Giled and I try to make Star Trek work for Armada

By Megatronrex, in Star Wars: Armada Off-Topic

8 hours ago, GiledPallaeon said:

Finally finished that monstrous faction traits thing. I'll start moving through some of your work tonight @Megatronrex and leaving comments. I'm also going to start updating some existing Starfleet ships and posting them here for comment. (Example: Starfleet lacks Fleet Command universally because it wasn't a thing when I went through.)

I shifted my focus onto squadrons after I made a Sovereign and then compared it to yours. We made almost identical ships so at least we were on the same page there. Our Defiants were vastly different but I'm not real happy with mine. It doesn't capture the feel of that ship for me.

7 hours ago, Megatronrex said:

I shifted my focus onto squadrons after I made a Sovereign and then compared it to yours. We made almost identical ships so at least we were on the same page there. Our Defiants were vastly different but I'm not real happy with mine. It doesn't capture the feel of that ship for me.

I saw that. We can compare notes at point, the big differences were Contain vs second Brace and upgrade slots.

Im not a huge fan of my Defiant either, so we can continue to work on that too.

Dont know if you saw it yet. But I had tried to come up with some ideas for Star Trek Armada too a year or so ago:

Here are my cards (based on Norsehounds template):
pic2608829_md.jpg pic2695907_md.jpg pic2691817_md.jpg

pic2750302_md.jpg pic2746530.jpg pic2746529.jpg pic2746528.jpg


pic2959460_md.jpg 687474703a2f2f63662e6765656b646f2d696d616765732e636f6d2f696d616765732f706963323438323737372e6a7067
And here some older version of the stats and ideas:

Quote

R= Red Die (mostly Torpedos)
B= Blue Die (mostly Phasers)
b= black Die (mostly Disruptors or small phasers)

General Rules:
Leaky shields: If the shields are hit, and are level 1 or not their full level, when the attackers rolls 2 or more critical hits, the hull suffers a hull point loss or a critical effect at the choice of the defender.

Transporters: Ships in close range may exchange Support Teams and Officers at will, as long as they have no shields up. A ship may never use more upgrades than it can have in a single turn.

Cloak: All ships that can get cloak updates can cloak. Cloaking/Decloaking takes place at activation. Cloaking/staying cloaked results in: removing of shields, gives them 3 Scatter Defense tokens. They may not fire or claim objectices. When decloaking they may make a free move with half their current speed in an direction. They can spend double their engeering score to recharge shields.

I removed special upgrade groups like "Boarding" and "Intelligence" and pushed them into the slots they now have in Armada.


Federation:
Sovereign-Class
Hull: 6 Shields: 4 /4/4/ 4
Anti-Figher: 1B
Anti-Cap: 4R,4B/ 4B / 4B / 2R 3B
Defense: 4 Redirect
Speed: 3 (1 click/3clicks/3clicks)
C/S/E: 2/0/5
Rules: Wide Arcs 6

Upgrades: Torpedos, Officers x2, Support Teams, Science, Defensive Modifications, Phaser
Special Ships: USS Enterprise-D, USS Odysseus

Galaxy-Class
Hull: 7 Shields: 4 /4/4/ 4
Anti-Figher: 1b
Anti-Cap: 3R,3B/ 3B / 3B / 2R 2B
Defense: 3 Redirect, 1 Brace
Speed: 3 (1 click/2clicks/2clicks)
C/S/E: 2/0/5


Upgrades: Torpedos, Officers x3, Support Teams, Morale, Science, Fleet Support, Phaser
Special Ships: USS Enterprise-D, USS Odysseus

Nebula-Class
Hull: 6 Shields: 4 /4/4/ 3
Anti-Figher: 1b
Anti-Cap: 2R,3B/ 3B / 3B / 1R 2B
Defense: 2 Redirect, 1 Brace
Speed: 3 (1 click/2clicks/3clicks)
C/S/E: 3/0/4


Upgrades: Torpedos, Officers x2, Support Teams, Morale, Science, Pods (<-Science, Weapon, Hangar or Scanner pods), Phaser
Special Ships: USS Phoenix

Ambassador-Class
Hull: 6 Shields: 4 /3/3/ 3
Anti-Figher: 1 Black
Anti-Cap: 3R,3B/ 3B / 3B / 2R 1B
Defense: 2 Redirect, 1 Brace
Speed: 3 (1 click/2clicks/2clicks)
C/S/E: 2/0/4

Upgrades: Torpedos, Officers x2, Support Teams, Morale, Science, Phaser
Special Ships: USS Enterprise-C

