WizKids is happy to announce more brand-new content for Star Trek: Attack Wing with the Federation vs. Klingons Starter Set, releasing December 27th, 2017.
The Federation vs. Klingons Starter Set contains everything you need to get started playing Star Trek: Attack Wing. Inside you will find 1 Full Rulebook, 1 Quick-Start Rules Booklet, 4 Painted Plastic Ships, 4 Transparent Plastic Bases with 8 Pegs, 4 Ship Tokens (Double-Sided), 14 Captain ID Tokens, 13 Maneuver Templates, 4 Heroclix Maneuver Dials, 36 Action Tokens, 14 Shield Tokens (Double-Sided), 6 Critical Hit Tokens, 6 Auxiliary Power Tokens, 12 Disabled Tokens, 1 Minefield Token, 1 Planet Token, 12 Mission Tokens, 6 Objective Tokens, 1 Admiral Token, 1 Fleet Action Token, 8 Time Tokens, 3 Effect Tokens, 1 Initiative Token, 8 Ship Cards, 4 Maneuver Cards, 1 Admiral Card, 5 Captain Cards, 20 Upgrade Cards, 33 Damage Cards, 5 Red Attack Dice, 5 Green Defense Dice and 1 Range Ruler all for the low MSRP of $44.99!
Check out some exclusive previews from this fantastic new Starter Set beginning with a familiar threat, the Klingon Starship (Vor’cha Class)!
The first Klingon Starship we will look at is a Vor’cha Class, a powerful Klingon warship. This ship has a Primary Weapon Value of 5, Agility of 1, Hull Value of 5 and Shield Value of 2 for 22 SP. The Klingon Starship gives you access to Evade and Target Lock Actions as well as the trademark Cloak and Sensor Echo Actions that help make the Klingons masters of the ambush attack. Your Upgrade Bar allows for 1 Tech Upgrade, 1 Weapon Upgrade and 1 Crew Upgrade.
The other version of the Klingon Starship in this starter is a K’Vort Class. For 20 SP it is only slightly less powerful than the Vor’cha Class with a Primary Weapon Value of 4 while all other ship stats remain the same.
The Federation vs. Klingons Starter Set introduces a new kind of card to Star Trek: Attack Wing with the addition of a “flip card” mechanic. While we have seen double sided cards before where an Admiral is on one side and the Captain is on the other, with this new game mechanic a “flip card” can flip to another side during the game! This makes it playable on both sides, switching from one side to another from round to round. The perfect example of this new mechanic are Lursa and B’Etor, both Captain Skill 4 Captain Cards. The Lursa side of Lursa and B’Etor lets you flip the card at the beginning of the game round and also allows you to roll +1 attack die if the ship they’re on is Cloaked!
When Lursa and B’Etor are flipped to the B’Etor side, you can still flip the card at the beginning of the game round, but you get to roll +2 defense dice while Cloaked instead of +1 attack die! With this fantastically versatile card, you can choose between attacking OR defending while Cloaked!
On the Federation side, we are greeted by the Chief Engineer of the U.S.S. Enterprise, Geordi La Forge. This version of Geordi costs 3 SP and during the Activation Phase you may place 2 Time Tokens on this card after this ship reveals its Maneuver to activate the following special ability: This ship may increase or decrease the speed of the revealed Maneuver by 2. The color of the Maneuver (Red, White, Green) is the same as the revealed Maneuver. This ship cannot perform an Action the game round this effect is activated. Harkening back to his days as helmsman this Geordi La Forge is in charge of it all. Using this ability, you can increase or decrease your speed ensuring that your ship is exactly where you want it.
Another familiar face returns to the Federation in Miles O’Brien. This Crew Upgrade costs 2 SP and allows you to disable this card during the Planning Phase to remove a Disabled Token from a Tech or Weapon Upgrade equipped to this ship. Miles O’ Brien could always be counted on to fix a broken turbolift or realign some isolinear chips, here Miles once again proves his worth by keeping your Tech and Weapon Upgrades online.
While the Federation Crew Upgrades focus on maneuverability and repairs, the Klingon Crew focus on military skills like attack and defense. Toral is a 2 SP Crew Upgrade that allows your ship to convert 1 Battle Station result into an Evade result while defending.
Similarly focused on war, the Klingon Bekk is a 1 SP Crew Upgrade that allows you to discard this card when attacking to convert 1 Hit result into 1 Critical Hit result.
Moving on to Elite Talents, the distinction between the Federation and the Klingons remains clear. Riker Maneuver is a 4 SP Elite Talent that, when defending and the attacking ship is not within this ship’s Primary Firing Arc, allows you to remove all Target Lock and Battle Station Tokens beside the attacking ship. Place an Auxiliary Power Token beside this ship and the attacking ship.
In stark contrast to the Federation’s defensive abilities, the Klingons continue to favor acts of violence and aggression. Today is a Good Day to Die is a 5 SP Elite Talent that allows all ships to convert Hit results into Critical Hit results this game round.
In terms of Weapon Upgrades there is nothing more iconic for the Federation than Photon Torpoedes. Here we have a low-cost upgrade with high impact. For only 2 SP you may fire this upgrade from either the Primary or Secondary Firing Arc at range 2-3. The Attack Value of this Weapon is this ship’s Primary Weapon Value +1. When you attack, spend this ship’s Target Lock Token, disable this card, and target an opposing ship. This ship may convert all Blank results into Battle Stations results.
The Klingons respond with their own powerful Weapon Upgrade, Torpedo Fusillade. The cost and Attack Value of this Weapon are equal to this ship’s Primary Weapon Value. When you attack remove this card from the game and target all opposing ships in your Primary Firing Arc within range 2-3. Make a separate attack roll against each target ship.
The Klingons also utilize a powerful Disruptor Cannon to bring their enemies to heel. This weapon at 2 SP may target an opposing ship in its Secondary Firing Arc at range 1-2 and fire 5 attack dice. If the defending ship has an Auxiliary Power Token beside it, this ship rolls +1 attack die.
Finally, Tech Upgrades can make the difference between victory and defeat in battle. The Federation often chooses to use superior technology in response to Klingon aggression. Exocomp is a 4 SP Tech Upgrade that allows you to Repair 1 damage to this ship’s hull. Repairing your ship and preparing to fight back or simply escape is yet another way that the Federation distinguishes itself from the Klingons.
Whichever side you choose, the Federation vs. Klingons Starter Set brings fresh new and exciting content to Star Trek: Attack Wing with new formatting and iconography that will streamline and improve gameplay. Players will enjoy finding new and creative ways to build powerful fleets of ships to achieve victory as either the Federation or Klingons.
Contact your local friendly game store to let them know that you want to order the new Star Trek: Attack Wing Federation vs. Klingons Starter Set. All of this exciting content is included in the Federation vs. Klingons Starter Set for the low MSRP of $44.99! Be sure reserve your pack today and keep an eye out for other new products coming soon!
Visit WizKids at WizKids.com/AttackWing for additional information about Star Trek: Attack Wing and keep an eye on StarTrek.com for more first looks and previews coming soon!