And the last in this batch of Beyond themed updates.
Kralls swarm fighters. The gimmick here is it allows you to run an entirely fighter based fleet. Yes, I realise that would be a living nightmare if they introduced it to the real game, but that’s the fun part of homebrew…it doesn’t all have to be printable.
Swarm Command Squadron:
Krall and co take the form of squadron upgrades rather than regular captains and crew, although Krall and Manas still boost a squadrons captain skill and can be targeted as captains (for effects that disable captains etc).
Krall and Manas both give out free fleet actions (representing controlling advanced functions of the swarm) and the Tear Apart upgrade lets you trade squadron tokens for negative effects on the opponents ship.
Lastly Kalara screws with your opponents deployment. The text box gives limited space but if I was FAQing this for an OP I would say that it DOES allow the enemy ship to deploy outside the deployment area if it has to in order to stay in the required range.
First the Kelvin. It’s roughly Miranda class equivalent (to go with the constitution refit alternate timeline Enterprise). It’s ability boosts its defence to keep it alive a little longer. Captain Robau, as a blue shirt, has a science/scan related ability…and George Kirk has a modified dominion suicide run ability. This one works better the less evasive the target ship is.
The Franklin is even smaller, with only 1 attack dice. It can, however, make additional attacks should it hit…almost seems like that would be handy against…I dunno…fighter squads maybe?
Former MACO Captain Edison gets a free shot with a MACO squad, allowing you to use the Franklin as an agile little troop transport, with the remaining crew helping to keep the ship alive while it weaves through enemy lines.
Here’s a few new toys from the most recent movie. The unnamed constitution parts are from our last visit to the alternate universe. Having seen very little of the new Enterprise-A I’ve gone for a pretty basic ability that represents the ship’s bleeding edge technology (basically the one I gave to lucky-Kirk in the previous JJVerse post).
No ship would be complete without it’s captain and crew and while most of our previous crew still work fine there are a couple of notable abscences.
Firstly an actual captain card for Kirk (the last one was a crew upgrade which could take over if you lost your captain) and secondly a crew card for Jaylah. Last for today a couple of talents for notable moments from the movie.
You may say “but those go with the Franklin” and you would be right. And I did start on the Franklin and the swarm ships but DAMN is there a shortage of decent looking pictures of those. So next time…along with the Kelvin and George Kirk which I missed last time.
I was thinking about the card Smallpox recently. When I got back into the game at M12 I dismissed it as garbage (it’s an easy new player mistake to look at a card with symmetrical effects like that and just see it as something that hurts you).
Older (depressingly so) and wiser (insufficiently so) I thought I’d have a crack at making up some decks that make use of it. So I’ve started working on some deck lists that use it.
Specifically deck lists in the modern format (I know legacy even less than modern, one of these days I’ll finish the last couple of cards for my all foil “just for fun” legacy deck and show it off here) which use four copies of Smallpox and two copies of Liliana of the Veil (because I own two Lilianas and I figure the two cards pair rather well).
The basic plan here is to land a planeswalker or bitterblossom and then grind your opponent out with control spells until you can hit a big finisher like Elspeth. The Fulminator Mages are some additional anti-tron support. The Nighthawks are interchangeable with plenty of other things, they’re mostly there to gain some life and block, plus they might come in handy against some aggro decks that take an early lead.
With the Dominion War stuff pretty much done (barring any extras appearing in my head) I wanted to do something a bit different before getting into some more themed expansions (I’ve got some more ideas on this front).
It’ll take quite a bit more work to get the whole thing ready to publish BUT here are a couple of little teasers:
The “Civilian Freighter” class has 2 attack dice and a 360 firing arc (limiting it to range 2 like the Borg). The logic here being that the freighters weapon systems would be fit for little more than taking pot shots at light ships like Maquis raiders and Orion pirates. The Reverse is more to get it (slowly) out of any horrendous manoeuvring errors you may make).
Now, who in their right mind would possibly want to run an ability-less ship with terrible stats and a top speed of 2? Well who says you’re going to get a choice…
OK, it’s blatantly obvious this is for SOME form of scenario play…but I have something special in mind, so play along will you.
Now that’s far more like it. This will obviously require some sort of token along the lines of the OP DS9 token, but I’ve yet to make that up…got to brush up some skills I don’t in fact possess for that one.