Excelsior-Class
Hull: 5 Shields: 3 /3/3/ 3
Anti-Figher: 1 Black
Anti-Cap: 2R,3B/ 2B / 2B / 1R 1B
Defense: 2 Redirect, 1 Brace
Speed: 3 (1 click/2clicks/3clicks)
C/S/E: 2/0/4

Upgrades: Torpedos, Officers x2, Support Teams, Morale, Science, Phaser
Special Ships: USS Lakota

Akira-Class
Hull: 5 Shields: 3 /3/3/ 3
Anti-Figher: 1 Black
Anti-Cap: 3R,3B/ 3B / 3B / 1R 2B
Defense: 2 Redirect, 1 Brace
Speed: 3 (1 click/2clicks/4clicks)
C/S/E: 2/0/4

Upgrades: Torpedos, Officers x2, Support Teams, Offensive Retrofit, Phaser
Special Ships: USS Thunderchild

Constellation-Class
Hull: 4 Shields: 3 /2/2/ 2
Anti-Figher: -
Anti-Cap: 1R,2B/ 2B / 2B / 1B
Defense: 1 Redirect, 1 Evade
Speed: 3 (1 click/2clicks/3clicks)
C/S/E: 2/0/2

Upgrades: Torpedos, Officers, Support Teams, Science, Phaser
Special Ships: USS Stargazer

Constitution-Class
Hull: 4 Shields: 2 /2/2/ 2
Anti-Figher: 1 Black
Anti-Cap: 2R,2B/ 2B / 2B / 1R 1B
Defense: 1 Redirect, 2 Brace
Speed: 3 (1 click/2clicks/3clicks)
C/S/E: 2/0/4

Upgrades: Torpedos, Officers, Support Teams, Science, Phaser
Special Ships: USS Enterprise-A, USS Enterprise-B

Miranda-Class
Hull: 4 Shields: 2 /2/2/ 2
Anti-Figher: 1 Black
Anti-Cap: 1R,2B/ 2B / 2B / 1B
Defense: 2 Redirect, 1 Brace, 1 Evade
Speed: 4 (1 click/2clicks/3clicks/3clicks)
C/S/E: 2/0/4

Upgrades: Torpedos, Officers, Support Teams, Science, Phaser
Special Ships: USS Reliant, USS Miranda

Intrepid-Class
Hull: 4 Shields: 3 /2/2/ 2
Anti-Figher: 1 Black
Anti-Cap: 2R,2B/ 2B / 2B / 1R,1B
Defense: 3 Redirect, 1 Evade
Speed: 4 (1 click/2clicks/4clicks/3clicks)
C/S/E: 2/0/4

Upgrades: Torpedos, Officers, Support Teams, Science, Phaser
Special Ships: USS Voyager (+1 Squadron Point?)

Norway-Class
Hull: 3 Shields: 3 /2/2/ 1
Anti-Figher: 1 B
Anti-Cap: 1R,2B/ 2B / 2B / 2B
Defense: 3 Redirect
Speed: 4 (1 click/2clicks/3clicks/3clicks)
C/S/E: 1/1/3

Upgrades: Torpedos, Officers, Support Teams, Phaser
Special Ships: USS Budapest

Steamrunner-Class
Hull: 3 Shields: 3 /2/2/ 2
Anti-Figher: 1 B
Anti-Cap: 1R,2B/ 2B / 2B / 1B
Defense: 2 Redirect, 1 Brace
Speed: 4 (0 click/2clicks/3clicks/3clicks)
C/S/E: 1/0/3

Upgrades: Torpedosx2, Officers, Support Teams,
Special Ships: USS Budapest, USS Steamsrunner (Resonance Cascade Modulator)

Sabre-Class
Hull: 3 Shields: 3 /2/2/ 1
Anti-Figher: 1 Black
Anti-Cap: 1R,2B/ 2B / 2B / 1B
Defense: 2 Redirect, 1 Evade
Speed: 4 (1 click/2clicks/4clicks/3clicks)
C/S/E: 1/0/3

Upgrades: Officers, Support Teams, Phaser
Special Ships: USS da Vinci

Defiant-Class
Hull: 3 Shields: 2 /2/2/ 2
Anti-Figher: None
Anti-Cap: 3R,3B/ 1B / 1B / 1B
Defense: 1 Redirect, 1 Brace, 2 Evade
Speed: 4 (1 click/2clicks/3clicks/4clicks)
C/S/E: 1/0/2

Upgrades: Torpedos, Officers, Support Teams, Science, Phasers
Special Ships: USS Defiant (cloak?)

