To see the cards themselves, check out this Card list for the Borg expansion set.
PICTURE: A very pretty pic, with the fiery orange nebula at the back, and about a dozen Borg Cubes... No wonder Voyager is flying off. Great details, colors and action equal an easy 4.1.
LORE: Nothing to do with the pic, it goes for a passage from Sun Tzu's The Art of War. An interesting tack on a "tactic" card, I can't say I'm against it. The actual information about Starfleet Academy is from TNG's "The Last Outpost" though, not from Voyager (at least, according to my trusty Star Trek Encyclopedia). An interesting 4.
TREK SENSE: Retreat isn't really an option in a regular STCCG space battle. You can counterattack, sure, but in situations where you're massively outgunned or outnumbered, why would you want to? No, you'd be more likely to run. Narrow Escape does this for you. The ship must be staffed and undocked just to make sure it actually CAN get away. You then need to justify your Escape. After all, Star Trek folk are a lot more courageous than we are, and wouldn't bolt unless the odds were really stacked against them. Less than half in Shields what an opponent has in Weapons is reasonable. Range regulates how far you can get away, though you might say that the total turn's Range gets pushed to twice its limit. Does very well for itself, and so 4.5.
STOCKABILITY: Ships can attack together by adding their WEAPONS, but ships only ever defend themselves alone. So whether you're facing an armada, a powerful Borg Cube, or some other jacked-up ship, you might want to have Narrow Escape on hand. If your SHIELDS are half as much as opponent's total WEAPONS, you get to use as much as your total RANGE to get away. This can be used during your turn if at the right location even if your RANGE has been expended already for some extra movement, or on your opponent's turn perhaps when he or she initiates a battle or is in a position to use Outgunned. If your ship is damaged, it has a better chance of using Narrow Escape too. Against a harmless Federation or Borg opponent (i.e. one that can't easily attack you), you could safely use Narrow Escape just for the RANGE boost. Bring a small ship to the right location (perhaps a use for those silly shuttles), and fly off to greener pastures. Insultingly dogging an opponent's biggest ship just to slingshot yourself around the galaxy is a neat trick. Overall, a bit on the defensive side, but I can manage a 3.2.
TOTAL: 15.8 (79%) Suprisingly well designed.
PICTURE: A great fish-eyed lense shot of this Hirogen, making him as likeable as he is imposing, and with some good contrast with the background. Always nice to see something unusual, and so a 3.6.
LORE: Some good material, starting with an adjective to qualify him. His status as an Alpha is of course not forgotten, coupled with his role on the show. The last sentence is the best of the lot, giving us his attitudes toward the holos in a well-written and ironic way. Another 3.6.
TREK SENSE: Netek replaced Decaren in the hunt for the holograms, but his skills are geared toward hunting prey at large, not the holos specifically. Navigation and Stellar Cartography help pinpoint and reach a prey's location. Exobiology allows the Alpha to dissect a prey to get the best possible trophy. Transporter Skill and Geology may have been of use in the planetside assault on the Children of Light, though that's where underestimating them cost him dearly. As far as skills go, they're all justifiable, if a bit dull to interpret. His Integrity presents him as a predator able to admire his prey, yet still a ruthless one. His Cunning is slightly low for an Alpha, but that's because he underestimated his prey. And the Strength is totally in keeping with his species. No big surprises, and no risks taken. I'm giving him 3.9.
STOCKABILITY: Alpha-Hirogen are quite important to Hirogen decks, though of course, all personnel hold some importance in such a small affiliation. They are necessary for completing Secure Station and Hunting Group. They also report for free thanks to Hirogen Hunt, and if he's in play, he also enables Konuric and Gann to do the same. Furthermore, Netek is matching commander of a Venatic Hunter, the bigger Hirogen ship. Plaqued and Logged, that's an 11-13-15 ship able to hold up very nicely indeed. He's the only matching commander for the ship, unlike the revolving captain's chair on the Hunting Vessel. And of course, he's got excellent STRENGTH and a good batch of skills, all of them useful. Transporter Skill, in particular, is quite rare. The rest are sometimes uncommon, sometimes common, but all of them see respectable action on dilemmas and missions. He's on his way to completing Corner Enemy Ship, for example. Matching commander status on a ship that can be Spacedoored at the start of the game, by itself, is worth a score boost, so a 4.2 here.
TOTAL: 15.3 (76.5%) As usual, no surprise that an Alpha gets a high score.
PICTURE: While I do give props to Decipher for pulling drones from the mind-sharing montage in "Unity", I don't give many to the Star Trek folks. Or perhaps they were using semi-successful make-up tests in that montage, because the colors are ludicrous, and the skinny drone looks skinnier thanks to a rib-caged plastron. Laser sight's always fun though. The various aesthetic limits placed on the image make it score 2.5.
LORE: Standard Borg stuff, with an ID that's ok, without being great. I guess it tells us a little something about Particle 010. A 3.
TREK SENSE: To study the Omega Particle, as we would call it, this drone needs high Cunning, so I guess that's why it was put in the Navigation subcommand. To me, that's still wrong. If it's got to disseminate its findings, it should be Communications. If successfully harnessing the particle somehow boosted Borg ships, I'd see the point, but it isn't the case (though the unlimited energy of the particle could be used to power a ship, no?). Anyway, to study the thing, you'll need Science and Physics, which this drone has. Astrophysics is related to Physics, so not a wrong choice - we just don't know enough about 010 to understand its relationship to spatial phenomena. To access 9 of 15's special skill, you need to have already Harnessed Particle 010. As it studies the perfect particle, it helps the Collective achieve a similar perfection in the form of attribute boosts. Somewhat conceptual, though the particle's unlimited energy may allow drones to be stronger and even smarter (boosts processor speed). Perhaps achieving perfection helps you ethically too (a quality they usually lack). Perfection isn't achieved overnight, and I like the cumulative aspect of the card, which builds on that perfection. The number of drones working on the problem is an ok way to gauge this, but again, a little conceptual (the amount of time spent studying should be a factor). Far from perfect, it does have some good ideas. A 3.3.
STOCKABILITY: To best use this drone, the plan seems simple enough. Just try to complete the Harness Particle 010 objective first (for 30 points, and double points on all subsequent objectives completed), and as you report Isotope Drones, your Borg's attributes will grow and grow and grow. One Isotope Drone gives your standard universal drones attributes in the 7s and 9s, a second will bring that up to 9s and 11s... Pretty soon, your Borg won't be easy pickings by various assault teams anymore. And the Isotope Drone has some great skills, all quite useful in beating dilemmas. Simple, yes, but Harness Particle 010 isn't. The probe icons aren't easy to get, and the countdown icon on the Omega Particle may just destroy your outpost, ship (has to be a staffed Borg Cube) and personnel, since that's the only legal place for it. You can't afford any delays here. But if it works, you're on your way to an easy endgame. The Isotope Drone's part in all that is worth 3.6.
