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Akorem (Bajoran Scout Ship)/ Bajoran Starship (Bajoran Scout Ship) Front Firing Arc: ??° Rear Firing Arc: ??° A: 2 E: 2 H: 3 S: 2 (1)
Each time you defend, if there is an [Evade] Token beside your ship, you may re-roll all of your defence dice once. You must keep the outcome of the 2nd roll.
Actions: Evade, Target Lock, Sensors, Battle Stations
Upgrades: Crew, Crew
Points: 18 (16)
**Captian**
Tahna Los (Bajoran/LE Akorem)
Captain Skill: 5
Add one [Tech] icon to your ships Upgrade Bar. One of the [Tech] Upgrades you purchase for Tahna Los's ship costs exactly 3 Squadron Points and is placed face down beside his card; this Upgrade cannot refer to a specific ship or class of ship. This upgrade remains face down until you decide to use it and then it is turned face up for the rest of the game.
Cost: 3
Elite Talent Upgrades: 1
Kira Nerys (Bajoran/LE Akorem)
Captain Skill: 5
Action: All other friendly ships within Range 1-2 of your ship may immediately perform a [Target Lock] Action as a free Action, if possible.
Cost: 3
Elite Talent Upgrades: 1
**Elite Talent**
Blockade (Bajoran/LE Akorem)
Action: Discard this card to target all friendly ships withing Range 1 of your ship (including your ship). Target ships gain +1 attack die and +1 defense die this round
Cost: 5
I Am Kohn-Ma (Bajoran/LE Akorem)
Action: Discard this card to target a ship at range 1-3. Disable one Upgrade of your choice on the target ship. This upgrade my only be purchased for a Bajoran Captain.
Cost: 3
**Crew**
Day Kannu (Bajoran/LE Akorem)
During the activation Phase, you may Discard this card to perform an additional Action from your Action Bar as a free Action.
Cost: 2
Li Nalas (Bajoran/LE Akorem)
You may disable Li Nalas to prevent 1 of your [Crew] Upgrades or Captain Card from being diasbled this round. OR
You may discard Li Nalas to prevent 1 of your [Crew] Upgrades or Captain Card from being discarded this round.
Cost: 2
**Resource**(also counts as a ship, as per Andrew)
Federation Attack Fighters (Attack Squadron) Front Firing Arc: 90° Rear Firing Arc: NA (# = Token number, CS = Captain Skill) #: 1 l 2 l 3 l 4
CS 6 l 5 l 4 l 3 A: 5 l 4 l 3 l 2 E: 0 l 1 l 2 l 3 H: 1 S:1
When you initiate an attack at Range 1, you may re-roll 1 of your attack dice.
Actions: Evade, Target Lock
Upgrades: NA
Points: 20
===========================================
If someone doesn't beat me to it I'll pull out the info that I can after some coffee kicks in.
Edit #1: Is that clear enough on the Attack Squadron? Wasn't sure how to list it exactly and I wanted the changing stats to line up
Last edited by traitorarmor; 01/29/2014 at 12:29..
It is almost upon us! Are you prepared for the Quarmageddon?
Ugh. I was really hoping for something a little meatier.
Without a weapon or tech slot, there is little you can do to beef it up to an actual attack ship. While you can toss on a tech via the on captain, I was thinking about uses for the Cold Storage tech upgrade and this would be a ship I'd try it out on. Not going to work with the. captain unless you run the sideboard and even the. It's too action heavy.
Plus, this is the first time we've ever had a ship with all unique components. If the ship itself were half-way effective as an attacker, I'd seek out two. As it is, this is a "one and done" for me. Hopefully the Bajoran interceptor will add some meat to the faction.
Still, it will be interesting to try out in a multi-faction fleet alongside the Feds.
Good job Traitor much better than what I was going to have to do quickly. I am going to keep all three I get from my kit so I can run them. I think Stiles on one with a cold stoarge could make a good attack whip.
