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Opaka, Healer 2014-12-21
[Baj] 5 •Opaka, Healer
[DS9] Bajoran
•2 Anthropology •2 Diplomacy •2 Honor •2 Leadership
Kai. While this personnel is attempting a [GQ] mission, each Kai, Prylar, and Vedek at that mission may meet Cunning and Strength requirements of that mission using Integrity.
"My work is here now, Commander."
Integrity 10 Cunning 7 Strength 2
30 V 37

Positives: 10 Integrity. [DS9] icon. When in Gamma Quad each Kai, Prylar, and Vedek at that mission may meet Cunning and Strength requirements of that mission using Integrity.

Negatives: 2 Strength. The ability only works on the Mission solve and doesn't help get by dilemmas. No staffing icon.

Extra: All the Opakas have the same skills and the only difference is their skill levels. The high Integrity almost makes up for the incredibly low Strength. Opaka, Healer is the one to use if you are going to the Gamma Quad. Her ability works on herself as well as any other Kai's. The [DS9] icon is useful for Bajorians to help activate other certain cards like Holding Cell. As for missions, she has every skill you need for Pacify Warring Factions and almost all the skills for Parada II, Expose Security Threat.

Hoshi Sato, Captain's Woman 2014-12-19
[SF] 2 •Hoshi Sato, Captain's Woman
[Stf] [Pa] [AU] Human
•Anthropology •Programming •2 Treachery
While you have no cards in hand, this personnel and each of your Leadership personnel present are attributes +1.
"And I'm probably the only one who doesn't want to slip a knife in your back."
Integrity 2 Cunning 6 Strength 5
13 U 105

Positives: Could raise her attributes +1 and leadership personnel present are attributes +1 too.

Negatives: One of her skills is Treachery. You have to empty your hand before her ability kicks in. Low Integrity.

Extra: There are two Mirror Hoshis and the Hoshi Sato, Captain's Woman is probably less useful than the Hoshi Sato, Empress, since for the same cost you get more skills with the Empress. If you are trying to use the emptying of the hand flavor to activate a bunch Mirror Starfleet abilities then Caps Woman might be more useful. The big drawbacks to running a Mirror Starfleet deck is their low Integrity and Treachery. Every other Mirror Starfleet personnel carries Treachery and too much Treachery makes An Issue of Trust that much stronger. People can run multiples of it and sometimes return it to the dilemma pile. It hoses Mirror Starfleet every time. The Mirror Starfleet could make use of Hoshi, Caps Woman with Standard Punishment to pop attributes even more and the Reflections dilemma could put a serious stop to your opponents mission attempt.

Spock, Science Officer 2014-12-16
3 •Spock, Science Officer
[Cmd] [TOS] [Pa] Human/Vulcan
•Astrometrics •Engineer •Programming •2 Science
You may play this personnel at cost +2 to examine the top four dilemmas of an opponent's dilemma pile and remove one from the game. Replace the remaining cards in the same order.
"Fascinating."
Integrity 6 Cunning 8 Strength 7
12 R 85

Negatives: Intended for OS Feds only. "Science Officer" card title without Officer skill.

Positives: 4 useful skills and high attributes for 3 counter cost. For 2 extra counter cost you can get rid of a dilemma you don't like and then know the top 3 dilemmas your opponent draws.

Extra: This card title indicates a skill of Officer the personnel doesn't have. Which can be confusing (As does Spock, Experienced Officer.) You can't go wrong including this Spock in your OS decks. Take him to the Navigate Xindi Corridor mission and he has all the skills you need. If you have multiples you don't mind losing him in mission attempts since you could replay him and use his ability of removing dilemmas from the game over again . One of the best of the Spocks currently available.

Historical Research 2014-12-09
[P] •Historical Research
[AQ] 35
2 Anthropology, 2 Archaeology, and Integrity>33
At the start of your turn, if this is your first turn and any opponent has had a turn, you may download a personnel.
Gateway: "Time is fluid ... like a river with currents, eddies, and backwash."
Any affiliation may attempt this mission.
Span 2
13 U 45

Negatives: This mission is harder for low integrity affiliations to do. You can't use the game text if you go first.

Positives: If you go second you can download a personnel you really need. Low Span. Neither too hard nor too easy to solve.

Extra: Historical Research is one of the top missions used in a majority of decks. If your deck relies on any one personnel it helps tremendously if you can just download them. It also helps offset the natural advantage the player going first gets. One problem you have to remember to use it if you go second. People sometimes forget to use it. Throw in Kamala, The Perfect Mate and Vash, Treasure Hunter in your deck and you've got all the skills you need to actually solve the mission.

Debris Field 2014-12-09
[S] 1 Debris Field
Unless you have Astrometrics or Navigation, all your Engineer personnel are stopped and this dilemma returns to its owner's dilemma pile.
A somewhat common, but nonetheless dangerous hazard to space travel.
1 C 22

Positives: Only 1 cost. Could stop a bunch of Engineers. Could return to Dilemma pile.

Negatives: Easy to get by. I mean REAL easy to get by.

Extra: The problem in today's play environment everyone runs plenty of multiples of Astrometrics and Navigation because of Where No One Has Gone Before But assume (for whatever reason) that there isn't any Astro or Nav. Stopping Engineers only?? That's what maybe 1 or 2 personnel (Usually.) A Space only Dilemma that eats up a card slot better have strong effects or it's a waste of space. The only time you'll see this dilemma used is in sealed deck and it rarely works even there. The one interesting use of Debris Field is in Romulan decks with The Tides of Fortune where you face the dilemma for an easy 10 points.

