To see the cards themselves, check out this Card list for the Deep Space 9 expansion set.
PICTURE: Without a doubt the ugliest Incoming Message ever produced, I'm as turned off by the fuschia colors as by that wax dummy of a Bajoran on the screen. This static image manages to be blurry, and isn't particularly appropriate since the transmission (from "Emissary") was sent to a planet location, not a ship. Possibly the worst image in the DS9 expansion, so just a 0.5.
LORE: Well, if Premiere routinely made mistakes like giving all three of its Incoming Messages the same exact lore, they might've done something different 4 expansions later. But no. The technical information provided was interesting the first time, but the text is by now old hat, and the lack of any affiliation-specific info is truly unfortunate. Another miss at 0.3.
TREK SENSE: It's a very specific message, and it's included in the game text, which makes it more Trek Sense-friendly. Of course, there's no reason associated with the return to outpost, so it doesn't fulfill any storytelling function. As far as storytelling goes, Star Trek is full of incidents where ship commanders disobey this particular order or at least delay it. But if you figure your personnel to be especially loyal (and with the Bajorans, that's difficult to believe since so many of them are non-military), the card's imperative can be convincing. Of course, another mark against it is that your opponent gets to play it, which puts their hand inside your own admiralty. Nothing major, since the effect is quite simple, but not very Trekky in design. A 2.9.
STOCKABILITY: Does anyone waste their Q's Tent card slots with an Incoming Message for every affiliation they might face? I hope not, since it still leaves Gamma and Delta quadrant affiliations to contend with, but that's basically this card's drama. Unless your opponents are extremely consistent in their choices, you can't expect them to play - in this case - the Bajorans. This basically makes the card near useless. A universal Alpha Quadrant Incoming Message would have better served players' needs, but probably, as phrased, been too powerful, allowing players to conduct massive slow-down strategies, or even ambushes. If you somehow knew who your opponent was playing (and I sometimes play games where affiliations are predetermined and disclosed before deck building, just to trot these cards out of their binder), you'd stock it for sure, but that's all academic since the sheer uncertainty of its usefulness in any given game makes all points moot. Even worse, the Bajorans have a fair chance of not using an Outpost since they have access to a Nor and Headquarters. All things being equal, and they aren't, you'd be able to use the card 1 in 12 times. I guess that's worth a 1. (What? No mention of Subspace Interference nullifying it? No one uses that card either.)
TOTAL: 4.7 (23.5%) Only 2 cards have scored lower to date (Dominion PADD and Door to the Fajo Collection, which isn't even a real card).
PICTURE: Like its cousin, IM-Bajoran, the source is a bit inappropriate to the game text because Danar here was signaling Deep Space 9, a non-Cardassian station at the time. But if you don't think about that, the card is fine, showing a Cardassian screen with a Cardassian gul on it. Danar's expression is urgent, and I like the details of his bridge: A clear enough console to the left and another officer to the right. The Cardassian "hood" behind that crewman makes it look like he has some kind of high paper collar. Color palette is under control, but the composition, though seemingly central, is a little haphazard in its distribution of bright lights. Still better than average at 3.4.
LORE: Aw man, this was old even in Premiere, since it's the same exact lore used for ALL the regular Incoming Messages. Bleh. I don't see why Cardassian-specific lore could have been used. 0.3, like I gave for the Bajoran one.
TREK SENSE: There's no noticeable difference between this card's Trek Sense and the Bajoran's (well maybe one), so let me reitirate a few points here. First, the verbatim message in quotation marks is a help, since it incorporates storytelling into game text. That storytelling is a little bland however, since no reason is given why a ship should return to Outpost. Indeed, once you get there, nothing special happens. Cardassians make so much use of Nors, that the card is further limited by the mention of Outposts. Why one and not the other? And then there's the fact that your opponent plays the card on you, giving them control of your Central Command in a sense. It's a simple idea, but it's just too general to be convincing. A 2.9 as before.
STOCKABILITY: Since you can't know for sure your opponent is going to play Cardassians (one of a dozen possible affiliations), stocking this card would be a mistake against any but the most predictable players, even in your Q's Tent. Worse still, even if your opponent is a Cardie, he may not be using an Outpost, since a Headquarters and Nor may be more than enough for his reporting plans. You could get lucky and make your opponent lose precious time on a field trip, but other methods are much more generic and efficient (Wormholes, Cytherians, etc.). Barely a 0.8.
TOTAL: 7.4 (37%) Another one for the bottom of the barrel.
PICTURE: The set-up here is exactly the one used at the very end of "Life Support", but without Kira and Bareil in the shot. So either Decipher has access to some set-up pictures, or they've done a tremendous CGI job. I'm guessing the latter given the exact framing. The image shows us a lot of instrumentation, indeed, we rarely see so much equipment in a single shot. The background is more symetrical, and the foreground more dynamic. I have the strange impression that there's someone's reflection in the central screen (Kira?), but my mind might be playing tricks on me. One odd set design choice is to have small round panel displays so high up near the ceiling. Those quirky Cardassian architects... I'm impressed by the CGI despite what is basically a static set shot. A 3.5 here.
LORE: N/A (score will be adjusted accordingly)
TREK SENSE: Nors do Outposts and Ships better by giving functions to actual rooms. Personnel and Equipment just plop down anywhere in an Outpost, but on a Nor they actually "report for duty" (the expression was never so apt) where they would actually have duties. On a ship, there's nothing special you can do in sickbay, but the Infirmiry's medical facilities actually serve a purpose. So how do the details work? Well, obviously, your Infirmiry will be populated by Medical personnel, and that doesn't mean some Officer or Security with a Medical hobby (as in, among the skills rather than as a classification). If classification is meant to represent a person's job in the "service", then that has to count for something. Medical equipment is also found here, of course, and I.P. Scanner is included because we've seen it in sickbay as well as in engineering. Furthermore, Medical personnel can File Mission Reports here - perfect. The special utility is to revive personnel disabled with a Hypospray. These are personnel that were mortally wounded, and that your Medical couldn't save right away. Put under, they have to be brought to the infirmiry to get full treatment. This is just like in the show, though the fact that you can be disabled indefinitely is a problem (but Hypospray's problem). It of course requires a Medical to finish the job. Technically, personnel otherwise disabled should be able to get treatment here. As for the site's location, no problems there. There are Infirmiries on every Nor, and they are situated on the Promenade. A strong card at 4.5.