Magic is not for Parlor Tricks~
Sparrow, Moros Second Degree Master
Wow, quite lackluster for the end of this Dominion war ship. Just crew upgrades which means you're going to need to use those wisely and for 18 points (16 generic) doesn't give me enough of a feeling of "yipee"
Honestly if you ask me, they should have roped the Bajoran in with "independents" for factions.
The Federation Resource is cute not sure I'd ever use it over the Command Bar or the Flagship but it's cute to have other options.
Wow, quite lackluster for the end of this Dominion war ship. Just crew upgrades which means you're going to need to use those wisely and for 18 points (16 generic) doesn't give me enough of a feeling of "yipee"
Honestly if you ask me, they should have roped the Bajoran in with "independents" for factions.
The Federation Resource is cute not sure I'd ever use it over the Command Bar or the Flagship but it's cute to have other options.
I double down vote you!!!
Magic is not for Parlor Tricks~
Sparrow, Moros Second Degree Master
**Resource**(also counts as a ship, as per Andrew)
Federation Attack Fighters (Attack Squadron) Front Firing Arc: 90° Rear Firing Arc: NA (# = Token number, CS = Captain Skill) #: 1 l 2 l 3 l 4
CS 6 l 5 l 4 l 3 A: 5 l 4 l 3 l 2 E: 0 l 1 l 2 l 3 H: 1 S:1
When you initiate an attack at Range 1, you may re-roll 1 of your attack dice.
Actions: Evade, Target Lock
Upgrades: NA
Points: 20
Just for comparison:
Hideki Class Attack Fighters (Attack Squadron)
Text: Instead of making a normal attack, you may make an attack with 2 dice from your rear firing arc.
Actions: Evade, Target Lock
Feds sacrifice an attack for a shield. I have a feeling the attack will be more valuable. The shield may regenerate each turn, but it's still only one shield.
Oh! And the Cardassians get a rear firing arc, so that's cool.
In general I think the fighters will come into their own in higher-point games, where an extra action or stat point is less valuable than a mobile weapons platform. We probably won't see them much in 100-point matches.
Maybe I am in the minority but I am happy it is a lackluster ship. It shouldn't be competing in the same class as the major faction ships. The source material shows there fleet as aging freighters pretty much retrofitted for assault or other duty. I do agree that it might have been nice to make them independent or maybe make the non-named version just an independent freighter.
Maybe I am in the minority but I am happy it is a lackluster ship. It shouldn't be competing in the same class as the major faction ships. The source material shows there fleet as aging freighters pretty much retrofitted for assault or other duty. I do agree that it might have been nice to make them independent or maybe make the non-named version just an independent freighter.
I agree. It is the bolded part that gets me. I was not expecting anything spectacular in regards to the ship but was really hoping we'd actually get a freighter with the ability to retrofit it into whatever we'd like.
As it is now, there are very limited ways to change the ship since it's only upgrade is Crew without making it a Flagship. Unfortunately, none of the Independant Flagship cards add Tech -and- Weapon slots.
Still, I'll get one. And likely just one. And patiently wait for the Bajoran Interceptors and see if FS-ing it does any good because I really do not see running the named version as a Flagship with several of the generics being any fun to play unless you are facing off against a Ferengi fleet.
I think it's a solid support ship. Kira could be great teamed up with Feds and all their Quantum Torpedoes.
In a large point game (more than 100), she and Data from the Sutherland could ruin Cloaked fleets.
I'm disappointed by the fighters. I can't see running them over the other Resources. I wish they were ships!
I'm not so sure at this point. Their biggest advantage to me will be thier maneuverability once the get into the fight. I've seen many engagements last one round and then the ships jockey for position for a few rounds to get back into the fight for another engagement.
These things are so maneuverable that if you can get them into the fight relatively full-power, they will likely have a round or two to blast away at your opponent while your other ships circle back around for another pass.
They are not as powerful as the obviously under-costed Command Tokens, but they do add a little something to a force when you do not have enough points to add in an additional ship but do not want to just use filler to round out your fleet.
They are not as powerful as the obviously under-costed Command Tokens, but they do add a little something to a force when you do not have enough points to add in an additional ship but do not want to just use filler to round out your fleet.
10 points seems like a good point for these, 5 is just way to low I agree.