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Subject: Custom Mission: Retake DS9 rss

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Tony Reale
United States
Wisconsin
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I really enjoyed the "First Contact" mission that came with the Borg Cube and wanted to create an epic battle with my DS9 station. Here's what I came up with.

STAR TREK ATTACK WING MISSION
Retake Deep Space 9


The Dominion is in control of DS9 and the Alliance of Federation, Klingon and Romulan forces are advancing to retake the station.

OBJECTIVE

Alliance Players: Destroy Dominion fleet and retake DS9 without destroying it.
Dominion Player(s): Destroy the Alliance fleet.
If DS9 is destroyed, it is considered a neutral victory.

SET UP




Play space is 3’x6’.
Place DS9 so that the left side of the station is touching the center of the play space. Place 1 Objective token as “The Wormhole” at the bottom right area of the play space so that it is 1 movement marker from each corner.
DS9 is Dominion controlled and goes against the SP of the Dominion Player. The Dominion player sets up the rest of their fleet on the right area of the play space. The Federation player sets up their fleet on the top left of the play space (include the Defiant with Sisko as Captain for Objective goal). The Klingon player sets up on the middle left and the Romulan player on the bottom left.
Depending on the scale of the battle, Alliance fleet and Dominion fleet get 300-500 SP respectively (both must be the same).

DS9 RULES

In this mission, DS9 has different stats from standard rules as follows:

In this mission, DS9 has different stats from standard rules as follows:

DS9 has 3 Pylons and a main body (consisting of central and outer rings). Each of the Pylons sits over a rectangle (outlined in blue or purple on the Ship Token. These are considered to be the Pylons for purposes of movement and each pylon has a 90° forward firing arc and may fire at Range 1-3. The main body of the station has a 360° firing arc and may fire at range 1-2, measuring from the edge of the plastic base (not the Ship Token).
The main body and each Pylon have their own level 5 Primary Weapon. The Station has the ability to do 1 Target Lock from range 1-3 of the Pylons. Only a Pylon can use a Target Lock. A Target Lock may be used if the targeted ship is in range of any of the station’s Pylons even if the targeted ship moves from one Pylon’s firing arc to another. The main body of the station may only fire the Station’s Primary Weapon at Range 1-2. Secondary Weapons cannot be fired from the 360° firing arc of the main body. The main body and each Pylon may attack once per Attack Phase up to 4 total attacks.
Each Pylon has it’s own shield generator with a value of 9 each.
Evade is 0 and Hull is 9.
While the station has active shields, an enemy must declare which Pylon it is attacking (within the attacking ship’s range and firing arc). If a Pylon’s shields are inactive or at “0”, all damage on that Pylon affects the Hull.
DS9 has 2 named Actions that it may perform during the “Perform Action” step. ACTION: Repair up to 4 Station Shields (this may be performed once per “Perform Action” step) OR ACTION: Target Lock ships within Range 1-3 of Pylons (1 total Target Lock may be performed by the station at a time).
When defending, all other friendly ships within Range 1-2 of DS9 main body may choose any number of their defense dice and re-roll them once.
You may move underneath the station with no action penalty. You only lose the “Perform Action” step if your move would cause you to overlap a Pylon. If this happens, the moving ship must move backwards along its movement marker until it is not overlapping the Pylon.
DS9 has the following movement actions: All Stop, 45° Rotate, 90° Rotate. It may not move by Flanking in this mission.
DS9 costs 82 SP.

The Alliance’s goal is to capture the station. In order to accomplish this, the Alliance must bring down all shield generators. Once a Pylon's shields are at 0, the generator is considered destroyed and shields cannot be repaired. Any further damage that Pylon receives affects the Hull. Once all shield generators are destroyed, the Alliance must beam an away team over to take control of DS9. If there are still Dominion ships in play, they can choose to send their own away team over to the station on the same round or they will lose control of the station by the end of the round. If this happens, follow the Away Team rules.

AWAY TEAM

Any ship within Range 1-2 of DS9 may perform either of the following Actions:

ACTION: If your ship is not Cloaked, disable all of your remaining Shields and then disable your Captain and/or any number of your [Crew] Upgrades of your choice (place Disabled Upgrade Tokens on these cards). These cards are considered to have beamed aboard DS9 as your “Away Team.” You cannot remove these Disabled Upgrade Tokens without using the Action listed below. If your Captain is part of your Away Team, your ship is considered to have a Skill of 1.

NOTE: A player may have multiple Away Teams on DS9 at the same time (i.e. that player has used the Action above for multiple ships in their fleet). Treat all Captain and [Crew] Upgrades from every ship as 1 Away Team. The Captain Skill will be equal to the highest Skill number of one of that player’s Captains.

OR

ACTION: If your ship is not Cloaked, disable all of your remaining Shields to remove the Disabled Upgrade Tokens from your Captain and/or [Crew] Upgrades. These cards are now considered on board the ship and are no longer part of the “Away Team.”