SEEDABILITY: Probably one of the sites you will seed on your Nor, no matter your affiliation. If we look at the most common Nor users (and not go through everyone who could commandeer Empok Nor), the Cardassians and Bajorans have few MEDICAL personnel and will want to get them into play easily (downloadable through Ops' game text) since its a highly useful skill. These affiliations are also enhanced by MEDICAL Equipment cards that turn other personnel into MEDICALs. As for the Feds, they have plenty, so can easily benefit from File Mission Report, what with their many MEDICAL missions. They might also be the first to use the reviving ability since they are typically weaker in personnel battle (if caught unawares at least). It's the only place you can cure Vantika's Neural Pathways too. If using the Hypospray defensively, you really need to have an Infirmiry handy anyway. If not using an Outpost, it's necessary to get key MEDICAL personnel into play. I'd say this is a good 4.2.
TOTAL: 16.27 (81.33%) Great for paging your doctors.
PICTURE: A very nice shot of the two Peregrine-class ships from "The Maquis", though the one on the right is a little unbalanced by the single visible warp nacelle. But that's just nitpicking, as the mission looks very nice and features a ship we haven't gotten a card for yet (ship addicts can always dream). A cool 3.5.
LORE: The mission goals are clearly stated, and the mission is inserted into the DMZ region, which has to count for something. 3.4 here.
TREK SENSE: Officers are often privy to information not available to personnel with lower security clearances, so one is needed here that the Central Command can trust with knowledge of the base. Security, well, it's a very tactical mission, and you can always go back to the security clearance thing. You also have to throw in some Cunning to outthink the Maquis (not that much though). Finally, you need some Weapons to outfight them and 15+ should do the trick against 2 light fighters. Only the Cardassians actually do this, as in this reality, Sisko apparently doesn't come to the rescue, but with those requirements, I wouldn't like him to. Points, span, region, no problems there. A simple enough effort, but well constructed at 3.7.
SEEDABILITY: Not in the best region by any means, but this Cardassian-only mission shouldn't be particularly difficult for the Union. It requires only classifications (very easy to find) and what amounts to rather low CUNNING. The only hic is that they must also have 15+ WEAPONS present, so probably an extra ship (not too economical). The only cheap way to do this is to go for outside vessels, such as the Non-Aligned Fesarius, because even launching a Shuttle from a Keldon at opportune won't total the right amount, not unless either ship is Captain's Logged. If you are traveling with an armada, it's not a bad stopover before or after you pick up some hand weapons for your assault teams at Search for Weapons in the DMZ, but otherwise, the WEAPONS situation alone might sink this one. It's only 30 points after all. I'm gonna give this one a pass, but only with an average score of 3.
TOTAL: 13.6 (68%) The Cardies and Bajorans got pretty conservative missions in DS9, as much in points as in requirements.
PICTURE: Anytime ships are in such perfect formation, cut-and-paste style, it really ruins the effect. In this case, it's a paste job of the Devoras twice and the Aldara (with a red weapons array rather than blue) three times. In any case, the Orias system should be defended by Advanced Keldons, not Galors. An Advanced D'deridex looks pretty much like a regular one, but we don't know that the Romulans actually had ships there. Could be though, and it works in the context of this mission (sorta). What doesn't however, is the "CGI" used to manufacture the image. A 1.8.
LORE: With no mention of Riker's Defiant, the mission is universalized, but it all reads like the mission that Dukat had, not really the intercept action by the Obsidian Order ships at the end of the episode. Or else it wouldn't mention all those other facilities. Well, actually, if a ship was attacking facilities, the intelligence agents could get worried for their own secret base and intercept at that location. Ok, works well enough. A 3.
TREK SENSE: Like most missions of this type, it doesn't take into account the ship that should be present for it to even exist. So an actual Federation ship here is unaffected, and further, nothing in the requirements would really make a conceptual ship stand down. The first possible requirements deal more with creating a secret base presence here, joint Obsidian Order/Tal Shiar with plenty of secretive Treachery. The more common requirements require Officers, who generally hace access to classified information, though here, Dukat wasn't even in the know. The Cunning at least would allow you to figure out where the ship is heading next. In fact, those last requirements would be the ones Dukat and Sisko used in the episode. So which mission does this want to be? Protect Secret Base or Recover Commandeered Ship? It doesn't really work as both, since the Romulans shouldn't be able to use the second set of requirements, and the Federation should. 4 Span puts the location out of the way which is fine, as are the points I suppose. Too many heads on this creature bumps it down to 2.5.
SEEDABILITY: While I don't dispute that a Cardassian/Romulan deck won't have trouble coming up with the first set of requirements, there's only one reason either affiliation would use them over the second, simpler, treaty-less second set is if using Assign Mission Specialists. The 3 Treachery can all be specialists, you see: Tagus, Selok and Parem. 45 points for the mission may be worth including a Cardassian Treaty in there. Or else, you should have enough Treachery to do some Reflective Therapy for that Obsidian Order. The Cardassians should stick to the OFFICER/CUNNING solution, pretty much. So a Cardie mission (on the show) that works better for the Romulans. A twitchy 3.4.
TOTAL: 10.7 (53.5%) There was a little Premieritis in DS9.
PICTURE: One of the more dramatic missions, the V'ger-like cloud nevertheless comes off as bubblegum-colored. Still, it's hard to beat on the level of distinctiveness. A 4.
LORE: The rumors were spread by Croden in "Vortex" and turned out to be false, but the mission would nonetheless be as delineated here. The mention that it IS a nebula makes it more useful, so an upgrade to an already adequate lore brings the score to 3.3.
TREK SENSE: The second set of requirements is the one seen in the episode itself, i.e. Odo, who is deeply interested in his own origins, and Navigation provided by Croden in this case, to maneuver through the perilous nebula. The first set of requirements excludes Odo, so asks for 2 Sciences as the interested party (makes sense), and a Security for unclear reasons. As best I can figure, the Security is there to protect the Away Team from potential changelings, but may be because the rumor-monger, Croden, must be along for the ride. Odo would keep an eye on him, so Security is required to do the same if he isn't there. As long as there's no Croden card, it's fine to keep him as conceptually present, but as soon as we do get one, it'll cause Trek Sense concern. Furthermore, he obviously ISN'T supplying the Navigation in the second set of requirements' scenario. In any case, the mission has other problems. Chief among them is the affiliations that are allowed to attempt it. The Bajorans are there because Odo is Bajoran, fine. But the Romulans? Sure, they'd be interested in finding out more about the changelings, but who wouldn't? Why not make this one for everyone but the Dominion? The long Span represents the trouble one would have navigating through or around the nebula, and the points are perhaps a bit high considering that the mission is a wild goose chase (consider Test Mission which didn't produce the desired results, so only got 25 points). Not tip-top, but still has good elements... a 2.8 should do it.
