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CLASS NAME: Cube
(large type) |
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Side view - all sides of the Borg Cube appear roughly the same |
BRAD'S
COMMENTS - A BORG REVIEW: Personally,
I find the Borg to be the most disturbing among all of the Federation's
adversaries in Trek history. As John DeLancie quipped to Patrick Stewart
during the ST:TNG episode in which the Borg first appeared, such formerly
impressive threats as the Romulans and Klingons are miniscule compared to the
omnivorous Borg, whose legacy supposedly stretches back over "thousands of
generations" and whose domain encompasses thousands of star systems.
Perhaps if the Borg were merely tyrannical, as with the shape-shifting Founders
and their Dominion, they would not bother me so much. But the Borg don't
just rob you of your freedom, the Borg rob you of your soul, leaching
your thoughts and personality of their useful components while simultaneously
turning your body into an anonymous waldo for the Collective über-mind that
controls the Borg from everywhere, all at once. In this regard the Borg
are far and away more dangerous than the Dominion, or any other Star Trek foe
yet seen, and the magnitude of their crimes against the galaxy are so far above
and beyond anything within the capabilities of the other Star Trek bad guys as
to render the Borg in a class all by themselves. They are the Milky Way's
bona fide Super Power, with the Federation and other nations under constant
threat of assimilation into the Collective so long as even a single Borg is left
alive, capable of replicating itself and assimilating others.
BRAD'S COMMENTS - THE LARGE CUBE: The Large Cube is similar to other singularly massive alien vessels that have menaced the Federation and Earth in the past. As with the V'Ger machine vehicle (Gene Roddenberry once quipped that V'Ger was a Borg product, a notion that I reject) or the mysterious Whale Probe, or even the new Xindi superweapon unveiled by ST:ENT, the cube is larger by far than any mobile Federation spacecraft ever built, seemingly impervious to all conventional Federation means of attack and defense, and is only defeated when the Federation attempts some kind of unorthodox means of communicating with, or destroying, the vehicle. This makes the cube damned near invincible in terms of the conventional STSTCS gaming system, so I've been forced to throw in some additional rules that make the cube playable. Cosmetically, we've seen several different versions of the cube, from the tube-mesh original design to the blockier ship of First Contact to the hull-plated designs featured in ST:VOY. My renderings above are merely that: renderings. Based primarly on what I saw (or thought I saw) on screen, so you will all forgive me if these four different artistic interpretations are not 100% accurate. Each version has a separate set of stats, listed below, though all four cubes possess generally similar characteristics, and each cube is a mighty foe that even a small fleet of powerful Alpha or Beta Quadrant craft will find difficult to destroy. |
Construction Data: |
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Hull Data: |
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Equipment Data: |
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Other Data: |
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Engines and Power Data: |
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Weapons and Firing Data: |
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Shields Data: |
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Defense Factor- |
massive! |
massive! |
massive! |
massive! |
SPECIAL NOTES & RULES - BORG SHIPS ONLY! * Denotes completely hypothetical model number and stats, devised by Brad R. Torgersen. ** SUPERSTRUCTURE POINTS: The Borg superstructure is unique in the STSSTCS in that it is capable of spontaneous regeneration, essentially rebuilding itself and "healing" damage in the heat of battle, sort of like the Healing Factor some Marvel Comics heroes/villains possess. We saw this ability on-screen during the Federation's very first contact with the Borg, when the cube encountered by the Enterprise-D "heals" a significant amount of phaser damage while simultaneously pursuing the Enterprise at high warp. I extrapolate that this regeneration technique requires a certain amount of energy expenditure on the part of the Borg vessel, so the process is not free for anyone playing the Borg, but it does provide a significant advantage. The regeneration ratio indicates how many power points must be expended to regenerate two superstructure points; nominally, ten energy points yielding two superstructure points. Granted, players might not normally have a block on their playing sheets which can be used to allocate power to this process at the start of every turn. If gamers elect not to improvise such a block when using Borg ships, then I say let the players decide whether or not to siphon power off of the Borg weaponry, movement, or shield systems during play, reconverting energy originally allocated to weapons, movement or shields, back into raw power points, then expending those power points on regeneration. There is another important caveat: 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.
*** ACHILLES HEEL: Superstructure regeneration might, at first, seem like an insurmountable
obstacle for players faced with the Borg, but as we saw in ST: FIRST CONTACT,
the Borg architecture is vulnerable at specific, key points, sort of like the
thermal exhaust port on the Death Star in "Star Wars". The Borg "Achilles
heel" is not obviously observable via shipboard scanners, and as we see on film,
only an opponent with intimate knowledge of the Borg is likely to know of its
existence, much less its placement on any given Borg spacecraft. For game
play purposes the rules surrounding this weakness are deliberately designed to
require that both a Borg player and his/her opponents enjoy a degree of random
luck.
**** BORG SHIELDS: Incorporating the unique Borg shielding into STSSTCS
game play is almost as tricky as incorporating the regenerating superstructure
or the Achilles heel. The Borg shields are able to "learn" from damage
taken, eventually becoming impervious to identical kinds of attacks, even if
delivered by multiple different enemies. In order to defeat this problem,
Alpha Quadrant races have learned to randomly or rotationally vary the
modulation of their weapons, which can then only be blocked if the Borg again
learn the modulation scheme and adjust their shields accordingly. To keep
things relatively simple and avoid any kind of complex shield
modulation/weapons modulation funny business, I took the same approach with the
Borg shields as I did with the Dominion shields, assuming that a certain
percentage of shots will damage the shields while another percentage of shots
will be totally deflected. The rules for Borg shielding are therefore
thus...
^
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 STSSTCS 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 7 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 24 points. ^^ SHIELD NEUTRALIZER: As shown in the TNG episode where the Borg are first encountered, the Borg don't use Dominion-like poloron weaponry which can cut immediately through Alpha Quadrant shields. Instead, Borg ships are shown firing 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 Mk. I Sovereign-class starship with its shields fully raised, the Borg ship is facing a total shield strength of 35 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 25) or if the shield is entirely taken down for the duration of the turn. Odds, the former. Evens, the latter. |
Achilles heel hit/miss
table (see rules above) *** |
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Die Roll |
Damage applied to Achilles heel? |
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1 |
Yes, damage is applied to the Achilles heel. |
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2 |
Yes, damage is applied to the Achilles heel. |
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3 |
No, damage is applied via the standard damage roll tables. |
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4 |
No, damage is applied via the standard damage roll tables. |
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5 |
Yes, damage is applied to the Achilles heel. |
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6 |
No, damage is applied via the standard damage roll tables. |
Catastrophic Achilles
damage table (see rules above) *** |
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Die Roll |
Nature of the catastrophe |
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0 |
Immense internal damage; existing superstructure is halved |
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1 |
Immense engine damage; existing engine output is halved |
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2 |
100% structural failure! The Borg vessel is obliterated! |
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3 |
Feedback; All shield generators, Shield Neutralizers, and Cutter Beam weaponry destroyed |
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4 |
Feedback; All shield generators, Destroyer Beams, and Tractor/Seizure Beams destroyed |
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5 |
Critical engine core breach! The Borg vessel is obliterated! |
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6 |
Chain reaction; combination of items 0 and 4 |
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7 |
Chain reaction; combination of items 1 and 3 |
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8 |
Chain reaction; combination of items 0, 1, and 3 |
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9 |
Chain reaction; combination of items 0, 1, 3, and 4 |