Nova-Class
Hull: 3 Shields: 2 /2/2/ 1
Anti-Figher: 1 Black
Anti-Cap: 1R,1B/ 1B / 1B /
Defense: 1 Redirect, 1 Evade
Speed: 4 (1 click/3clicks/4clicks/3clicks)
C/S/E: 1/0/1

Upgrades: Officers, Support Teams, Phaser

Oberth-Class
Hull: 3 Shields: 3 /2/2/ 2
Anti-Figher: 1 Black
Anti-Cap: 1B/ - / - / -
Defense: 2 Redirect
Speed: 2 (1 click/3clicks)
C/S/E: 2/0/2

Upgrades: Officers, Support Teams, Science, Fleet Support

Peregrine Class
Hull: 5 Speed 3
Anti-Figher: 4B
Anti-Cap: 1 B
Bomber


Klingons:

Neg`Var
Hull: 7 Shields: 3 /3/3/ 2
Anti-Figher: 1b
Anti-Cap: 4R,4b/ 2b / 2b / 2R 2b
Defense: 1 Redirect, 2 Brace, 1 Contain
Speed: 3 (1 click/2clicks/2clicks)
C/S/E: 3/0/3

Upgrades: Torpedos, Officers, Support Teams, Offensive Modifications, Cloak, Fleet Support, Disruptors

Vor`cha
Hull: 5 Shields: 3 /2/2/ 2
Anti-Figher: 1B
Anti-Cap: 3R,3b/ 1b / 1b / 2R 1b
Defense: 1 Redirect, 1 Brace, 1 Contain
Speed: 3 (1 click/3clicks/3clicks)
C/S/E: 2/0/3

Upgrades: Torpedos, Officers, Support Teams, Offensive Modifications, Disruptors, Cloak

K`Vort
Hull: 5 Shields: 3 /2/2/ 1
Anti-Figher: -
Anti-Cap: 3R,3b/ - / - / 1R 1b
Defense: 1 Evade, 1 Brace, 1 Redirect
Speed: 4 (1 click/3clicks/3clicks/3clicks)
C/S/E: 2/0/2

Upgrades: Torpedos, Officers, Support Teams, Offensive Modifications, , Disruptors, Cloak

B`rel
Hull: 3 Shields: 2 /1/1/ 1
Anti-Figher: -
Anti-Cap: 1R,1b/ - / - / 1R
Defense: 2 Evade, 1 Brace,
Speed: 4 (1 click/3clicks/4clicks/6clicks)
C/S/E: 1/0/1

Upgrades: Torpedos, Officers, Support Teams, Offensive Modifications, , Disruptors, Cloak

K`tinga
Hull: 4 Shields: 2 /2/2/ 1
Anti-Figher: 1b
Anti-Cap: 2R,2B/ 1B / 1B / 1R 1B
Defense: 2 Brace, 1 Contain
Speed: 4 (0 click/2clicks/3clicks/3clicks)
C/S/E: 2/0/2

Upgrades: Torpedos, Officers, Support Teams, Offensive Modifications, , Disruptors

Romulan Star Empire:
Valdore
Hull: 7 Shields: 4 /4/4/ 2
Anti-Figher: 1B
Anti-Cap: 3R 1B 4b/ 1B 3b / 1B 3b / 1B 2b
Defense: 2 Redirect, 1 Brace
Speed: 3 (1 click/2clicks/3clicks)
C/S/E: 3/0/3

Upgrades: Torpedos, Plasmaweapons, Officers, Support Teams, Intelligence, Cloak, Disruptors

D`Deridex
Hull: 9 Shields: 4 /4/4/ 2
Anti-Figher: 1B
Anti-Cap: 2R 1B 3b/ 1B 3b / 1B 3b / 1R 1B 2b
Defense: 2 Redirect, 1 Brace
Speed: 3 (1 click/2clicks/2clicks)
C/S/E: 3/0/4

Upgrades: Torpedos, Plasmaweapons, Officers, Support Teamsx2, Science, Cloak, Fleet Support, Disruptors, Phaser

Apnex
Hull: 4 Shields: 3 /3/3/ 2
Anti-Figher: 1B
Anti-Cap: 1B 3b/ 1b / 1b / 1B 1b
Defense: 3 Redirect
Speed: 3 (1 click/2clicks/3clicks)
C/S/E: 2/0/4

