N

Up to four teams compete, with each player taking a specific Pirate role from the four different types available.

Each character class has different strengths, weaknesses and special abilities.

Pirates have unlimited lives and cannot be eliminated from the mission.

Shots and missiles, however, are limited, and Pirates must be regularly resupplied by their ammo carrier.

 

Pirate Class

Shots

Initial/Resupply/Max

Missiles

Initial/Resupply/Max

Hit Points

 

Captain

20 / 10 / 40

None

2

Nuke: All opponents are deactivated. To use; press the feature button for two seconds and stay alive for 3 more seconds.

If a Captain is deactivated after activating a nuke and before it detonates (4 seconds), the nuke is cancelled and has no effect on opponents.

Nukes Cost: 20 Special points.

Pirate Class

Shots

Initial/Resupply/Max

Missiles

Initial/Resupply/Max

Hit Points

 

Hangman

50 / 10 / 100

5 / 5 / 5

3

Rapid Fire : A Hangman always has rapid fire, but does not receive any normal lock-on tone.

Payback: Hangman is instantly reactivated.

To use, press the feature Button while down. Cost: 10sp.

Pirate Class

Shots

Initial/Resupply/Max

Missiles

Initial/Resupply/Max

Hit Points

 

Saboteur

30 / 10 / 60

10 / 5 / 10

1

Stealth: Saboteur visible lights can be deactivated making them hard to see.

To switch between stealth and normal modes, press feature button for 2 seconds.

A Saboteur can only fire shots while in non-stealth mode, and can only fire missiles while in stealth mode.

Other players cannot obtain a normal lock-on on a saboteur in stealth, but can obtain a missile lock.

Pirate Class

Shots

Initial/Resupply/Max

Missiles

Initial/Resupply/Max

Hit Points

 

Ammo Carrier

Unlimited

Unlimited

1

Resupply; The Ammo Carrier resupplies players on their own team by zapping or missiling them while they are up.

Zapping them resupplies their shots, while missiling resupplies the missiles.

A Captain cannot use missiles and so should not be missiled as it counts as a normal missile hit.

 

Pirate Class

MERCENARY

 

 

 

Mercenary

(Guardian

Warbot

Navigator)

The Mercenary starts in a deactivated state, however players may take control with a single shot.

Once the Mercenary has been controlled it joins the controlling team and assumes the same Pirate role as the controlling Pirate.

Once the Mercenary has been deactivated 5 times, it will become inactive

The Mercenary will use the same special abilities as the controlling Pirate.

The Mercenary role can be changed by a single zap from a member of the controlling team.

 

N Space Pirates N

 

 

Pirate  Class

Special ability

Shots

Initial/Resupply/Max

Missiles

Initial/Resupply/Max

Hit Points

Captain

Nukes

20 / 10 / 40

None

2

Hangman

Rapid Fire

50 / 10 / 100

5 / 5 / 5

3

Saboteur

Stealth

30 / 10 / 60

10 / 5 / 10

1

Ammo Carrier

Re-supply

Unlimited

Unlimited

1

 

All players do 1 Hit point damage, however the number of hits a pirate can sustain before deactivation depends on the role.

 

A maximum of 20 special points can be accumulated by any Pirate.

 

Scoring time: 15 minutes

 

Skill Levels: All Pirates play at the same level.

 

Scoring:

Event

Score

Special Points

Notes

Zap opponent

100

1

 

Zap own team member

-100

-

 

Missile opponent

500

2

 

Missile own team member

-500

-

 

Destroy in-field target

801

5

 

Detonate nuke

500

-

 

Get zapped

-20

-

 

Get missiled

-100

-

5 shots are lost

Get nuked

0

-

2 shots are lost

N