TOTAL: 12.4 (62%) Keep striving for perfection...
PICTURE: Small in the frame and almost lost in shadows, 9 of 12 nevertheless has a couple of redeeming features. He's got a cool undead look, as if he had a skull's "nose", and the cabling from his head and the cabling in the background seem connected, visually interesting for a Network Drone (though they're not talking about that kind of network). Still can't go above 3.3 because of the messy composition.
LORE: The network spoken of here is the Transwarp Network the Borg use to get around, and 9 of 12's task paraphrases his special skill almost exactly. Appropriate, though a little unimaginative. A 3.1.
TREK SENSE: Since the Borg use the Transwarp Network to navigate, the Network Drone is part of the Navigation subcommand and has the Navigation skill. Because creating Transwarp Network Gateways is his function, Engineer and Physics also make sense. And finally, we have a special skill that is exactly tuned to making the construction of Gatways faster and/or more efficient. "Probing again" can be seen as having redundancy systems that double-check all findings. Even if your other Borg probe unsuccessfully, the Network Drone might find the right answer. Can't find anything wrong with this one, so I'd say it amounts to a high 4.5.
STOCKABILITY: The Network Drone (just like the Xenology Drone for Assimilate Planet) is an immense time saver for the Borg. Where probe rigging often requires some doing (judicious use of card manipulation, acquiring an Orb of Prophecy and Change, etc.), a second chance at a probe might just yield the right result. Establish Gateway has two possible choices, Communications and Navigation subcommand icons, and both are very common in a Borg deck. If you don't get that result on the first probe, you have good chances of getting it on the second, and now on the same turn. Establish Gateway is still the most commonly used space Objective, has some fringe benefits (like getting Gateways into play), and has gotten an overhaul with Resistance Is Futile, which can add 10 to its points. And let's not forget the points 9 of 12 also provides. All are useful, with ENGINEER especially so. Speed is what the Borg often lack, and he delivers on that. A strong 4.4.
TOTAL: 15.3 (76.5%) The group "of Twelve" has done well up to now.
PICTURE: Ferengi aren't, as a rule, pretty, and this extreme close-up really drives that fact home. Personally, I really like it. In your face, and almost fish-eyed so that his lobes look particularly small... A distinctive 3.6.
LORE: We get his nasty treatment of his girlfriend, and the last sentence is a lot of fun (and supported by the pic). A cool 3.5.
TREK SENSE: The plan to use a geodesic fold and the Pathfinder Project to bring Borg nanoprobes from the Delta Quadrant requires a lot of skills, and these have been spread over the three Ferengi who took part in it. Nunk, for his part, provides Engineering expertise (the ship had to emit the right [technobabble]) and Stellar Cartography (to find the fold in the first place), as well as a Staff icon. No Computer Skill (Gegis has it), but it might have stuck better to the special skill. The Ferengi indeed did capture a hologram (the Doctor), but how is Nunk more responsible than, say, Gegis? Like I said, they spread the skills out. As for the other skills, I don't think Greed is an issue. Anthropology, however, requires a little more justification. Is it because he dated a girl from another species? Was the skill helpful in deceiving Barclay or Voyager? Ehh... I remain unconvinced. Integrity's a bit high for someone who would use his girlfriend that way AND participate in a money-making plot that would result in the death of an entire ship's crew. Cunning's ok, allowing him the expertise he needs, but opening him up to be made a fool. Strength's ok, from his size and temperament. I'm not enthusiastic about some of the rationale, so just a 3.2.
STOCKABILITY: The Ferengi have only four natural ENGINEERs, and Nunk is one of them. His skills are useful as well, with the non-ENGINEER-related Anthropology of note, Stellar Cartography always good, and Greed too, in Ferengi decks at least. That last skill and the mention of him on both Yeggie and Gegis means they can be used together with the 6th Rule, for example. All his skills see usage at the universal Market Research, an important Ferengi mission, and some of them appear on Gunrunning. The special skill really depends on your opponent's propensity for using holograms, and there certainly are now a large number of holos with special skills that really affect the game (most even Non-Aligned). If somebody's causing trouble, Nunk can mosey on over and capture him or her. A simple Brainwash can also be used to turn that ability to your advantage. You do have to be at the hologram's location though, and since holos rarely leave their ships or facilities, that means you've got to intrude somehow. It's doable, especially at a Nor's Holosuites, but that still makes the ability less potable. Special skill aside, Nunk is still a good mission solver for his affiliation, and so, a 3.6.
TOTAL: 13.9 (69.5%) Followed an iffy path.
PICTURE: When you see this energy wave, it's time to break out the Omega Directive. Only, it's really ugly, isn't it? It shouldn't be the perfect wave Seven saw, because the Directive is meant to attack the unstable Omega particle, but this effect looks awful without any motion attached to it. It's not even centered. Perhaps the devastation on that moon that was conducting experiments? Or the Omega symbol from the Directive screen? A big eeeech at 0.2.
LORE: N/A (score will be adjusted accordingly)
TREK SENSE: The secrecy surrounding the Directive is well done, going farther than just the Hidden Agenda icon. The high clearance you need is also represented by the need for a matching commander to be on the ship AND though you could lose that commander, losing all Command personnel discards the card. In other words, the Staffers are never even made aware of the Directive. It also means that matching commanders without a Command icon wouldn't be privy to the Directive either. I'm surprised that an Admiral (for example) wouldn't have access to this on ANY ship (or even a Captain on another's ship), but perhaps each ship has its own codes, and the Directive is very deeply hidden. As far as exclusivity, I'd have gone even farther, making it Federation-only. We have no evidence that other affiliations would have something like this, and I can think of quite a few affiliations who would rather try to harness the particle's power instead. The Romulans, Cardassians and Klingons might have learned their lesson too, but the Kazon? The Ferengi? The Non-Aligned (just look at the So'na)? The somewhat redeeming feature is the destruction the Omega Particle card yields, so that any affiliation might see what was happening and, with classified information in hand, would try to stop it. On to the effects: First, the Directive authorizes you to destroy the Particle by any means necessary, even the use of force, suspending attack restrictions, and even against your own people! Yes, I agree. The efforts to destroy the Particle are glossed over as a probe, but that's appropriate given the scientific nature of those efforts. I like the special download icon as a result because it has the same basic shape as the wave form in the pic, but also because it thematically represents you capturing the Particle, drawing it into your destructo-chamber. If you succeed, the threat is eliminated, the Particle is destroyed, your goal, much like a mission, is worth points, but also, card draws. Those card draws don't inspire me much, though they could be thanks to information gained from the brief study of the Particle. More points for the success would have been more appropriate, in my estimation. It's hard to make a card like this, but I'd say most of the elements are well done, and so a 4.3.
