FTL multiplayer Board game[not sure where this goes]

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Swapbox
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Joined: Fri Oct 30, 2015 5:33 pm

FTL multiplayer Board game[not sure where this goes]

Post by Swapbox »

I have spent the last month and a half making a guide on how to play FTL multiplayer via a board, I appreciate feed back, any spelling errors/bugs and any issues regarding game play

Plans:
-enemy ships
-different types of sectors
-New weapons
-Suggestions


Once again, feed back is greatly appreciated!!!
Download the manual or read it below: https://www.dropbox.com/s/8e3a2wu1khkp6 ... .docx?dl=0

Basics
FTL is a real time strategy game (RTS for short) with little lore and plenty of replay value for a game, this is a converted version of it so you can play multiplayer essentially, here are some basics.
Damage
Your hull is your health, if it reaches 0 you lose/die and the other player wins
-Normal damage subtracts hull, crew health, and systems
-System damage will only damage systems and crew but not to hull,
-Crew damage will not damage systems or hull but will damage crew,
-Normal damage dealt to a room with a crew inside it will receive 15 crew damage for every 1 damage dealt to that room (beams will only damage crew in the corner/s that it hits),
-Base Crew deal 4-5 SS damage each second , SS damage is a type of damage dealt only by crew, this damage effects systems, so if 1 crew member is attacking a system it will deal 4-5 SS damage to the system a second, a system has 50 SS damage it can sustain before breaking, this damage must be constant, if there are no hostile crew present in the room, then the systems SS damage sustained is reset,
-Base crew can repair 3 SS damage a second, if there are no friendly or enemy crew in the room, SS damage is reset
-Ion damage does not deal SS damage, crew damage, hull damage or system damage, it removes 1 power from the system for each ion damage dealt for 5 seconds each and will not be able to put in or take out power of the effected system (2 ion damage will remove 2 reactor power from the effected system for 10 seconds, and will not allow the damaged system to have power added or removed) power is only removed by weapons and environment damage, cloaking and backup battery do not remove power from the system but will still have all other ion damage aspects present




Systems

Manned systems receive a bonus while a friendly crew is in the room and not in combat
This is the list of systems available currently and what they do.
- Shields: shields block 1 laser hit (not beam) and will go down every time there hit per laser hit blocked (blocked damage is completely negated and will not deal any damage), shields take 3 seconds to recharge and turn back on per shield while unmanned, every 2 levels upgraded you will receive an extra shield
; Manned bonus(trainable){ skill level 0: 0.5 second faster charge rate, level 1: 1 second faster charge rate, level 2: 1.5 faster charge rate
;Max level: 8
- Oxygen: all species except lanius and AI need oxygen to survive, if there is no oxygen in a room, crew in the room will receive 4 damage a second, all rooms start with 100% oxygen and will decrease by 1 percent a second while oxygen is off, level 1: refill 3 percent a second, level 2: refill 5 percent a second, level 3: refill 10 percent a second
;Max level: 3
- Cloaking: when activated you will gain +60% evasion regardless of system level, pilot or engines, and cannot be targeted by enemy ships for its respective time per level, level 1: 5 seconds level 2: 10 seconds, level 3: 15 seconds
;Max level: 3
- Engines: Engines provide more evasion chance per level and charge your FTL faster to escape, without engines powered or operating you will have a 0% evasion chance
Each level grants +5% evasion chance and a 0.25x base FTL recharge increase
;Manned bonus(trainable){ skill level 0: +5% evasion, skill level 1: +7% evasion, skill level 2: +10% evasion(being manned does not give a FTL recharge increase)
;Max level: 7






