ninja lee
United States
Colorado
-
I've gone and made a galactic map for space alert (I have Space Alert and the Expansion), containing marked resupply stations for Ducky, 9 different factions with homeworlds, and "Wild Space" tossed throughout. Each faction has about 7 external threats (some are repeats of the card, like 3 stealth fighters, 2 fighters and 2 frigates) and about 5 internal threats, except for wild space, which is all of the crazed wild creatures that float around and eat small ships like Ducky for dinner.
Each faction has a variety of ships, but they're similar in function. Faction 7 has all three carrier types (Small, regular and large), Faction 9 has all the plasmatic ships (Plasmatic Fighter, Frigate and Needleship) along with the Jumpers. Flying ducky through all of Sector 1 or all of 2, or visiting every wild space, or every homeworld will yield bonus points, like Children of the Night or Galaxy Trucker. And using the points system, I created upgrades for Ducky, like better shields, megashield refits, high powered generators, swapping out your interceptors for another rocket rack or vice versa, armored battlebots, plasma weapons... I've got lots. I'll type it all up once I've finalized a few things, and then post it here for review, comments, tweaks, etc. I'm posting now though, because I'd like a little assistance. I've decided that as a reward for throwing yourself into a these horror filled sectors, you'll have the option of flying one of their ships, so using Ducky as a model, I've stuck close to the basics and kept the main frame and changed what some of the buttons do and changed weapon types in some cases. (Don't get too excited, they all have the screen-saver happy computer still) This is easy for me, but what I lack is artistic skill. When I post on here, are there any takers for creating boards like ducky, that look more like the Plasmatic Frigate, Man-of-War and Destroyer?
Hey, thanks for reading, and tune in next week for the Galactic Map and goodies!
-
Fractal Energy
United States Berkeley California
-
Looking forward to seeing it!
-
-
Sounds absolutly awesome!
Often thought of something like that but it's a huge difference beetween thinking and doing, so thank you alot!
I am not really skilled at arts but when you don't get any help write me maybe I can help a little.
plissk3n
-
Clayton Helme
United States Salt Lake City Utah
-
Sounds pretty epic!!
I am excited to see what you've come up with!
-
ninja lee
United States
Colorado
-
Alrighty, here are the upgrades for Ducky.
Keep track of all your "raw" points. (These are the totals that you have, before you calculate your experience) To purchase upgrades, you use raw points, and the upgrade is placed into a "slot" on Ducky. Ducky has 2 slots in each zone, meaning you can purchase up to 6 different single slot upgrades. Some use more than one slot. When placing an upgrade, you must use a slot in that zone. For example, as the Captain, Picard decides that the best option for him is to increase Shields. He has 1,701 points to spend on Ducky. Two shield upgrades are purchased, and now he must place them. If both upgrades go into the white zone slots, then the white zone will have 5 shield, giving him (2), (5), (2). If he places one in the red zone slot and one in the blue zone, he will have 3 shield in red and blue, giving him (3), (3), (3). Some upgrades can only go in one slot, so be sure you want it there, and not something else! To remove something from the slot, you must pay an uninstall fee of 200 points, and sadly, there are no refunds on used equipment.
*Advanced Shields +1 max shield in R, W or B 1 R, W or B Slot, 800 pts One Shield now has +1 to its max
*Advanced Generator +1 max energy to W Generator 1 W Slot, 1,000 pts White zone gen now gains +1 energy every time a fuel rod is spent
*Increased Capacitor +1 max energy to R or B Gen. 1 R or B Slot, 800 pts R or B gene now pulls +1 energy
*Adv. Focusing Lens +1 damage to any Laser Cannon 1 R, W or B Slot, 600 pts Laser Cannon deals +1 when attacking
*Increased Battery +1 damage to Lateral Cannon 1 R or B Slot, 600 pts Lateral Cannon deals +1 when attacking
*Adv. Capacity Pulse +1 damage to Pulse Cannon 1 W Slot, 1,000 pts Pulse Cannon deals +1 when attacking
*Pulse Cannon Refit +1 range to Pulse Cannon 1 W Slot, 1,100 pts Pulse Cannon reaches to range 3 when attacking
*Rocket Rack +1 Rocket 1 B Slot, 500 pts Every time you reload your Rockets, start with +1. If you have an additional Rocket Bay, you may buy this again for the un-upgraded bay.
