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 prematurely
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, whilst alive,
press the feature button for two seconds and stay alive for 3 more seconds . Nukes Cost: 20 Special points. If a Captain is deactivated after activating a nuke but before
it detonates (approx. 3 seconds),
the nuke is cancelled and has no effect on opponents. |
|||
|
Pirate Class |
Shots Initial/Resupply/Max |
Missiles Initial/Resupply/Max |
Hit Points |
|
Hangman |
50 / 10 / 100 |
5 / 5 / 5 |
3 |
|
Rapid Fire; Hangman always has rapid
fire, but does not receive any normal lock-on tone. Payback: Hangman is instantly reactivated. To use, press feature button
for 2 seconds, Cost: 10 Special points |
|||
Pirate Class
|
Shots Initial/Resupply/Max |
Missiles Initial/Resupply/Max |
Hit Points |
|
Saboteur |
30 / 10 / 60 |
10 / 5 / 10 |
1 |
|
Stealth:
Saboteur’s 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. The missiles used by a
saboteur in-stealth lock-on much faster than the missiles used by other
character classes. 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
them resupplies their missiles. A Captain cannot use missiles and so should not be missiled by the Ammo Carrier (counts as a normal missile
hit). |
|||
|
Navigator / Guardian |
The Navigator/ Guardian starts in a deactivated state, however
players may take control of a with a single shot.
Once
the he has been controlled, it joins the controlling team and assumes the
same Pirate role as it’s controller. Once the
Navigator/Guardian has been deactivated 5 times, he will become inactive
again. He can use the same special abilities as it’s
Pirate controller. The Navigator/Guardian’s
Pirate role can be changed by a single zap from a member of the controlling
team. |
||
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(sp)
can be accumulated by any Pirate, by zapping opponents(1sp) and target (5sp).
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