What a Card: Anti-Matter Pod

Being a look back at cards from the Star Trek CCG, and what I thought of them back when they were fresh and new... in EPISODE order. I always feel like Tasha died closer to the end of the season, but there were three episodes left. Starting with We'll Always Have Paris (the one I tend to forget), which gave us five cards. For example...

EXPANSION: Q-Continuum

PICTURE: An excellent pic for an Equipment card. The image is clear and focused, and has a nice color scheme. Too many cards show beige pieces of equipment on a beige background. Here, the purples and blues are nice. A 4.

LORE: Not as general as it could be (limiting it to use by the Enterprise), but I like the examples. One thing, though: Do you really mine ships? Or do you rather mine an area? Fuzzy. A 2.

TREK SENSE: The mining area is a good idea, and well-rendered. Navigation WOULD help you through it. And since anti-matter is easily detectable by sensors while being very hard to transport, you WOULD need Transporter Skill to nullify the pods. But why not leave them at planet missions too? These hold some conceptual "outer space". Fear of reentry? A 4.2.

STOCKABILITY: If you leave one somewhere, make sure you don't need to go back there again. Couple with other ship stoppers (like Q-Nets and Tetryon Fields) to make sure they hit. (I love pollution decks.) They even work against heavily-shielded ships like those of the Borg. Unfortunately, Pods got less and less effective over the life of the game. Decipher kept putting out more and more Transporter Skill and Navigation with every expansion. What? You say you use it to nullify Manheim's Dimensional Door? Get real. A 2.5 and dropping.

TOTAL: 12.7 (63.5%) Fair, but in real danger of being relegated to the binder for good.

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