Siskoid's Rolodex.............Mirror, Mirror (5)



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To see the cards themselves, check out this Card list for the Mirror, Mirror expansion set.

#1623-Mr. Nog, Personnel, Ferengi, Mirror icon, MM
"Nog is thankful to the Intendant for making him the bartender and owner of his uncle's bar. Distrusts tall men. Likes tall women."
-CIVILIAN, ENGINEER, Greed, Physics, Treachery; SD Bribery; When he leaves play, may download Mr. Brunt; Alliance icon; Terran Empire icon
-INTEGRITY: 5, CUNNING: 6, STRENGTH: 2

PICTURE: This dark and sleezy Nog gets a very appropriate shot. There's the easy dabo girl next to him, her head cut off because of Nog's height no less. There's the sort of Russian trenchcoat he wears that makes him look more dangerous than usual. The lighting makes his brow cast a sort of mask over his eyes, and hey, even the bar behind him looks darker than the Quark's we know. Great expression too. A 4.4.

LORE: The first sentence establishes his role in the Mirror universe AND his special skill at the same time. Well done, but not as well done as the two other phrases that are, in fact, mirrors of each other if you can believe it. Distrusting tall men is something he tells Jake Sisko, and as for tall women, the proof is in the pudding (and the picture). And let's not forget the usefulness of naming the Intendent in one's lore. A high 4.5.

TREK SENSE: Though Nog got his uncle's bar under Alliance rule, he stayed on after the Terrans commandeered the station, enough justification for having both the Alliance and Terran icons. Clearly, he'll work for anyone. That he is a Treacherous and Greedy little troll is plain to see (with matching Integrity), as he even helped the Intendent escape from the station. Engineer may have helped with the escape, but I get the feeling both that skill and Physics are an effort to make him a little like the "real" Nog. Opposites do tend to have similar skills. Leaves me a little cold in this case. Bribery is actually how he went about releasing Kira, probably the same way he was handed Quark's Bar. Though the Mirror Ferengi download chain causes problems for Mr. "end-of-the-line" Brunt, it works better here. After Nog came Brunt. Except that they have no ties. Mr. Nog WOULD come into play once uncle and father had been killed to collect on his inheritence, but why would Brunt show up because Nog had died? The chain is a cute tip of the hat to the idea of killing one Ferengi per Mirror episode, but it doesn't quite work for Trek Sense. His death at the hands of the Intendent shows how stupid he was, so low Cunning is indicated. As for Strength, it's about right, I think. I'm willing to give him a 3 for what works.

STOCKABILITY: Mr. Nog has a few things going for him, including a fair skill list that includes ENGINEER and the good-for-redundancy Greed and Treachery. Those last two skills really open up Ferengi missions for either the Alliance or the Terran Empire. With Physics thrown in, he can complete Acquire Illicit Explosives all by himself. Physics/ENGINEER is also a common requirement combo. Speaking of opening up missions, he can also download Bribery, a not-too-distant cousin of Espionage cards. Certainly allows for wider mission selection. Now, Mr. Nog can come into play in a number of ways, including being downloaded when Mr. Rom leaves play. Best way to do this is send Mr. Rom back to hand instead of the discard pile (maybe you Space-Time Portal a Terran OS ship?), and the same trick can be used with Nog to get Mr. Brunt. If Mr. Nog is in hand (either after this recall or just because you pulled him naturally), and Emblem of the Alliance and the Intendent are in play, he may report for free anyway. Cause for a 3.6.

TOTAL: 15.5 (77.5%) It pays to put effort into picture and lore.

#1633-Mr. Quark, Personnel, Ferengi, Mirror icon, MM
"Bartender who pretends to work for the Alliance. Quark secretly helps Terran slaves escape from Terok Nor."
-CIVILIAN, Smuggling, Honor, Computer Skill x2, Anthropology, Diplomacy; SD Rescue Captives; When he leaves play, may download Mr. Rom; Alliance icon, Terran Empire icon
-INTEGRITY: 7, CUNNING: 7, STRENGTH: 3

PICTURE: The lighting and shadows play havoc with the image, but it does have a lot going for it. The low angle is very much in keeping with the look of the Mirror Universe established in "Crossover", the Alliance symbol is in the background (familiar surroundings, but just off), and the bewildered look on Quark's face contrasts with the Alpha Quadrant version's more confident attitude. I'm willing to go as high as 3.6.

LORE: Brief, but the details are all there. "Bartender" almost has a use in this context, as being a Quark is all you need to report to Quark's Bar, but there's still I'm a Doctor, Not a Bartender. A 3.1.

TREK SENSE: Note that, again, pretending to be part of an affiliation counts as working with them. That's why you'll find both the Terran and Alliance icon on Mr. Quark. He pretends to work for one (and is often forced to do its bidding) while secretly working for the other. A bartender is a Civilian, sure enough. He smuggles slaves off Terok Nor, which requires Smuggling and Honor on his part (the Mirror Quark isn't motivated by Greed). It also gives him a download of Rescue Captives since that's what slaves are. Like his Alpha Quadrant opposite, he's very good at Computer Skill, which certainly helps getting people off the station (locks and sensors don't stand a chance). In identifying with humans, he qualifies for Anthropology, but both it and Diplomacy are useful in treading the fine line drawm by the Alliance. He's also the start of the Ferengi download chain, playing with the idea that one Ferengi had to die in each Mirror episode. When Quark was killed, Rom became the next Ferengi star, and thus, Ferengi target. In fact, Mr. Rom comes into play to avenge his brother, so it very much makes sense. Attributes show Quark at his moral best, though it could conceivably have gone higher. Cunning's a little lower in this universe because he did manage to get caught and killed. Physically identical to Quark, his Strength remains the same. Quite possibly the most sensical of the Mirror Ferengi at 4.3.

STOCKABILITY: Having both Alliance and Terran icons (except for Mr. Rom), the Mirror Ferengi make good "non-aligned" support for the Mirror factions, and Mr. Quark in particular, has a list of rare skills to his name. Rare for the Mirror universe, you understand. Honor isn't very common, same for Anthropology and Diplomacy. How about Smuggling, which is always rare? It also allows him to report a Small Cloaking Device for free, use Bribery (larger mission selection for your preferred faction), and pass Arms Deal and Skullduggery. Computer Skill is common, but x2 has a couple of extra things going for it, like Quark's Isolinear Rods (early download to hand, and suspension of countdown due to being "any Quark") and Ferengi Ingenuity (overcoming it). If you get trapped by a capture deck, Rescue Captives'll come in handy. I like these failsafe downloads. You can just stick 'em in Q's Tent not to burden your deck and hand with them if the situation never comes up. With the easy Rods download, Mr. Quark gives a fine start to your Ferengi download chain. Note that he doesn't have to die to "leave play". Space-Time Portal, New Essentialists and the like offer other ways to do this without losing the personnel for long. If you have Mr. Brunt out first, he can download Mr. Quark by leaving play. Just being Quark has its uses too, including reporting to Quark's Bar in the Mirror Quadrant for free (alternatively, Smuggling'll get him to a Cargo Bay), help solve Tulaberry Wine Negotiations, boost Dabo and Grilka, pass Center of Attention, but also be stopped by Odo. As a bartender, he can replace a MEDICAL or be replaced by one with I'm a Doctor, Not a Bartender. Being a Quark is so useful to the Ferengi, that they may well want to use both him and his opposite in the same deck. They could use his long skill list and special abilities. An excellent 4.4.

TOTAL: 15.4 (77%) It would be hard to supplant his Alpha Quadrant self.

#1643-Mr. Rom, Personnel, Ferengi, Mirror icon, MM
"Ferengi soldier in the Terran Rebellion. The mirror version of Rom seeks vengeance against the Alliance."
-CIVILIAN, SCIENCE, Navigation x2, Physics, Geology; When he leaves play, may download Mr. Nog; Staff icon; Terran Empire icon
-INTEGRITY: 7, CUNNING: 7, STRENGTH: 6

PICTURE: Doesn't this look like a Lord of the Rings version of Rom? Interesting outfit there. Being aligned squarely with the Rebellion, we see that group behind him. Colors are dark, but the orange tinge in his skin is rather Ferengi. More serious than the Alpha Rom, which is more in line with the Mirror universe. A good 3.4.