Upgrades: Plasmaweapons, Officers, Science, Cloak

Talos
Hull: 2 Shields: 2 /2/2/ 1
Anti-Figher: 1B
Anti-Cap: 1b/ 1b / 1b / 1b
Defense: 2 Evade
Speed: 4 (1 click/2clicks/4clicks/5clicks)
C/S/E: 1/0/1

Upgrades: Plasmaweapons, Officers, Science, Cloak, Support Teams

Dominion
Jem`Hadar Battleship
Hull: 10 Shields: 4 /3/3/ 3
Anti-Figher: 1B
Anti-Cap: 4R,4b/ 5b / 5b / 3b
Defense: 1 Brace, 2 Redirect
Speed: 3 (0 click/2clicks/2clicks)
C/S/E: 2/0/3

Upgrades: Offensive Modifications, Boarding, Disruptors (including Polaron Beams)

Jem`Hadar Battlecruiser
Hull: 7 Shields: 3 /3/3/ 1
Anti-Figher: 1B
Anti-Cap: 1R,3b/ 3b / 3b / 3b
Defense: 1 Brace, 2 Redirect
Speed: 3 (0 click/3clicks/3clicks)
C/S/E: 1/0/2

Upgrades: Offensive Modifications, Boarding, Disruptors

Jem`Hadar Attack ship
Hull: 2 Shields: 2 /2/1/ 1
Anti-Figher: -
Anti-Cap: 3b/ 1b / 1b / -
Defense: 2 Evade
Speed: 4 (1 click/3clicks/4clicks/6clicks)
C/S/E: 1/0/1

Upgrades: Torpedo, Offensive Modifications, Boarding, Disruptors

Others
Breen Cruiser
Hull: 5 Shields: 3 /4/4/ 3
Anti-Figher: 1 B
Anti-Cap: 5R/ 1B / 1B / 2R 1B
Defense: 2 Redirect, 1 Evade
Speed: 3 (1 click/4clicks/5clicks)
C/S/E: 2/0/5
Rules: Wide Arcs 2

Upgrades: Torpedos, Officers, Support Teams, Weapon Teams, Phaser

Breen Destroyer (no source for it)
Hull: 3 Shields: 2 /3/3/ 2
Anti-Figher: 1 B
Anti-Cap: 3R/ 1B / 1B / 1R
Defense: 1 Redirect, 2 Evade
Speed: 4 (1 click/4clicks/5clicks/6clicks)
C/S/E: 1/0/3
Rules: Wide Arcs 1

Upgrades: Torpedos, Officers, Support Teams, Weapon Teams, Phaser

Ferengi D`Kora
Hull: 5 Shields: 3 /2/2/ 2
Anti-Figher: 1B
Anti-Cap: 2R,1B 1b/ 2B 1b / 2B 1b / 2B 1b
Defense: 1 Redirect, 1 Contain
Speed: 3 (1 click/2clicks/3clicks)
C/S/E: 3/0/2

Upgrades: Torpedos, Officers, Support Teamsx2, Ordonance

Ferengi Destroyer
Hull: 3 Shields: 2 /1/1/ 1
Anti-Figher: 1B
Anti-Cap: 1B 1b/ 2B 1b / 2B 1b / 2B 1b
Defense: 1 Redirect, 1 Evade
Speed: 4 (1 click/2clicks/3clicks/3clicks)
C/S/E: 2/0/2

Upgrades: Officers, Support Teamsx2, Ordonance

Cardassian Galor
Hull: 5 Shields: 3 /3/3/ 3
Anti-Figher: -
Anti-Cap: 5B/ 2B / 2B / 1B
Defense: 1 Evade, 2 Redirect
Speed: 4 (1 click/2clicks/3clicks/3clicks)
C/S/E: 2/0/2

Upgrades: Torpedos, Officers, Support Teams, Offensive Modifications, Disruptors

Cardassian Keldon
Hull: 6 Shields: 3 /3/3/ 3
Anti-Figher: -
Anti-Cap: 5B/ 2B / 2B / 1B
Defense: 2 Redirect, 1 Brace
Speed: 4 (0 click/2clicks/3clicks/3clicks)
C/S/E: 2/1/2

Upgrades: Torpedos, Officers, Support Teams, Offensive Modifications, Disruptors

Cardassian Hideki
Hull: 6 Speed 3
Anti-Figher: 3B
Anti-Cap: 1 black
Bomber, Heavy

Borg:
Assimilation Cube
Hull: 33 Shields: 10/10/10/10
Anti-Figher: 3B
Anti-Cap: 8B/ 8B / 8B / 8B
Defense: 2 Redirect, 2 Contain
Speed: 3 (2 click/3clicks/3clicks)
C/S/E: 4/1/10

