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Great Teamwork

The BIG Unknown
The BIG Unknown

96 plays · Jan 17, 2025

Teamwork makes the dream work! In this episode, Biggs and Truthi talk about how teams and auxiliaries work and how best to utilize them.

Transcript

Truthiness: Hey everybody, welcome back to the big unknown. I'm your captain truthiness. And with me is our EMH Biggs.

Biggs: Hi, I'm your EMH Biggs.

Truthiness: All right, tonight we are talking about the advantages of teamwork.

Truthiness: So we're going to be talking about auxiliaries and teams in this episode. These are two things that can be pretty easy to overlook on your first few plays of the game. ah The demo, in fact, does not use those items. But as you get more and more familiar with the game, as you get more and more familiar with the objectives, teams and executives get really important. um I especially think teams are very critical to making sure you played dominion and especially right. um I think they have some excellent teams. And then the Federation has some excellent auxiliaries with for for use.

Truthiness: um So why are they important? Why do you care? They're versatile, they're dangerous, as I was just saying, and they're often At least they're, they're often not required for objectives, but they're often better at objectives.

Truthiness: You usually get extra victory tokens. If the, um, if the, uh, the action is done by a team. Um, yeah.

Truthiness: What'd you have to say about that bags? Anything have you, how much interaction have you had with teams and auxiliary so far?

Biggs: i mean

Biggs: ah So far, we've done the ah we've managed to do a team mission. And yeah, the teams were the only things that could interact with the objectives.

Biggs: um

Truthiness: Which one was that?

Biggs: we it was ah It was the um scenario number two from the campaign.

Truthiness: Do you remember?

Truthiness: Campaign.

Biggs: so yeah my My good old Gem Hadar were, oh, they they have a, the fighters have a hard time making teams and you don't get a battle cruiser.

Biggs: So um the the some of the Gem Hadar fighters were starting to look a little light on crew, especially after um especially after I drove directly into

Truthiness: e

Truthiness: Light on crew.

Biggs: a enemy boarding ah the a rogue gem had our boarding ah action and lost two of my crew members that way.

Truthiness: Oh boy, but that's no good.

Biggs: That was that was a ship that had basically no crew left and was forced to was forced to pick up um one of the teams and turn it back into crew just so that it could somewhat function.

Truthiness: So it could man the ship. Yeah, fun. Okay. So hard caps on these things. Um, well, most of these things. Uh, so you get three teams, you get three auxiliaries, uh, auxiliary shuttles specifically.

Truthiness: Uh, finished talking about the saucer section of the galaxy class, which is a very unique situation.

Biggs: Mm hmm.

Truthiness: Um, and then I noticed bigs here has in our outline notes probes galore.

Biggs: Yep. ah Yeah, there's really no limit on the the the limit on the number of probes that you can launch is only limited by the number of actions you can physically take.

Truthiness: You know, I think I've spent so much of my time playing Dominion that I have not launched a probe. Ever.

Biggs: ah i I feel like probes are just wonderful for the Federation.

Truthiness: Yeah. What do you get them on the galaxy class? You get them on the constellation. Are they on the divine?

Biggs: They might be on the defiant.

Truthiness: I can't remember.

Biggs: I i don't have my i should have grabbed my ah ah should have grabbed my ships.

Truthiness: you really need

Biggs: But yeah, no, they're ah they're basically come standard on the on the Federation, and they're just really good for scouting anomalies.

Biggs: And you get, I mean, you get um bonus victory points when you successfully scout those anomalies.

Biggs: So like, launch them probes.

Truthiness: i I should have, God, I wish I'd known we were going to take the conversation direction. I feel like there's a lower next quote about loving scanning that I'm missing right now.

Biggs: I have to find it for later.

Truthiness: so Yeah, definitely. ah So types of team, we'll start with the teams. um Types of teams available are dependent on the directives like we were talking about last time. um So you basically have the peaceful side and the fighty side.

Truthiness: You always are going to have access to a assault team. Um, but oftentimes you're, you're, uh, only going to be able to do so many, I think you only can do what generally what one assault team on the comm side, um, or security team if you're the Federation.

Truthiness: Um, yeah.

Biggs: Yeah.

Truthiness: So, and then auxiliaries, uh, they're sometimes organic to the ship. So the constellation and the galaxy have type six shuttles right off the bat. Um, and the Federation in general can upgrade their cargo bays.

