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. Oooh, Picard's first command...
EXPANSION: Q-ContinuumPICTURE: The purple gas clouds match those on the mission corresponding to this episode, so the rare astronomical element makes sense here. The ship itself is really odd looking, because the perspective makes it seem like the dinky warp nacelles are coming out of the central bridge module. It's an ugly ship alright, but I think that's what it's supposed to be like. Picard really went up in the world. A 3.1.
LORE: Starts off with matching commander status for someone you might think has plenty already, but nevertheless, it's a help. The 22-year mission is quite impressive when compared to the Starship Enterprise's measly 5. And then we just spin off into the events from the episode "The Battle". No registry? It does seem to begin mid-lore when compared to other ships. Still has some good information for a decent 3.4.
TREK SENSE: The ship may be old, but it's still current (i.e. non-AU). No other Constellation-class ships to compare it to so let's just take it for what it is. Smaller than a Galaxy-class, it looks similar to a Miranda in size and sophistication. Then why the extra staffing icon? I mean, Picard seemed to be able to man the ship alone (with a little help from a Thought Maker) in "The Battle". He may be its rightful matching commander (after 22 years, I doubt you'd forget anything about the vessel even after its loss), but that has no bearing on staffing (maybe it should). The Tractor Beam is standard for ships of this size. Range is high because it's an exploration vessel and engines should certainly be a priority, with low Shields (thought destroyed) and high enough Weapons (defeated a Marauder at Maxia Zeta, though with difficulty). We're left with a neat special skill which mimics the Stargazer's "destruction" and return. Of course, you have to wonder why it isn't more damaged if it was thought destroyed (that means at least badly damaged), but parties such as Bok may be invisibly involved in the game (repairing it). Other than some disagreement vis-à-vis the staffing, I think this ship is darn spiffy. A 4.1.
STOCKABILITY: An 8-7-6 ship is nothing to rave about, but the special game text makes it somewhat useful. If you ever lose the ship, you can get it back as if through a free Res-Q/Palor Toff. Helps with deck speed and efficiency, certainly. Of course, stocking bigger, badder ships (I don't really think the Defiant is any harder to staff) makes it less likely that the ship will find its way IN the discard pile in the first place. So this is one of those "loser" abilities, i.e. that you expect to use because you expect to lose (to some degree). Ok, Picard is matching commander, possibly making the ship a fast 10-10-9, and a cozy place for him while Admiral Picard drives the Enterprise around. The ship CAN help with hand manipulation strategies without ever playing on the table. Any card that allows you to discard to get a card draw won't make you actually lose THIS card (it may return to hand at any time). Process Ore, Mutation, Spacedoor... even Kal'Toh will work "for free" if you discard the Stargazer. But because you can only do it once per game, that effect is pretty limited, though it WILL work for any non-Borg affiliation, not just the Feds. Make sure you can evacuate your personnel if you're going to lose the ship the old-fashioned way, because THEY certainly don't come back. A somewhat limp 2.9.
TOTAL: 13.5 (63.5%) It's no Enterprise, I guess.
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