SEEDABILITY: For the Bajorans and their backyard access to the Gamma Quadrant, this mission isn't a bad deal. It should be real easy to come up with Navigation once Odo is in play. The Romulans could us the TwT Non-Aligned Odo instead, but the opportunity exists for building a Romulan Gamma Quadrant SCIENCE deck this mission could be inserted into. The Romulans are already good at that type of mission, and Rumors fits in well with other Gamma missions like Chart Stellar Cluster, Access Relay Station and Changeling Research. The 30 points aren't that hot, but the Rommies can at least bump that up to 35 points with a Navigation specialist. The long Span is only a disadvantage to slow ships, so that's a strike against using it for the Bajorans, but as a nebula, it does have certain applications. Isabella destroys Youthless ships here (and the patrolling Dominion has few Youth personnel - blow up their Birthing Chambers though), Ensign Tuvok can prevent the Dominion from battling here and Hawk considers this location to have a Span of 4. Can be made to fit into a Gamma Quadrant exploration deck, but wouldn't be lucrative enough to be a first choice. Call it a 3.5.
TOTAL: 13.6 (68%) All depends on what you need or what you stock as personnel.
PICTURE: The Puzzle is well composed, with a beige angle on the floor keeping it orderly, but a good mix of differently colored chips to keep things dynamic. Jake's hand gives us a human element to care for. The only real flaw is that the color plates are a bit off, or else the details don't show through too well. There's a lot of fuzz on the chip identifications, for example. Printing keeps the score at 3.2.
LORE: A fun moment told with a lot of fun too. "Compelled" indeed. Oh, and I like the title which is likewise tongue-in-cheek. A good 3.6.
TREK SENSE: The dilemma would have been better if it required Youth to be aboard since of the two occasions this happened, one was caused by Jake and Nog, and the other by Wesley. I can't see trained adult personnel actually feeling "compelled" to do this sort of thing. But whoever did it, the affected ship has its Range and Weapons reduced, no doubt by the amount of computer control lost. We can't go too fast, captain, we're flying the thing manually. Target locks unavailable. Shields are more reactive, thankfully. It takes a couple of ENGINEERs (or a super-ENGINEER) to put everything back the way it was (gee, how did Data do it in "The Naked Now"? Maybe an android could have filled the requirement). We're talking about a computer's innards, so ENGINEER is more relevant than Computer Skill. With the extra space, I think the card could have been fine-tuned a little, but the bare bones aren't bad. I'll say 3.
SEEDABILITY: While the lowering of both RANGE and WEAPONS (plunging you into the next dilemma without stopping) is a fine effect, worthy of many combos such as Birth of "Junior" (RANGE much closer to 0), Abandon Ship! (which requires a ship with reduced RANGE), Cytherians (making a trip to the ends of the universe much slower), etc., the problem is that 2 ENGINEER is ludicrously easy to come up with. The Feds will likely never suffer from the Puzzle's effects, nor the interlinked Borg, or anybody with ENGINEERing equipment. The newer affiliations might get caught, but in any case, ENGINEERs can be brought in later to cure the effects. There's only so much damage Make Us Go can do to set things up. Can't be more than a 1.5.
TOTAL: 11.3 (56.5%) I'd be puzzled to see this dilemma with any kind of regularity.
PICTURE: Creepy. The patient's point of view almost makes her look like she's choking you, or this is an interrogation (there is one... light). The lighting is equally creepy, though it's a good close-up. Composition and color all hold up, and though the atmosphere created may be inappropriate, I'm still giving this a distinctive 3.6.
LORE: Universality is acknowledged, and a little backstory is given for at least one of her appearances (in "Life Support"). It's not particularly vibrant, but does the job. A 3.
TREK SENSE: As the generic Bajoran medical assistant, both Medical and Exobiology make sense, though the Exo isn't supported by the lore about Bareil. It IS justified though, by her presence on DS9, an extremely varied environment as far as species go. The Youth is natural for someone who has only attained the level of "assistant", though I think Decipher's pretty liberal in its adjucation of that "skill". She doesn't look THAT young to me (the generic archetype may well be however). This kind of position really does make someone a "support personnel". The fact she has no Staff icon though part of Bashir's "staff" is that working on a station does not make her able to staff a ship, though when it comes to medical personnel, really, what's the difference. She's more than an assistant, she's a nurse, and assisting in surgery in the pic. That might justify a Staff icon. No real problems with the attributes, though 6 Cunning is a little low for someone versed in Medical and Exobiology. Pretty much down the middle at 3.2.
STOCKABILITY: Jabara is one of only 2 MEDICAL support personnel available to the Bajorans, the other being from the Mirror universe. Romara Cal can be reported via Assign Support Personnel just as easily as she can, but has skills that are a little more useful, and better attributes. That doesn't invalidate her usefulness, since female personnel are a little more useful than male, but Youth, though it can still come up, is one of the lesser skills. Exobiology is better than Physics, but not necessarily better than Biology. Attributes are made to be boosted by Lower Decks and fairly low by themselves. Jabara's ok, but not enough for an outright recommendation. Only a 3.
TOTAL: 12.8 (64%) Not very inspiring.
PICTURE: A fairly non-descript officer, he's at least in "action" (standing up and issuing orders during a battle). The exact frame pulled makes him look sleepy however, and he's off-center. An only ok 2.6.
LORE: One interesting thing here is the character's name which wasn't mentioned on the show. They took the actor's name and reversed it, so Michael Jace becomes Jace Michaels. The lore itself isn't as interesting, but it does acknowledge universality, give him at least one qualifier (courageous) and put him on his ship. A clerverly-arrived-at title takes this card to 3.1.
TREK SENSE: We don't know a whole lot about this first officer, but he's meant to be a typical (universal) XO. As such, he's big on Starfleet Honor (he's courageous) and of course versed in the art of Diplomacy, especially with a captain like "Tactful" Keogh. You'd need it. Physics is unexplained and just thrown in. Integrity is way too low for an Honorable, courageous personnel. Again, no explanation. Strength could likewise have been higher, but his small enough frame might have inspired the lukewarm 6. I'll buy it, as I do the 7 Cunning which sounds about right. A couple of anomalies keep the score at 2.3.
