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1.

Blue

ADMIRAL

With 2 Command Skill discounts and the ability to choose 1 from 2


Battle Plans whilst in any room you will probably spend most of your
time drawing the good cards to help the crew deal with the various
emergencies.

The Skill discounts also mean that you’re well placed to “override”
(negate) Alert effects on your turn, so you’ll also be looking to collect
extra Command Skill Cards at every opportunity

FIRST OFFICER

With the ability to draw a new Battle Plan for one less action (or choose
any one you like for more actions & Skills) you will probably spend a lot
of your time collecting Command Skill Cards and then drawing Battle
Plans whilst in the War Room to help the crew.

The 1 Command & 1 Tactical Skill discounts also means that you can
fire the torpedoes without the need for additional Skill Cards
2. Orange

CHIEF ENGINEER

With 2 Engineering Skill discounts and the ability to repair the Jump
Core for 1 less action, you will certainly spend most of your time
acquiring additional Engineering Skill Cards and then repairing the
Jump Core (thereby moving the crew ever nearer to safety)

TELEPORTER CHIEF

The ability to use the teleporter twice for free means that you’ll probably
be reacting to imminent problems by moving yourself or others to the
relevant room to avert dangers.

Your 1 Engineering Skill discount means that you’ll also be expected to


help repair the Jump Core whenever possible too
3. Red

TACTICAL OFFICER

2 Tactical Skill discounts means that you’ll frequently find yourself on


the Bridge, making much needed repairs to the Shields without the need
for additional Skill Cards – especially when you get the reward of 2
random Skill Cards every time.

You’ll also probably occasionally find yourself replenishing Torpedoes


stocks

TELEPATH

Being able to use the Skill discounts of other players means that you’ll
probably be looking to collect specific Skill Cards and then meet up
with a particular crewmember to complete the most pressing tasks

CREWMAN (“red shirt” !)

The ability to take injury for another player means that you’ll be pulled
around the ship (protecting the most important crewmembers at the
time), whilst seeking out the best Skill Cards to compliment your 1
Tactical Skill discount
4. Yellow

SOLDIER

You will certainly spend a lot of your time chasing after, and removing,
alien invaders, but your 1 Tactical & 1 Command Skill discounts enable
you to launch Torpedoes from the Armory (to destroy ships or delay
alert effects) whenever needed

WEAPONS OFFICER

Your special ability plus 1 Tactical Skill discount will help you to fire or
replenish Torpedoes from the Armory, so you will probably be splitting
your time (and actions) between performing those tasks and collecting
Tactical & Command Skill Cards
Green

SCHOLAR

With 1 Command, 1 Tactical & 1 Science Skill discount, a very large


maximum hand size and the ability to draw Skill Cards for free you’ll
probably spend most of your time collecting and then distributing Skill
Cards and then repairing systems all round the ship.

By collecting Science Skill Cards in particular you will be able to


improve the ship’s defense in the Science Lab by acquiring the
Upgrades

SCIENCE OFFICER

Having 2 Science Skill discounts identifies you as the best person to


research & perform upgrades, so you will probably spend most of your
time trying to collect additional Science Skill Cards and then improving
the ship’s defense in the Science Lab

CYBORG

An extra action, a very large maximum hand size and an immunity from
anomalies (which will slow down other players) means you’ll probably
spend most of your time collecting Skill Cards to be able to tackle the
more demanding tasks that others crewmembers cannot
6. Purple

MEDICAL OFFICER

With the reward of a random Skill Card every time you heal anyone
you’ll spend most of your time treating injured players.

At other times you’ll probably find yourself collecting Skill Cards to use
with your discounted Skills for various tasks

COUNSELOR

Being able to exchange Skill Cards, hold more cards in your hand &
have an extra action means that you’re probably going to be collecting
specific Skill Cards for most of the urgent tasks.

Your abilities will be invaluable when the computer goes offline and
other players cannot get specific Skill Cards so readily

DIPLOMAT

With a large maximum hand size and an ability to “override” dangerous


Alerts on other player’s turns, you will certainly spend a lot of your time
collecting Command Skill Cards to be ready to stop critically bad things
from happening.

You’ll also look to pick up other Skill Cards to compliment your 1


Command Skill discount on your turn
7. White

JANITOR

With the ability to use actions as Skills you will spend the majority of
your time running round the ship repairing systems – particularly if
there is a temporary absence of the required Skill Cards

ENSIGN

Being able to move to anywhere in the ship with one action will be
useful when the Teleporter is down (as it frequently will be !) but your
ability to freely give & take Skill Cards will probably mean you will
spend the majority of your time redistributing everyone’s Skill Cards to
get the most efficient arrangement

HOLOGRAM

Having an extra action, the largest maximum hand size and 1


Engineering, 1 Tactical & 1 Science Skill discount makes you the most
powerful crewmember and you will spend most of your time amassing
Skill Cards to be able to tackle most tasks.

However, the periodical system failures can severely restrict your


effectiveness

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