Borg Cube
 Image of Borg Cube
Class and Type: 
Borg Cube, Assimilation Ship
Commissioning Date: Unknown
Lead Engineer: Carl Jacques

Hull Characteristics
Size: 160 (approximately 20 km long, number of decks: unknown, grant any ship that fits normal starship scale a flat +8 to hit a Borg Cube)
Resistance: 4
Structural Points: 3200
Operational Characteristics
Crew/Passengers: 20,000/90,000
   [9 pwr/round]
Computers: 20
   [20 pwr/round]
Transporters: 40 (all-purpose)
   [20 pwr/round]
Tractor Beams: 1 f, 1 a, 1 s, 1 p, 1 v, 1 d
   [2/rating used]
Holding Beams: 1 f, 1 a, 1 s, 1 p, 1 v, 1 d (see special rules)
   [5/rating used]
Propulsion and Power Characteristics
Transwarp System: 9/9.999/10 (1 hour)
   [3/warp factor]
Impulse System: .78c/.95 c
   [7/9 pwr/round]
Power: 400
Sensor Systems
Long-range Sensors: +2/30 light-years
   [6 pwr/round]
Lateral Sensors: +1/5 light-years
   [4 pwr/round]
Navigational Sensors: +2
   [5 pwr/round]
Sensors Skill: 5
Weapon Systems
Energy Beams:
   Range: 10/30,000/100,000/300,000
   Arc: All (720 degrees)
   Accuracy: 5/6/8/11
   Damage: 25
   Power: [25]
High Yield Torpedoes:
   Number: 200
   Launchers:  1 f, 1 a, 1 s, 1 p, 1 v, 1 d
   Spread:  5
   Arc: Forward or aft, but are self-guided
   Range: 15/300,000/1,000,000/3,000,000
   Accuracy: 4/5/7/10
   Damage: 30
   Power: [5]
Ion Torpedoes:
   Number: 150
   Launchers: 1 f, 1 a, 1 s, 1 p, 1 v, 1 d
   Spread: 5
   Arc: Forward or aft, but are self-guided
   Range: 15/300,000/1,000,000/3,000,000
   Accuracy: 4/5/7/10
   Damage: 15 (only reduces shields but when a starship hull is hit, its engines temporarily lose 5 power per hit due to ionization; a starship needs one hour to recover 5 pts. of power dropped this way, though this time can be reduced depending on engineers' skills at the narrator's discretion)
   Power: [5]
Magnetometric Guided Charges:
   Number: 500
   Launchers: 1 f, 1 a. 1 s. 1 p, 1 v, 1d
   Spread: 4
   Arc: Forward or aft, but are self-guided
   Range: 10/250,000/500, 000/1,500,000
   Accuracy: 4/5/7/10
   Damage: 15 (damage has a radius of 3 space units around the detonation point; magnetometric guided charges can be detonated remotely as long as the target is within sensor range)
   Power: [5]
Weapons Skill: 5

Borg Deflector Shield
   Protection: 80/100
   Power: [80]

Description and Notes
Huge cube-shaped starship, first encountered by the USS Enterprise NCC 1701-D in the Delta Quadrant in 2365. It had a highly decentralized design and Enterprise-D personnel reported finding no specific bridge, engineering, or living areas. Combat experience showed the ship to be equipped with powerful energy weapons and capable of repairing major damage almost immediately, including the impact of direct phaser hits.

Special rules
Holding beams: A Borg Cube is equipped with a holding beams. These work as tractor beams but they cost more power and cause 1 pt. of damage per rating used on the shields of a trapped starship. The holding beams don't do any damage on starship hulls.

Regeneration: Borg ships do not need conventional repairs. Instead, they use a repair process named regeneration. When a Borg ship is active, it can regenerate 2 structural points per round but suffers a +1 penalty on all ship action representing the fact that most of the drones onboard use their efforts to regenerate the ship. A Borg ship can also put itself in ''regeneration sleep'' to regenerate faster (5 structural points per round), but in that case, weapons and shields are not active and the ship cannot use it's engines to move. When in ''regeneration sleep'' a Borg ship's shields also regenerate at the rate of 5 points of shields per hour.

Adaptation to starship weapons: Borg ships can quickly adapt to starship weapons. Once a Borg ship receives damage from an attack, it can adapt to it, making it useless in the next round. The Borg ship only adapts to a specific weapon type and damage level; if the same weapon is used at a different damage level (lower or higher), the Borg cube must readapt to that specific damage level (but is still adapted to the the previous one). Borg ships can also transmit weapons data to each other in communication range when they adapt and this takes one round.

