By Eric S. Smith (Bad_Syntax) on Thursday, January 26, 2023 - 10:21 am: Edit |
I initially was thinking this for the TV show Enterprise bridge crew, something to make them stand out.
- One single-sided counter: 'Legendary'
- Can only be used on Federation CA/CX (or a captured ship, see below)
- No cost. Max 1, starts with 1.
- Never dies, just returns to capital and can be put on a new construction CA/CX (Gee, how many enterprises are lost now?)
- +1d6-1 COMPOT when in attack force *OR* acts as a prime team (Cloak homing torpedo, Spock's crazy ideas).
- Treat as +4 defense against directed attack, and takes 12 damage to cripple (Scotty boosting shields)
- If destroyed AND an enemy unit was captured, can simply take over that captured unit and use it normally (only if size 3 or 4)
- If crippled AND enemy unit captured, can immediately take over that enemy ship and destroy their own
- If in a fleet, and is destroyed, the next turn the enemy gets a +2 to any die rolls required
- If the ship with this counter happens to be captured, the counter is sold back at 6 EP (No need to transfer EP, its cash).
- Free strategic movement (Scotty pushing those engines!)
Kinda munchy in that it is a bit powerful, makes a CA into a BC or so, but there are some downsides.
By Steve Petrick (Petrick) on Thursday, January 26, 2023 - 05:27 pm: Edit |
It seems all that is accomplished here is the Alliance gains an advantage.
Start of the war the Klingons and Lyran have their nifty legendary bridge crews and the Kzintis and Hydrans have theirs. The Klingond do not attack the Federation for fear of the Alliance gaining another legendary bridge crew. Same thing goes for attacking the Tholians. The Romulans hold off because if they attack the Federation, the Gorns will attack them, and the Tholians are just spioling for a fight. The Orions will simply rent out their crew and, well, the alliance wins and the coalition loses.
By Eric S. Smith (Bad_Syntax) on Thursday, January 26, 2023 - 07:22 pm: Edit |
There can only be one in existence, or maybe 1 alliance and 1 coalition, but surely not for every race. Perhaps just 1 in the game at a time, starts with feds, if it gets killed whoever killed it then gains one, and so forth. That way it could eventually make its way through all races.
If the alliance wants to use it, sure, they do get an advantage, but if the coalition kills it it'll require 14 EP to replace it because they *have* to buy it back and they *have* to put it on a CA hull.
By Garth L. Getgen (Sgt_G) on Friday, January 27, 2023 - 12:05 am: Edit |
Looks very much like something I suggested back about 15-20 years ago as a joke and it somehow got published.
Garth L. Getgen
By John Christiansen (Roscoehatfield) on Monday, January 30, 2023 - 06:02 pm: Edit |
Garth, that was an interesting holovid.
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