double post
Edited by Wes JansonStar Trek Armada...!
Oh man, that's an awesome ship... can somebody give me a class name on this? Cursory Google searches reveal nothing.
I'm not much of a Star Trek guy, but I do love me some Romulan starships. So cool!
Of course, immediately after asking, I find it.
Griffin-class. What a horribly unRomulan name.
*sip*
Still a cool ******* ship.
I also managed to get Shrikes, Shadow and Raptor Class ships. My Romulan fleet is getting quite large really.
Some new cards I made. As always based on Norsehounds cards.
Critics welcome. Should I make a "Hangar/Shuttlebay" Module too?
I like the huge (but still to small) Eaglemoss D`deridex:
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from Bord Game Geeks.
Is that the Klingon Research Cruiser from Star Trek Armada? Oh, just spotted more. Great.
Great collection, like the Steamrunners.
such a beauty. my absolute favorite ship across all scifi. next to the valdore, of course.
Some new cards I made. As always based on Norsehounds cards.
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Critics welcome. Should I make a "Hangar/Shuttlebay" Module too?
cant remember really, but shouldnt Nebulas have rear fir arcs with torpedoes? Or is that represented by the red die?
In case I missed it, do you have a link with all your cards you created so far? Great work!
Some new cards I made. As always based on Norsehounds cards.
cant remember really, but shouldnt Nebulas have rear fir arcs with torpedoes? Or is that represented by the red die?
In case I missed it, do you have a link with all your cards you created so far? Great work!
I was going to use something around:
Red die - Torpedos
Blue die - phasers
Black die - Disruptors
It also give a nice difference between Phasers (Fed and some Romulans) and Diruptors (Klingons and many other including Romulans) fitting to their doctrines of war.
two red dice for romulan plasma torpedos
two red dice for romulan plasma torpedos
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I thought of making them a special upgrade card.
looking forward to a quantum singularity upgrade card
1/7000 Nebula Class Model with modular pod.
1/7000 Nebula Class Model with modular pod.
However the prices are just to high for my taste.
Oh for sure the prices are high, but when I was sourcing out everything being the exact same scale thats where I had to go. Posted it more for the fact that it was available.
Some new cards I made. As always based on Norsehounds cards.
cant remember really, but shouldnt Nebulas have rear fir arcs with torpedoes? Or is that represented by the red die?
In case I missed it, do you have a link with all your cards you created so far? Great work!
I was going to use something around:
Red die - Torpedos
Blue die - phasers
Black die - Disruptors
It also give a nice difference between Phasers (Fed and some Romulans) and Diruptors (Klingons and many other including Romulans) fitting to their doctrines of war.
Thats true, however they also had by far the longest range and were the most unreliable weapon. And I dont think Armada rules make it possible to model less damaged against shields and more against hull. But I am open to suggestions.
Here are some Ideas for crew Cards. Critcs welcome:
Data:
Exhaust to refresh all Evade and Redirect tokens or gain 1 Navigate token.
LaForge:
Exhaust to refresh all Brace and Redirect tokens or gain 1 Engeering token.
Tasha Yar:
If any effect from an ugrade forces you to discard or exhaust one of you upgrades, exhaust/discard this card instead and the card of the opponent that caused it.
Janeway:
Exhaust this card to place a faceup damage card facedown.
Sisko (Commander):
Exhaust all your evade tokens, if you exhausted at least 2 this way, all friendly ships may fire twice from the same hull zone in the same round.
Worf:
Exhaust to change one die with a [hit] into a [crit].
Picard, 10? points.
At the start of each Ship Phase, you may choose one command. The ship gains a command token matching that command.
O`Brien:
Transporters may be used up to range 5.
Open to suggestion for the effect of the Quantum Torpedo upgrade.
Edited by DScipioAnd I dont think Armada rules make it possible to model less damaged against shields and more against hull.
The secondary effect on Ion Cannon Batteries does exactly the opposite of that.
Edited by ArdaedhelI'm pretty sure you are wrong about Torpedoes having the longest range, iirc. I could be wrong, but I'm fairly certain that phasers had the longest ranged, followed by disruptors, then torpedos. Again, I could be wrong, but I seem to remember it like that.
I'm pretty sure you are wrong about Torpedoes having the longest range, iirc. I could be wrong, but I'm fairly certain that phasers had the longest ranged, followed by disruptors, then torpedos. Again, I could be wrong, but I seem to remember it like that.
