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We’ve Got to Have Some Storage on the New Frontier
Been too long since I played the excellent Star Trek: Frontiers and not at all since acquiring the Star Trek: Frontiers – The Return of Khan expansion.
Read my Review of Star Trek: Frontiers
But as I was getting it all set up and incorporating the Khan expansion updates and upgrades, I realized better organization was in order. It’s also been too long since I had #FunWithFoamCore, so set off to building a replacement insert. While the plastic trays are nice enough, you cannot combine the components and as usual, they take up more space than necessary. Would love to see how many straws we could recover from the amount of plastic in these oversized organizers.
So this one is really nothing fancy. Cannot make it the full size of the box, since they went with a hinged lid design and the flaps tuck inside the box, but no worries there. Made a section to hold the space tiles and added a couple of small strips of foam core on the bottom to give the tiles a lift to ease their removal. Same with the slot for Khan’s ship. The Borg cubes are a perfect height and made their garage slots with just vertical walls (had to cut notches though to ease removal. Khan’s ship stands shorter than the Borg, so simply stacked and glued four small squares of foam core together to lift it up to a better height.
After that, I was pretty much done with the foam. I’d thought of really getting specific where things go and boxing stuff in, but like with my Too Many Bones insert, keeping it more versatile with smaller boxes holding component groups seemed to make more sense. Especially with a deeper box. (Still waiting for my KS copy of Too Many Bones: Undertow to ship to see if my plan of it ALL fitting in one box comes to fruition — Make Room for Undertow! )
One of the things that bothered me when playing the game before were the stacks of encounter counters. ST:F takes up a lot of space and if you midjudge and have to shift things around, it’s a minor nuisance (#FinalFrontierProblems) repositioning the stacks. So for the last few days I’d been working out in my head a solution to keep the stacks organized, but also stored neatly.
This is what I came up with… a small counter rack, made from a single sheet of cardstock, that has dividers to hold four stacks of counters for the game, although other games would work as well. ST:F comes with eight stacks and Khan adds a ninth one. I wanted to leave room for future expansions, so went with a four stack unit, so with three of these, there is room for three more stacks in the future.
And with the addition of a sleeve, the whole rack can be stored, keeping the counters neatly sorted and ready to go (except for the pre-game shuffle).
So now, finally, that Tribble is off my back and I can boldly go… where I went before, but want to go again…
Author: klkitchens
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2 thoughts on “ We’ve Got to Have Some Storage on the New Frontier ”
HI Kevin, apparently, your video above is set to private?
I’m not sure what that video is or was. I cannot find it on my YouTube. Will keep looking.
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Wednesday, May 12, 2021
Review: star frontiers, alpha dawn and knight hawks.
Certainly, in terms of fans, Star Frontiers has Alternity beat. But more on that soon.
For this review, I am considering the PDFs and Print on Demand versions of both Star Frontiers: Alpha Dawn and Star Frontiers: Knight Hawks . I am also going to go with my recollections of playing the game when it first came out.
The Alpha Dawn book is designed by "TSR Staff Writers" but we know ow that a huge bulk of the work was done by David "Zeb" Cook and Lawrence Schick. Knight Hawks was designed primarily by Douglas Niles. The cover art in both cases was done by Larry Elmore with interior art by Elmore and Jim Holloway with contributions by Jeff Easley, Tim Truman, and even some Dave Trampier. Keith Parkinson would go on to do some other covers in line as well.
While originally boxed sets (gotta love the early 1980s for that!) the PDFs break all the components down into separate files. Handy when you go to print the counters or the maps. The Print on Demand versions put all the files together into an attractive soft-cover book for each game. The maps are published in the back, but you will want to print them out for use.
Alpha Dawn is the original Star Frontiers game. The box game with two books, a Basic and Expanded game rules, some maps, counters, and two 10-sided dice. The rules indicate that one is "dark" and the other "light" to help when rolling percentages, but mine were red and blue. Go figure.
The Basic Game is a 16-page book/pdf that gives you the very basics of character creation. There are four stat pairs, Strength/Stamina, Dexterity/Reaction Speed, Intelligence/Logic, and Personality/Leadership. These are scored on a 0 to 100 scale, but the PCs will fall between 30 and 70. Higher is better. These can be adjusted by species and each individual score can also be changed or shifted.
