Siskoid's Rolodex................Premiere (18)



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To see the cards themselves, check out this Card list for the Premiere set.
Some of the cards have been corrected in the Beta Set.

#119-Varel, Personnel, Romulan, universal
"Representative of female Romulans trained in the field of science. Assigned to assist with interphase generator project."
-SCIENCE, Physics, Computer Skill, Youth, Staff icon
-INTEGRITY: 4, CUNNING: 7, STRENGTH: 5

PICTURE: A good, if slightly dark head shot with apparent commotion in the background. This last element gives a more dynamic feel to the card, which avoids, incidently, showing off too much green. A good 3.3.

LORE: Varel's universality is paid homage to and her part in the interphase generator project is as well. Pretty boring aside from that. Why couldn't the "no-name" Romulans get the same funky lore as their Klingon cousins? A 2.

TREK SENSE: Working on a Romulan Science Vessel on a scientific project of course qualifies her to be SCIENCE. Her other skills go well with the project itself. Computer Skill to work the machinery, Physics to understand how it works. Youth is based on her youthful appearance, though that is sometimes hard to ascertain when dealing with long-lived species. The universal icon makes it into the lore - she's "representative" of her species/sex/classification combo. Can't argue with the staffing icon, nor the attributes (regular low Romulan Integrity, regular high SCIENCE Cunning, regular low SCIENCE Strength). Nothing surprising, either good or bad. A 3.

STOCKABILITY: One of only 6 SCIENCE-classification Romulan personnel, Varel can solve Study Cometary Cloud with little backup. Three skills is better than two, and they are fairly useful skills either rare on Rommies (like Physics) or named on a number of other cards (Youth and Computer Skill). Unfortunately, her particular mix of skills isn't that useful for solving missions. She's great for a couple of them, less so for a number of others. Let's call her average: 3.

TOTAL: 11.3 (56.5%) Suffers from Premierosis, but not a bad personnel all in all.

#118-Varon-T Disruptor, Artifact
"Only five of these pistols were made before being banned by the Federation. These vicious weapons disrupt the body from the inside out, causing a slow and painful death."
-Use as Equipment card. Doubles all of your personnel's STRENGTH where present.(Not cumulative.)

PICTURE: The purple velvet background really sets it apart from other prop shots, clearly saying: "This is an artifact. This is special". I'm almost inclined to overlook how ugly the actual piece of machinery is. Almost: a 3.1.

LORE: Pretty much covers it. It even mentions the rarity issue, and we hardly ever see that on the cards. The Future Enterprise doesn't say "ultra-rare ship" for example. ;-) It's actually only a bit better than average at 3.1.

TREK SENSE: Well of course it has to be used as Equipment, it's a hand weapon. The effect though, isn't in line with that of other hand weapons. Here's why: hand weapons generally confer bonuses to the entire Away Team or crew. So in effect, we're dealing with more than one Romulan Disruptor (even though the card is singular), really, it's a bucketload of Disruptors, one for each party member. The Varon-T though is supposed to be mega-rare, so only one could be found and used at any given spot. It would have been more proper to double the STRENGTH of only one personnel present. Of course, that would have made a lousy card, but we're not debating usefulness quite yet. And should the Federation really have the right to use it? Note that I have no problem with the STRENGTH x2 effect itself. If the Varon-T only has a kill setting, you can bet it's not going to waste its time stunning or wounding personnel. It goes for the throat (or in this case, the atomic matrix). A 2.6.

SEEDABILITY: This happened in a game I was involved with. A Romulan player with two regular Disruptors, a War Room and a Varon-T jacked up his personnel's STRENGTH to dizzying heights. The Sisters of Duras were particularly strong! There's just no way to lose a fight when your guys all have on the upward of 25 STRENGTH! So for all you battle-hungry players out there, this artifact is for you. It's a hand weapon, so it can be used to solve some missions and dilemmas too. And is just one more dealer of death the Borg will have to adapt to. Limited, but oh so nice. A 4.

TOTAL: 12.8 (64%) Not a bad artifact, though its design is pretty simple.

