Siskoid's Rolodex.............Blaze of Glory (4)



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To see the cards themselves, check out this Card list for the Blaze of Glory expansion set.

#867-Klingon Disruptor Rifle, Equipment, BoG
"Standard phase disruptor fitted with attachable shoulder stock. Rifle components include extended-charge capacitance cell, high-energy augmented accelerator and requisite induction coil."
-Klingon and Non-Aligned use only. Each of your personnel present is STRENGTH +3, but loses 1 Diplomacy unless aboard your ship. (Cumulative.)

PICTURE: A prop shot in some non-descript part of the station (I'd guess). Pretty boring, with colors that all flow together as well as uninspired composition. Did you know this prop was first seen on DS9 in the hands of former Resistance members ("Shakaar")? Well, it was. Giving it a simple 1.9.

LORE: Quite technical, but that's not a bad way to go with Equipment cards. The shoulder stock thing is interesting. I'd say this one hits 3.3.

TREK SENSE: Same as usual, Rifles all share in the same penalties and bonuses. I'm still not clear on how many hand weapons are included in one card (if only one, how to justify bonuses to multiple personnel; if many, how they can't be split up). Multiple Rifles cause even more confusion to that little exploration. Who can use it is also in issue since 1) we've seen Bajorans use the same model and 2) how hard can it be to point and pull the trigger? The exact Strength boost is fine, and the Diplomacy penalty is probably the best thing here, playing on the fact that big, unconceilable guns put people on edge (though they're easily hideable when dealing with people on a ship's viewscreen). I'd think Klingons already had that intimidation thing going, but the Rifles certainly don't help. Like other Rifles before it, a 3.

STOCKABILITY: The Klingons don't need the Rifles as much as some other affiliations since they already have relatively high STRENGTH and plenty of other (sometimes more useful, sometimes easier to report) hand weapons. Against Jem'Hadar though, every little bit helps, I suppose, and these ARE powerful guns. The Rifles' Diplomacy reductions could interfere with the solving of exactly half a dozen Klingon missions, a couple of which are not very useful to Klingons (Investigate Legend and New Contact), but a couple of which require high STRENGTH (Krios Suppression and Impose Order). Just choose your missions differently if you're planning on combining mission solving with assault teams. Yint can download one, so could be used as a supplement to your Away Team. A 3.6.

TOTAL: 11.8 (59%) Almost a passing grade, but face it, I'm tired of these.

#878-Koloth, Personnel, Klingon, BoG
"Called d'akturak, 'ice man,' by Curzon Dax due to his negotiating prowess. Commanded the IKC Gr'oth during the Sherman's Planet sabotage mission in 2267."
-VIP, Diplomacy x2, Exobiology, Honor, Klingon Intelligence; SD Bat'leth; Nemesis icon [Red, Right-facing]; Command icon
-INTEGRITY: 8, CUNNING: 7, STRENGTH: 8

PICTURE: A cool enough pic of the "ice man", there's something tribal about him that I find appealing. No revelations, of course, but easily a 3.4.

LORE: The ice man stuff is primordial, but I could have done without the Sherman's Planet stuff which really belongs to the Captain Koloth card. I understand the latter wasn't planned when this Koloth first appeared, but it creates the discrepency that he's matching commander for a decades-old ship. Still, matching commander status usually boosts a card's Lore score, so a 3.2 here which could have been higher.

TREK SENSE: Koloth, the elder statesman, would naturally be a VIP and I don't think the double-Diplomacy is unwarranted from that Dax has said of him. Honor is likewise a given, as is the "Blood Oath" Nemesis icon since he was in that particular posse. I like the Bat'leth download, especially since he appears on that equipment card, but the question becomes why every Klingon warrior and his brother can't download the same? It's not like Koloth was the only person who used the thing with any regularity. The rest of the skill box plays a little more loosely with the concepts. Exobiology could be connected to the Albino's engineered virus, but I don't see why Koloth would have studied it. Such knowledge may have come in handy in his diplomatic dealings as well. It's possible. As for Klingon Intelligence, it's a substantial stretch. Were Koloth's connections instrumental in finding the Albino? Even if that is the case, and I don't doubt an older Klingon could have such connections, there's no hard evidence that he was ever part of that oxymoronic organization. His matching commander status for the Gr'oth is a mistake as far as I'm concerned, since it should really belong to the Koloth of that era (he shares it). The time span here is a little more than that of Picard's Stargazer, for example. So that leaves us with the attributes, which all seem fair, even the Strength. A sometimes iffy 3.4.

STOCKABILITY: As part of the Blood Oath gang, Koloth shares some of their features such as the ability to help solve A Good Day to Live, being downloadable by Blood Oath and having his ship likewise downloadable by that card, and having a Nemesis icon against whoever Blood Oath fingers and/or The Albino. Add to that a special download of Bat'leth, and you're suddenly in business. Suspending play to download hand weapons is always good, whether they are needed for passing dilemmas or to surprise an opponent in personnel battle. While the Gr'oth is perhaps better left to the OS Captain Koloth, there's nothing stopping the present Koloth from boosting its attributes to a more comfortable 8-9-8 (Plaque and Log) then downloading the Captain to have him work with his future self. If you have the Captain out first, you can still download Koloth with Ready Room Door. Let's say the guy and his ship are both easy to get into play. As for his slew of skills, the double Diplomacy is certainly going to come in handy both for dilemmas and missions (not to mention Q-Nets and the like). Exobiology is an increasingly more useful skill and still rather rare. Koloth is one of the better sources for the skill. Honor enjoys a high redundancy in the Empire which, again, is great for mission solving, plus allows him to use some good Klingon support cards. Finally, we have Klingon Intelligence, the rarest skill of all, which is only shared by 4 other Klingons (5 if you count K'chiQ). Espionage Mission requires two personnel with the skill, which is rather easy to get if you use the Gr'oth and Arne Darvin as its download. Plus, the skill is required to allow Koloth to initiate attack (with Defensive Measures), which might be something you'd want him to do given his special download and favorable STRENGTH (adding Kor, Jadzia and the Bat'leth, it comes to 14). In some ways, the runt of the Blood Oath gang, but opens up a couple of different avenues. A strong 4, all depends on your strategy.

TOTAL: 14 (70%) Can't wait to compare him to his younger, geekier self.

#889-Kor, Personnel, Klingon, BoG
"Dahar master. Legendary warrior. Former ambassador to Vulcan. Victorious at Klach D'Kel Brakt. Swore blood oath against the Albino. Sought the Sword of Kahless."
-VIP, Leadership x2, Anthropology, Honor, Music; Other Klingons present are each STRENGTH +2; Nemesis icon [Red, Right-facing]; Command icon
-INTEGRITY: 6, CUNNING: 8, STRENGTH: 8

PICTURE: Kor is at his most vital in this pic from "The Sword of Kahless", eyes bright and definitely a "good guy" (unlike the way Kirk's logs portrayed him, wink wink). Certainly has his own personality when compared to other Klingon pics. A 3.6.

LORE: A lot of information here, but unfortunately no hommage to John Colicos' other work (say, in Battlestar Galactica or even the earlier portrayal of Kor). The last line fingers the pic's source, while the rest is gleaned from here and there to create this somewhat complete picture of a "legendary warrior". Indeed. A well-researched 3.4.

TREK SENSE: Without a command of his own, this Dahar master will have to remain a well-respected VIP with a Command icon. His Blood Oath involvement gets him that nemesis icon. Only a single level of Honor for a Dahar master? Well, his conduct hasn't always been stellar, and I'm not just talking about his TOS days. See select scenes from "The Sword of Kahless" and his dismissal of the low-born Martok as well. His Integrity reflects that in fact. Music is probably for singing songs about the honored dead. Anthropology? Well, he WAS friends with a Trill, and did ambassador duty on Vulcan. Instead of Diplomacy which would have required tact (HA!), he at least shows he had a sense of observation. Iffy, but adequate. The Leadership x2 seems to be stretching it however. If it's meant to indicate his charismatic power as shown in "Once More into the Breach", I thought the special skill already did that (a very appropriate attribute boost). A little redundant I guess. Attributes make sense, no problems there (since this would be before the old man started losing his mind). There are very few missteps here. A 4.2.