Upgrades: Support Teamsx2, Offensive Retreofit, Defensive Retrofitx2, Phaser, Disruptors, Weapon Teams

Tactical Cube
Hull: 24 Shields: 10/10/10/10
Anti-Figher: 3B
Anti-Cap: 8B/ 8B / 8B / 8B
Defense: 2 Redirect, 2 Contain
Speed: 3 (2 click/4clicks/4clicks)
C/S/E: 3/0/7

Upgrades: Support Teams, Offensive Retreofitx2, Defensive Retrofit, Phaser, Disruptors, Weapon Teamsx2


Command Diamond
Hull: 13 Shields: 6/6/6/6
Anti-Figher: 1B
Anti-Cap: 4B/ 4B / 4B / 4B
Defense: 3 Redirect, 1 Contain
Speed: 3 (2 click/3clicks/3clicks)
C/S/E: 1/0/5

Upgrades: Support Teamsx2, Science,Defensive Retrofit x2

Scout Sphere
Hull: 17 Shields: 6/6/6/6
Anti-Figher: 1B
Anti-Cap: 5B/ 5B / 5B / 4B
Defense: 2 Redirect, 2 Contain
Speed: 4 (2 click/5clicks/5clicks/5clicks)
C/S/E: 2/0/6

Upgrades: Support Teams, Phaser, Disruptors,

Probe
Hull: 7 Shields: 4/4/4/4
Anti-Figher: -
Anti-Cap: 2B/ 2B / 2B / 2B
Defense: 2 Redirect, 1 Contain
Speed: 4 (2 click/5clicks/5clicks/5clicks)
C/S/E: 2/0/5

Upgrades: Support Teams, Phaser, Disruptors,

pic2544786_md.jpg

Edited by DScipio

I had not seen those, thanks. I really like the idea of different modules.

The cards dont refelct the last changed in the stats either.

I always found this reference pictures a bit helpful:

pic2477062_lg.jpg 687474703a2f2f7777772e64616c746f6e61746f722e6e65742f66616e666963732f6d756c74692f696d616765732f7363616c65732f636f6d706c6f772e6a7067

There's certainly no shortage of good ship size comparisons out there. When I first started looking into it I was really amazed at how many ships I had never heard of before.

Whoo that's quite a bit.

Also d*** the B5 earth alliance destroyer is huge. I had no idea it was roughly the same size as an ISD. Kinda makes sense though, it lacks all of the cool scifi mcguffins that would locically make thing smaller and more space efficient. No artificial gravity, a huge fusion core needed to power and move the ship, fighter hangar bays. Basically the ship is 3 part back is all engien and power source, middle is where all the people are at, front is all the fighters.

I am wondering if B´ rel class Bird of Prey and Jem-Hadar Attack ships should be flottilas instead of single ships.

So instead of :

B`rel (single ship)
Hull: 3 Shields: 2 /1/1/ 1
Anti-Figher: -
Anti-Cap: 1R,1b/ - / - / 1R
Defense: 2 Evade, 1 Brace,
Speed: 4 (1 click/3clicks/4clicks/6clicks)
C/S/E: 1/0/1


B`rel (flottilla)
Hull: 4 Shields: 2 /2/2/ 1
Anti-Figher: -
Anti-Cap: 1R,3b/ 1b/ 1b / 1R
Defense: 2 Evade, 1 Brace,
Speed: 4 (1 click/3clicks/4clicks/6clicks)
C/S/E: 1/0/2

Problem with this is, that both of this classes are seen as doing a lot of damage ramming larger ships. Perhaps just representing multiple ships without the flottila rule?

Same here:

Jem`Hadar Attack ship (single)
Hull: 2 Shields: 2 /1/1/ 1
Anti-Figher: -
Anti-Cap: 3b/ 1b / 1b / -
Defense: 2 Evade
Speed: 4 (1 click/3clicks/4clicks/6clicks)
C/S/E: 1/0/1

Jem`Hadar Attack ship (multiple)
Hull: 3 Shields: 2 /1/1/ 2
Anti-Figher: -
Anti-Cap: 4b/ 2b / 2b / -
Defense: 3 Evade
Speed: 4 (1 click/3clicks/4clicks/6clicks)
C/S/E: 1/0/1

I had thought about the flotilla/squadron thing before. If I'm not mistaken the Jem'hadar Attack Ships weren't all a uniform size they were mostly just around 90 meters or less. I thought I would go with Jem'hadar Fighters for squads, and also make a flotilla version called Jem'hadar scouts/patrol ships. In theory if there were ever models for the game they'd look almost identical just in 2 different sizes.