STOCKABILITY: A round-the-corner strategy than only nets you 10 points and 2 card draws, not that that's bad, though it can be a little dangerous to put into play. While you COULD Tent it to steal an opponent's Omega Directive or Harness Particle 010, usually you'll have to play an Omega Particle on your outpost. Thankfully, the Omega Particle can then download the Omega Directive, so that you don't have to waste a card play or seed slot on it. Seeding it might still be a good idea if you fear Computer Crash though, as you don't want the Particle to count down without a chance to probe for a couple turns. In fact, the Omega Particle is a dangerous card to use at all, because if you fail, your outpost goes boom, as does every ship present. Rigging your probes is key then, and you better use plenty of personnel with special download icons if you want any chance of succeeding before the countdown ends. Building an extra outpost with your ENGINEER might be in order, and you might also want to cut out of the attempt on the last possible turn so that your ship isn't present when the Particle explodes. Another obstacle is that you need your matching commander on the ship at this location to play the Directive, and any attack leading to the loss of all your Command personnel nullifies it. You do lose all attack restrictions while there, which could be used to stop a ship in time for the explosion, but you'd still be stuck there. As a Federation attack permission, it's not great because it's so localized. When I compare the requirements and risks to the rewards, I just can't recommend this strategy. It may still be worth it to stop the Borg from completing Harness Particle 010, but a little difficult in a deck not dedicated to it. A 2.4.
TOTAL: 9.2 (46%) Far from perfection.
PICTURE: A pretty screen shot with Borg thingamagigs and a look at the "perfect" molecule. Both elements are nice, but there's no sense that they go together, nor is the frame of the screen too attractive. An average 3.
LORE: The promise and danger of the Omega Particle are well spelled out in the first sentence, dramatically so, and the poetic Borg point of view is cool too. A well done 3.6.
TREK SENSE: Ok, so somebody at your outpost has opened up the can of very dangerous worms that is the Omega Particle. You know those scientist types, once they get excited. The experiments will invariably lead to disaster, it's just a matter of time (3 turns). When the Particle blows up, it destroys the outpost, all ships present, and even the fabric of subspace. That last effect makes warp travel impossible at the location, which means it must be navigated around leading to a +3 Span boost. Fine whether you're talking about passing through, or stopping to do a mission, since in-system flying would be warpless anyway. Span is all about entering and leaving a location anyway, not really about flying about in it. Regions do create anomalies, especially those that represent a single system: why would one of Bajor's moons have problems, but not Bajor itself? I do wonder why the mission remains attemptable even after the explosion. Is there anything left? Of course, once the Particle is detected, most affiliations will be able to download the Omega Directive to try and destroy the Particle, while the Borg, for their part, will want to Harness it. A nice little bit of storytelling, that clearly tells us that whoever's doing these experiments is doing so against policy in most cases (your personnel will try to stop them), or in the case of the Borg, on purpose. Time to revisit the idea that non-outpost facilities aren't a proper target for the card. For non-Borg affiliations, well, HQs would be too close to the government to be able to conduct illegal experiments. You'd quickly get a visit from the Men in Black, if you know what I mean. How about Stations though? Colonies might not have the proper lab space, I suppose, and Terraforming Stations are too specialized for this kind of thing. Nors may be too, with their living space/mining functions (does put the Ferengi Trading Post in doubt though, since it's similar, but still an outpost). I think Colonies might have worked, and even planets with advanced civilizations on them, but that would have been hard to codify, I guess. In the case of the Borg, who don't have an HQ, outposts are just expendable enough. Or are they? Outposts, yes, but what about Transwarp Hubs? (The Unicomplex is nebulous, with its Enigma icon.) They would be a pretty dangerous place to experiment on Particle 010! In the case of the Borg, there's also a question as to why a Borg Cube can't try these experiments. Non-Borg ships have an excuse: they are under orders to destroy the Particle if ever encountered. The Borg seek it out. Doesn't a Cube have as much space inside as an outpost does? Many elements work great, but a lot of exceptions arise when you look a little closer. A relatively high 2.5.
STOCKABILITY: Well, I've discussed Harness Particle 010 and the Omega Directive in the reviews before, and this is the launch pin card for both of them. When you play the Particle, you may download either Objective, though your opponent may do so too, trying to beat you to it. Alternately, Harness can download the Particle. The Borg are set either way. They are both risky, because the Particle is set to go off when the Countdown ends, but with the proper probe-rigging, some of those risks can be alleviated. For non-Borg players, completing the Omega Directive offers 10 points and 2 card draws, as well as the ability, while the Particle is in play, to lift attack restrictions at that location. Harness Particle 010 is stronger, offering the Borg 30 points and double the points on all subsequent Borg Objectives. Very strong indeed. Of course, if you fail, you lose your outpost and any ships present (possibly the attempting ship if you didn't sacrifice your last probe turn to move away), and make the location a little harder to fly through. Actually, you may use the Omega Particle as an offensive weapon if you like, forgetting about the Objectives that go with it. Seed or build an unnecessary outpost, put the Particle on it and wait for it to explode. When I say wait, I mean try to lure opposing ships to its location so they'll be vaporized at the end of the countdown. Ship relocation combined with either pollution events or a sacrificial shuttle and a handful of Hails might do it. A stunt at best, but a fun one to attempt. Played on a long-Spanned mission might create a Span 8 or even 9 location to hose slow-moving ships, when you, of course, are only using very fast ships or as staying in another quadrant. It's at least as useful as Harness Particle 010, but more universal, so a bit better at 3.7.
TOTAL: 12.8 (64%) Not so perfect after all.
PICTURE: Ack! The green lighting used in Borg episodes of Voyager is just too strong and, well, ugly. Not Decipher's fault, although they could have found something a little more naturalistic in One's case, no? The background elements are fine, at least attempting highlights, but the practically monochrome foreground keeps this one at no more than 1.8.
LORE: His origin story is told well and efficiently, and the short rundown of some of his abilities is fun and played out in the game text. Still edgy about the captial T on "The Doctor", but I'm not having that arguement again. A 3.3.
TREK SENSE: One was a very unusual Borg, since he was never really connected to the Collective (and is thus NA here). He was basically created outside of it, and learned everything he knew from Seven of Nine. He still sought out other Borg, however, so the notion of his sharing skills with Borg other than her suits him fine. If not Seven, then perhaps other de-assimilated Borg. In the presence of an opposing Collective, he would still be able to make contact "telepathically" and share skills, and it's up to the Collective if it wants to assimilate him. He's a super-Borg in that he can assimilate information and skills like this, though you have to wonder why he doesn't ever retain them. His Cunning is 6, sure, but that's because the world is very new to him (he's only a few days old after all, I doubt there are younger Youth personnel). Perhaps he only emulates what he sees without truly understanding ("sees" also includes what he can tap into remotely). He's still got the Science classification, but did show a natural aptitude for such subjects. I dare say it's bred into the technological Borg. His internal transporters are described as Invasive Transporters that work on him whether he has a ship to work from or not. Best way to handle it, really. Since he's the future of the Borg, I also have no problem with his having all three subcommands. If a rare Borg like Seven (and the Queen) can be so equipped, why not him? In fact, he didn't seem to be from any one subcommand, but showed ability or potential in all three domains. On the Defense side, for example, was that reactive body armor, which is no doubt the source of his high Strength. Integrity is likewise high because he was a sweet kid, and loyal to Seven and Voyager to the end. A nicely evolved 4.5.