LORE: Well done, but not spectacular. I especially dislike that empty line of text, which could have, I dunno, mentioned Quark as the reason for the revenge. A 2.5.

TREK SENSE: First, you'll note that Mr. Rom is the only Mirror Ferengi that doesn't work with the Alliance. He hates them, in fact. He did pretend to work with them when he delivered Sisko and Smiley into their hands, and pretending to be in an affiliation or faction often gets you the appropriate icon in this game. Here, it doesn't. Not a big problem seeing as I usually disagree with that policy, but it is jarring when you consider his own brother, Mr. Quark, who worked against Alliance interests but got the Alliance icon. We don't see much of Mr. Rom on the show, so his skills require some guesswork. The high level of Navigation can be explained by his piloting his own ship, and probably evading Alliance patrols a whole lot. Remember that the Terrans hide out in the Badlands, which require this level of skill to navigate through. Geology may well be born from the hide-out's location in underground caverns, and Physics from knowing how to avoid or use the Badlands' plasma storms. Science just goes well with Geology and Physics, but that's rather wide training for a rebel (an avowed Civilian). If he's a soldier, why not let him have Security instead? His place in the Ferengi download chain makes sense besides being a cute tip of the hat to the idea of killing off a Ferengi in each and every Mirror Universe episode. He comes into play because the Alliance killed his brother, and his son Nog comes into play to take what's his: his uncle and father's bar. The death or disappearance of one brings in the other. Attributes show that this Rom is just as good a guy as our own, against the evil Alliance and ready(?) to die for the cause. He's neither the genius nor the idiot that our own Rom is, with good if not stellar Cunning. And he's stronger, that's for sure. The problem here are that the skills are basically unproven, even if they can be justified. A 3.

STOCKABILITY: The 24th-century Terran faction having their Outpost and HQ in the Badlands, Navigation x2 can help against Navigate Plasma Storms, whether you played it or your opponent did. It's a handy doubled skill to have when passing dilemmas too, Gravimetric Distortion in particular. CIVILIAN could get him to the Mirror version of Quark's Bar if Zek is there to call a Ferengi Conference, but it's not too great otherwise. Besides, if in hand, he can already report to Quark's Bar for free. Good thing he has the much more useful SCIENCE. Geology and Physics can be good too, especially Geology as one of the few Mirror Quadrant missions, Mine Dilithium, requires it. He's well suited to Badlands missions in the Alpha Quadrant too. Good skills whether you play the Terrans or the Ferengi. As for downloading Mr. Nog, or being downloaded by Mr. Quark, you better not be playing with the Alliance. Mr. Rom is the only Mirror Ferengi that chooses to only work with the Terrans. A small snag, but if you're with the Terrans or Ferengi, there are a few ways to exploit the special skill. You can simply redshirt Mr. Rom, and if he dies, you immediately get another personnel to continue in his footsteps. Better yet is to return him to hand somehow (Chula: The Lights, Space-Time Portal, etc.) just to get the download, then reporting him again. The whole family can be out in a matter of very few turns (especially with the free reporting of the Mirror HQs). Fairly good attributes too. Hits 3.5.

TOTAL: 12.4 (62%) While the real Rom is in the top 5.

#1653-Mr. Sisko, Personnel, Non-Aligned, Mirror icon, MM
"After years collecting duties for (and being romatically involved with) the Intendent, the mirror Benjamin Sisko became leader of the Terran Rebellion."
-SECURITY, Leadership x2, Biology, Navigation, Honor; Your [Terran Empire] personnel (except AU) are attributes +1; Command icon; Alliance icon; Terran Empire icon
-INTEGRITY: 6, CUNNING: 8, STRENGTH: 8

PICTURE: A really fun pic for the Mirror version of Ben Sisko, having gone behind Quark's bar, flaunting the law as it were, and caught in a macho pause. The sickly green wall behind the bar tells us we aren't in Kansas anymore, making the environment look more like a mad scientist's laboratory than a place to order drinks. An atmospheric 3.9.

LORE: Having The Intendent mentioned in your lore is important to Alliance personnel, and here that's well done. The romantic involvement is relegated to parentheses, which is just about how important the relationship would've been to the two "lovers". The lore then turns to how he switched factions. The cute bits make it a 3.5.

TREK SENSE: The Mirror Sisko is part of both the Alliance and the Terran Rebellion (both icons), and since the 2 factions are more or less mutually exclusive, he's either at the start of his career when with the Alliance, or at the end when he's with the Terrans. Being Non-Aligned actually helps him make the transition, showing that he was never anything but his own man. His command of a ship gives him a Command icon, and his becoming the indispensable leader of the Rebellion gives him Leadership x2. If they had to go get the real Sisko to replace him or else the Rebellion effort would have been in trouble, he must've been quite instrumental after all. Security is ok for a duty collector/pirate, basically the Mirror equivalent of a policeman, but Officer may still have been the way to go. He WAS the captain of a ship, much like, say, Baran. Biology he would have used to torture people, as is often the case with Mirror personnel. Navigation was a tool in his pirating career. Honor, I can't really agree with. He changed alliegeances in a fickle manner, was never nice to anyone, much less his wife, who guessed our Sisko was an imposter because of his Honorable behaviour. Likewise, his Integrity's a bit high. It's not a major thing, as 6 is still low for a "good guy", but I'm not sure how "good" he really was (and it's a 7 unless his special skill is somehow nullified). Cunning and Strength are at our Sisko's level, and I'm fine with that. As for the special skill, he boosts the attributes of all Rebellion personnel (as Terran EMPIRE personnel are all AU) no matter where they are. With this ability, we're back to what he seemed to inspire in his troops, back to his amazing Leadership abilities. Too much of a hero, the other aspects of the card are nonetheless fine. A 3.3.

STOCKABILITY: It may seem like Mr. Sisko is best used with the Terran Rebellion since he boosts those personnel. Of course, the very best Terran personnel are OS and AU, so he doesn't boost all of them. One he'll always boost though is himself: he's technically a strong 7-9-9 personnel. Great skills all around, with SECURITY, two doses of Leadership, Biology, Navigation and Honor (rarer in the Mirror Universe) being all good, some especially so. He goes a long way toward completing either Disrupt Alliance, Search for Rebels or HQ: Secure Homeworld. But don't let that Terran special skill make you think he's no good to the Alliance, because he can be. Yes, he can report to the Rebellion HQ even if working with the Alliance, and once there, attack reporting personnel with abandon. Defend Homeworld would get him there real early thanks to his SECURITY. Professor Sisko is another personnel you can play both sides with, so she could help. Having her out first, Mr. Sisko can report to her location directly, wherever that may be. If The Intendent is out (and so is the Emblem of the Alliance), he does so for free. If he was out first, The Intendent can report for free. Overall, good skills, good attributes, and a way to use him with two factions (he could always be a simple Non-Aligned, but isn't built for it all that well): a 4.1.

TOTAL: 14.8 (74%) Only 0.3 behind his Alpha Quadrant self.

#1663-Mr. Tuvok, Personnel, Federation, Mirror icon, MM
"Vulcan in the mirror universe. Tuvok is a member of the rebellion that grew from the former Terran Empire. Still doesn't smile."
-CIVILIAN, MEDICAL, Mindmeld, Exobiology; SD Vulcan Mindmeld; Staff icon; Terran Empire icon
-INTEGRITY: 6, CUNNING: 9, STRENGTH: 8

PICTURE: A classic Tuvok expression, in a uniform that looks strangely like the ones Starfleet would later adopt (as of First Contact). Nothing really flashy (well, at least that goes with the character), but no problems either. A 3.4.

LORE: The first two bits are ok, not badly written, but pretty stiff. The last phrase is where it gets more fun, though it's hard to read given the context. I know it's meant to say that despite this being a mirror universe, Tuvok doesn't smile here either, but it seems to say that joining the rebellion didn't elicit a smile from him. Why should it? Like I said, fun, but refers to his opposite instead of making him a stand-alone personnel. A 3.1.