Truthiness: with shuttles for the defiant or they can all be upgraded to have runabouts. um And I thought I'd remember to see you and Loki talking about how much you really liked the runabouts.

Biggs: Uh, yeah, the, um, or I should say he, I think that we, I haven't gotten a chance to actually see them pop down on the table yet, but ooh, yeah, I do like, I do like the runabout as a way of, um,

Biggs: getting, getting your teams somewhere.

Truthiness: Yeah.

Biggs: while the rest while your actual ships are busy doing more useful things.

Truthiness: Yeah, so. If you're playing the Dominion exclusively, you may be wondering what in the world we're even talking about. Congratulations, you don't get any auxiliaries and you can ignore that part of this episode.

Truthiness: um

Biggs: You can still take probes as an upgrade,

Truthiness: This is true, you can't take probes.

Biggs: which is which are kind of sort of almost auxiliaries.

Truthiness: Kinda, no, not really. but Although we didn't really do, we I don't think about it, we haven't really talked about ordinance all that much, or no, torpedoes and and other expendable assets, like like probes, since I think you're right to include it in this episode, but yes, Dominion can grab probes, it's just usually gonna come at a cost, because I don't think they get them

Biggs: h

Truthiness: don't get them organic to either ship, right?

Biggs: No, it's going to be it's going to be, I want to say, give me one second here to look up on my list builder that you can find if you go to our ah if you go to our Discord server, you can find it pinned in the into the unknown section.

Truthiness: Yeah.

Biggs: um But yeah, if i if I look at my roster builder, ah your class one probes are

Truthiness: It's a lovely, lovely, high sophisticated app of um

Biggs: a whopping five points. So it's it's ah it's an investment ah in the Dominion if they if they really want to be lobbing probes around.

Truthiness: Yeah, that's good boy now.

Biggs: And the Dominion ships aren't exactly wanting to be at, um you know, the Jem 'Hadar fighters can't launch probes above ah yellow or above green alert.

Biggs: So as soon as they get to yellow, which they're gonna try to get to yellow pretty quick.

Truthiness: Well, that that's true for anything. So when we were talking about the alert dials, that little window that's next to your alert dial with either a green circle or an orange circle, that's your probes or torpedoes.

Biggs: Mm -hmm.

Truthiness: So every ship that's able to... Oh no, I lied. The constellation can shoot probes at yellow alert. What?

Biggs: Mm hmm. Yeah, there's some that do it.

Truthiness: Nonsense.

Biggs: There's some that do it into like the mid yellows. The galaxy, I believe, can do it up to yellow two and only at yellow three do they start launching torpedoes.

Truthiness: Yeah.

Truthiness: Man, that galaxy glass takes a long time to spin up to a high alert.

Biggs: Mm hmm.

Truthiness: Okay, so how do you make these things?

Biggs: How do you make these things?

Truthiness: um got

Truthiness: So I think we've said a few episode backs how critical I consider the cargo bay. um This is why. ah the both of your Both teams and shuttles launch out of the cargo bay of any ship that has them equipped. um So any ship can can form teams. ah All you do is you reduce your crew dial by one step and you put one team um in,

Truthiness: It goes in the cargo by bay by default. And then when it comes time to move things around your ship, you can move. Now, teams unlike officers have a capacity limit in each section. So you have as many officers in the section as you want. You have as many officers on the bridge as you want. um You can only have one team in each section. So that's one team in the bridge, one team in the med bay, one team in the cargo bay, and one team in engineering by default. So four teams on one ship. That's not even actually feasible.

Truthiness: to do since you're capped at three teams. um So some tips on using these things. I like to try and inspire the ship first um before doing a crew dial because once you you can you can go past the starting value of your crew with inspiring, um but once you get below that starting value, you just get advantage tokens instead of getting your crew dial up.

Biggs: Yes.

Truthiness: so i Like to inspire pretty early on um The gems are have the lovely catcher sell white pirate party Which is why I love doing the teams at the battle cruiser.

Truthiness: You can inspire really easily with the Vorta Which is just perfectly well equipped No, no

Biggs: And the fighter does not like to produce teams because um that that very first team that you generate drops your science from two to one.

Biggs: And so you're never, never getting that crew back true to life, but never getting that crew back.

Truthiness: I got to say, if you're trying to do science, no matter what.