*High Yield Warhead +1 damage to Rockets 1 B Slot, 500 pts per Rocket Each rocket deals +1 damage, and all Rockets must be upgraded. If you later purchase the Rocket Rack or a new Rocket Bay, these Rockets must also be upgraded at that time. All Rockets fired from this ship will be at +1 damage as long as this upgrade is in play
*Armored Battlebots +1 Life to Battlebots 1 R or B Slot, 900 pts Battlebots now take one extra hit to disable, but otherwise played the same. This upgrade affects both battlebot squads, and can be placed in either the R or B slots
*Adv Targeting Computer Battlebots deal +1 damage 1 R or B Slot, 1,000 pts Battlebots now deal +1 damage when attacking. This upgrade affects both battlebot squads, and can be placed in either the R or B slots
*Series 5 Interceptors +1 damage 1 R Slot, 1,100 pts per Bay Interceptors now deal 2/2/2 damage or 6 total. This upgrade can also be purchased again for the additional interceptor bay, using a B slot
*Interceptor Bay 1,200 pts Replace your Rocket Bay (B slot) with another set of Interceptors (B slot). When pressing C in the lowers Blue station, if that player has active Battlebots, they will be whisked away into your new shiny Interceptor squad.
*Rocket Bay 1,200 pts Replace your Interceptor Bay (R slot) with 3 Rockets (R slot) When pressing C in the upper Red station, that player will fire a Rocket, if there are any remaining.
*Stealth 1 R+B Slot or 2W Slots, 2,000 pts At distance 3, Ducky cannot be targeted or hit by any attacks. Any internal threats that would happen in the 1st phase are pushed to the 2nd phase and occur on the 4th turn. This upgrade requires two slots in both the White, or one of each in Red and Blue slots.
*Megashield Refit 1 R+W+B Slot, 2,400 pts All shields operate as one unit, and the upper White zone B button is the control to fill them. The max of this Megashield is set at 3, unless upgraded. When hit, the Megashield loses only 1 point per attack.
*Phasing Refit 1 R+W+B Slot, 3,000 pts Every 3rd turn, Ducky phases out and takes no damage, while attacks from Ducky do half damage. Ducky phases back in immediately on the following turn.
*Plasma Weapons Refit 1 Slot, 1,800 pts Replace one Laser weapon with a Plasma Cannon. This Plasma Cannon deals 2 damage less than the Laser weapon it replaced. Upgrade uses the slot nearest the Laser being replaced. If target's shields do not absorb at least 1 point of damage from this attack, all players in that section are knocked out. If firing upon an NPC, the NPC deals 1/2 damage that turn.
Need more slots? Remove your: Structure 200 pts per Slot added If you rip it out, you have more room! Each zone has one, it's where the "structural damage" takes place! When you remove this slot, Ducky can take one less hit on that zone. And every hit that goes through shields does double damage to that zone. You may only perform this "upgrade" 3 times, once for each zone. In play, remove the "Structural Damage" token for the zone in which you added a slot.
-
ninja lee
United States
Colorado
-
I also forgot to add this "upgrade" but it doesn't seem to fit or flow properly.
A .45 and Martial Arts Training 500 pts per player Any player can attack and deal 1 damage to internal threats without a Battlebot squad. (use the oval "A" button piece to represent a player attack) If the threat attacks back, the player is knocked out. This can be used to add +1 attack to any Battlebot squad attack, but doing so allows the threat to attack both the Battlebots and the player
And now, here are the sector lists!
Galactic Map Sectors
No names for the factions yet, they're mostly know by Sector. The "seriousness" of threats has changed. A "-" before the threat name denotes a serious threat for the faction. All factions are made only from the cards included in the Space Alert game and the Expansion. Anything in (parens) is for "balancing" out the factions.
**Wild Space** There's a reason no one's colonized it yet. What lives there is what no one has been able to conquer yet. In wild space… Well, let's not talk about it.
Internal: Alien Shambler -Siren (photocopy and add one more alien to this deck, to bring it to 2 Aliens)
External: Amoeba Maelstrom Dimension Spider Interstellar Octopus Jellyfish -Nebula Crab -Major Asteroid -Energy Snake -Energy Dragon -Planetoid
**Sector 1** "If these are their battlecruisers, I'd love to find me some of their scouts!" -Dean "The Red" Hansen, fighting off over 10 fighters from sector 1
Internal: Skirmishers x2 Virus -Nuclear Warhead -Hidden Transmitter x2
External: Stealth Fighter x3 Gunship -Kamikaze
(photocopy and add one more gunship and one more kamikaze)
**Sector 2** Sectors 1 and 2 have the same base fighter. 2 has more variety than sector 1, but stealth fighters never appear, leading the boys up top to believe that one and two had been of the same race, before some serious infighting broke them down the middle. One developed stealth... and the other developed everything else.
