❖ Fek'Ihr
Klingon Personnel Characteristics: "Continuing Mission"-related cards, affiliation, Hologram "species", support personnel. Card logging info: Logged by openCards team at May 1st, 2009. | |
This Card-Review article was written by Kathy McCracken and was published first on "Decipher's Website (decipher.com)".
A hologram with the unlikely skills combination of Honor and Treachery, Fek'lhr can be useful any time your Klingons need Treachery (Secret Salvage and Wormholo Negotiations come to mind), a skill in short supply for that affiliation. Unlike the other good sources of Klingon Treachery, Fek'khr has a respectable INTEGRITY of 6. But it's his other attributes that merit serious attention.
With a STRENGTH of 15, Fek'lhr can stand up to androids or Jem'Hadar in battle. Disengage your holographic safety protocols and he can even mortally wound. Even if a pumped-up adversary manages to "kill" him, he'll just deactivate and pop back to life next turn. (Of course, that means you can't play Honor Challenge on him, because he didn't actually die.) And if you encounter Chula: The Door, his STRENGTH of 15 and CUNNING of 1 give you two likely ways to pass it.
Combos:
- Fek'lhr + Holo-Projectors + Open Diplomatic Relations + Disengage Safety Protocols: If I beam V.I.P. Fek'lhr aboard your ship, how long would you like to sit around before starting a fight to discard the Open Diplomatic Relations? He can kill you but you can't kill him, and he's not even stuck on your ship - all I have to do is move my ship away to deactivate him and get him back. Add Reflection Therapy for Leadership, and Fek'lhr can even pick his own fight.
- Fek'lhr x3 + Brute Force: No hand weapons needed.