Systems (continued)
- Weapon control: Weapon control allows the player to aim, fire, and recharge their weapons, while broken, or off, charged weapons will discharge by 3 seconds per second, each level grants an extra power slot to be filled for more power requiring weapons, if a weapon requires 2 power, and you have another weapon that requires 3 power, you will have to have your weapon control system to be level 5
;Manned bonus(trainable){skill level 0: 10% faster recharge rate of weapons, skill level 1: 15% faster recharge rate, skill level 2: 20% faster recharge rate (discounted recharge rates are rounded down, for example, a weapon that has a charge rate of 11 seconds, with a manned bonus of 10% faster charge rate, charges 1 second faster, not 1.1 seconds faster)
;Max level: 8
- Drone control: Drone control allows the player to have drones do their dirty work, while drones fire faster and don’t require as much power as there weapon counterparts, the player cannot have a drone target systems, they target automatically/randomly and cannot control drones, they can also be shot down/ ionized by enemy weapons/drones/ environment dangers (asteroids), weapons work the same when it comes to power/ing
;Max level: 8
- Medbay: Crew in the medbay while powered will regenerate health at a rate depending on the medbay level
;level 1: +4 health per second, level 2: +8 health per second, level 3: +12 health per second
- Crew teleporter: Crew teleporter allows the player to send and return his crew to/from the enemy ship instantly while powered, crew must be in the teleport room to be sent to the enemy ship, but can be in any room on the enemy ship to retrieve them, WARNING: crew cannot be sent or retrieved while the enemy ship is cloaked
; level 1: deals 4 ion damage to itself after sending, level 2: deals 3 ion damage to self, level 3: deals 2 ion damage to self
- Artillery beam/flak: The artillery weapons are systems that you can only have 1 of, you cannot have a artillery beam and flak you can only have 1, the flak version fires 8 ion speed asteroids at the enemy ship, the beam version fires a 1 damage beam that penetrates 4 shields (cannot penetrate through zoltan shields)
; level 1: base cool down 1.25x, level 2: base cool down 1x, level 3: base cool down 0.75x, level 4: base cool down 0.5x
- Clone bay: The clone bay will replace the medbay, instead of healing crew while inside, it heals crew (passively, so no need for power) depending on its level per jump, and will respawn dead crew while powered WARNING: if not powered/broken the crew will die normally after 3 seconds of clone bay being not powered/broken, during cloning or being in the 3 second limbo, they will not exist
;Level 1: 15 second cloning process, level 2: 10 second cloning, level 3: 5 second cloning



Systems (continued)
- Mind control: mind control allows you to turn an enemy crew into a friendly crew that can be controlled as if it were your crew member, after finishing, this system will receive 3 ion damage
;Level 1: 10 second duration of control +1-1 SS damage per second, level 2: 10 second duration, +20% base health +2-2 SS damage per second, level 3: 15 second duration +50% base health +4-4 SS damage per second
- Hacking: the effect of hacking changes based on whats being hacked, hacked systems cannot be manned if able, heres a list of what happens
o Shields: discharge a shield every 3 seconds
o Cloaking: -10 evasion, cancel cloaking if active, deal 3 ion damage
o Hacking: cancel hacking, hack a random system
o Engines: evasion set to 0%, FTL charge stopped
o Oxygen: depletes 3% of all rooms oxygen per second
o Weapons: decharge weapons by 2 seconds per second
o Drone control: ionizes all enemy drones
o Medbay: deal 5 SS damage per second to all enemy crew in medbay
o Piloting: set evasion to 0%, FTL charge stopped
o Doors: closes all doors and locks them with level 2 doors
o Backup battery: reactor power -3
o Crew teleporter: forces retrieval of all enemy crew
o Artillery weapons: discharge artillery weapons by 2 seconds every second
o Clone bay: turn off clone bay
o Mind control: Cancel mind control, mind control a random enemy crew