TREK SENSE: I'm not sure why they decided to make Mr. Tuvok a medic in the mirror universe, since nothing really supports it. The cameo's so short, there's no support for anything else either. He's not in Starfleet here, so reverting to Civilian status makes sense. If indeed he is a medic, and it's not an outrageous choice, Medical and Exobiology (working mostly with non-Vulcans) works. Mindmeld is a must for Vulcans, and well, Vulcan Mindmeld makes sense here as much as on any post-Enterprise Vulcan. I consider it something of a cheat even. The Rebellion is pretty disreputable even if it's made up of "good guys", so the big drop in Integrity (from the Voyager version) makes sense, and with him no longer being a Security chief, a drop in Strength does also. It's a small dip, because Vulcans are so physically strong. While a fun cameo, the card is a little workmanlike for me. A somewhat dull 3.1.

STOCKABILITY: The only other Terran Vulcan, First Officer Spock, is ultra-rare, so to really shine, Mr. Tuvok needs other Mindmeld personnel. After all, Vulcan Mindmeld adds skills to all such personnel, so two or three heads are better than one. Also, very few dilemmas require Mindmeld, but the Horta does, and it requires 2 instances, so Mr. Tuvok can't do it alone. I was thinking about using Transporter Mixup to get Mr. Tuvok to the Delta Quadrant (other opposites can only get to the Alpha), but what purpose would that serve as it would also discard the much better Tuvok in the DQ (Delta Quadrant Spatial Scission not withstanding). The reverse isn't a bad way to get the DQ Tuvok to your side instead. Well, contravening quadrant nativity rules can be done with Assign Support Personnel, so you might want to include Dr. Selar or Sarek or somebody in those strategies (as well as Vorik in the DQ), just so they can share the love. Mr. Tuvok's skills are good ones in the first place: MEDICAL and Exobiology are super-important to passing dilemmas and even solving missions. CIVILIAN's not so great though (you could use him to probe at Mirror Terok Nor's Promenade Shops), nor is Mindmeld aside from the tricks already mentioned. At least he downloads the card that works with it, and adds to his skills in the process. Good attributes, and of course, a good species. There are plenty of things Vulcans are good at that he can bring to a Terran deck (Death Grips, Nerve Pinches, Live Long and Prosper, etc.), or things that allow him to work well with Alpha Quadrant Vulcans (in particular, it's real easy to report him to the Vulcan Lander or Vulcan itself). Flexible, but unfocused, I'll give him a 3.4.

TOTAL: 13 (65%) The picture seems to say something different now that the score's up.

#1674-Multidimensional Transport Device, Equipment, MM
"Modifies transporter function to allow beaming to an alternate universe. Developed in the mirror universe. Used by Smiley, Professor Sisko, the Intendant, and others to cross over."
-Reports in Alpha or Mirror Quadrant. Where present, allows transporters to beam to opposite quadrant (anywhere within corresponding location or region), ignoring all SHIELDS.

PICTURE: Not an action shot per se, but it's not a prop shot either. You can tell something's going on in the background. That and the fruit bowl adds color, color equipment cards so often lack. Now, the real cool thing about the picture is that the Device is mirrored in the table. How appropriate is that? Enough for a 3.5.

LORE: The title's a bit heavy, and the lore is too. In particular, the word "universe" comes up a little too often, and the list of characters at the end seems a waste. A clumsy 2.

TREK SENSE: That it would report in the Mirror Quadrant isn't a problem, but in the Alpha? It's a Mirror invention, and they're the ones consistently coming to our universe with the thing. The basic effect is that it allows you to beam over to the opposite quadrant, although the range is spatially limited. As it should be! But maybe it's still too great a range. Beaming from Bajor to the mouth of the Wormhole would be fine, since they did this on the show (the station isn't in the same spot in the two universes). But how about the Badlands? Seems to me it's a bigger area than the Bajoran system. Then again, maybe most locations in the Alpha Badlands are close enough to Search for Rebels. Shields aren't a factor since you can bypass them through the interdimensional fold (or whatever). I might have felt more comfortable if a Transporter Skill personnel were needed, but I think the card makes few big mistakes. A 3.1.

STOCKABILITY: Is it me, or are there too many ways to make Mirror personnel cross over from their quadrant? Well, the MTD is one of the best ones, not dependent on keeping one Bajoran Wormhole or other open, in particular if you don't care to use Mirror ships. You can use Defend Homeworld to download Bareil to either Bajor and then download the Device. With a seeded Crossover, he's not the only one you can trigger that download off of. From there, you can beam any of your personnel at Disrupt Alliance or the Mirror side of the Bajoran Wormhole to anywhere in the Bajoran system, or from Search for Rebels anywhere in the Badlands. As long as you have a ship or facility with transporters on your side, you can send your personnel pretty much anywhere in a corresponding region. Enemy ships? Sure! SHIELDS aren't an issue, and your Mirror personnel can do a little smackdown if they like. They are a good group to do this with, with easy hand weapon downloads, capture-related abilities and relatively high STRENGTH. You can basically use the equipment card to turn a Mirror facility into a simple pitstop on the way to the Alpha Quadrant, where you may use any number of planets (or space locations with your ship present) into your real base. In a region-heavy spaceline, your ship might almost always be in a good receiving spot. It's also possible to use the Device in the Alpha Quadrant to visit and attempt Mirror missions. Going to attack a player hiding out in the opposite quadrant while he or she builds a powerbase and scores some points unmolested is a worthy endeavor, but you can't be stocking equipment just in case, so only do this if you seeded a Mirror mission yourself and are planning to solve it. Sure, there are other ways to make the trip over (Spacedoor and Crew Reassignment offers a much easier answer), but some of the perks may be worth it. A 3.4.

TOTAL: 12 (60%) But a lot less in the Mirror universe. Those guys are tough!

#1685-No Way Out, Incident, MM
-Seeds or plays on table. All personnel must mortally wound and stun their adversaries when possible. Once every turn, if your unique personnel who has 2 Honor or [Ketracel-White] icon is killed in personnel battle, you may discard incident to place them in your point area (worth points equal to printed INTEGRITY; "in play" for uniqueness only).

PICTURE: The Jem'Hadar boldly riding through the proverbial Valley of Death is certainly appropriate, even if they look like they could probably make it to those large rocks in the back. The pic wouldn't work at all without the phaser fire in the foreground, and even with it, the Jemmies are a bit lost in the greenery. Just a 3.

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

TREK SENSE: This represents a "warrior's death" in a very Klingon way as your personnel go out fighting. And fighting they do: they must stun or mortally wound if they can, no pulled punches. This is fine, but since it applies all the time (at least until you send someone to the points are as we'll see), I've got to wonder how it's always a No Way Out situation. Still, it's possible this could happen in many personnel battles. The death of a universal isn't really much of an event, but a unique personnel that goes down fighting especially bravely (a personnel with 2 Honor) or is a Jem'Hadar obsessively loyal to the Founders (as denoted by the Ketracel-White icon) is. It's an event that's worth points because they accomplished their personnal goal of fulfilling their destiny. The points are equal to their Integrity, which is a measure of how bravely they fought in that hopeless battle. Though I'm pretty sure there are personnel (Feds and Bajorans in particular) without the prerequisite Honor that would also fight like this when cornered, or when enough was at stake, I think the card does a good job of simulating the hero's death seen in many episodes. A 4.5.

STOCKABILITY: Here's something that can be used to guarantee compensation for assault teams that lose personnel especially in Klingon and Jem'Hadar Away Teams), but is probably better used in suicide runs for surer points. You send your appropriate personnel into battle alone (or with a leader) and let him or her get killed. Then you send him or her off to the bonus area for points equal to their INTEGRITY. This isn't bad at all since Honor personnel and unique Jem'Hadar in general have good INTEGRITY (between 7 and 10). You can do this once per turn, but you'll need to discard the incident each time. All unique Jem'Hadar are elligible, even Goran'Agar thanks to his Honor, but Ramata'Klan is especially well-suited to this strategy since he can download No Way Out. There's no reason your opponent should be warned in advance, you know. Honor x2 personnel include Odo, Kira, Tekeny Ghemor, Aamin Marritza, Clark Terrell (who indeed found himself in this position), Worf (plus his Son of Mogh version), the Sons of Mogh, Governor Worf, Grilka, Kahless (10 points!) and Mogh. Klingons, Dominion, Feds, Bajorans and Cardassians then. 2E adds Bareil Antos, The Emissary, another Kahless and Dathon. Some                  of these personnel you probably don't want to see go (you can't play another copy since they are still "in play"), but at the very end of the game when you just need to quickly round the corner, why not? The Klingons also have Arbiter of Succession and Klingon Death Yell that can be thrown into the mix for 25 points total. Limited in scope, but interesting at 3.6.