They were all the same size, nobdoy knows the difference between the scout, patroll and attack ship configuration.

I think they are too large for beeing squads, also because they went down pretty well to main ship weapons not point defense weapons. But you are right, there should be different versions.

Something like (all multiple ships per base like a flotilla):

Jem`Hadar Attack ships
Hull: 3 Shields: 2 /2/1/ 1
Anti-Figher: -
Anti-Cap: 4b/ 1b / 1b / -
Defense: 2 Evade
Speed: 4 (1 click/3clicks/4clicks/4clicks)
C/S/E: 1/0/1

Upgrades: Torpedo, Offensive Modifications, Polaron

Jem`Hadar patrol ships
Hull: 3 Shields: 2 /1/1/ 1
Anti-Figher: -
Anti-Cap: 3b/ 1b / 1b / -
Defense: 2 Evade
Speed: 4 (1 click/3clicks/4clicks/5clicks)
C/S/E: 1/0/1

Upgrades: Torpedo, Defensive Modifications, Support Teams

Jem`Hadar scout ships
Hull: 3 Shields: 1 /1/1/ 1
Anti-Figther: 1b
Anti-Cap: 3b/ - / - / -
Defense: 2 Evade
Speed: 4 (1 click/3clicks/4clicks/6clicks)
C/S/E: 1/0/1

Upgrades: Offensive Modifications, Support Teams

Some ideas for upgrades:

Disruports:

Polaron Beam : Dominion only, black dice crit: Ignore the targets shields for that attack.

Large bow Disruptor : Vor`cha only: If you only fire black dice from your front hull zone: Add a black die to that attack.

Spiral Wave Disruptor : Cardassian only: You may replace up to two blue dice with black dice in an attack.

Offensive Retrofit:

Jem Hadar attack team : Dominion only: When you reveal a command, you may discard a engineering Command dial or token and this card to choose 1 enemy ship at close range, with a hull zone without shields. Discard an officer or Support Team upgrade, if it has neither remove all command tokens.

Klingon Raiders : Klingon only: When you reveal a command, you may discard a engineering Command dial or token and this card to choose 1 enemy ship at close range, with a hull zone without shields. Place faceup damage cards on that ship up to your command value.

Borg Intruders : Borg only. When you reveal a command, you may discard a engineering Command dial or token and this card to choose 1 enemy ship at close to medium range, with a hull zone without shields. Choose and discard one upgrade card equipped to that ship. If you choose a commander, place three damage cards on your own ship.

43 minutes ago, DScipio said:

They were all the same size, nobdoy knows the difference between the scout, patroll and attack ship configuration.

I think they are too large for beeing squads, also because they went down pretty well to main ship weapons not point defense weapons. But you are right, there should be different versions.

You're right. I don't know how I got it in my head that they were differing sizes.

3 hours ago, Megatronrex said:

You're right. I don't know how I got it in my head that they were differing sizes.

I wouldn't worry too much about it. Scale is always hard to judge in SciFi shows, untill the release a sorcebook. Even then star trek has allot to remember.

I prefer the Jem'hadar Attack Ships/Scout Ships/[insert term here] as ships, but that's mostly as DScipio pointed out that they were engaged by the primary armaments of Fed ships, as opposed to point-defense weapons. There is an officer upgrade currently in the Dominion expansion on KDY that increases ram damage you cause by one, to open up the opportunity for the Attack Ship to be a flotilla. If we make them flotillas, especially this well armed, I do think Raider /CR90 style defense tokens (i.e. no scatter ) will be the way to go.

For most of those upgrades, while all interesting, most probably need to be either/both expensive and/or exhausts to avoid being overpowered, though faction restrictions would also help (some).

EDIT: I'm an idiot, I definitely meant no scatter , not no brace.

Edited by GiledPallaeon
4 minutes ago, GiledPallaeon said:

I prefer the Jem'hadar Attack Ships/Scout Ships/[insert term here] as ships, but that's mostly as DScipio pointed out that they were engaged by the primary armaments of Fed ships, as opposed to point-defense weapons. There is an officer upgrade currently in the Dominion expansion on KDY that increases ram damage you cause by one, to open up the opportunity for the Attack Ship to be a flotilla. If we make them flotillas, especially this well armed, I do think Raider /CR90 style defense tokens (i.e. no brace) will be the way to go.

