RACE: BORGSTARSHIP CLASS: CUBEConstruction Data: Model Number- Unknown Date Entering Service Unknown Number Constructed- 1,000,000+Hull Data: Superstructure Points 2,955* Damage Chart- General Chart Size Length- 3,652.4 m Width- 3,652.4 m Height- 3,652.4 m Weight- 10,000,000+ mt Cargo Cargo units- Unknown Cargo Capacity- Unknown Landing Capability- NoneEquipment Data: Control Computer Type Unknown Transporters standard- Unknown emergency- Unknown cargo, large Unknown cargo, small UnknownOther Data: Crew- Unknown Passengers- NA Shuttlecraft- UnknownEngines and Power Data: Total Power Units Available Infinite Movement Point Ratio- 20 movement maximum** Warp Engine Type- Unknown (Quantum Barrier tap) Number- Unknown Power Units Available Infinite Stress Charts- E/F Maximum Safe Cruising Warp 9.6 – 9.98 Transwarp Speed- WF 9.99946 Impulse Engine Type- Unknown Power Units Available 500Weapons and Firing Data: Beam Weapon Type- Cutter Beam*** Number- 20 Firing Arcs- 5f, 5p, 5s, 5a Firing Chart- Y Maximum Power- 20 Damage Modifiers +3 (1 – 9) +2 (10 – 18) +1 (19 – 24) Beam Weapon Type- Destroyer Beam Number- 20 Firing Arcs- 5f, 5p, 5s, 5a Firing Chart- Y Damage- 30 +3 (1 – 9) +2 (10 – 18) +1 (19 – 24)Beam Weapon Type- Tractor/Seizure^ Number- 20 Firing Arcs- 5f, 5p, 5s, 5a Firing Chart- M Power to Arm- min 20, max 50 Damage Modifiers n/aBeam Weapon Type- Shield Neutralize^^ Number- 20 Firing Arcs- 5f, 5p, 5s, 5a Firing Chart- R Power to Arm- 10 Damage Modifiers- n/a Shield Data: Deflector Shield Type BSH-V^^^ Shield Point Ratio- NA Maximum Shield Power: Interference Based {All or nothing}
SPECIAL NOTES &
RULES - BORG SHIPS ONLY!
* SUPERSTRUCTURE
POINTS: The Borg superstructure is unique in that it is
capable of spontaneous regeneration, essentially rebuilding itself and
"healing" damage in the heat of battle. The regeneration ratio
indicates how many power points must be expended to regenerate two
superstructure points; nominally, ten energy points yielding two superstructure
points. The Borg ship must have at
least 50% of its original superstructure intact for this process to be
viable. If the superstructure has fallen below 50% of its original
capacity, then the Borg ship is too badly damaged to muster the resources
necessary for regeneration. Regeneration can take place at any time in
any turn, during any of the three phases.
**
MOVEMENT MAX: There isn’t a movement
ratio because with INFINITE power available it isn't a factor. Just pick 0 to
20 at the beginning of the turn.
*** CUTTER BEAM: This
weapon combines structural damage with a tractor beam. On a hit, the beam does
one automatic point of superstructure damage, cutting out a ten by ten meter
section of hull, and holding that section in a tractor beam. The Borg has the
option of keeping that cutter beam energized for 5 points of power and pulling
the captured section of hull toward the Borg ship at the rate of one hex per
turn or the Borg can release the captured section and fire the beam again.
^ TRACTOR/SEIZURE
BEAM: Like the Shield Neutralizer (below) the
Tractor/Seizure beam is a deceptively benign Borg weapon. Harmless as a
direct offensive device, the Tractor/Seizure beam is nevertheless very
dangerous because ships seized in its grasp cannot take evasive maneuvers to
avoid incoming fire, cannot pivot or rotate to bring shielded sides to bear or
move unshielded sides away from exposure to fire, and cannot go to warp or high
impulse in order to escape the battlefield altogether. In gaming terms
this means that a vessel successfully seized/tractored loses all movement
points for the duration of the turn during which it is successfully
seized. Once captured, the seized ship can be manipulated at the expense
of the Borg vessel, using whatever energy points have been used to energize the
tractor/seizure beam in any given turn. Thus, if a Borg ship makes a
successful hit on a Type B Vor’cha with a tractor/seizure beam, the Vor'cha
loses all movement points for that turn and will remain in the Borg's grasp
until the Borg player either releases the Vor'cha, or the Vor'cha batters down
the Borg shields and makes a called shot, destroying the weapons bank
projecting the tractor/seizure beam which has caught it, baring that, the
Vor'cha is at the Borg's mercy, movement-wise. Expending a maximum of 50
energy points, the Borg can maneuver the Vor'cha in our example at exactly the
same rate as the Vor'cha could move itself. Meaning, to draw the Vor'cha
four hexes closer to itself so that it can get a better shot, the Borg attacker
needs to expend 10 points per hex, the same as the Vor'cha's movement point
ratio, using power previously allocated to the tractor/seizure beam prior to
the start of the turn, for a total of 40 points.