STOCKABILITY: First off, Kor is an integral part of the Blood Oath strategy and not just for solving A Good Day to Live either. Not only does he have the icon necessary to bump off The Albino and his sympathizers (anyone targeted by Blood Oath), he can be downloaded by Blood Oath as can his ship. That ship can be boosted to 9-10-10 with Log and Plaque +2 SHIELDS per Dominion ship opposing it. As for boosting personnel, Kor can do that without any other cards. Put the Blood Oath gang together, and they mutually boost each other (Jadzia boosts those nemesis icon personnel, Koloth downloads a Bat'leth, and Kang gets them together in the first place). As for the skills, Anthropology is under-represented in the Empire and can be used on a few missions, as well as to take advantage of The Guardian of Forever. Leadership is represented on a large number of missions, but never in multiples - that's better reserved for dilemmas (Horta, Alien Abduction and Q, for example) and 100 Tribbles. Ressikan Flute decks are viable for the Klingons, and Kor's Music can help there. And Honor is always good on Klingons for skill redundancy and Klingon support cards. In the end though, you'll usually find use for the +2 to STRENGTH, not just to your Blood Oath gang. That's a +2 STRENGTH boost for EVERY Klingon present. That's massive for combat decks. Good overall support at 4.

TOTAL: 15.2 (76%) John Colicos, we miss you.

#900-Kraxon, Ship, Cardassian, BoG
"Cardassian warship sent to intercept the USS Defiant and the renegade Thomas Riker in 2371."
-Galor Class[1 Command, 1 Staff] WEAPONS +3 and SHIELDS +2 vs. Defiant-class ships; Tractor Beam
-RANGE: 8, WEAPONS: 7, SHIELDS: 8

PICTURE: Start with a already ugly ship design (a Galor) and distort it severely with perspective, and you get the Kraxon. Man, this thing looks like the front of a snow plow or something. The big yellow signal light doesn't help either. An unworthy-to-be-foiled 1.4.

LORE: Short and sweet. Just the facts, m'am. There's room to mention the matching commander of the ship, one Gul Ranor, but no. I'd say that's a mistake that keeps the lore at 2.

TREK SENSE: Though the ship was sent after the commandeered Defiant, its special skill would have us believe it somehow has all these bonuses against Defiant-class ships, like the crew had been specially trained, or ship specially modified, to go up against one of Starfleet's least used designs. That just doesn't gel. It works a little better when you remember that Sisko gave a lot of tactical information to the Cardassians when they were chasing the rogue Defiant, but that would still require an outside agency (Sisko). As for attributes, it's just +1 Shields from the baseline model, perhaps, again, to face off against the "tough little ship". Since enhancements are separate when it comes to the Defiant episode, it's hard to evaluate the attributes without it. Note that against a Defiant-class ship, the Kraxon is a clean +3/+3 away from the baseline Galor. Since the premise doesn't really work, I can't go higher than a 2.6.

STOCKABILITY: When an affiliation has many ships, sometimes it comes down to who its matching commander is. Well, there no Ranor yet (that would be one), but there is a Dolak, and Dolak has a nice battle-support ability. With him aboard (quickly and cleanly via Ready Room Door), not only can he Plaque and Log the Kraxon to a 10-10-11, but he automatically adds +2 WEAPONS to every single Cardassian ship at his location. So the Kraxon is now 10-12-11 (+2 WEAPONS for each ship there). And if the ship is ever in battle against the popular Defiant-class ships, it jumps to 10-15-13. Very high WEAPONS, *if* you can get them. This'll only ever work against the Federation (well, usually), so don't go into the game expecting it, but its other attribute enhancement possibilities could keep the ship in the game. Quite good at 3.5.

TOTAL: 9.5 (47.5%) I have a habit of ripping "centennial" cards to shreds.

#911-Kudak'Etan, Personnel, Ketracel-dependent, BoG
"Arrogant First under Gelnon. Commanded the captured USS Defiant in 2374. One of the first Jem'Hadar bred in Alpha Quadrant. Ignored his Second's advice."
-OFFICER, Leadership, Navigation, Anthropology, ENGINEER; SD Commandeer Ship OR Victory Is Life; Command icon
-INTEGRITY: 6, CUNNING: 7, STRENGTH: 11

PICTURE: His eyes are a little lost in the make-up, but Kudak'Etan makes for a striking figure. Is that disdain in his expression? The background is unobtrusive, and the ketracel pipe is bright and neat. Not the best, but not bad at all at 3.5.

LORE: An odd (but more useful than you think) matching commander status is given in an otherwise well-written paragraph. I like that he's qualified as arrogant (the wonders a simple adjective can do), and that last sentence signals his downfall without really talking about it. Everything's good here, so a strong 4.1.

TREK SENSE: The icons are all good, including the lack of a Gamma quadrant icon (he's an Alpha), but I take some exception at the Trek Sense behind his matching commander status on the Defiant. I mean, was he really aboard long enough for him to have a true captain's familiarity? Especially when it's not one of his affiliation's own ships. (See some examples of what he can - often absurdly - do under Stockability.) As for the skills, well, Leadership and Officer are naturals given his role as First. Navigation isn't really proven, but it's a normal enough 24th-century skill for any Officer type. Anthropology? He was big on stating the differences between Gammas and Alphas, yes, but this may have more to do with the Alphan breeding itself. Those Jem'Hadar are better adapted to fighting Alpha quadrant races, meaning at least some of them should be endowed with knowledge about them. Engineer... I'm not entirely sure he was that cognizant in the matter given that the Defiant's crew sorta gave him the runaround in that department, but he did get wise to them later on. Iffy. As for the special downloads, first let me say that an either/or download is an odd thing. If one, why not the other? Especially when they are not mutually exclusive. Commandeer Ship is a natural given his leading a team to do just that. Victory Is Life is a natural card for a Jem'Hadar to invoke, though it would have been better on Omet'iklan, don't you think? Especially since the Alphas don't stand a whole lot on ceremony. His Integrity is on the low side because he didn't really honor the Jem'Hadar's credo, though he remains loyal to the Founders. The Cunning is high enough to pull off his operation, but still not that high because he proved to be a poor leader. Strength is just about right. Well done overall, but I did have some misgivings about a number of elements. No more than a 3.2.

STOCKABILITY: There's a lot to do with Kudak'Etan. As a strict mission solver, he brings a number of very useful skills to the attempt (in particular the rarer Anthropology and the key classification ENGINEER). As a battler, he can act as a leader and has a very high STRENGTH indeed. Now, throw in his downloads... Victory Is Life can be downloaded after Kudak helps in either situation. That is, he can download VIF's equipment card after either solving a mission or winning a personnel battle. That card'll also get you 5 points as further reward. If he's been waging that personnel battle on an opponent's ship now cleared of personnel (easy to do with personnel with such high STRENGTH and access to Invasive Transporters), you could elect to download Commandeer Ship instead, immediately getting control of that ship. Of course, you'll need a Computer Skill personnel in your team. Too bad Kudak'Etan never learned how. If lucky enough to commandeer the USS Defiant, he can act as its cross-affiliation matching commander. A nice little ship with a Cloaking Device and (with Plaque and Log) 10-13-12 attributes. Now, don't wait to commandeer it: Play a Fed/Dominion Treaty to get access to the ship immediately. Why go to the trouble? Well, the Dominion isn't exactly high on ships with matching commanders, and Kudak has the ENGINEER required to download the ship with Construct Starship. That's ready access to a ship right there in the Alpha quadrant where the Jem'Hadar very conveniently reports. He can cloak the ship until he's ready to wage war (provided you have a way to do more than counter-attack - I guess Memory Wipe may be a more efficient way to do it), and even use his ENGINEER to build a Remote Supply Depot early on for Ketracel resets. Certainly more than one trick in his bag. A confident 4.2.