Sub systems
Subsytems require no power to run, but are still effected by damage

- Doors: doors will impede of completely stop fires, slow down enemy crew boarders, and allow you to release the air of your rooms to punish hostile crew, level 1: able to control doors(open/close them), level 2: all doors have 100 base health that stops enemy crew from passing through, and will impede fire spread , level 3: door base health doubled (200 heatlh), and will completely stop fire spread, level 4(manned and fully upgraded): base health quadrupled(400), will stop fires completely, and reset after 5 seconds instead of 15, ;Manned bonus{+1 system level
;Max level: 3
- Backup Battery: The backup battery when turned on lasts 30 seconds and has a base cooldown of 20 seconds( receives 4 ion damage), when on, it provides 2 power for your systems, level 1:+2 power, level 2: +4 power
;Max level: 2
- Piloting: Piloting allows you to have a chance to dodge an attack from a laser without a pilot you have 0 percent chance to dodge any given attack (except laser beams) if the pilot is in the pilot room during combat there skill level for piloting will be reduced to default level
Level 1: 0 evasion while unmanned, level 2: 25% of base evasion while unmanned, level 3: 50% base evasion while unmanned
;Manned bonus(trainable){skill level 0: plus 5%, skill level 1: +7%, skill level 2: +10%
;Max level: 3








Mechanics
Mechanics of how the majority of the physical interactions with the board and stats occur

- Each turn is a second, not in the literal sense, but as a turn, as in every second is paused or skipped, a skipped turn will result in nothing moving or changing, targeted systems will still be targeted, crew will stay in place, and systems will continue to operate with the same amount of power
- It takes a crew 1 second to travel from 1 room to another, if a crew wants to travel to a room 5 rooms away, he will have to wait 5 seconds before getting there, mantis travel at 1 and a half rooms a second, meaning they will skip every other room traveled, rock men travel at half a room per second













Mechanics (continued)
- Different weapon types have different travel speed
o Ion weapons take 2 seconds to get to the enemy
o Normal lasers take 1 second to get to the enemy
o Missiles take 2 seconds to get to the enemy
o Flak shots take 3 seconds to reach the enemy
o Beams reach the enemy instantly, but travel at 2 rooms a second
o Crystals take 2 seconds to reach the enemy
- The chances of something happening for a weapon like fire chance gos as follows
o Low = 20%
o High = 80%
- Each room has a corners, each corner has an individual chance for the said thing to happen, so a 2x2 room that gets hit by a fire beam that passes threw 3 of the 4 corners gives a change to ignite a fire for each of those corners as it passes threw them
- Missiles use 1 missile per charge but not per shot, so a missile weapon that fires 3 missles at the same time uses 1 missile not 2
- There are 8 different races in FTL
o Mantis:
1.5x movement speed,
Deal 2-3 more SS damage per second
Cost 55~
o Engi:
Deal 2-2 less damage per second
Doubled repair speed
Cost 50~
o Rockmen:
Have +50 health
Halved movement speed
Immune to fire damage
Cost 55~



Mechanics (continued)
o Zoltan:
Provide 1 power to the room they are in that ignores ion damage
-30 health
Deals 15 damage to all enemy crew when killed
Cost 60~
o Slug:
Immune to mind control
Can mind control for enemy crew for 3 seconds and giving them +1-1 SS damage per second
o Crystal:
Can lock doors with unbreakable locks for 15 seconds
Is dealt 2 damage a second from suffocation rather than 4
Halved movement speed
+25 base health
60~
Can only have a maximum of 2
o Lanius:
Drains oxygen from the room they are in by 1% a second
Doesn’t need oxygen
50~
- Dodging requires a 20 sided dice, for every 5% you have for evasion, You choose a number on the dice, for example, if your evasion rating is 15, you pick 3 numbers, then roll the dice, if the dice is 1 of the 3 numbers you dodge that attack (beams cannot be dodge)
- Beams will not pop discharge shields, but will penetrate threw them depending on penetration amount and/or damage, damage is reduced by 1 for every 1 shield passed, for example, a beam with 3 damage, fireing at an enemy with 2 shields will only deal 1 damage, while a beam with 3 damage and +1 shield penetration will ignore 1 of the 2 shields, and deal 2 damage per room
- A beam deals damage per room , so a beam that passes threw 3 rooms that deals 2 damage will deal 6 damage to hull, but only 2 damage to each of those rooms
- Ion damage that systems do to themselves cannot be avoided or prevented
- A weapon that fires more than 1 shot, fires 2 shots a second, if the weapons system is damaged or the weapon is powered down while firing, the shots that haven’t fired yet will not fire, this does not effect flak/swarm missile weapons due to there 1 shot nature


