Saturday 10 February 2024

Scotty’s Gaming Physics


The Chief Engineer of the USS Enterprise is famous for uttering the line "You canna change the laws of physics" but you can change the rules of the game.

As we've already seen in the new Kirk Expansion Pack for Gale Force Nine's Away Missions, a new Beam Away feature has been introduced which can either be the greatest of gifts or a move that ends up with one less person on your crew.

Scotty also brings something different to the mix but first let's dive into the characters themselves and see what new dimensions this quartet add.

As the Commander in this set you would assume Scotty would pack the best Attack, Defence and Skill stats but that's not the case. He does have a triple advantage when it comes to his Engineering trait and with that heightened chance of success he could potentially add a Bonus Action to your team. That's a lot of firsts in one character so loading up your card deck will be a major skill in itself to take full advantage.

Hikaru Sulu actually boasts the best basic stats in the team with three dice available for Attack and Defence. While he's still limited to stun, he does provide a re-roll to both himself and his opponent. Sulu also has a double Security trait again super useful for those skill tests and, more interesting is his ability to roll four Attack dice if you happen to have equipped him with an antique weapon - and yes, it's a definite homage to The Naked Time. That said, it means that choosing the Rapier for melee means he's got an advantage from a distance or close up.

Uhura might not have the highest Attack ability but her double rolling Communications trait and chance to reroll on Operations terminal tests will provide a twist as long as you've packed the right objectives from the set. Probably a character you'll need to keep under guard which is where the traitless Mr Leslie comes into play. indeed, that's precisely what his character is designed for, rolling more dice if you're backing up another team member and I can't see why this would ever NOT be Uhura.  Ironically (or probably more likely by full intention, Mr Leslie is the perfect redshirt although that does mean this set is oddly lacking in any medical backup. Given the higher abilities of his colleagues, Leslie does add a sense of balance to the group however Trek fans will probably be wondering where Nurse Chapel has gone. In fact on a check of the deck there's only ONE card which will help restore any damage this team receives so deck build wisely!

But what of the rest of the pack? Well, there's lots to look at. There's more Beam Away tokens as we saw with Kirk (use that under advisement!!!) plus a rather cool little Tribble feature. Those fluffy annoyances can help players score more points if they've been deployed and started to spread but there are ways to remove them! Reading more into this, the Scotty team is ideal to deploy if you're up against a Klingon opponent as the Tribbles can give you some dice rolling advantages when coupled with the Beam Away feature. Again, it's worth digging into your cards to work out the best combination of Support/Mission to select. 

Out of the box there's that genius idea of a starter deck to get yourself acclimatised with the dynamics before mixing it up with the additional cards. In relation to the features of the set there are definitely a few sets of cards that players will want to have shuffled into the 20 cards available in each stack and there's absolutely room for customisation. However, I've yet to start mixing cards from each of the packs since they do seem tailored to each group straight out of the wrapper.

This pack also boasts a lot of cards with additional points bonuses as well as a hefty one if you're into stealing cloaking devices or Doomsday Machines. In these instances managing to complete other missions will greatly increase your tally but make sure you do them in the right order to make the most of it. A lot of the cards are similar to already released packs, relying on team members completing skill challenges at particular terminals with more emphasis on their innate abilities and higher scoring traits. Of the two new Original Series packs this is my go-to thanks to the Tribbles and also thanks to the interesting mix of characters on the team. It's fairly balanced  when you look at it person to person rather than being an average spread of stats across all four. That may well direct your play to pair them off and back each other up in a way that's not really been evident with Picard or Riker's Federation squads.

There's also a nice "easy" goal as a Core Mission in which players can gain ten points for simply keeping characters in play - that's a potential 40 points for keeping out of danger so make sure Leslie knows!

The Commander Scotty Federation Expansion is now available to pre-order from your Away Missions stockist!

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Friday 9 February 2024

Kirk Goes Away


With Christmas out of the way, your gaming fund is absolutely -

Hold that thought because for fans of Gale Force Nine's Away Missions, there's a new pair of expansions about to drop that will no doubt catch your attention.

For the first time stepping outside of The Next Generation's timeframe, Away Missions brings in The Original Series crew across two fabulous sets.

Assembled on the transporter pad for the first beam out are Kirk, Spock, McCoy and Chekov.

