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Subject: Some ship suggestions for an expansion rss

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Peet Smith
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I've been thinking about the possibility of new ships being added through an official expansion, and I decided not to wait... so here are some stats for possible new ships.

You'll note that I included a squadron of Chosh Kas and a squadron of F-54s. It seems to me that since the models aready exist it would be easy to do three of them. However, I assumed that the solo versions were "souped up" versions of the regular fighters and toned them down a bit for use in a squadron.

So here they are!



ISN Storm Squadron
Faction: ISN
Medium Squadron
Derecho-class Destroyers

Statistics:
Activate:5 Move:4 Shield:2 Hull:4

SM% (Shot Miss Percentage; chance of opponent missing a shot): 32/80=40%

Primary Weapon: MR3 Missile Launchers
Charge:0 Range:3 Attacks:1 Strength:2

Capacity: 0
Max number of Ship Upgrade Cards 1
Max number of Additional Weapons: 1
Max number of Heroes: 0

Standard Command stats: Launch: 12

Seasoned Command stats: Launch: 14
*Missile Barrage Blast Zone: Whenever an enemy ship is hit with the Derecho's primary weapon, roll the number die for each adjacent ship. On a roll of 5+ that ship takes one point of damage.

Veteran Command stats: Launch: 15
*Missile Barrage Blast Zone: Whenever an enemy ship is hit with the Derecho's primary weapon, roll the number die for each adjacent ship. On a roll of 5+ that ship takes one point of damage.
*Secondary Weapon: SR2 Pulse Guns
Charge: 0 Range: 2 Attacks: 1* Strength: 1
Derecho's SR2 Pulse guns may only be fired at small ships. *The Derecho may fire its SR2 Pulse Guns more than once but each extra attack increases the charge rating of the weapon by 1.



F-48 Blue Kestrels
Faction: ISN
Small Squadron
Kestrel Fighters

Statistics:
Activate:2 Move:5 Shield:0 Hull:2

SM% (Shot Miss Percentage; chance of opponent missing a shot): 48/80=60%

Primary Weapon: SRX Pulse Cannon
Charge:0 Range:2 Attacks:1 Strength:1*
*When fired at a range of 1, the SRX Pulse Cannon has a strength of 2.

Capacity: 0
Max number of Ship Upgrade Cards 1
Max number of Additional Weapons: 1
Max number of Heroes: 0

Standard Command stats: Launch: 3
*Electronic Masking: ECM damages an F-48 Blue Kestrel on a roll of 7+ instead of 5+.

Seasoned Command stats: Launch: 4
*Electronic Masking: ECM damages an F-48 Blue Kestrel on a roll of 7+ instead of 5+.
*Afterburners: If an F-48 Blue Kestrel does not attack on its turn, it may move an extra two hexes.

Veteran Command stats: Launch: 6
*Electronic Masking: ECM damages an F-48 Blue Kestrel on a roll of 7+ instead of 5+.
*Afterburners: If an F-48 Blue Kestrel does not attack on its turn, it may move an extra two hexes.
*Electronic Shielding: The F-48 Blue Kestrel never takes more than one point of ECM damage from any one roll, regardless of the size of the adjacent ship.




ISN Connestoga
Faction: ISN
Medium Solo
Support Tanker

Statistics:
Activate:4 Move:3 Shield:2 Hull:9

SM% (Shot Miss Percentage; chance of opponent missing a shot): 28/80=35%

Primary Weapon: SR2 Dual Pulse Gun
Charge:0 Range:2 Attacks:2 Strength:1

Capacity: 0
Max number of Ship Upgrade Cards 1
Max number of Additional Weapons: 0
Max number of Heroes: 1

Standard Command stats: Launch: 8
*Refueling Systems: As long as the ISN Connestoga is on the board you gain 1 extra energy each turn.

Seasoned Command stats: Launch: 10
*Refueling Systems: As long as the ISN Connestoga is on the board you gain 2 extra energy each turn.

Veteran Command stats: Launch: 12
*Refueling Systems: As long as the ISN Connestoga is on the board you gain 2 extra energy each turn.
*In-Flight Refueling: Any solo ship that is adjacent to the ISN Connestoga costs 1 energy less to activate. This discount cannot reduce the ship's activation cost below 1.




F-54 Blue Foxbats
Faction: ISN
Small Squadron
Foxbat Fighters

Statistics:
Activate:4 Move:5 Shield:2 Hull:2

Critical Damage coordinate(s): G5
SM% (Shot Miss Percentage; chance of opponent missing a shot): 40/80=50%

Primary Weapon: SR2 Blast Guns
Charge:0 Range:2 Attacks:1 Strength:2

Capacity: 0
Max number of Ship Upgrade Cards 1
Max number of Additional Weapons: 1
Max number of Heroes: 0

Standard Command stats: Launch: 6

Seasoned Command stats: Launch: 8
*Stealth Field: This ship cannot be attacked by enemy ships while Stealth Field is active. An opponent may spend 2 energy to deactivate this ship's Stealth Field until the end of the turn.

Veteran Command stats: Launch: 10
*Stealth Field: This ship cannot be attacked by enemy ships while Stealth Field is active. An opponent may spend 2 energy to deactivate this ship's Stealth Field until the end of the turn.
*Superior Training: Whenever you play an event card during the activation of the F-54 Blue Foxbats, roll the number die. On a 5+ that card is returned to your hand instead of going to the discard pile. You may not play that card again until next turn.





