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. And the second card out of "Datalore"...
EXPANSION: Q-ContinuumPICTURE: A shot of Data's hand, close up, since we've really never seen the switch itself (in any case, it's under an android's skin). There's unity in the colors, but beyond that, it's not a very interesting pic. A simple 2.7.
LORE: The lore would have done well to include all androids in that statement, so as to go along with the game text. The little story here is interesting enough. A 2.9.
TREK SENSE: All androids have an Off Switch. Well, all Soong-Type Androids anyway, but I'm sure Exocomps have one too, right? Flicking the switch places that android into stasis. I really think the word "disabled" should have been used here, since stasis doesn't include the ability to beam that personnel. Why couldn't you beam or move an android body on "off"? Data's Body starts off "disabled", for example. That it only lasts until the end of the turn brings up a few questions. First, can an android wake itself up? (I say, there should be some kind of routine that would allow this after a "sleep period".) Or are we to assume someone simply flicks it back to "on" at the end of the turn? What if the android is alone? And who turned it off in the first place? The card doesn't require an opposing personnel or anything, thereby making moot the point that not everyone knows about the Switch, though I would have explained that by the fact Riker went and gave it away in "The Measure of a Man". While in stasis, the android becomes immune to a number of cards. Of course, an android couldn't Die in Bed. It's not a "living" being per se. It can't get itself trapped in a Chinese Finger Puzzle either. And can't kill anyone while dreaming. Fine. The second function of the card, to nullify another Off Switch, makes perfect sense. After all, an Off Switch is also an On Switch. All things considered, this one's a 2.5.
STOCKABILITY: Are you afraid of androids coming in an destroying your dilemma combos with their superhuman abilities? Or are you running scared from android-targeting dilemmas? This card could be for you. (Of course, anyone who plays out of fear has got some strategy problems.) Offensively, this card will place an android in stasis until the end of a turn. Hit one of these powerful personnel just before a mission attempt and that Away Team or crew doesn't get a ton of skills and attribute units. You may want to play it anywhere you've seeded a dilemma that can be passed by an android too. Most of these are walls that the android can pass on the next turn, so it's just a delaying tactic. Worthy, but not that much. The card may be better played at the start of a personnel battle, taking out those STRENGTH 10-12 personnel and any chance of being Headlocked. Probably the best reason to stock the card, as it may take that Federation party by surprise. Defensively, you may use it to either nullify that Off Switch, turning the tables on your opponent in case they do just that. You might also use it on your own android to avoid Android Nightmares or Chinese Finger Puzzle, both of which affect personnel present with your android. Of course, you need to have Scanned for those, and why not just attempt the mission WITHOUT an android altogether? That would make more sense. The personnel battle strategy remains the best one here. And if your opponent isn't using androids? Totally useless. An even 3, but I'm being generous.
TOTAL: 11.1 (55.5%) An android counter, but not a very efficient one.
Comments