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Pretty cool. Tuvok is a little disappointing, I thought he'd maybe be a "Discard to fire torpedoes without a lock" or something. The problem with secondary weapons is rarely that they're too weak.
Pretty cool. Tuvok is a little disappointing, I thought he'd maybe be a "Discard to fire torpedoes without a lock" or something. The problem with secondary weapons is rarely that they're too weak.
That might be something we see coming from the next Kirk-Enterprise expansion (thinking the altered photon torp they used to attack Chang)
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But on to Voyager.........wow.
First thoughts;
If you're the parents of the Kuvah'magh, you have a place on my ships. ALWAYS. Both are great.
I figured Janeway would be good, and she doesn't disappoint. Very good value.
Chakotay, I figured you'd spend time in the card box next to Riker......but apparently you are going to be hanging out with the Enterprise (NBABCoD) Crew. A nice surprise.
Conversely, I think Tuvok and Harry don't look that appealing on first glance.
ET: Sacrifice........Kirk getting better, every Fed expansion. really like this. Might be a good reason to use the Elite Attack Die.
Voyager.......yup, the new big gun for the Feds until SEptember.
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Also I think Chekov might be a good crew option for Voyager/Janeway
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Pavel Chekov (Federation/USS Reliant Expansion)
Your ship can remove 1 Auxiliary Power Token after performing a White Maneuver.
Cost: 3
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U.S.S. Voyager (Intrepid Class) Front Firing Arc: 90° Rear Firing Arc: 90° A: 4 E: 2 H: 4 S: 5
Instead of making a normal attack with your Primary Weapon, you may fire in any direction at Range 1-2 with 4 attack dice. If you do so, place and Auxiliary Power Token beside your ship.
Actions: Evade, Target Lock, Sensors, Battle Stations
Upgrades: Tech, Weapon, Crew, Crew, Crew
Points: 30
**Captain**
Kathryn Janeway (Federation/USS Voyager Expansion)
Captain Skill: 8
When your ship performs an [Evade], [Scan], or [Battlestations] Action, you may place an additional token of the appropriate type beside your ship. If you do so, place an Auxiliary Power Token beside your ship.
Cost: 5
Elite Talent Upgrades: 1
Chakotay (Federation/USS Voyager Expansion)
Captain Skill: 5
Instead of performing a normal Action, you may disable Chakotay to allow two different [Crew] Upgrades to perform their actions during the same Round.
Cost: 3
Elite Talent Upgrades: 0
**Elite Talent**
Sacrifice (Federation/USS Voyager Expansion)
Before rolling the dice during an attack or defense, you may discard this Upgrade and disable your Captain in order to choose the results of two dice. These dice cannot be re-rolled for the remainder of this attack.
Cost: 5
**Crew**
Seven of Nine (Federation/USS Voyager Expansion)
Action: Disable Seven of Nine to place 1 Adaptation Token on any [Tech] Upgrade on and enemy ship withing Range 1-2. You cannot use this action against a Species 8472 [Tech] Upgrade.
Cost: 5
The Doctor (Federation/USS Voyager Expansion) The Doctor counts as either a [Crew] Upgrade or a [Tech] Upgrade (your choice).
Action: Remove all Disabled Upgrade Tokens from your [Crew] Upgrades.
Cost: 3
Tom Paris (Federation/USS Voyager Expansion)
When defending, your ship rolls 1 extra defense die.
Cost: 4
Tuvok (Federation/USS Voyager Expansion)
When firing a Secondary Weapon, you may disable Tuvok to roll 1 extra attack die.
Cost: 5
B'Elanna Torres (Federation/USS Voyager Expansion)
Add 1 additional [Weapon] icon and 1 additional [Tech] icon to your ship's Upgrade Bar.
Cost: 4
Harry Kim (Federation/USS Voyager Expansion)
Action: Disable Harry to repair 1 Shield Token
Cost: 4
**Tech**
Ablative Generator (Federation/USS Voyager Expansion)
Action: Place or remove the Ablative Generator Token beside your ship. This upgrade may only be purchased for the USS Voyager.
Cost: 10
Bio-Neural Circuitry (Federation/USS Voyager Expansion)
After you roll the dice for any reason, you may disable this Upgrade to re-roll the dice. You must re-roll all of the dice and keep the results of the second roll.
Cost: 5
**Weapon**
Transphasic Torpedoes (Federation/USS Voyager)
A: 10
Range: 2-3
Attack: (Target Lock) Spend your target lock and discard this card to perform this attack. You may fire this weapon from your forward or rear firing arcs. This upgrade may only be purchased for the USS Voyager.
Cost: 10
Photon Torpedoes (Federation/USS Voyager)
A: 5
Range: 2-3
Attack: (Target Lock) Spend your target lock and disable this card to perform this attack. You may convert 1 [BATTLESTATIONS] result into 1 [CRITICAL] result. You may fire this weapon from your forward or rear firing arcs.