Internal: Troopers x2 -Phasing Troopers x2
External: Fighter x2 Cryoshield Fighter Phasing Fighter Phantom Fighter -Polarized Fighter -Megashield Fighter
(photocopy and add one more cryoshield fighter)
**Sector 3** "While passing through Sector 3, we shut off internal threat notifications. If we were boarded in Sector 3, we'd rather die peacefully, than in a panic." -Nameless Coward "No, I think that's what lives on their planet with them, like dogs for us." -Betty Anderson, avid dog owner and Energy Technician To stay alive, keep your shields up in sector 3. But then, with those energy clouds floating around out there, that can be hard. It seems odd that the clouds don't seem to bother the local Destroyers, and that's given rise to the rumors that they're actually able to create and control them. Also be sure to always have Battlebot squads activated, their boarding parties are the most efficient that have ever been seen.
Internal: Commandos x2 Ninja -Executioner -Rabid Beast
External: Energy Cloud Destroyer -Megashield Destroyer -Phasing Destroyer
(photocopy and add 2x destroyers and 1x megashield and 1x phasing)
**Sector 4** "Everyone knows sector 4 is overtaken by robots. Have you ever seen a pilot in one of those frigates? Or food crates after you've blown it apart? Why else would Hansen's Battlebots have tried to revolt? I'm telling you man, they could smell their freedom." -Rookies in the Chowhall
Internal: Battlebot Uprising Driller -Seeker -Phasing Minelayer -Cyber Gremlin
External: Frigate Cryoshield Frigate Man-of-War -Phasing Frigate -Polarized Frigate -Phasing Man-of-War -Megashield Man-of-War
(photocopy and add one more Man-of-War)
**Sector 5** Sector 5 appears to be either what's left of the defenses of an older civilization, or they're well hidden far behind their remote defense satellites and pulsars. Some even think it's an old minefield from a great war. Whatever it is though, it doesn't appear to either shrink or grow in size, and most of the other factions steer clear of it. We're ordering you to find out what they're hiding on their homeworlds. Jump in and scan till we're satisfied there's really nothing of value. -Mission Orders sent to all pilots within range of Sector 5
Internal: Reversed Shields -Crossed Wires -Phasing Anomaly -Power System Overload
External: Spinning Saucer Pulse Ball Sealed Capsule -Phasing Pulsar -Pulse Satellite -Transmitter Satellite
(photocopy and add one more spinning saucer and one more pulse ball)
**Sector 6** Sector 6 is what we label space controlled by the hives. Swarms of insect like creatures. The ants of space if you will, living in sectors that would otherwise be dead. Or perhaps killing everything that was living there. In sector 6 areas, it's best if you look more like a wasp and less like a caterpillar.
Internal: Slime x2 -Contamination -Parasite
External: Meteoroid Minor Asteroid Swarm -Asteroid -Mother Swarm
(photocopy and add 2 more swarm and a planetoid)
**Sector 7** Off in their own corner, sector 7 seems to be dominated by the Swarm and Wild Space, or simply content to live with those on their borders. At any rate, they seem to be like their own version of the Swarm.
Internal: Overheated Reactor Power Pack Overload Fissure -Reversed Shield (photocopy) -Breached Airlock
External: Marauder Mini-Carrier Spacecraft Carrier -Super Carrier
(photocopy all of the external threats, doubling the external deck)
**Sector 8** For looting, pillaging and dumpster diving, these Junkyard Pirates seem to do fairly well. There's a few flaws with some of their ships, but otherwise they hit pretty hard. The Behemoth clearly has some issues that become clear once you're in the interceptors, the Nemesis needs some new wiring for their lasers and the overlord could use a few lasers. But overall, these guys are tough. -Dean Hansen, Ships Log
Internal: Saboteur -Central Laser Jam -Lateral Laser Jam -Pulse Cannon Short Circuit
External: Armored Grappler Leviathan Tanker Scout Juggernaut Behemoth Nemesis Overlord -For serious threats, draw an external threat card and add +1 shield and +1 speed to the threat.