STOCKABILITY: A Non-Aligned Borg that has excellent attributes (with CUNNING running a bit behind), but he's only got 2 skills. SCIENCE is good, but Youth, perhaps less so. But One also has all the skills of all the Borg at his location, which can be an enormous amount of skills. If you use the former Borg, and all of them are Non-Aligned (at least some of the time), you basically double each of their skills. But not only where he's present, no, he's got his own little interlink, so he keeps those skills even if he beams away. And he can beam away on his own power, going through any SHIELDS. If he shares Computer Skill, he can beam to a Nor and open the door, for example. With his high STRENGTH, he might be able to kill a lone personnel on a ship he's beamed to. And so on. Note that against a Borg opponent, he'll also be sharing skills with all opposing personnel. If they're interlinking, I do believe he could get an incredible amount of skills at his disposal. Perhaps enough to complete a planet mission while the ship in orbit is keeping the Borg occupied? Having all three subcommand icons is also useful in a variety of situations, like for passing dilemmas (Crisis, Denevan Neural Parasites, No Loose Ends, etc.). He can use Divert Power as much as Cortical Node Implant, and reap extra points at Assist Cooperative, it's all the same to him. Not to mention all the cards that work on Borg without mentioning if they are affiliated or not. If you're gonna use some "former Borg", might as well use One too. A strong 4.2.
TOTAL: 13.8 (69%) Picture still needs to evolve a bit.
PICTURE: Not much in the way of color, but the light and dark patches are dramatic, and the background bends well toward the foreground figure. Orum is at once sympathetic and creepy, which suits him well. The green border is better than the NA gold because it respects the dark places in the card a lot more. A 3.5 either way.
LORE: Perhaps a bit convoluted, but fine. The two back-to-back species are a little odd, but the mention of "cooperation" works well with the idea of the Borg Cooperative. Overall, a 3.2.
TREK SENSE: Orum is still a Romulan, and might have rejoined the Star Empire had he had the chance, but since there's not much of one in the Delta Quadrant, he counts as a Non-Aligned too. I'm fine with that. He used to be a medic and has returned to that profession (Medical), but not being under a military banner anymore, is still a Civilian. That sort of clashes with his Command icon. He IS a leader in the Cooperative, but the icon would be more useful aboard a ship, which the Cooperative isn't really meant to take off in. His other icon is fine, being a left-over Communications subcommand icon thanks to his Borg implants. Communications is the correct one, since he was able to communicate with others' minds, etc. Speaking of implants, his repair and maintenance of these for the colony is what gives him Cybernetics. Computer Skill isn't bad for that either. Exobiology fits with his Medical and acknowledges that the Cooperative is made up of dozens of species. Anthropology does the same on a more social level. Integrity is high because he was compassionate and truly believed he was doing the right thing. Cunning makes sense for a Romulan of his profession. Strength's a bit low for his race, but he never seemed stronger than that (chalk it up to his line of work). A good effort worth its 4.
STOCKABILITY: Well, the Romulans don't have much of a natural presence in the Delta Quadrant, so he'll mostly be used Non-Aligned with any non-Borg affiliation. He comes off as a very good former Borg that can use everything that pseudo-species can (or more often, be immune to everything they are), and with one of the better subcommand icons to boot. That icon allows Orum to use Nanoprobe Ressuscitation, Borg Data Node, Cortical Node Implant, and of course, adds 10 points to Assist Cooperative. Between the icon and Cybernetics, he's good protection against Reactor Overload that would do in your androids and Borg. Androids? Why yes, with Cybernetics Expertise, Orum can allow free plays of the DQ androids (the Cravic and Pralor Units). The skill is quite a rare one, and he can use it (and MEDICAL) to pass Borg Servo, at the very least. All his skills are good, actually, though his classification isn't great (though there IS War Council). He's particularly good at planet missions. Attributes are all good too (with Riley, his CUNNING is 10, and with War Council, it's 12). Being a Romulan, you might use him to instigate Espionage missions, but otherwise, that avenue's kind of a dead end. He's basically a strong mission solver that anyone may use, so a 4.2.
TOTAL: 14.9 (79.5%) I find myself very cooperative here.
PICTURE: P'Chan gets a fairly good bust shot, well framed by the background elements, which offer nice symmetry and some splashes of color. Hard to get away from his personal boringness, so a 3.3.
LORE: A brief personal history leading up to his assimilation, though events from after his de-assimilation would be more relevant. In particular, the name of his parents could have left room for something else. Still, the few memories Four of Nine accessed are there, and it helps explain some of his skills. Grrr, no species. Almost makes it: 2.9.
TREK SENSE: A former drone from an unknown humanoid species probably from the Delta Quadrant (Species 571 isn't a high number), he's got all the skills he had as a drone, and the same Communications subcommand icon. He retains the latter because he still has Borg implants. Computer Skill is probably a related left-over as well. The other two skills are from his former life, with Medical helping him care for his parents, and Honor motivating it. He was a nice enough kid, so may deserve that Honor and the high Integrity, though P'Chan's trio was a little more ruthless than that. That's not really addressed. He's a Civilian because that's what he was prior to being assimilated. His Cunning and Strength both seem a bit high, and might be part of his Borg enhancements, except they are both set at 5 on the Four of Nine card. Still, a bit more mobility as a humanoid might up the Strength, while the connection to two other individuals might justify the Cunning. As for the connection to Lansor and Marika, he forms a mini-collective with them. On the show, they had to stay together under penalty of death, so they must exist together for any of them to exist. The card unfortunately says "in play" not "present", which deviates from the show substantially. The restriction box holds that error, while the download simply allows you to obey the storyline better. Still a high 3.9.
STOCKABILITY: P'Chan is possibly the least useful of the inseparable trio he makes up with Marika and Lansor, what with his lame classification and a hit-and-miss list of skills. Computer Skill is very common, and Honor not as useful as most. MEDICAL, at least, is quite excellent, and his attributes are worthy. He does have one of the better subcommand icons in the lot, however, giving him access to some nice cards (from Cortical Node Implant to Nanoprobe Resuscitation). The thing with these guys is, you must use all three, and if you lose one, the rest are also lost at the end of the turn. Ouch! They do offer an early lot of skills if you download Lansor with Defend Homeworld, including 5 classifications! Maybe Spatial Scission can keep backups just in case? Since it's a download chain, Shape-Shift Inhibitor is a problem. There are better former Borg out there, so just a 3.
TOTAL: 13.1 (65.5%) Actually did better overall than the other two.