STOCKABILITY: The Federation has so many personnel, they've got all skills covered on multiple fronts. Honor? Common. Diplomacy? Very common. Physics? Yep. Jace Michaels' exact combination doesn't appear anywhere else (including any missions, unfortunately), but all his skills CAN be found elsewhere. And if 1 skill = mission specialist, and 2 skills = support personnel, and 4+ skills = skilled personnel, 3 skills = nothing special at all. Perhaps in a DS9-only environment, Jace has potential, but I somehow doubt you could do without him. One of only 2 Federation OFFICERs in the DS9 set, he and Sisko have since been joined by many (better) OFFICERs with the DS9 property logo. Not that there are any real supported DS9 environment tournaments, and not that this has ever mattered in these reviews. Jace is just another redundant Fed personnel, unless you use him in a universal-based deck (a "Lower Deck"), where his Command icon will prove interesting. Somewhat useful, but bringing nothing you won't get elsewhere. A 2.
TOTAL: 10 (50%) Only half-way anywhere.
PICTURE: Not at all where I would have pulled it from, but a superlative choice nonetheless. Jadzia of course looks great. Hair's a bit poofy, but a very clear picture, beautiful blue eyes and a nice expression (mains are usually so seeeeerious). The background shows the Defiant (it's the ship's engineering room), a splash of color in an otherwise boring gray space. And though the pic is from before her wedding to Worf, which is nonetheless mentioned in the lore, she's right now listening to Yedrin Dax (in "Children of Time") describe the Trill-Klingon wedding as it occured in an alternate timeline. A lovely, defining moment. I'm giving it a 4.7.
LORE: The host/symbiont ("joined") status heads things off, then they pick and choose among many Dax-related storylines. That the zhian'tara figures so prominently is a little odd. Why that instead of some character perk? The pilot level is cute trivia from "Playing God", but again, not that great. Marriage to Worf is one of those obligatory (but still useless) romantic relationship things. And that only leaves the tongo reference as true color. Kinda jipped given the wealth of material available on her. No more than a 2.8.
TREK SENSE: Let's face it - she's like Data in that you could never assign her all the skills she deserves, not with 8 lifetimes of skill. Where's Curzon's Diplomacy, for example? Be that as it may, a choice had to be made, and I think it's a reasonable one. The card mostly represents JADZIA's accomplishments, not the symbiont's former hosts'. She's a Science officer, of course, and a generalist to boot. We've seen her translate ancient Bajoran from monoliths (Archaeology and Anthropology), study various spatial anomalies (Astrophysics), assist Bashir in his work (Exobiology... or is that just a comment on her dating). Navigation x2 may seem high, but a big deal was made of her high-level piloting skills, especially in "Playing God". It's unfortunate she wasn't given command of the USS Defiant, since she did command the ship for an extended period of time during the Dominion War, but the Command icon seems to be a related artifact. No Leadership though. Integrity is at standard Federation level, no higher since she was quite the scamp, playing on her friendship with Sisko to disobey orders, etc. Cunning is very high, as should be for a long-lived being like Dax. Strength is quite high for a female Trill scientist, but that's all the Klingon battle training. There are other Daxes out there, but this one is the true Scientist of the bunch, and though she still feels incomplete, represents a good effort. A 3.9 then.
STOCKABILITY: Not a SCIENCE x2, but still the first main of the scientific persuasion. Mains are more than just nice collections of skills and attributes, they also have more than one possible version of their persona, so become a little more versatile. Dax can turn into Ezri Dax for a different collection of skills, or join an OS deck as Lt. Dax, or report to Dr. Noah's Mountain Retreat as the holographic Professor Honey Bare, then back to her own self, depending on your needs. With A Fed/Klingon or Fed/Bajoran Treaty, more versions may come into play. Your typical Federation deck has enough SCIENCE-related missions to keep her busy, whether it's an Archaeology deck, MED-deck (Exobiology) or space deck (Astrophysics). Archaeology might be lost to Rascals, but Anthropology remains to make use of The Guardian of Forever. Navigation x2 is useful in a number of situations, not the least of which are Badlands phenomena and Gravimetric Distortion. Being a joined Trill isn't that great since for the moment, it only makes her vulnerable to Palukoo in exchange for helping solve Symbiont Diagnosis, which, I am assured, doesn't have a great points/requirements ratio. Very good attributes, by the way, and so, an excellent mission solver for the Feds. She gets a 4.
TOTAL: 15.4 (77%) A lovely score, I think.
PICTURE: The white block next to him actually shrinks his pic to a square shape, his sleepy expression suits him, and the background is a bit jumbly. Aside from those observations, I'm left to wonder why Paramount hasn't decided to make this race the modern equivalent of the pig-like Tellarites from TOS. They're supposed to be one of the founding races of the Federation, but, like the Andorians, we never see any in modern times. I think Jaheel and Narik could be Tellarites with updated make-up, don't you? Better than "humanoid" anyway... But that leads us into our Lore discussion, so I must end this paragraph by giving a score of 2.9 based on the above remarks.
LORE: His universality is acknowledged as one of many transport captains we've seen on or around the station. Good enough. And his particular role in the show is told plainly, with no question as to which episode he was seen in. Nothing flashy, just a good average 3.1.
TREK SENSE: There's certainly a measure of invention here. Now, if he were a Tellarite, they might have been forced to make him Fed, though we've got examples of humans who aren't, so NA would have worked too. As a "humanoid", I'm sure he's Non-Aligned. As a "typical" transport captain, the universal icon is warranted, though a special ability allowing him to command universal NA transports would have been sweet. In any case, being a captain certainly gets him that Command icon. Jaheel's a merchant, so Civilian, though one might have argued for Officer status here. Navigation is no doubt useful in his profession, and you could sell Computer Skill on almost any 24th-century character, but I'm not so sure about the Science. His shipment was Sahsheer, which, according to "By Any Other Name" is a flower-like, growing crystal. Nope, doesn't explain Science. Might have explained Greed or even Geology, but Science is a stretch. When it comes to attributes, Jaheel's well-served though. His Integrity is high enough that he's not a villain, but low enough that he would be cowardly and self-serving. 6 Cunning would explain why he would try to stupidly violate a quarantine. And 5 Strength seems about right for his frame, age and species. An unfocused 2.4.