The four species are humans, the insect-like Vrusk, the morphic Dralasites, and the ape-like Yazirian. Each species of course has its own specialties and quirks. I rather liked the Dralasites (whom I always pronounced as "Drasalites") because they seemed the oddest and they had a weird sense of humor.
We are also introduced to the worm-like Sathar. These guys are the enemies of the UPF (United Planetary Federation) and are not player-characters.
The basics of combat, movement, and some equipment are given. There is enough here to keep you going for bit honestly, but certainly, you will want to do more. We move on then to the Expanded rules.
The Expanded Rules cover the same ground but now we get more details on our four species and the Sathar. Simple ability checks are covered, roll d% against an ability and match it or roll under.
Characters also have a wide variety of skills that can be suited to any species, though some are better than others, Vrusk for example are a logical race and gain a bonus for that. Skills are attached to abilities so now you roll against an ability/skill to accomplish something. Skills are broken down into broad categories or careers; Military, Tech, and Bio/Social.
Movement is covered and I am happy to say that even in 1982 SF had the good sense to go metric here.
There are two combat sections, personal and vehicle. These are not starships, not yet anyway, and were a lot of hovercars and gyro-jet guns.
There is a section on creatures and how to make creatures. I am afraid I took that section a little too close to heart and most of my SF games ended up being "D&D in Space" with the planets being used as large dungeons.
The background material in the Frontier Society though is great stuff. I immediately got a good just of what was going on here and what this part of the galaxy was like. While Earth was never mentioned, you could almost imagine it was out there somewhere. Either as the center of UPF (Star Trek) or far away, waiting to be found (Battlestar Galactica).
This book also includes the adventure SF-0: Crash on Volturnus .
When it comes to sci-fi some of the rules have not aged as well. Computers still feel very limited, but the idea that as we approach the speed of light we can enter The Void has its appeal.
Ah. Now this game. Star Frontiers was great, but this game felt like something different. Something "not D&D" to me.
In fact I have often wondered if Knight Hawks had not been a separate game in development by Douglas Niles that they later brought into the Star Frontiers line. I also think that TSR was also suffering a little bit of what I call "Traveller Envy" since this can be used as an expansion, a standalone RPG, and as a board game!
Like Alpha Dawn, this game is split into four sections. There is a "Basic" game, and "Advanced" or "Expansion" rules (and the bulk of the book), an adventure, "The Warriors of White Light", and all the counters and maps.
As far as maps go, that hex map of empty space is still one of my favorites and fills me with anticipation of worlds to come.
The PDF version splits all this into four files for ease of printing or reading. The Print on Demand book is gorgeous really. Yes...the art is still largely black and white and the maps and counters are pretty much useless save as references, but still. I flip through the book and I want to fire up the engines of my characters' stolen Corvette, the FTL Lightspeed Lucifer . Complete with the onboard computer they named Frodo.
The Basic rules cover things like ship movement, acceleration, and turning, along with ship-to-ship combat. By itself, you have the rules for a good ship combat board game. It works fine as long as you don't mind keeping your frame of reference limited to two-dimensional space.
The Expanded rules tie this all a little closer to the Alpha Dawn rules, but I still get the feeling that this may have started out as a different sort of game that was later brought into the fold of Star Frontiers.
Ships are largely built and there is a character creation feel to this. Their 80's roots are showing, no not like that , but in that, the best engines you can get for a starship are atomic fission. Of course, no one just gets a starship, you have to buy it and that often means taking out a loan or doing a bunch of odd jobs to raise the credits. Often both. I don't think I ever actually bought a ship. The Lucifer was stolen.
There is also quite a bit on the planets of the UPF, Frontier Space, and the worlds of the Sathar. It really had kind of a "Wild West" meets the "Age of Sail" feel to it.
The last part of the POD book is the adventure "The Warriors of White Light" with its various scenarios.
Minus two d10s everything is here for an unlimited number of adventures in Frontier Space. Rereading it now after so many years I can't help but dream up various new adventures. I also can't help to want to use the Sathar in some of my other Sci-fi games. They have such untapped potential.