TOTAL: 14.8 (74%) Sometimes you win when you lose.

#1696-Nurse Chapel, Personnel, Federation, AU, OS, MM
"Christine Chapel is head nurse of the starship Enterprise. Holds degrees in medical archaeology and biological research. Hopelessly attracted to Mr. Spock."
-MEDICAL, Biology, Archaeology, Exobiology; Reports for free if Dr. McCoy or Mr. Spock in play; Staff icon
-INTEGRITY: 7, CUNNING: 7, STRENGTH: 4

PICTURE: Though not from a heavy Chapel episode ("The Enterprise Incident"), it's got good color definition, she's in some sort of well-balanced spotlight, etc. Well-done for a total of 3.4.

LORE: Full name, ship assignment, some information on her skills pulled from "What Are Little Girls Made Of?" I think, and of course, her "hopeless" relationship with Spock. Another good effort for another 3.4.

TREK SENSE: Medical, Biology and Exobiology are pretty much standard for this type of personnel (though Exobiology may be a bit much for a nurse at this point in Star Trek, when few aliens serve on starships), but what is this "medical archaeology" the Archaeology skill is derived from? Well, puzzling as the combination of words may at first seem, this is pretty much what Richard Galen was into. As a nurse, she's only Staff, that's fine, as are the other icons. Now, the reporting skill works in the sense that she worked for McCoy and was in love with Spock, but the buck stops there. I'd believe she was around one or the other, but she simply reports for free, not to their location. Chances are she WOULD report to their location thanks to Crew Reassignment or Sherman's Peak, but as written, Chapel really doesn't have to. Finally, I see nothing wrong with the attributes, with Integrity being slightly lower than a top Fed Medical's because of impure thoughts unbecoming a married woman, and TOS females' era-specific lack of courage sometimes. No comment on the rest. Not quite doing it for me, I can spare 2.8.

STOCKABILITY: The Federation's missions focus strongly on a couple of skills, including MEDICAL and Archaeology, and Nurse Chapel will certainly fit it in those decks. Plague Planet, in particular, can be solved by her alone (Evaluate Terraforming too, but many Meds can do that one) thanks to her offbeat Archaeology. She would also come in handy at Hunt for DNA Program. In OS decks, she becomes much more invaluable, since they have fewer MEDICALs to choose from. She also has access to extra skills thanks to the Classic Medical Tricorder, and can report for free besides if either Dr. McCoy or Mr. Spock are in play already (no matter where they are). Both those personnel are excellent and will be showing up in your deck if you have them in your collection, and they might even have reported for free themselves at Deep Space Station K-7. The other example of her persona is Dr. Chapel, which gives up the free reporting and Exobiology for an extra MEDICAL and Computer Skill. That could be useful, depending on your strategy, and reporting Nurse Chapel for free in a CF deck really isn't difficult since The Motion Pictures also has a Dr. McCoy card (one that isn't ultrarare to boot). She just can't use her OS icon with Crew Reassignment, that's all. Use the AU icon somewhere else instead. 3.5 from me.

TOTAL: 13.1 (65.5%) Nothing spectacular.

#1707-Ops: Mirror Universe, Site, MM
-Cards with same [Alliance] or [Terran Empire] icon at this Nor are considered to match its affiliation for purposes related to its sites. Compatible OFFICER-classification personnel may report here. Any player may, in place of their normal card play, download to an unopposed site on this station one card which may play there (if reporting a ship or personnel, must be of matching affiliation); player draws no cards that turn. Any Computer Skill personnel unopposed here may commandeer station.
-Any [Mirror] Nor [Ops Module]

PICTURE: I've always liked this pic despite its problems. First off, it's at reverse angle from the Ops image, which goes great with the mirror theme. Speaking of mirrors, the architectural details here have the feel of a broken mirror, angular and strange. The ops table has been replaced by a dramatic Alliance symbol, oh and there was some CGI work done to remove some characters from the shot. The shattered mirror effect does make it difficult to figure out exactly what you're looking at at any given time, and the colors are totally whacked out. Comes off as baroque and gaudy, but retains a lot of charm. A 3.7.

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

TREK SENSE: Basically repeats Ops' game text with one important difference. To make the Alliance and Terran factions work, this Ops makes it clear that all Alliance personnel are in the same (matching) affiliation, and the same for Terrans. Since most of the action in the modern mirror universe takes place on the station, this is fine. I do have some reservations about the OS Terrans showing up here, but since an Alternate Universe Door would be part of the package, I suppose it's not impossible at all. It also fixes Ops' initial problem of not considering Feds "matching" with Bajorans on DS9 even in the event of a Treaty (or Dominion on a Cardassian Nor). The rest shares DS9 Ops' strengths and weaknesses. Officers report here because it's a command center, but no attention is paid to the Engineers and Science personnel that also appear to have stations here. And why should a helmsman Officer report here? Since Ops is used to coordinate station operations, the more efficient assignment of personnel throughout the facility and ships docking here makes sense as represented by the downloading feature. The price of no card draw this turn is a mechanical conceit that doesn't really affect this review. Commandeering works fine even if I would have liked to see Computer Skill x2 be a more stringent requirement. The small fix makes the score go up to 4.

SEEDABILITY: While you still need an Emblem card to make them cooperate, this version of Ops on your Mirror Nor allows them to report or download to the station whether they're Bajoran, Klingon, Cardassian, Federation, Non-Aligned or Ferengi. All that matters is that they have the right faction icon, either Alliance or Terran. Downloading personnel to the station is also a great thing in the mirror universe. For example, the Terrans need only an AU Door to gain access to any of the excellent OS personnel in your collection. The Alliance can download Overseer Odo, where he immediately downloads Process Ore on your first turn. Or download The Intendent to allow lots of other personnel to report for free, Emblem-style. Any like-iconed personnel or ship is at your fingertips, and all it'll cost ya is your next card draw... or is it? Enter Shape-Shift Inhibitor with All Good Things. This card demolishes Nor decks by adding an additional cost to downloading personnel: you must discard a personnel card in order to download another. Good thing they can Process Ore to get those cards back, but hey, that's a real drag. Not enough to pan Ops, but it does take a bite out of it. A bite that was already taken out of it was your opponent's ability to commandeer the station with a single unopposed Computer Skill personnel. There's not Tailor Shop in the mirror universe thankfully, but Cargo Bays, Promenade Shops, etc. still exist. And I wouldn't trust Automated Security Systems here because you will not have a principally Cardassian personnel pool. I suggest Intruder Alert, which'll capture the likely small Away Team. Sisko 197 Subroutine should also work well. Weapons Locker should help your personnel keep the site "opposed". The changes in the gaming environment offset anything gained and lands the card at 4. You still need it to play a Mirror Nor, but it's far less potent than it was.

TOTAL: 15.6 (78%) It was sort of heading for a better score than the original, and then AGT happened.

#1718-Overseer Mardel, Personnel, Cardassian, Mirror icon, MM
"Overseer of ore processing on Terok Nor in the mirror universe. Less demanding than his predecessor, Overseer Odo, but just as hated by the Terran slaves."
-ENGINEER, Exobiology, Anthropology, Geology; Command icon; Alliance icon
-INTEGRITY: 5, CUNNING: 5, STRENGTH: 7

PICTURE: That angle adds to Mardel's menace, as does the extreme lighting. That Alliance badge shines unnaturally, and the walls seem stained with an unknown substance. A very atmospheric 3.8.

LORE: Not much to go on, though the chain of succession between him and Odo is not only entertaining, but useful. Otherwise pretty plain. Manages 3.4.

