Dvorak Export: Custom starship (Dvorax)


To import this deck into the Dvorak MUSH Engine, just cut and paste the quoted commands below straight into your telnet window. (Any card whose type is neither "Thing" nor "Action" will default to "Thing"; if it was somehow meant to be played like an Action, just destroy it after playing it.)

Regenerate this output, minus the cards created by a comma-separated list of users:
cleardeck
loadcard hw/Sloop Class (2R)/Ship Hull/<table align=center> <tr><td>Hull 1</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon d6</td></tr> <tr><td>Engine 2</td> <td>Capacity 0</td></tr> </table> <div align=center>Slots 2</div> Short range: Sloop Class ships cannot end there turn in a sector not containing a planet or another ship with a Carrier Bay. Deploys three identical ships.
loadcard hw/Frigate Class (2RR)/Ship Hull/<table align=center> <tr><td>Hull 3</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon d6</td></tr> <tr><td>Engine 1</td> <td>Capacity 6</td></tr> </table> <div align=center>Slots 4</div>
loadcard hw/Dreadnought (3RR)/Ship Hull/<table align=center> <tr><td>Hull 5</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon d6 x2</td></tr> <tr><td>Engine 1</td> <td>Capacity 9</td></tr> </table> <div align=center>Slots 4</div>
loadcard hw/Carrier Class (3B)/Ship Hull/<table align=center> <tr><td>Hull 4</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon d6</td></tr> <tr><td>Engine 1</td> <td>Capacity 9</td></tr> </table> <div align=center>Slots 4</div> Shortrange ships may end their movement in the same sector as the Carrier.
loadcard hw/Corvette Class (2B)/Ship Hull/<table align=center> <tr><td>Hull 2</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon d6</td></tr> <tr><td>Engine 2</td> <td>Capacity 3</td></tr> </table> <div align=center>Slots 4</div>
loadcard hw/Mothership Class (3BB)/Ship Hull/<table align=center> <tr><td>Hull 4</td> <td>Aiming 5+</td></tr> <tr><td>Shield 2</td> <td>Weapon d6</td></tr> <tr><td>Engine 1</td> <td>Capacity 9</td></tr> </table> <div align=center>Slots 4</div> Shortrange ships may end their movement in the same sector as the Mothership. Structures may be built inside of the Mothership.
loadcard hw/Probe Class (1Y)/Ship Hull/<table align=center> <tr><td>Hull 1</td> <td>Aiming 5+</td></tr> <tr><td>Shield 0</td> <td>Weapon -</td></tr> <tr><td>Engine 3</td> <td>Capacity 0</td></tr> </table> <div align=center>Slots 1</div>
loadcard hw/Frigate Class (2YY)/Ship Hull/<table align=center> <tr><td>Hull 3</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon d6</td></tr> <tr><td>Engine 1</td> <td>Capacity 6</td></tr> </table> <div align=center>Slots 4</div>
loadcard hw/Genesis Class (2YYY)/Ship Hull/<table align=center> <tr><td>Hull 4</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon -</td></tr> <tr><td>Engine 1</td> <td>Capacity 0</td></tr> </table> <div align=center>Slots 2</div> Instead of moving this ship may destroy itself and any other ships or planet in the current sector. The player may place a planet of any color in that sector.
loadcard hw/Harvester Class (1GG)/Ship Hull/<table align=center> <tr><td>Hull 3</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon d6</td></tr> <tr><td>Engine 1</td> <td>Capacity 3</td></tr> </table> <div align=center>Slots 3</div> May generate 1 random spice at the beginning of your turn if the Harvester is orbiting asteroid.
loadcard hw/Corvette Class (2G)/Ship Hull/<table align=center> <tr><td>Hull 2</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon d6</td></tr> <tr><td>Engine 2</td> <td>Capacity 3</td></tr> </table> <div align=center>Slots 4</div>
loadcard hw/Planet Cracker Class (2GGG)/Ship Hull/<table align=center> <tr><td>Hull 4</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon -</td></tr> <tr><td>Engine 1</td> <td>Capacity 6</td></tr> </table> <div align=center>Slots 3</div> If the Planet Cracker begins your turn orbiting a planet you may place 1 counter on that planet. If that planet has 4 or more counters then that planet is destroyed. You gain 2d6 spice of that planet's color.