PICTURE: I'm not sure how well this works. It doesn't look like the Doc is wrestling with a Photonic Energy Being, but rather that he's casting a spell or something. The medieval setting doesn't help matters in that respect, nor does it bring much to the image, being for the most part in shadow. Not sure what I'm looking at, so a 2.
LORE: Tells the story well enough, leaving out details that would cause the card some Trek Sense problems (though they probably won't get past me anyway). An average 3.
TREK SENSE: The main departure from the episode is that a Holodeck isn't required for the dilemma to hit. See, the Photonic Energy Being used the Holodeck's emitters to manifest itself AND turn its victims into light themselves. So how's it capturing 3 personnel without it? The Holodeck gets a nod in one possible cure: a holographic personnel. Like the Doctor, that personnel can enter the Holodeck and negotiate with the Being, supposedly because of their similarities as photonic creatures. But the Being can capture holos too, so it seems like the hologram sent in should have some other skills. Then again, the Doctor felt he was ill-prepared for the mission. The other requirement reads like it should be added on to the hologram, for example: Anthropology, at once to better understand the creature and to navigate whatever holoprogram was active when the whole thing went south, and Diplomacy, for obvious reasons. On Voyager, they had plenty of the skills, but couldn't use them, because they couldn't go into the Holodeck safely. So neither requirement seems complete. You have a short amount of time (the Countdown) until the captives are destroyed, or taken away forever, whatever fate was reserved for them. We don't really know that this is what would have happened, only that it was feared, but would the Being really kill its hostages while one of its kind was still being held? I'm afraid there are too many unanswered questions here to merit more than a 1.5.
SEEDABILITY: The possibility of killing three personnel, even at random, is something to be explored, but the requirements are pretty easy to come up with. A holo personnel may or may not be present (and could be weeded out with Strict Dress Code or Dejaren), but Diplomacy/Anthropology isn't a big demand. Anthropology is harder to come up with than Diplomacy, but neither are easy to target. Something like 2E's Antedean Assassins might stop one, but that's only a stopgap measure, and the requirements need only be brought in within 2 turns. It might be worth it to precipitate the discard with Samuel Clemens' Pocketwatch, but you still have to make it stick. It mustn't be cured on that first turn. If it does hit though, nice. As a result, it gets as much as 2.5.
TOTAL: 9 (45%) Too much flash, not enough substance ;-).
PICTURE: Distinctive effect, especially the turquoise in it, but a bit muddy in freeze-frame. The Dauntless is more in focus, which is good. I'm rather ambivalent at 3.3.
LORE: The definition doesn't rely on techno-babble (good), and though it's a bit odd not to mention Arturis and the Dauntless in the lore proper, the other two bits of historical info are fun and pay hommage to the whole of the Voyager series. A competent 3.4.
TREK SENSE: Whatever Quantum Slipstream is, a kind of artificial wormhole or hyperspace or just super-warp drive, it has to modify Range. Long distances can be reached by means of this technology, which can mean any location on your spaceline, or the very edge of another quadrant. I'm game, but since the Mirror Quadrant also figures in this thing, we have to wonder about it. The word "Quantum" could allow it, but it's still seems beyond the scope of the Drive. The Drive is linked to your engines, so it uses up Range, very much unlike a Wormhole. Then it burns out, since it is discarded. That's the unreliability the lore was talking about. Fine, but a provision should have been made for the Dauntless, on which it IS stable. Playing it on the Dauntless is free because it was already equipped with the Drive, no installation "fee", but it still shouldn't burn out so easily. The idea that the event can only be played on a ship with its full Range here would mean that you can't install the Drive on a moving ship, and that you need full engine capability to make the thing work. It's finicky alright. Some problems take it down to 3.6.
STOCKABILITY: It basically has the function of a pair of Wormholes (or of one of the permanent Wormholes), allowing your ship to travel the end of any spaceline. When there's only one quadrant, that could mean a huge save on RANGE. When there's more than one, it may be the only way to get to that other quadrant, especially if your affiliation is aggressive and wants to get to an opponent who's seeded the wrong quadrant. Organ harvesting in the Alpha Quadrant is but one example. The trick is getting it when you need it, so getting the USS Dauntless in play is the best way to go. It's a Non-Aligned ship that can be downloaded via Construct Starship by Arturis (say he's out first, and he can download that card), and that can, in turn, download Quantum Slipstream Drive to itself. Its RANGE is already good, but this gets it further. If you're going to move the ship around like this more than once (say, return it home later), then copies in hand of the interrupt can be played on the Dauntless for free. Playing it on another ship works, of course, though it costs a card play (no big whoop). As a Voyager-environment substitute for Wormholes, it's more efficient, even if it has more limits, but the offensive nature of the Wormhole card has been Refereed to death, so... A 3.5.
TOTAL: 13.8 (69%) Gets you on the move alright.
PICTURE: Me? I prefer the Hirogen with their masks ON. Not because they're particularly homely (they are), but it's a cool costume accessory. I understand that they would all look alike if they always kept them on, but it works particularly well for a universal. I also like the background (though a bit dirty - there's too much going on), because it is so specifically Hirogen. Nowhere but on a Hirogen ship would you find those control balls and shafts of light falling on hunting trophies. A fun little 3.6.
LORE: Universality is acknowledged, and for once, it's not about the character's job, but about his character. ("You are not your job" as Tyler Durden would say. As I would.) The brief phrase that follows it explains a skill, which is fine. The last part makes sure to mention Idrin (for Hirogen Hunt) and tells us about a disagreement he had with his Alpha. A nice character moment, though I wonder why the telegraphic style suddently throws in a semi-colon in lieu of a period. Just odd (and unnecessary), that's all. Ranjen's name, by the way, is an invention, but not one I can agree with. After all, it's also the name of Bajoran clerical rank! Same spelling too. That causes a small drop to the average 3.
TREK SENSE: Ranjen was Idrin's Beta, so only a Staffer rather than a Commander. Hunting vessels don't have a lot of crew, so putting him in charge of Engineering and piloting is sensible. He's a support personnel through and through. Too "low" for a Beta? Consider that his hunting group was a lone ship, and it starts to make more sense. He gets the Navigation x2 because he is, according to the lore, a "skilled pilot". That's fine, though self-serving. Physics is simply an outgrowth of Engineer. As Idrin's conscience, his Integrity is above average. He's got the same Cunning as Idrin, which again, I find ok. He can match wits with him more reasonably. Strength is less, of course, or else HE might be Alpha. Still good (these guys are tough), it pays tribute to his role on the ship, which has less to do with battle. Ends up around 3.9, as I have no real objections.
