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. |
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