loadcard hw/Commander (RR)/Officer/When the Commander engages in combat with infantry he rolls a d8 to attack.
loadcard hw/Medical Officer (RR)/Officer/When a 1 is rolled in combat with infantry the Medic prevents one loss.
loadcard hw/Barracks (1RR)/Structure/Produces 1 extra infantry on the Barrack's planet each turn.
loadcard hw/Fortress (1RR)/Structure/Owner's units defend using d8s on the Fortress' planet.
loadcard hw/Reinforced Hull (R)/Ship Upgrade/This ship gains +1 Hull.
loadcard hw/Armored Hull (1R)/Ship Upgrade/This ship gains +2 Hull.
loadcard hw/Laser Cannon (R)/Ship Upgrade/This ship gains a Weapon rating of d8.
loadcard hw/Plasma Cannon (1R)/Ship Upgrade/This ship gains a Weapon rating of d10.
loadcard hw/Tracking System (R)/Ship Upgrade/This ship gains an Aiming bonus of -1.
loadcard hw/Homing System (1R)/Ship Upgrade/This ship gains an Aiming bonus of -2.
loadcard hw/Hyperdrive (RR)/Ship Upgrade/This ship gains an Engine bonus of +1.
loadcard hw/Proton Torpedoes (RR)/Ship Upgrade/This ship may attack from 1 sector away.
loadcard hw/Carrier Bay (RR)/Ship Upgrade/Shortrange ships may end their turn in this ship's sector.
loadcard hw/Dual Weapons System (RRR)/Ship Upgrade/This ship may make two attacks against a single target each turn.
loadcard hw/Admiral (BB)/Officer/Allows the player to add 1 to any one defense roll of the Admiral's ship each turn.
loadcard hw/Chief Engineer (BB)/Officer/Allows the player to restore 1 Hull to the ship at the beginning of each turn.
loadcard hw/Construction Bay (1BB)/Structure/Allows the player to work on constructing two ships at once.
loadcard hw/Warp Gate (1BB)/Structure/Allows the player to move infantry from one Warp Gate to another. If this is the first Warp Gate to be played the player may place two.
loadcard hw/Tracking System (B)/Ship Upgrade/This ship gains an Aiming bonus of -1.
loadcard hw/Homing System (1B)/Ship Upgrade/This ship gains an Aiming bonus of -2.
loadcard hw/Energy Shield (B)/Ship Upgrade/This ship gains +1 Shield.
loadcard hw/Ion Shield (1B)/Ship Upgrade/This ship gains +2 Shield.
loadcard hw/More Room (B)/Ship Upgrade/This ship gains +3 Capacity.
loadcard hw/Even More Room (1B)/Ship Upgrade/This ship gains +6 Capacity.
loadcard hw/Warpdrive (BB)/Ship Upgrade/Instead of moving normally this ship may move any number of sectors in one direction. This ship may not move through planets or into unexplored sectors in this manner.
loadcard hw/Radar Scanner (BB)/Ship Upgrade/This ship and allies within the sector may attack enemy ships with Cloaking.
loadcard hw/Carrier Bay (BB)/Ship Upgrade/Shortrange ships may end their turn in this ship's sector.
loadcard hw/Ion Cannon (BBB)/Ship Upgrade/If this ship hits an enemy ship that enemy may not move during their next turn.
loadcard hw/Diplomat (GG)/Officer/A ship with a diplomat on board may not attack or be attacked.
loadcard hw/Trader (GG)/Officer/Allows the player to gain 1 Spice of the color of a planet the Trader's ship orbits once per turn.
loadcard hw/Spice Refinery (1GG)/Structure/Generates 1 additional spice of the planet's color each turn.
loadcard hw/Embassy (1GG)/Structure/Ships orbiting the Embassy's planet may not attack or be attacked.
loadcard hw/Reinforced Hull (G)/Ship Upgrade/This ship gains +1 Hull.
loadcard hw/Armored Hull (1G)/Ship Upgrade/This ship gains +2 Hull.
loadcard hw/More Room (G)/Ship Upgrade/This ship gains +3 Capacity.
loadcard hw/Even More Room (1G)/Ship Upgrade/This ship gains +6 Capacity.
loadcard hw/Tractor Beam (GG)/Ship Upgrade/Instead of moving this ship may pull an enemy ship within 2 sectors into this ship's sector.