STOCKABILITY: Jaheel's a 3-skill personnel, so falls shy of being Support and isn't quite "skilled". Still, he has 2 classifications, albeit the less useful CIVILIAN. Navigation and Computer Skill are always in demand, but at the same time, are really common. Attributes are definitely on the low side. Jaheel only needs Physics to complete Study Cometary Cloud, which is attemptable by the NAs as an affiliation, so he would be of use there. Otherwise, you might like him for his extra SCIENCE, or in combination with War Council. 3 skills on a universal isn't bad after all. Seemed necessary to pad the DS9 affiliations (if the expansion was used as a jumping-on point), but still mostly padding, though he can report to Cargo Bay and help with a commandeering attempt. 3.1 here.
TOTAL: 11.5 (57.5%) Kinda wishy-washy as a card too.
PICTURE: The two kids exactly in "their spot" is perfect for them. The color palette is fairly one-tone though, and the Cardassian architecture is kind of overwhelming, but the expressions are spot-on. I love the baseball glove and their faces framed in parallel lines... It's a 3.9.
LORE: The first sentence is there to indicate personae i.d., the short "loiterers" phrase explains why Odo chased them around, and the whole "spot" thing is great fun. Even better is the stem bolts story which is possibly the most involved episode for the two characters at that age, and always funny. An excellent effort at 4.5.
TREK SENSE: If 2 characters ever deserved to be on the same card, it's these two (ok, and Bashir and O'Brien), in particular at that age. They would later grow apart, but at this point, there truly were inseparable, despite their fathers' objections. Both have Youth, of course, but this also makes this card the MOST Youthful of the collection (until the Borg twins), as Youth often feeds on Youth. These two probably got into more trouble together (and BECAUSE they were together) than singly. Both also have half an Engineer. Well, Jake was being tutored by O'Brien and Nog would eventually show a great aptitude for it. Together, they could figure out enough to get into some mischief. Nog's Acquisition is clear from the NoJa Consortium episode, but Jake's Biology? Ah, he helped Mardah out with her entomology studies (Keiko's star pupil, he was). Missing: Computer Skill to hide their identities as the Consortium, and a download of the Stem-Bolts that could be inferred from the lore (though the card downloads itself really). Haven't mentioned the top of the card yet, but Civilians is exactly what they are, and the dual affiliation is the most warranted I've seen. Jake's Fed values temper Nog's Ferengi greed, but the two of them still get into definitely Ferengi deals. That leaves attributes, and the first thing I notice is that Jake's 6 Integrity is a little low, but acceptable. He's a good kid, but like most people his age, prone to defying his parent(s) and a little selfish. If Jake is dragged down a little by Nog, I think Nog should have been propped up a little. 4 is the same as a Founder infiltrator and low for a "good guy". Jake's low Cunning shows he could be this impressionable, while Nog has all the cleverness he needs to perpetrate petty crimes. Strength is a little high for kids this young, especially with their builds. I'd have gone for 3s maybe. The card uses the usual tropes to good effect, and while there are things missing, it just couldn't be helped given the space allowed (on both the card and in the expansion, if you think about the Stem-Bolts). A good 4.2.
STOCKABILITY: Dual-personnel cards are great in that they get you two personnel for the price of one... sort of. In this card, Jake and Nog are equivalent to a personnel with CIVILIAN x2, Youth x2, Biology, Acquisition and ENGINEER, and attributes rated at 10-12-8. Of course, attribute-boosting cards will affect them doubly (+2 to each, for example). Speaking of which, they can use the Self-Sealing Stem Bolts to cycle Equipment cards (often, attribute boosters) in your deck, discarding one for the Stem Bolts, then back again into something else you might need at the moment. Being Ferengi as much as Federation allows the card to be downloaded via Ferengi Conference, and those 2 CIVILIANs are a cash cow at a Colony. 2 Youth isn't too hot for mission solving, except perhaps as a cheap discard for Investigate Legend, but together, they have Biology and ENGINEER which are never a waste, and Acquisition, which can be used with a variety of Rules, among other things. They can report to Professor Sisko's location too, don't forget, so they could be put to use in a Mirror deck. And there are other versions of their respective personae, so you can split them apart (or bring them back together) as need be, and all of them can survive in a Federation deck. Jake Sisko can be brought in to File Mission Reports or infiltrate the Dominion, while Nog is a good mission solver. I'm happy with the way they turned out, so a 3.9.
TOTAL: 16.5 (82.5%) Our second dual-personnel card ever is cleverly designed.
PICTURE: The almost black background suits the man who played Dracula very well, as he sports the fashions that inspired the Bajoran border color. He's at his most evil here (torturing Kira) and nicely lit. It's a 3.7 in my eyes.
LORE: Not bad, it covers his character arc pretty well, with some background information on the Circle. The descriptor "ambitious" hits its mark, and his ministerial position isn't forgotten. Nothing vampiric though :-(. About a 3.3.
TREK SENSE: What kind of man rates Treachery x2? How about a silver-tongued (Diplomacy!) politician (Leadership!) who would do anything to gain power (Greed!) including start a civil war, torture Major Kira, encourage hate crimes and order a coup on the capital and Deep Space 9? Yeah, he's a bad apple (Integrity 2!). While he's pretty Cunning himself, when allied with Vedek Winn, he's suddenly much more resourceful, and indeed, we saw the two of them bouncing ideas off each other, weaving the perfect plot. That's one case of attribute boost that is directly pulled off the screen. As a minister, he of course is a VIP, and the 6 Strength goes with his heavy-set frame while scaling it back for age, but I'm not sure I get the Staff icon. From his high position, he could be Command, and I don't remember him working on any ship or facility... Maybe being a terrorist forces you to be a little more resourceful. Still, an excellent effort except for that small element. A 4.1 then.
STOCKABILITY: A Bajoran main? Well, if going the more treacherous route, Jaro Essa has a number of useful skills. Treachery x2, in particular, allows him to use Protection Racket, or download a hand weapon via The Art of Diplomacy. Speaking of weapons, that Treachery would be a staple of a Bajoran Search for Weapons deck, as a prelude to assault team strategies. It also saves him from Sabotaged Negotiations. The Greed is in the same vein, though far less useful, but the Leadership and Diplomacy are more universaly useful (especially on missions). Allowing him to exist with Vedek Winn backs up his skills and gives him CUNNING 11 (close to android level), but that's a minor effect really, not much worth spending energy keeping the two together. On the other hand, both are easily reported for free at the Chamber of Ministers. I'd say Jaro Essa has skills that could cover a variety of Bajoran missions, and would be included on that strength, and in some cases, if your Bajorans wanted to use Treachery x2-derived abilities (with more than just The Intendent). That sets his score at 3.5.