TREK SENSE: It may be a little odd that Overseer Odo was an Officer/Security personnel, but they got a simple Engineer to run things after him. Not impossible, since it IS a mining operation. I'm just saying. Maybe that's how "less demanding" is demonstrated. At least he's got a Command icon to show he's "in charge". Working with an alien species and understanding how to punish them gets him Exobiology. Biology as torture is a theme in the mirror universe. It's a stretch, but not a big one. He must also punish them psychologically through Anthropology. Geology is the most relevant skill for mining. Integrity could've been lower, since 5 is pretty close to the good guys in the mirror universe. Less demanding, sure, but he was still hated. The low Cunning isn't a problem from onscreen evidence though. Not sure how he got a command position, but it's not impossible. Strength's about right for a brutal overseer. I'm gonna say 2.9 here.

STOCKABILITY: Overseer Odo is a leader, so Emblem of the Alliance will allow Mardel to report for free if that personnel is in play, or vice-versa. The Alliance can sure use him for his ENGINEER classification at their Ore Processing Unit (Overseer Odo conventiently dowloads Process Ore). You need two ENGINEERs to avoid Reactor Overload, after all. All his skills are also useful for mission attempts, especially in overcoming dilemmas. Geology is one of the few skills required of Mirror Quadrant missions (on Mine Dilithium). The Alliance seems particularly deficient in Exobiology, though none of the skills are particularly common in the pseudo-affiliation. My only disappointment really is that his profile reads more like that of a universal. Still gets his 3.4.

TOTAL: 13.5 (67.5%) Seen it, scored it.

#1730-Overseer Odo, Personnel, Bajoran/Cardassian, Mirror, MM
"The mirror version of Odo supervises ore processing on Terok Nor. Has strict rules of obedience. The only changelins his contemporaries have ever seen."
-OFFICER, SECURITY, Leadership, Geology, Computer Skill; SD Process Ore; Command icon; Alliance icon
-INTEGRITY: 5, CUNNING: 7, STRENGTH: 10

PICTURE: Great low angle that made the Mirror universe so interesting visually, steam rising from the work pit, and great evil expression on Odo. A fun 3.8.

LORE: Pretty good. The first sentence is a bit long in establishing his role on Terok Nor, but it does explain his skill box. The second is a little perk that relates well to "our" Odo, showing quickly and efficiently how he could become this kind of person in the Mirror universe. And finally, we get a detail that's more about the parallel universe than about Odo, that since the Bajoran Wormhole was never discovered there, they never encountered the Founders. 3.9 here.

TREK SENSE: The dual affiliation is really odd here. If the Bajorans and Cardassians are all part of the Alliance, in essence all being Baj/Car/Kli when the Emblem is in play, why is Odo different from, say, the Intendent? I suspect it's more about making him useful to Alpha Quadrant Cardassians than anything related to his role in the MQ. I'm also surprised to see him an Officer. "Overseer" isn't an Officer-only position if we go by Overseer Mardel. He was more Security in attitude and function, a skill he still has. Leadership and a Command icon should have been enough to take care of his running things in the ore processing plant. Since he does supervise ore processing, Geology and his download are naturals, of course. Computer Skill I don't quite see. You can ascribe that to any 24th-century character, so okay, but it wasn't really showcased. As far as attributes go, he has the same Cunning and Strength as his AQ opposite, naturally enough, and much lower Integrity. It's still above 4 though, and we can believe it given his discipline and loyalty, even to a corrupt regime. Too many oddities to get more than a 2.8 though.

STOCKABILITY: Since the Alliance can protect its ore processing from Reactor Overload, their Nors get used for that all the time. Overseer Odo is instrumental in getting things underway. See, he can download Process Ore and has the requisite SECURITY to enable the card. That SECURITY can also be used to download him via Defend Homeworld to mirror Bajor. Mirror Ops can also download him, and it should be a short walk to the Ore Processing Unit from there. Another way to get him into play is with In the Bag, since many Alliance personnel can download Equipment card, but you need him in hand for that. Both his SECURITY and Geology are among the handful of skills required of Mirror Quadrant missions, and none of his other skills are bad, though they may be a bit common. Great attributes though, especially the STRENGTH As a leader, he can use the Emblem to allow Overseer Mardel to report for free (or vice-versa), but he's the only one. Outside the MQ, he's best used with the Cardassians. As with the Alliance, it opens up the world of shape-shifting cards to them, but more than that, they can use his Process Ore. Not to as good as effect as the Alliance, but still. Overseer Odo can get to the AQ with Crossover, or you can use Defend Homeworld again (depends on whether you want to use more than one MQ personnel or just him). On mission attempts, he may serve as "any Odo" on Intelligence Operation. The Bajorans stand to benefit the least, though it does mean a second shape-shifter (which makes stocking those cards less of a waste), and he's got a good skill list, 2 classifications and very high STRENGTH. I think he's a winner on all fronts, though on some more than others. A 4.2.

TOTAL: 14.4 (72%) A Mirror Universe classic... who blows up well when shot with a disruptor.

#1742-Professor Sisko, Personnel, Non-Aligned, Mirror icon, MM
"Scientist who abandoned her work for the Alliance to join the Rebellion at the urging of Benjamin Sisko. Bonded with Jake, the son she would never have."
-SCIENCE, ENGINEER, Astrophysics, Physics; Any Sisko may report where present (for free if Jake); Staff icon; Alliance icon; Terran Empire icon
-INTEGRITY: 6, CUNNING: 8 STRENGTH: 5

PICTURE: Moody lighting and a fun perspective complement this moment where alt-Jennifer realizes that Sisko is more than she remembers. It's also the moment she switches sides, and both faction icons are on her card. The colors within the image match those of the NA template, a rare example of a pic complementing that particular template. A strong 3.8.

LORE: The first sentence sets up her character and dual faction icons, while the second is more poetic, wistfully looking at her relationship with Jake. A good combination, it hits enough marks to land a 3.6.

TREK SENSE: The Scientist who was going to design a sensor array to peer into the Badlands for the Rebellion. A healthy dose of Engineer is definitely recommended for this task, and I think Astrophysics and Physics are both excellent companions for it. Siskos are drawn to her like moths to a flame, and so may report to her location. Benjamin Sisko certainly sought her out, and Mr. Sisko might have dropped in on his wife (though infrequently, according to her). Jake was more than willing to meet his alternate universe mother, so much so he reports to her location for free. A tighter bond sure, but it ignores how much more difficult it would be for Jake to get to her side. Joseph Sisko might equally seek out his "daughter-in-law" though this seems less likely. She's got both Alliance and Terran icons, and since they're really mutually exclusive, she's either taken from before or after her meeting with our Sisko. Being Non-Aligned helps her make that transition, but she never felt like that much of a free agent to me, especially with that Terran insignia on her uniform. The third icon, Staff, is naturally less ambiguous. As far as attributes go, she's basically an angel, but a mercurial and selfish one at times. Integrity 6 fits. The Cunning is appropriate for a scientist. And the Strength shows a Jennifer toughened up by living in the Mirror universe. The skills are dead on, and the rest is faster and looser, setting the score at 4.1.

STOCKABILITY: A strong NA personnel for space missions at least, with 2 important classifications and a couple of useful skills, she can work with either the Terrans or the Alliance in her own universe, or if she crosses over (either with Crossover or the Transport Device it downloads), with anyone really. Her ability to allow Siskos to report to her location enables Mr. Sisko to report with her, working with either the Terrans or Alliance himself, but she can also make Alpha Quadrant Siskos report directly to the Mirror Quadrant. You can report her to Search for Rebels via the Terran HQ, then report The Emissary there to enable the mission attempt. She can solve alone, but can't attempt without either a Bajoran, a Cardassian or a Klingon being present. Wherever she is, she can call up a Sisko, directly to a planet where a mission attempt stalled, etc. Among the choices, The Emissary would then allow all Bajorans to report there too, so it's a good one-two reporting punch. If she works with the Klingons, there's Jodmos. The Feds have Benjamin Sisko, of course, who brings a fair selection of skills to the table (including another ENGINEER) and he will work with the Terrans under their Emblem (as well as command their Defiant for them), Lt. Sisko if you somehow have her in an OS-based strategy (he'd probably rather report to Captain Kirk), and two versions of Jake (free!). Jake Sisko has some interesting abilities that can be put to good use on the Terran side of Terok Nor, and the Jake and Nog card has some rare Acquisition. And aside from the Non-Aligned Mr. Sisko and his attribute boost for Terrans, there's the Holodeck-dependent Dr. Noah who can get a captive for Captain Bashir to Interrogate or Torture. 2E also adds a couple of backwards-compatible possibilities. Emissary to the Prophets has a massive skill list and card manipulation ability, Man of Resolve can gain Treachery which would work well with Terran ideals, and Joseph Sisko, well, he'll boost Man of Resolve's attributes a bit. Pass on this last one. You have to design your deck around this one somewhat, and probably put the Siskos in Q's Tent to get quicker access to them, but she's a more than competent personnel. 3.7 here.