Redundant systems: A Borg Cube can still operate at full effiency with 78% damage because of redundant systems. This means that a Borg Cube's systems do not suffer any critical damage until its structural points are below 704.

Borg ship energy weapon banks and tractor beam emitters: Borg Cube energy weapon banks and tractor beam emmitters are located on the surface of its structure and are quite easy to target. A normal scale starship can target a Borg Cube energy weapon bank or tractor beam emmiter but will not have the flat +8 to hit it. Each Borg energy weapon bank and tractor beam emitter can sustain 15 pts. of damage before being destroyed.

Vulnerability to quantum torpedoes: Borg ships are quite vulnerable to quantum torpedoes, a weapon specially designed by Starfleet to counter the Borg menace. A Borg ship cannot adapt to quantum torpedo damage, and when it is hit directly by one, it suffers double damage.

Borg cube hit locations: Borg Cubes do not have any specific hit locations for main systems because of their redundancy. But when a Cube is damaged enough, its systems begin to suffer critical damage as any other ship. However, systems cannot be targeted individually as the other races' starships. A Narrator must roll on this table only when the Borg Cube's structural points are below 704. Borg systems can also regenerate themselves at the rate of 2 points per round -- even if they are destroyed -- but this can be done only when the ship is put in ''regeneration sleep'' (see regeneration rules).

Roll
Location
(2d6)

Effect

2

Collective Mind Center: A hit to the collective mind center which does 15 points of damage or less disrupts the drones' collective minds aboard the ship imposing a +2 difficulty on all tests using Borg Cube weapons, sensors, and shields. Two such hits or one hit that does 20 or more points of damage destroys the collective mind center. If the collective mind center is destroyed, the Borg Cube will self-destruct.

3

Communications: The first hit which does any damage to communications increases the difficulty of all tests made with communications equipment by +3; the second hit, or any hit that does 15 or more points of damage, destroys the ship's communication capabilities.

4

Engineering: Each 15 points of damage to engineering decreases the maximum speed of impulse and transwarp engines by 20%, and the engines cannot go at warp 10 until engineering is completly regenerated. It also decreases the regeneration rate by 1 point per round. After taking 75 points of damage, engineering is completly destroyed.

5

Impulse Engines: The impulse engines' maximum speed is reduced by 25% for each 6 points of damage they take. When they take 24 or more points of damage, the ship cannot travel at impulse speeds.

6

Life Support: Life Support's effectiveness is reduced by 25% for each 15 points of damage it takes. When life support is completly destroyed (60 points of damage), the ship cannot support normal life and the ship cannot regenerate itself or the drones aboard. Since the Borg do not need oxygen to live, the Borg drones aboard do not die from life support failure. 

7

Navigational Matrix: The Navigational Matrix can take 50 points of damage before ceasing to function. At that point, all of the ship's shields are reduced to half power and it's navigational deflectors are completly inoperable (rendering warp travel dangerous and transwarp travel impossible) 

8

Sensors: The effectiveness of the sensors is reduced by 25% for each 8 points of damage they take. Each loss of 25% reduces the sensor gain modifier by -1 (maximum reduction is to -2) and increases the difficulty numbers for all tests made using the equipment by +2. After sensors take 32 or more points of damage, the ship can no longer use them at all, rendering it effectively "blind."

9

Shield Generators: Each hit against the shield generators which does 10 points of damage or more reduces the effectiveness of all shields by 10%, to a maximum loss off 50% effectiveness. 

10

Transporters: Each 6 points of damage destroys one of the ship's transporters. 

11

Transwarp engines: Engines can take 80 points of damage before rendered inoperable. If the engines become inoperable, transwarp and warp travel is no longer possible. 

12

Weapon Systems: Each weapon system (energy beam bank, high yield torpedo launcher) can take 15 points of damage before being destroyed. The Narrator should determine which weapon system is destroyed.

Author's Notes
I created the Borg Cube statistics with all the information I found. Despite the fact that a Borg Cube is not recommended to put in any Star Trek roleplaying game session, I decided to create it because I was tired of waiting the release of Voyager (which is supposed to include Borg statistics), and I am a Borg fanatic. I made the Borg Cube quite vulnerable to quantum torpedoes because it is quite too powerful enough for any starship and frankly, that doesn't make a large difference. As suggested on page 213 of the Star Trek The Next Generation Core Game Book, I made the Borg Cube with 3200 structural points and adjusted the scale with it. As they say: ''Resistance is futile."


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