#111-Vash, Personnel, Federation
"Extraordinary archeology treasure hunter. Traveled with Q. Romantically involved with Captain Jean-Luc Picard. Lovable character, not to be trusted."
-CIVILIAN, Archeology x2, Treachery, Anthropology
-INTEGRITY: 3 CUNNING: 8, STRENGTH: 4

PICTURE: A splash of color in my Federation pile. The pinks and greens are welcome among the dull beiges that caracterize the rest of the affiliation. Nothimg else really going for it though. The headshot doesn't really touch on her personality or show any originality. An average 3.

LORE: The first line... can you say "archeology treasure hunter"? I'd stake my degree in English lit that you can't. The rest of the lore is in the usual telegraphic style of all the characters who have been in more than one episode. The last line is supposed to be a joke, but I've personally never found Vash "lovable". A mess... 1.4.

TREK SENSE: Not working for Starfleet, she's a Civilian. She might have been Science like Richard Galen, but I guess her lifestyle is closer to that of a CIV. Her profession is archeologist which gives her a double dose of Archeology and the related skill, Anthropology. And her lack of ethics gives her a low Integrity and Treachery. I thought it was odd to place a pseudo-criminal in with the Federation at first, seeing as a lot of humans make it as Non-Aligneds. (Like, why is Nick Locarno and Jenice Manheim NA, and Vash, Federation?) I then was ready to accept her as a Federation citizen, but giving examples of other human civilians in this very paragraph has made me realize that the question remains largely unanswered. I think the problem lies in those other personnel though. A good showing: 3.9.

STOCKABILITY: The Feds have few Civilians and are always going to Non-Aligned for them. Vash isn't a bad choice as Archeology is featured on a number of Federation missions, Anthropology isn't common (hey, she passes Primitive Culture) and Treachery is rather rare among the Blues. But the Federation has more than a hundred personnel to choose from, not counting the NAs, and the competition is tough. With a profile more becoming of a Romulan, she doesn't have the most Federation-specific skills and attributes. A 2.7.

TOTAL: 11 (55%) The Fed with a Romulan profile doesn't quite make it over 60% mostly due to very poor lore.

#110-Vekma, Personnel, Klingon, universal
"Klingon female trained in Klingon anatomy and medecine. Propositioned Commander William T. Riker on the IKC Pagh in 2365."
-MEDICAL, Honor, Staff icon
-INTEGRITY: 6, CUNNING: 5, STRENGTH: 6

PICTURE: Nice smile. Exactly taken when she "propositioned" Riker as stated in the lore. It's a standard head and shoulders shot, but has personality. A 3.3.

LORE: Well, it doesn't acknowlege Vekma's universality, but you can sort of almost smell it in the way the lore is phrased. The anecdote is the only memorable thing about her and not badly put. The first sentence, however, is ambiguous. If she's versed in Klingon anatomy and medicine, can she still heal somebody from another species? But let that go. A 2.7.

TREK SENSE: I always have a hard time thinking of Klingon warriors as doctors and scientists, especially if nothing to that effect is stated in the show. I admit, however, that Klingon ships MUST have this kind of personnel to function. Do I believe, given the onscreen evidence, that Vekma is the Pagh's medic? Not really. It seems like the Klingons needed a target for Anaphasic Organism when Premiere came out, and she was made to fit the bill. The second thing to consider is: can you do such a thing as specializing in Honor? What would that mean? I think it means being an expert in Klingon practices. The "quality" aspect of Honor cannot really be considered when talking about mission specialists. I won't argue Vekma's not honorable, but there's no real evidence either way. The attributes look ok, nothing surprising there. A thin 2.5.

STOCKABILITY: How useful is a Klingon mission specialist with Honor? Well, there are currently 10 Klingon missions with Honor as a requirement, half of those asking for it in multiple (from x2 to x4!), so I'd say, very useful in an Assign Mission Specialists strategy. Vekma is also one of the rare MEDICALs the Klingons have, and one of the rare females. Her universal nature makes her a natural for AMS and supplying your Empire with cheap female MEDICALs (ooh, that sounds wrong somehow). Four Vekmas at Wormhole Negotiations can score you some 65 points, so don't knock her. Of course, she's not the only Honor specialist, so mix her with some SECURITY in the form of Kle'eg or something to get more than one classification. Of couse, if you're not using AMS, she's pretty plain. A 4.