TOTAL: 15 (75%) Offered no respect, but will get some.

#922-LaForge Impersonator, Personnel, Romulan, BoG
"Surgically altered Romulan. In 2367, posed as Geordi LaForge so Taibak could brainwash the real LaForge without raising suspicions."
-ENGINEER, Navigation, Computer Skill, Treachery; May report wherever Taibak is present, for free; Federation infiltration icon; Staff icon
-INTEGRITY: 3, CUNNING: 6, STRENGTH: 8

PICTURE: Waitaminnit! That's not Geordi!!! Well, of course it isn't, it's a Romulan POSING as Geordi, but more than that, it doesn't seem to be Levar Burton playing the part. Since the character was only seen in shadow from afar for a second (great job by Decipher of making him "solid"), the TNG team didn't pay for any special effects and probably just asked Burton's usual stand-in to, well, stand in. That's interesting because it's possibly the only "doppleganger" in Star Trek history who doesn't look quite right. Nice to see the plastic surgery isn't always as impressive as it is usually shown in the 24th century. Other elements of the card are fine, with lots of color and a Romulan symbol despite LaForge's Starfleet uniform. The only really weak thing is that large green block which seems to serve no real function. This is a 4.2.

LORE: We don't know much about this guy, but at least his true species is mentioned. The rest is the story as it happened, but a mention of Geordi's conference might also have been à propos. One lore-related liability though is that Geordi LaForge's name is in bold italics, making this guy exposable. More on that later. Here, this gets a rather boring 2.9.

TREK SENSE: Just how much information does a person have to have to pose as Geordi at some engineering conference? Well, Engineer would be the right place to start. Nothing else is really needed if he wasn't guest speaker and stayed relatively quiet. Navigation was going to be used to fly the shuttle the rest of the way. Computer Skill is probably useful in faking access codes and all that. Plus, both these skills can be found on the real Geordi. Treachery is a given of course. And since the whole operation seems to have been Taibak's initiative, the Impersonator reports to him directly and for free. Fine. The icons look good too. I'm not sure why the Integrity has to be lower than similar Founder personnel, especially since he was just a stand-in who didn't have to do anything bad really. Just some kind of Romulan bias? The Cunning isn't very high either. I suppose if he'd been smarter, he could have been sent to the Enterprise instead of Taibak going through the trouble of brainwashing Geordi, but still... It's hard to believe such an operative could be rated so low. Strength may seem high for his body type, but let's not forget he's a Romulan and they are much stronger than humans. Though I don't care for the attributes much, the rest of the card does pretty well. A 3.6.

STOCKABILITY: Good ENGINEERs aren't exactly a dime a dozen for the Romulans, so LaForge Impersonator, with his common and often-required skills, will prove useful to them certainly in a mission solving capacity. He also lends some more worth to Taibak who allows him to report for free at his location. And if Taibak is present with an opposing Away Team or crew, that may be the simplest way to get the Impersonator to infiltrate the Feds. If he can infiltrate (that is, if your opponent is playing Feds), and they start playing tricks on hapless Starfleet personnel. Dial Martok for Murder, for example, will add +4 to LaForge's already high STRENGTH, and against the Feds, that could be enough to kill a couple people. His skills can easily be removed from an opposing group through Counterintelligence. Inside Operation, Homefront, they can all be used in conjuntion with this card. The nice thing is, LaForge Impersonator isn't just useful as an infiltrator. That means that if your opponent didn't do you the favor of playing the right affiliation, you can still use him as a fine support personnel. A Dominion deck geared at attacking the Federation from within might even consider using him as support for the Founders with a Treaty. A 3.7.

TOTAL: 14.4 (72%) Certainly interesting.

#933-Lamat'Ukan, Personnel, Dominion, Ketracel-dependent
"Jem'Hadar Third. Alpha. Realigned targeting sensors on USS Defiant captured by Dominion forces in 2374. His initiative pleased First Kudak'Etan."
-SECURITY, Leadership, Computer Skill x2, Transporter Skill; While on your ship, it is WEAPONS +2; Staff icon
-INTEGRITY: 7, CUNNING: 8, STRENGTH: 10

PICTURE: A generally "handsome" Jem'Hadar, and though I find the yellow horns striking, they make the make-up job far less subtle. A good enough headshot, with some blur and an uninteresting background. A 3.

LORE: A lot of nice information here which does a great deal to explain the personnel's skills and abilities. The last sentence is nicely colorful while still supplying Trek Sense information. A good 3.4.

TREK SENSE: Most of what's here, if not exactly everything, makes a lot of sense. As a Jem'Hadar soldier, he's of course branded Security (not high enough on the pole to be an Officer, though he seemed to be heading that way as the Leadership may testify). As an Alpha, he doesn't carry the Gamma Quadrant icon. The Leadership may also have a little something to do with his bold initiative. To realign alien targeting sensors would indeed probably require Computer Skill x2, though I might have expected the next skill to be Engineer. No biggie, as the boost to Weapons more than makes up for it. For once, such a boost has technical merit. Transporter Skill, while not shown, is one of those skills many Jem'Hadar must have to work the Invasive Transporters, and is not at all incongruous in his skill list. The Integrity shows a lot of loyalty, though I don't feel Alphas are that honorable. The Cunning is certainly enough for his capabilities. And the Strength? It's classic Jem'Hadar. Some freedom is taken, but nothing outrageous, while the rest works beautifully. At least a 4.2.

STOCKABILITY: Dominion forces on a warpath will certainly enjoy the +2 to WEAPONS, though it's just a drop in the bucket for an armada. A single ship with multiple enhancements however will take everything it can, I'm sure. Lamat'Ukan also has that great double-Computer Skill which allows Quark's Isolinear Rods to download him to hand. Once reported, the skill certainly won't prove useless whether you're looking to pass dilemmas, solve missions, bypass Scanner Interference or what-have-you. Transporter Skill is of course very useful to the Dominion for use in combination with Invasive Beam-In, and Leadership allows him to initiate battle. Being an Alpha has its uses such as setting up an Alpha quadrant presence, and you can't fault those attributes. A strong 3.7.

TOTAL: 14.3 (71.5%) Certainly in the top tier of Dominion personnel.

#945-Locutus' Borg Cube, Ship, Borg, Delta quadrant, 50 points, BoG
"Task: Eliminate resistance at location designation Wolf 359. Locutus of Borg commands."
-Borg Cube[1 Com, 2 Nav, 1 Def, 3 Borg] WEAPONS and SHIELDS +3 at Wolf 359; Your Borg personnel and equipment may report aboard; Tractor Beam
-RANGE: 10, WEAPONS: 24, SHIELDS: 24

PICTURE: Sure, it looks more grimy than the FC cubes, but it's still imposing from this angle. The card's much too dark though. A 3.3.

LORE: Matching commander status is just about the only good thing about this overly dry lore which makes the mistake of giving the Cube a single objective which was, for all intents and purposes, just a side-stop on the show. Too narrow for its own good, it clocks in at 2.3.

TREK SENSE: I have no real problem with the Borg Cube generics, and the extra points (from 45 to 50) make sense too since the ship is a unique and qualified threat rather than a generic "they might just pass us over" vessel. The Enterprise has a lot of trouble catching up to this particular ship, so it gets better Range than any other Cube. I say fine, but maybe there's a problem with the Queen's Cube which should have a more advanced design and really did get to Earth without anyone really noticing. The matching commander status for Locutus is a little absurd given that there should be very little difference between Cubes anyway. No one really "commands" anything or anyone in the Collective. The bonuses to Weapons and Shields at Wolf 359 are likewise difficult to explain. What is it about that patch of space that gives an advantage to this Cube? All advantages were afforded by Locutus himself if I remember correctly. It's a thematic link to the episode, but little else. The changes are about the same as those of the Queen's Borg Cube, and the good design on the universal Cube afforded the Queen's a 4. Same here.