STOCKABILITY: You could well stock all possible Hirogen in your hunter deck, since there are so few of them. Ranjen is one of only two ENGINEER-classification personnel (there are 4 with the skill in all, which is pretty much the average on ALL Hirogen skills), and he's the only such universal (Konuric has ENGINEER as a skill however). Both ENGINEER and Physics turn up a LOT on Delta Quadrant missions, and as a support personnel, he's easy to get into play at the right spot. If using Idrin (and you no doubt are), Hirogen Hunt can get him in for free. All attributes are above average (no weaknesses), and his Navigation is doubled. That last bit will overcome Gravimetric Distortion and Wavefront, not to mention The Three Vipers. DQ affiliations aren't really meant for Badlands decks, but it can happen on a long hunt, and he'd be a key player there. A likeable 3.7.
TOTAL: 14.2 (71%) It helps to come from a tight affiliation.
PICTURE: Sure, sure, we have both the Borg Queen and a former Borg, I get it, but it's still a pretty dull image. The two characters are in uninteresting shadow, the Queen's eyes don't even seem focused on Seven, and as for Seven, she has an over-the-top suspicious expression. A totally dull 1.7 for me.
LORE: N/A (score will be adjusted accordingly)
TREK SENSE: Voyager dictated this new Borg objective, which rests on the idea that there's a lot more to gain from Reassimilation than an original assimilation. Maybe those implants are recording stuff you wouldn't get otherwise, and/or as the Queen at least tried to have us believe, she actually LET someone get de-assimilated in the first place. So ok, the Collective targets a former drone (non-[Borg] Borg), but the Queen needs to be in play. This supports the kind of far-reaching plan described aboard. The Collective assimilates indiscriminately, but the Queen can target more specific individuals. The rest works on a "first, and then" basis, telling a chronological story. First comes Coercion (the drone does not want to be reassimilated), represented naturally enough by the Defense icon. Here, a ship uses its drones and transporters to abduct the target and bring it back to the ship. Then may come Collaboration (Communications makes a good probing icon here), where the drone is brought before the Queen and re-assimilated. I'm not sure why the conversation with Queenie is important, but she had one with Seven, so it may be one of those "be assimilated willingly" deals. Either way, the objective is worth as much as the drone brings back to the Collective, i.e. the number of skills it has. That's fair, though I like the double-points for One, a drone that was never really assimilated in the first place. His future tech would be an immense advantage for the Borg of this era, and is rightly prized more than any other former Borg. Tries to really tell a story, and what we don't understand about it hold the same questions the episodes did. I guess you can't really figure out the Borg. A high 4.3.
STOCKABILITY: The thing with this objective is that your opponent may not be using former Borg at all, even if there are a lot of good reasons to do so (plentiful skills, immunity to certain dilemmas, use of Borg-related cards, etc.). The various tricks allowing you to download and even replace objectives alleviates part of that problem, of course, and if your opponent IS using such personnel (especially in DQ decks), you could spring this on him. It's only really worth about the same Salvage Starship and Harness Particle 010, which is at least more than Assimilate Planet or Establish Gateway. See, at 5 points per skill dot, Seven of Nine, Icheb and the twins are worth 30 points, and the same is true of One, even at double points. The rest are worth less (minimum 15). So ok, your opponent uses former Borg, but there might not be one that's actually worth it in the lot. If you're only looking to take away personnel, then any old assimilation technique will work, where you might even get lucky and snatch a former Borg. I guess my problem with even the 30 point-bounty is that it's a lot of work. Two probes? And only one icon for each? Plus you need the Borg Queen at a specific location. I mean, the Coercion part is useful for snatching the target, and you can probe only later for the Collaboration part, but it's pretty convoluted for the already slightly slower Borg affiliation. I'm afraid I can't go higher than 1.5.
TOTAL: 10 (50%) Let the drone stay lost.
#2109-Rebi and Azan, Personnel, Non-Aligned/Federation, Delta quadrant, TB
"Wysanti twins living under Seven of Nine's guidance. Freed from the Borg in 2376. Can still use their neural interfaces to share information - and cheat at Kadis-Kot."
-Rebi: CIVILIAN, Youth, Exobiology, Computer Skill; Com icon
-Azan: CIVILIAN, Youth, SCIENCE, Transporter Skill; Com icon
-INTEGRITY: 6+6, CUNNING: 7+7, STRENGTH: 5+5
PICTURE: The twins look good here, with matching outfits that nonetheless go
opposite ways colorwise. The line in the wall behind them gives them each a
background of their own, one plain, the other full of bricabrac. An engaging
enough 3.4, with Federation blue winning out over NA gold for the nicer
LORE: Good stuff, from their relationship with Seven to their neural interface, and it dips into some fun with the cheating too. A likeable 3.5.
TREK SENSE: Twins, especially linked in this manner, are the perfect couple to put on a dual-personnel card. They WOULD always be together, and in their case, do share skills like they were a single personnel. Both a Youths, and thus Civilians, and as for the skills, they're throwbacks from their days as Borg, all much more advanced than you would think for boys their age. An interesting thing here is that Rebi and Azan don't seem to be Third and Fourth, but rather Fourth and Third! The skills are switched from their Borg persona. That's fine, and is a fun trick to make them somewhat interchangeable. The skills themselves, while all things that would interest the Collective, aren't hugely informative about the de-Borged kids however. Just stuff they retained. Speaking of which, the same can be said of their Communications icons, no doubt representative of implants still left inside them. Integrity's gone down a point from their Borg selves. Tsk tsk, they shouldn't have cheated like that ;-). Seriously though, they are more selfish as individual kids. Cunning's gone up 2 in the meantime, so here we see how two linked independent minds are smarter than a drone's collective vision. Strength remains unchanged, but I'm pointing the finger at those implants again, the only way to make young boys this strong. The dual-affiliation should also be mentioned: Though they were rescued by Feds, they soon returned home, and we can consider the Wysanti to be Non-Aligned. They'll do just fine at 4.
STOCKABILITY: Former Borg have proved their mettle by gaining access to a number of cards that would usually only serve the Borg, but thanks to the subcommand icons they've retained, affect them too (that's not to mention all the dilemmas and other cards the Borg are immune to). Rebi and Azan present any DQ deck (they can turn into NAs) some pretty good skills, and combined attributes of 12-14-10. Those skills include 2 instances of the rare Youth, the excellent classification SCIENCE, the rare Transporter Skill, and a couple of more common, but no less useful ones. As 2 CIVILIANs, they're one card that translates as 4 points per turn at a Colony. And as far as subcommand icons go, Communications is just about the best, getting you more points at Assist Cooperative, transfering data and regulating implants with the Cortical Node Implant, reporting Resuscitated personnel to their location, glace at cards with a Borg Data Node... but nothing that would play off the TWO icons. Ah well. The twins are still a very good mission-solving resource, and can even hold their own in battle thanks to the combined STRENGTH. A solid 4.
TOTAL: 14.9 (74.5%) Hey, same as a third former Borg, the Romulan Orum.
#2122-Reginald Barclay, Personnel, Federation, TB
"Dedicated member of the Pathfinder Project. Established a means for Voyager to regularly communicate with Earth from tens of thousands of light-years away."
