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Cards being added....
Traitors Note: This Enterprise does not have *refit* listed on any cards, I've added them in to help us keep the expansions straight.
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*Ship*
U.S.S. Enterprise (Constitution Class)/ Federation Starship (Constitution Class)*Refit* Front Firing Arc: 180° Rear Firing Arc: NA A: 3 E: 1 H: 4 S: 4 (3)
Action: Disable up to 2 of your active Shields. For each Shield you disabled with this Action, gain +1 attack Die for all of your attacks with you Primary Weapon this round.
Actions: Evade, Target Lock, Sensors, Battle Stations
Upgrades: Weapons, Crew, Crew, Crew, Crew
Points: 24 (22)
-------------------------------------
*Captains*
James T. Kirk (Federation/USS Enterprise *refit* Expansion) *Admiral Flip Side*
Captain Skill: 8
Action: Target a ship at Range 1. Disable one Upgrade of your choice on the target ship.
Cost: 5
Elite Talent Upgrades: 1
Mr. Spock (Federation/USS Enterprise *refit* Expansion)
Captain Skill: 6
Your ship may perform a [Target Lock]or a [Sensors] Action as a free Action each round.
Cost: 4
Elite Talent Upgrades: 1
Will Decker (Federation/USS Enterprise *refit* Expansion)
Captain Skill: 3
During the Modify Attack Dice step of the Combat Phase, you may destroy one of your Active Shields to add 1 additional [Critical] result to your attack roll.
Cost: 2
Elite Talent Upgrades: 0
-------------------------------
*Elite Talent*
Self-Destruct Sequence (Federation/USS Enterprise *refit* Expansion)
Action: You cannot attack this round. At the end of the next Activation Phase, after all ships have moved, destroy your ship and roll a number of attack dice equal to your Hull value to damage every ship within Range 1 of your ship. These ships do not roll defense dice against this damage. You cannot use the 'Cheat Death' [Elite Talent] Upgrade in conjunction with this Action. This Upgrade may only be purchased for a Federation ship.
Cost: 5
The Needs of the Many... (Federation/USS Enterprise *refit* Expansion)
Action: Discard this card and one of your [Crew] Upgrades with a SP cost of 3 or higher to repair up to 3 of your Shields.
Cost: 4
-------------------------------
*Admiral*
James T. Kirk (Federation/USS Enterprise *refit* Expansion)
Captain Skill Bonus: +2
Fleet Action: Target a ship at Range 1. Disable one Upgrade of your choice on the target ship.
Cost: 5
Elite Talent Upgrades: 1
-------------------------------
*Crew*
Leonard McCoy (Federation/USS Enterprise *refit* Expansion)
Action: Remove 2 disabled Upgrade Tokens from your [Crew] Upgrades
Cost: 2
Pavel Checkov (Federation/USS Enterprise *refit* Expansion)
When attacking with your Primary Weapon, during the Modify Attack Dice step of the combat Phase, you may disable this card to re-roll all of your blank results. You must keep the results of the second roll.
Cost: 3
Nyota Uhura (Federation/USS Enterprise *refit* Expansion)
At the start of the Activation Phase, you may disable this card to add +2 to your Captain's Skill Number until the End Phase.
Cost: 3
Montgomery Scott (Federation/USS Enterprise *refit* Expansion)
At any time, you may disable this card to prevent 1 Auxiliary Token from being placed beside your ship. OR Action: Discard this card to immediately repair up to 2 damage to your ship's Hull.
Cost: 5
Saavik (Federation/USS Enterprise *refit* Expansion)
You may disable this card at any time to replace 1 [Sensor] or [Battle Stations] Toke that is beside your ship with 1 [Evade] Token.
Cost: 3
Ilia (Federation/USS Enterprise *refit* Expansion)
You do not lose your 'Perform Actions' step when you overlap another ship's base.
Cost: 3
Hikaru Sulu (Federation/USS Enterprise *refit* Expansion)
Action: If your ship is not Cloaked and you perform a Green Maneuver this round, perform a [Sensor Echo] Action. You may use this Action even if your ship does not have the [Sensor Echo] Action on it's Action Bar. You may only use the 1 [Straight] Maneuver Template for this Action.
Cost: 3
---------------------- *Weapons*
Photon Torpedoes (Federation/USS Enterprise *refit* Expansion)
A: 5
Range: 2-3
Attack: (Target Lock) Spend your Target Lock and disable this card to perform this attack. You may fire this weapon from your forward or rear firing arcs.
Cost: 4
Soong (Borg Type 03)/ ************ (Borg Type 03) Borg/Independent Front Firing Arc: 90° Rear Firing Arc: NA A: 6 E: 1 H: 7 S: 5 (4)
After performing a 5 [Straight] Manuver, if there are no enemy ships in your forward firing arc, you may perform an [Evade] Action as a free Action.