For most of those upgrades, while all interesting, most probably need to be either/both expensive and/or exhausts to avoid being overpowered, though faction restrictions would also help (some).

Works for me. Jem'hadar fighter/patrol/scout/attack ships will be flotillas.

well finally i found my key board for my tablet. Wich i might add is a wonderfull thing to have now I can actuallly do some contributing at a decent pace here. Fun fact: my computer is still sitting in a closet after the move I really do need to get it up and running here soon. Mainly I hate typing on the screen of my tablet takes too long to get anything done.

Edited by Noosh
my personal joy at having found something usefull.

So when we get back around to working on this (I will once I'm out of final exams) I would also like to add a small expansion to our list: the Mass Effect Expansion. Below is a short list of what I've worked out I'd like in it so far. (If you haven't played the games, why are you still reading this? Go correct that.) If they don't have an effect or cost listed, please by all means suggest something.

Normandy -class Frigate (Ship, ME1)

SSV Normandy SR1 - Title

Captain David Anderson - Commander

Commander Shepard - Commander

Garrus Vakarian - Weapons Team - When you reveal a CF dial, you may gain a CF token. When you spend a CF token, you may reroll one additional die.

Tali'Zorah vas Normandy - Support Team

Urdnot Wrex - Boarding Party

Ashley Williams - ?

Kaidan Alenko - ?

Liara T'Soni - ?

Jeff "Joker' Moreau - Officer

Chief Engineer Adams- ?

Normandy -class Heavy Frigate (Ship, ME2 and ME3)

SSV Normandy SR2 - Title

Miranda Lawson - Officer - Refresh?

Jacob Taylor - ?

Mordin Solus - ?

Grunt/Aralakh Company - Boarding Party

Samara - ?

Legion - ?

Jack - ?

Thane Krios - ?

Silaris Armor - Defensive Retrofit - When you are attacked on a zone without shields, you may reduce damage by one after spending defense tokens.

Cyclonic Barriers - Defensive Retrofit - When you spend an Evade token, you may also redirect as many damage points as the Evade effect canceled.

Thanix Cannon - Turbolaser

UT-47 "Kodiak" Drop Shuttle (Squadron, ME2 and ME3)

Edited by GiledPallaeon

@ThatSlyBandit was just asking me if I knew where he could get a Normandy for Armada. I'll have to let him know about this.

Mass effect very nice

On 11/27/2017 at 11:52 PM, GiledPallaeon said:

So when we get back around to working on this (I will once I'm out of final exams) I would also like to add a small expansion to our list: the Mass Effect Expansion. Below is a short list of what I've worked out I'd like in it so far. (If you haven't played the games, why are you still reading this? Go correct that.) If they don't have an effect or cost listed, please by all means suggest something.

Normandy -class Frigate (Ship, ME1)

SSV Normandy SR1 - Title

Captain David Anderson - Commander

Commander Shepard - Commander

Garrus Vakarian - Weapons Team - When you reveal a CF dial, you may gain a CF token. When you spend a CF token, you may reroll one additional die.

Tali'Zorah vas Normandy - Support Team

Urdnot Wrex - Boarding Party

Ashley Williams - ?

Kaidan Alenko - ?

Liara T'Soni - ?

Jeff "Joker' Moreau - Officer

Chief Engineer Adams- ?

Normandy -class Heavy Frigate (Ship, ME2 and ME3)

SSV Normandy SR2 - Title

Miranda Lawson - Officer - Refresh?

Jacob Taylor - ?

Mordin Solus - ?

Grunt/Aralakh Company - Boarding Party

Samara - ?

Legion - ?

Jack - ?

Thane Krios - ?

Silaris Armor - Defensive Retrofit - When you are attacked on a zone without shields, you may reduce damage by one after spending defense tokens.

Cyclonic Barriers - Defensive Retrofit - When you spend an Evade token, you may also redirect as many damage points as the Evade effect canceled.

Thanix Cannon - Turbolaser

UT-47 "Kodiak" Drop Shuttle (Squadron, ME2 and ME3)

I love that you made Garrus a weapons team. (I'm not bias, He is only a regular in every shore-party.)I think you have a lot of options with the biotic users, Samara, Jack and Kaidan could do some interesting manipulation to their host ship.

Jack could grant a single reroll on your first attack that activation, maybe even suffer a shield damage due to her destructive nature?Where as Semara could assume a more defense process like returning a defense token to green at the cost of a discard. Kaidan you can take to Virmire where he may or may not die protecting a bomb :P

Edited by ThatSlyBandit
Spelling errors

Looks like a lot of high-level strategic discussion is going on in here without any ships designed or pushed on the table. If you want to have something tangible guys, make it and play it. The only reason Dscipio has some is because he took my templates while I was in the middle of my project to do his own thing.