STOCKABILITY: Using matching commander cards (like Dedication Plaque and Captain's Log) to boost Borg ships may have been a little frivolous when you consider that they only had one relevant matching commander and that its bigger ship's attributes were already sky high. Well, here's another possibility, and it's got even better stats. 10 RANGE? That's as fast as the Borg have ever gotten, and Locutus of Borg can further enhance it to a 12 with the Plaque. You can really pile on the bonuses in the right conditions too. With the Log, the WEAPONS and SHIELDS go up to 27. That's 30 at Secret Salvage which is a prime location for Salvage Starship anyway. And if your opponent is playing Federation? Locutus makes them a 34. Way to protect those 50 points! Now, the best thing about having a matching commander is reporting flexibility. If you got the Cube out first, for example, you can Ready Room Door Locutus, a pre-fab counterpart, directly to it. If you got Locutus first, he can Construct Starship simply by sharing ENGINEER with any old drone. That's a good reason for building or assimilating an outpost in the Alpha Quadrant if I ever heard one. Don't forget Make It So which will unstop your Cube making it even faster (allowing it to retaliate against opponent's ship quickly). An excellent 4.3.

TOTAL: 13.9 (69.5%) If only they'd worked a little harder on the lore.

#957-Long Live the Queen, Incident, Hidden Agenda, BoG
-Seeds or plays on table. Reveal (then discard) incident to do one of the following: If your Borg Queen was just killed, download another Borg Queen. OR Prevent your Borg Queen present with your [Def] drone from being captured (drone is captured instead). OR Suspend any Regenerate while you place out-of-play from targeted discard pile up to six cards without a [Borg use ony] or [Borg] icon.

PICTURE: Basically the shot from Regenerate, but from a different, and more impressive, angle. That, and way more appropriate to the title than Regenerate was. The composition is still a little messy in the background area, but much better in the foreground. A creepy 3.7.

LORE: N/A (score will be adjusted accordingly)

TREK SENSE: This Incident basically represents how important the Queen is to the Collective, meaning she will be more protected than any drone or even counterpart (remember how easy it was to get Locutus off his Cube?). I can see how it should be a Hidden Agenda as far as mechanics go, but it's not much of a secret in the real world. The first possible function plays with the 4-dimensional stuff, allowing you to report another Queen if the first gets bumped off. The Collective has a way of resurrecting their Queen (as is evident from Voyager). She can't be easily captured either (never seen it, I don't think) as a Defense drone should always come to her rescue, interfering with any capture attempt. The drone being captured instead is an interesting effect, but I'm not sure most people would settle for a drone. If one got in my way, I'd probably kill it or ignore it since it wasn't my target. The last function has little to do with the Queen and is basically just a thematic link to Regenerate because of the picture similarities. Basically, it "fixes" Regenerate's biggest plot hole, that of non-Borg cards (such as dilemmas, events, etc.) being Regenerated along with the rest. Regenerate is a basically conceptual card, so this function is too, but it's also off-kilter from the rest of the card's effects. Also, there's no justification for being able to affect an opponent's Regenerate. Not a tight card for a simple 2.8.

STOCKABILITY: For the Borg, protecting your Queen is all-important. She can supply all the skills missing from the Collective and has those useful drone or objective downloads. Since losing your Queen can really hurt, you'd better keep a back-up. Yes, Three-Dimensional Thinking can save her from a ship's destruction, but you'd have to have the Interrupt in hand. Long Live the Queen can be seeded and merely requires to be flipped over. And it'll work no matter how the Queen was lost. Another bane of the Borg is capture decks. Getting your Queen captured is a pain you can't Regenerate from and can easily be done now with such cards as Captured or Ilon Tandro (to name only a couple), especially with those Borg shields that allow beam-ins. You'd need a Defense drone present of course, but there are plenty and they can always be downloaded by the Queen herself. The last function can be used by any affiliation to either manipulate their own Regenerate by removing unuseable cards from the discard pile (such as dilemmas) or to screw around with their opponent's. In this strategy, you'd take out any cards which your opponent would really need to pass your dilemmas, or that have already been used (and discarded) to mess around with your cards (RBMs are a good example). You can't weed out Borg objectives, personnel or ships, but that'll still usually leave some cards to be weeded out. Up to 6? That's a lot of cards going out-of-play. The problem is this: Almost all effects are reactive. If your Queen is never killed or captured, or if your opponent never uses Regenerate (with all the recycling methods available, it's in no way a sure shot), you've wasted a seed slot. Manipulating your own Regenerate may not be enough to warrant inclusion. For the most part for players scared by those situations... A 3.5.

TOTAL: 13.33 (66.67%) Could be a special download for a new Borg Queen in the next expansion, but I tend to doubt it. (Maybe a Defense drone's?)

#969-Lupaza, Personnel, Bajoran, BoG
"Friend of Kira Nerys. Romantically involved with Furel. Member of Shakaar resistance cell. Fought provisional government over soil reclamators."
-CIVILIAN, MEDICAL, Resistance, Smuggling, Computer Skill; Staff icon
-INTEGRITY: 7, CUNNING: 7, STRENGTH: 7

PICTURE: Without passing judgment on Lupaza's looks per se (is that a fright wig? ooops, said I wasn't going to say anything), I will have to say the background is very poor. Its design elements are all over the map, and the colors are pretty much those of her clothing and weapon, so much so they melt into the picture. I do like the cavalier, almost piratesque attitude of the character. A 2.6.

LORE: Friendships, romantic involvements, resistance cells, a little backstory... This is strictly by the numbers, but no mistakes, so I do give it a 3.1.

TREK SENSE: Lupaza is a former resistance cell member which would make her Civilian (now into farming) and Resistance. Smuggling is a natural resistance skill, no problems there. The rest, I'm not so sure about. Computer Skill can pretty much be stuck on any 24th-century personnel, okay (somebody's gotta run the reclamators). Medical... is it because it is assumed she took care of Furel's amputated arm? I'll buy it, but I can't believe she's a full-blown doctor because of that. The attributes look fine to me, though Resistance personnel had to do some things which might merit lower Integrity (hey, she went against the government in her first episode, and her last showed she harmed civilians during the Occupation). That would be my main beef, the rest are good. Changing the Integrity would have removed the all 7s I would reserve to particularly lucky personnel (and she wasn't). Touch and go at 2.9.

STOCKABILITY: Another Resistance personnel for the Bajorans is never a bad thing. They get +2 bonuses to CUNNING and STRENGTH thanks to War Room (+3 bonuses across the board if with The Earring of Li Nalas), can download Interrogation cards and the like at Brigs, allow Bajoran Phaser Banks to have their effect, make Espionage cards play for free, make use of The Art of Diplomacy (to kill if not to get Diplomacy), and pass a couple of dilemmas, including the grueling No Loose Ends. Lupaza is one of only very few Bajoran MEDICALs, and certainly the one with the most standard skills. Smuggling is rare for any affiliation, but she has it and could use it to report to Cargo Bays, for example, or to get hold of a Small Cloaking Device or Bribe some official (plus assorted missions). The Computer Skill, of course, can be used for a variety of effects, including commandeering that Nor you just reported or downloaded her to (Cargo Bay again). Even the CIVILIAN classification has uses such as boosting her stats through Keeve Falor or reporting for free to First Minister Shakaar. The 7-7-7 attributes make her a good hold-out to win 10 points at the Royale Casino Slots, but you should be wary of winning too many points using your own dilemmas (because of Writ, you know). Speaking of being wary, Silaran Prin gives her a nemesis icon opposing his. That's a two-edged blade as Lupaza can kill Prin just as much as he can her. I wouldn't worry too much about it. Her skills don't appear together on Bajoran missions much, but she does offer a pot-pourri of useful elements. Enough for a 3.6 anyway.

