This April, WizKids/NECA will launch an all new Organized Play event based on the Star Trek: Voyager episode, Drive.

An enemy fleet waits to ambush your ship as you complete the end of the third segment of the Antarian Trans-stellar Rally, a race that covers 2.3 billion kilometers through obstacles that include dwarf star clusters and K-class anomalies.

Will your ship win the race and thwart the ambushers?

Find out on the tabletop with the Star Trek: Attack Wing Drive Organized Play Event.

 

SET UP

Place 1 Objective Token in the play area, centered from E to W so that there is exactly 12” between it and the N edge of the play area.

Place 1 Objective Token in the play area, centered from E to W so that there is exactly 12” between it and the S edge of the play area.

The players then set up using the Standard 2-Player Rules with the following exceptions:

Player 1 sets their Racer in a 4”x4” area along the E edge of the play area (which starts exactly 12” from the N edge) and all of their other ships in a 4”x12” area in the NW corner of the play area.

Player 2 sets their Racer in a 4”x4” area along the E edge of the play area (which starts exactly 12” from the S edge) and all of their other ships in a 4”x12” area in the SW corner of the play area.

Place 3 Mission Tokens in a stack beside the play area. At the end of each End Phase, remove one Mission Token from the stack.

 

SPECIAL RULES

RACER

Each fleet must include 1 ship that is considered to be its “Racer”. These ships must have a Hull value of 3 or less.

During Set Up, neither players’ Racer can be facing directly N nor directly S and must be facing part of the W edge of the play area.

To determine if a ship is facing the W edge, choose one side of the ship’s base. For this purpose, the side of the base extends all the way to the edge of the play area. If the line goes through the W edge, it is considered to be facing the W edge.

During the Planning Phase, a Racer cannot choose a maneuver on its Maneuver Dial with a speed greater than 3 until:

  • One or both Racers have crossed the finish line, OR
  • There are no Mission Tokens left in the stack.

 

CROSSING THE FINISH LINE

The Objective Tokens and the space between the Objective Tokens represent the finish line. These are not Obstacles and are treated only as points in space.

When a ship executes a maneuver in which either the Maneuver Template or the ship’s base physically overlaps one of the Objective Tokens or the space between the Objective Tokens, it is considered to have crossed the finish line.

NOTE: If a ship ends up beyond the Objective Tokens, but neither its Maneuver Template nor its base overlapped the finish line, that ship is considered to have not crossed the finish line.

 

WINNING THE RACE

Only a ship that crosses the finish line can be considered the winner of the race. The winner of the race is determined in one of 2 ways:

  • If one Racer crosses the finish line and the other does not, the ship that crossed the finish line is considered to be the winner, OR
  • If both Racers cross the finish line in the same round, the Racer that ends its move closer to the W edge of the play area is considered to be the winner.

The winning Racer immediately places an [Evade] Token beside its ship.

 

AMBUSHING FLEET

Neither players’ ships (other than their Racers) can do anything until:

  • Their Racer has crossed the finish line, OR
  • The last Mission Token is removed from the stack.

Once a player’s Racer crosses the finish line, that player may use the rest of their ships as normal.

NOTE: It is possible for 1 player to be able to use all of their ships in a round while the other cannot.

 

VICTORY CONDITIONS/OBJECTIVE

The game ends when one player is eliminated or when the time limit is reached.

At the end of the game, the player that won the race gains +10 Fleet Points.

Every player who shows up and plays in this event gets a resource as a participation prize. The resource for Drive is Co-Pilot. At the start of the game, place 5 Mission Tokens on this card. Once per round, during the Combat Phase, you may remove one Mission Token from this card to use one of the following abilities for one of your ships:

  • Add +3 to your Captain Skill Number
  • Re-roll one of your attack or defense dice
  • Place an [Evade] or a [Battle Stations] Token beside your ship.

Co-Pilot gives you lots of great options that you can pick and choose from exactly when you need it for only 5 SP. Expect to see this Resource especially as other popular Resources rotate out.

If you win the Drive scenario, or you get the fellowship award, you will go home with the Delta Flyer II Prize Pack. The Delta Flyer II is a shuttlecraft, but it packs a large punch for its size. The Delta Flyer II gains one Shield and an additional Crew and Tech Upgrade slot compared to the generic version. The special ability for this ship allows you to place an Auxiliary Power Token to perform a [Battle Stations] Action.

Once again, we find Tom Paris piloting the Delta Flyer II. A skill level 4 Captain, Tom Paris allows you to treat a red maneuver as if it were a white maneuver, as long as the ship has a Hull value of 2 or less. We have all witnessed Tom Paris making the impossible possible on the U.S.S. Voyager but onboard the Delta Flyer II Tom truly flaunts his piloting skills.

Quick Thinking is an Elite Talent. As an Action, you may discard this card to immediately perform a [Sensor Echo] Action, even if your ship is not cloaked. Using the sensor echo action to reposition your ship after moving can be a game changing moment. Quick thinking is just the type of thing that one would expect from Tom Paris and the Delta Flyer II.

B’elanna Torres is the Crew Upgrade for this Prize Pack. If your ship ends its move overlapping another ship’s base, you may discard this card to perform an Action from your ship’s Action Bar. Is there anything more annoying that losing your action after a bump? B’elanna is here to take care of that for you. Tom Paris and B’elanna Torres, what a team!

Pulse Phased Weapons is the Weapon Upgrade in this Prize Pack. Make 2 separate attacks with this weapon. These attacks are defended against separately and may be used against different ships. You may only fire this weapon from your forward firing arc and may not increase the number of dice rolled in your attack. Although this weapon is limited to Range 1, the forward firing arc making two attacks instead of one should more than make up for it.

Last but not least, Impulse Thrusters is the Tech Upgrade in this Prize Pack. As an Action, you may disable this card to execute an additional 1 [Straight] maneuver, if your ship just executed a [Straight] maneuver with a speed of 3 or less this round. Speed is the name of the game and Impulse Thrusters is what it takes to win the race!

Star Trek: Attack Wing – Drive is sure to bring out the best pilots in an effort to win the Antarian Trans-stellar Rally. Prepare your “Racer” and get ready to make space tracks! Visit WizKids/NECA at WizKids.com/AttackWing for additional information about Star Trek: Attack Wing  or go to the WizKids Info Network to find a local game store that is running the Star Trek: Attack Wing – Drive Organized Play Event.

By | 2017-05-12T09:44:45+00:00 March 30th, 2017|Attack Wing, Attack Wing Ops, Preview, Star Trek|0 Comments