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Each time you perform an Action or use an ability on any of your Tech Upgrades, place 1 Mission Token on this card. During the Roll Attack dice step, you may spend up to 2 of these tokens to gain +1 attack die for that attack for each token spent.
Captain:
Arturis (Independent) (Unique)
Cost: 5
Skill: 3
Elite: 1
Arturis's Captain Skill is +5 if he is assigned to a Dauntless class ship.
Action: Target a ship at Range 2-3. Disable either the Captain Card or up to 2 Crew Upgrades on the target ship (your choice). Place an Auxiliary Power Token beside your ship.
Elite Talent:
Emergency Shutdown (Independent) (Unique)
Cost: 3
During the Activation Phase, before you move, you may discard this card to disregard your chosen Maneuver and not move. If you do so, you lose your Perform Action step for that round.
Lure (Independent) (Unique)
Cost: 5
During the Planning Phase, after all ships have chosen their maneuvers, you may discard this card to target an enemy ship that is not within Range 1-3 of your ship. If you do so, change that ship's chosen Maneuver. The target ship cannot look at or change their dial after you reset it. If the new maneuver would cause the ship to exit the play area or overlap another ship, the target ship may disregard the maneuver and not move that turn.
Tech:
Auto-Navigation (Independent) (Unique)
Cost: 2
Add 1 Tech Upgrade to your Upgrade Bar.
While this card is assigned to your ship, you do not need to have a Captain Card assigned to your ship and your ship has a Skill Number of 2.
When you reveal your chosen maneuver, you may disable this card to change that maneuver to any Green Maneuver on your ship's dial.
Quantum Slipstream Drive (Independent) (Unique)
Cost: 6
If you reveal a maneuver with a speed of 5 or greater, before performing the maneuver, you may discard this card to remove your ship form the play area and discard all tokens from beside your ship except for Auxiliary Power Tokens. Then, immediately place it back in the play area, but not within Range 1-3 of any other ship. You cannot attack during the round you use this ability.
Power Distribution Grid (Independent)
Cost: 2
During the Activation Phase, before you move, you may discard this card to disregard your chosen Maneuver and perform one of the Hard Left or Hard Right Maneuvers on your Maneuver dial instead. Treat this as a red maneuver.
Force Field (Independent)
Cost: 3
If an enemy ship causes one of your Upgrades is to be disabled or discarded, you may disable this card to roll 1 defense die. If you roll an Evade result, the targeted Upgrade is not disabled or discarded.
This Upgrade costs +5 SP for any ship other than a Dauntless class ship.
Navigational Deflector (Independent)
Cost: 4
When taking damage this round, you may discard this card to cancel 1 Hit result. If the damage is from a minefield or an obstacle, disable this card instead of discarding it. You may roll defense dice against obstacles or minefields. No ship may be equipped with more than one Navigational Deflector Upgrade.
Particle Synthesis (Independent)
Cost: 5
Action: Disable this card and discard one of your Tech Upgrades to repair either 1 damage to your Hull or up to 2 of your Shield Tokens. This Upgrade may only be purchased for a Dauntless-class ship.
"While undertaking the Revenge mission, the Independent player must race to Borg Space with the captive Federation Crew members before the Federation player can stop them. Players, with the ability to adjust the number of Mission Tokens required for the scenario, can increase the difficulty for either player and replay the mission numerous times to see who is the more skilled opponent."
The Dauntless isn't bad, but it has a very Vulcan feel to it with the low offense and high durability. I imagine it'll be fast, and it's definitely very different with an all Tech Upgrade Bar.
Arturis is neat in that he can constantly disable Crew and Captain from opposing ships. Heck, at this point, he can disable Picard from outside a Borg ship's range.
Auto-Nav is neat, though the fact that it relieves you of your need for a Captain and replaces a Tech slot for the one it uses feels unnecessary. Except for stopping them from disabling your cheap Captain, what other bonus does that really give? The ability to change your maneuver is cool though. The slipstream drive seems like just a not-so-cheap copy of several other cards. The Shutdown and Distribution Grid are more fun ways to make sure to outmaneuver your opponent. Lure isn't bad, Force Field seems a little pricey for being conditional. the Deflector seems like a copy, and Particle Synthesis seems pricey given that the Tech you're discarding is probably also pricey.
side note: The grammatical mistakes were very daunting. Force Field doesn't even care. I'm also a little sad that not a single card makes mention of the Federation, either through letting you accept Federation Upgrades at no penalty, having a Federation affiliation, or just giving bonuses to mess with Federation ships.
Meh...I prefer Erudite myself...wait... What are we talking about again?
Seriously though, its a nice little ship. Tech only upgrade bar is really interesting. The captain is nice, but I'm not sure if the ability alone would justify using him on a ship other than the Dauntless.
The talents are really good. The tech is a mixed bag of good and meh.
I kind of see this expansion as a must buy on a competitive level because of Lure.
It kind of reminds me of all of the maneuvers stuff from the hirogen. Did they make a strong showing at worlds? I wish I still had a venue that played.
The ship itself seems like a dud. For something with that high a point cost, it has virtually no offense capability and is too costly to be an effective support ship. A few of the upgrades are ok but overall this doesn't stand out as a 'must have' type of ship.