TOTAL: 12.5 (62.5%) As far as cheap universal personnel go, she makes for a pretty good card. It's a shame Riker never went on a date with her...

#103-Vekor, Personnel, Non-Aligned, universal
"Representative of female mercenaries operating throughout the galaxy. Worked with Baran to find the Stone of Gol."
-SCIENCE, MEDICAL, Navigation, Geology, Command icon
-INTEGRITY: 2, CUNNING: 7, STRENGTH: 6

PICTURE: I'll tell you what I like about Vekor's pic - it's all those cool consoles behind her. Ever since I saw "Gambit", I've like the "Miradorn" style I guess you'd call it or "pie charts". They give nice color balance to the card and are playful to the eye. Vekor's dark form in front of them is funky while letting us know she is a villain. A 4.1

LORE: I like it when universal personnel are referred to as "representative" of a certain class of personnel. The second sentence usually points to the personnel itself. Here, kinda short, but then again, we didn't know too much about her. A 3.2.

TREK SENSE: Universal is covered by "representative", Non-Aligned by "mercenary". She has a batch of skills, most extrapolated, that would fit in well with Baran's rather small crew. Her SCIENCE and Geology help Baran survey worlds for archeological evidence of the Stone of Gol. She also gets to act as ship's pilot (seen) and doctor (not seen). Her Integrity is that of a mercenary only out for herself. Her Cunning is in line with the life of a scientist, her Strength, with that of a pirate. Can't give her a 100% because of the gratuitous extrapolations, but a very good 4.1 will do her justice.

STOCKABILITY: The best common personnel in the game. Vekor has two classifications, always in demand. MEDICAL is very much necessary to mission solving and SCIENCE, being less commonly needed, makes for a nice combo. Her Navigation will find a lot of use post-DS9 and Geology is a rarer skill finding its way on more and more missions and dilemmas. Her Command icon makes her a perfect ship staffer and her stats range from very poor (INTEGRITY) to good. And get this: she's universal and Non-Aligned. That means you can have a many as you want, working with almost any affiliation (not Borg, and the Dominion currently has problems reporting Alpha Quadrant personnel) and at the cheapest rarity possible. Who cares if you lose one, you've got plenty more where the first one came from. A definite 4.1.

TOTAL: 15.6 (78%) As one of the best commons in the game, she deserves high praise... and gets it!

#102-Vulcan Mindmeld, Interrupt
"Ancient Vulcan ritual which telepathically links minds to intimately share each other's thoughts and knowledge."
-Allows all Mindmeld personnel, at one location, to add to their skills. For one turn, add all of the skills of another personnel who is present.

PICTURE: Unclear. Sure, Sarek is mindmelding with Picard here, but if you don't know that, a lot of elements are missing. The fingers pressed against someone's cheek for one. You sorta see it, but not enough. Two heads in the frame would have been more à propos, I think. Like the mindmeld between Spock and Picard at the end of "Unification". There's a lot of depth to Sarek's expression though... a 2.8.

LORE: One of those Encyclopedia-type (I should talk!) brevities often found in the Premiere set. It does the job, though without much flare. A 3.

TREK SENSE: Allows all those Vulcans out there (Mindmeld didn't have to be a skill... especially since it leads to Reflection Therapy making you a telepath, but that's a discussion for another day) to share skills a bit like an Interlink drone. Here's how: each Vulcan melds with another personnel present. Unlike the Interlink, the Vulcan ADDS the other personnel's skills to his or her own. That makes some measure of sense. It lasts a turn since the meld stays with you for a little while after it's done (the impressions and memories may last your entire life, but have no effect on the game). And it's fine that there are no restrictions about androids and Exocomps (though holograms really shouldn't be excluded, as per the gloassary), since we've seen Spock meld with machines like NOMAD (a personal favorite). Misgivings? That all the Vulcans at one location should choose to meld at the same time. You have to admit, it's a little weird. A fine 4.2.