Hag Ktah De Squadron
Faction: Wretch
Medium Squadron
Lancer Frigates

Statistics:
Activate:4 Move:4 Shield:3 Hull:2

SM% (Shot Miss Percentage; chance of opponent missing a shot): 32/80=40%

Primary Weapon: MR2 Vecton Cannons
Charge:0 Range:2 Attacks:1 Strength:2

Primary Weapon: MR1 Shock Guns
Charge:0 Range:1 Attacks:1 Strength:1

Capacity: 0
Max number of Ship Upgrade Cards 1
Max number of Additional Weapons: 1
Max number of Heroes: 0

Standard Command stats: Launch: 10

Seasoned Command stats: Launch: 11
*Electromagnetic Shielding: As long as the Hag Ktah De has shields left, any ECM damage it recieves is reduced by one point of strength, to a minimum of zero.

Veteran Command stats: Launch: 12
*Electromagnetic Shielding: As long as the Hag Ktah De has shields left, any ECM damage it recieves is reduced by one point of strength, to a minimum of zero.
*Vecton Field Disruptors: Instead of charging its weapons, the Hag Ktah De may deal 3 points of Direct Vecton Shield Damage to an adjacent ship.



Red Kobo
Faction: Wretch
Small Squadron
Kobo Fighters

Statistics:
Activate:2 Move:5 Shield:2 Hull:1

SM% (Shot Miss Percentage; chance of opponent missing a shot): 44/80=45%

Primary Weapon: SR2 Electromagnetic Cannons
Charge:0 Range:2 Attacks:1 Strength:1

Capacity: 0
Max number of Ship Upgrade Cards 1
Max number of Additional Weapons: 1
Max number of Heroes: 0

Standard Command stats: Launch: 3

Seasoned Command stats: Launch: 4
*Dogfighter: Whenever this ship is hit (but not destroyed) by an attack from a small ship up to 2 spaces away, this ship may make an attack against that ship.

Veteran Command stats: Launch: 5
*Dogfighter: Whenever this ship is attacked (but not destroyed) by an attack from a small ship up to 2 spaces away, this ship may make an attack against that ship.





Kuo Sha
Faction: Wretch
Medium Solo
Support Ship

Statistics:
Activate:4 Move:4 Shield:6 Hull:5

SM% (Shot Miss Percentage; chance of opponent missing a shot): 28/80=35%

Primary Weapon: MR3 Electromagnetic Cannons
Charge:0 Range:3 Attacks:1 Strength:2

Capacity: 0
Max number of Ship Upgrade Cards 1
Max number of Additional Weapons: 0
Max number of Heroes: 1

Standard Command stats: Launch: 9
*Fast Shield Recharge: Kuo Sha gains one shield point in the deploy phase of each turn as long as this does not cause the number of shield pegs to exceed Kuo Sha's original shield rating.
*Shield Distribution Matrix: Instead of charging weapons, Kuo Sha may transfer up to three of its shield pegs to one adjacent ship. Pegs added may not bring the number of shield pegs a ship has above the amount it starts with.

Seasoned Command stats: Launch: 11
*Fast Shield Recharge: Kuo Sha gains one shield point in the deploy phase of each turn as long as this does not cause the number of shield pegs to exceed Kuo Sha's original shield rating.
*Shield Distribution Matrix: Instead of charging weapons, Kuo Sha may transfer any number of its shield pegs to one ship within two spaces. Pegs added may not bring the number of shield pegs a ship has above the amount it starts with.

Veteran Command stats: Launch: 12
*Fast Shield Recharge: Kuo Sha gains one shield point in the deploy phase of each turn as long as this does not cause the number of shield pegs to exceed Kuo Sha's original shield rating.
*Shield Distribution Matrix: Instead of charging weapons, Kuo Sha may transfer any number of its shield pegs to any ships of your choice within two hexes. Pegs added may not bring the number of shield pegs a ship has above the amount it starts with.




Red Chosh Ka
Faction: Wretch
Small Squadron
Chosh Ka Fighters

Statistics:
Activate:2 Move:5 Shield:2 Hull:2

Critical Damage coordinate(s): F5
SM% (Shot Miss Percentage; chance of opponent missing a shot): 39/80=48.8%

Primary Weapon: MR3 Vecton Gun
Charge:0 Range:3 Attacks:1 Strength:1

Capacity: 0
Max number of Ship Upgrade Cards 1
Max number of Additional Weapons: 1
Max number of Heroes: 0

Standard Command stats: Launch: 5

Seasoned Command stats: Launch: 6
*Asteroid Piloting: If this ship starts its activation adjacent to an asteroid obstacle piece, before moving, you may place this ship on any empty space adjacent to that asteroid.
*Debris Piloting: Any debris damage received is ignored.

Veteran Command stats: Launch: 7
*Asteroid Piloting: If this ship starts its activation adjacent to an asteroid obstacle piece, before moving, you may place this ship on any empty space adjacent to that asteroid.
*Debris Piloting: Any debris damage received is ignored.
*Fighter Hunter: When this ship is attacking a Fighter with its primary weapon, add 1 to the strength of that attack.
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