Star Trek: Attack Wing – Homebrew (Discovery Part 4)

This is a brief one. Captains and crew of the Discovery.

A few are coming later with the Section 31 scout ship.


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So, captains…Saru is the science ship captain and Burnham is the more flexible captain (I did consider a more sarcastic ability which literally allowed some form of limited cheating but I do actually like Discovery).

Stamet’s specifically makes the Spore Drive more efficient (used with any other crew you don’t get an action the turn you return). Culber is a standard doctor ability…however if you use the Lorca/Stamets/Spore Drive combo Culber gets you a third use of the Spore Drive.

I’ve given Reno an ability representing a kind of “bodge it together” tech improvisation. Owo, Rhys and Nhan have pretty standard “assorted bridge crew” abilities. Tilly’s is intended to be a tad less reliable, representing a kind of “flash of inspiration” support character. All the abilities are useful to some degree, and you’ll know which you get at the start of turn so you can plan accordingly.

Star Trek: Attack Wing – Homebrew (Discovery Part 2)

This time it’s a couple of the most notable Klingon ships from the Battle of the Binary Stars, specifically the Sarcophagus and Cleave ships.

The normal line ships I’ll get to later…

First up the Sarcophagus.


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I’ve given this one a bit more punch than other Klingon ships of it’s era (notably the 3 dice D7 class) to represent this ships size and status. It’s supposed to be an older ship, but given what it took to bring it down I’m assuming its pretty heavily upgraded.

Its ability text is intended to represent its many tractor beams. T’Kuvma is represented as an Admiral, and I think a reasonably good one (they did win the battle after all). Voq I think is reasonably narratively accurate given what actually happened in the story.

Then onto the cleave ship. The cleave ship is ridiculous. It’s the stupidest design. I love the cleave ship. The cleave ship is the most Klingon thing ever. I see no contradiction in these statements. Seriously, I don’t like a lot of the season 1 Klingon ship designs but I love the concept of the cleave ship.

“We’ve got this massive old freighter, its built like a ruddy tank but its a hundred years out of date, takes a fortnight to turn around and it can barely do warp 4…shall we scrap it?…Sir…what do you mean melee ship”.


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Given its apparent size I genuinely think the thing that makes most sense for the cleave is a repurposed freighter, and that in mind I’ve given it a crappy move dial, and no agility. However the named and generic both get to attack on collision. I’ve also given it a decent attack value because whose going to tell the guy with the kilometer long space knife “no you cant have all my surplus disruptor turrets”.

As for the invisibility field, I’ve basically made it a way to delay your deployment and almost guarantee a collision…The cloak and echo options are basically supplementary and irrelevant on anything more advanced that the D7.

Star Trek: Attack Wing – Homebrew (Discovery Part 1)

So…yeah. It’s been a while. I kind of forgot about Attack Wing for a while, my local scene was petering out, releases were tailing off and the pseudo second edition stuff had yet to hit.

Then I had some other projects I was working on, which I’ll probably put on here at some point. Then before I knew it it was the other day and I ran into one of the faction packs in a shop and it set me off on a spending spree buying some of the…I’m gonna call it second edition for clarity purposes.

Of course it wouldnt be Attack Wing if you could buy it easily if you missed it on day one so I didnt manage to get my hands on the Romulan Faction pack or the new starter, but I did manage to get the Borg, Dominion, Ferengi, Independant, Kelvin and Animated ones, plus the fighter squad card pack (well dang, I can actually run all my old resouce fighters as named ships now)…the other card packs didnt interest me that much.

It being me though it’s got me thinking of homebrew again and where better to start than Discovery…

Today the list starts up again with the battle of the binary stars, specifically the Federation half.


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The Shenzhou is a pretty ship but it doesn’t seem to pack much punch and was, if memory serves, presented as quite an old and not particularly powerful ship so I’ve gone for a low stat-line, and a move set on the crappier end of the scale. The ability is quite a nice one for a small cheap ship…protects your more valuable ships one way or another, either with freebie evades or by drawing fire and getting itself blown up. Captain Georgiou replicates the raid on the sarcophagus, Detmer helps keep the Shenzhou alive while it protects its allies and Gant is intended to lend a little extra kick to ships with low attack values.

Then we have the rest of the fleet…I’ve opted for a mix of the designs I like and just the ones there are a decent image of from the show.


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I’ve picked the fleet flagship, the Europa, with a command skill boosting ability. The T’Plana-Hath, mostly on grounds theres a decent image of it, this one another support ship, removing time tokens from friendly ships. Lastly theres the Yeager (STOP NAMING SHIPS YEAGER, WE HAVE ENOUGH) of the Cardenas class which I just like the design of…this one gets a bit of extra punch in close quarters with friendly ships.

Last up is Admiral Anderson, his ability letting a ship take a few parting shots back at its attackers (or simply diverting fire away onto another ship to avoid the damage).

Next time…probably the Klingon side of the binaries, so that would be the Sarcophagus, the cleave ship…the “D7” and “birds of prey” (and heres where I start to get opinionated on Discovery…good thing weve moved on and theyve made some improvements).

As for the Discovery itself, Burnham, Saru etc…later.

Now for some other notes. Firstly you may notice I’ve kept the old points formula…basically given I have the luxury of none of my stuff ever having to be tournament balanced I can keep things easy. I am however adopting a few bits of the new card formats like the firing arc symbols and the divider line in some cases.

I very much wish theyd come up with the whole “main and sub factions” thing from the beginning so we could have had the cardassians, breen, andorians etc all be their own factions and still play happily together.

I’m also planning doing some new general upgrade cards for each faction including some cheap standardised versions of the most common weapons (with both disable and time token versions) and some tech upgrades to give some factions some more feel.

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.


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.