Truthiness: Yeah, because yeah, because that's the other way to get this back, is that you can heal your crew dial to get it back up. It's a little counterintuitive. It's one of those gamey things that just exists as a mechanic in the game. Just think of it it as, you know, I don't know, maybe Julian amped everybody up on adrenaline or something like that. Who knows?

Truthiness: um But you can once you're below that starting value You can heal with the med bay to kind of get that crew dial back up if you've formed a team um So it's it's a free. It's a free ready action um So you don't have to actually even use one of your priority or standby actions to form a team if you're willing to wait um that's why I really love inspiring a crew with another action and either with like the address test um on the the Galaxy class, or I think actually most of the most of the Federation has something like that.

Truthiness: um

Biggs: the Everything but the Defiant, if I'm recalling correctly.

Truthiness: Yeah, Constellation and Galaxy have it. um And then when it comes down,

Biggs: Yeah, constellation lets you Constellation lets you address yourself, and the galaxy lets you address any ship that you're in comms range of.

Truthiness: Yeah. Yeah. And then of course you've got inspiring on like the intrepid captain as well. The Federation has a lot of inspiring.

Biggs: Mm -hmm.

Truthiness: The Gemadar want that Catrasel White and that's.

Biggs: Oh, do they want that ketchup so white?

Truthiness: the good The good news is is actually that's probably one of the easiest ways to get inspiring. um So i I like to call the battle cruiser the pirate party bus because it can just crank out teams. And you I feel like the Dominion is is heavily reliant on it in a lot of missions. It's your best objective ship. It can crank out teams. So you really, I love tagging two officers between the med bay and the cargo bay on that thing ah because one turn you can just have You know, you you spend the officer to do the inspiring action. You flip him and the guy who's in the cargo bay and use that ready energy to ready that officer again. And then you just flip them next turn. You you know you use the ah you use the catcher so wide again. The exhaust officer goes in the cargo bay. The guy in the cargo bay comes to the med bay and they just kind of go back and forth until you don't need any more teams. so

Truthiness: um That way you're not using one of those precious three priority actions on just inspiring And then you can use them later in the game on another action that you really need ah Yeah, hey look it's

Biggs: Yeah, so that's that's producing teams, but how do we get auxiliaries? assuming Assuming we're the Federation and can actually generate them.

Truthiness: Oh, hey, and's it's in the cargo bay again. Look at that.

Biggs: Look at that.

Truthiness: Yeah, so this one this one's got to be a priority or or standby action. um And it isn't terribly cheap. um It's got that ops and technical requirement or to energy, which is not a small amount for a standby action.

Truthiness: It's not the worst, but it's also pretty hefty. um That said, I feel like the auxiliaries that the Federation can pump out with ah with the Constellation and the Galaxy is one of their big advantages. um Even if you're not going to use them, just launch them. it's a free We'll get into how to use them in a second, but basically, it's free standby actions with more ships.

Truthiness: and That's really what it is at the end of the day. So as long as you have that officer in the cargo bay for a little bit just tapping With the deploy for a priority action and then untapping ah With the ready action for an energy you can just keep cranking out shuttles for the three turns um And then you know use them somewhere else

Biggs: Yeah, and you can generate and just an ungodly amount of stuff with, say, your Galaxy class or your constellation class.

Truthiness: Mm -hmm.

Biggs: between

Truthiness: Yeah, and even if you're not plumping out runabouts.

Biggs: yeah i go back and With the Galaxy class, in a single turn, you can launch a probe, launch a shuttle, generate a team on your ready action and detach the saucer section.

Truthiness: Yeah, just, didnts hey, look, I've now got how many units?

Biggs: And now you've got and you now you have now you have four standby actions and a probe.

Truthiness: Yeah, just, you know, fun. Oh man. All right. So, um, and this is why I say the cargo bay is really important. Uh, so as we start and get into talking about how to use teams here, I feel like if you want to take a sh ship, if you want to board a ship.

Truthiness: you know, teleport on and just have some fun times. Man, cargo bay is priority number one. If you see a ship with a team that's, you know, got a team ready, man, I don't care how low your crew dial is, get a security team ready. Cause if that thing comes over and takes your cargo bay, the ship is lost. You might as well, you might as well just give it up.