Mechanics (conintued)

- A weapon with spread, will have a chance to hit adjacent imaginary corners, depending on how much spread the weapon has, for example

If this is the room being fired at, and a weapon has +2 spread, you must add 2 layers of rooms around it, and roll a dice/ use cards to set each projectile hit location, it would than look something like this,

Mechanics (continued)

You would then use something like a 24 sided dice, or 24 different cards to have each projectile hit a random corner, the rooms with red boxes are 1 layer of rooms, the ones with green are the second layer of rooms, so a weapon with +2 spread would have chances to hit the red and green rooms, while the red rooms are 1 layer of rooms, which applies to +1 spread weapons
- Drones will have a roll to determane how fast they move to fire, a 6 sided dice will determine this, rolling a 1 or 2, will have the drone move to fire after 2 seconds, a 3 or 4 the drone will move to fire after 4 seconds, 5 or 6 the drone
will move to fire after 6 seconds, they will then will have a roll/ cards used to determine which room is hit/targeted, depending on the enemy ships amount of rooms
- A weapon discharged by hacking will not lose its consecutive charges if it has any













Setup
- The map setup goes as follows
o The map will have 2 or 4 asteroid fields depending on a coin flip, heads is 2, tails is 4, a 6 sided dice will determine which beacons are asteroid fields, roll for the x and y coordinates, your first roll is for the x and the second is for the y
o A map will be 6x6, then 2, 6 sided dice will be rolled 20 times, the first roll is the x and every other roll is y, the rolled areas will be removed , if a beacon would make an area unreachable, re-roll ,if the area doesn’t exist, re-roll, beacons not touching cannot be jumped to
o There will be 1 or 2 ion storms, which half your reactor power, a coin flip determines 1 or 2, heads is 1, tails is 2, 2 6 sided dice will be rolled to select which beacons are ion storms, a beacon that is not there that is selected will be re-rolled, an asteroid field cannot be in the same place as a ion storm re-roll in that situation
o Players will start in the random areas determined by a 6 sided dice being rolled twice, coordinates will be selected by the first roll being the x and second being the y, a player cannot be set at an asteroid field, another player location, or ion storm, if that happens, re-roll
o Players can jump to adjacent beacons for 1 fuel
o Here is the basic layout for a map:





Setup (continued)
- Ship creation:
o A player must start by creating rooms, each room will give you +10 scrap for each room beyond 10, max rooms is 18, each room allows for 1 system, there cannot be more than 1 system in each room, rooms can only be 2x1 or 2x2
o You will have to choose between having 2 weapons slots and 3 drone slots or 4 weapon slots and 2 drone slots if using drones, these are the only 2 setups allowed
o You cannot have more than 1 of each weapon
o You have 2 free staring crew from your choice and combination of humans, slugs, and rock, more than 2 crew will cost you scrap for each crew beyond the first 2
o You may pay 20 scrap to level 1 crew members skill level by 1, level 2 skill will cost another 35 scrap, humans cost 5 scrap less for each skill level, crew can only be leveled up twice each
o A ship may have a maximum of 8 crew
o A ship may only have a maximum of 8 systems and 4 subsystems
o All weapons can only target 1 room, so a weapon that fires 4 shots will fire all 4 shots at a single room only, beams cannot curve and must target the center of a corner then you may choose which direction it goes towards
o A corner is half an inch by half an inch
o Doors are free to add, but you can only have 3 doors per room, and cannot have more than 1 door to space for every 5 rooms
o You do not start with any systems and must pay for each system, each systems starts at level 1
• Sheilds: 125~
 Levels:
 2 = 100~
 3 = 20~
 4 = 30~
 5 = 40~
 6 = 60~
 7 = 80~
 8 = 100~