Now this could be classed as the more "run of the mill" Federation pack but there's a new feature on the cards that will certainly mix things up... and did in my first trial of the set.

The figures are great. I know there's a very mixed bag of opinions out there around their styling but I think it really works and given their size the detail is pretty damn fine even down to the correct rank braiding on the shirt cuffs and dials on the teeny phasers. Some of the paint jobs we've seen on the previous sets are just phenomenal and I wish I had half the talent on display. Look forward to seeing these in all their glory!

So to the pack; Kirk is an oddly average team leader on first glance but the chance to pick up some easy points on skills challenges thanks to that Command trait helps a lot. So too does his ability to re-roll an additional die in attack, skill and defence. Plus he integrates a lovely close combat attack adding two dice to his assault. At cover value not so good but once you can get him into tight situations Kirk comes into his own.

Spock is the go-to for skills challenges whether or not he has the trait since he rocks an impressive three dice out of the box. His nerve pinch is also a close quarters winner but will stun rather than kill. It's an advantage over his phaser, emphasising this pack as one that will need players to be prepared to get right up to their opponents for maximum effect.

McCoy's healing abilities are useful but rely on you again being close to another character (namely your own!) to regain some health. One note here is that McCoy is a big advantage in terms of the health regain over the Scotty pack which we'll come back to in that article.

Crouching Chekov adds the muscle to the pack needs players to ditch Support Cards in order to take advantage of the re-roll Kirk gets for being Kirk. It's actually pretty balanced as a quartet with each character providing a different weight to the away team and potentially leading players to customise their cards to play to the higher stats of each one. That said, the fact that you're shuffling before dealing out five Support/Mission cards doesn't guarantee you'll be getting the right mix off the bat so think about packing in some easy wins just in case your combinations don't come to pass.

All are able to make a move of four spaces to get around the board and that makes using turbolifts a lot easier in this gamer's opinion. They did come in useful to bounce around the boards and complete a few goals in round two.

Packed into the box to help boost the abilities of the team we have additional bonus point tokens as well as counters for the new Beam Away move and Mind Meld.

Taking your character out of play as part of a Mission Card direction, your character then only completes the directions on the card when you come to activate your following character. In the first run through I got to use this move twice and both failed spectacularly resulting in both Kirk and Spock being Neutralised during the second of the three rounds. Good luck to McCoy and Chekov for round three.

In the box players also receive a new deck of cards. What I think is a fantastic idea here is that for the initial few run throughs there is a set 20 Mission and 20 Support card deck pre-built before adding in another set to customise your loadouts. This stops any horrible surprises but also means players can get to grips with that new Beam Away dynamic that can get your characters out of a sticky situation. For example, I had Spock cornered by Lursa and used it to drag him out of danger in the hopes that his return would mean I could beam him back to the transporter pad. Needless to say it didn't in this case. 

Some cards will provide the usual skill tests at a certain terminal on the board while others play to whether or not opponents are neutralised. Some do allow for additional bonus too including searching for specific cards to help your team or even require others on our crew to complete skills tests for the points that round. Nicely there are a couple (Hortas take note) that combo up your points should you have other missions already scoring.

The theming of the deck is absolutely on spec too. Working in classic themes and episode titles, the Support and Mission decks offer a breadth of equipment, tactics and game changing interruption moves that will have you racking up points and hopefully keeping your opponent on their toes for the duration of those three critical rounds of play.

There are joyously several focusing on Kirk's legendary fighting skills to give the captain even more of an advantage as well as gains in medical equipment and phaser lethality. That last one's a big winner since Federation characters can only stun! Vulcan Nerve Pinch is another good one you hope pops up since it can incapacitate an opponent in one go - very useful for a cornered Vulcan. 

Mind Meld is also Spock specific with the chance to use an adjacent character's trait for a Skill test - so just make sure you know who you're next to when it matters because it might be to your advantage.

As said, Kirk and Spock are much more useful right up close leaving McCoy and Chekov to do some distance shooting although you will need to unify the team to get different challenges completed over the course of the two rounds.