TOTAL: 12.2 (61%) Just under the fence.

#981-Maximum Firepower, Tactic, BoG
ATTACK: 6, DEFENSE: -3
-Hit = [flip][flip] (or [flip][flip][flip] if you have Future Enterprise, I.K.C. Chang, I.K.C. Fek'lhr, Decius, any AU ship with the word "future" in its lore or a Borg cube firing). Direct hit = [flip][flip][flip][flip].
*Transporters off line.
SHIELDS -2, HULL -20%

PICTURE: The money shot from "All Good Things...", the cutting phaser from a Future Enterprise coming along the Y axis is a great image of a "future" weapon. That said, while I think the effect is pretty neat, the odd pose makes for a strange composition, one reminiscent of the laser on top of that Las Vegas pyramid. Still a 3.9.

LORE: N/A (score will be adjusted accordingly)

TREK SENSE: With a title like that, non-future ships are not excluded, though the bonus to them is a nice one in that their maximum is much higher than present ships'. Going all out, represented by a whopping Attack bonus of 6, does have its dangers as a head-on attack lowers you Defense bonus to -3. Now, a hit will still yield 2 "flips" and a direct hit 4, but with an Attack bonus like that, excess damage would have been overkill. Future ships do get an extra flip on a normal hit however, causing damage closer to a direct hit. This is palatable and the ship list includes all the future ships seen to date. It's too bad the named ships didn't think of mentioning the future in their lore (the Future Enterprise and Fek'lhr do though, why must they be named?), but that phrase does add the USS Pasteur to the list and allows for future future ships. Borg cubes have devastating Weapons so they count as equivalent to future technology. I think they'd be closer to Maximum Maximum Firepower, but hey, while their Weapons are much better than even a future ship's, they would be in the "impressive" category. As a damage marker, it's a whole other card. Call it "Transporters Off Line", if you will. It does exactly that, and those systems have often been knocked out, but there's no relationship between the Tactic and the damage marker except for a balance one. The first is highly powerful, the other correspondingly tame. Damage that would knock out transporters and little else might only cause little damage to Shields, possibly creating an energy feedback that might do all this. Pretty sensible at 4.

STOCKABILITY: While devastating at an impressive Attack 6, the card does come with its balancing features. One of these, fortunately, is not to limit the exact ships that can use it. Indeed, any old ships, even ancient Constitution-class vessels, can use the Tactic. A single non-Borg ship could (in effect) boost its printed WEAPONS to as much as 18 in battle (the Fesarius), while an armada would practically benefit from the equivalent of another ship firing. The cost is a -3 Defense bonus, so high SHIELDS seem primordial when attacking with this thing. Powerful mother ships will usually take no more than a simple hit from the retaliatory strike (SHIELDS of target ship might drop to a 6 or 7 at the worst), but smaller ships within an armada might be more badly damaged, dropping their SHIELDS to as little as a 3 (Interceptors and K'Vorts, for example). Taking one for the team? Nor unheard of. The damage is pretty standard unless you're using a future ship or Borg Cube. Most make fine mother ships, but are limited to Federation, Klingon and Romulan affiliations. If using any of them, you may as well include this Tactic in your battle-bridge. The extra damage marker may cause a ship's destruction right then and there on intermediate-size ships. Only the USS Pasteur has substandard attributes (compared to the others anyway), which means it would be in grave danger with that Defense "bonus". As a damage marker, it's much weaker. The SHIELDS and HULL get minimal damage really, and the other attributes don't suffer at all. Taking out transporters can hurt mission attempts however, especially if no landing measures have been undertaken by your opponent. The Borg will especially enjoy this feature which would limit the beaming of assault parties over to your Cube. Personnel may still beam to another of their ships using that ship's transporters, of course. Here's a nasty trick using this card: By only building a 4-card battle-bridge with 2 Maximum Firepowers (biggest Attack advantage) and 2 Crimson Forcefields (biggest damage marker), you have a better than 80% chance statisticly of destroying an opposing ship every single time, so long as you use a future ship in your attack. Unless you got the 2 Crimson Forcefields in your draw, you can use the Max Firepower to get 3 flips, then drop the damage marker (Hull damage=40%+40%+20%=boom). A big and/or enhanced enough ship (or an armada) with a +6 Attack advantage should even be able to score against a big bad Borg Cube (45-50 bonus points if you're interested). Given the limited distribution of future ships (which can all be STP-dropped, by the way), this strategy won't fit in every deck, but it's very powerful. A 4.7.

TOTAL: 16.8 (84%) Not holding my breath for more future ships until they announce some kind of time travel expansion.

#993-Mek'leth, Equipment, BoG
"Blade weapon favored by many Klingons for close-combat situations. Typically made of baakonite. The mek'leth's size and perfect balance make it an excellent offensive weapon."
-May report wherever you have a Klingon present. Each of your Klingons present is STRENGTH +2. (Cumulative.)

PICTURE: The Mek'leth is a cool-looking blade made even more interesting by the Klingon hand on the hilt, as well as the backlighting table it sits on. Dark reds dominate as they should on a Klingon card, but there' perhaps been too much image enhancement for the shadows on the blade to look real. Check the contours of the blade end to see what I mean. I still think this rates a very good 3.6.

LORE: A lot of information in a small space, but all true, and taken from a variety of sources. Likeable at 3.3.

TREK SENSE: The Mek'leth is small enough to hide on your person as Worf did in First Contact, so reporting it directly to your Klingons makes sense. It doesn't do so for free though, like the D'k Tagh. Why not? Well, it takes a little longer to pull out than the Klingon switchblade does. That may account for it and is sound enough an answer. I'm also glad to see that only Klingons benefit from the Strength boost since the Mek'leth requires certain training. It's not as easy as pressing a Disruptor's trigger. Unfortunately, the rest of the card obeys the usual hand weapon rules which do have problems regarding cumulativity and number of weapons per card. Though people have tried to variably defend and attack hand weapon Trek Sense in the past, I no longer wish to spill any more ink on the subject unless there's a real difference in the way a specific weapon works. Here, it's the same as usual. Klingons can't use more than one (maybe two) Mek'leths at the same time, yet cumulativity seems to infer that it does. Stuff like that. Not as bad as allowing or disallowing broad affiliation use though. A clear 3.7.

STOCKABILITY: An alternative to Klingon Disruptors if you're using Klingons. It offers the same STRENGTH boost, but can report directly to your personnel, so that the hand weapon is easily replaced if lost during a mission attempt. In any case, the Mek'leth will be more easily reported to various ships, planets, etc. in the Empire and beyond, even aboard your opponent's cards if you start your turn there (perhaps to Arne Darvin just before he Dials M for Martok). It will also work for other affiliations using Klingons (the Feds have a number of them, and there are NAs such as Worf and B'Elanna to supplement the few found elsewhere), but it's much more easily used with an actual Klingon deck since only Klingons actually benefit. Unfortunately, disruptors are a little more useful than non-energy hand weapons, so that's one little disadvantage, except against the Borg where it makes it immune to Adapt: Modulate Shields. All in all, you'd really have to weigh the pros and cons of all the available Klingon hand weapons and decide which ones you want to use, and in what number. Disruptors start you off well at your Outpost, Mek'leths are easily added to your teams en route, D'k Taghs spice up battles and Bat'leths get you more kills. I'd say the Mek'leth is the most redundant one here, but it still holds interest, and it IS "different" when it comes to downloading equipment at Empok Nor, for example. A 3.5.

TOTAL: 14.1 (70.5%) Second generation hand weapons are more interesting for sure.