loadcard hw/Explosive Reactor (GG)/Ship Upgrade/Instead of attacking this ship may destroy itself to destroy all enemy ships within it's current sector.
loadcard hw/Gravity Drive (GG)/Ship Upgrade/Instead of moving this ship may move to a sector mirrored across either the horizontal or vertical axis of the game grid.
loadcard hw/Salvage Droids (GGG)/Ship Upgrade/If this ship is in a sector when another ship is destroyed the player may take one upgrade of his choice from the destroyed ship and place that upgrade into his hand.
loadcard hw/Cloaking Device (GG)/Ship Upgrade/This ship cannot be attacked if it did not attack during your last turn.
loadcard hw/Scavenger Droids (GGG)/Ship Upgrade/If this ship is in a sector when another ship is destroyed you gain 1 spice of the color of the destroyed ship's Class.
loadcard hw/Scientist (YY)/Officer/Allows the player to draw an additional card each turn.
loadcard hw/Explorer (YY)/Officer/Allows the player peek at one unexplored sector and return that sector to play face down each turn.
loadcard hw/Library (1YY)/Structure/Allows the player to hold an additional card in their hand.
loadcard hw/Terra Cannon (1YY)/Structure/May fire at a ship orbiting the planet for 1d8 once per turn.
loadcard hw/Energy Shield (Y)/Ship Upgrade/This ship gains +1 Shield.
loadcard hw/Ion Shield (1Y)/Ship Upgrade/This ship gains +2 Shield.
loadcard hw/Laser Cannon (Y)/Ship Upgrade/This ship gains a Weapon rating of d8.
loadcard hw/Plasma Cannon (1Y)/Ship Upgrade/This ship gains a Weapon rating of d10.
loadcard hw/Cloaking Device (YY)/Ship Upgrade/This ship cannot be attacked if it did not attack during your last turn.
loadcard hw/Cloaking Field (2Y)/Ship Upgrade/This ship and all allied ships within this sector cannot be attacked if it did not attack during your last turn.
loadcard hw/Infinite Improbability Drive (YY)/Ship Upgrade/Instead of moving this ship may roll 2d10 to determine the coordinates to move to, the first die for the X and second for the Y.
loadcard hw/Radar Scanner (YY)/Ship Upgrade/This ship and allies within the sector may attack enemy ships with Cloaking.
loadcard hw/Engineer Droids (YYY)/Ship Upgrade/Instead of attacking ship may restore 1 Hull to itself or any allied ships in the current sector.
loadcard hw/Teleporter Bay (YY)/Ship Upgrade/This ship may move infantry to or from itself to any planet or allied ship even if an enemy ship is in the sector.
loadcard hw/Stealthed Troops (1R)/Command/Play when attacking or being attacked with infantry. You may deploy 5 additional infantry into the planet or ship where the battle is taking place.
loadcard hw/Bigger Guns (RR)/Command/Play before your first attack on a turn. Any 1s you roll while attacking may be rerolled.
loadcard hw/Resistance is Futile (1RR)/Command/Play before your first attack on a turn. For each infantry you kill this turn you may deploy one infantry anywhere on the board at the end of your turn.
loadcard hw/Planetary Bombardment (2B)/Command/Play before your first attack on a turn. You may destroy up to half (rounded down) of the infantry on any one planet you have a ship orbiting.
loadcard hw/Accelerate (1BB)/Command/Play after your move phase. You may take an additional move phase.
loadcard hw/Galactic Scan (BB)/Command/Play before your first attack. All cloaked ships may be attacked this turn.
loadcard hw/Stealth Planet (2Y)/Command/Play when an opponent attempts to invade a planet you occupy. That planet is stealth and cannot be invaded this turn unless an orbiting opponent ship has a Radar Scanner.
loadcard hw/Disruption Pulse (YY)/Command/Play at the beginning of an opponent's move phase. That opponent may not move any ships this turn.
loadcard hw/Research (Y)/Command/Play on your turn. Draw 4 cards then discard 2 cards.
loadcard hw/Cease Fire (1G)/Command/Play when an opponent attacks a planet or ship you control. You may not be attacked this turn.
loadcard hw/Espionage (1G)/Command/Play on your turn. You may look at one opponent's hand and any ships he is constructing.
loadcard hw/Drill Deep (GGG)/Command/Play at the beginning of your turn. You gain double spice this turn.
@emit [name(%#)] pastes the Custom starship into the Dvorak Engine.

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