Haakona
D'Deridex Class
Subcommander Taris' warbird. Responded to the Federation incursion
of the Neutral Zone, near Iconia.
[]
Cloaking Device, Tractor Beam
Range 8 Weapons 9 Shields 8
Changes: Clarified the lore a little, and gave it a thematic bonus.
Final version:
Haakona
D'Deridex Class
Warbird commanded by Taris. In 2365, responded
to a Federation incursion into the Neutral Zone at Iconia. Nearly
destroyed by an Iconian Computer Weapon.
[]
Cloaking Device, Tractor Beam X=2 in the Neutral
Zone
Range 8 Weapons 9+X Shields 7+X
Changes: She really ought to be non-aligned. I gave her the double SCIENCE since she's genetically engineered--she ought to be good! (and so everyone can have access to a good scientist...). And a thematic reporting ability, to boot.
Final version:
Hannah
Bates
SCIENCE
Genetically engineered scientist from the Moab IV colony. Worked
with Geordi LaForge to divert a stellar core fragment. Left the colony
aboard the USS Enterprise in 2368.
SCIENCE Physics x2
May report at your Colony
Integrity 6 Cunning 9 Strength 2
Changes: Simplified the wording, and allowed the holos to function on Outposts, as well as ships. (Not Stations or Headquarters, though). Also made the lore a bit more relevant to the function.
Final version:
Holo-projectors
Event
Holographic projectors, like the one used
by the Arsenal of Freedom on Minos, can be installed
in key areas to allow access by holographic beings.
Plays on table. Your ships and Outposts add Holodeck,
and may project
personnel on Away Teams. (Immune to Kevin Uxbridge.)
Changes: Made it actually a bit easier to get past (only requiring CUNNING), but compensated by increasing the penalty for failure. It is now quite an effective anti-redshirt measure.
Final version:
Hologram Ruse
Planet Dilemma
Holograms can be used to create realistic fantasy worlds.
William Riker was held in such a simulation by Barash in 2369.
Unless CUNNING >30, Away Team is placed in stasis.
Released if you solve (or complete an Objective targetting) this mission,
captured if opponent does.
Changes: I modified the effect to make more sense in the current combat system, and added the bonus to Bat'leths. A doubled Bat'leth gives +4 STRENGTH, and allows two Klingons to mortally wound instead of stun.
Final version:
Honor Challenge
Interrupt
Klingon honor allows no mercy for the dishonorable.
Warriors hone their skills in competitions, like the Bat'leth tournament
on Forcas III, so they may destroy those not worthy of respect.
Plays at the start of personnel combat. Doubles
all Bat'leths this combat, and your Klingons with Honor may mortally
wound personnel with Treachery they are paired
against.
Changes: Great lore, but lousy game text. There's no "Trek Sense" reason for the ability, and no game-balance reason for it either. Heck, it actually unbalances a game. Severely. I reworked it completely to give it some thematic abilities, while maintaining Decipher's standards of discretion.
Final version:
Horga'hn
Artifact
Mysterious symbol of sexuality from the pleasure planet of Risa. To
own one is to call forth it's powers. To display one is to announce that
the owner is seeking jamaharon.
Use as Equipment. Once per turn, you may relocate
one Male or Female personnel here to Risa. If present when you solve Risa
Shore Leave, draw two cards for each male-female pair there and score points.
[15]
Changes: Well, there are come conceptual problems with it (namely, that he only affects the "rogue" elements of the Borg). I'm adding an ability to slow down "real" Borg, and rewording the other abilities.
Final version:
Hugh
Interrupt
Rescued Borg who gained individuality aboard
the USS Enterprise. This trait caused severe damage to the Collective upon
his return. Later fought against rogue Borg led by Lore.
Nullifies all Rogue Borg at one location
OR prevents Borg Ship dilemma from attacking
this turn OR once per game, removes all skills and
CUNNING from all
personnel until end of next turn.
Changes: Clarified the lore to explain the importance of the program, and altered the requirements just slightly. Also added to the affiliations that can attempt it, to be in keeping with the episode.
Final version:
Hunt for DNA Program
Planet Mission
Vilmor II: Secure final piece of an ancient DNA puzzle
with potentially galactic implications.
Archeology x3 + Exobiology + Biology +
Computer Skill + CUNNING >45
*: Score 5 extra points for each affiliation
beyond the first present in the solving Away Team.
[Fed, Rom, Klg, Car] [5] [55*]
Changes: Altered the lore to reflect the ship itself, and added the ability to "discover" it in space.
Final version:
.
Husnock Ship
Unknown Class
Powerful ship once used by the warlike Husnocks.
Following their extinction, many have been appropriated by other races
for their own use. Many more remain undiscovered.
Holodeck, Tractor Beam, May seed like an Artifact
at a mission.
Range 6 Weapons 9 Shields 12
Changes: Made it Planet/Space to be more logical, and altered the cure requirements to reflect the show. Note the DNA-related tagline, which I introduced on Barclay's Protomorphosis Disease.
Final version:
Hyper-Aging
Planet/Space Dilemma
Countdown: 3
Disease accidentally created at the Darwin Genetic Research Station.
Causes victims to age at an accelerated rate. Killed
the crew of the USS Lantree in 2365.
Mission continues, but crew or Away Team
is quarantined, and dies at end of countdown. Cure
with Exobiology + Transporter Skill OR 2 MEDICAL + 2 SCIENCE. (DNA
Related). [5]