#1005-Miles O'Brien, Personnel, Federation, BoG
"Chief of operations on Deep Space 9. Friend of Julian. Father of Molly and Kirayoshi. Husband of Keiko. Likes kayaking, darts and historical battle simulations."
-ENGINEER, ENGINEER, Physics, Computer Skill, Honor, Transporter Skill; SD Defense System Upgrade; Staff icon
-INTEGRITY: 8, CUNNING: 7, STRENGTH: 8

PICTURE: A pretty straight picture of O'Brien, serious like a lot of bridge crew personnel, and using the current uniform rather than an older style. The image has a very clear shot of his senior chief technician "pip" on his collar, which is interesting, but I can't help but think of all the more interesting images available. Colm Meaney is an actor with quite a lot of range and nuance, and the O'Brien character has had some defining moments on the show, none of them from "By Inferno's Light" (the source used here). At least the background is subdued. Good, but not as good as it could have been. A 3.5.

LORE: Starting off with his post makes sense, and putting all the family information also does. He is the family man archetype on the show. What's really cool though is that his relationship with Bashir (one of the best things about Deep Space 9 because it evolved so naturally) gets precedence over his relationship with Keiko and the kids. Funny and appropriate. Finally, we get a list of his hobbies, all of which got a lot of screen time, especially the last two which he practiced with Julian. Well done, especially with the usual relationship information actually playing a role in defining his character. A 4.

TREK SENSE: The DS9 version of O'Brien features a more mature Miles who has let some of his former specialties go. The Transporter Skill, seldom used on DS9 compared to his TNG record, has dropped to a single level, and the cello (Music) has been all but forgotten. He's also gotten over his racism vis-à-vis Cardassians (the restriction is gone), and has truly come into his own as an Engineer doubling THAT skill. I don't agree however with the removal of Navigation which is featured more often on DS9 than it ever was on TNG (runabouts as well as the Defiant), or of Security for that matter, since he still thinks of himself as a soldier (and not just in the Dominion war arc either). Are the replacement skills more relevant? Physics: He's one of the big technobabblers, yes, and has made use of this often enough. Computer Skill can be readily seen in such episodes as the one featuring "Pup", so again, yes. Honor replaces Security, I guess, and shows him to be a man of integrity. Again, I'm forced to agree. I guess there's no room to put everything, and it was probably hard to decide what goes in and what is left out on such a full character. Opting for skills not present on the original version of the card makes sense, as persona swapping gives us a broader picture of the personnel. The special download makes a lot of sense, since he seemed to have made the Upgrade all by himself. It's at least his pet project. Attributes are good, no problems there, but I have an issue with his Staff icon. See, I understand he's a non-com, so by definition, non-Command, but he DID have lots of staff under him. He was basically chief engineer of the station, and definitely chief engineer of the USS Defiant. Master of his own domain and all that, I think he deserves a Command icon. But that's a small mark on an otherwise well done personnel. A 4.1 here.

STOCKABILITY: Double-ENGINEERs are always cool, and O'Brien has a load of skills to offer your crew or Away Team. Physics fits in well with ENGINEER decks (i.e. their missions), Computer Skill is useful no matter what, and Transporter Skill gets its fair share of use and is rarer. Honor isn't as important a skill for the Feds, but isn't a complete loss either (New Essentialists, etc.). You can use his special download far more readily than that of the Fajo Collection O'Brien, to repair a facility in the midst of a battle, for example, or to surprise your opponent with some extra WEAPONS from your Nor or Outpost. Great attributes too. But wait, there's more. Miles O'Brien tends to interact with a large number of cards. Among these, of course, you'll find various versions of his persona. Ensign O'Brien has very similar skills, so isn't recommended outside of an OS deck, but the Fajo version is very different, and you could up your team's flexibility by including him in your deck along with this one. Against a Dominion deck, he might even expose O'Brien Founder, and in a Mirror deck, Transporter Mixup recognizes him as the opposite of Smiley. Furthermore, he can enable Tactical Console (+3 WEAPONS is good), boost the attributes of both Gilora Rejal (not very useful unless running a Treaty deck) and Keiko O'Brien (not too useful a personnel, but could be included for the occasion), nullifies the nasty Autonomic Systems Parasite and the annoying "Pup", and protects VIPs and Command personnel from death by Misguided Activist (an ok side-effect). Lots of stuff, and I imagine there could be more down the line. As good as the original, but for different reasons at 4.1.

TOTAL: 15.7 (78.5%) What we need now is a dual-personnel Bashir and O'Brien card.

#1017-Mopak, Personnel, Romulan, universal, BoG
"Representative of Romulan security personnel. Specializes in biohazard detection. In 2372, helped search the Romulan fleet for Dominion infiltration."
-SECURITY, Biology; Staff icon
-INTEGRITY: 6, CUNNING: 7, STRENGTH: 7

PICTURE: An odd far away shot, all the odder because of the extensive CGI at work here. See, Mopak is actually from Improbable Cause, a Tal Shiar guard aboard Lovok and Tain's warbird. He's been superimposed on a DS9 doorway, which works rather well with the grid-like lighting (they may have added the white light on the door), but if you look at his head, you can sort of tell he doesn't belong. Why was he removed from his native element? Well, I think he was sort of seen over Tain's shoulder the whole while, and that may be why his pants are so black (more CGI?). Reconstructing the Tainless warship environment without enough shots may have proven impossible for the design team. But while I really respect the efforts made (looked for this shot for a couple years before figuring it out), it's kinda odd to find a Romulan on a Nor, especially without accompanying lore (found on other station-based Romulans). It also steals Tal Shiar from him (see Trek Sense). Taken objectively without this kind of backstory, this Romulan is hurt by being so small in the image, and just standing around in the middle of a room. Ends up around 3.1.

LORE: Universality acknowledged, check. Justification for classification, check. Justification for skill, check. It's all pretty much invented, but the inventions are pretty good. The biohazard and changeling threat are very good ways to patch Biology into a Security personnel, and the last sentence does relate to Improbable Cause a bit. It even uses "specializes". A good score at 3.6.

TREK SENSE: If you follow the lore exclusively, Mopak is very well done. As I've just mentioned, the marriage of Security and Biology is seamless. Even if you don't, and go back to his starring episode, it can still work. All but one little detail that is: If the Romulans in that episode were all members of the Tal Shiar, he should have Tal Shiar as a skill too (despite "specializing"). It's always possible that even the Tal Shiar use plain footsoldiers as part of their troops, but a big deal was made about the uniquely Tal Shiar/Obsidian Order joint force. At the same time, fiddling around with his actual place in an episode (merely hinting at it in the lore, moving him to another venue in the pic) is just about the most interesting effort at creating a true universal personnel. The "they all look the same" effect (Star Trek extras, that is). High loyalty to the Empire may have given him his relatively high Integrity, but I see little real proof of it (especially for a Tal Shiar-type agent). Cunning and Strength are fine considering his two skills. A very interesting effort, though not without its raising some questions: a 3.7.

STOCKABILITY: Mopak is a rare Romulan SECURITY with a mission specialty. It's not one that is used on a lot of their missions in the Alpha Quadrant (just four: Agricultural Assessment, Plague Planet, Extraction and the monster Hunt for DNA Program), but is definitely useful against Aphasia Device and the like. With Assign Mission Specialists, he can be brought in early for either his classification or skill. His INTEGRITY is immune to Firestorm, always good for a Romulan universal, and the other attributes are pretty good too. Until more missions are made available though, he'll lose out to someone like Tagus who has the ultra-common Treachery. He's just not required on enough missions. Still good though. A 3.4.

TOTAL: 13.8 (69%) Sparks a lot more thought than most universals.

#1029-N'Garen, Personnel, Klingon, universal, BoG
"Typical of young Klingons serving the Empire. Daughter of Tse'Dek. Assigned to tactical/weapons station on IKC Rotarran by General Martok."
-SECURITY, Astrophysics, SCIENCE, Youth; Staff icon
-INTEGRITY: 7, CUNNING: 6, STRENGTH: 6

PICTURE: N'Garen makes a distinctive Klingon, somehow sweeter than your usual Klingon gal, quite young in appearance. Interesting lighting effects too. An attractive 3.4.

LORE: Universality is first acknowledged, then a small detail like her father's name (very Klingon), and finally her place in the show. As well done as can be expected. A 3.3.