I do like this set and it's already seen more action than Picard but that's only because I've not unboxed Scotty just yet. In fact both of these sets are currently a bit of an "anomaly" since there are no classic villain sets to counter them and for timeline purists dropping Kirk and co onto a 24th Century ship against the Borg (for example) could almost be seen as franchise sacrilege. We can only hope GFN have some suitable baddies lined up in the wings... am I hearing calls for a certain Khan? Kor? The Gorn? Now there's a pack...

The Beam Away function is one to use wisely but it's not the only new twist that's introduced in these expansions. Scotty's set has some interesting new bits I can't wait to try and I think the Chief Engineer himself might be a real dark horse of a character as the Mission Commander. But we'll come to that one next...


The Captain Kirk Federation Expansion pack is now available from your Away Missions stockist!

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Saturday 11 November 2023

Clandestine to the Core: Section 31 Starbase; Eaglemoss Official Discovery Starships Collection


The home of the secretive Section 31, the former penal facility's origins fitted right in with its use in Discovery.

A little more squat than the spired Starbase One, this was another of the structures featured in Discovery's heralded second season and featured heavily in the conflict with Control.

Following a similar construction trend to the Starbase the lower base and the underside of the landing platforms are metal in construction adding a good bit of weight and stability to the model.

That said, it's actually a much more intricate piece than the Starbase. The lower section has an open area as a docking bay with a substantial weathering effect, rising up through a scaffold-esque structure into the main body of the station. The wear and tear effect on the model surface is even better than that on Starbase 1 hammering home that this is a really old piece of technology left out in space. The unevenness of the finish on that lower connecting stump is impressive too given how it forms around the supporting framework. You can see the rust and degradation almost as if its real.

The stand actually holds the station on the underneath of the two asymmetrical landing pads (which, as is noted in the magazine don't actually make much sense!). They do add an element of functionality to the tower and are just as weathered and battered as the pieces that lie directly beneath them.

The rib cage elements that then encase the central core seem to be slotted as a single piece down onto the body and there's a certain fragility to their form even though there's never a doubt to their sturdiness. These are again beautifully rendered with a fantastic ridged detail and markings which were almost indistinguishable onscreen but help bring this piece to life immediately. 

The central core continues the worn grid pattern that defined the lower support section rising up to another, smaller rib cage that circles the top, seeming to protect what you would assume is the command unit. There's also a piping element that sits to the rear and runs vertically almost mirroring a spine holding the ribs of the Section 31 base in place. 

It's a most unusual structure, emanating feelings of brutalism and a stark contrast to the more impressive and perhaps positive showmanship of the Starbase 1 spire. If I'm absolutely honest I'm not a huge fan of these two as starbase models and the designs leave me a little cold when compared to the classic nature of Spacedock or Regula One for example. 

However this is a striking, well presented and superbly finished replica that does just about Feverything right from the colours and subdued three tone hues that add to its ominous nature right to the way in which it is finely balanced both in terms of weight and plastic/metal ratio. 

I also love that asymmetrical nature which is almost never present in starbase design. There are lumps and bumps, structures that dominate to one side and give it a real one-off look. Its repurposed nature is something only seen here and this also marks a rare opportunity to look at what the Federation's prison system may have looked like. 

The magazine covers a very brief review of Control's actions in the season including its takeover of this very station before we embark on a good run of diagrams and drawings about its concept. This was a strangely long process but one that seems to have been very satisfying by its end even if the station would eventually be destroyed.

A completists model if ever and definitely one that will appeal to Discovery fans because of its utter uniqueness. Not one I would choose to stick out on display but one that would create a few talking points in a Star Trek conversation if nothing else.

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Friday 10 November 2023

All About the Base - Starbase 1; Eaglemoss Official Discovery Starships Collection


An absolute behemoth of a model, Starbase One needs a tall shelf.

A stunning construction, the circular base and spire mark a truly amazing piece of design work that, even in this very small scale, is conveyed exceptionally. 

Perfectly docked in the cup-like stand, this is impressively stable and at every point the detail is just extraordinary. The whole structure is covered in white dots denoting windows and providing that essential concept of scale. In-universe this dwarfs just about everything and was featured in Discovery's superb second season before it made the 1000 year jump.

Every piece has a layered feel to it with the lower elements jutting out past the hold of the stand. There's some lovely weathered/hatched effect work on the hull detail here which only appears at this lower point. Above this, the structure widens out into the larger docking ring marked with a series of eight arms to welcome ships. Again the edges of the ring are dotted with clusters of windows and an excellent, textured upper surface that not only provides a three-dimensional feel to the ring but also has some very well created weathering. This worn effect adds to the aging on the towering station.