TOTAL: 14.6 (73%) Well designed, just not a must-have.
PICTURE: Actually the best feature of this card, as the composition works well thanks to that lighted arch, and Jasad has those classic, chiseled Cardassian features and a memorable expression. The blurry Cardassian in the back could have been CGIed out, in my opinion, and the shadows tend to be a little stark on his face, but there's enough here for a 3.5.
LORE: Universality is acknowledged, and then perhaps a reason to make a Gul universal - it's the price of failure. The card isn't big on details and glosses over much of it. A 3 but no more.
TREK SENSE: Captains and Guls probably shouldn't be universal very often, but then again, Jasad is just another one-off character. As a Gul (of a nameless ship), he's an Officer with a Command icon personnel, but that's where they stopped pulling skills from the episode. Physics and Stellar Cartography? Well, being the first Cardassian at the Bajoran Wormhole might have something to do with it, but that's a slim justification. I think Treachery, Leadership and Security might have passed the test, as would a special download of Time to Reconsider on which he is pictured. Alas, leaving him with only 2 skills makes a "Gul" also a "support personnel". Yah... Anyway, Integrity's fine given that he was an enemy, but didn't push his luck. The Cunning's a bit low for a Gul, but he was easily bluffed by the DS9 gang, and Strength makes sense given both his size and profession. I'd say his main problem is that he's a yawner. Only 2.4.
STOCKABILITY: Sadly, though Assign Support Personnel has somewhat rescued 2-skill personnel from the dreaded binder, that's not gonna help Jasad that much. Turns out that no Cardassian missions require both skills (though about a dozen attemptable missions require one or the other, including Study Badlands) AND that another universal personnel, Ulani Belor, has the exact same skills. She also belongs to a more valuable gender and has a more useful classification (indeed, which appears on Physics or Stellar Cartography missions). What does Jasad have going for him then? Well, he's a Gul, so he can report for free to Central Command. Since he has a high STRENGTH, he may well provided cheap assault team material with both free reports and report-to-ship support strategies. That would be my only reason for using this lukewarm personnel, so only a 2.1.
TOTAL: 11 (55%) He really knows how it feels to be a failure.
PICTURE: An older, wiser, more serious Bashir to go with his revealed genetic status in the lore, the pull is from an important "mutant Bashir" episode, "Statistical Probabilities" (in which he meets the other 4 mutants, or Jack Pack). Other than the choice of pull, there's nothing really noteworthy about the image. The colors are fine, the background is unobtrusive and the pic is sharp enough. A 3.6.
LORE: A bit from the "older Bashir" (his genetic heritage), and the rest from "younger Bashir", i.e. stuff that happened before he joined the crew of DS9. The mix works well enough, though being salutarian is much less interesting than the REASON why he was second in his class. The (to Kira) insulting "frontier medicine" comment is included, and the bit about tennis adds a little flavor. Wasted space? Repeating his name with "Lt." in front of it at the very start. Sometimes lame, but overall pretty good at 3.5.
TREK SENSE: An earlier version of Bashir would no doubt have Youth, but by this time, he's past the 30-year mark and is much more mature in attitude. He's got the usual doctorly spread of skills, consisting of Medical, Biology and Exobiology, and as with other CMOs, has extra Medical in his skill box. Unlike those others, his total Medical is x3, not x2, no doubt because of his genetically enhanced mind. I would actually have been more generous given that genetic heritage and the fact that the station is home to a number of species (plus visitors), and doubled his other skills too, especially Exobiology. I might even have come up with other skills for him, or at least a relevant special skill (other than the special download). That special download is fair enough, getting the teddy bear to its actual owner, though I'd be surprised if he ever brought it on an away mission. As CMO, he might have merited a Command icon, but the Lieutenant rank seems to hold him back. He still commands his staff, and has the usual authority over the captain in health matters, so it's a bit of a cheat. Integrity is on the low side for having hidden his genetic enhancement for so long, but still a bit unfair for a man who's made compassion one of the driving forces in his life. The almost android-like Cunning is part of those enhancements, and made him a human calculator. At this point in the series, he no longer held that part of himself back. Strength 5? Fair enough, since he was never much of a fighter, though the enhanced reflexes might have made him a little better. Basically, I think he should have been a more powerful personnel card due to his unique heritage. A 2.7.
STOCKABILITY: Pretty much outdoes the previous CMO, Beverly Crusher, except for a matter of gender, staffing icon and Integrity. Bashir has all the same skills and more, clocking in at an unheard of MEDICAL x3. Now, not only can he also run the Genetronic Replicator, but can also call upon Extraordinary Measures. Missions heavy on MEDICAL just got easier, as all he needs to complete Aid Fugitives is an Engineering Tricorder, not to mention all the missions he can help a great deal with. Dilemmas are likewise more easily passed, as now DNA Clues need not be much of a disadvantage, and REM Fatigue Hallucinations pretty much means 5 free points. Of course, he'll be target number one for Hippocratic Oath (with that big brain of his) and Lethean Telepathic Attack (as stated on that card). Good attributes though, and if you think the INTEGRITY is low, remember that you can download Kukalaka (+2 INTEGRITY) right to his location. A good time to suspend play to do it? When your opponent tries to play his second Going to the Top or Brain Drain of the turn, or when you encounter an INTEGRITY requirement you can't pass. There are two other versions of the Bashir persona, and while the OS Lt. Bashir is fine for OS decks (otherwise inferior), Secret Agent Julian Bashir offers a very different skill list and a great special skills and download. Using both is easy and fun. Side-bonus: he exposes the nasty Bashir Founder. A superior MEDICAL personnel, one of the Federation's themes in fact, so a 3.9.
TOTAL: 13.7 (68.5%) Trek Sense issues kind of sink this main.
PICTURE: A non-descript background Cardassian from the DS9 pilot, Jural's picture is just a bit blurry, and the composition with its background "Tholian Admiral" does little for me. Just your ordinary universal pic at 2.5.
LORE: Jural's universality is first acknowledged ("typical"), and then they go into what must be typical Cardassian mentality for officers. I very much welcome this kind of information on a universal, but the rest of it, his posting to Central Command, doesn't give us much (boring fact/date), and certainly doesn't help us understand his selection of skills. An average 3.