Setup (continued)
• Engines: 85~
 Levels:
 2 = 15~
 3 = 20~
 4 =35~
 5 =45~
 6 =65~
 7 =85~
• Oxygen: 25~
 Levels:
 2 = 25~
 3 = 50~
• Weapon control: 75~
 Levels:
 2 = 40~
 3 = 25~
 4 = 35~
 5 = 50~
 6 = 75~
 7 = 90~
 8 = 100~
• Drone control: 65~
 Levels(starts at level 2):
 3 = 20~
 4 = 30~
 5 = 45~
 6 = 60~
 7 = 80~
 8 = 100~
• Medbay: 50~
 Levels:
 2 = 35~
 3 = 45~




Setup (continued)

• Piloting: 35~
 Levels:
 2 = 20~
 3 = 50~
• Doors: 50~
 Levels:
 2 = 35~
 3 = 50~
• Backup battery: 35~
 2 = 50~
• Crew teleporter: 80~
 2 = 30~
 3 = 60~
• Cloaking: 150~
 2 = 40~
 3 = 60~


• Artillery beam/flak: 150~
 Levels:
 2 = 20
 3 = 50
 4 = 80
• Clone bay: 50~
 Levels:
 2 = 35~
 3 = 45~
• Mind control: 75~
 Levels:
 2 = 30~
 3 = 60~
• Hacking: 85~
 Levels:
 2 = 35~
 3 = 60~



Weapons list

- Reactor power:
 First 5: 20~ each
 6-10: 25~ each
 11-15: 30~ each
 16-20: 35~ each
 21-25: 40~ each
o You may spend 2100 scrap on your ships systems, crew, weapons, drones, and resources
- Missile ammunition cost 5 each, drones cost 8 each, and fuel costs 3 each
- Your ship must be on a flat surface (cardboard, paper, etc.)crew pieces and weapons can be anything small enough to fit in 1 corner
- There are different types of weapons and damage these weapons produce, just a reminder, you can only have 1 of each weapon
• Beams:
o Bardiche: 20~
Length: 0.5 in
Damage: 1
Cool down: 12 seconds
Power: 1
o Pike beam: 55~
Length 2.5 in
Damage: 1
Cool down: 16 seconds
Power: 2
o Halberd Beam: 65~
Length: 1 in
Damage: 2
Cool down:17
Power: 3
o Glaive Beam: 95~
Length 1 inch
Damage: 3
Cool down: 25
Power: 4




Weapons (continued)

o Fire beam: 50~
Length: 2 in
Damage: 0
Fire chance: 80%
Cool down: 20
Power: 2
o Hull beam: 70~
Length: 1 in
Damage: 1 (2 to system less rooms)
Cool down: 14
Power: 2
Breach chance: 40%
o Anti-bio beam: 50~
Length: 1.5 in
Damge: 0
Crew damage: 60
Cool down: 16
Power: 2
• Ion:
o Ion blast: 30
Ion damage: 1
Cool down: 7
Power: 1
Stun chance: 10%
o Heavy ion: 45~
Ion damage: 2
Cool down: 13
Power: 2
Stun chance: 20%
o Ion blast II: 75~
Ion damage: 1
Cooldown: 3
Power: 3
Stun chance: 10%




Weapons (continued)

