Captain Kirk
Federation Personnel Characteristics: "Reshape the Quadrant"-related cards, affiliation, Original Series , any Kirk, Human species, matching commander. Rule hint for this cardThis card has an clarification: This personnel’s special skill, “May initiate battle against non-,” allows only his ship to initiate battle. Your other Federation ships (or ships with any Federation crew) present may not participate in that battle. (He may also lead an Away Team or crew in personnel battle.) See battle – affiliation restrictions. Taken form Glossary - Version 1.9.5.Card logging info: Logged by openCards team at May 1st, 2009. | |
Captain Kirk counts as "matching commander" for the following ships or facilities: List of mirror universe related cards for Captain Kirk: |
This Card-Review article was written by Evan Lorentz and was published first on "Decipher's Website (decipher.com)" at Nov 11th, 2000.
For those of you who never quite settled into the diplomatic ways of Jean-Luc Picard, now you have another choice. The man himself: Captain Kirk. He won't do much for you in terms of missions; that was never really Kirk's speciality. Nevertheless his OFFICER classification and Leadership x2 skill will still contribute to the occasional mission solving effort.
Kirk really shines when you start using his many special skills. He lifts Federation battle restrictions almost entirely for the ship he is aboard (or Away Team he is with), allowing you to attack any non-Federation opponent. If you're planning ship battles, no doubt you'll find his download of Captain's Log incredibly useful. If you're planning personnel battles, it doesn't get much better than Kirk's ability to stun his adversary. He can overcome even brutes like Lore and Roga Danar, no worse for wear than a torn shirt...
Kirk's final skill is the one he's best known for throughout the galaxy. Every turn, he can stop one female present. If your opponent just beamed down several personnel to a mission, you can come over on your turn and prevent one of the women from ever coming back from that mission (by stopping her on both your turn and your opponent's). Take the right one, and they could have a much harder time completing any other missions. Not that old love 'em and leave 'em Kirk is known for staying with one woman for long. Once your opponent has been forced to abandon his forever-stopped woman, Kirk can initiate personnel battle against her and stun her, resulting in a guaranteed kill! (Hmm, maybe this is mirror universe Kirk or something.)
Combos:
- Captain Kirk + Crew Reassignment: Though it will be still more useful once Kirk's own ship arrives, this is a powerful combo even now for AU ships. Players often don't think twice about flying a weak ship past a Federation powerhouse like the Future Enterprise, knowing that it can't attack. Surprise your opponent on your turn by reporting Kirk directly there, then going out and nailing their ship.
- Captain Kirk vs. Sisters of Duras: What a man! Kirk can either stop both Sisters at the same time (since what happens to one happens to the other), or stun them both in personnel battle!
- Captain Kirk + Wall of Ships: Now that Admiral Riker has been previewed, all the Enterprises have matching commanders. Kirk downloads the Captain's Log so you can benefit from that, and Wall of Ships increases your Enterprise bonus even more!