The price for these books is perfect. Grab the PDF and POD combo. Get some d10s, load your gyrojet gun and get ready to make the jump to the Void. There are new planets to discover!
Parts of Star Frontiers, in particular the species, would find new life in D20 Future , part of the D20 Modern line .
Both games are fun, but suffer from and/or benefit from the design principles of the time. Newer players might find some of the game elements dated. Older players of the games will find them nostalgic. Personally reading through them now some 40 years after first reading them I get a lot more enjoyment from the rules. Back then I was really too D&D focused to really enjoy what I had in front of me. Today, well I can't wait to stat up a character or two and a starship.
Star Frontiers on the Web
There are many places where Star Frontiers is alive and well. There used to be more, but my understanding is a predatory grab for the trademark by another RPG company caused Hasbro/WotC to exercise their legal rights and bring the game back in-house. While that did screw over the amazing work done by the fan sites, there are still many up and providing new material for the game.
For these fans and sites, Star Frontiers never went away.
- Star Frontiers: Inclusive Star Frontiers (Facebook)
- http://www.starfrontiers.com/
- Star Frontiers Wikia
- Star Frontiersman Magazine
- Frontier Explorer
7 comments:
Not sure I'd skip mentioning Gamma World as an example of earlier TSR scifi, but I suppose if you're disallowing Metamorphosis Alpha then GW is no better. Both are light on plausible science, but at least MA had a generation ship as a setting. Doesn't get more "80s scifi" to me than generational arks but to each their own. That said, I can think of one resource you might want to add to your post, that being Ganesha Games' outstanding range of 28mm scale minis over at this link: https://www.alternative-armies.com/collections/ganesha-games-scifi While they're decidedly unlicensed, there's never been a better set of Yazirian proxy minis made, and there are some other singleton figs that work for the other SF races. I have to assume mediocre sales have prevented them from returning to the project with new sculpts, but perhaps if the fans were more aware of them that might change. I can dream about seeing a range of modern Sathar, Vrusk, and Dralasite figs, if nothing else. Particularly Sathar. You always need more bad guy minis than PC races. :)
You are right, there is something about these that do just make you want to roll up characters isn't there? Thanks for showing these games some of the love they deserve.
I love Star Frontiers. The game was designed to help players new to RPG with the "Basic Rules" introducer, including a small programmed adventure with those numbered paragraphs. The game was percentile and was approachable by kids, although there would be a number of situational modifiers to figure out an attack probability, so they were adding a lot of two-digit numbers together (usually half of the STR or DEX plus various modifiers in units of 5%, and add 10% per level of Skill which ran from 1-6). There were only 13 major skills in "Alpha Dawn" but each had Subskills which started at different base % chances of success. If you applied yourself to learn it, you could run fast combat mixing melee, ranged, vehicle AND aerial combat in common six-second turns! Among experts it gave you furious soft-SF action! The Knight Hawks clashed a bit with physics (if you know physics). Spaceships have a maneuver rating (MR) which means that with MR 3 they could turn 180° during a 10-minute turn REGARDLESS of their current speed. Why waste so much time slowing down to 0 and speeding up in the opposite direction if you can just do a 180° turn! Also you could put an Earth-sized planet in a 10,000 km hex, more or less, but the starbases orbiting closest to the planet, 20,000 km from the center of the world, were supposed to move one hex around the planet per turn. That is about 3 times faster than a real satellite orbits at that distance from an Earth-sized planet! In one way, this game was hard-SF: there was no anti-gravity technology so you did not accelerate forward like on the deck of a sailing ship. You accelerated UPWARDS, the ship had different decks or floors, and whatever acceleration in Gs you were moving at, your characters had to TAKE it! Each unit of acceleration was in fact 2.7 gees! There was a supplement, Zebulon's Guide, which introduced far more skills, added more information on the Frontier, but also saddled the game with one of those colour-coded Action Tables that was imposed on all the boxed TSR games in the mid-80s. I did not particularly like that fad, but they were attempting to give you various interesting degrees of success which could be determined by a single roll and a comparison on the colour chart. If you are looking for a new game that is inspired by some of the Star Frontiers rules (and, lo and behold, has humans and 3 alien species, and a crashed shuttle on the cover just like Star Frontiers), you can check out FrontierSpace RPG by DWD Studios.