Upgrades: Borg Upgrades, Tech, Weapons, Crew, Crew
Points: 38 (36)
-------------------------------
*Captain*
Lore (Independent/Soong Expansion)
Captain Skill: 7
Add 1 [Crew] Upgrade slot to your Upgrade Bar. During the Roll Attack Dice step of the Combat Phase, you may discard one of your [Crew] Upgrades to gain +1 attack die for that attack. You may assign any [Elite Talent] Upgrade to your ship, regardless of Faction restriction, and you do not pay a Faction penalty when assigning any [Elite Talent] Upgrade to your ship.
Cost: 4
Elite Talent Upgrades: 1
Hugh (Independent/Soong Expansion)
Captain Skill: 4
All of your [Crew] Upgrades cost -1 SP. You do not pay Faction penalty when assigning any Borg Upgrades to your ship.
Cost: 2
Elite Talent Upgrades: 0
-------------------------------
*Elite Talent*
Diversionary Tactics (Independent/Soong Expansion)
Action:Discard this card and one of your [Crew] Upgrades to target a ship that is within Range 1-2 of your ship and not in your forward firing arc. Target ship must discard 1 of it's [Crew] Upgrades (of it's choice) and cannot attack your ship this round.
Cost: 5
Experimental Link (Borg/Soong Expansion)
During the Modify Attack Dice step of the Combat Phase, you may discard this card and wither spend up to 3 of your Drone Tokens OR disable up to 3 of your [Crew] Upgrades to re-roll a number of your attack dice equal to the Number of Drone Tokens you spent of [Crew] Upgrades you disabled with this card. This upgrade may only be purchased for a Borg Captain.
Cost: 5
-------------------------------
*Crew*
Crosis (Borg/Independent /Soong Expansion)
Action: Discard this card to Target a ship at Range 1. Disable 1 [Crew] or 1 [Tech] Upgrade of your choice on the target ship. Then steal 1 [Crew] Upgrade of your choice from that ship, even if the Upgrade exceeds your ship's restrictions. If this Upgrade is deployed to a ship with a Borg Captain, you must spend 2 Drone Tokens to perform this Action.
Cost: 5
Bosus (Borg/Independent /Soong Expansion)
If an enemy ship causes any of your [Crew] Upgrades to be discarded, place those Upgrades face down beneath this card. Action: Discard this card and all cards beneath it. For each card that was discarded by this Action (including this card), you gain +1 attack die when attacking with your Primary Weapon this round. If this upgrade is deployed to a ship with a Borg Captain, you must spend 2 drone Tokens to use this Action.
Cost: 2
Torsus (Borg/Independent /Soong Expansion)
Action: Discard this card to increase your Captain's Skill Number by +2 until the End Phase. If this Upgrade is deployed to a ship with a Borg Captain you must spend 1 Drone Token to perform this Action.
Cost: 2
Goval(Borg/Independent /Soong Expansion)
Discard this card at any time to prevent one of your [Crew] Upgrades from being disabled or discarded. If this Upgrade is deployed to a ship with a Borg Captain you must spend 1 Drone Token to perform this ability.
Cost: 1
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*Tech*
Subspace Distortion (Borg/Soong Expansion)
Action: Discard this card to perform this Action. Each time you defend this round, instead of rolling your normal defense dice, roll a number of defense dice equal to your starting Shield value. During the Modify Defense Dice step you may re-roll a number of your blank results equal to your Active Shields. You cannot attack this round.
Cost: 6
-------------------------------
*Weapon*
Photon Torpedoes (Borg/Soong Expansion)
A: 5
Range: 2-3
Attack: (Target Lock) Spend your Target Lock and disable this card to perform this attack. If the target ship is damage by this attack, destroy 1 additional Active Shiled on that ship (if possible). If fired from a Borg Ship, add +1 attack Die.
Cost: 6
Forward Weapons Array (Borg/Soong Expansion)
A: 3
Range: 1-3
Attack: Discard this card to target up to 3 ships in your forward firing arc. Make a separate attack with this weapon against each of those ships if you attack 1 ship, add +3 attack dice to that attack. If you attack 2 ships with this weapon add +1 attack die to each attack. This upgrade cost +5 Sp id purchased for any non-Borg Ship.
Cost: 6
-------------------------------
*Borg Upgrades*
Transwarp Conduit (Borg/Soong Expansion)
Action: Discard this card to remove your ship from the play area and discard all Tokens that are beside your ship except for Auxiliary Power Tokens. During the End Phase, place your ship back in the play area. You cannot place your ship within Range 1-3 of any enemy ship. This Upgrade may only be purchased for a Borg ship.