Torpedo were warp capable and therefore had by far the longest range. But your impression might come from the fact that they were often used in close range. But that would still be possible with red dice.
E
The secondary effect on Ion Cannon Batteries does exactly the opposite of that.And I dont think Armada rules make it possible to model less damaged against shields and more against hull.
As an upgrade not as a standard effect (sadly). However I am totally fine making a torpedo upgrade card for this effect.
Just a few ideas for crew cards, not sure if you did these already. Not fine-tuned.
I like yours, especially Worf.
Riker: Something with taking over when the original Admiral goes down! or increasing efficiency of concentrate fire / navigate
Troi: Getting to look at a command dial of an enemy
Sela: Change own command dial anytime, or change enemies
Martok: Some direct increase of concentrated fire effect, or kind of permanent automatic (weaker) concentrated fire
J. Dax: Science is hard to do, maybe overcoming some navigational hazards, enemy tractor beam effects etc. Or prevent enemy from manipulating his attack dice.
Bashir / Crusher: Prevent any crew from being eliminated due to "injury" effects, including a destroyed ship.
Maybe Security personell, including Tasha, could prevent enemy messing with any of your cards, dials.
Should have something for Gowron, the Klingon sisters, Tomalak, Toreth and a few others. Do you plan to cover all series, or "just" TNG, DS9 and Voyager?
Many battles in Deep Space 9 vs the Dominion of dozens of ships/side on screen. Those are the battles I wanted to game.
I have a full blown working copy of the conversion rules for the Trek guys in the bunch. The ship data card below is one of many we did up for our Attack Wing conversion. You can see some Armada influence in the colored dice representing range bands. I have been having a blast with all this stuff. I had no idea how far I would take this fan project but it is still going lol. I took the Attack Wing basics, but I added in power and multiple defense arcs, as well as variable range weapon systems. This also eliminated upgrade cards for the time being as we wanted a more generic feel to our ships. So far we can manage about 10 ships/side in about 1.5 hours.
Nice!
I have been working on this too for a while now.
Just a few ideas for crew cards, not sure if you did these already. Not fine-tuned.
I like yours, especially Worf.
Riker: Something with taking over when the original Admiral goes down! or increasing efficiency of concentrate fire / navigate
Troi: Getting to look at a command dial of an enemy
Sela: Change own command dial anytime, or change enemies
Martok: Some direct increase of concentrated fire effect, or kind of permanent automatic (weaker) concentrated fire
J. Dax: Science is hard to do, maybe overcoming some navigational hazards, enemy tractor beam effects etc. Or prevent enemy from manipulating his attack dice.
Bashir / Crusher: Prevent any crew from being eliminated due to "injury" effects, including a destroyed ship.
Maybe Security personell, including Tasha, could prevent enemy messing with any of your cards, dials.
Should have something for Gowron, the Klingon sisters, Tomalak, Toreth and a few others. Do you plan to cover all series, or "just" TNG, DS9 and Voyager?
Very good ideas.
Generally I tend to give the star trek cards good officers but no powerful admirals(commanders) as we hardly see any action of these.
Troi for example would be a morale (fed only slot) or support slot (then a fed only card) upgrade. As a special mire expensive upgrade on the "counselor " upgrade.
I am still unsure what to do with riker. Taking over would be great but then again saving crew cards should be reserved for medical personell cards. Hm.
Here are some more ideas:
Torpedo upgrades:
Quantum torpedos (fed only) 9 points
may Change any hit result into an accuracy or crit tesult.
Torpedo salvo 1 point
Exhaust to do Double damage on hulls but half against shields. May not use red dice as long as this card is exhausted.
Megaphasers (miranda class) 3 points
Exchange any blue dice in your pool with black dice
Pulse phasers (fed only) 3 points
replace all yor blue dice by 3 black dice in your front hull zone. May fire twice from front hull zone.(making it only good on the defiant class)
Hunting pack 5 points
If at least 3 Brel or kvort attack the same ship they can reroll one attack die each
Didnt think of Riker as saving anyone, more like assuming the killed admirals card text, or halving the points lost by the kill of the original admiral.
Hunting pack is great. An alternative would be to give two ships fewer dice, but lets the third have guaranteed hits and crit.
Planning on ship titles? Think I remember reading that generics are preferred, right?
I like the Armada system so much better than attack wing, especially when it comes toglasses ship classes and titles.
So titles will be there and I will try to mirror the role in the series of that ships.