[mrow]Players
[col]Systems
[col]Energy
Flying Dutchman
[col]The United Federation of Planets (20)
Adaptive Shielding (26) +5
Laser Cutter (20)
Transporter Beam (15)
[col]0
Embassy of Planet
Z.E.B.R.A.
Iammars
[col]The United Federation of Planets (10)
Handheld Electric Photon Cannon (20)
[col]0
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Poker
[col]The United Federation of Planets (10)
Scottish Engineer (20)
[col]0
CoolBot
[col]The Dominion (10)
Suicide Drones (25)
Technobabble (16)
DataBomb (15)
[col]0
BabyJesus
[col]Mine Field (20)
[col]58
Blackberry
[col]Alien Ally (21)
Meteor Shower (11)
Personal Shuttles (6)
[col]0
Blackberry
[col]
[col]0
Blackberry
[col]
[col]0
Mary "Kate n Ashley"
Celeste
dom:inc
[col]
[col]0
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Thok
[col]Cloaking Shield (25)
Really cool thing... (17)
Tractor Beam (15)
Self Destruct Mechanism (1)
[col]0
AniX
[col]Hyperdrive (58)
Courier Mission (31)
[col]0
The United Federation of Planets
The top three bidders for this system become federation members. Bids for this system are resolved before all others. Each federation member loses energy for their bids.
After attacks and defenses are revealed federation ships may transfer any amount of their shields to any other federation ship.
The Dominion
Bids for this system are resolved immediatly after The United Federation of Planets. Bids from federation members are removed. When this system is won the winner immediatly selects two other non-federation players. Those two players and the winner of this system are dominion members.
If the winner of The Dominion does any attack damage to a ship all attack damage from the winner of The Dominion to the ship damaged becomes unblockable.
Adaptive Shielding
Add X to your Shields, each turn. X starts at zero and increases by 5 at the end of any turn in which you sustained damage.
Alien Ally
Spend 10: Put a 5-Energy sidekick craft into play.
Cloaking Shields
Spend 20 and Burn 5: You may not be Attacked next round.
Courier Mission
If you've not been eliminated by the end of the tenth round, you win the game.
Data Bomb
If any part of any of your Attacks are unblocked, the target becomes Infected. Infected ships may only use 50% of there Energy, rounded down. At the start of a turn, any ally or sidekick of an Infected ship also becomes Infected. A ship may become Uninfected after not attacking or defending during one turn.
Handheld Electric Photon Cannon
Spend 5 and choose a target. The target loses 5 energy and you gain 5 energy.
Hyperdrive
Burn 5: Enter or leave Hyperspace, at the end of the round. Whilst in Hyperspace, you cannot be targetted by anything, nor target anything. Ships in Hyperspace are treated as "eliminated" when checking for game winners.
Laser Cutter
Spend x (the power strength) of any power in the game to remove that power from the game starting the following turn. (i.e. PowerX was won by a bid of 10. You can spend 10 to remove PowerX from the game.) Only affects a powers use from here on out. Will not effect powers (such as minefield) that are already used and done, as you would not know where the mine is to remove.
Meteor Shower
Meteor Shower makes a 10-damage Attack against a random Ship, during each Resolution Phase.
*Metoer Shower can't attack owner of this power.
*The Meteor Shower stops when the owner of this power is eliminated.
Mine Field
One time use at beginning of game. Pick 10 different numbers, between 1 and 100 when initial set of orders are sent. Then during the game, the first time a player attacks or defends by that amount, they suffer that amount of damage to their ship. If multiple players that round pick that number, they all suffer that amount of damage. Once a mine is "activated", it cannot be hit again. (i.e. One of your numbers is 10. The first time someone does an attack of 10, or defense of 10, they suffer 10 damage)
Personal Shuttles
Spend 3: Release a shuttle, which will act as a spaceship with no systems and 1 energy.
Really cool thing system that is almost ineffective, but took the special effects guys 4 weeks to make
At the end of a round, if you are not damaged, you gain 5 energy.
Scottish Engineer
Energy costs to use your ship's Systems are halved (rounding up).
Self-Destruct Mechanism
Use once per game: Deal 500 damage to all ships that Attacked yours this turn, and to your own ship.
Suicide Drones
The winner of Suicide Drones receives a number of Drones equal to the power strength of Suicide Drones. When any ship you posess is attacked, the attacker must roll 2 N-sided dice, where N is the current number of Drones in existence. The attacker recieves 5d damage and d Drones are destoyed, where d is the difference between the two dice rolls. For multiple attackers, you decide the order they are resolved. Drones may not be attacked or defended. When your primary ship is destroyed, all Drones are destoryed.
Technobabble
On your turn, burn 10 energy to either double your defense or double your offense. May only be used once per turn.
Tractor Beam
After all systems have been assigned, pick an opponent. Each round you're not receiving damage, this opponent's systems cannot be used.
Transporter Beam
Each turn, one target ship of your choice burns 5 energy.
Bids
Round 1
Round 2
Round 3
Round 4
Round 5