TOTAL: 15.2 (76%) I wonder how an Alpha Quadrant Jennifer would fare. Probably not as well, same as on the show.

#1754-Prot, Personnel, Federation/Ferengi, AU, MM
"Ferengi ensign who manned the conn station in Barash's illusion. Riker thought him one of the few elements of the simulation he could get used to."
-OFFICER, Youth, Archaeology, Navigation, Geology; Staff icon; Barash icon
-INTEGRITY: 6, CUNNING: 6, STRENGTH: 5

PICTURE: I guess there were no clearer shots of the Starfleet Ferengi in "Future Imperfect", because this one's blurry (perhaps from a zoom-in) and has a flashy, distracting background. Still, even with Nog now in Starfleet, there's some novelty from seeing a Ferengi on the bridge of the Enterprise. A 3 for the camp value.

LORE: Context for the AU chatacter, and then a paraphrasing of one of Riker's lines. It's cute, and at the same time, promotes the Federation's IDIC ethic (subverting the actual line a little). A better-than-average 3.3.

TREK SENSE: As with other Basash-icon personnel cards, there's a question as to whether they really should be AU (they're not really from the future) and not [holo] (they ARE holograms after all). Holodeck Door kind of links Barash's illusions to the Holodeck, but note that they are not limited as holograms are and do not need holo-projectors to exist. We don't know much about Prot aside from his post and rank. The rank gives him Youth, the conn position gives him Navigation. As for the rest, it's pure conjecture. Both Archaeology and Geology are "digging" skills, well-related, and not unFerengi-like when you think about it. Precious relics? Precious metals? Oh yeah. The dual-affiliation mirrors Nog's, there's no problem with that, though it of course differs from Ro Laren's or Worf's affiliation policy. Maybe the Ferengi are ever attached to their culture? Nagging. Integrity throws a dash of greed on his personality, though otherwise, he's a loyal Starfleet officer. He's not too smart either, but that's to be expected given his Youth. And the Strength shows training, but the usual Ferengi build. A very good effort, though hampered by the Barash icon's failings. A 3.4.

STOCKABILITY: The Barash personnel can download via Holodeck Door or report for free at Barash's location, but that's the extent of the icon's advantages. Still, not too bad, and making up somewhat for the fact that all such personnel are pretty simple collections of skills. Prot will fit in with your Federation deck, sure, but when you're a Fed, you need something extra to get you onboard. Is the free reporting enough? Well, he's a Ferengi, so technically can use Vacuum-Dessicated Remains, Oo-mox, Ferengi Whip and the like. The Feds would do well to add Nog, Bok, Reyga and Farek (and a few relevant Rules) to their deck there, because those cards shouldn't be stocked for just one personnel. He and Bok might make excellent Federation candidates for Ferengi Infestation downloads. For the Ferengi, he can help Nog and your Non-Aligneds attempt and complete Federation missions without requiring Bribery. That's not bad, and besides, the Ferengi could do with his skills more than the Feds. All skills except Youth offer plenty of mission possibilities, Geology especially, I would say. Attributes are weak, but that's a Ferengi trademark. So more useful for the Ferengi, and another way to justify that Time-Space Portal you were using to get Grand Nagus Gint. 3.5 here.

TOTAL: 13.2 (66%) If only to give Nog a friend.

#1766-Quantum Fissure, Dilemma, space, MM
"A fragile intersection of countless parallel realities. An attempt to scan one using a subspace differential pulse was interrupted by a Bajoran warship - with disastrous results."
-To get past requires Astrophysics and Physics. Also, cannot get past if opponent has a ship here with two or more staffing icons that is staffed, undocked, and undamaged.

PICTURE: If Quantum Fissure looks familiar, it's because its pic was taken just before that of Space-Time Portal, and for that matter, it's not too far from the anti-time anomaly creation/probing in "All Good Things..." It's ok, but not remarkable. A 3.

LORE: The description of the phenomenon eschews the usual technobabble and is well-written. The technobabble shows up in  the next sentence though, dovetailing into an explanation of part of the game text. Enough for a 3.3.

TREK SENSE: An anomaly that plays havoc with parallel universes would require both Physics and Astrophysics to figure out (it even seems a bit easy), and I suppose you're stopped in your tracks without the skill as weird "AU" happening start to mount up on your ship. "I suppose", because there are no enforced effects. On the show, one parallel universe had a Bajoran warship attack the Enterprise, preventing it from returning Worf to his home dimension (the weird happening mentioned above). In the game, this could be any ship, as long as it's big enough to cause problems (staffing-wise) and in good shape (i.e. able to attack). It doesn't need to attack, of course, and the whole affair is rather glossed over. Maybe the dilemma makes the mission happen on various parallel universes simultaneously, and so an otherwise friendly ship in one universe (the game) is aggressive in another (as represented by the dilemma's requirement). This even leads to a nice conundrum: If you attack the opposing ship to damage it, you're attacking a ship that has technically done nothing to you in the "real" universe, though you meant to attack its counterpart. That's a lot of reading between the lines, but it's the best I can do given the context of the episode. 3.2 here, though that may be generous.

SEEDABILITY: Astrophysics and Physics aren't particularly rare, though it's nice to see Physics on dilemmas after much waiting, but this is a dilemma where you can take a more active role. Bring a ship here, one with at least 2 staffing icons, and you can stonewall your opponent indefinitely. Well... until the attempting ship turns around and attacks and damages you. Might be a good way to goad someone into attacking you so you can activate your Wartime Conditions? Maybe just an excuse for your big bad Borg ship to retaliate (they would have to be crazy to think they could do any damage)? The Feds will be quite blocked by this thing unless they have a battle-initiator handy, and the Borg will just have to adapt. Cost to you: leaving a staffed ship here. Too much? Depends how fast you can get ships and personnel out. Hanging around a specific location until your opponent wants to go there isn't the best use of your ships' time either, though multiple Fissures would give you more targets. A middling dilemma, since it's not as autonomous as most, so a 2.8.

TOTAL: 12.3 (61.5%) I'm kind of ambivalent, to tell you the truth.

#1778-Rebel Interceptor, Ship, Federation, Mirror icon, Terran Empire icon, universal, MM
"Interceptor/fighter used by Terran rebels in the mirror universe. Typically stolen from the Bajorans. Smiley enhanced and commanded this one."
-Interceptor Class[Terran Empire] May take off or land once each turn; X=3 if moving within a region
-RANGE: 6+X, WEAPONS: 8, SHIELDS: 6

PICTURE: The Badlands are a part of space, right? So why not use it as a background for ships once and a while? Here, they're pinker than the usual orange, but to good, moody, effect. The colors on the Interceptor look a little over-exposed, but the shot is fun and dynamic, and appropriate as the rebels run for (cloud) cover. It gets 3.6.

LORE: Starts off well enough with the mention that the ship has changed 1) functions and 2) hands. The matching commander stuff is useful, but doesn't go with the universal nature of the ship, causing an important Trek Sense problem (see below). Settles at 2.9.

TREK SENSE: If this one is modified and commanded, how can all Rebel Interceptors be the same? I wouldn't have much of a problem with Smiley being able to command all Interceptors if they were all the same, but if some are modified and others aren't. And what is that modification made to the stolen Alliance Interceptor? To increase escape capabilities, he seems to have shunted one point of Range from Region-only to straight Range. In other words, from impulse drive to warp drive. The small craft still has fairly low Range as per its original in-system defense function, the high Weapons of a Mirror universe fighter, and the lower Shields of a small support vessel. That holds up. The staffing icon, not on the Alpha Quadrant Interceptor mind you, makes more sense here than on the Alliance Interceptor. See, the rebels almost all have a staffing icon anyway, and even when they don't, it's the nature of a resistance movement that everyone be able to do everything, just in case. Also, since the ship is a stolen one from another culture, it makes sense that they would need staffers to make the technology run smoothly. One hiccup might be that OS Terrans can staff this very well even with 100 years of advances in ship technologies. I've no problem with it being a lander though. Much better than its cousins, it gets 3.5.

