Mr. Scott
Federation Personnel Characteristics: affiliation, Original Series , Chief engineer, any Scotty. Card logging info: Logged by openCards team at May 1st, 2009. | |
List of mirror universe related cards for Mr. Scott: |
This Card-Review article was written by Kathy McCracken and was published first on "Decipher's Website (decipher.com)" at Jul 26th, 2000.
Whether you're attempting Repair Mission, trying to get by an Ancient Computer, or avoiding damage from a Gravimetric Distortion, you'll need plenty of ENGINEERs. Mr. Scott, the starship Enterprise's chief engineer, can supply you with at least two helpings of ENGINEER skill, three with a Classic Tricorder. On top of that, he has Leadership skill to make full use of the Classic Type II Phaser he downloads (adding SECURITY to his double or triple ENGINEER) and the Astrophysics required by no fewer than eight Federation missions. And of course, the man who beamed up the captain so many times has Transporter Skill for beaming tribbles off the ship (not to mention avoiding damage from those Orion Syndicate Bombs).
But it's his final, special skill that makes him almost indispensable for your Starship Enterprise, for who else can keep his "bairns" running so well? Long before he was dubbed a "Miracle Worker" in the Star Trek films, Scotty was working wonders on the original Starship Enterprise.
Combos:
- Mr. Scott + Starship Enterprise: He canna change the laws of physics, captain, but he can make a Constitution-class Enterprise perform like the Ambassador-class NCC-1701-C will some 80 years from now.