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Card Extra |
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The man everyone's been waiting for since Alternate Universe gave us the Future Enterprise, Admiral Riker finally steps aboard to serve as that ship's matching commander. His basic skills are a combination of those of the two William T.'s (minus the Honor), with V.I.P. in place of OFFICER classification. While those skills are useful enough, allowing him to act as a battle leader, score Flute points and help protect his ship from Badlands plasma storms, his special skills and other features are what distinguish him from his younger alternate selves. Getting him into play is a snap; his rank of Admiral lets you download him with Going to the Top or report him for free to the Office of the President, or you can take advantage of his [AU] icon to seed him in a Cryosatellite or report him directly to any [AU] ship with Crew Reassignment. His special download of any Enterprise gives you your choice of four different ships, including his own Future Enterprise. Once you get him aboard his matching ship to enhance its WEAPONS and SHIELDS with Captain’s Log, you can make good use of his other special skill: take your battle-plotting Klingon opponent by surprise by making a pre-emptive strike. Since his presence allows all your leaders at the location to initiate battle against the Klingon affiliation, an armada consisting of the Future Enterprise, the U.S.S. Enterprise-E and the U.S.S. Defiant, all with their matching commanders, would be able to damage even a Klingon Outpost, while any two could destroy any Klingon ship with a direct hit. Combos:
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