Look at the range of talent on display in this picture- astounding! |
Sabotage (Klingon/IKS GrOth Expansion)
ACTION: Discard this Upgrade to target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Discard 1 (Weapons) or (Tech) Upgrade on the target ship.
Cost: 3
ACTION: Discard this Upgrade to target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Discard 1 (Weapons) or (Tech) Upgrade on the target ship.
Cost: 3
At
some point I will probably write up a list that exclusively uses these
kinds of upgrades. Is there a weapon or tech that you're particularly
worried about? Nope, me neither. You MAY, at some point, get two points
ahead with this if you can strip off photon torpedoes, but don't hold
your breath. If the ship is not cloaked, and has no active shields- WHY
NOT TARGET LOCK and BLOW IT UP? It makes no sense why they push these
kinds of cards, but recently it would appear that the designers are
exploring other space- which is good.
It's not that these cards couldn't be good, they
absolutely could be great IF they did something else. If they gave a
passive ability, like a +1 hull or shields, or some kind of other
passive buff like a reroll of one attack dice etc., then I could see
them getting a lot more use than they do now. As it stands, they just
aren't good enough to take up 3 pts that could be allocated elsewhere.
I really like the idea of affecting your opponent's
ship, but these are one time use cards, that only get used at the tail
end of a ship's life. What happens if your opponent doesn't bring
weapons or tech? That's a perfectly likely scenario in organized
events.
Let's look at another of these upgrades:
Korax (Klingon/IKS GrOth Expansion)
ACTION: If your ship is not cloaked, disable all your remaining Shields and target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Discard Korax and any 2 (Crew) Upgrades of your choice on the target ship.
Cost: 3
ACTION: If your ship is not cloaked, disable all your remaining Shields and target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Discard Korax and any 2 (Crew) Upgrades of your choice on the target ship.
Cost: 3
NOOOOO!!!! Next upgrade!
Cyrano Jones (Independent/IKS GrOth Expansion)
You begin the game with one Tribble Token beside your Ship Card
Cost: 3
You begin the game with one Tribble Token beside your Ship Card
Cost: 3
I
probably should have looked at this card last week, but now that I've
gone and done it, I have to go ahead and post the Tribble Info.
Tribble Token (for the Crew: Cyrano Jones from the Klingon/I.K.S. Gr'Oth Expansion)
This card explains the rules for the Tribble Token and serves as a reference to remind players of its effect.
A Ship Card with at least 1 Tribble Token assigned to it follows special rules:
1) During the End Phase, add 1 Tribble Token to your Ship Card (reguardless of the number of Tribble Tokens it already has).
2) If your Ship has 1-3 Tribble Tokens, add +1 attack die whenever you attack and +1 defense whenever you defend. Ignore this rule if your Ship includes any Klingon Captains or Crew.
3) If your ship has 4-5 Tribble Tokens, there is no effect.
4) If your ship has 6 or more Tribble Tokens, roll 1 less attack die whenever you attack and 1 less defense dice whenever you defend. This penalty is doubled if your ship includes any Klingon Captains or Klingon Crew.
5) You gain the following Action:
Action: If your ship is not Cloaked, disable all of your remaining Shields and target a ship at range 1-2 that is not cloaked and has no Active Shields. Place any number of your Tribble Tokens beside the target ship's Ship Card. You cannot transfer any Tribble Token that you recieved this round.
This card explains the rules for the Tribble Token and serves as a reference to remind players of its effect.
A Ship Card with at least 1 Tribble Token assigned to it follows special rules:
1) During the End Phase, add 1 Tribble Token to your Ship Card (reguardless of the number of Tribble Tokens it already has).
2) If your Ship has 1-3 Tribble Tokens, add +1 attack die whenever you attack and +1 defense whenever you defend. Ignore this rule if your Ship includes any Klingon Captains or Crew.
3) If your ship has 4-5 Tribble Tokens, there is no effect.
4) If your ship has 6 or more Tribble Tokens, roll 1 less attack die whenever you attack and 1 less defense dice whenever you defend. This penalty is doubled if your ship includes any Klingon Captains or Klingon Crew.
5) You gain the following Action:
Action: If your ship is not Cloaked, disable all of your remaining Shields and target a ship at range 1-2 that is not cloaked and has no Active Shields. Place any number of your Tribble Tokens beside the target ship's Ship Card. You cannot transfer any Tribble Token that you recieved this round.
Okay, so your ship gets a tribble, and then
adds a tribble token every turn. The sweet spot is 1-3 tribbles, and you
really don't want these on Klingon ships.
Remember
the problems with the other upgrades above? Yup, you get to make a soon
to be dead ship tribbletastic. Of course, you've got to put up with
tribbles for a few turns at least.
This stuff is really fluffy and I really appreciate
the effort. The effects are cool and very thematic. You really have to
build around Tribbles in order to get the most out of them. With
Tribbles increasing every turn, and you only getting a static increase, I
don't see that they will ever be any good. This is not an upgrade that
you want to include on any ship. Eventually, they're going to be
terrible for your ship if you can't unload them.
The in game effect, while fluffy and thematic, will
likely frustrate those individuals looking to benefit from this card.
You're going to find that you're waiting around a lot to unload them,
and then they are going to die in a fire as the ship unloaded upon blows
up because it was already pretty weak to begin with.
Leave all of this at home.