TREK SENSE: The lore says she's universal, and that's good enough for me. Her posting as tactical officer makes her a fine Security personnel, and her Youth is evident. The two Science skills, however, aren't so obvious. One goes with the other, but aside from that, there wasn't much evidence in the show to prove its worth here. Her slaps on the back of Alexander might well be worth the Integrity 7 (though not exactly Honor), but the two other attributes are a little low. Cunning 6 is low for someone versed in such a heady scientific discipline. Strength is a bit low for a Klingon warrior, but given her Youth and slight build, not unbelievable. Like many universal personnel, N'Garen has a base in her episode, but stuff has been added to make her more useful that just were never showcased on the show. A 3.

STOCKABILITY: A universal with two classifications is a very useful, especially a female among the Klingons. Both SECURITY and SCIENCE are very good dilemma busters. Her Youth isn't very common within the affiliation, but is featured on a few of their missions, including Study Plasma Streamer which she can solve alone (same for Explore Interstellar Matter). Klingons have a lot of Astrophysics missions too, so she can easily help out in space decks. So a good, well-rounded personnel, though not elligible for support personnel or mission specialist effects. Still puts her at the 3.5 level.

TOTAL: 13.2 (66%) So when do we get a new Alexander to pal around with her?

#1041-Navok, Personnel, Romulan, universal, BoG
"Representative of security personnel in the Romulan Star Empire. His detachment accompanied Senator Vreenak to Deep Space 9 in 2374."
-SECURITY, Navigation, Computer Skill; Attributes all +2 if with your Romulan VIP; Staff icon
-INTEGRITY: 4, CUNNING: 6, STRENGTH: 7

PICTURE: I like it. His shirt has a pattern, and the arches behind him create a pattern too. Though it's not the same pattern, this still makes me enjoy this universal more than I would have otherwise. An aesthetically interesting 3.5.

LORE: Rather boring except for a small accidental wordplay which I'll get to in a second. It's starts off real regular by mentioning universality, then makes a broad comment about his classification, and it ends with a short contextualisation and - horror of horrors - a date. Blah. It is kinda funny to note that Vreenak felt detachment was such an important quality for his men to have though ;-). A pretty boring 2.8.

TREK SENSE: Aside from the fact he was obviously Security, we know nothing about this guy (even the name is invention). Navigation and Computer Skill are common enough skills, but they also make sense in the context of his episode ("In the Pale Moonlight"). See, someone had to pilot Vreenak's shuttle (Parthok doesn't have Navigation), and someone had to figure out the Dominion recording was a fake. Well done. The special skill is one many Security personnel could claim, but it's as sensical here as anywhere. A true bodyguard (that's the mistake here, not naming him as one), he's tougher around the person he must protect, being fiercely loyal to them, ready to take a bullet for them. Attributes are your usual universal mix, but he does deserve higher Integrity exactly for the loyalty hinted at in his special skill. Even with the boost, it's only a 6... Still, the skills are well thought out. Gives him a 3.6.

STOCKABILITY: Navigation and Computer Skill are very common skills, but that's because they are eminently useful. SECURITY is too. In fact, there are more than a couple handfuls of personnel in the game with those 3 skills (he's the only Romulan though). Attributes aren't much to look at, even at their boosted level of 6-8-9, which is good, but not necessarily worth his inclusion. At least the Romulans have plenty of great VIPs, so you can be fairly sure he'll get that boost. But imagine him as a bodyguard who could actually protect those VIPs, and one who might have boosted them instead of being boosted by them. As is, he can't really protect anyone. Good skills, but the special skill simply keeps him from being a support personnel. No more than a 3.1.

TOTAL: 13 (65%) Of course, Romulan players are just glad for more personnel ;-).

#1053-New Essentialists, Dilemma, planet, BoG
"The New Essentialists Movement asserts that decadence and complacency are eroding the foundations of the Federation. Worf was temporarily swayed by this group while on Risa."
-Unless INTEGRITY>40 and 2 Honor OR CUNNING>40 and 2 Treachery present, place one non-Borg Away Team member (random selection) atop draw deck. Nullify with Jamaharon.

PICTURE: Fullerton's as smug as ever, and the danger of the empty phaser rifles is present, but the background is a little bland, which may suit the Essentialists, but doesn't cause them to react. As boring as they are, actually. 3.2 should do.

LORE: The Movement's goals are well explained, and the dilemma's danger is in the last sentence. Sets up the game text well enough. A 3.3 here.

TREK SENSE: First and foremost, let's broaden this card to represent any number of similar radical groups, or else there'd be a real issue with non-Federation personnel being affected by it. Such a group might sway one of your personnel to temporarily join it. Away Teams could have defectors if they didn't have enough Integrity and Honor to convince all their members of the Movement's wrong-headed means unjustified by their ends. Similarly, a group which is Cunning and Treacherous would push these guys around and tell them not to come around there again. The Movement is just insidious enough that it'll catch personnel with middling integrity (between Honor and Treachery). And what happens when you're swayed? You're placed atop the draw deck. Ingenious! It's a fine way to take the personnel away from its Away Team, yet not control it (the Essentialists are still of your affiliation). After a turn, you'd draw the card again (of course, just downloading a card would stop this from happening), and the personnel would have come to its senses. Reporting back where it was last seen would have been better, but there's nothing stopping the follower from following right off the planet, and catching back up to its friends at the closest starbase. Borg can't be swayed, naturally, though I don't think this should apply to former Borg, yet does. Greatest thing about the card, of course, it its nullifier. As Arandis said, what that man needs is Jamaharon. Hehehe. We don't know that it would have worked (probably not), but it was a fun comment. Sure, it probably can't apply to every Movement, but I don't care that much. A very creative 4.4.

SEEDABILITY: The requirements can be easy or difficult depending on what Away Team encounters it. Some affiliations are stacked on Honor (Klingons, certainly, but also Feds and Dominion), others on Treachery (Romulans, Cardassians and, again, Dominion), but since neither skill is that frequently required by dilemmas, some Away Teams might very well slip up. Smaller Away Teams are at risk too since attribute requirements are also in effect. The dilemma removes one personnel from the Away Team, but does not kill them. Perhaps that's not that bad, but having to report the personnel again can be time-consuming, and if you judge the personnel to be important to the player, you could Juggle his deck or something to distance it even more. In any case, the dilemma, if not passed, stays right there, and without one personnel, makes it all the more difficult to meet its attribute requirements. Yes, Jamaharon nullifies it, but that is not a frequently encountered card, so unless Arandis encounters the dilemma and downloads the card, it's doubtful it'll be on hand at the appropriate moment. The dilemma also enjoys some abilities as a self-seed. You can encounter it with a lone personnel who happens to have an icon you need for probing. The dilemma sends that personnel to the top of the draw deck where that Staff or Maquis icon can enable a Sniper, make a Klingon insure a brawl at the Promenade Shops, what have you. And with its staying power, it can be used again and again. Obversely, you could try following it up with a dilemma that requires probing, one which has bad consequences for personnel-related icons. A dilemma that can be used for (albeit limited) probe rigging? That's a 4 in my book.

TOTAL: 14.9 (74.5%) Way more than the source episode ever got.

#1064-Odo Founder, Personnel, Dominion, Gamma quadrant, BoG
"Changeling who confused the crew of the USS Defiant by posing as Odo."
-SECURITY, Computer Skill, Law, Treachery; Not exposed by Blood Screening or if he morphs; Bajoran infiltration icon; Command icon
-INTEGRITY: 4, CUNNING: 7, STRENGTH: 10

PICTURE: Odo Founder has that artificiality I've come to expect from infiltrators, though not to as great an extent as, say, Kira Founder. The backlighting helps a lot, but though those large patches of color help create the effect, they are a little distracting. Are those bubbles in the warp core? Looks like an aquarium in there! All kidding aside, this is a fairly good pic at 3.4.