TREK SENSE: Total invention, so what can I really say? He's not a Gul or it would say so, so I really question his Command icon. I mean, some Glinns don't even have that icon. There's no reason for Jural to be any kind of leader. His Science and Astrophysics skills have no basis in fact either. While they go together, they don't really work with his classification that well, and the card implies that typical Officers would have this kind of dual-classification. Pfft. Attributes don't do very well either. While low Integrity might be indicative of his ambition, he's also described as dedicated. Is a 5 really deserved? Science/Astrophysics would require higher Cunning in my opinion (not easy subjects). And 6 Strength for a healthy male Cardassian with a military career? Come on. A poor showing at 0.7.
STOCKABILITY: The universal Jural is a support personnel that can help Cardassian space decks to be sure, reporting where he is needed at any number of relevant missions. His SCIENCE/Astrophysics 1-2 punch is found on 4 Cardie missions in the Alpha Quadrant, including 3 universals (Collect Sample, Explore Interstellar Matter and Study Plasma Storm) with the other being a possible treasure trove of Orb artifacts (Characterize Neutrino Emissions). The dual-classification isn't bad in any case, and both his skills are found on enough dilemmas to warrant their inclusion. Astrophysics is only found on one other Cardassian support personnel, Daro, while SCIENCE, as a classification, is a bit more common (3 other Cardies). Cheap SCIENCE then, though you do have to contend with blah attributes. My advice: Invest in Lower Decks. He clocks in at 3.5.
TOTAL: 9.7 (47.5%) Worse Cardassian to date.
PICTURE: A tight close-up on the "good Kai" is very appropriate for such a high-Integrity, forthright person, and it's not hard to see here where they took the color for the entire affiliation. The image was pulled from "Battle Lines", her last opus, where she was at her most Ghandi-esque and noble. Deserves a 3.6.
LORE: Though they didn't fill the lore box to the rim, what's there isn't too bad. I would have found the repeat of the word "Kai" annoying if it wasn't accompanied by descriptives like "revered" (very good). The loss of her son is made into a point, without mentioning its connection to her collaboration with the Cardassians, but that would be spoiling it for some players/viewers (ooops!). Finally, her John-the-Baptist-like place in the Sisko story arc is recognized. It's all good, if not quite excellent. How about a 3.7?
TREK SENSE: The Kai's a clear VIP, but Leadership a whopping x3?!? It's a bit strong, but she was respected by all who came in contact with her, be they Bajorans, Feds, Cardassians or Clan People, so it's possible. She's meant to be one of the great leaders of galactic history. Diplomacy, she showed in dealings with both Sisko and the Clan People, no problem there. As for Honor and high Integrity, they're due to a consistent tendency to sacrifice herself for others. Sacrificing her son's life so that thousands of Bajorans might live is one example, accepting her fate so readily on the Clan People moon is another. Anthropology gives her great knowledge of her own culture and religion, but also opens her up to others, indicated by her support of Federation membership for Bajor. She had the Orb of Prophecy and Change, and we know she consulted it on occasion, so the Orb icon is sound. Is the special skill though? It's based on her hiding her Orb from the Cardassians during the Occupation, but how does she hide it (them) on an away mission? In fact, she need not be present with the Orb to protect it. Perhaps her great leadership makes people respect the Orbs and Bajor's claim to them, but nullification doesn't always come from personnel (a Disruptor Overload is exterior to that). A little bit of conceptualism here, but appropriate for the character. But while the Orb icon (and ability) pass the test, I'm left wondering why they didn't give her a Command icon. I agree that she wouldn't be commanding ships for any length of time, but I think she would definitely be obeyed if she were to give commands on a Bajoran ship. Remember how she called the shots on the runabout in "Battle Lines"? Finally, her two last attributes aren't high enough. Cunning 6? That's pretty low for someone who could no doubt recite and interpret Bajoran prophecy in her sleep. The Strength is more acceptable, but she seemed hardier than that. Still, I'll buy it because she was a pacifist and so should be pretty worthless in personnel battle. A 2 buys you a "hands in front of you" reflex and that's about it ;-). I like what I see, but there are a few concerns. A 4.
STOCKABILITY: Kai Opaka can report for free to the Chamber of Ministers, downloads through Going to the Top, may conduct services at the Bajoran Shrine (protecting the doubling Orbs there) and passes Executive Authorization. Being a Kai has its perks. And as an Orb personnel, she can have Orb Experiences which peek at hidden cards, solve Orb Negotiations (protecting Orbs found here), Return Orbs to Bajor, enable time travel with the Orb of Time and free plays with the Orb of Wisdom. Many of these abilities interact with Orb Artifacts, and your opponent may well be tempted to Disruptor Overload them to take them away from you. Not with Opaka in play, they won't! Opaka can be anywhere in play and lend the necessary protection to what amounts to important Bajoran strategies (in particular, card drawing engines). She's not a bad DipHoLe to have along on away missions either, though she won't easily survive personnel battles (try to get her excluded, but if she must die, her high INTEGRITY can net you good points from Duranja). With her Leadership x3, you'll fear Alien Abduction no more, and she'll always have what you need to solve Leadership-related missions. Diplomacy, Honor, Anthropology, all are useful as well. As a side-bonus, she can pass Clan People alone. It's not the greatest wall in the world, but she's the easiest way to pass it nonetheless. For Orb-dependent decks, I think she's a must. For other Bajoran deck types, she's still not bad. A 4.3.
TOTAL: 15.6 (78%) The top tier of Bajoran personnel all seem to be in the religious leadership.
PICTURE: She's got a good expression and is painted in earthy tones (even the consoles behind her). Very sharp with a surprising amount of detail on her jacket, but still moody. It's a fine 3.5.
LORE: One of the relatively few characters to appear in both TNG and DS9, both her episodes gets explicit mentions here, though I'm not sure the repeat of "helped" is too sound stylistically. Universality isn't acknowledged either, driving the score down to a merely adequate 3.
TREK SENSE: Well, the first thing that jumps out at me is the Officer classification. Do the Maquis really have Officers? I guess a "captain" like Chakotay is one, but lesser-grade, Staff icon Officers? I'd feel better if it'd been mentioned that she used to be a Starfleet officer, but it wasn't, so I sort of treated her as a Civilian. Be that as it may, her main function in her episodes was to pilot ships, so Navigation is a given. Computer Skill also works by virtue of her figuring out the Defiant's systems, which can't be that easy. Anthropology? Not sure. Working with Bajorans and other DMZ refugees might have something to do with it. Knowing when to trust Ro Laren might have partaken of some psychology. A bit more iffy. As for attributes, she was a follower and not a leader which would explain the rather blah Cunning, but a loyal one for a terrorist explaining the middling Integrity. As for the Strength, it could have been higher given her line of work. As was mentioned under Lore, there's no real reason to make her universal given what's on the card, but I won't make a federal case out of it. Stands at 2.7.