The docking ring and lower section add even more stability to the structure here as the large metal elements to which the plastic buttresses and tower are then attached. That choice makes the model atouch better since the ring section has that ridged effect in play.

Visually it's one of the most striking of all the starbase/station products that Eaglemoss made. That huge spire section, which dominates two thirds of the model, is just as well weathered as the upper portion of the docking ring and fortunately it's not just a simple copy and repeat pattern as you take a look around the structure.

The striking tower leads up to what can only be described as a mast marking its highest point. The pictures and images of the base from Discovery don't really allow for an indepth look at the structure although it does give an idea of the scale thanks to the array of docked starships we see there. Even then the size of this as a model is pretty overwhelming and there are only a few other pieces in the collection that come anywhere near. Those are probably the Sarcophagus Ship and the Section 31 starbase. Potentially the Jupiter Station creeps into this "supersize" category but nothing seems to do it quite so eye-catchingly as Starbase One.

Build quality is also pretty decent. There are some evident seams around the edges of the docking ring but those are fairly minor. The central core of the station appears almost one single element although on a closer inspection you can make out the odd joint line and in some places a touch of digital decal sticking.

It really is an impressive piece that might actually be too big to sit on some shelves due to its radius and height. At best this has to be about a foot from mast top to the bottom and then there's the additional height of the stand to contend with. 

In the box we also have the standard Discovery magazine which, in this case, directs readers attention to the design of Starbase One as well as its role within the second season of the show. The magazine contains a series of excellent concept work on what the exterior and interior could have looked like including the multiple environments that would have been contained given its gigantic proportions.


Wednesday 8 November 2023

Go It Alone: Modiphius' Captain's Log


The RPG has had a resurgence of huge proportions in the last decade with multiple franchises taking it away from the original Dungeons and Dragons concept.

Modiphius themselves launched the Star Trek Adventures version several years ago, expanding it with different quadrants of the galaxy, starship handbooks, campaigns and even a Lower Decks sourcebook. However, finding a group to explore the universe of Star Trek with is not always the easiest as I can attest myself.

Which is where Captain's Log fills conspicuous gap. Designed from the ground upwards as a single player game, the newest volume on the ever-expanding Modiphius shelf (probably need a second one) provides that single player model with a full walkthrough of just how to bring solo Trek to life.


Hardbacked with your choice of generational covers from TOS to Voyager and through to Discovery, Captain's Log starts with the basics and work upwards. If you've never RPG'd before then don't worry because everything is accounted for as you enter this new adventure.

At 300+ pages that might seem daunting but I decided to go from that opening page right through and work it as a true newbie. It was a great decision because a lot of things became very clear very quickly.

If you are familiar with Adventures then there might seem to be a lot of repetition at the start covering the galaxy and just how Star Trek itself works. It's an entertaining read but you have to ask who would be reading this and attempting missions if they were not already fairly familiar with the workings of the Gene Roddenberry sandbox. In some respects this does help to put a stamp on just what universe you are playing in and how to proceed in character. For example, it wouldn't be fitting for Starfleet to jump into a situation all phasers blazing. Instead you're more inclined to try a calmer approach but what that is can be up to you or guided through the step by steps of Captain's Log.

As I dived further into the workings of the game it became more apparent that while Adventures builds conversation and the group experience of completing missions, Captain's Log works incredibly differently. The easiest way to explain it is that by the end of each story you have effectively written an episode of Star Trek.

Captain's Log travels a path more aligned to personal creative writing. Initially you can use the' various matrices contained in the book to build a character and provide the details to mould the concept for an episode. You will still be left to fill in a lot of the actual narrative detail yourself and that's more than half the fun. Captain's Log is there to inspire and drive the imagination in new directions that might be well outside your creative zone. 

The book does offer two choices in setting up your playing character: either fully developed or with a lot to fill in as the voyages continue. Neither is a "preferred" route and that's down to where you want to start and see the narrative branch. Some features are defined by the race but again you can expand and develop these as you go. In regards to starships, there's a vast range to choose from just in the book with every time period of Star Trek history covered and each class having its own nuances.

