Fredwood
08/25/2011, 22:38
Sorry it took so long to do this, but we were just now able to hook up today. Anyway first post is Federation.
Where it says Points, that equals their size. White clicks = full alert (no damage), yellow = Yellow alert (1 damage), and red = Red alert (2 damage).
If a slot is black with a 0 that means that the system is disabled (there's a D on the card and dial). If the dial is Blue, that is a cloak click, and everything else but the engines would have a C on the dial (with the exception of the two Klignon Hidden Scout ships).
As I'm using the dial generator and the ability slots are different, I'm going off what is top to bottom on the Star Trek cards and on the clicks, which are as follows:
:m-boot: = Weapons
:a-fist: = Sensors
:d-normal: = Engines
:g-starburst: = Shields
Also note that there is only 11 slots available in the dial generator, but there are no KO slots on the ships, and the last slot is a red alert slot. If you really want them I can give them to you, but right now I'll just focus on what I can do right now.
One more thing, most ships have a special ability, and it will be indicated by the :m-boot: Special ability slot. I'll also be using the other special powers to indicate how many missions each ship recieves and what types you draw (since there are only 3 types of missions) in order to build your mission decks. Those are indicated on the powers themselves.
So without further ado:
Federation Fleet Deck
#1/12 USS Enterprise
Team: Federation
Range: 0 :bolt:
Points: 6
Keywords: NCC-1701-E
m-normala-normald-normalg-normal1604168118851310771310501581216111212111647910412104900105193KOKOKOKOSpeed - Nine Lives: If Enterprise is destroyed, roll 2 dice: On a roll of 12, it is not destroyed. Instead return it to your reinforcements pool at Red Alert Status.
Attack - Science: 3
Defense - Influence: 2
Damage - Combat : 1
#2/12 USS Venture
Team: Federation
Range: 0 :bolt:
Points: 5
Keywords: NCC-71854
m-normala-normald-normalg-normal01251301298110513130511709131302111102136758011411011961218KOKOKOKOAttack - Science: 4
Defense - Influence: 1
Damage - Combat : 0
#3/12 USS Prometheus
Team: Federation
Range: 0 :bolt:
Points: 5
Keywords: NX-59650
m-normala-normald-normalg-normal1404121109108510767116120112100510601090710810015501102058KOKOKOKOSpeed - Multi-Vector Attack Mode: As a part of a Combat Action, Prometheus may split its Weapons Rating into up to 3 seperate attacks against the same target or different targets in its location. Each attack is resolved seperately.
Attack - Science: 1
Defense - Influence: 2
Damage - Combat: 2
#4/12 USS Sutherland
Team: Federation
Range: 0 :bolt:
Points: 4
Keywords: NCC-72015
m-normala-normald-normalg-normal1108910081087587795579711039108589077558580154018KOKOKOKOAttack - Science: 1
Defense - Influence: 1
Damage - Combat: 2
#5/12 USS Excelsior
Team: Federation
Range: 0 :bolt:
Points: 3
Keywords: NCC-2000
m-normala-normald-normalg-normal7097771709670886099401010306107707739170101010086KOKOKOKOSpeed - Trans-Warp Drive: Excelsior is equipped with experimental drive technology. If you use this drive, roll 1 die before moving: On a roll of 5 or 6, double its movement points for the turn. On a result of 1 or 2, the ships Engines are Disabled for the turn.
Attack - Science: 1
Defense - Influence: 1
Damage - Combat: 1
#6/12 USS Yeager
Team: Federation
Range: 0 :bolt:
Points: 3
Keywords: NCC-61947
m-normala-normald-normalg-normal70966097681706977047606606660684701440172513KOKOKOKOSpeed - Combat Design: If Yeager is brought into play with a Reinforcement Action, it recieves a permanent +2 Weapon token.
Attack - Science: 0
Defense - Influence: 1
Damage - Combat: 2
#7/12 USS Voyager
Team: Federation
Range: 0 :bolt:
Points: 3
Keywords: NCC-74858
m-normala-normald-normalg-normal01210260107511160109449556066409501116048600860642KOKOKOKOSpeed - Well-Traveled: If Voyager rolls a die when resolving an Encounter Card, roll 1 additional die and use the best result.
