[-] USSBurritoTruck@startrek.website 11 points 7 months ago

When Gates McFadden was 13?

[-] USSBurritoTruck@startrek.website 12 points 9 months ago

Well, I guess we need to shut the forum down seeing as there isn’t going to be a better meme at any point.

[-] USSBurritoTruck@startrek.website 12 points 9 months ago

The uniform here is interesting, because the comic takes place after DS9, but before "Nemesis", around 2377. Other than the crews of the Theseus, and Defiant, characters wear the "First Contact" uniforms, yet Shaw and the other Starfleets we see on this cover are wearing the early DS9/VOY uniforms.

Obviously there could be some time travel shenanigans, which would place this in 2373 at the latest. Shaw was an ensign during the Battle of Wolf 359 in 2366, and on this cover we see him rocking commander pips, so he would have progressed up the ranks in about seven years. Obviously a thing that can happen in Trek, as we've seen, but somewhere in the Delta Quadrant Harry Kim just punched a bulkhead and has no idea why.

[-] USSBurritoTruck@startrek.website 12 points 10 months ago

From the opening log of "Whom Gods Destroy":

Captain's Log, stardate 5718.3. The Enterprise is orbiting Elba Two, a planet with a poisonous atmosphere where the Federation maintains an asylum for the few remaining incorrigible criminally insane of the galaxy. We are bringing a revolutionary new medicine to them, a medicine with which the Federation hopes to eliminate mental illness for all time. I am transporting down with Mister Spock, and we're delivering the medicine to Doctor Donald Cory, the governor of the colony.

So, at least this one TOS episode indicates that there is only one small facility which the Federation uses to house all the remaining criminally insane people in the galaxy. I think we can assume that by the galaxy, Kirk actually means the Federation. But as of that era, there apparently exists a medication that they believe will cure people of mental illness.

How much stock we want to put in one third season TOS episode I think can be debated -- and crucially we never get any confirmation as to the long term success of the medication -- but it is part of the canon.

There is also the Tantalus V penal colony from "Dagger of the Mind". Before they beam down, Kirk tells McCoy that it's more like a resort colony than a cage, though the doctor who ran the facility was using a machine to essentially brainwash both inmates and staff.

As for incarceration and rehabilitation in the 24th century, we know Tom Paris was at the New Zealand Penal Settlement when Janeway sprung him, with the approval of the Rehab Commission. When we see the settlement, the prisoners appear to be doing some sort of labour: one is carrying something, and Paris appears to be calibrating some sort of machinery. Granted, we don't know exactly what he was doing or why. Maybe he was working on a project he volunteered for or even conceived himself, and was given access to the resources to carry it out.

Ro Laren was on the Jaros II penal colony after her court martial. She was sprung from that by Admiral Kennelly, and he claims it was difficult to do so.

Kasidy Yates was incarcerated for six months for aiding the Maquis, though there's never any indication that the sentence isn't purely punitive.

In "Blaze of Glory" we saw that after his capture in "For the Uniform", Michael Eddington was being held aboard a station in a fairly small cell. He was still wearing civilian clothes. It's possible he hadn't yet been formally tried and convicted, though.

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[-] USSBurritoTruck@startrek.website 12 points 10 months ago

Please explain it to me, then.

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Bait (i.imgur.com)
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Not my original content.

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Not my OC, but too good not to share.

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submitted 10 months ago* (last edited 10 months ago) by USSBurritoTruck@startrek.website to c/startrek@startrek.website

Yesterday a friend and I got together to play board games, including and we both got our first opportunity to play the Star Trek: Away Missions tactical miniatures board game published by Gale Force 9.

So, let's talk about it!

Concept:

Away Missions is a tactical miniatures game, themed around dustbuster clubs being sent into the wreckage in the aftermath of the Battle of Wolf 359, to recover intel. The base game comes with a Starfleet away team made up of Riker, Shelby, Data, and Worf, and Locutus' Borg Unimatrix featuring Locutus himself and five drones.

There are also four expansions currently:
    • Gowon and three other Klingon warriors
    • Sela and four person Romulan infiltration team
    • The Duras sisters with three other Klingons
    • Picard, Doctor Crusher, Troi, Geordi, and Wesley

Each dustbuster club has it's own unique set of core missions to choose from, and then each faction has additional missions that can be performed during the game as well.
 

Components:

• The assimilated elephant in the room for a lot of people is probably going to be the miniatures. The design of them is very stylized and cartoonish; large heads and chucky bodies. Personally I like them the design, but I've seen plenty of people talking about the game saying that the miniatures are too great a stumbling block for them. To each their own.

I do think the miniature design makes the characters fairly distinctive. They come unpainted, but for the Starfleet characters at least, it would have been very difficult to confuse which one was which. Despite each sculpt having a unique pose and details, the Borg drones are a bit more difficult to tell apart. Each miniature has the character's name in raised letters on the back, but it isn't the easiest thing to read.

• In addition to miniatures, each character had a cardboard sheet representing their abilities, including little holes to accommodate the health pegs. These seem pretty good, if perhaps a bit larger than necessary. The modular board for the game already takes up quite a bit of table real estate, so it would be nice if if these character sheets were a bit smaller.

• The plastic health pegs I mentioned are fine, and kind of a neat weigh to implement health tracking in the game. The only complaint would be that while the rules do talk about playing up to four players, there's not enough pegs to accommodate that many characters. The expansion boxes don't come with extra pegs for the new characters, either.

• The various cardboard tokens are...fine. I like that they're not inexplicably in the shape of Starfleet deltas or what have you like some other Trek board games, but most of them are just a bit of cardboard with a word on it. Purely functional, and it would nice to have it spiced up a little bit.