**Sector 9** "It's tough to describe hell." -Capt. Sam Jackson, when asked about Sector 9.
Internal: Hacked Shields x2 Saboteur Unstable Warheads -Space Time Vortex
External: Plasmatic Fighter Psionic Satellite Plasmatic Frigate Plasmatic Needleship -Jumper x2 -Leaper
(photocopy and add one more plasmatic fighter)
-
ninja lee
United States
Colorado
-
Here are my Advanced Ship Layouts. When all the homewards of a particular sector have been visited, the option to use (or perhaps even purchase) one of the ships from that sector becomes available. And in Ducky VS Ducky battles, the players can teleport in units from that sector as well.
Please Note: I use the terms reactor and generator somewhat interchangeably. I think I call the lower white zone B button a reactor, and the lower lateral B buttons generators. Please know that to me, and for this game, a reactor is a generator, and vice versa. Artists: If you're handy with designing boards, care to draw a few up? Also, my "map" is a bit basic.
I'm laying out the ship everyone knows, so they can compare the new ships to it. **Ducky** Damage 6+1 (Laser, Shields, Turbolift, Laser, Structure, Generator) ----R/W/B Zones 1A 4/5/4 Deck 1, A buttons in the Red/White/Blue zones. These are damage values. 1B (2)(3)(2) Deck 1, B buttons. These are obviously shields. 1C Int/Com/Bots Deck 1, C buttons. Int = interceptors, Com for computer and Bots are Battlebots 2A 2batt/1.1.1/2batt Deck 2, A buttons. 2batt is a 2 damage battery powered weapon. 1.1.1 is a pulse cannon, hitting all 3 zones at 1 damage each. since it's pulse, the shorter range is implied. 2B 3-5.3-3 Deck 2, B buttons. These are the connected generators. in the center, 5.3 is the 5 energy reactor with 3 fuel rods. 2C bots/window/rockets3 Deck 2, C buttons. Bots again, the window and 3 rockets.
**Gunship** Sector 1 Damage 4+1 (Laser, Shields, Generator, Pulse/Turbolift/Pulse) ----R/W/B Zones 1A 4/3/4 1B (2)(3)(2) 1C Solar/com/bots 2A 2.2/rocket3/2.2 2B 5-5.3-5 2C bots/window/Solar
Notes: 2nd Deck A buttons you'll see 2 pulse cannons, one in the Red and one in the Blue. It's a 2.2, meaning they only fire over 2 trajectories, the one they sit in, and the White. Sadly, the pulse cannons use normal energy, they aren't battery powered like on Ducky. Fortunately, you have Solar power. Pressing the C button that activates the solar panel adds 2 energy to the central reactor. If both solar panels are activated at the same time, then add an extra energy to the central reactor, for a total of 5.
**Destroyer** Sector 3 Damage 4+1 (Shields, Turbolift, Structure, Generator) ----R/W/B Zones 1A 2/3/2 1B (2)(3)(2) 1C Reload3/com/bots 2A 2/rocket1/2 2B 2-4.3-2 2C bots/window/Reload3
Notes: The Destroyer uses solid ammo. It looks weak, till it hits your hull. Any damage the destroyer does through shields does double, and this includes your rockets. Using solid ammo means you need to reload once in a while. Every cannon on the ships starts with 3 blocks (each block being one shot). When you fire, remove a block from that cannon. When you reload, the old ammo clips are pulled out (along with any ammo in them) and discarded, while the new ones are put into place. In gameplay, you simply fill the cannons back to 3, and discard a reload block. Each reload button has 3 squares (that 3 sets of reloading to be done). Every time you press the reload in the upper red, the upper white, upper red and lower red have their ammo filled back to 3, and you discard one of the upper red reload squares. Every time you press the reload button in the lower blue, rockets (lower white), lower blue and upper blue cannons are reloaded. Don't worry about the rockets though, those aren't discarded, just added to. You start with one, and every time you press reload in the lower blue, you add one more rocket to your rocket rack, and one only. The rack can hold up to 4, so you never need to worry about losing an unfired rocket.