FrontierSpace does look cool! I had many of the books of the course of time. I lost some of them in a few moves between college and various apartments. Glad that I can get them all again on PDF and Print on Demand.
Thanks for the in-depth look! Not being a gamer in my youth, I completely missed Star Frontiers the first time around. I keep running into it and wondering if I should pay more attention...this has made me realize that I need to give it a chance...!
I love Star Frontiers! I still pull it out every few years and run a session or two. Knight Hawks we mostly used for a tabletop war game, because at the time we didn't really get how to run a game where your starting characters couldn't have high enough skills to run a ship. Part of it was that the Knight Hawks visual aesthetic leans more towards Star Wars while the rules and ethos lean towards older sci-fi like H. Beam Piper's Star Viking, books I hadn't been exposed to yet. I really remember loving the Warriors of White Light stuff, especially the space battle with the pirates and the rules for setting up an asteroid belt battle, a la Empire Strikes Back. I must have played that battle a dozen times.
Hello to you all . I have been playing this since it first came out . I was in 9th grade when it came out. I have many fond and good memories of some friends that I have not seen in decades playing Star frontiers. I can not tell you how cool it is for me to find others across the country still playing this. D and D were fun , but this game caught my imagination in a way d and d couldn't. Growing up watching buck Rodgers, Bsg, star weas and all the lot this was cool.
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Star Trek: Frontiers
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- Themes Movie/Television/Book Inspired , Science Fiction , Space Exploration
- Mechanics Cooperative , Deck / Pool Building , Modular Board , Tile Placement , Variable Player Powers
- Designers Andrew Parks
- Game Families Star Trek
- Official Game Site 🔍 Star Trek: Frontiers
- Rulebook 🔍 See official rulebook
- Price (MSRP) $79.99
- Playing Time 60 minutes
- Star Trek: Frontiers - The Return of Khan
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A contested region of space accessible through a known wormhole has drawn the attention of powerful forces throughout the galaxy. Both the Federation and the Klingon Empire, who share a delicate alliance at this time, have recently built outposts in the region. But now news of grave troubles brewing in the region has prompted both the Klingons and the Federation to investigate immediately.
Command your ship, recruit new crew members, earn experience points, and use your skills to confront the challenges of the Star Trek Universe. Explore and face a variety of challenges on a randomly built Space Map using the Venture Tile System first introduced in the award-winning game, Mage Knight.
Star Trek : Frontiers is designed for 1 to 4 players with multiple competitive, cooperative and solo scenarios. Work together to defeat hostile ships or compete to explore and uncover hidden mysteries. Players will need to overcome obstacles to expand their knowledge and use their leadership as they adventure in order to be victorious in their exploration!
1-4 Players, Ages 14+, 60+ Min
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Star Trek: Strange New Worlds
A prequel to Star Trek: The Original Series, the show follows the crew of the USS Enterprise under Captain Christopher Pike. A prequel to Star Trek: The Original Series, the show follows the crew of the USS Enterprise under Captain Christopher Pike. A prequel to Star Trek: The Original Series, the show follows the crew of the USS Enterprise under Captain Christopher Pike.
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- Trivia Bruce Horak , the actor who plays Hemmer, is legally blind, just like his character's species, the Aenar, who are also blind.
- Goofs There are some rank insignia mistakes. Number One is introduced as "Lieutenant Commander Una Chin-Riley" yet she is wearing the rank insignia of a full commander: two full stripes. A Lieutenant Commander's rank insignia is a full stripe under a thin stripe (in TOS it is a full stripe and a staggered stripe). It is not uncommon for a ship's first officer to be a Lt. Commander if they have not been in the position long. Spock at this point is a Lieutenant but he is wearing Lieutenant Commander's stripes; a Lieutenant just has one stripe. La'an is the ship's chief of security and the ship's second officer. She is also wearing Lt. Commander stripes but is addressed as a Lieutenant, but it would make more sense for her to be a Lieutenant Commander. Either way both of their rank insignia are not matching the rank they are addressed by. Ortegas is addressed as a Lieutenant but is wearing Lieutenant Commander's strips. A Lieutenant Commander may be addressed as a Commander or Lieutenant Commander but never as just a Lieutenant, so either her rank insignia or the manner she is addressed by the rest of the crew is in error.
