NSpace 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 prematurely eliminated from the mission. Shots and missiles, however, are limited, and Pirates must be regularly resupplied by their ammo carrier.

PirateClass

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.

PirateClass

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

PirateClass

Shots

Initial/Resupply/Max

Missiles

Initial/Resupply/Max

Hit Points

 

Saboteur

30 / 10 / 60

10 / 5 / 10

1

Stealth:Saboteurís 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.

PirateClass

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 itís controller. Once the Navigator/Guardian has been deactivated 5 times, he will become inactive again. He can use the same special abilities as itís Pirate controller.

The Navigator/Guardianís 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