The book ultimately offers structure and a way to record missions (PDF is great as you can download and print but a notebook will also suffice) which are key especially if you've never really written anything before. Captain's Log suggests a three act structure to your story with buid up, a peak and then a finale with each split into scenes which you can then track through logs. It also provides a good way to develop character abilities and divert the narrative off in ways that you might not consider. In a story you might just resolve an issue straight away or have a clear plan of where an event will go but with Captain's Log there is a huge element of the unpredictable. What if you roll on your piloting skill and a manoeuvre doesn't work? What if you choose to test your character in a diplomatic setting and they aren't able to settle a dispute between two warring races?

Captain's Log makes you think outside your storytelling comfort zone. The chapters provide guides and examples of how to weave together the story and will even point players towards die rolls and options that can add more spark to the story. 

Success can also build Momentum which helps to develop stats and upgrade your character so they become more qualified in skill areas. The game truly is about individual development and I've found this useful in two ways while utilising the features it explains. One was that this offered something where I would be forced to look for a resolution and try it. If that didn't work then I might have to rely on another facet of my created character to succeed. Secondly while writing Trek stories it's prodded me to attempt different things and even turn to the book and its appendices to spin the tale in a different and unexpected way.

The fact that Captain's Log has provided that kind of dual flexibility in my writing has actually made it a useful investment. Just rolling a d20 die on a choice might not be the finite decision but it has pointed me into other opportunities while in the game itself I've found that sticking with the rolls has forced my hand at several junctures.

The detail and thinking here is phenomenal. A lot of it is based on the original Adventures but there really is a page to turn to if you need some assistance. Want to make a planet or a new race? There's a matrix to create their names. Need a non-playing character or a space-borne entity? That's in there too. Whatever help you need to start building your own narrative, it's right in there.

Captain's Log is a game both for seasoned adventurers and newcomers thanks to its extensive introduction and universe coverage. If you're not able to get out for that group meet or just fancy an evening of personal career advancement then there's something in here for you.

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Sunday 5 November 2023

Very Short Treks: Very Short Patience?


The 50th anniversary of Star Trek's original Animated Series should be a time for celebration.

It was the first spin off from Star Trek, coming four years after the cancellation of the show and return the majority of the classic cast to their roles albeit vocally.

So what better way to honour those memories with the arrival of five mini-episodes in the same visual style as the Filmation series. Not only that but Trek alumni including Doug Jones, Ethan Peck, Gates McFadden and Jonathan Frakes have lent their voices to the shorts.

Imagined from the mind of Casper Kelly, the non-canon stories are shall we say distinct in their vision. Opening with Skin a Cat, the story here openly tackles the limits of political correctness, Holiday Party has Spock introducing a cringe-worthy blooper reel aboard Pike's Strange New Worlds USS Enterprise and Worst Contact places Riker and Dr Crusher into a rather sickly encounter with a recently warp capable race.

Sounds good? In principle the idea of these Very Short Treks seemed perfect but each week has brought disappointment and dismay. Each has utterly missed the mark and thank goodness for the non-canon safety net.

Take Skin a Cat. Including the vocals of Ethan Peck as Spock, everything the captain says manages to offend someone on the bridge and creates a new and (even for Star Trek) far-fetched bats-arse alien race purely as a punchline. Initially the "cat" reference offends the (brilliant to see) M'Ress before each line angers the Ass Face, Screwhead and Knickersonian bridge crew. Yes, seriously. It's that kind of comedy level.

Those things might be dealt with in the first 90 seconds before the ship captain realises a politically correct way to save his vessel from Klingon attack but these totally override the twist completely. I had to rewatch it just to be reminded of what happened for the closing 90 seconds for that reason.

Holiday Party is a slight improvement with at least the imagining of the SNW crew in this 70s animation style as well as Bruce Horak taking a turn as Hemmer and Celia Rose Gooding as Uhura.  Spock's misunderstanding of humour and the probably outdated concept of a blooper make for uneasy and uneven viewing. Spock saying "fart"? Why not here. More accurately... why? This isn't the way to nod to the past and at just over three minutes it's still too long.