Cost: 5
Last edited by traitorarmor; 06/23/2014 at 14:31..
It is almost upon us! Are you prepared for the Quarmageddon?
Pretty cool. Tuvok is a little disappointing, I thought he'd maybe be a "Discard to fire torpedoes without a lock" or something. The problem with secondary weapons is rarely that they're too weak.
Tuvok is extremely disappointing. I was hoping for Disable: Fire a secondary weapon without a Target Lock.
Tuvok would be better if he weren't a disable but a passive. Just add one die to secondaries all the time.
Really like Paris. He'll be a staple, I think.
It'll be interesting to see if Transphasic Torps are worth the cost. If your opponent is canny with a cloak they'll be even more dead weight than a regular or quantum torp. It's risky, though obviously worth it if you know you'll be facing Borg (or Dominion or other Feds, I suppose).
Tuvok is extremely disappointing. I was hoping for Disable: Fire a secondary weapon without a Target Lock.
Rest of it seems pretty good.
the only part that I find disappointing is the 'disable' part. Other than that, Tuvok is great. He doesn't require an action which is always great. And we have the Doctor to help him out. But I'm thinking he will be spending time on the Raev Larst getting to know their Energy Dissipators and (stolen) Quantum Torps. Or on the Jem Hadar Attack Ship getting to know their Phased Polaron Beams and Dorsal Weapons Arrays. And he'll be accompanied by his good buddy Weyoun! ...yeah...Tuvok was definitely born into the wrong faction.
They talk about it in the write up (not game text, obviously)
------------------------- The Ablative Generator Tech upgrade allows a player to place a corresponding token next to their ship. While doing so, all of the ship’s Shields are disabled but all critical hits are converted to hits and any Damage Cards that would normally be assigned to the ship are instead placed under the Ablative Generator card to a maximum of 5.
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It is almost upon us! Are you prepared for the Quarmageddon?
I like Tuvok's ability, but 5 points seems steep for what he brings to the table, at least for the Federation. Looking at some other factions' secondary weapons, though, he may be a little more appealing.
For a standard, 100-point OP game, I don't see much use for B'elanna, but for larger games or casual games where I'm more likely to load up on options, and not worry as much about streamlining my fleet, I think she'll be a lot of fun. She should provide a nice move away from the all-crew Federation ships.
Janeway looks pretty good, two evades is probably the most useful, but circumstantially the others might be nice, too. I think I like Chakotay better, though, because he plays off of the Federation's existing strengths, since they already have so many good crew upgrades. I'll have to mess around with possibilities and see what crew combos will work well with him.
I like the 360 firing arc on the Enterprise-D, so it's kind of cool to see something similar here, and that will definitely help them in dealing with the Borg.
I like Tuvok's ability, but 5 points seems steep for what he brings to the table, at least for the Federation. Looking at some other factions' secondary weapons, though, he may be a little more appealing.
For a standard, 100-point OP game, I don't see much use for B'elanna, but for larger games or casual games where I'm more likely to load up on options, and not worry as much about streamlining my fleet, I think she'll be a lot of fun. She should provide a nice move away from the all-crew Federation ships.
Janeway looks pretty good, two evades is probably the most useful, but circumstantially the others might be nice, too. I think I like Chakotay better, though, because he plays off of the Federation's existing strengths, since they already have so many good crew upgrades. I'll have to mess around with possibilities and see what crew combos will work well with him.
I like the 360 firing arc on the Enterprise-D, so it's kind of cool to see something similar here, and that will definitely help them in dealing with the Borg.
Question About Janeway: Suppose I have her on a flagship that is granting me a free action evade. Can I use my action, then do a free action to evade, take 2 tokens and an aux token?
Question About Janeway: Suppose I have her on a flagship that is granting me a free action evade. Can I use my action, then do a free action to evade, take 2 tokens and an aux token?
Hmm, I lean towards "I don't see why not." Her card just says if you perform the action, you get two tokens instead of one.
Unless you meant 2 tokens for both actions? I don't think you could do that, because after taking 2 tokens for the first action, you'd have an auxiliary power token and therefore be unable to take further actions.
Hmm, I lean towards "I don't see why not." Her card just says if you perform the action, you get two tokens instead of one.
Unless you meant 2 tokens for both actions? I don't think you could do that, because after taking 2 tokens for the first action, you'd have an auxiliary power token and therefore be unable to take further actions.
No I meant the first thing. Generally taking an auxilliary token prevents actions but in most cases you could just take all of your other actions before the janeway actions and thus not be limited at all that turn. Is there any rule that says you have to take your free actions before your normal action?
No I meant the first thing. Generally taking an auxilliary token prevents actions but in most cases you could just take all of your other actions before the janeway actions and thus not be limited at all that turn. Is there any rule that says you have to take your free actions before your normal action?
No, you can take the auxilliary action last. Like Picard can take his free action to, say, battlestations, then use his ship action to trigger Engage. You can choose the order.