-ENGINEER, Computer Skill, Astrophysics, Honor; Delta Quadrant [Fed] missions you solve are +5 points; Staff icon
-INTEGRITY: 8, CUNNING: 8, STRENGTH: 5
PICTURE: Reg has had better days, but that's not an inappropriate pic for him at all! The gloom and depression is totally in character. That said, there's not a whole lot else to admire, but it's still a solid choice and fair composition. A 3.5.
LORE: The Voyager version of Barclay, with post and accomplishment. Nothing to sneeze at, but definitely not as interesting as the character. Where's are the therapy sessions, the returning holo-addiction and the cat? A 3 that could have been much more.
TREK SENSE: Barclay has always been an Engineer with Computer Skill, which originally made him a diagnostics expert (starting out as a mission specialist). That's still there, of course, but now he's got a lot more. To contact Voyager in another quadrant, he must use Astrophysics. And his loyalty to a crew he doesn't even know awards him Honor. He even jeopardized his career for them! The card has him AFTER his breakthrough at Pathfinder, since the special skill intimates that the contact is readily possible between the two quadrants. The Federation can thus get the results of missions (sometimes, they even ordered missions from the AQ), making those objectives more important and more profitable. Well done, though aren't "Any crew may attempt" missions as worthy, especially the scientific stuff? Not a big hitch though. His various neuroses have kept him at Staff level, but his attributes HAVE risen since Premiere and First Contact. His Integrity is now more in line with his Honor and new-found courage. The Cunning is still at FC level, making an integral part of your engineering team. Strength hasn't moved, not should it have. It's fine. Reaches 4.3.
STOCKABILITY: An excellent addition to your Federation DQ deck, he'll add 5 points to any Fed DQ mission, regardless of his location. If not exclusively DQ, you can leave him on Earth, switching him back and forth with the First Contact version to probe at Visit Cochrane Memorial, doubling its result. Meanwhile, your Federation ship is out in the DQ racking in the extra points (beyond any other bonuses you snag for yourself with mission specialists, the 75th Rule, etc.). If you do bring him to the Delta
Quadrant, he won't be useless either. ENGINEER and Computer Skill are both massively useful on missions there, Astrophysics not being bad either, for that matter. And with high INTEGRITY and Honor, he can have an Ancestral Vision. Still a niche personnel, sure, but the niche here is much larger than it was for his FC counterpart. A strong 4.
TOTAL: 14.8 (74%) Still under his FC self, but will possibly beat his Premiere.
#2135-Relics of the Chase, Incident, TB
-Seeds or plays on table. Once per battle, your Hirogen may capture an opposing personnel he just stunned. Also, once each turn, your Hirogen using a Hirogen Talon may place in point area one personnel he just killed in personnel battle (or, if he is an Alpha-Hirogen, one captive he is escorting); score points equal to that personnel's highest printed attribute.
PICTURE: Hirogen trophies that thankfully look like animals, mostly from the same type of species. The bottom one isn't as well done as the rest, but whatever. An interesting symetric image, nicely textured. A 3.5.
LORE: N/A (score will be adjusted accordingly)
TREK SENSE: This one's about collecting trophies, dead or alive. Alive: The Hirogen can capture a stunned personnel, just like they did with Seven and Tuvok in "Hunters". Dead: A killed personnel can be placed "on the wall" and is worth points as a just-met goal, that of getting one's prey. The points are equal to the prey's highest attribute, which makes some sense, though can't be a complete picture. Maybe the prey was strong, maybe it was cunning, maybe it was particularly noble (Integrity). It doesn't take into account things like rare skills, unique species, or anything like that. The prey must also be killed with a Hirogen Talon, I suppose because using a Disruptor isn't quite as sporting. I agree with the sentiment, but why would the hunters ever use directed energy weapons? We've seen 'em used in hunts (and not just against the personnel-less Species 8472), so were those hunts not worthy? Alpha-Hirogen, more far-seeing than other hunters, may use live prey as trophies, as per Idrin's keeping Seven and Tuvok alive, but here too, a Talon is needed. What for? (I don't understand it on Rituals of the Hunt either.) And why not make this an Objective rather than an Incident? There are a number of things that keep this one at a rather average 3.2.
STOCKABILITY: There are three staples to a Hirogen deck, and Relics of the Chase is among them (the others are Hirogen Hunt and Rituals of the Hunt). It's the only one that cannot be downloaded, but it CAN be seeded. It allows you to capture personnel in battle (should be very easy to stun them with your high STRENGTHs), after which you may do, well, anything you want with them. Brainwash, Torture, Interrogation, are all still possible, but without playing another card, you can use your Alpha-Hirogen to score points off the captive. High INTEGRITY is rather rare (and never above 10), and high CUNNING too, though the upper limit is higher (Think Tank personnel make excellent targets), so it's high STRENGTH that should spark your interest. Your Hirogen have high STRENGTH too, but using hand weapons (they must have a Talon anyway, but the big Disruptor Rifle really puts things over the top), they can stun even The Pindari Champion to score 16 points! Without an Alpha, you can do this with killed personnel, but that's gonna be hard with high-STRENGTH personnel. Point is, you'd usually have a choice between many personnel, both dead and captive. This strategy takes personnel away from your opponent while racking up the points for your side. Doesn't quite replace a strong mission-solving strategy, but rounding the corner with this could be both fun and helpful. Not as good as the other 2 cards, and Rituals can ALSO (and more easily) capture prey, so no more than 3.5.
TOTAL: 13.6 (68%) Can't take on Hirogen Hunt.
#2148-Repair Null Space Catapult, Mission, space, Any crew may attempt mission, TB
Interstellar space: Stabilize and make use of high-speed propulsion device built by alien explorer.
-ENGINEER + Physics + (Diplomacy OR Treachery)
-Span: 4; 30 points; May relocate solving ship to any spaceline location.
PICTURE: A really cool pic, really off the usual beaten path laid out by mission cards. A bit bric-a-brac in composition, mind you, but fun and colorful. As the slingshot gets taut... a 4.
LORE: No problems here, and the vague location is nonetheless unique (Decipher's been good about not re-using location names). A fair 3.
TREK SENSE: Anyone may come upon this alien contraption and either help the alien fix it so they can use it afterwards (the Diplomacy angle) or else do away with the alien and use it before he does (the Treachery angle). Engineer and Physics seem the perfect skills to do this, of course, and though it's advanced science, you do have the help of the alien explorer. The points are adequate for this achievement, especially since you also get to Catapult to another spaceline location (so limited, just as in the show, to the the Delta Quadrant). The Catapult can't be used over and over, since it loses its stability. I guess it's even destroyed, because no other ship can use it after this. But there are no missions in this game that reset themselves. This one could have been like that though. Ah well. The only other element to comment on is the Span, which is fine since it represents a stretch of uninhabited space between systems, and generally follows the pattern of longer-Spanned missions in the DQ to represent Voyager's long journey. Not much to disagree with, so a high 4.5.