The bloopers chosen are themselves somewhat grim with disembowelling to ice that proverbial cake. Worst Contact draws level with the snotty, hygiene unaware species coming off as annoying clown parodies. McFadden and Frakes deliver the dialogue as best they can and easily have the stronger lines and verbal relationship but the jokes just fall flat and firmly in the territory of "gross". Walls covered with boogers, microwaved rotting fish and eyeball licking are the orders of business for these aliens and certainly not for Starfleet.

Ok, so there are underlying "serious" issues in here. Political correctness, appreciation of humour and acceptance and understanding of different peoples and customs but they get lost under the bizarre way in which the animated skits have been written. I find American humour an acquired taste and for me a lot of Trek's humour can be miss rather than hit however this has gone very far of the mark in almost every sense.

The visuals and music cues are perfect however and truly reflect the nature of that series' style and essence. At times the Animated Series could be off the wall but it felt right for the show and the time as well as pushing the limits of Star Trek as restricted by a live action budget and era.

The shots of the SNW and TNG Enterprises are lovingly created as are the visuals of characters such as Riker, Saru and Spock but the parts are far off making a greater sum. We still have Holograms, All the Way Down and Walk, Don't Run still to go and I'm not holding out for a massive change in tone. These are shorts worth checking out for the visual style and then probably only the once. The tragedy is they just emphasise how great a loss it is that Prodigy failed to get its second season on Paramount.

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Friday 3 November 2023

Away Once More


Away Missions has been a bit of a hit with me personally. 

Opening that core set and then trying out the Borg and Federation packs was one thing before twisting Dad’s arm to dip into the Romulan and Klingon expansions. 

They were a big success and the great thing is that they aren’t a one off. November will see the introduction of ten more characters spread across two new packs.

Opening up some Federation options is the Captain Picard set which also includes Beverly, Geordi, Deanna and Wesley. Produced in GFN's unique sculpted style, each of these characters also brings a unique action which might determine just who is on your team. There’s also nothing to limit the size of your party apart from the cramped quarters of the board so why not mix and match a four or five person team from the selection available across this and the core box? For example, Shelby provides more of an advantage against the Borg but against the Romulans or Klingons you might want to swap her out for La Forge or Picard.

In terms of the captain he does have the bonus plus that his specialisations have a "+2" feature doubling the amount of additional dice that can be used on skill tests that suit his abilities. So far this is the only character that has that feature and was hinted at in the core rule book.

Certainly the pack allows for a lot more breathing room and different ways to aim for that points victory. The box includes a ‘starter’ deck of Mission and Support cards as well as a further expansion on those once players are comfortable with the new setup and two new Core Missions. Those card sets are tweaked more to the five characters in the pack but through mix and match your team will be unique and aligned to maximise on those points. One thing that Attack Wing does that this doesn't and in some regards should is to stop factions fielding the same character. For example, should Federation players be allowed to play Picard if Locutus is in play? 

Ok, minor point but one of those challenges that other games avoid and thus remain as near to canon as gamingly possible. More on that in a sec.

The House of Duras set which brings into play the infamous sisters and oft forgotten Toral alongside two additional guards. As with the Captain Picard set, this Klingon crew pack in a series of unique features and cards to stretch their muscles as well as new Poisoned, Illicit Explosives and Intel tokens. The leaning of the Klingons is still more towards Honourable Combat but the House if Duras does include some slight nods towards their more duplicitous nature and Romulan associations. Indeed, one of the guards is actually unable to acquire Honour.

Again there's the chance to mix this pack up with the Gowron pack from Wave 1 although whether you'd want to place the Klingon Chancellor in the same team as his mortal enemies is another matter for players and fans to muse over. 

The original Klingon pack emphasised the more cutthroat aspects of the Empire and here
there seems to be more skullduggery at play. Indeed, the cards include features specific to the Duras sisters, additional attack abilities and also some that are reliant on the new Treachery skill which is present in four of the five Klingons here. If you read into the pack it's an interesting twist in that some of the goals will point this crew towards (re)gaining Honour versus the use of aforementioned Treachery.  It's also a nice mirror to the more "pure" Klingons of the Gowron set and linking parts of those two together could play out a rather mixed faction.

Over all, a cracking pair of additions for players and it just leaves you wanting to see more expansions, more twists to the dynamics of the characters. Personally I'm holding out for a DS9 pack. I would suggest it just being Sisko with the skills of "Badass" and "Prophet". What else would you need?

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