o Ion stunner: 35~
Ion damage: 1
Cool down: 8
Power: 1
Stun chance: 100%
Stun time: 8 seconds
o Ion charger: 50~
Ion damage: 1
Cool down: 6
Power: 2
Charge cap: 3
o Chain Ion: 55~
Ion damage: 1
Chain increase: +1 ion damage
Cool down :14
Chain cap: 4
Power: 3
• Lasers:
o Basic laser: 20~
Damage: 1
Cool down: 10
Power: 1
o Burst laser:50~
Damage: 1
Cool down: 11
Shots: 2
Power: 2
Fire chance: 10%
o Burst laser II: 80~
Damage: 1
Cool down: 13
Shots: 3
Power: 3
o Burst laser III: 95~
Damage: 1
Cool down: 19
Shots: 5
Power: 4
Weapons list (continued)
o Heavy laser: 55~
Damage: 2
Cool down: 14
Power: 1
Breach chance: 30%
Fire chance: 20%
Stun chance: 30%
o Heavy laser II: 65~
Damage: 2
Cool down: 15
Shots: 2
Power: 3
Breach chance: 30%
Fire chancer: 30%
Stun chance: 30%
o Hull laser: 45~
Damage: 1(2 to system less rooms)
Cool down: 12
Power: 1
Breach chance: 20%
o Hull laser II: 65~
Damage: 1 (2 to system less rooms)
Cool down: 17
Shots: 3
Power: 3
Breach chance: 30%
o Chain burst: 65~
Damage: 1
Cool down: 16
Shots: 2
Chain increase: cool down -3 seconds
Chain cap: 7 seconds
Power: 2
o Chain Vulcan: 95~
Damage: 1
Cool down: 11
Chain increase: -2 seconds
Chain cap: 1 second
Power: 4
Weapons (continued)
o Laser charger: 35~
Damage: 1
Cool down: 5
Charge cap: 2
Power:2
o Laser charger II: 70~
Damage: 1
Cool down: 6 seconds
Charge cap: 4
Power: 3
• Missiles:
o Leto: 20~
Damage: 1
Cool down: 9
Power: 1
Breach chance: 10%
Fire chance: 10%
Stun chance: 10%
o Artemis: 40~
Damage: 2
Cool down: 10
Power: 2
Breach chance: 10%
Fire chance: 10%
Stun chance: 10%
o Hermes: 45~
Damage: 3
Cool down: 14
Power: 3
Breach chance: 20%
Fire chance: 30%
Stun chance: 10%
o Pegasus: 60~
Damage: 2
Cool down: 20
Shots: 2
Power: 3
Breach chance: 20%
Fire chance: 30%
Weapons (continued)

o Breach missile: 65~
Damage: 4
Cool down: 22
Power: 3
Breach chance: 80%
Fire chance: 30%
Stun chance: 10%
o Hull missile: 65~
Damage: 2(4 to system less rooms)
Cool down: 17
Power: 2
Fire chance: 10%
Breach chance: 30%
Stun chance: 10%
o Swarm missile: 65~
Damage: 1
Cool down: 7
Charge cap: 3
Spread: +1
Power: 2
Fire chance: 10%
Breach chance: 10%
• Bombs (use a missile):
o Healing burst: 40~
Crew damage: -150(heals friendly crew)
Cool down: 18
Power: 1
o Small bomb: 45~
Crew damage: 30
System damage: 2
Cool down: 13
Power: 1
Fire chance: 10%
o Fire bomb: 50~
Crew damage: 30
Cool down: 15
Power: 2
Fire chance: 100%
Weapons (continued)

o Ion bomb: 55~
Ion damage: 4
Cool down: 22
Power: 1
Stun chance: 20%
o Breach bomb: 50~
Crew damage: 30
Cool down: 9
System damage: 1
Power: 1
Breach chance: 100%
o Breach chance: 60~
Crew damage: 45
System damage: 3
Cool down:17
Power: 2
Breach chance: 100%
o Stun bomb: 45~
Ion damage: 1
Cool down: 17
Stun chance: 100%
Stun time: 15 seconds
Power: 1
o Rapair burst: 40~
System damage: -8 (repairs)(does not heal)
Cool down: 14
Power: 1


• Flak Weapons:
o Flak I: 60~
Damage: 1
Shots: 2
Cool down: 8
Spread: +1
Power: 1

Weapons (continued)

