Star Trek: Attack Wing – Homebrew (Yet More Alternate Timeline)

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 Prime:

 

Swarm Second:

 

Swarm Command Squadron:

 

Swarm 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.

 

 

 

Star Trek: Attack Wing – Homebrew (Still More Alternate Timeline)

Hello again!

Today it’s the Kelvin and the Franklin.

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.

 

Star Trek: Attack Wing – Homebrew (More Alternate Timeline)

Well…2016 happened…Anyway:

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.

 

Other possible things in progress:

  • Rules for large fleet battles.
  • Scenarios for the above.
  • The USS Typhon.
  • Possibly an experiment in scenario generation.

 

Modern Smallpox – Deck 1, WB Control

Hi all,

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).

 

Modern Smallpox 1 - WB Control

Creatures (6)
Fulminator Mage
Vampire Nighthawk

Spells (20)
Smallpox
Thoughtseize
Wrath of God
Disfigure
Geth's Verdict
Go for the Throat
Hero's Downfall
Victim of Night

Planeswalkers (8)
Elspeth, Sun's Champion
Liliana of the Veil
Ob Nixilis Reignited
Sorin, Lord of Innistrad

Enchantments (2)
Bitterblossom
Lands (24)
Ghost Quarter
Godless Shrine
Plains
Shambling Vent
12 Swamp

Sideboard (15)
Barter in Blood
Despise
Dismember
Duress
Fulminator Mage
Lifebane Zombie

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.

Cube Night, 7 decks

Another cube nights worth of decks. Seven people so there was a bye floating around.

Nate: UW Tempo - 1-2

Creatures (14)
Augur of Bolas
Reflector Mage
Kitchen Finks
Banisher Priest
Thassa, God of the Sea
Thought-Knot Seer
Sakashima's Student
Restoration Angel
Grand Arbiter Augustin IV
Lavinia of the Tenth
Prognostic Sphinx
Frost Titan
Ætherling
Elesh Norn, Grand Cenobite

Spells (6)
Force of Will
Rush of Ice
Revoke Existence
Roil Spout
Sleep
Planar Outburst

Non-Creature Permenants (4)
Sensei's Divining Top
Gilded Lotus
Blind Obedience
Venser the Sojourner

Land (16)
Hallowed Fountain
Plains
Island
Wastes

Ollie: 1-2

Ollie: GB Midrange - 1-2

Creatures (19)
Dryad Militant
Gravecrawler
Vampire Lacerator
Lotleth Troll
Tarmogoyf
Kalastria Highborn
Heir of the Wilds
Knight of Infamy
Wolfir Avenger
Ghoulraiser
Pharika, God of Affliction
Renegade Krasis
Crocanura
Lumberknot
Nylea, God of the Hunt
Acidic Slime
Anowon, the Ruin Sage
Hydra Broodmaster
Foe-Razer Regent

Spells (1)
Putrefy

Non-Creature Permenants (2)
Throwing Knife
Hedron Archive

Land (18)
Swamp
Forest

Chris: 1-2

Chris: Sultai - 1-2

Creatures (12)
Fyndhorn Elves
Screeching Skaab
Armored Skaab
Diregraf Captain
Varolz, the Scar-Striped
Lord of the Undead
Dreg Mangler
Stitched Drake
Havengul Runebinder
Sidisi, Brood Tyrant
Havengul Lich
Relentless Skaabs

Spells (8)
Dimir Charm
Tribute to Hunger
Ætherize
Far / Away
Sign in Blood
Cultivate
Moan of the Unhallowed
Unburial Rites

Non-Creature Permenants (3)
Phyrexian Arena
Whip of Erebos
Ashiok Nightmare Weaver

Land (17)
Nephalia Drownyard
Overgrown Tomb
Jungle Hollow
Watery Grave
Opulent Palace
Swamp
Forest
Island
Plains

Rich: 2-1

Rich: Abzan - 2-1

Creatures (17)
Gideon's Lawkeeper
Birds of paradise
Scavenging Ooze
Anafenza, Kin-Tree Spirit
Silverblade Paladin
Sin Collector
Fiend Hunter
Wayfaring Temple
Gideon's Avenger
Odric, Master Tactician
Trostani, Selesnya's Voice
Hero of Bladehold
Lurking Automaton
Karametra, God of Harvests
Blood Baron of Vizkopa
Nefarox, Overlord of Grixis
Breaker of Armies

Spells (2)
Selesnya Charm
Abzan Charm

Non-Creature Permenants (6)
Glaring Spotlight
Thran Dynamo
Unflinching Courage
Sorin, Lord of Innistrad
Ajani, Mentor of Heroes
Ugin, the Spirit Dragon

Land (16)
Sandsteppe Citadel
Grim Backwoods
Temple of Plenty
Blossoming Sands
Godless Shrine
Gavony Township
Temple of Silence
Plains
Forest
Swamp

Adam: 2-1

Adam: BR - 2-1

Creatures (18)
Grim Lavamancer
Firedrinker Satyr
Rix Maadi Guildmage
Skinbrand Goblin
Generator Servant
Vampire Hexmage
Blood Artist
Markov Blademaster
Chandra's Phoenix
Rakish heir
Pyrewild Shaman
Archetype of Aggression
Hellhole Flailer
Exava, Rakdos Blood Witch
Murderous Redcap
Falkenrath Aristocrat
Thunderbreak Regent
Rakdos, Lord of Riots

Spells (6)
Coordinated Assault
Rakdos Charm
Searing Blaze
Blinding Flare
Red Sun's Zenith
Toil / Trouble

Land (14)
Crumbling Necropolis
Savage Lands
Blood Crypt
Mountain
Swamp

Jim: 2-1

Jim: Temur - 2-1

Creatures (12)
Goblin Guide
Strangleroot Geist
Phantasmal Image
Shambleshark
Jeskai Elder
Yasova Dragonclaw
Eternal Witness
Æther Adept
True-Name Nemesis
Bloodbraid Elf
Mistfire Adept
Rubblehulk

Spells (10)
Magma Jet
Lightning Strike
Brimstone Volley
Char
Temur Charm
Dissolve
Distortion Strike
Pillar of Flame
Clan Defiance
Urban Evolution

Non-Creature Permenants (1)
Sword of War and Peace

Land (18)
Kessig Wolf Run
Frontier Bivouac
Steam Vents
Seaside Citadel
Rugged Highlands
Swiftwater Cliffs
Mountain
Forest
Island

Danny: 3-0

Danny: Jeskai Midrange - 3-0

Creatures (15)
Dragonmaster Outcast
Young Pyromancer
Nearheath Pilgrim
Ash Zealot
Seeker of the Way
Firefist Striker
Mindsparker
Brimaz, King of Oreskos
Monastery Mentor
Fiendslayer Paladin
Purphoros, God of the Forge
Firemane Avenger
Thundermaw Hellkite
Keranos, God of Storms
Niv-Mizzet, Dracogenius

Spells (9)
Lightning Bolt
Searing Spear
Anticipate
Counterspell
Midnight Haunting
Winterflame
Ponder
Mizzium Mortars
Coastal Discovery

Non-Creature Permenants (1)
Assemble the Legion

Land (17)
Arcane Sanctum
Temple of Enlightenment
Wind-Scarred Crag
Temple of Epiphany
Mountain
Plains
Island

 

Star Trek: Attack Wing – Homebrew (A Teaser)

Hello there all you people!

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.

STATION - Earth Spacedock v2

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.

 

Star Trek: Attack Wing – Homebrew (The Dominion War – Part 8)

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.

Star Trek: Attack Wing – Homebrew (The Dominion War – Part 7)

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.