STOCKABILITY: I'm not sure who uses this. In a Vulcan theme deck, it could prove interesting. A year ago, I might have said that in general, it wouldn't. But this is now, and we're facing a situation where there are a lot of powerful dilemmas that require multiple skills to pass (Exobiology x2? Come on!). A Vulcan or two in an Away Team could literaly save it by duplicating a personnel's needed skill. Thanks to the four Non-Aligned Vulcans (not bad personnel in and of themselves incidently), affiliations other than the Feds and Romulans (they have Tallera) can benefit from Vulcan Mindmeld. Not as bad as I thought when I started reviewing it... a 3.7.

TOTAL: 13.7 (68.5%) Borderline binder fodder that could know a renaissance in the near future, if it hasn't already.

#95-Vulcan Stone of Gol, Artifact
"Ancient Vulcan telepathic weapon. Kills by magnifying aggressive and violent thoughts, but can be blocked by peaceful thoughts."
-Place in hand until played as an Event card. Kills everyone in an Away Team without Youth OR Cunning>7. Discard artifact.

PICTURE: Blurry, off-center, half-hidden by Picard's hands, totally undramatic, and too dark. A mess to which I can give no more than a 1.1 (for what little detail actually shines through).

LORE: No mistakes, but clumsy sentence structure. Why is "thoughts" repeated in that last part? Where have all the pronouns gone? Tongue-in-cheek aside, I give the lore a less than generous 1.8.

TREK SENSE: Lots of things wrong with it, I'm afraid. First, the game has us discover the artifact in one piece, wheras it was disassembled and scattered to the four winds in the show. But that's ok. It's possible. Playing it as an Event, when it's probably more like Equipment is also iffy. Add to that that it plays on any Away Team without the Artifact's physical presence required and it loses a lot of Trek Sense. It kills (ah! no controversy there!), but not smart personnel because they can either figure out the weapon's weakness or are wise enough to know they should act zen. Fine. Youth also share the immunity. I must take issue here: since when does youth and peace go hand in hand? Had they said Diplomacy or even Empathy, I would have bought in, but Youth? Youngsters would be the first to show impatience, to let their tempers get the best of them. Is Toq, Alexander or Sela really going to exude peaceful thoughts? I don't think so. I don't mind the discard. It represents the dismantlement of the Artifact after use. It's just too dangerous to use again. A 2.

SEEDABILITY: There are ways to benefit from the Stone of Gol, but in general, it won't work very well without some strategy on your part. Having to play it as an Event means you'll have to wait for your opponent to leave an Away Team with generally low CUNNING and few Youth on a planet or opposing facility or defenseless ship. It costs you your card play, plus the time it took to retrieve the artifact in the first place, and you might still not even get a chance. This is how it used to be. These days, it's a better Artifact for a number of reasons. 1) The Borg are pretty much easy pickings for the Stone as they have very few high Cunning personnel and no Youth without assimilating it (or the Queen adopting it). 2) It's now possible to kill people at Sites. If you control the facility, the personnel reporting clandestinely are considered to be an Away Team. 3) Mission Debriefing. With this in play, you can force Away Teams to stay on planet surfaces longer. So, not the best Artifact, but better than it once was. A 3.5.

TOTAL: 8.4 (42%) The strategy guide put this in the 50 most powerful cards. Man, does that thing need a revision! But actually, it's way more powerful than it used to be.

#88-Warp Core Breach, Event
"In warp propulsion systems, if the magnetic confinement field collapses, matter and antimatter collide causing the ship to explode."
-Plays on any ship, except Borg ship. Ship explodes at end of owner's next turn, unless ENGINEER aboard by then. Discard after use.

PICTURE: While I admit the frozen picture of a warp core breach was a very dramatic image in "Timescape", here it is less so. Crewmen running around would have greatly enhanced the card which seems pretty static here. Still, not bad - a 3.5.

LORE: Straightforward scientific (non-technobabble) explanation. Nothing wrong with it, but nothing great either. A 2.8.