STOCKABILITY: There are no full regions in the Mirror Quadrant, so this ship is actually better when crossing over, though it won't really be in trouble in the MQ given there are no long distances to cover there. Good and easy support for the Mirror Defiant, the Interceptor may have low SHIELDS, but its WEAPONS are high, and its RANGE can be too. Smiley can download Construct Starship, and from there the Interceptor (and Defiant). Log and Plaque? Ok, it's now up to 11-11-9 in the same region. Not bad for a single staffing icon, and one that allows Crew Reassignment to get the right personnel aboard at any time. The ship will work well in the AQ Badlands region for example, since most of the modern Terrans have Navigation to protect it from plasma storms. Landing it can protect it from other cards. And it's not just an MQ ship, not necessarily. With Spacedoor, it can report to the Alpha Quadrant quite easily where it'll work for the normal Feds as long as you cover the staffing. You can even cover it with OS MQ personnel. An effective swarming craft for these guys. The best way to give any Terran type (Rebels or Imperials) a landable armada, it reaches 4.5.

TOTAL: 14.5 (72.5%) Somehow, the Alliance Interceptor still beat it by 1% overall.

#1791-Regency 1, Ship, Klingon, Mirror icon, Alliance icon, MM
"Massive flagship of the Klingon/Cardassian Alliance. Commanded by Regent Worf. Has a stolen cloaking device installed - and sabotaged - by Rom."
-Negh'Var Class[1 Command, 2 Staff, 1 Alliance] Tractor Beam; SD Stolen Cloaking Device
-RANGE: 10, WEAPONS: 10, SHIELDS: 10

PICTURE: The ship was outrageously massive, in the same league as the Fesarius or a Borg Cube, and its pic shows that off by leaving in a K'Vort and a Galor for size comparison. The angle and streaking stars are both very dynamic too. A really cool 4.4.

LORE: Love the name they've chosen for the ship, as it mirrors (natch) Kronos One's monicker, the Regency replacing the "seat of government" here. As for the lore, one line for context, half a line for matching commander status, and the rest to explain the special download. They also make a little joke of Rom's shifting duties, though it's a bit dangerous to say it's a done deal that the cloak was sabotaged, because it invalidates the game text somewhat. A fair effort worth its 3.1.

TREK SENSE: This ship is incredibly large (is Gowron's Negh'Var really this big?), so why are its attributes only marginally higher than ships only a fraction of its size. Well, if you saw "Shattered Mirror", you know that all it took to defeat it was the Defiant and a Rebel Interceptor. The lumbering Regency just couldn't maneuver well enough to hit the attacking ships, and its Shield bubble was so large that smaller ships could apparently fly inside and attack the hull directly. Maybe the ship relies primarily on intimidation. It would certainly fit the Regent's profile. That's why I won't argue with Weapons and Shields here, and will only say that I saw no evidence that the Regency had a Range of 10. I don't really dispute it, I just saw nothing to indicate it. Such a large vessel requires a large amount of staffing, on par with 2E ships. I would agree with this, and the Alliance icon in there encourages players to put the right type of personnel aboard. It's certainly big enough to have a Tractor Beam, no arguments. And then there's the special download for the Stolen Cloaking Device. More easily gotten than on the show, but it's where the cloak was headed in any case. Not bad, though I would rather have seen some kind of intimidating mechanic instead.  A 3.5.

STOCKABILITY: Not much better attributes than the USS Defiant, but twice the staffing? Not sure this is a good deal for either the Klingons or the Alliance. At least some of that staffing can be brought aboard mid-flight with Crew Reassignment, but it'll still take a few turns. And unlike the USS Defiant, its Cloaking Device isn't pre-installed. It must be downloaded. Since Mirror facilities cannot report this piece of Equipment, the download is a good way to give one Alliance ship a cloak, though it is vulnerable to Common Thieves and Disruptor Overloads. Regent Worf can boost the ship some: Plaque/Log brings it up to 12-13-13, and he's got Make It So up his sleeve, but again, you can get similar stats without as much staffing. What are your high attributes going to be worth to you once you lose enough personnel to render it dead in the water? Besides, Regent Worf can name matching commanders on any ship he is on, if efficiency is what you're aiming for. I don't deny that the ship has power (and that RANGE will come in handy once you hit the Alpha Quadrant), but it's just difficult to justify its use in a deck. Only 2.5.

TOTAL: 13.5 (67.5%) See? The same as an Alliance K'Vort.

#1804-Regent Worf, Personnel, Klingon, Mirror icon, MM
"Commander in chief of the Klingon/Cardassian Alliance, General Worf rules with an iron fist - often literally."
-VIP, OFFICER, Treachery, Leadership, Navigation; On a [Alliance] ship, may select any matching [Alliance] personnel aboard as its matching commander; SD Make It So; Command icon; Alliance icon
-INTEGRITY: 5, CUNNING: 6, STRENGTH: 10

PICTURE: Mirror pics are especially fun when shot from unusual angles, and the Regent towers in this low shot. The various grates overhead give an air of danger and light the image without taking away its darkness. A pleasant 3.8.

LORE: A couple things spring to mind. One is that this personnel probably has more titles than any other. He's Regent, Commander in chief and a General. In such short lore, that's a bit much (not to mention a little confusing), though "General" is at least useful. The other thing is that I don't really get the iron fist joke. What do they mean "literally"? Those iron gloves the Klingons wear? Bah. Not impressed and so a 2.5.

TREK SENSE: As Regent, he's a VIP, but he's still very hands-on, and commands the flagship, so Officer is equally true. Leadership is likewise a must. Treachery is no surprise on a Mirror personnel, though Navigation isn't as spot on. Likely, but not really demonstrated on the show. I do like his special download of Make It So, since he was always barking orders and does say those exact words in "The Emperor's New Cloak". The special skill though... not sure I can get my head around it. "Take the bridge!" could be an order given on his own ship, and "You're promoted to captain, fail and you die!" on another Alliance ship, but I don't believe matching commander bonuses could be derived from such assignments. The important knowledge of both ship and crew, and express confidence of the latter in their commander, don't come so easily. Hey, I guess fear can help. An odd skill to put on the Regent anyway, not because he doesn't have the authority, but because there's no real evidence of this kind of thing on the show. Integrity's a little high for me, to be honest, though the other two attributes are fine. The Regent has a very limited way of thinking, but is very strong. About half-and-half. A 3.

STOCKABILITY: The Alliance isn't the most popular faction in the game, and needs all the help it can get. Regent Worf is something of a boost, seeing as he's the commander of the most powerful Alliance ship, the Regency 1. Powerful (Plaque/Log sends it soaring to 12-13-13), but way too costly when it comes to staffing, so it's a gamble. Don't want to use the Regency 1? That's fine, Regent Worf can gives anyone matching commander status on any Alliance ship he is aboard. On a Klingon ship, he can choose himself. On a Cardassian or Bajoran ship, he'll have to pick a matching personnel present. With his special download of Make It So, he can unstop that ship or download a Captain's Order via Ready Room Door, or download a specific Tactic when that ship is in a battle. Since the matching commander status is permanent for that game, he'll quickly build up your Alliance armada. In personnel battle, he certainly holds his own with his high STRENGTH. The other attributes are low though (still Firestorm-proof), and to be frank, his skills aren't very interesting. They're quite common, and that OFFICER can't trigger Equipment. The VIP classification would allow him to report to the Guest Quarters of a Rebellion-held Mirror Terok Nor though. Being a General does allow him to pass Executive Authorization, backing up The Intendent in these matters. Another perk concerns his role in using The Emperor's New Cloak: turning the Stolen Cloaking Device into 10 points. Another perk is that he's an Alliance leader, allowing a good number of personnel to report for free: Security Chief Garak, Rinox and Karvek. Not quite The Intendent's network of "friends", but still good. Overall, he's good, if not entirely exemplary. A 3.6.

TOTAL: 12.9 (64.5%) But let's not anger him by showing him his score.