[opening narration]
Captain Christopher Pike : Space. The final frontier. These are the voyages of the starship Enterprise. Its five-year mission: to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no one has gone before.
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Season 2 – Star Trek: Strange New Worlds
Where to watch, star trek: strange new worlds — season 2.
Watch Star Trek: Strange New Worlds — Season 2 with a subscription on Paramount+, or buy it on Fandango at Home, Prime Video, Apple TV.
What to Know
Boldly going where this hallowed franchise has gone before with effervescent execution, Strange New Worlds ' superb sophomore season continues to recapture classic Trek with modern verve.
Critics Reviews
Audience reviews, cast & crew.
Alex Kurtzman
Akiva Goldsman
Jenny Lumet
Anson Mount
Captain Christopher Pike
Rebecca Romijn
Science Officer Spock
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Now, the company had formally announced the following 14 starships set to complete the 20-series initial wave, each debuting monthly between now and May 2026. The releases include starships from Star Trek: Picard , Star Trek: Lower Decks , Star Trek: Strange New Worlds , and Star Trek: Prodigy , with a mix of standardized and XL sizes along the way.
Here’s the full breakdown:
- October 2024: Constitution III -class USS Titan (NCC-80102-A) from Picard Season 3
- November 2024: Sagan -class USS Stargazer (NCC-82893) from Picard Season 2
- December 2024: USS Farragut (NCC-1647) from Strange New Worlds Season 1
- January 2025 (XL): Odyssey -class USS Enterprise (NCC-1701-F) from Picard Season 3
- February 2025: SS Eleos XII (NAR-59019) from Picard Season 3
- March 2025: Shrike warship from Picard Season 3
- April 2025: Luna -class USS Titan (NCC-80102) from Lower Decks (in live-action coloring)
- May 2025 (XL): Constitution III -class USS Enterprise (NCC-1701-G) from Picard Season 3
- June 2025: Excelsior II -class USS Excelsior (NCC-42037) from Picard Season 2
- July 2025: USS Dauntless (NCC-80816) from Prodigy Season 1
- August 2025: USS Archer (NCC-627) from Strange New Worlds Season 1
- September 2025 (XL): Lamarr -class USS Voyager (NCC-74656-A) from Prodigy Season 2
- October 2025: Edison -class USS Harlan (NCC-52277) from Picard Season 3
- November 2025: Obena -class USS Archimedes (NCC-83002) from Lower Decks Season 2
- December 2025: Duderstadt -class USS Trumbull (NCC-72370) from Picard Season 3
- January 2026 (XL): USS Protostar (NX-76884) from Prodigy Season 1
- February 2026: USS Gagarin (NCC-97930) from Picard Season 2
- March 2026: USS Gregory Jein (NCC-103145) from Picard Season 3
- April 2026: Pathfinder -class USS Drexler (NCC-97626) from Picard Season 3
- May 2026: Texas -class USS Aledo (NA-01) from Lower Decks Season 3
FanHome is exhibiting several of the first-year models at New York Comic Con this weekend, and will have 250 units of the Titan-A initial release for direct purchase during the convention.
TrekCore will be exploring their booth during the show, and we’ll bring you plenty of photos of the new models in the coming days — and reviews of the Titan-A and Stargazer models as soon as we have them in our hands back at TrekCore HQ.
Which of these upcoming models are most excited for? Let us know in the comments below!
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Explore and face a variety of challenges on a randomly built space map using the venture tile system first introduced in the award-winning game Mage Knight. Star Trek: Frontiers is designed for 1 to 4 players with multiple competitive, cooperative and solo scenarios. Work together to defeat hostile ships or compete to explore and uncover hidden ...
