Quad-S has been sold over 2000 copies in eight countries since it's debut. Everybody from veteran gamers to new blood having its first taste of non-mass market gameplay is being introduced to Quad-S every week. With that kind of following, we had to come out with a second edition. Quad-S Evolution.
The basic premise that made Quad-S special has not changed. Quad-S is still a maneuver-based game that rewards good tactics. Every race is still diverse and plays by a different set of rules that is still compatible with the other races in gameplay. With honorable playing still a major for the spirit of the game, it is one of the main reasons Quad-S is still popular years later, is has generated a fan base of the "good" gamers.
Gameplay : From simple to complex - It's up to you!
One of the greatest strengths of Quad-S is the modular system of play. In other games, the races are not really that different. Sure, the weapons may deal damage differently and may have some systems the others may not have, but the six races within Quad-S all work vastly different from one another.
The way they move, take damage, operate thier systems and even enter hyperspace is different! It just makes sense as the aliens are supposed to be different, not sharing off the same technology base! The best thing! They are still compatible with each other! This seamless gameplay is still original and has not been repeated in any space game out there since it's debut!
This allows your Quad-S game to follow the complexity and speed to which you feel like playing! Other games, you are stuck in one speed, detailed and slower, or fast and furious. This also lets the experienced gamer tackle the detailed races while allowing the players that prefer less detailed gameplay to play the other races. The end result is players from both preferences can play an enjoyable game!
The Allegrot Alliance
Who knows more on how to fight than an alliance of three former enemies?
With six shield facings, the astute admiral can keep the enemy off his weak shields while allies move in for the kill. The shield capacitor allows for quicker gameplay, yet give the player some extra options for making tactical decisions each turn (and their opponents!)
The Allegrot Alliance is also home to the most diverse weaponry arsenal. Mark Beams deal a set amount of damage, taking out the luck factor. The triad of Flux weapons can place a hole in almost any ship's tactical capacity. One damages, the opponents spacedrive, the other causes critical hits, and the final can drain power from ships systems!
Can't decide if you want to destory the enemy or jump into hyperspace? Do both! The Lazrift Cannon creates a dimensional hole that can devastate groups of ships. This is a great tactic to force enemy formations to break up.
Most races have starbases. Well the Allegrot Alliance has the Siphere Node instead which not only transport the fleet to and from battle, but can participate in it as well!
The Rayesha takes a tune from the Ku'Son'Ri ships as they can allocate their energy output to cater to the current situation. The Rayesha, how uses a "pip" system that is not as detailed as the Ku'Son'Ri counterpart, but makes for a quicker decision making process in gameplay.
Batteries keep power held from turn to turn. Slip Thrusters allow for the Rayesha to move in ways other ships cannot. The Plaz Arrays allow the Rayeshan player to set up obstacles of plaz energy either as a minefield before the battle, or as a direct obstacle placed right in front of an enemy ship.
The Rayesha's stealth technology allows their ships to avoid most attacks until they can maneuver to an optimum attack position and then unleash their Plaz Seekers towards it's target.
If you ever wanted to know what happens to the human race in the future. Don't bother. We don't have one. The Sudor took over Earth ages ago and wiped out the human race.
The Sudorian Conquerors outmaneuver their opponents with Dime Thrusters, turning whichever way they want to every turn. While the Inactor Wave can disable anyone fleet without the tactical knowledge to stay out of tight formations. This is how they eliminated Earth from the galactic records.
The Sudor also have Counter ECM systems to degrade any electronic defenses their enemies may have.
Sudor tend to conquer and not take prisoners. The Hyper Dampener disallow the use of hyperdive technology forcing anyone pitched in battle with the Sudor a fight to the death!
The Husanna Coalition
Every turn, the Husanna Coalition player chooses from three different configurations. Some are based more towards attacking, while others are set towards defense. The Alpha Modes offer the Husanna Coalition player quick flexibility for a faster paced game.
Systems include Impulse Boosters and Evasive Thrusters. Sometimes, even with proper maneuvering, a ship still may get hit, but the Hot Shield systems recharge every turn, making the only way to damage a Husanna ship is to gang up on it.