STOCKABILITY: When DS9 came out (the expansion, not the show), it was meant as a sort of jumping on point for the game, so a lot of the Non-Aligned personnel that came out were really meant to supplement skill holes in the Bajorans and Cardassians (or even the DS9 Feds). That could explain Kalita's Anthropology which she shares only with fellow NA Martus Mazur. The Cardies were ok in that area, but the Bajorans had only 3 with which to solve... Cure Blight? Yeah... It's not like the DS9 environment was in need of Anthropology particularly. That skill was complemented by two very common, but always useful, skills, Navigation and Computer Skill, and by rather terrible attributes. Kalita might come into her own in a Maquis deck where she makes a fair 3-skill universal. Her attributes can get a boost from more unique Maquis, and while right now, there isn't much for them to do, I predict that a Maquis mechanic is sure to come in a future expansion. For now though, and when considering the entire game, a rather uninteresting 2.5.
TOTAL: 11.7 (58.5%) As a unique, could have been more interesting I think (she'd have gotten a special skill at least).
#1238-Kallis
Ven, Personnel, Bajoran, universal, DS9
"One of the Bajoran deputies serving on Deep
Space 9. During Cardassian occupation, helped chart Badlands and served
as pilot on raids against Cardassian forces."
-SECURITY, Navigation, Computer Skill; Staff
icon
-INTEGRITY: 6, CUNNING: 5, STRENGTH: 7
PICTURE: I generally like the nameless universals chosen to represent Deep Space 9 staffers because we've usually seen them a number of times helping out in the background. This guy here was on a number of episodes as Odo's namless deputy, and, from frame and hair, no doubt the actor who was René Auberjonois' stand-in as Odo. Technically though, the image is a little blurry, has that bright glare just behind the character and something unremarkable in the foreground. The whole thing looks like an off-center 2.8.
LORE: "One of..." is a very smooth way of saying "universal", much simpler than "typical of" or "representative of", so I admire it. As for the rest, it's all invention to account for his skills. Not exactly fine-tuned (a matter for Trek Sense below), but at least they gave him something interesting and sensical to do. An interesting 3.4.
TREK SENSE: As representative of Odo's deputies, it makes sense Kallis Ven would be a support personnel, and while Security is a given, we do have to look at the two skills to see if they work. There's enough in his invented backstory to warrant the Navigation, but Computer Skill isn't as clear. Charting the Badlands would usually give him Stellar Cartography, though perhaps he was just the data input guy. In any case, Computer Skill is a pretty generic skill which could be given to many characters without breaking Trek Sense. Another candidate for that second slot would have been Resistance since he obviously took part in their operations. I'm not sure Odo would jump at the chance to work with Integrity 6 personnel, but his part in fighting the Cardassians may have taken its toll on his morals. The Cunning of 5 is low, but acceptable given his role as a goon and his relatively easy skills. Strength is the highest attribute which works for a Security guard. The lesson: If you're going to invent an extensive personal history for a namless personnel, try to respect it when it comes to adjucating abilities. The dissonance here drops our boy Ven to 2.6.
STOCKABILITY: The ease of reportability of support personnel makes them interesting cards to stock for back-up situations, and Kallis Ven's two skills being super-common on dilemmas, missions and other cards make this support personnel useful enough. Of course, you'll never find the two skills together on a Bajoran mission, and they are both on the Bajoran universal matching commander Rinnak Pire, so they won't be THAT needed at any given time. Some might note his almost exact resemblance to the Pakled Danderdag with just +2 CUNNING (but still quite low) and his affiliation going for him (for cards that require matching personnel). Still thinking about using him? Remember that Bajorans are notorious for small ships with low staffing requirements, and that the Assign Support Personnel download requires at least 2 staffing icons on the targeted ship (facilities are fine, but not always in the middle of the action, though Nor-reporting without an appropriate Site is useful). He might see use simply because of the common use of his skills (and classification which makes him downloadable via Bajoran Civil War, and boostable by HQ: War Room), but Ven's not that viable as a support personnel per se. I'll call him a 3.
TOTAL: 11.8 (59%) Not as useless as those Premiere universals were when they came out.
PICTURE: There was some good CGI work done on this card's background, removing Sarina and recoloring that area, and we're left with Loews' very appropriate look of concern. A fairly dark and serious card, but not a bad one at 3.4.
LORE: Umm... The first sentence is confusing. It reads like most Federation medical personnel have the stats of a Starfleet psychiatrist, where I think it should go ahead and say she's your typical Federation psychiatrist. Universality acknowledgment gone wrong. The second sentence mentions the "Jack Pack", but not in an overly interesting way. A little nod to the sitcom "Head of the Class" would have been rather easy to fit in given the episode, but no. A missed opportunity and a weak 1.5.
TREK SENSE: First off, Karen's job was so specific, my reflex wouldn't have been to make her universal. Since she is, she represents all Fed psychiatrists and can be reviewed on that basis. First, she's Medical classification, exactly what Counselor Troi should have been. Perhaps the difference is that Troi was a psychologist and couldn't prescribe medicine. Karen can, and along with the genetically engineered element of her charges, awards her Biology as well as Medical. Anthropology also covers psychology in this game (it's all about human behavior), so she has that too. It all fits very neatly. Sure, she couldn't really help the mutants, but would that really make her a relatively dumb 6 Cunning? She gets short-changed there, but the other attributes are fine. She makes a fine prototypical shrink, and gets a good 3.6 here.
STOCKABILITY: The Feds have a couple other MEDICAL support personnel, but they don't have such useful skills. Consider Dr. Selar's ultra-common Computer Skill, and near-useless Mindmeld. Or Mr. Andrews' CIVILIAN. Loews is universal which Selar is not, and is a good source of two skills which keep getting mentioned on lots of dilemmas: Biology and Anthropology. Add the always excellent MEDICAL, and you get a good combo which you can report directly to your ships with Assign Support Personnel, or even download there. The Federation has enough missions to build a deck around the classification, so Karen can easily fit into that. 3.5 on this front.
TOTAL: 12 (60%) Maybe some mutant mechanics can uplift her in the future.
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