Attack - Science: 2
Defense - Influence: 1
Damage - Combat: 0
#8/12 USS Defiant
Team: Federation
Range: 0 :bolt:
Points: 3
Keywords: NX-74205
m-normala-normald-normalg-normal00806097709636940697008060375065561406645016KOKOKOKOAttack - Science: 0
Defense - Influence: 2
Damage - Combat: 1
#9/12 USS Enterprise
Team: Federation
Range: 0 :bolt:
Points: 2
Keywords: NCC-1701-A
m-normala-normald-normalg-normal5295387309935101531053506546150753088130155013KOKOKOKOSpeed - Nine Lives: If Enterprise is destroyed, roll 2 dice. On a roll of 12, it is not destroyed. Instead, return it to your Reinforcements Pool at Red Alert status.
Attack - Science: 1
Defense - Influence: 1
Damage - Combat: 0
#10/12 USS Reliant
Team: Federation
Range: 0 :bolt:
Points: 2
Keywords: NCC-1864
m-normala-normald-normalg-normal011330115101051095208530763408440943084010330184KOKOKOKOSpeed - Survey Ship: As lone as Reliant's Sensors are at least 1, it recieves +5 to all Sensors Tests.
Attack - Science: 2
Defense - Influence: 0
Damage - Combat: 0
#11/12 USS Yosemite
Team: Federation
Range: 0 :bolt:
Points: 1
Keywords: NCC-19002
m-normala-normald-normalg-normal0131101212011130101409140833075220840101100840710KOKOKOKOSpeed - Scientific Method: When Yosemite makes a Sensors Test, roll 1 additional die and use the best result.
Attack - Science: 1
Defense - Influence: 0
Damage - Combat: 0
#12/12 USS Equinox
Team: Federation
Range: 0 :bolt:
Points: 1
Keywords: NCC-72381
m-normala-normald-normalg-normal208230544044161318111910010113044107216123033KOKOKOKOSpeed - Defensive Aramament: As long as Equinox has a Weapons Rating of a least 1 and it has operational Shields, it recieves +3 Shields when it is the target during combat.
Attack - Science: 1
Defense - Influence: 0
Damage - Combat: 0
Where it says Points, that equals their size. White clicks = full alert (no damage), yellow = Yellow alert (1 damage), and red = Red alert (2 damage).
If a slot is black with a 0 that means that the system is disabled (there's a D on the card and dial). If the dial is Blue, that is a cloak click, and everything else but the engines would have a C on the dial (with the exception of the two Klignon Hidden Scout ships).
As I'm using the dial generator and the ability slots are different, I'm going off what is top to bottom on the Star Trek cards and on the clicks, which are as follows:
:m-boot: = Weapons
:a-fist: = Sensors
:d-normal: = Engines
:g-starburst: = Shields
Also note that there is only 11 slots available in the dial generator, but there are no KO slots on the ships, and the last slot is a red alert slot. If you really want them I can give them to you, but right now I'll just focus on what I can do right now.
One more thing, most ships have a special ability, and it will be indicated by the :m-boot: Special ability slot. I'll also be using the other special powers to indicate how many missions each ship recieves and what types you draw (since there are only 3 types of missions) in order to build your mission decks. Those are indicated on the powers themselves.
So without further ado:
Federation Fleet Deck
#1/12 USS Enterprise
Team: Federation
Range: 0 :bolt:
Points: 6
Keywords: NCC-1701-E
m-normala-normald-normalg-normal1604168118851310771310501581216111212111647910412104900105193KOKOKOKOSpeed - Nine Lives: If Enterprise is destroyed, roll 2 dice: On a roll of 12, it is not destroyed. Instead return it to your reinforcements pool at Red Alert Status.
Attack - Science: 3
Defense - Influence: 2
Damage - Combat : 1
#2/12 USS Venture
Team: Federation
Range: 0 :bolt:
Points: 5
Keywords: NCC-71854
m-normala-normald-normalg-normal01251301298110513130511709131302111102136758011411011961218KOKOKOKOAttack - Science: 4
Defense - Influence: 1
Damage - Combat : 0
#3/12 USS Prometheus
Team: Federation
Range: 0 :bolt:
Points: 5
Keywords: NX-59650
m-normala-normald-normalg-normal1404121109108510767116120112100510601090710810015501102058KOKOKOKOSpeed - Multi-Vector Attack Mode: As a part of a Combat Action, Prometheus may split its Weapons Rating into up to 3 seperate attacks against the same target or different targets in its location. Each attack is resolved seperately.