TREK SENSE: The effect is exactly right - the ship goes boom. The delay is fine, since there's always a warning before the core explodes. The immunity given to Borg ships makes sense, as they don't have a warp core at all. (While Romulan vessels use quantum singularities rather than matter-antimatter reaction to propel themselves into warp, they do have some type of "warp core". Singularities are probably even more dangerous.) The remedy is what's lame. ONE engineer can stop the whole process from occurring? ONE? If Geordi can avert disaster alone, fine. But he's a double-ENGINEER. Breaches aren't much of a problem if they're that easy to fix. Some good, some bad: a 3.8.

STOCKABILITY: Who uses these? Not many. As an Event, it costs you your card play, and for what? You can blow up one of your opponent's ships. It only works if he doesn't have an ENGINEER within arm's reach though. Unfortunately, ENGINEERs are so instrumental to mission-solving and dilemma-passing (not to mention plenty of other strategies) that that's never going to happen. The ship you'll target will probably have to be empty to begin with, so you're either destroying a back-up ship at the Oupost, or (if you're very lucky) the first ship out BEFORE any engineers have come into your opponent's hand. Don't forget, he's got an entire turn to get an ENGINEER to the ship! There are ways to disable the ENGINEERs aboard a ship, but it's not worth it just to play this 1.2 of a card.

TOTAL: 11.3 (56.5%) Would never have gone this far up if I relied on stockability alone.

#81-Wesley Crusher, Personnel, Federation
"Ensign Wesley Crusher was a child prodigy. Protege of the The Traveler. Son of Dr. Beverly Crusher. Saved the USS Enterprise 3 and a half times as a teenager."
-OFFICER, Youth, Computer Skill, Navigation, ENGINEER, Astrophysics, Staff icon
-INTEGRITY: 6, CUNNING: 8, STRENGTH: 5

PICTURE: A worried Wesley facing the Borg in "The Best of Both Worlds" from which many bridge crew shots were pulled. It's a good thing they picked the more mature Ensign Wesley over the more ridiculous Acting Ensign version. This is emphasized by his serious look. Too many personnel are at the helm or ops though to really set this one apart. A 3.4.

LORE: Choppy like most bridge crew lore. We get important facts and family relationships, etc. The fun part is the mention of the number of times he saved the Enterprise, fact much derrided by fandom. Why "and a half" though? does Data share credit on one particular instance? Or does Wesley get a deduction for causing the problem in the first place? Fun, if telegraphic - a 3.9.

TREK SENSE: Personnel at the helm and ops positions are usually Officer-classification. Wesley has Youth (first skill listed since he's particularly whiney and naive), Computer skill (he's a boy genius after all), Navigation (look where he's sitting), Engineer (knows more about warp fields than Geordi sometimes) and Astrophysics (an Engineer-type skill). He could just as easily have had Stellar Cartography on that last one since he was once given command over such a mission. His Integrity would have seemed too low without those episodes where he screws up at the Academy and his subsequent quitting to follow the Traveler. Really thinking about it, it still seems a bit low. His Cunning is also downplayed, but he loses in experience what he gains in raw talent. His Strength is about right. So, not the perfect card, but pretty close to the truth. A 3.5.

STOCKABILITY: A very desirable multi-skilled personnel, a bit like Data. Where Data is better at handling planet missions, Wesley is great for forays into space. He can even solve the 30-point Study Plasma Streamer mission by himself. Navigation and OFFICER are getting a lot more use lately, Astrophysics is a rare but necessary skill, and any dual-classification personnel is worth potential inclusion, especially with all-important ENGINEER in the mix. Wesley has a couple more bonuses. For one thing, he's almost immune to a couple of dilemmas: Rascals won't hurt him, and Tsiolkovsky Infection won't touch his better skills. Also, Wes's attributes are probably the most modifiable in the game, with both Lakanta and Robin Lefler boosting his stats (add a Hawaiian fish in there for a one turn super-human). And I'm afraid Seize Wesley and Wesley Gets the Point, while very funny, are not deterrents. Get 'im, use 'im. A 4.7.

TOTAL: 15.5 (77.5%) One of the better bridge crew personnel from Premiere, along with Picard and Data.

#74-Where No One Has Gone Before, Event
"The Traveler transcends space with thought. Took the USS Enterprise to Galaxy M-33, then to an even greater extragalactic distance."
-Plays on table. Allows all your ships to leave one end of the spaceline and enter the other end.