Worn-Out Welcome 2014-12-06
[D] 3 Worn-Out Welcome
Randomly select a personnel to be stopped. Unless you have Anthropology and 2 Diplomacy or Transporters and 3 Treachery, place that personnel on one of your headquarters missions.
"I think it's time we left." "I couldn't agree more."
6 P 13

Positives: Could stop one personnel. Then Could send him away.

Negatives: Cost 3. Requirements are usually easily met.

Extra: This dilemma is costly for its effects. There are 2 cost dilemmas that exist which stop one personnel (like Guess Who's Coming to Dinner?) that have better effects. Another problem is that if a dilemma randomly selects personnel there are decks built to work against random selection. Any random selection dilemma has to be examined closely before adding it to a dilemma pile. The most effective use of Worn-Out Welcome is in combination with Overwhelmed.

Cavit, Apprehensive First Officer 2014-12-06
2 •Cavit, Apprehensive First Officer
[Cmd] [Voy] Human
•Astrometrics •Leadership •Officer •Security
While this personnel is attempting a [DQ] mission, you may make him attributes +3 until the end of the turn. If you do this and fail this mission attempt, kill this personnel. Otherwise he is stopped. You may do this only once each turn.
"Lay in a course and clear our departure with operations."
Integrity 5 Cunning 5 Strength 6
10 U 64

Positives: 4 skills and good attributes for 2 cost. Excellent ability for when you are just a couple attribute points short for something.

Negatives: Could have to kill him if you use his ability and can't solve the mission. Ability only works in Delta Quadrant. He's mostly for Voyager use only.

Extra: He's in most Voyager decks and his ability has saved many players on several occasions. His skills come handy for the Northwest Passage, Contact Extradimensional Species mission. Good solid Voyager card.

U.S.S. Enterprise-J 2014-11-27
[Eve] 1 •U.S.S. Enterprise-J
Plays in your core. Each of your personnel at a mission that is worth 40 or more points is attributes +1.
"You're on Enterprise. Enterprise-J to be exact, a distant relative of your ship. We're four hundred years in the future. I've brought you to a monumental moment in history, the battle of Procyon Five, where the Federation engaged the Sphere Builders. ... You are the only one who can convince them of what I have told you. It is crucial to history that you do not sacrifice yourself."
14 R 43

Positives: 1 Cost. Plays in the core and stays there. Each of your personal at a mission that is worth 40 or more points is attributes +1.

Negatives: Not any good at missions worth 35 points or less.

Extra: With U.S.S. Enterprise-J personnel get +1 attribute bump and can solve two 40 point missions easily. Then get the rest of the points they need with bonus points to win the game. Players who use this usually run two or three of Enterprise-J's, so even if you take one out there's usually another around. If a card alters the point value of a mission, any cards that reference that value will use the new amount, so things like Raise the Stakes can pop up 35 point missions so Enterprise-J will work on them and personnel will get the attribute boost.

The Pillage of Bajor 2014-11-27
[Eve] 1 The Pillage of Bajor
To play this event, you must command three [Car] personnel. Examine the top three cards of your deck. Take two of those cards into hand and discard the other. Destroy this event.
"…they've spent the last half century robbing the planet of every valuable resource - before abandoning it."
1 U 116

Positives: Gives you a greater chance of getting a card you need. Out of the top three cards you get to choose the two to keep and one to discatd.

Negatives: Kind of costly. May have to discard a card you could use.

Extra: The Pillage of Bajor is mostly for Cardassian use. In a general Cardy deck Observer from the Obsidian Order is a better choice. The advantage of The Pillage of Bajor is in a slim speed deck using it with Observer to tear through the draw deck. You use a counter and discard two cards to gain two with this card. Observer uses no counters and discards two cards to gain two. If you really wanted to tear through your deck you could also throw in Cardassian Protectorate. Get enough cards in your discard pile and Back to Basics is easier to activate sooner.

Seth Matthews, Red Squad Cadet 2014-11-24
0 •Seth Matthews, Red Squad Cadet
[Stf] [E] Human
Cadet. While this personnel is facing a dilemma, he gains Exobiology and Science.
"We have cadets as young as seventeen who are doing the jobs of officers twice their age."
Integrity 5 Cunning 5 Strength 5
4 C 146

Negatives: No Regular Skills for mission solving. Only 2 skills when facing dilemmas.

Positives: 0 Cost. Staffing Icon. Attributes count for mission solving.

Extra: On the face of it Seth Matthews, Red Squad Cadet doesn't look that great, but he's good. If you have a deck where a few of the characters do not have staffing icons he's a big help staffing ships and if you keep him behind on the ship you'll have at least one staffing available if you lose a few personnel. He's a Zero cost personnel that gives you free attribute points and if you need to leave someone out of an attempt he's an easy choice. The real problem with him is you can almost never use his Exobiology or Science when facing dilemmas since those skills are absent from the dilemmas seeing play. Here's something fun to try: get Seth, and Ezri Tigan, Soldier of Fortune, on the U.S.S. Bozeman, Well-Preserved Antique. Then use Matthew Dougherty, Misguided Admiral to destroy a staffed ship and all your personnel are +3 attributes until the end of turn. Your total loss is 3 Cost.