Truthiness: because once that chart convey is shut down, the teams have free reign over the ship. um So, okay, let's I'm getting ahead of ourselves. So how we use these things, we talked a little bit about capacity already. um So objective points, we talked through all these objectives. They have a certain capacity of how many teams can be on a tremendous so a certain time. Ships, default capacity is four because of the four stations, auxiliaries,

Truthiness: They have a capacity of two um for everything I see in front of me with the shuttles. This officer section is a little different. We'll talk about it later. um So like a runabout and a type six shuttle both have um the op stations with the console in the helm, and then they have the engineering section ah for two capacities. So you have two teams moved around by an auxiliary unit. Damage. um Oh, and then of course, ah teams themselves have a the ability to attach officers. So I like to say teams and officers are almost like mini ships. Think of think of your your little security team as kind of like a mini ship that just operates ah different you know at different physical locations, um because you can use officers

Truthiness: to have them do actions. So what actions do we have available on our teams here, Biggs?

Biggs: That's a good question. So the basic actions that every team has, you're going to have your assault, which is your way of attacking another team. And you have relocate, which allows you to move from one location to another location. And those are the those are essentially the two basic actions that you're gonna have on any given team. The final action that any given team has if they're on and an allied ship is they can disband back into that ship's crew.

Truthiness: Yeah, and that that raises your crew dial back up that one step. um and I mentioned how you can do stand ah priority actions. I forgot to mention, you can do standby actions just like a ship.

Truthiness: This is why I kind of refer to teams as mini ships. So though that assault, that relocate, they can just do that in the standby phase. Just pick one and they do it. um So what else do we have here?

Truthiness: So let's look at some of like the security teams and the Gemadar assault teams.

Biggs: And they also get raid, where if they're at an uncontested section of an opposing space unit, they can test ah their op stat plus field craft against the space unit's op stat and difficulty.

Truthiness: Mm -hmm.

Biggs: And if they succeed, they add um they add peril. And if they have any breakthroughs, they do health damage to the crew unless there's a friendly officer at that location to take the hit instead.

Truthiness: o

Biggs: And if they fail, they just get one peril.

Truthiness: Okay, so not the best action, but definitely one that can get very irritating very quickly, um especially since, you know, just simply being in a location shuts, more or less shuts down the ability to do things at that station.

Biggs: Mm hmm.

Truthiness: um

Biggs: Yeah, and and yeah, this is a great way to just drill an opposing crew down to essentially nothing.

Biggs: And remember, you run out of crew, that ship's disabled.

Truthiness: Yeah.

Truthiness: Yep. No fun for anybody. All right. What other teams do we have? Uh, why don't we talk about the engineering and damage control teams and that, that nice tasty, the nice tasty emergency repairs.

Biggs: Okay.

Biggs: Yeah, so emergency repairs let you te um only on a um orange or red level damage. ah So this is your ships and your auxiliaries. You can test your op stat plus um mechanics,

Biggs: rerolling your sensors. ah to repair the unit and on success, which means you roll at least one success, you repair the unit one per success and breakthrough success.

Truthiness: Yeah, so there's been a lot of questions, but not a lot of questions, but one of the consistent questions I see about this action in particular is, can I get all the way up to full health status, like back up to like that six or seven um or whatever high hull value and go straight past the yellow? So as of now, there is nothing on that action that stops the amount of hull you repair on a ship.

Truthiness: um It's a little weird that you can, you you say, let's take, I've got the constellation in my hand, say you're at two, and you repair all the way back up to six by rolling really well with this ah this emergency repairs. Because say you got an officer leading it with engineering, you and the difficulty is one, um you can repair a lot of hull. But if you were at three hull with that constellation, no, no, sorry, you don't get to do the action.

Truthiness: So yeah, that's another typo.

Biggs: My, my question for you is it says engineering. Doesn't it mean mechanics?

Truthiness: We actually pointed this one out in testing. They had marked it for for fixing. um And the whoopsie daisy just somehow didn't make it into the final print run. So yeah, whoopsie daisy, it happens.

Biggs: Womp womp.

Biggs: I'm sure that'll be in the living the living rules.

Truthiness: Yes, I'm sure it will too. that's it's already I think it's already marked for for correction for when they get to the living rules document out. um Yeah, and then what else do we have?

Truthiness: We got one left on what, the diplomatic envoy?

Biggs: ah Yeah, so there's there's a couple there's a couple weird ones still.

Truthiness: Oh yeah, that's right. This is the one that's different.

Biggs: ah Survey teams can transmit findings um where they take Um, advantages from that unit to move to a different unit at comms range.

Biggs: There's a security sweep for the security team, which can, uh, remove one peril from a unit with two or more peril.