Cost: 6
========================================= Edit: Ok that's all I can bring over tonight, if someone is willing/able to do the 2nd Division Cruiser (which looks kinda awesome!) please feel free, or I might get a chance tomorrow night.
=========================================
Last edited by traitorarmor; 06/28/2014 at 23:47..
It is almost upon us! Are you prepared for the Quarmageddon?
Can we take a minute to how much the Transwarp Conduit makes borg even more rediculous while being in faction? Say hello to first strike Borg builds. And lets not start with that tech upgrade.
Holy crap, those Crew are outstanding, "Needs of the Many..." is great, and Admiral Kirk and Captain Spock make a fantastic team.
It does look good..............but I think you're going to cause yourself issues, down the line, if you call this the Enterprise A
Quote : Originally Posted by GamerGuy1984
Can we take a minute to how much the Transwarp Conduit makes borg even more rediculous while being in faction? Say hello to first strike Borg builds. And lets not start with that tech upgrade.
It's the same wording as 8472's 'Quantum Singularity' and I don't think either are good for first strikes (can't be in Range and you appear at the end of the round), its good for getting out of trouble though...........and I thought the Tech was really good as well............but then I saw that you can't attack the round you use it.......any turn the Borg isn't attacking is probably good for their opponent.
It is almost upon us! Are you prepared for the Quarmageddon?
It does look good..............but I think you're going to cause yourself issues, down the line, if you call this the Enterprise A
Agreed - the A is the new ship commissioned at the end of Star Trek IV. I expect we will see it eventually. Different nacelles, different deflector dish ... Slightly different saucer as well I think.
Last edited by Superclone; 06/29/2014 at 07:12..
HCFL 2012 Champion - Nation X
KO Board: Streaky: 1 Krypto: 1
Quote : Originally Posted by rorschachparadox
Only problem is that Superclone is a unique member. The irrational members never get made uniques, which is why we see so many swarms of them.
2nd Division Battle Cruiser Dominion Starship (Jem'Hadar Battle Cruiser) Front Firing Arc: 90° Rear Firing Arc: NA A: 5 E: 1 H: 6 S: 5 (4)
Action: Each time you defend, if you are within Range 1-2 of at least one friendly Jem'hadar Attack Ship, roll one extra Defence die.
Actions: Evade, Target Lock, Sensors, Battle Stations
Upgrades: Tech, Weapons, Weapons, Crew, (Crew)
Points: 34 (32)
-------------------------------------
*Captains*
Keevan (Dominion/2nd Division Battle Cruiser Expansion)
Captain Skill: 4
Action: Target 1 enemy ship at Range 1-2 in your forward firing arc. Your ship cannot attack any other ship this round and must attack that ship, if possible. During the Combat Phase, if your ship attacks with its Primary Weapon, it resolves it's attack immediately before the target ship as if it had higher Captain Skill than that ship. If the target ship attacks your ship this round it gains +4 Attack Dice.
Weyoun (Dominion/2nd Division Battle Cruiser Expansion)
Captain Skill: 8
At the start of the game place two Mission tokens on this card.
Action: Spend 1 Mission Token from his card to target a ship at Range 1-3 of your ship. Target ship cannot cannot attack this ship this round. You cannot attack this round.
Cost: 5
Elite Talent: 1
Gul Dukat (Dominion/2nd Division Battle Cruiser Expansion)
Captain Skill: 8
Action: When attacking with your Primary Weapon this round, gain +1 attack die.
Cost: 5
Elite Talent: 1
*Admiral*
Gul Dukat (Dominion/2nd Division Battle Cruiser Expansion)
Captain Skill: +1
Fleet Action: When attacking with your Primary Weapon this round, gain +1 attack die.
Cost: 5
Elite Talent: 1
*Elite Talent*
Unnecessary Bloodshed
Action: Discard this card to target every friendly ship in Range 1-3 (and your ship). During the Roll Attack Dice step of the Combat Phase, each target ship chooses one of its attack dice and place it on a (Damage) result. These dice must not be rolled or re-rolled this round. This upgrade may only be purchased by a Dominion captain.
Cost: 5
-------------------------------
*Crew*
Remata'klan (Dominion/2nd Division Battle Cruiser Expansion)
At the end of the Activation Phase, if your ship is in the forward firing arcs of two enemy ships within Range 1-3 of your ship, you may discard this card to add +2 to your Captain's Skill Number until the End Phase. Gain +2 attack dice for all your attacks, during the round in which you use this Upgrade.