LORE: Where is it? Very, very bare. Did all the information go on Krajensky Founder or what? More on that in a second, but let me just give this one a lame, but competent, 2.4.

TREK SENSE: There are a couple of problems with the shape-shifting mechanic, and they plague this card. One of them is the fact that though more than one of these identities were sometimes held by a single changeling, they are not part of the same persona. Case in point: Odo Founder was, only a few minutes before, Krajensky Founder. I understand that the Shape-Shift card takes care of that effect, but in specific cases such as this, and that of Founder Leader/Kira Founder, couldn't they have made an exception (which wouldn't have made them ineligible for Shape-Shift)? Another problem is that in taking various identities, Founders are supposed to shed off Cunning and Strength. When Krajensky Founder took Odo's form, he actually became one point dumber! If he were to turn back into Krajensky, he'd lose 5 points of Strength. Furthermore, Odo Founder was only on sceen for a very short amount of time before being slung onto the warp core, so I'm not sure he had the chance to exhibit all the skills listed on his card. Computer Skill and Law, in particular, are there because they are on Odo as well, yet they were not used in the episode. Maybe it's meant to complete the "character", like some kind of changeling method acting? Could be. The skills are really just designed in the usual manner, with all of Odo's skills being repeated except Honor, which of course, becomes Treachery, and the x2 skill, becoming x1. This is to show that changelings can't always mimic an outstanding expertise or performance. I do like the special skill. Since the Founder is posing as another changeling, it's clear that the people around him wouldn't think anything amiss if they saw him morph, or if his Blood Screening turned up protoplasm. That skill raises the score well enough, especially since all the other problems are pretty standard to infiltrators. A 2.8 thanks to it.

STOCKABILITY: A second Bajoran infiltrator, his usefulness as an infiltrator really depends on your opponent's use of that affiliation, but if they do play Bajorans, he can be quite useful. Since he can't be exposed by shape-shifting, he'll stay an infiltrator after becoming the 16 STRENGTH Guardian for example (from there Dialing Martok for Murder, for an attack at 20 STRENGTH), or having Shape-Shifted from Kira Founder, or into You Dirty Rat. Blood Screening, which turned its own concept upside down by making it a TOOL of the infiltrator, can be played again and again on an infiltrated group, never exposing Odo Founder and keeping the personnel quarantined indefinitely. He CAN be exposed by the ever-popular Odo however. Of course, he's also a good choice for Counterintelligence since his skills are both useful and/or somewhat rare (2 SECURITY out, just like that, and lots of STRENGTH too). If your opponent isn't playing Bajorans, well, he's still a good SECURITY personnel for the Dominion (indeed, you can download him early with Defend Homeworld). Double-SECURITY and very high STRENGTH make him comparable to a Jem'Hadar and as good in battle. The Law can only be found on 3 other Dominion personnel, and the Computer Skill and Treachery will always find a use in your Dominion deck. A whole line of text unusable in this mode, but that's often the case with the infiltrators' special skill or downloads. Dangerous against a Bajoran foe, he nonetheless cuts the mustard just as a mission solver. A 4 here.

TOTAL: 12.6 (63%) Good stockability, but ranks low compared to other Founders.

#1075-Oken'alak, Personnel, Dominion, universal, Ketracel-dependent, Gamma quadrant, BoG
"Fifth under Ikat'ika. Guard at Internment Camp 371. Representative of Jem'Hadar assigned to guard and escort Dominion prisoners."
-SECURITY, Exobiology, Computer Skill; SD Prisoner Escort; Staff icon
-INTEGRITY: 7, CUNNING: 6, STRENGTH: 8

PICTURE: Strong make-up, good expression and some interesting detail on the costume. In usual DS9 fashion, there's strong, and slightly distracting, backlighting, but the colora are interesting and Dominionesque. As much as a 3.4.

LORE: His rank and name are invented, but the rest is from the show. No big revelations though, and it all comes off as pretty boring. Universality acknowledged, yadda yadda yadda. At least the special download gets a small mention. An okay 3.1.

TREK SENSE: A non-descript (universal) guard at the Internment Camp (Security), Oken'alak has an appropriate special download in Prisoner Escort. All the prisoners in the camp were constantly being escorted somewhere, etc. His other skills however, require more justification. Exobiology, I can figure out, probably being based on a necessary knowledge of the various imprisoned species. Computer Skill? As best as I can make out, it could be related to electronic locks. Both seem outrageously inflated (like you really need these skills to do either activity), but since the Jem'Hadar were bred for success, the Founders probably instilled more skill into them than strictly necessary. Attributes look fine, especially the low Cunning, since he's representative of the Jem'Hadar who allowed Worf, Bashir and Martok to escape. Rather well done for a costumed extra at 3.7.

STOCKABILITY: The Dominion is frankly better at killing than they are at capturing, but when you want to create an infiltrator with Impersonate Captive, you need a captive, and Oken'alak can get a stray Prisoner Escort from your deck to dock 5 points from opponent's total in the process. No fuss, no muss. Otherwise, you have a Jem'Hadar who just comes short of being a support personnel. Exobiology is still rather rare in the Dominion, especially among Jem'Hadar, and the Computer Skill, though just as useful, is more common. Neither will remain unemployed for long. Attributes are good-to-fair, but not particularly inspiring. He's useful, but unless you really think you need the download (which is really just a bonus, and requires you to have a Brig), he has nothing you can't get elsewhere, without a Ketracel-White addiction to boot. A 3.2

TOTAL: 13.4 (67%) That's good for a universal.

#1086-Outgunned, Interrupt, BoG
"On a mission inside Dominion space, the U.S.S. Defiantwas surrounded by Jem'Hadar vessels. In the face of superior firepower, Benjamin Sisko elected to surrender."
-Commandeers opponent's only ship at a location if it is undocked and your total WEAPONS present > three times its SHIELDS. Opposing personnel aboard are captured.

PICTURE: I'm not sure what's going on with the colors here, as Jem'Hadar fighters are not usually colored blue, but it does make for an interesting composition. All those patches of blue, with a small patch on the Defiant itself, look pretty cool, with the only real eyesore being the differently-colored ship(s) on the left. Not as dramatic as, say, the time Worf and Garak hit a patch of nebula with a Dominion fleet in it, but more directly related to the game text. A 3.3.

LORE: The missing data is that the Defiant WANTED to find the Dominion, that was the mission, but that might have muddled the card's intent. Can't go over a 3 here.

TREK SENSE: To be Outgunned, a ship must be alone (on its side), it must not be docked (so possibly far enough away from its home facility), and opposing ships' Weapons must total more than 3 times your Shields so that you really don't have a fighting chance. Such a ship realizes the odds, and surrenders. The ship is commandeered (quite right), and the personnel aboard all made prisoners of war. Seems flawless enough though it doesn't allow for cultural differences. The Klingons, for example, wouldn't surrender, but allow themselves to be killed. Death is more honorable than capture. I could think of other examples. But otherwise, a well-designed card at 3.8.

STOCKABILITY: A potential game-breaker, Outgunned can really turn the tide, especially on a strict mission solving deck. Imagine this, if you will. You've got a little armada going. Your opponent is using mega-Away Teams on a single flagship to barrel through their missions. Bring armada and WEAPONS to bear at the appropriate location and commandeer the ship, capture the entire mega-crew! You don't even need the armada in some cases, as you can whittle down a ship's SHIELDS using Tactics. After a couple of Target Shields, it'll be easy to total 3 times more WEAPONS even with one ship or two (depending). Once that's all done, you can just have fun Interrogating, Torturing, Brainwashing or Impersonating any or all of those captives, as your opponent sadly tries to recuperate from the loss of their mission solving tools and unrecycleable discard pile. That's in optimal conditions. In other cases, your opponent might have more evenly distributed personnel, or an armada of their own. Now, it's still a commandeered ship, it's still at least one captive, and for not much effort either. A strong 4.4.

TOTAL: 14.5 (72.5%) All depends on your strategy.

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