Biggs: There's, um, shroud with the gem Hadar assault team, which lets them become hidden. Giving a bonus to tests and attacks against it.

Truthiness: Yeah. Yeah.

Biggs: And then the diplomatic envoy for the Jim Hadar have coerce where you test um where you test ah command plus diplomacy to coerce a unit at comms range with ah difficulty equal to the highest de the highest social stat in the unit.

Biggs: and If I remind myself what that is, it's not the most amazing thing.

Truthiness: Yeah, it's pretty minor if I remember correctly.

Biggs: um Yeah, ah it's it's a way to do it's a way to do a it's a way to do a test and potentially like,

Truthiness: You're mainly doing that new version.

Truthiness: Yeah, it's removing advantage or adding peril. That's all it really is.

Biggs: it's yeah, it's a potential to like inspire your guys or throw some peril onto something so that you can use it for something else later.

Truthiness: Yeah, you're mainly using those guys for like their ah yeah um objective action that requires a good command value.

Biggs: It's not the most amazing thing.

Truthiness: Cause the dip plan again, boys for the Dominion have a three command value. That's nice. um Yeah. And the security teams, well, really at the end of the day, you're just going to use that to shoot each other.

Truthiness: You know, maybe do some field craft tests. Maybe some ops fieldcraft tests. that's yeah That's the other one too. they're They're doing it for ops, which is which is pretty nice.

Truthiness: All right, so ah is that everything we want to talk about with teams?

Biggs: More or less unless we want to like go through each one stats one at a time.

Truthiness: Oh, capturing capturing officers and actually shooting at each other. So this is something that can get pretty important is if you have officers attached to teams and the teams say lose all of their health. um So let's see, the Gemadar assault teams have four health. The Federation teams, oh man, their survey team's only two health. Their security teams are three health. So generally the the Dominion teams are a little tougher.

Truthiness: um Yeah, across the board, they' are they're generally tougher. um If those teams go away and there is an officer at the location same location as an enemy team, they are captured, um and they are no longer under your control. And since officers are a huge part of how to play this game, um and also a source of victory points if you get them if they're lost to the enemy, um you really want to you want to safeguard them. Get them out of there if you look like you're going to lose the fight.

Truthiness: um Because losing that officer is a very can be a very big deal

Biggs: Yeah. So to capture an officer, if you have a team at a location with a opposing officer, resolve whatever action you want that team to take and then check to see if an officer is vulnerable. So the opposing officer has to be at the team's location.

Biggs: and not attached to a team friendly to themselves. And either of the following have to be true. The first one is there's no team units friendly to that officer there. Or the location is in a unit opposed to that officer or a neutral feature. So officers can The basically the only place an unattached officer is safe is on one of your ships or auxiliary units with a another team present, even though that officer isn't attached to it.

Truthiness: Yeah. So something I found is that, um, number two, there really doesn't mean anything. Cause if either, or, um, one of those is always going to be true.

Biggs: Mm hmm.

Biggs: I mean, there could theoretically be two teams at a location, one team gets eliminated, that officer becomes unattached.

Truthiness: Um, Oh yeah. Okay. Yep. That's fair.

Biggs: And now there's still a team there, but it's not a team that that officer is attached to so they can, the bad guys can scoop and swoop.

Truthiness: Yeah. there no You thought you thought of of a situation I did not think of look at you it i Yeah,

Biggs: Ha ha! I mean, but how often are you going to stash two units on a objective marker, say.

Truthiness: yeah I guess depends on you know the capacity and all that stuff but I mean I like that the the options there if there's some really good team action going on and I

Biggs: Yeah.

Biggs: Yeah, you that one that one can be a bit of a gotcha if you pull that out.

Truthiness: Mm -hmm.

Biggs: and so i still have a I still have my survey team there.

Truthiness: Ah, you can't capture me, but I mean

Biggs: And then you go, ah, yes, but this is a neutral area.

Truthiness: Yeah at the end of the day like this mainly is gonna come into play when you have teams going at each other ah So the fire basic thing that this is gonna happen is team fires weapons destroys the opposing team The officer no longer has team protect it you capture the officer. It's generally that simple in actual gameplay don't get too hung up on you know going rules lawyer on these and that's generally a the simplest way that this well will happen.

Biggs: So, um how do you how do you attack with teams? I see they've got these plasma rifles and hand phasers.