**Man-of-War** Sector 4 Damage 8+1 (Lasers, Lasers, Shields, Turbolifts, Laser/Structure/Laser, Generators, Generators) ----R/W/B Zones 1A 4/5/4 1B (2)(3)(2) 1C Charge/Charge/Charge 2A 3/rocket3/3 2B 4-7.3-4 2C bots/com.window/bots
Notes: The massive and powerful Man-of-War can take more punishment, so you see the damage tile layout lists a few things more than once. The red zone can take the following damages, upper laser -1, upper laser -1 (for a total of -2 to your upper red laser), shields -1, Turbolifts knocked out, lower laser -1, generator -1, and generator -1 again, for a total of -2. In the white zone, instead of a lower laser being destroyed, it's structural damage. In the lower white station, the computer and the window have been seamlessly integrated. Every time you attend to the screensaver, you also look out through the viewscreen for visual confirmation. If you happen to play the remote rocket specialty, the lower deck rockets are always used up first, before firing from the upper deck. In the upper red white and blue decks, the C button is "charge" which causes one energy to be pulled from the reactor, and fed to the upper deck laser. This additional energy causes the laser to deal +1 damage when fired.
"Hey, why is there nothing for sector 5 here?" "Really..? You really want to play as a sealed capsule or transmitter satellite?" "What about the spinning saucer?" "No, you'll throw up." "Okay, how about sector 6?" "Sure, you can play as the Asteroid, or maybe a Parasite." "…you're not very nice."
**Marauder** Sector 7 Damage 5+1(Lasers, Shields, Turbolifts, Lasers, Generators) ----R/W/B Zones 1A 4/4/4 1B (1)(2)(1) 1C Shield Broadcast1/com/bots 2A 3batt/3batt/3batt 2B 2-3.3-2 2C bots/window/Shield Hack4
Notes: The shield broadcast adds 1 shield and 1 max shield to yourself, and all allies. Your shields will then be (2)(3)(2). Shield hack has 4 uses, represented by 4 blocks. Every time you press C in the lower blue, remove one block AND use one energy from the lower blue generator. When shield hack has no blocks, it can no longer be used. Shield hack drains 3 shield from the nearest target (one from each zone in VS games when hacking the other player's ship). If 2 shield are drained, add 1 energy to the central reactor, if 3 are drained, add 2. When draining from an NPC, the shield hack allows other attacks on that target to ignore up to 3 shields that turn (because the shield is drained that turn).
**Spacecraft Carrier** Sector 7 Damage 5+1(Lasers, Shields, Turbolifts, Lasers, Generators) ----R/W/B Zones 1A Dogfighter/4/Dogfighter 1B (3)(4)(3) 1C Fuel Rod1/com/bots 2A Dogfighter/Double Dogs/Dogfighter 2B 3-5.3-3 2C bots/window/Fuel Rod1
Notes: Dogfighters are energy ships that deal 1 damage by crashing into their target. Incredibly fast and with a range of 3, they go for the first target in their zone. if their is no target in their zone, the go to the nearest target in any zone. When in a VS game, dogfighters, when targeting the other player's ships will hit on specific zones. Red zone dogs go for blue zone on the other player and blue zone dogs go for red on the other player. When flying against interceptors, each interceptor can attack and destroy 2 dogs each. Upgraded interceptors destroy 4 dogs each. Dogs cannot damage interceptors. One additional fuel rod is placed in the upper red and one in the lower blue. When used, add 5 energy to the central reactor and remove the fuel rod from the station it was used.
**Juggernaut** Sector 8 Damage 9+1 ----R/W/B Zones 1A 1B 1C 2A 2B 2C
Notes: Yeah, this one isn't done, because I haven't worked on it. I'm not certain this is the best one to use from sector 8.
**Plasmatic Frigate** Damage 6+1 (Laser, Shields, Turbolift, Laser, Structure, Generator) ----R/W/B Zones 1A 2P/3P/2P 1B (2)(3)(2) 1C Int/com/bots 2A 2P/2P/2P 2B 5-7.3-5 2C bots/window/P-Rocket3
Notes: 2P, 3P, P-Rocket… These are all plasmatic weapons. If shields on the target do not block at least one point of damage, then in VS games, all players in that section are knocked out. When attacking NPC's, if they take damage double that of their shields it deals 1/2 damage on that turn and takes -1 shield.
-
ninja lee
United States
Colorado
-
Error 413 when trying to upload...?
*sighs* Anyone I can email this to, who wouldn't mind uploading it for me?
-
Alec Towle
United States
Texas
-
Is this a photo you're trying to upload? sure you can send it my way and I'll add it here. Texjets281@yahoo.com
I'd be interested to see the "Map", if that's what this is also. It's got me thinking about doing something similar.
-
|
|