There are some important limitations. First, the
tractor/seizure process doesn't work against shields. In order to grasp a
vessel, the Borg must knock down the shields on at least one side of the craft
in question otherwise the shields form a slippery energy bubble, which the
tractor/seizure beam cannot hold. This also means that if a previously
seized/tractored ship is able to raise all six of its shields to full power at
the start of the next turn, the Borg's grasp is broken and the shields of the
target vessel must again be dropped and the ship again successfully hit with
yet another tractor/seizure beam. Second, the bare minimum energy
requirement of each tractor/seizure hardpoint is 20. Anything less, and
the tractor/seizure beam becomes useless. Third, the tractor/seizure beam
has limited range, and all attacks using it must still make rolls to hit on the
standard table using the correct firing chart. Fourth, once a ship is
seized it remains in the hex where it was
originally hit until it is free from the beam, destroyed, or otherwise
manipulated by the Borg attacker. Thus, a Borg cannot latch onto a
host of ships and then take off running, all its tractored prey remaining in
motionless lockstep along with it the whole time. Those craft will remain
in the hexes where they were first seized, until released, or able to raise
shields, or until the Borg ship goes beyond the firing chart range of the
tractor/seizure beam itself. Fifth, the tractor/seizure beam is
independent of firing or movement phases, meaning Borg energy points expended
on tractoring a ship need not be distributed over movement phases, and a Borg
ship can manipulate a captured vessel while in a firing phase.
Returning to the Vor'cha in the example, the Borg
attacker first uses several Shield Neutralizer (see below) strikes to knock
down the Vor'cha's three forward shields. With the Vor'cha still blazing
away at the Borg's own shielding, the Borg ship uses a 50-point tractor/seizure
beam to grasp the Vor'cha and hold it motionless seven hexes away. Next
movement phase, the Borg ship moves two hexes aft, but the Vor'cha stays in the
hex where it was capture, still firing, yet unable to move. During its
own firing phase, the Borg ship burns 30 points from its tractor/seizure device
to drag the Vor'cha three hexes closer, where the Borg ship then unloads with
Cutter and Destroyer beams. Recognizing his plight, the Klingon player
manages to raise all six shields to
full power at the start of the next turn, thus freeing his Vor'cha from the
Borg, and now the Borg has to again knock down the Vor'cha's shields and try to
tractor/seize it all over again.
^^ SHIELD NEUTRALIZER:
This powerful fires a pellet-like energy burst which, given a successful
strike, can simultaneously disable Alpha Quadrant shields entirely and drop a ship out of warp. The
Shield Neutralizers are therefore quite unlike the rest of the Borg arsenal, in
that they affect shielding only and
have no damage modifiers, nor do they damage superstructure or other systems
once a shield has been dropped. They are armed somewhat like torpedoes or
Romulan plasma weaponry, but affect shielding alone, and then, potentially in
one fell swoop. It matters not if an Alpha/Beta quadrant foe has a
particular shield hex energized to 40 points or more. A single Shield
Neutralizer bolt, worth barely 10 energy points, has a 50/50 chance of knocking
that 40-point shield down to zero, assuming a successful die roll on the part
of the Borg player attacking an Alpha/Beta quadrant foe. As with the Borg
shields, a ten-sided die is rolled, this time by the Borg player. Odd
-numbered results mean the Borg's opponent's shielding remains intact, albeit
drained by the requisite 10 points originally expended on the Shield
Neutralizer for that turn. Even-numbered results mean that the entire
shield, on whichever hex side happens to get hit, is dropped, regardless of how
highly it has been energized. For example, if a Borg ship targets hex
side 4 on a Sovereign Mark I class starship with its shields fully raised, the
Borg ship is facing a full strength shield of 66 on that hex. Assuming
the Borg make a successful roll to hit, the Borg player then rolls a ten-sided
die to determine if only 10 points are taken off that shield (reducing it to
56) or if the shield collapses completely for the duration of the turn, on a
result of Odds, the former, on Evens, the latter.
^^^ INTERFERENCE BASED SHIELDS: The defenses used by the Borg are of TREMENDOUS power. The trick is to "Slip" through them and not to try to over power them. The Borg defenses adapt, if they have seen an attack of a certain type before and if that attack does not vary, then it is a 100% certainty that the shield will block the next attack. Varying attacks such as rotating frequency phasers start with a 10% chance the attack fails and add 10% every time the weapon is used against the Borg. (IE A Borg ship is hit three times with rotating phasers. On the fourth shot there will be a 40% chance of it not getting through. If it does fail, then ALL phaser fire from that point on will fail 100% for that ship). If in a fleet battle with the Borg, a ship that can no longer hit the Borg can regain the chance by 5% for every other ship that will co-ordinate an attack that turn with you against a Borg Ship. It does not matter how many ships in that coordinated attack have lost the ability to hit the Borg all will get the bonus. To co-ordinate an attack, all ship commanders must make a Starship Strategy/Tactics roll. Only those who make it will be considered "part of the coordinated effort" (Example. ten Starships attempt to co-ordinate an attack against a Borg ship three have already lost the possibility of hitting the Borg. The seven non-blocked commanders all make their Tactics roll giving them a 40% bonus against the basic 70% chance the Borg adapt this round for a net 30% chance that their coordinated attack will be blocked. The other three ships that had no chance now can hit if the Borg fail their "adaptive" roll at a base of 60% instead of at 100%, this is the same percentage that a captain that fails to coordinate will use. No Attack may reduce the "Adaptive" roll below 10%. All ships during the next turn have their original rolls +10% normal bonus that the Borg get every round.
NOTE: The adaptive roll also applies to the
individual Borg during ground actions.
Use Small Unit Tactics of each attacker against an individual Borg (even
though the adaptive roll applies to ALL the Borg).n with NO roll required.