When using the Action above, Captain and [Crew] Upgrades may only be returned to their original ships.

NOTE: If a Captain is in the Away Team, remove the Captain ID Tokens from their ship and place them on the DS9 Token. If the Captain returns to their ship, place their Captain ID Tokens back on their original ship.

IF ONLY 1 ALLIANCE PLAYER has an Away Team aboard DS9, the Alliance player is considered to control DS9.

During the Activation Phase, DS9 does not move, but the controlling player may perform 1 of the following Actions: [Target Lock] - [Scan]
If there is no Captain in the controlling player’s Away Team, DS9’s Captain Skill Number is “1”. If there is a Captain in the Away Team, use that Captain’s Skill number for DS9.

IF BOTH PLAYERS have Away Teams aboard DS9, then no one controls it and a battle ensues inside of DS9. At the end of the Combat Phase, after all ships have made their attacks, both players’ Away Teams attack each other.

The player with the highest Captain Skill on DS9 rolls 1 attack die for every card that is in his Away Team; the other player rolls 1 defense die for every card that is in his Away Team. For every uncanceled [Hit] result, the defending player discards 1 Captain or [Crew] Upgrade of his choice from his Away Team. After the player with the higher Captain Skill attacks, the player with the lower Captain Skill attacks with the remaining members of his Away Team in the same way.
If both players' have the same highest Captain Skill, then the player with initiative attacks first; however, any defeated Captains or Crew may fire back before being discarded as per the Simultaneous Attack Rule (see pg 17 of the Rules of Play).

NOTE: Away Team Captain and [Crew] Upgrade Cards cannot be targeted by any other cards or effects from any ships.

TRANSFER OF DS9

If the Alliance player is able to claim DS9, they may choose to keep their surviving captain/crew on the station or return them to their ship(s) and the DS9 ship card is transferred to the new owner. If no Captain remains on the station, DS9 has a default captain’s skill of 1 for the new player. None of the upgrades or crew from the Dominion player transfer over and are discarded. All Hull damage is removed and Shields are repaired 3 for each Pylon. The Dominion player can attempt to retake DS9 by following the rules listed above. If the Dominion player retakes DS9, they may not use their original crew or upgrades.

WORMHOLE OBJECTIVE

If the Federation player can get the Defiant with Sisko as Captain to reach the Objective token and touch or overlap its base to the token, the Alliance gets a “We are of Bajor” Attack. This happens immediately and no other actions or movements may be performed until after the attack is over. The Alliance gets to roll 5 attack dice against each Dominion ship and any Pylons that the Alliance player chooses. The Dominion player may not roll defense dice against this attack.. The “We are of Bajor” Attack my only be performed once and is only activated by the Defiant with Sisko as Captain.


Here is the ship card based upon MaximumDT's design (https://boardgamegeek.com/thread/1558768/what-would-real-ds9...) with a few modifications:


Let me know what you guys think!
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Tony Reale
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Wisconsin
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To mix things up even more, I added a Borg Invasion variation for the Retake DS9 Mission.

STAR TREK ATTACK WING MISSION
Retake Deep Space 9
Borg Invasion Variation



The Dominion is in control of DS9 and the Alliance of Federation, Klingon and Romulan forces are advancing to retake the station. The Borg have decided to take advantage of the situation and launch an invasion.

OBJECTIVE

Alliance Players: Destroy Dominion Fleet and Borg Fleet and retake DS9 without destroying it.
Dominion Player(s): Destroy the Alliance fleet and Borg Fleet.
Borg Player(s): Destroy all other players and DS9.

SET UP



Use Rules from “Retake DS9” for Alliance and Dominion Players.
During the Set Up, the Borg Player(s) will roll a standard 6 sided die. The result should remain hidden from the Alliance and Dominion Players. The result will indicate what round the Borg invasion will occur. The invasion cannot happen during round 1 so add 1 to the result (for example, 1 becomes 2, 6 becomes 7, etc.).
The Borg Player(s) will roll the 6 sided die a second time. This result should also remain hidden from the Alliance and Dominion Players and indicates where on the map they will enter from as indicated by the numbered regions above. The Borg ships must be a minimum of range 2 away from any other ships when they enter. If this is not possible, the Borg ship placement may extend to an adjoining zone.
The Borg Ships are placed during the planning phase of the round the the player rolled. The placement happens before the Alliance and Dominion players lock in their movement.
The Borg Ships do not have a movement or actions the round they enter the game.
The Borg Player’s ships may not attack or be attacked the round they enter the game.
The following round, the game plays as normal.
The Borg Player(s) SP should be equal to the amount of each other player (Alliance or Dominion).
 
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Tony Reale
United States
Wisconsin
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I created a more powerful Borg Cube for the Borg Invasion variation. This is to match the power of DS9 and create something more menacing for the Alliance and Dominion players to deal with.

 
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