PICTURE: There are a couple of instances of cards in the Premiere set whose colors have been shifted from blue to purple. This is one of them. On the show, the strange space was a nice glowing blue. On the card, it's this awful lilac. Bleh. Christmas lights, wet kleenex and purple. Baaaaaaad combination - a 1.

LORE: First, the title HAD to be made into a card. It's just so classic. No one can hear it and not think of Star Trek. The rest of the lore is pretty simple... a 3.1.

TREK SENSE: Gets iffy at this point (if it wasn't already). The title suggests a place, but this isn't a spaceline location. It also suggests a way to get where no one has ever been. In actuality, it sends us to the other side of the spaceline, where people have probably already been. Just a circle around this tiny part of the universe, not anything like Galaxy M-33 or the "strange space" pictured. Even if we assume that the Traveller takes you somewhere weird and brings you back at this "other end" (NOT what happenend on the show), the problem is compounded by the fact that you can't use this to get to other Quadrants (they are part of their own spaceline). So the Traveler isn't too powerful in this instance. I guess this is Kozinski's work without the benefit of the Tau Ceti alien eh? No go: a 1.

STOCKABILITY: Less and less useful, what with the Gamma Quadrant in the game. Not only isn't the Gamma Quadrant part of the same spaceline, but the its presence shortens the Alpha Quadrant to a point where it's easy enough to get from one end to the other without WNOHGB. Add to that the sheer number of ways to get places (high RANGE ships, Wormholes, The Traveler, ships that report directly to spaceline, etc.) and you've got a card that's being left in the dust. Dwindled to a 2.5.

TOTAL: 7.6 (38%) Youch! Good thing the lore was deemed adequate. :-( !

#67-William T. Riker, Personnel, Federation
"Commander William T. Riker is the executive officer of USS Enterprise. Imzadi to Deanna Troi. Gourmet cook. Jazz musician."
-OFFICER, Diplomacy, Leadership, Navigation, Honor, Music, Command
-INTEGRITY: 8, CUNNING: 7, STRENGTH: 7

PICTURE: The classic bearded Riker from the middle of TNG's run, after he got cool and before he got gray. If he looks worried, it's because he's facing Locutus of Borg (in "The Best of Both Worlds"). A lot of Premiere bridge crew personnel were lifted from Borg confrontations - a defining moment in their lives. Pretty good, but not enough shoulder roll, a 3.9.

LORE: I always find bridge crew lore to be unsatisfying. There's so much to tell, three lines can't do it properly. The Premiere set is littered with short, dull phrases like "Gourmet cook". A wash, 2.1.

TREK SENSE: Workable, but unimaginative. OFFICER, of course. Diplomacy, see "Angel One" for his resumé. Leadership, he's XO. Navigation, he's a damn good pilot. Honor, see "A Matter of Honor" in which he served on a Klingon ship. Music is explained in the lore. Too bad his unorthodox battle strategies arent't highlighted anywhere on the card. A 3.5.

STOCKABILITY: Well, here's the thing. Riker has long been a disappointment of the Premiere set (not as much as Troi, but close). His skills are found in abundance on other, better personnel, and he has no special perks to offer. I mean, I've got multiples and I can't unload 'em ;-). No reason not to use FC Riker instead. A 2.5.

TOTAL: 12 (60%) It's just under the wire for Commander Riker.

#60-Wind Dancer, Dilemma, planet
"Sentry of the Parallax Colony. Only allows those whose hearts are joyous to pass."
-To get past, Lwaxana Troi must be present OR at least one Away Team member must have Youth OR Music OR STRENGTH>9.

PICTURE: As inventive as the episode that spawned it. The make-up is charming and the effect fun. Cute. A 3.9.

LORE: Makes we wonder if the Parallax Colony really exists somewhere of if it's only a holodeck program. Also makes me wish that the original game text for Wind Dancer only let smiling ("joyous hearts") personnel pass. Of course, that would have been too difficult to interpret and would have spawned controversy among players. But fun! Anyway, the lore is decent, if sparse. A 3.1.