o Flak II: 65~
Damage: 1
Shots: 3
Spread: +1
Cooldown: 10
Power: 2
o Flak III: 80~
Damage: 1
Shots: 6
Spread: +2
Cool down: 21
Power: 3
• Crystal weapons
o Crystal burst: 55~
Damage: 1
Shots: 2
Lockdown time: 15 seconds
Shield piercing: 1
Cool down: 13
Power: 2
Breach chance: 10%
Shield piercing: 1
o Heavy crystal: 60~
Damage: 2
Cool down: 13
Power: 1
Shield piercing: 1
Lockdown time: 15 seconds
Breach chance: 20%
o Heavy crystal II: 70~
Damage: 4
Cool down: 19
Power: 3
Lockdown time: 15 seconds
Shield piercing: 1
Breach chance: 100%
Augments
Augments are passive equipment, that you can have a maximum of 1 each, and 3 total, They require no power, and cannot be affected except by other augments
• Automated Re-loader: Weapons cool down 15 seconds faster, this does not apply to artillery weapons, 40~
• Weapon Pre-igniter: Weapons are ready to fire when you jump to a beacon, this does not apply to artillery weapons, and will only work with weapons that were on from the previous jump, this will only charge 1 charge for charge weapons, 120~
• Stealth weapons: While cloaked, firing will not effect cloak length, 50~
• Hacking stun: hacked rooms with crew inside will be stunned while being hacked, 60~
• Explosive replicator: will provide a 50% chance to not consume ammo when firing a missile weapon, 60~
• Defense scrambler: will disable defensive drones and make them not able to target everything, 80~
• Rapair arm: will repair 2 hull every jump, 50~
• Reverse Ion field: provides a 40% chance to ignore all ion damage from each shot of an ion weapon (a ion weapon that shoots more than 1 shot will have a roll for each shot, while a 1 shot ion weapon will only have 1 roll) ,50~
• Fire suppression: fires cannot start in your ship, 65~
• Backup DNA bank: Dead crew will not die in cloning if the system is off or broken, 65~
• FTL recharge booster: the ship charges its ftl +25% faster, 50~
• FTL jammer: Double the time it takes the enemy to jump, 30~
• Advanced FTL navigation: Can jump to beacons that you have already visited, this will use 3 fuel, instead of 1 if the jump is more than 1 beacon away, 50~
• Drone recovery arm: will gain the non-destroyed drones that you deployed back when jumping, 50~
• Zoltan shield bypass: Allows crew and bombs to pass through zoltan shields, 55~
• Reconstructive teleport: Fully heals crew when teleported, 60~
• Engi-med-bot dispersal: heals all crew on board for 1 a second while medbay is powered, 60~
• Rock plating: provides a 15% chance to ignore HULL damage, this will not affect system damage
Augments (continued)
• Titanium system casing: provides a 25% chance to ignore all system damage, 70~
• Drone Booster: your internal drones (repair drone, anti-personnel drone) move 50% faster, 35~
• Slug repair gel: Breaches cannot occur on your ship, 60~
• Mantis pheromones: your crew movement speed is increased by 0.5 rooms a seconds, 50~
• Crystal vengeance: provides a 10% chance for each projectile hit to send a crystal shard shot at your enemy that passes threw all shields and deals 1 damage with 100% breach chance, this crystal shot can be shot down by anything that targets missiles, 80~
• Zoltan shield: provides an extra shield that does not recharge but will reset every jump, this shield has 5 layers and will go down for every 1 damage dealt, stops missiles, hacking, Boarding drones, bombs, beams, lasers, Ion, and ,mind control, while active, does not require power, is dealt double damage by ion and beams will hit twice ( a 2 damage beam will hit twice for a total of 4 damage)
Drones
Drones require 1 drone part each time deployed and cannot be ordered to target rooms, drones will fly around the enemy ship and will take time depending on spaces moved, the equation to how long it takes for a drone to go from one space to another is “(spaces moved) squared, then divided by 2 and rounded up”, if you roll the number your drone is already on, re-roll ,a ships spaces are as shown,

The dollar sign is for when you roll non-snake eyes doubles, it’s also where all drones start, you must use 2 6 sided dice for this
Drones (continued)
• Offensive drones:
o Combat drone I:50~
Fires 1 shot that does 1 damage
Power: 2
o Combat drone II: 75~
Fires 1 shot that deals 1 damage
Power: 4
o Beam drone I: 50~
Fires a 0.5 inch beam that deals 1 damage
Power: 2
o Beam drone II: 60~
Fires a 1 inch beam that does 1 damage
Power: 3
o Fire Drone: 50~
Fires a 15 crew damage beam that has a 80% chance to ignite fires
Power: 3
Beam drones have a 6 sided dice rolled after the room has been rolled for (read mechanics for how drones choose rooms), depending on the number rolled, the beam will go in a certain direction, it goes as follows