• Each faction has two decks of cards: missions and support. The card backs for the decks feature of their faction's emblem, so you can place them beside one another to make the whole. That's neat. The cards are readable and the language on all the ones I looked at was fairly clear. I've never been a fan of using stills from movie or television show as art in a game, but I understand why game publishers do it with licenced products.

• The board is modular and double sided, so you can get different configurations of either a Starfleet ship or a Borg cube to run around on. Everything looks good, though by its nature, the details on the cube do seem to blend together.
 

Rules:

So, full disclosure, I forgot to put the rulebook back in the box after scanning through them, and thus when we got to play, we were using the quickstart document, and an online pdf on my phone. That meant a lot of encountering a situation and trying to look it up on a tiny screen, so I know we made mistakes while playing. Probably more than usual for a first time game.

The quickstart document is not, in my opinion, sufficient for learning the game. There is important information left out, and I think that a condensed version of the rules should at least have the basics of play.

The full rulebook wastes a bunch of space with three pages of fiction setting up the backstory of how an engineer on the USS Ahwahnee developed some weapons modifications to fight the Borg at Wolf 359, but she was killed by a hull breach before she was able to implement them. I suppose it's nice to get a bit of a backstory, but for this sort of game, it really doesn't seem necessary.

Anyways, the full rules seem pretty well laid out. There was never a moment where I had a question that I couldn't find the answer to.
 

Gameplay:

• It's a tactical miniatures game, so that means moving figures around the board and getting into fights. Though something I liked about this game is that combat was not the primary driver, at least not for the core missions we choose. I, as the Starfleet player, was trying to repair the ship, and my Borg opponent was attempting to assimilate it, and we got points for actions that furthered those goals.

• The line of sight rules for the game are somewhat simplified compared to other tactical miniatures games I've played, in that if a character can see into a room where an opponent character is, they can see the opponent character. You can't get cover from being positioned behind a corner or anything like that.

• There is a "take cover" action though, so it's not as though characters need to be standing in the clear for anyone to assault them (though we never actually used the action); it's just not a function of the miniature positioning.

• We played with the pre-built starter decks, but both the decks you have for your away team are customizable. I didn't cycle cards a lot even though you can always discard unwanted cars a the start of a round.

• Attacks and skill tests to complete objectives are done with dice pools of d6s. For attacks and opposed skill tests, both players involved roll dice and compare values in descending order. If one player is rolling more dice than the other, all dice that don't have something to compare against don't count, and that's disappointing.

• The game comes with a cardboard tacker to arrange the dice for comparison, and it seems somewhat extraneous. We stopped using it because we're adults who can compare results on a die without needing to line them up in a bit of cardboard.

• The game lasts for three rounds, and then it's done. Which is not particularly climatic if I'm being honest. Both players compare the number points they've scored between mission cards and their core mission, and who ever has the most points wins, even if all their characters have been incapacitated.
 

Conclusion:

I enjoyed the game quite a lot once we started to find a rhythm to the gameplay. I'm very curious to get the other away teams on the board, especially the Duras Sisters.

I also might attempt my first foray into mini-painting with these figures. Probably gonna start with the Borgs.

Components: 9/10
Rules: 7/10
Gameplay: 9/10
Overall: 8/10

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[-] USSBurritoTruck@startrek.website 12 points 10 months ago* (last edited 10 months ago)

It is wild how much shit Geordie gets for the Leah Brahms hologram.

It is also wild that no one ever interrogates the fact that the computer essentially made a hologram so it could hit on Geordi, either.

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[-] USSBurritoTruck@startrek.website 12 points 11 months ago

Kinda wack saying Picard's trauma isn't comparable when it clearly effected him quite significantly.

You're commenting this on a Star Trek discussion forum. A show that was founded on the idea that diversity is a strength. Gene Roddenberry specifically cast women in positions of authority, and non-white actors to be the crew of the Enterprise because he wanted to portray a future where humanity had moved beyond such petty bigotries.

A franchise which has persisted for 57 years, and is recognized the world over, founded on the "diversity first" approach you're lamenting.

Exactly. Would the Klingons have even noticed if they were breaking out into opera or drinking songs?

Are they doing something intentionally here?

Violence. Against me. Personally.

But also, as others have pointed out, in TOS there was very little rhyme or reason to the Stardates, and SNW seems to have embraced that. It's actually seems to be less non-sequential this season than in the first.

My personal headcanon is that after the Klingon, Starfleet implemented a sort of two factor authentication to the stardates so they're somewhat randomized, and can't be properly pieced together with the proper "key" that lets you know the actual sequence of events.

Because Star Trek is very serious business. Every episode is a deep philosophical treatise on the nature of humanity and our place in the galaxy. You know, like “A Piece of the Action”, or “Take Me Out to the Holosuite”, or “Bride of Chaotica”.

How is a musical episode supposed to measure up to that lineage?

I very much enjoyed that in season one, each Klingon house had their own uniform, and customs. In the TNG era there is a uniformity to the Klingons, which flattens them to monoculture. Even the simple touches of having House Mo’Kai engage in facial scarification, or House Kor wear war paint implies an expansion to their culture that makes me far more interested in them.

Also, I’ve always enjoyed the scheming Klingons, like the ones we see in TOS, or the Duras Sisters, so Kol really appealed to me as an antagonist.

The new prosthetic seemed like a natural progression of what we saw from TOS, to TMP, to “The Search for Spock” and TNG. I do think the decision to make them all bald in season one was a miss, but it’s otherwise a good design that effectively communicates the ferocity the species is supposed to have.

I wonder if they wanted them to all be bald if it wouldn’t have made more sense to have T’Kuvma’s followers be bald, and the others that arrive after he lights the beacon engage in tonsure once T’Kuvma becomes a martyr.

Oh, and the elongated craniums on the women was also an odd choice that I’m glad was walked back for season two.

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