TREK SENSE: The main problem with Wind Dancer is - is it really a dilemma? I mean, it's a holographic doodad. Would you find it on any planet? Parallax, maybe. But it's not in the cards yet. Other than that, it's a wall that can be passed by Lwaxana Troi (always joyous), youth (the skill that may represent joyousness and naiveté in the game), music (hope you know a happy tune) and great strength (pop the bubble). Not bad, but built on a possibly false premise. A 3.3.

SEEDABILITY: Not the most effective wall, there are too many ways of passing it. The Federation in particular will have no problem finding appropriate personnel to pass it. Other affiliations will probably use STRENGTH (especially since hand weapons have made a comeback). Borg will have more problems. Tip: Ooby Dooby in front of Wind Dancer will filter out all the Youth and Music before it hits. But you have better seeds over all... use 'em. A 2.8.

TOTAL: 13.1 (65.5%) A cute dilemma, but we don't seed dilemmas because they're cute.

#53-Worf, Personnel, Federation
"Lieutenant Worf is chief of security on the USS Enterprise. Klingon warrior and Starfleet officer. Son of Mogh. Raised on Earth by foster parents."
-SECURITY, Honor x2, Navigation, Diplomacy, Command icon
-INTEGRITY: 8, CUNNING: 6, STRENGTH: 10

PICTURE: Worf at his station is not too inspired, but is pretty much what we saw every week on the show. Shot's probably taken from one of those times he recommended the Enterprise fire on some vessel, just before the captain said no. Good odds, anyway. A 2.7.

LORE: Glad to see both his Federation and Klingon heritages are acknowledged. It contradicts the lore for Gault which says THIS planet was where Worf was raised. Maybe he spent time at both places? A 3.

TREK SENSE: I'm not going to argue with Security of course. Honor is doubled because Worf sometimes seems more Klingon than the Klingons. The rest is debatable. Navigation? NOt much in later years, but he did helm the Enterprise a few times in the first season. And Diplomacy? Where Klingons are involved, maybe. Usually though, he's a shoot first kind of fellow. And while I don't really take issue at his Strength of 10, again, unless other Klingons were involved, Worf was maybe the worst marksman on the bridge. But let that go... a paltry 2.2.

STOCKABILITY: For a long time, the Feds were low on good Security personnel, but they got a boatload with FC. Guess what? Worf's still one of the better ones. His stats are high, his skills useful for more than just dilemmas and missions, and he's one of the few non-Klingon Klingons. You can use all those species-specific cards with him too! A 4.

TOTAL: 11.9 (59.5%) A number of my categories cripple this otherwise better than average card.

#46-Wormhole, Interrupt
"An unstable tunnel through subspace that links to locations in normal space/time."
-Requires two wormholes. Play one on any ship just as it begins to move. Play the other where the ship immediately emerges. Discard wormholes.

PICTURE: It's no Bajoran Wormhole, but its way better than the other Barzan Wormhole pic (Wormhole Negociations). I especially like the little Ferengi shuttle flying through in the middle. Still, not the best special effect in the world (gaudy!): a 2.8.

LORE:  A techie definition, generic and well explained. The word "unstable" is important here, really setting it apart from the Temple of the Prophets and categorizing it as an Interrupt. 4.

TREK SENSE: Players have been complaining for years that needing two Wormholes downpowers the card too much. Let me add the voice of Trek sense to the debate. A wormhole is a tunnel or tube through space/time. It has a middle and two entrances/exits. You can't have a wormhole without two ends! So unless the card were called Wormhole Entrance/Exit... you see my point. The use is pretty much what it should do though. A 3.5.

STOCKABILITY: You have to stock two to make it work, which is a pain. At least Space/Time Portal can act as a second Wormhole, making it more stockable. You can use it to move from one end of the spaceline to the next in the blink of an eye. Better yet, stab your opponent in the back by wormholing him to another quadrant (I might plant a Gamma quadrant mission alone just to create an ideal trap) or Time Location. More and more players are doing this, making sure their opponents never even get to mission 1. Because of this abusive strategy, Operate Wormhole Relays now limits it by making opponent's Wormholes stable. A 3.8 and dropping (after a swift climb - Oh, how the mighty hath fallen).

TOTAL: 14.1 (70.5%) A support card in many strategies, but the graphics aren't as good as many of the more recent cards.

