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Star Trek: Attack Wing» Forums » Variants

Subject: Is this perk too powerful? rss

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David Griffin
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Trying to mimic something like the Orion engine doubling in SFB which damaged their engines.

Suppose you got 4 mission tokens on your card when you decided to double. Then for 4 turns you get +1 primary weapon, +1 agility, and +1 shields. After 4 turns you get 4 aux tokens you have to work off.

Too much or too little?
 
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Steven Redfearn
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Give them the aux tokens immediately, make them work off while having the extra powered stats.
 
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David Griffin
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You'd have to let them do actions with tokens unless the perk wasn't an action and or was instead of all actions. Also with Chekov and aux control room, it won't be much of a penalty if they can finish up with no tokens.
 
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Steven Redfearn
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Then why not make it an action to activate for 1 turn and gain 2 aux tokens?
 
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Evan
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What if you started with zero tokens, and if you don't have any auxes you can use it by adding a mission token and take one aux for each token? In principle this could be used indefinitely, but for all practical purposes you'll wear out your engines after a few uses.
 
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David Griffin
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The idea is that the ship, in this case an Orion Raider, looks like a much more powerful ship ... for a while. Then it exhausts itself and is then worse off. In some ways this is like STAW Tribbles.

So the mechanic I came up with isn't important but what is important is that the ship have some number of turns with an advantage, and then some turns with a disadvantage ... like the Tribbles. SFB did it with damage, removing permanently some amount of power with each turn the engines were doubled. We can't really do that here because there is no power allocation, but Aux Power tends to stand in for that so this is what I came up with. Initially I thought of doubling the primary weapons and shields and adding an agility but I was worried that might be too powerful. This is no good if my friends won't actually let me play it

I want a good mechanic that gives the ship a real advantage that is worth taking, but will also be challenging if the ships battle for too long. I want to use the mechanic for the Akyazi class ship which is (according to the book I'm reading) modeled after the Orion raider to "use itself to exhaustion" while waiting for help to blunt an attack ... essentially to buy time to respond to the invasion.
 
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I think this idea might work better as a TECH card that discarded along with negative stats/movement after X turns , (you could do it like the NX Enterprise and make it free to take if that better fit your theme).
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David Griffin
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I had another idea for a different way to express the "more power for a while" idea. What if a ship perk gave you kind of "negative" aux power tokens. That is you started off with X mission tokens and at any time you could use them to cancel an aux power token? That makes you more maneuverable for a while and some abilities that give you an aux power could be mitigated. Not sure how big X should be, but it's an interesting idea.
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