My third segment for the podcast is another ship build.
The Independent faction hasn’t been getting a lot of love in recent waves, so we’re going to give them something they need: a battleship. Because other than the Soong, they don’t have a heavy hitting tank.
This’ll be another Next Gen ship, but we’ll have to take some liberties since it’s wasn’t completely fleshed out for our needs in its lone episode. I don’t know how WizKids would handle it, but we’ll just make some logical assumptions...and create a Husnock Warship.
This ship is beefy. 6 Attack, 1 Agility, 5 Hull, 6 Shield, for 36 SP, Only has a Front 90 arc since that’s all we saw. Standard action bar like a Fed. 1 crew, 2 tech, 2 weap. Generic drops a shield and tech. It maneuvers like the Sovereign with speed 2 red turns.
Text: “You may Target Lock a ship at Range 1 in your forward firing arc as a free action.”
Pretty useful when you’ll be throwing 7 dice.
Now comes our assumptions since we didn’t see captain or crew. So we’ll take our cues from other factions.
5 SP, Skill 7, 1 Elite Talent, Independent, Unique
“Disable this card to avoid spending a target lock to fire a secondary weapon. You may then spend the target lock to reroll the results of the attack. If you reroll, place an Auxiliary Power Token beside your ship.”
A bit ofsynergy with the ship text there.
Now, one thing we did learn is the Husnock had a Hideous Intelligence, so that’ll be our first Elite Talent. 6 SP, Independent, Unique
“During the planning phase, after all maneuvers have been set, discard this card to target up to three ships within Range 1-2. Look at the dials of all the ships. You may change the speed of each ship by 1. You cannot select a red maneuver or a maneuver not on a ship’s dial. For each ship’s dial changed after the first, place an Auxiliary Power Token by your ship.
You may change your ship’s maneuver.”
The last line is separate, so if nothing else, you can just change your maneuver. But this card’s power is setting up your opponent. That’s why it’s such a pricey discard.
Our second Elite Talent is Razing Fire. Another 6 SP, Independent, Unique
“When attacking with your primary weapon, discard this card and disable at least two shields. For each pair of shields disabled, target an enemy ship in your forward firing arc. Immediately make an attack against each ship. You cannot take or receive any free actions, or make any other attacks, this round.”
Free attacks of at least 6 dice each is easily worth a 6 point discard.
Our crew is a Husnock Warrior, 3 SP, Independent
“ACTION: Discard this card to target a ship at Range 1. Roll 3 Attack dice against the target ship. These dice cannot be modified, and the target ship rolls no defense. For each critical result, disable a shield on the target ship. If all shields become disabled, also disable the captain, or one crew of your choice, on the target ship.”
Basically a way to set a ship up for the attack round.
Configuration Upgrade, 5 SP, Independent
“Add +1 to your ship's Hull and Shield.
Every time you defend, you may place one Auxiliary Power Token next to your ship to reroll one blank result up to two times.
This upgrade costs +4 SP for any ship other than a Husnock ship. No ship can have more than one Configuration Upgrade.”
The fluff here being that, when the Enterprise encountered the Husnock ship again, it was bigger and badder.
Tech, 3 SP, Independent
“If you reveal a straight maneuver this round, you may disable this card to add 1 to your ship’s speed. Treat this maneuver as a white maneuver.”
Great way to make that 6 red into a 7 white.
Last tech is Feedback Wave, 4 SP, Independent
“When an attack is declared against your ship, and you have any active shields, you may immediately discard this card before the attack is rolled to cancel one damage from the attack and inflict the remaining damage on the attacking ship instead of yours. Your ship rolls no defense against this attack. All critical results are treated as hits.
This card costs +3SP for any ship other than a Husnock ship.”
Basically a modified version of the Borg Feedback Pulse.
Finally, two weapons, starting with Antiproton Beam
6 Attack, 6SP, Range 1-2, Independent
“ATTACK: Spend your Target Lock and place three Time Tokens on this card.
You may convert one battlestations to a hit result, and you may reroll one blank result.
You may fire at an enemy ship in range, not in your forward firing arc, with - 3 attack dice.”
And Particle Weapon, 4 Attack, 5 SP, Range 1, Independent
“ATTACK: Disable this card and place and Auxiliary Power Token beside your ship to make this attack.
Instead of inflicting damage, each critical result disables a shield on the target ship and is resolved before any hits. If all of the target ship's shields are disabled, any remaining critical results damage the hull as normal. The opposing ship rolls no defense against this attack.
You may fire this weapon in any direction.”
And that’s our ship. Feel free to try it out and make changes. Be sure to let us know what changes you think make the ship more playable while keeping it balanced. In the meantime, keep thinking outside that box.