#39-Wormhole Negociations, Mission, Federation/Klingon/Romulan, space
Near Barzan: Study and negociate for exclusive use of Barzan wormhole.
-Diplomacy x5 OR Honor x4 OR Treachery x4
-Span: 4; 45 points

PICTURE: Space missions usually look nice, majestic, etc. Here, the Barzan wormhole looks like a planet with a bright light in the middle of it. Too dark and circular I think. A 2.

LORE: The tell-it-like-it-is no-fluff lore of a mission. Nothing wrong here. A 3.

TREK SENSE: I know it's before funky mission requirements and such, but this cries out for either a Non-Aligned icon or Any crew may attempt... comment. In fact, I don't even remember the Klingons or Romulans at the negociating table. As for requirements, the Feds are expected to get the wormhole through diplomacy, the Klingons by showing honorable intentions, and the Romulans by tricking the other parties into leaving it alone. Another thing: too bad you can't download Wormhole upon completion, eh? What I DO like is the point value (45 points). It's very high and shows why all the interested parties were feuding over it. Some good, some not so good - still a 3.7.

SEEDABILITY: While it can be stolen (though with all the new affiliations, that's less and less likely without espionnage), it's a great mission for speed decks. High points, plenty of diplomatic Feds, honorable Klingons and treacherous (though they have their share of diplomats) Rommies (many of them mission specialists)... you could be more than halfway to a 100 points before you know it. 4.5.

TOTAL: 13.2 (66%) One of the better missions though the graphics could have been better.

#32-Yridian Shuttle, Ship, Non-Aligned, universal
"Common shuttlecraft used by Yridian agents and others for covert activities."
-Shuttlecraft[]
-RANGE: 6, WEAPONS: 1, SHIELDS: 3

PICTURE: A somewhat dark photo and another beige ship. Yawn... a 2.

LORE: A bit dull, like many generic ships. Slightly better than the Zibalian Transport because no one feels cheated by the lack of a matching commander (unless you're a big Koral fan). A 2 too.

TREK SENSE: Of course, shuttles don't require staffing (we've seen kids hijacking them) or have special equipment. Plus, the stats have to be low. Sensical but uninspired (should have put in some "covert" ability). A functional 3.5.

STOCKABILITY: It actually used to be more stockable! Here's why. Other shuttles are affiliation-specific. That meant that if you wanted shuttles for your Romulans or Klingons (for Engage Shuttle Operations say), you HAD to use Yridian issue. Then came Launch Portal extending "Engage" abilities to Scout Ships. Suddenly, Romulans didn't need them anymore. Klingons now have the Cha'Joh which is Captain's Logable to boot. Its low stats (lower than the ZT even) make it less and less desirable. Currently a 1.6.

TOTAL: 11.1 (55.5%) Passable in most categories.

#25-Zibalian Transport, Ship, Non-Aligned, universal
"Common class of merchant vessel used by traders such as Kivas Fajo."
-Zibalian Class[]
-RANGE: 6 WEAPONS: 2 SHIELDS: 4

PICTURE: Ship pictures are rarely inspiring, especially if they're the only one in their class. The "Zib" is okay as seen from the back. Kinda looks like a garbage scow don't it? A 2.1.

LORE: Dull, dull, dull.  Doesn't even make Kivas Fajo the matching commander like all the good boys and girls want it to. 1.8.

TREK SENSE: In a way, I'm surprised this thing has such low stats. I'm sure Kivas had it jacked up weapons and shields wise. Not enough to compete with a Galaxy class starship, but still. Same with the lack of special equipment. On the other hand, this is a typical zibalian transport, not Fajo's. In any case, how's a man supposed to trade successfully with a range as low as 6? It works except for this last point. 3.

STOCKABILITY: Crapola. Decipher suddenly gave it a use with Deliver Supplies, but all the other transports and freighters are way better than the Zibalian. The poor thing is no frills, no guns, no plating and no speed. Unless you're in a sealed deck environment...a 0.2 (That's for being able to establish landing protocols with it).

TOTAL: 7.1 (35.5%) A total mess. I doubt anything can save this thing from the dread binder.

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