• Defensive drones
o Hull repair drone: 85~
Repairs 3-5 hull then destroys itself, if it is turned off it will also destroy itself, depending on a 6 sided dice roll, it will repair 3-5 damage
o Defense I: 50~
Will shoot down a missile, hacking, or boarding drone every 2 seconds
Power: 2
Drones (continued)
o Deffence II: 70~
Shoots down a projectile every second( can target all projectiles)
Power: 3
o Anti-combat drone: 35~
Targets enemy drones attacking your ship and deals 1 ion damage every 3 seconds, targets random drones
Power: 1
o Shield overcharger: 60~
Creates 1 layer of zoltan shields every 8 seconds
Power: 3
• Internal drones
o Anti-personnel drone: 35~
Will find and kill enemy boarding crew
Health: 150
Damage: 6-7 crew damage a second
Halved movement speed
Does not need oxygen, Immune to fire, cannot be stunned, can only heal while powered and in drone room
Power: 2
o System repair drone: 20~
Will automatically seek out and repair all damaged systems, breaches, and extinguish fires, will not fight,
Halved movement speed
Health: 25
Immune to fire, does not need oxygen, Cannot be stunned
Can only heal if powered and in drone room
Power: 1
o Boarding drone: 70~
Fires a boarding drone at enemy ship (only 1 at a time)
that kills crew in room, then begins destroying systems
Health: 150
Damage: 6-7
Halved movement speed
Does not need oxygen, immune to fire, cannot e stunned
Power: 3
Breaches/Fires
• Breachs:
o When a breach occurs, there will be a coin flip or two, depending on how many corners the room has a coin will be flipped for each corner, if the flip was heads the corner is breached, if all rooms were flipped for and non were breached, re-flip for all rooms once, after 2 breaches have occurred there can no long be breaches in that room for that breach moment
o Rooms that are breached have 15% oxygen removed every second from that room, and all doors are automatically shut for that room
o Breached rooms cannot have their systems repaired until the breach is repaired
o A breach has 30 SS damage of life, and does not reset if left unattended
• Fires:
o Fire will occur the same way breaches work when rolling for how many fires occur, but can have 3 instead of 2 fires occur
o Crew inside a room with fire will receive 2 damage a second for each fire in the room
o Fire will deal 2 SS damage to the system per second for each fire in the room
o Fire will spread to more adjacent corners every 5 seconds depending on 2 coin flips( 1 coin flip if passing threw a level 2 door)
o Fires will deplete 2 percent oxygen from the room for each fire a second
o Each fire has 25 health and will lose 3 health a second if there is no oxygen in the room
o Fire has a total health depending on how much fire there is in that room, if there are 2 then the health is 50 because each fire has 25 health


Crew combat
• Combat
o Crew can be assigned to attack other crew in the same room so long as there are no hostile crew in there corner, if there is a hostile crew in there corner they will fight that crew unless moved to another corner
"There once was a man from peru..."
~ Dream garry
Yawdar
Posts: 22
Joined: Sat Dec 19, 2015 3:50 am

Re: FTL multiplayer Board game[not sure where this goes]

Post by Yawdar »

Wow. This is really well thought out, my father is a board game NUT. I like vidja games, maybe i can print this out and convince my dad to play with me, that would be fantastic! Props to you my friend! :D :D :D
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Swapbox
Posts: 12
Joined: Fri Oct 30, 2015 5:33 pm

Re: FTL multiplayer Board game[not sure where this goes]

Post by Swapbox »

Yawdar wrote:Wow. This is really well thought out, my father is a board game NUT. I like vidja games, maybe i can print this out and convince my dad to play with me, that would be fantastic! Props to you my friend! :D :D :D
Thanks :mrgreen: , I plan on changing rules, organizing, adding more stuff, ect. depending on whether people take an interest in this or not
"There once was a man from peru..."
~ Dream garry
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