The Husanna Wrap Cannon, which will hunt down weak shields that are not facing you. The T-Gun will bypass not only the shields, but the armor as well, going right for the core of the ship.If none of that takes care of your enemy, it's time for the devastating Flak Nuke, which will take not only take care of the enemy shields, but probably take care of the enemy ship(s) as well. Don't expect salvage.
Add to that the suicidal Death Wish Marines and Fighter Swarm , and you have a fight on your hands.
The most balanced force in the game does not mean they are predictable. Due to their ability to transfer power from one system to another, the Ku'Son'Ri can be one of the trickiest races to play against!
The lasers of the Ku'Son'Ri range from the most basic, to the Infusion Laser that deals a horrific amount of damage. The proper commander will know which one to use for maximum efficiency. Nail your opponent with PPR "Pepper" missiles and work on that rear shield when facing any direction.
The Ku'Son'Ri also have roll thrusters which can save a ship from desctuction, rolling the ship in place and facing a fresh shield towards an enemy, giving the Ku'Son'Ri and few extra turns that can turn the tide of battle.
The computerized beings, the Trenon can be the toughest ships in the game to eliminate. With dutanium armor instead of shields, they keep defended against weapons that go trough shield defenses. Also, when a Trenon ship is hit, each hit does damage goes to a random set of systems each time, spreading the damage out. By the time the opponent hits the system again, the Trenon player will have used his Nanite Repair system to heal the damage.
Beware of smaller Trenon ships for they are usually equipped with the Sharelock system, allowing the larger ships equipped with the Sharelock Master system to share the range of the closer ship when firing! Using the Null Beam, down that shield facing for the entire battle! Your opponent better hope he's playing the Allegrot Alliance! Who needs marines? The Trenon's Nanite Gun, shoots nanites directly into an enemy ship, causing internal havok for turns to come.
What is different in Quad-S: Evolution?
1) Fighter Swarms
Squadrons of fighters now enter the Quad-S universe. Although fighters will have an impact on the game, they are not overpowered. They will be used to take out escort vessels and other small craft, but will leave any other large target alone.
They move like fighters and take damage like capital ships. These ships add a level of diversity to the game, allowing for more creative scenarios with escort vessels. Using these craft, you could play without capital ships at all for a fast paced action game!
One good thing about Quad-S is the capability of disabling a capital ship before destroying it. Sometimes, however, a ship will still be mainly out of the game, but have enough power to avoid capture. It's time to send in the marines! They will board and enemy ship and disable it's systems, making it for easy capture. There are special types of marines as well, like the Husanna Coalition's suicidal "Death Wish" Marines, or the Trenon's "Infiltration Nanites".
4) Upgraded look and feel
The overall look and feel for the Quad-S game has definitely gone upwards. The ship control sheets are larger and much more packed with information.
5) More systems
Some examples are ortillery for orbital bombardment scenarios, point defenses to fend fighters off, sensors to detect ships from far away, and of course, a few new weapons to make everybody happy.
6) Rules for space terrain
We now have official rules for asteroids, black holes (using Stephen Hawking's new theories on black holes as a guide), wormhole, and all the standard astrological science fiction fare.
7) New optional rules
Shadowing is a rule that allows ships to "tag" one another. You may have your ship stay behind another vessel to exploit its weaker, rear arc. The drawback is the enemy can force you too move your ships early, negating the advantage.
Segmented Operations (or SegOps) is a rule that is used in smaller games. It breaks each turn into four segments, which allows ships to track each other easier. Although the paperwork goes up a bit, the payoff is great strategically.
Sensors can add a "hunt and seek" element to the game. Both sides will know that ships are at the other end of the table, but not have a clue as to what they actually are until they are scanned.
Overall, the Quad-S universe will be greatly enlarged and enhanced. We think you'll agree.
8) More affordable
The game will not be separated into 6 different books this time. It all comes in one book. The original game will come in softcover format with close to 100 pages of gaming goodness. The great thing is, to grab the entire game will no longer cost $90. It retails for only $30 1/3 of the original price! The PDF version is even more affordable at only $14.95!
Overall, the new Quad-S is an exciting release for us here at Powercell Games. We are sure you will agree and look forward to hear from all of our old fans, and getting ready to greet the new ones.
Also, Quad-S mats are available through Monday Knight Productions.
See you in our galaxy!