Attack - Science: 1
Defense - Influence: 2
Damage - Combat: 2
#4/12 USS Sutherland
Team: Federation
Range: 0 :bolt:
Points: 4
Keywords: NCC-72015
m-normala-normald-normalg-normal1108910081087587795579711039108589077558580154018KOKOKOKOAttack - Science: 1
Defense - Influence: 1
Damage - Combat: 2
#5/12 USS Excelsior
Team: Federation
Range: 0 :bolt:
Points: 3
Keywords: NCC-2000
m-normala-normald-normalg-normal7097771709670886099401010306107707739170101010086KOKOKOKOSpeed - Trans-Warp Drive: Excelsior is equipped with experimental drive technology. If you use this drive, roll 1 die before moving: On a roll of 5 or 6, double its movement points for the turn. On a result of 1 or 2, the ships Engines are Disabled for the turn.
Attack - Science: 1
Defense - Influence: 1
Damage - Combat: 1
#6/12 USS Yeager
Team: Federation
Range: 0 :bolt:
Points: 3
Keywords: NCC-61947
m-normala-normald-normalg-normal70966097681706977047606606660684701440172513KOKOKOKOSpeed - Combat Design: If Yeager is brought into play with a Reinforcement Action, it recieves a permanent +2 Weapon token.
Attack - Science: 0
Defense - Influence: 1
Damage - Combat: 2
#7/12 USS Voyager
Team: Federation
Range: 0 :bolt:
Points: 3
Keywords: NCC-74858
m-normala-normald-normalg-normal01210260107511160109449556066409501116048600860642KOKOKOKOSpeed - Well-Traveled: If Voyager rolls a die when resolving an Encounter Card, roll 1 additional die and use the best result.
Attack - Science: 2
Defense - Influence: 1
Damage - Combat: 0
#8/12 USS Defiant
Team: Federation
Range: 0 :bolt:
Points: 3
Keywords: NX-74205
m-normala-normald-normalg-normal00806097709636940697008060375065561406645016KOKOKOKOAttack - Science: 0
Defense - Influence: 2
Damage - Combat: 1
#9/12 USS Enterprise
Team: Federation
Range: 0 :bolt:
Points: 2
Keywords: NCC-1701-A
m-normala-normald-normalg-normal5295387309935101531053506546150753088130155013KOKOKOKOSpeed - Nine Lives: If Enterprise is destroyed, roll 2 dice. On a roll of 12, it is not destroyed. Instead, return it to your Reinforcements Pool at Red Alert status.
Attack - Science: 1
Defense - Influence: 1
Damage - Combat: 0
#10/12 USS Reliant
Team: Federation
Range: 0 :bolt:
Points: 2
Keywords: NCC-1864
m-normala-normald-normalg-normal011330115101051095208530763408440943084010330184KOKOKOKOSpeed - Survey Ship: As lone as Reliant's Sensors are at least 1, it recieves +5 to all Sensors Tests.
Attack - Science: 2
Defense - Influence: 0
Damage - Combat: 0
#11/12 USS Yosemite
Team: Federation
Range: 0 :bolt:
Points: 1
Keywords: NCC-19002
m-normala-normald-normalg-normal0131101212011130101409140833075220840101100840710KOKOKOKOSpeed - Scientific Method: When Yosemite makes a Sensors Test, roll 1 additional die and use the best result.
Attack - Science: 1
Defense - Influence: 0
Damage - Combat: 0
#12/12 USS Equinox
Team: Federation
Range: 0 :bolt:
Points: 1
Keywords: NCC-72381
m-normala-normald-normalg-normal208230544044161318111910010113044107216123033KOKOKOKOSpeed - Defensive Aramament: As long as Equinox has a Weapons Rating of a least 1 and it has operational Shields, it recieves +3 Shields when it is the target during combat.
Attack - Science: 1
Defense - Influence: 0
Damage - Combat: 0