#1816-Rinox, Personnel, Klingon, Mirror icon, MM
"Oafish crewman serving Regent Worf. Keeper of the key to Security Chief Garak's restraining collar. Accused the Cardassian of stealing it. Found it in his own boot."
-OFFICER, ENGINEER, Archaeology, Treachery; SD Prisoner Escort; Command icon; Alliance icon
-INTEGRITY: 3, CUNNING: 4, STRENGTH: 8

PICTURE: Another towering shot of a Mirror Klingon, not that only the Mirror versions tower ;-). The lighting creates some strange effects in his hair here, and the tiny beard braid is cute, but overall, the color palette is a bit mismatched, especially with that distracting yellow light in the corner. It does respect the Mirror universe's "camera laws", so still a 3.3.

LORE: His little goofy story gets told in almost every detail, and the "oafish" epithet is certainly earned. Mention of the Regent is also useful in the game. Couldn't ask for more really, and so a good 3.5.

TREK SENSE: It's never made clear what Rinox's rank actually is, but he seems to stand in for first officer. Officer and a Command icon go in that direction, at least. Prisoner Escort is a special download that works in the context of the story - his prisoner was Garak, and they made him wear a leash similar to Tosk's in the Prisoner Escort pic. Treachery's a common skill for Mirror personnel, and I won't begrudge him either that or his low Integrity. The rest has me wondering how they came about though. Security seems more in line with his duties than Engineer, for one. And Archaeology? Is it to help him "dig" into his boot? Would be silly if that were it, wouldn't it? In any case, if I'm to believe his very low Cunning (and I do), then I have to find he's been given too much credit as far as skills go. Strength's good for his size. Hit and miss, he scores a 2.8.

STOCKABILITY: Hey, the Alliance could do worse. They can enact capturing strategies, possibly thanks to their Cardassians, and Rinox can download Prisoner Escort to make your opponent lose 5 points. It might give you the edge, and is easy enough to get into play. And Rinox may report for free thanks to the Emblem of the Alliance if Regent Worf is already in play. Alternatively, Rinox can allow Regent Worf to report for free, depending on which one's out first. Aside from his STRENGTH, his attributes are pretty low, but his skills are pretty good. ENGINEER is always excellent and Archaeology is rare in the Alliance. Well, since it's on few dilemmas (mostly 2E backwards compatible ones), it's not that necessary. Just don't use Archaeology missions, right? What will work well with your Alliance mission selection is Treachery, which he has. Does read a little too much like the universal Korvek, and offers little that one doesn't, but does reach 3.2.

TOTAL: 12.8 (64%) The Alliance just didn't have enough cool characters on the show.

#1828-Ramara Cal, Personnel, Bajoran, Mirror icon, universal, MM
"Typical of personal physicians employed by important Alliance officials. Assigned to the Intendent. Surprised at how frequently she comes in for an exam."
-MEDICAL, Biology, Physics; Staff icon, Alliance icon
-INTEGRITY: 6, CUNNING: 7, STRENGTH: 6

PICTURE: A great shot for a number of reasons. One of them is that the Mirror extra here is also an extra in the "real" universe, so he DOES have an opposite. That Alliance symbol in the background adds cool shapes and colors to the image, which already has rich shadows and one of those odd, menacing Mirror camera angles. A strong 4.1.

LORE: The first phrase established universality and makes sense. The second follows up with a mention of The Intendent, always important in Alliance decks. And the third? Man, that is some funny stuff. Boosts the score up to a 4.6.

TREK SENSE: Just a guy in the background, we'll have to go by the invented lore. That makes him out to be a Medical personnel, so Biology certainly fits. Physics though... He's a "physician", not a "physicist". Be that as it may, Physics CAN be useful to a doctor using radio-therapy, etc. I'll buy it. Integrity has that doctor's empathy, but still can't be too high in the supremely self-centered Mirror universe. Cunning and Strength seem about right for skills and build (with a little extra Strength to survive in the more violent universe). Icons check out too. A 3.5.

STOCKABILITY: A support personnel, Romara Cal could just as well report to ships in the Alpha Quadrant, which not only makes him playable with non-Alliance Bajorans, but also good with Alliance cards that have gone on to greener (Alpha) pastures. All of the Alliance's MEDICAL personnel are little people, but that's still a key skill/classification. Biology is a little more common, but Physics is just as rare. The exact combination of skills is unknown elsewhere either in the Alliance or with the Bajorans. So that all makes Romara Cal useful enough, especially with his flexible reporting through Assign Support Personnel, and his universal nature. He can even report for free if The Intendent is already in play thanks to the Alliance's Emblem card. No big flaws in the attributes either. Another 3.5.

TOTAL: 15.7 (78.5%) A universal in a top 5? It happens.

#1840-Romulan Cloaking Device, Equipment, AU, OS, MM
"23rd-century device based on prototype successfully tested on the Gal'Gathong. After one was lost to a Federation spy operation in 2268, the technology was revised and enhanced."
-Reports only aboard your Romulan ship or to Sherman's Peak. While on your Romulan ship (or your OS ship with 2 ENGINEER aboard), ship has a Cloaking Device.

PICTURE: The "cloak room" on the female Romulan commander's ship is colorful, and the Cloak itself a fun retro device, so this is essentially likeable. Captain Kirk was digitally removed from this image, "cloaked" if you will, which is interesting to think about, though his removal does leave an odd finish on the console. A bit of a bric-a-brac, but not a bad look at 1960s sci-fi design. Scores 3.3.

LORE: Tying "Balance of Terror" to "The Enterprise Incident", the lore also manages to add a little more to Trek history with the final phrase. I like it and give it a 3.6.

TREK SENSE: The icons set this up as an OS-era piece of Equipment, and I don't mind it being that card type despite Cloaking Devices usually being built into ships. "The Enterprise Incident" showed that it could be removed and carried (in a way not unlike the Phase Cloak) just like equipment. Further though, the Device has reporting restrictions, but they don't make that much sense. I don't dispute that it should report to Romulan ships, but if this is an antiquated piece of technology, it should only report to OS Romulan ships. Meanwhile, reporting at Sherman's Peak sets it in the right era, but not necessarily in the hands of the Romulans. In that case, concessions may be made: the Cloak WAS stolen by the Feds, and at some point shared with the Klingons. Still, it's a bit muddled, especially since all Romulan ships of the era are already equipped with a Cloaking Device. As for the effect, it's pretty obvious, but the requirements for its use are interesting. Interesting, not necessarily sensical. It'll work on Romulan ships, presumably because they have the right plug-in, but again I ask why modern ships should be covered. I mean, I can't plug my old C64 floppies into my PC and they aren't 100 years apart. The second possibility respects the era, and requires a couple Engineers to install the thing (Scotty's adaptation of the Cloak is indeed covered) in a non-compatible ship. The entire concept is highly suspect, and only a couple things actually work: a 1.6.

STOCKABILITY: Cloaking is useful, that much is sure, but it's usually more efficient to just have a cloaking ship than depend on an Equipment card. The Romulan Cloaking Device doesn't count down like the Small Cloaking Device, but it's still a niche card. It'll only work on two types of ship. The first is Romulan, though most ships from that affiliation already have cloaks. It puts the Science and Scout Vessels in the same class as the Romulan Shuttle, the latter adding Launch Portal and Scout Encouter to strategic possibilities that already included Hidden Fighter. The RCD may report aboard (given the appropriate Doorway) and give it the same protection enjoyed by other ships. The high RANGE on the Scout (and Pi) gives a lot of lattitude to Engage Cloak. The other possibilities are the USS Prometheus, a cool battleship to give cloaking ability, and the less interesting T'Pau. The second possible recipient of the cloak is any OS ship with 2 ENGINEER aboard, which basically excludes the Romulan ships of that era since they have one already. So you'd use it on Federation or Klingon ships (the G'roth in the second case, since the Battle Cruiser already has one). It must report to Sherman's Peak in that case, which is a drag, though First Officer Spock can download it special if he is first downloaded by the Starship Enterprise. A lot of work and possible waiting, not to say a cloaked classic Enterprise wouldn't be interesting, especially with Kirk's special skill. Due to its limited value, I can't go above 2.9.

TOTAL: 11.4 (57%) 0.5 below the Small Cloaking Device, and I'm fairly confident the Stolen Cloaking Device won't fare that much better.

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