As with most design projects it ebbs and flows, and currently it's not active. I wouldn't call it abandoned though. Go here and start reading: https://www.boardgamegeek.com/thread/1347212/star-trek-armada

Some highlights:

+ Most of the stuff done so far is the Motion Picture era of Trek (ST-I to ST-VI), this is because it's my favorite era of trek and the closest Starfleet was to a military apparatus. Accordingly, most of the stuff available is for Feds and Klinks TMP. I had intended on fleshing out those factions/era first before moving on.

+The objective of the mod is to be played alongside Star Wars Armada. I enjoy both scifi universes and would love to see Refit Connies escorting Imperial warships.

+Star Trek ships all have upgrade categories unique to them (Admiral/Crew/Sensors/Engineering/Heavy Weapons/Advanced/Cloaking?). I was toying with the idea of some conversion charts, but I think that would open up too much latitude to retain control over balance. Commanders-Admrials still have that global effect to them at least, and you could have some Admirals affecting SW ships and Commanders affecting Trek ships.

+Design templates have been created for TMP-Fed, TMP-Klink, TOS-Fed, TNG-Fed. Since I want to retain control over them, I haven't released them, since I'm proud of coming up with them and want it to be a part of my portfolio.

+TMP ships behave like Rebels: Small, quick, and often taking powerhouse upgrades that they can field multiples of. Ideally TMP ships hit harder with upgrades. TNG era ships would be like the Empire: Larger batteries, larger ships and hull with bigger shields, deeper capacity for upgrades. TOS ships would be like pooer lights, maybe Flotillas, made or broken by titles.

+I never decided on cloaking as a mechanism and as an upgrade. For now I think I want to drop the cloaking device category (after all, ships that become impossible to hit don't need options, like gravwells) and instead have it as an Engineering upgrade limited by faction or some other ability. I was going to address it after some tests, and focus on it after the core ships were down.

In fact, looking at my old notes, this was the latest development as an Engineering upgrade:

Quote

Cloaking Device (14) Klingon?
Modification. [Engineering]: Spend an Engineering dial and exhaust this card. This ship is cloaked until this ship’s next activation. While cloaked, you cannot attack, and you may exhaust a defense token to cancel an attack.

If this is too powerful, I could add a condition saying defense tokens are not refreshed while cloaked. This means a ship has to reveal a command other than an engineering-cloak command, then survive until the next command phase to regain its defense tokens. Cloaking should be impractical and deliberate!

+The design project proceeded on the presumption that Attack Wing bases would be used to represent the trek ships. Galaxies and other TNG era craft would be represented by X-W large base craft... though for the sake of size, they could be brought to Armada Small/medium. I'd have to ask Mel to create such templates for XW-Armada conversions, or make them myself.

+Borg, Jedi, V'ger...these power house things would never be a part of my mod unless it was some kind of exception. Q will never be an Admiral card I make... unless it's mortal Q as a crew card.

+The cards that I have made seen some playtesting, both against each other and at least one test with Rebel/Empire allies. There's at least one other user on BGG who has also been using my material.

Y'know, I've had a lot of calls to return to Star Trek recently. Yet, I don't want to abandon other projects I'm in the middle of now...

Edited by Norsehound

Thanks for the tips and the access, I'll have a look through them. I have my own set of old (i.e. obsolete because pre-flotillas) Starfleet ships up on KDY; the project is really in stasis at he moment as I get through final exams and Megatronrex and Noosh go through the motions of adulting. We chose a somewhat later era, but it would be interesting once we started getting testing time comparing notes on what we did. We chose to stick generally with the upgrade slots already in the game for simplicity sake, but we also are adding a few of our own. I do really like that idea for cloaking, I'll add it to the test of possible mechanics if that's ok with you.

Sure! Ive gotten plenty of pushback on some of the ideas I advanced (specifically the upgrades) but it's something I wanted to do for my mod, and in the very least it 1, makes the mod stand out and 2, makes it easier to balance the trek ships with a smaller card pool.

Besides, if cloaking works for what you guys are doing then I know it's balanced and can keep using it in my mod.

Edited by Norsehound
1 hour ago, GiledPallaeon said:

the project is really in stasis at he moment as I get through final exams and Megatronrex and Noosh go through the motions of adulting.

I think that's the first time I've ever been accused of adulting