Truthiness: Yeah, so it's just like a ship um that assault action is what you do to to take the shots um And you'll see the weapons power on these the cards um Looks just like the one on the ships. It's that orange icon with the kind of photon torpedo looking thing um it is the You know, um, the security teams and the assault teams have the highest values and it's just like, like, uh, exactly.

Truthiness: It's on the card there. Um, you're going to spend, or you're going to roll one blue die for each energy spent. There's no reason not to spend all of your energy on these things.

Truthiness: Um, cause what else you say in the energy for are the weapons power for rather.

Biggs: ah

Truthiness: um And then the skirmish value of an officer leading the attack um is what adds black dice here. So unlike ordinance ah for ships, it is skirmish for um for for an officer leading the attack.

Biggs: There is one edge case. that I'm gonna give you for not wanting to spend all of your weapons energy.

Truthiness: Ooh.

Biggs: Take a look at your security teams and Gem Hadar assault teams.

Truthiness: Yeah, yeah, they had two plasma rifles.

Biggs: They have phaser rifles times two, but still, why wouldn't I just wanna roll all the dice? Well, what if I had an opportunity as say, the Gem Hadar assault team to hit two different Federation teams in the same area. Again, why is someone doing this? But let's say I have an opportunity to hit two different teams at a high capacity objective, who are both on one health. Maybe I want to one die and skirmish one and then to die the other one.

Truthiness: Yeah. And again, skirmish values get added to the ordinance and these units are a little unique in that they actually have some skirmish values already on them. um So I think if I'm reading these, the survey teams, I'm going to say, um yeah, so they, you know, their first attack, they get to add one to the pool if I'm reading this right.

Biggs: The assault teams and the survey teams have skirmish one. or I'm sorry, the security teams. Yeah.

Truthiness: Right.

Biggs: Yep, yep.

Truthiness: Yeah. Yeah. So they're actually pretty lethal on their own. Um, so split and fire, you know, you're not going to get that black dye. Um, and then I guess just girmish combined.

Biggs: Uh, I don't think, I don't think that it's cumulative, but I think if you have a officer with a higher skirmish value that could take precedence, I could be wrong.

Truthiness: I guess

Truthiness: This is the one case that this is that that weird edge case skimerson or anything atraine Yeah, I'm curious to if um I'm very curious if those combine That's something we'll have to check out at some point or you the listener can look it up for us and we can just be lazy.

Biggs: As an exercise to the listener, does skir do skirmish values combine or is it a ah or is it just a you know whichever one is higher?

Truthiness: I

Biggs: Find out and tell us in one of the places that we post.

Truthiness: Okay, um so auxiliaries these are these are a little weird too. um So

Biggs: How so?

Truthiness: So um they look a lot more like ships. You know, they've got the stations. um Same thing, you can be done here. You can use an officer, to do priority actions, and you have one standby. um But they get weird when you start looking at how damage is applied to them um and how they use energy. Because unlike ships, they don't have reserve energy ah to do to do additional things. um So let's take for example, um they their impulse value doesn't change. you don't um You don't have any actions that require you to use energy to do impulse.

Truthiness: um There's really no extra energy to dump into weapons power. um And then they take damage in a very different way. ah So rather than losing reserve energy for shield values, their shields basically just refresh every turn.

Truthiness: um So let's take the the type six shuttle, for example.

Biggs: Okay.

Truthiness: You have a shield icon on the four and a shield icon on the aft. When it takes damage on one of those sections you put a little marker over top of the shield value To track that has been used this turn and any further damage on the shuttle that turn goes straight to the hull At the end of the turn that marker gets removed and basically the shields refresh. So instead of Canceling per reserve energy until your reserve energy runs out or you don't have enough shields. This is a simpler way to do this um and then

Truthiness: Rather than a dial for hall value, um the the starter kit gives you a little um arrow tracker icon for hall, and then you go down by steps, just like ah just like a ship. It just looks a little different. It's a little tracker in the upper right corner of the auxiliary thing, and you just move the arrow down.

Truthiness: um And yeah, otherwise they're basically ships. They got a wharf value. ah They have different actions at their different stations. They're all pretty simpler stuff simple stuff. um It's all for both. Yeah, it's the same thing for the runabout and the type six shuttle when it comes to to the different actions. Yeah, they're exactly the same.

Truthiness: Um, so the nice part about these is they all get standby actions. So really you can launch auxiliaries I really am a big proponent of just just do it. They're free standby actions worst case scenario You have an extra ship thing go off and do a potential objective action away from your main ships Or you can just have extra shooting just to drain energy. Just shoot those two phasers. Who cares?