Cost: 5
Lamat'ukan (Dominion/2nd Division Battle Cruiser Expansion)
If your ship has already acquired a Target Lock on an enemy ship, During the declare Target Ship step of the Combat Phase, you may discard the (Target Lock) tokens and acquire a Target Lock on a different enemy ship as a free action. Normal Target Lock rules apply.
Cost: 2
Amat'igan (Dominion/2nd Division Battle Cruiser Expansion)
Each time you defend, roll +1 Defence Dice.
Whenever an enemy Upgrade would cause one of your (Crew) Upgrades to be discarded, you must discard this card instead.
Cost: 3
-------------------------------
*Tech*
Sensor Array
During the Modify Attack Dice step of the Combat Phase, you may spend your (Scan) token to force 1 enemy ship to re-roll one of its attack dice of your choice.
Cost: 3
-------------------------------
*Weapon*
Phased Polaran Beam (Dominion/2nd Division Battle Cruiser Expansion)
Attack: Disable this card to perform this attack.
All damage inflicted by this attack ignores the opposing ships Shields.
This Upgrade costs +5 Squadron Points for any non-Jem'Hadar ship.
A: 4
Range: 1
Cost: 5
Photon Torpedoes
Attack: (Target Lock) Spend your target lock and disable this card to perform this attack.
If fired from a Jem'Hadar Battle Cruiser add +1 attack die.
You may fire this weapon from your forward and rear firing arcs.
A: 5
Range: 2-3
Cost: 5
Volley of Torpedoes
Attack: (Target Lock) Spend your target lock and discard this card to perform this attack. You may disable 1 of your other Dominion Torpedo Upgrades and make one additional attack with it. You do not need to have the 2nd ship target locked or spend a 2nd target lock to make this extra attack. Both must be made against different targets in your forward and rear firing arcs. This Upgrade may only be purchased for a Jem'Hadar Battle Cruiser or Battleship.
A: 5
Range: 2-3
Cost: 6
Last edited by Superclone; 06/29/2014 at 08:23..
HCFL 2012 Champion - Nation X
KO Board: Streaky: 1 Krypto: 1
Quote : Originally Posted by rorschachparadox
Only problem is that Superclone is a unique member. The irrational members never get made uniques, which is why we see so many swarms of them.
If they DO eventually make an actual "A," it will look just like this one. The ships were identical.
I'd say that's a year away, at least.
agreed, but what will be fun is that the upgrade cards on the eventual A will reflect star trek V and VI which is a fun little change up
and this still lets them have material to draw from for the grissom (david marcus and another saavik) and the HMS bounty (can't wait for the double dumb @$$ on you elite talent)
anybody else notice that with the scotty card and the ships special you can basically do a lot of the same things as the original with just slight variation? (ignore aux, boost up attack by disabling shields) i like that. it is cool.
The universe is governed by a tendency toward disorder, we refer to the quantification of that tendency as Entropy Boston Heroclix
It does look good..............but I think you're going to cause yourself issues, down the line, if you call this the Enterprise A
It's the same wording as 8472's 'Quantum Singularity' and I don't think either are good for first strikes (can't be in Range and you appear at the end of the round), its good for getting out of trouble though...........and I thought the Tech was really good as well............but then I saw that you can't attack the round you use it.......any turn the Borg isn't attacking is probably good for their opponent.
Its good for first strike in the sense of the bor puts around until there is enough room behind you and then Transwarps over to get in your rear arc. Yes you cant attack that turn but your opponent has to u turn, which is usually aux power and no action, or try and turn and hope to god you dont stay in their rear.
Also yes you cant attack with the tech on that turn but who cares. We are talking about a Borg cube with 8 Defense Dice that it can reroll. Using these two together you can get the first strike against a three to four ship fleet and when they are down one or two ships you stall them by a turn. Its really going to be a pain for some to deal with.
Man, so much cool in all of these. Someone at WizKids is a massive fan of Scotty and Sulu! Captain Spock is fantastic, kind of a Picard lite. If I have to nitpick, though, it's on Self Destruct, which seems expensive for what'll probably be a really difficult to pull off attack of only a couple dice.
Lore is unexpectedly cool. Interesting how they handled the independence of the Soong and its crew. They're like pirate Borg. Diversionary Tactics is an amazing talent that I have a feeling we're going to be seeing on a certain genetically engineered conqueror.
The 2nd Division Cruiser is fine, though it didn't give me what I wanted, which was cheap generic Jem'Hadar. I would have loved a low-to-moderate skilled Jem'Hadar captain who had an ability like classic Kirk, but for Jem'Hadar crew - turn a couple of those 5-point gankers into 3-point dudes that you could keep face down until it's time to assassinate a Scott or a Romulan Pilot.