“Earth Spacedock” is awfully specific isn’t it. Why yes it is…yes it is…
Until next time…When I might explain what the hell I’m getting at…or might just post more fun things.
With a lot of the major faction stuff done I wanted to go off a slightly different way, so this post is a kind of “Rogue’s Gallery of the Dominion War” kind of thing.
A ship I expect to see at some point in official form is Gul Dukat’s stolen Klingon bird of prey. The ship name is from the card game (ahh memory alpha/beta you’re so helpful) and the ability is intended to represent Gul Dukat raiding convoys and generally preying on weaker ships.
Gul Dukat is intended to be a very directly good captain without being a simple free action. In a faction pure environment (how I tend to play most often) he would be pretty limited in which ships he would be useful on.
Kira is intended to turn whichever ship she’s on into a guerrilla raider style ship. While she only gives you a certain amount of bonus with a skill 8 captain she could conceivably be useful with some of the independant factions lower skill captains with interesting abilities. Damar and Ziyal are both designed to keep the relatively squishy B’Rel alive in a prolonged fight (two attack dice less vs a cloaked target may very well prevent all damage and repairing a shield could restore your ability to cloak in a pinch).
The whole thing is designed to be run as a single ship with all the crew cards in a casual/scenario game. NOTE: I was a little unsure what sort of ability to give Ziyal, I settled on an engineering style ability given she spent time as a miner.
Second we have another independant ship, the USS Defiant as stolen by Thomas Riker. This Defiants ability encourages you to throw it into the middle of an enemy fleet. Captain Riker supports the same idea but fits nicely on pretty much any ship, and stays useful as long as you are up close and personal with some enemies. I’ve given up and made the old Pulse Phaser Cannons factionless as the template (for good reason) doesn’t have a space for a third faction (federation, mirror, indy) and I wanted to keep this on a single card for all Defiants so when I eventually print these I can just have a few copies of that one.
Kira from the Naprem also fits this ship both from a story perspective and works better with rikers lower captain skill.
Third is a Beta canon ship, namely the Sovereign class USS Sentinel. The Sentinel was destroyed the year Voyager returned during the Hurq invasion (see Star Trek: Invasion on the PS1…the Typhon will be coming back soon too), this version is meant to be prior to that. While the Enterprise-E seemed to be occupied primarily with diplomacy my headcanon version of the Sentinel spent the latter parts of the war engaged in solo strike missions against the Dominion, hence this ones lone wolf style captain and heavy hitting ship ability.
NOTE: I THINK Captain Brennan appeared only in audio in the game so I’ve opted to represent any future imageless characters with faction logo’s unless something appropriate comes to life.
Last up is something that was brought to mind at the last OP I was at discussing all Ferengi fleets with the local Ferengi fanatic (seriously, I doubt anyone on earth has more attack wing D’Koras). I’ve gone for recreating some of the episode “The Magnificent Ferengi”. I’ve omitted Rom and Nog as the versions of them that came with Quark’s Treasure work perfectly well here.
The shuttles name is another card game concept. The ships ability is intended to make it slightly useful in a real game, where it shoots around making a nuisance of itself putting aux tokens on other ships. Quark and the assorted Ferengi crew are just a mix of utility crew and can all be run on the spoils along with Rom and Nog.
Finally as a little silly bonus heres one more Ferengi ship. While this could have been called “Quark’s Marauder” in the fashion of some of the other D’Koras I’ve gone for a sillier name which sprung to mind given these are also often called Marauders.
The ability is a little too text heavy for my liking but I couldn’t think how to shorten it but it’s quite Quark.
Although they never featured prominently in Deep Space 9 the Son’a from Insurrection were heavily implied to be associated with the Dominion.
I’ve set them up as fast ships with movement based abilities (in the movie they outran the Enterprise).
For captains we have the obvious Ru’afo and one of the minor characters (the name comes from one of the star trek card games). There’s also a crew upgrade to screw with enemy captains and crew. The star I think though is the subspace weapon which piles aux tokens on every ship within range 3 of the target.
Running out of Dominion War stuff now but there’s still a few little gems left. Gul Dukat’s independant faction B’Rel springs to mind…perhaps some more stations for scenario games and things like that.