Biggs: or just Or just be a unit that's physically present nearer and and um near an enemy objective.

Truthiness: um

Truthiness: Mm -hmm

Biggs: And sometimes that just increases the difficulty they need.

Truthiness: Yeah, yeah, increases difficulty. Yeah, excellent point. um And the runabout is not too shabby. It's um it's it's fairly durable.

Truthiness: um It's got... well

Biggs: Surprisingly durable.

Truthiness: Yeah, so it's got um the same number of damage ships as a regular ship. Well, no, no, I'm sorry, it doesn't. But it's it's still got, let's see, one, two, three, yeah, four Hall before it's disabled.

Truthiness: um Or it takes four damage before it's disabled. It's got two shields in the front that refresh every turn. I didn't have that.

Biggs: It takes three hits just to hit it.

Truthiness: Yeah. Yeah, and that's actually true for the Type 6 as well. The evaluation values on these are really high.

Biggs: here So so like even if you take a torpedo to the face, you're still going to be chugging along pretty well.

Truthiness: And you still have a decent chance of avoiding damage. um Their warp values are a little low, but that's okay. um You don't need them to be super fast.

Biggs: I mean, they've got to they've got a 6 speed with a turn value of 3.

Truthiness: or impulse, yeah yeah.

Biggs: That's nimble for Impulse.

Truthiness: Yeah, I mean, I don't i don't hate it at all. um What are they for? How much are the runabouts?

Biggs: ah They are a pricey upgrade. um You're looking at... Oh no, I lied. They are not a pricey upgrade. they are a refit, but that's the only refit that the Federation have right now.

Biggs: ah So it doesn't really...

Truthiness: And remind our remind our listeners what a refit is.

Biggs: So you can only take one refit upgrade on your ship per ship.

Truthiness: e Is that per ship?

Biggs: I believe it's per ship. It may be... Let me refit. Give me one second here.

Truthiness: As we go to the to the control F.

Biggs: ah

Biggs: Control F, refit.

Truthiness: Yep.

Biggs: ah Each ship can have a maximum of one refit. You might think, oh, escape pods are also refits, but Federation ships can ignore the refit rules on escape pods.

Truthiness: Lame.

Biggs: Womp womp. So yeah, ah there this is the only refit upgrade that counts for the Federation right now. um

Truthiness: Ooh.

Biggs: And it's only three points, so it's actually relatively cheap. And it's a pretty good upgrade over the Type 6 Shuttle because, well, just looking at the difference between the two, you've got one less shield on the four. You've got one less a sensor for, ah one less sensor value for sensors and comms and re -rules on objectives.

Biggs: You've got one less impulse power, and you've got one less warp power, and you've got one less hull.

Biggs: So slower, um less able to ah take a torpedo to the face without being disabled.

Truthiness: You feel dinged? Yeah, yeah.

Truthiness: Yeah, because one Torpedo again can knock out a type six with the rocky roll.

Biggs: Mm hmm.

Truthiness: that's That's a solid upgrade for three points. um I feel like i I'd be very tempted to slap down on a galaxy class and just start cranking those out until I have three of them.

Biggs: Mm hmm.

Truthiness: Because that's nice. That's really nice. Hmm. All right. Um, okay. So we talked about auxiliaries. We talked about teams. Um, well, sorry, we talked about shuttles.

Truthiness: There's one last type auxiliary we probably want to talk about cause it is the weirdest and probably the most iconic, uh, for next generation.

Biggs: The weirdest, the weirdest one.

Truthiness: That's the galaxy class saucer. Um, so this sucker does not count against your cap of auxiliaries. So, um, you get a cap of three shuttles ah in ah in a game. um The saucer section on the other hand is just in addition to all that And to do this you take an action on the main um the main ship ah Cardboard and that's just you know detach from the helm And you're using a couple resources and one energy to separate the saucer section and at that point you basically have two Completely different you have the main ship um and then

Truthiness: You, uh, yep.

Biggs: The Galaxy Class Star Drive.

Truthiness: So that one stays in the large base and then you put the software section on a medium base and it becomes its own type of, of unit, but, um, this comes at a significant price to the star drive.

Truthiness: Um, So you have drops in sensor values. um You lose the advanced study action on the the med bay. You lose one forward phasers array. ah you The cargo action costs all actions at the cargo bay cost an additional energy. o That hurts.

