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Related: Star Trek: Expeditions
Related: Critical Clix: Star Trek Tactics
Related: Star Trek HeroClix Tactics II Starter Set
Related: Star Trek HeroClix Tactics II
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I'd also like to see some transporter and marine rules, which could help simulate the awesome Netrek game. Imagine teleporting a group of marines from the U.S.S. Enterprise to a Klingon Bird of Prey, and letting the battle play out seperately. It's like a game within a game!
Another great addition to this game would be CREW CARDS. I envision it to be simular to Baseball cards, but with crew members. Each card will have an image, point cost, and a special ability (designated with standard icons that all crew cards use). This would allow me to apply "Captain Pike" to the USS Excelsior, or "First Officer Spock" to the USS Defiant. Mechanically they would be applied like HeroClix Feat Cards.
Having CREW CARDS would also be a great way to tie into marines as noted above. If you like transporting to opposing ships to initiate marine battles, then buy some marine CREW CARDS. If you don't like ship-to-ship battles, then put the points elsewhere -- maybe you could spend the points to buy a legendary Engineer to help with ship repairs... or buy James T. Kirk so you can get it on with green aliens.
Having these cards as an integral add-on would help keep the product costs down, yet keep things fun for us trekkies!
Weapons should be broken up into seperate types. Usually there is an Energy Weapon (phasers) and a Heavy Weapon (torpedoes). This can be easily designated on the PAC. For example, Ranged Combat Expert could be designated as a Heavy Weapon, and Energy Explosion could be designated as an Energy Weapon.
Which leads us into Team Abilities. Simply put, keep it the same, but call it Empire Faction. They'd work the exact same way, but every ship should have it. For example...
Klingon Empire: Klingon ships can "cloak" once on your turns free action. A Cloaked ship cannot use shields, its speed value is reduced by one-half, it cannot fire weapons, and opposing attack rolls against this ship are only successful on double-sixes. Once on your turns as a free action, this ship may "De-cloak." A ship that de-cloaks this turn cannot "cloak" or use Heavy Weapons until your next turn.
The only problem I foresee is the handling of shields, which is a critical part of Star Trek ship combat. You can't simply increase the Defense value or tack on more Damage reduction, because that's not how starship shields work! As such, I have the perfect solution: Double-Base figures.
Just put all Star Trek ships on a double-base, and have two dials on the base... one for shields, and one for the normal "life" dial. All damage goes to the shields first, then is applied to the normal life dial.
This opens up lots of different possibilties. How about a "Leaky Shield" rule, where critical hits deal +1 damage to the normal "life" dial? How about Klingon Disrupters dealing double damage to shields? Oooo! Oooo! How about a scenario where Kirk and Kahn are battling it out in the Mutara Nebula? (everyone knows that shields are useless in nebulas, duh!)
Please Wizkids, make it so!
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