SEEDABILITY: This is an excellent mission to include in any DQ deck! Just the fact that it's geared toward ENGINEER and Physics is a strong selling point, since so many DQ missions and personnel are. In fact, even with the Diplomacy (Fed solution) or Treachery (anyone else's), it's real easy to set up the spaceline with these skills. Indeed, Aftermath and Acquire Technology are very close, and no matter where they are on the spaceline, they can be reached immediately by simply solving Repair Null Space Catapult. You can be Catapulted anywhere, in fact, and aren't stopped, so you could also use the relocation to attack your opponent, immediately start on the next mission, etc. Excellent. As to solving, Lon Suder is one Non-Aligned with all the required skills, so there you go. An impressive (but stealable!) 4.4.
TOTAL: 15.9 (79.5%) A new one for the top 10, so it helps to put a cherry on top.
#2161-Replicator Accident, Dilemma, space, 5 points, TB
"Nucleonic radiation from the explosion of a stolen - and incorrectly installed - food replicator mutated the cells of a Kazon-Nistrim crew, fusing them with inorganic matter."
-Ship is damaged and entire crew is killed unless ENGINEER, Physics, and CUNNING>30 present. Discard dilemma.
PICTURE: The Kazon is stuck inside a not-too-convincing styrofoam bulkhead, making for a stiff and unclear image. I guess we're supposed to be confused by what's what, but it's just not that interesting. A 2.5.
LORE: The technobabble annoys me on this one. It's not just radiation type-X syndrome, but also the stuff about mutating the Kazon's cells. Wasn't it enough just to fuse them to inorganic matter? Mutation on top of that seems like overkill. It's too bad, because it was otherwise interestingly written (at least the apposition was). Another 2.5.
TREK SENSE: Though replicators use some of the same principles as holodecks and transporters, they malfunction much less readily, but it COULD happen (this is Star Trek). All ships are equipped with them, and those that aren't, could be using a stolen one or prototype (for some of the older AU ships perhaps). This kind of malfunction would kill the entire crew and damage the ship. Would it really? On most large starships, it probably wouldn't. It would be localized to the replicator's near vicinity and wouldn't cause as much damage. The Kazon ship was smaller than that. We should probably presume some kind of cascade effect (I'm still not entirely convinced). To save your ship and crew, you need to have installed the replicator properly, and understand its inner workings. Engineer, Physics and Cunning all allow you to do that. I'd say that's a fine take on it for Kazon and AUs that don't usually have replicator technology, but how do we handle ships with lots of replicators aboard? I suppose the requirements are the maintenance that needs to be taken care of regularly. Have you had your systems checked recently? If not, there might be a Replicator Accident. Sure, ok. The points are unwarranted in such a scenario though. If at the end of the day's maintenance, you say "nothing to report", there's not much of a goal accomplished. We don't hand out points for keeping ships staffed, etc., so we shouldn't for routine maintenance. Ships using prototypes or stolen replicators might be in a better position to call it a victory when the thing works, scoring some points off it. So basically, I think the card goes a bit far in its effects, no doubt trying to give space dilemmas a bit more teeth. A worthy endeavor, but a costly one here. Manages 2.9.
SEEDABILITY: A dangerous space dilemma, but perhaps not dangerous enough to afford attaching bonus points to it. See, ENGINEER and Physics often go together, and CUNNING of 31 or more should be simple enough to achieve with most mission-solving crews. Opponent scores 5 points, no ill effects. Now if you manage to filter out some personnel to drain CUNNING, you might get it to hit (getting rid of all the ENGINEER/Physics could prove too difficult in the current environment, though not impossible). Hull Breach could be your double-killer, and Nagilum might get rid of half the crew, to name just a couple of possibilities for combos. If it does hit, then no points, but also, the rest of the crew heads for the discard pile and the ship is furthermore damaged. You opponent may just abandon the hulk as scrap in favor of using another ship. So it might just be like destroying a ship. I can imagine this working great against the Borg (especially since they can't score bonus points if they do overcome). As a self-seed? A little too dangerous for that. Very deadly, but you gotta make it stick, and if you don't, annoying bonus points... Evens out at 3.5.
TOTAL: 11.4 (57%) Doesn't quite have the cachet of a holodeck malfunction ;-).
#2175-Riley Frazier, Personnel, Non-Aligned/Federation, Delta quadrant, TB
"Human science officer of USS Roosevelt. Assimilated as a Borg at Wolf 359. Freed a year later when her ship was damaged. Romantically involved with Chakotay."
-SCIENCE, Computer Skill, Astrophysics, Geology; Your other Borg present are each, CUNNING: +2; Command icon, Com icon
-INTEGRITY: 6, CUNNING: 8, STRENGTH: 5
PICTURE: With this very bright background, the foreground is just way too dark to do Riley justice. Either template will do since the pic has two basic color ranges, golden and blue. 2.5 should do, because it's otherwise ok.
LORE: Solid, if basic, stuff, from her original posting, to her assimilation, deassimilation and the classic romantic involvement note which never amounted to anything. I'm glad for the details that fill in Star Trek history, but there's nothing major here. A 3.2.
TREK SENSE: Riley was a Science officer, and still works in that field within her cooperative. Astrophysics and Geology are both related skills, but are shown off in the cooperative story, such as figuring out what phenomenon affected her Cube, and the choice of a planet to settle on. Computer Skill was useful in her career and is now useful in dealing the various Borg implants. Her special skill could just be perceived as her intelligent counsel to other personnel present, but since it only affects the Borg, it's probably linked to the cooperative's telepathic communications ability. She actually does share Cunning. The Communications icon is an appropriate leftover package of implants. The Command icon is meant to represent leadership in the cooperative, but the skill would have been better for that. The icon is for staffing purposes, and these guys didn't have a ship to call their own. She's one of the good guys, but the Integrity takes a hit for lying to Chakotay and for basically assimilating people into her cooperative. Cunning and Strength fit the science officer profile. She would have returned to the Federation had she been able to, so retains that icon, but circumstances have made her part of the Non-Aligned group. Not flawless, but a good enough effort at 3.4.
STOCKABILITY: She could join the Voyager crew along with other former Borg, making the most implants and such, or could just be used with any DQ affiliation as a Non-Aligned (again with plenty of former Borg). In any case, her special skill will only work on Borg, so she's best used along with the others. This also allows you to maximize your implants and other Borg-related cards, many of which usefully key off the Communications icon: Nanoprobe Ressuscitation, Borg Data Node, Cortical Node Implant, and Assist Cooperative's 10 points. She's got a good load of Science-related skills, both for planet and space missions, plus the Command icon for staffing purposes. A strong 3.7.
TOTAL: 12.8 (64%) Not on par with her friend Orum's 79.5%.
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