Truthiness: um And you cannot go to ah green alert one or red alert two.

Biggs: Woof.

Truthiness: And then you have a maximum crew status that um is almost certainly a misprint on one side of the card.

Biggs: if But the other side, the other side's more correct, which says 233.

Truthiness: um

Truthiness: Yeah, so we're assuming two command, yeah, two command, three ops, three science. um the where There's one side of the card that says three, two, three. um And if you scroll through the ah the crew dial on the Galaxy Quest, you will know you will notice that that is not a valid selection anywhere on the dot. So we are assuming that the two, three, three on the reverse side of the starter drive is,

Truthiness: is what's correct. um So ah ah you when you do the separation, um if your alert was green one, you raise it by one. If it was red two, you lower it by one. um You lower your crew dial to that 233 on the separation, and then you attach the card itself um to the captain's chair basically to remind you of all the things that you can't do.

Truthiness: um And then all that gets us to the actual saucer itself, um which honestly is pretty dang good. Wouldn't you say?

Truthiness: Like it's not using, you keep all of your reserve energy on the star drive.

Biggs: Yeah, it's it's not.

Truthiness: So you get to keep all those shield values that you get on those alerts. um There's really no change for that. um And then in the meantime, you get a pretty awesome auxiliary unit.

Biggs: With some caveats, but one of the big the biggest caveat being that this guy has a work factor of one.

Truthiness: Yeah details But you got impulse like it's really kind of meant to reflect the sauce section I'm actually kind of surprised that gave it an M warp value because you know, it doesn't have worked out Yeah, um but you got it you got a good impulse value there

Biggs: So yes, you can engage warp and move two inches.

Biggs: That might not even be enough to like fully get you out of the system. should

Truthiness: um There's some pretty decent crew values in the command and science in particular. And what I really love about it is that you basically just have a whole extra pool of weapons power and you get those those refreshing shield tokens instead of having to lose energy.

Truthiness: um So what it does really well is fights, which is exactly what you generally see the enterprise D use the separation for, is to kind of gain that tactical advantage of having two different attack vectors and and sources of of of phaser banks. Because this thing can get to, this thing can shoot four phaser, four I can roll four dice on phasers with two arrays.

Truthiness: That's pretty good.

Biggs: And it does have decent hull, and that hull is independent of the Galaxy Class Star Drives hull.

Truthiness: Yeah.

Biggs: And when it combines, it doesn't matter how broken the dang thing is, it just reconnects.

Truthiness: Nope.

Truthiness: Yeah, everything's fine.

Biggs: And that's fine.

Truthiness: Yeah, that's that is that is kind of a little odd. Yeah, the damage does not carry over in any way, shape or form.

Biggs: but likewise Likewise, if you have a galaxy class ah starship that is ah about to explode, now you have a galaxy class saucer that is perfectly healthy.

Truthiness: um

Truthiness: Detach the guard.

Truthiness: Yeah. And yet another thing that you saw the the saucer session used exactly for in lore. I love how they've just kind of captured the essence of what you use this for.

Truthiness: So yeah, I don't know. i Maybe it's not that great.

Biggs: you got warp You got a warp core melting down that you can't fix.

Truthiness: Saucer.

Biggs: You've got a saucer.

Truthiness: Go. It's a full health. You're fine.

Biggs: e Is it as good as the full ship? No. But it doesn't need to be.

Truthiness: Does it need to be? No.

Biggs: It's fine. I mean, by the time you're by the time you're deploying it that way, it's ah it doesn't need to be that good. It just needs to be physically still flying.

Truthiness: It just needs to exist. Oh man. Man, this game.

Truthiness: All right. ah You got any final comments for the for the listeners, Biggs?

Biggs: i yeah

Truthiness: no

Biggs: I mean, the comments would be, ah yeah, ah sorry sorry Dominion that you don't get to have fun with auxiliaries.

Truthiness: It's okay. You get to have fun with Catcher So White. It's all good. Just be aggressive.

Biggs: Everyone's just, everyone's just doing lines, a ketrasol line, a ketrasol white in the.

Truthiness: Be, be aggressive. Unlike Biggs, be aggressive.

Biggs: but

Truthiness: Don't, don't, don't, don't try and heal things. You're the gem of an hour.

Biggs: Victory is life.

Truthiness: You're dead already. Victory is life.

Truthiness: All right. Thanks for joining us today, everybody. Have a good one.

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