Conclusion: Star Trek: Frontiers is a simpler version of Mage Knight rethemed for the Star Trek universe (or at least the Star Trek universe of yore before Discovery). The mechanics are almost the same as those of MK and are solid no matter the overcomplicated rulebooks. This is a good game, as good as Mage Knight is, and a solid investment ...
The copy of Star Trek: Frontiers used for this review was provided by Wizkids. Review Summary. Star Trek: Frontiers is an amazing game. Built upon the rock solid mechanics of Mage Knight, it streamlines, simplifies and changes just enough to feel like its own game. Even with those changes, this is still a deep, thoughtful and strategic ...
Getting it all in the box… Been too long since I played the excellent Star Trek: Frontiers and not at all since acquiring the Star Trek: Frontiers - The Return of Khan expansion.. Read my Review of Star Trek: Frontiers. But as I was getting it all set up and incorporating the Khan expansion updates and upgrades, I realized better organization was in order.
Both books are easy to read and really nice. They have been some of my favorite Print on Demand purchases ever. Let's look into both games. Star Frontiers: Alpha Dawn. Alpha Dawn is the original Star Frontiers game. The box game with two books, a Basic and Expanded game rules, some maps, counters, and two 10-sided dice.
Explore the final frontier with Star Trek Frontiers by WizKids, a strategic board game for fans of the iconic series.
This review is from the point of view of a huge fan and veteran of Mage Knight The Board Game. Even though the two games are almost identical, I was utterly disappointed by the way the balance was changed. Disclaimer: I have only played one game of Star Trek Frontiers, but have played a lot of Mage Knight, solo, cooperative and competitive and ...
If you don't mind downtime, you can play it with 1 to 3 additional players. In my experience, the difficulty of the game scales nicely, but no one I played it was enjoying this as a 3 or 4 player game. 5 out of 10. 10. Innovation level. If you regard Frontiers and Mage Knight as one game, it is very innovative.
It was good stuff, though it had a tendency to plod, and the designers banked on the goodwill of clever gamers to power through the game’s cluttered manuals and myriad options. As a solo game or with just two, it was incredible. With four, I once actually fell asleep in between turns. Star Trek: Frontiers is that, almost exactly, but in ...
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Star Trek: Frontiers - The Return of Khan. 🔍 READ REVIEWS on AMAZON ! Following in the footsteps of Star Trek: Frontiers, this all-new expansion brings the same level of content to Star Trek: Frontiers that Lost Legion brought to the world wide hit, Mage Knight Board Game. Tougher challenges and even more strategic choices await you in ...
Explore and face a variety of challenges on a randomly built Space Map using the Venture Tile System first introduced in the award-winning game, Mage Knight. Star Trek: Frontiers is designed for 1 to 4 players with multiple competitive, cooperative and solo scenarios. Work together to defeat hostile ships or compete to explore and uncover ...
Star Trek: Frontiers is designed for 1 to 4 players with multiple competitive, cooperative and solo scenarios. Work together to defeat hostile ships or compete to explore and uncover hidden mysteries. ... Please take a moment to review our policies to be informed of how and when your order will ship, along with any other questions you may have ...
Star Trek: Strange New Worlds: Created by Akiva Goldsman, Alex Kurtzman, Jenny Lumet. With Anson Mount, Ethan Peck, Christina Chong, Melissa Navia. A prequel to Star Trek: The Original Series, the show follows the crew of the USS Enterprise under Captain Christopher Pike.
An expansion set for Star Trek: Frontiers, offering new challenges and strategic choices for fans of the series.
Steve Temple. @jeditemple. May 24, 2016. It does seem like it's a rehash of "Fleet Captains" which puzzles me. I mentioned this new game to my gaming crew and they didn't think there was any point to double-down on a game that has the same theme and similar mechanics. It reminds me of the same overlap that Wizkids had with Attack Wing and Tactics.
Star Trek V: The Final Frontier. A renegade Vulcan makes Kirk (William Shatner), Spock (Leonard Nimoy), McCoy (DeForest Kelley) and the Enterprise go to a planet at the center of the galaxy. Watch ...
Totalement dans l'esprit Star Trek Rated 5/5 Stars • Rated 5 out of 5 stars 09/04/24 Full Review Sky N I'm impressed. For a millennial and life-long Star Trek fan, they're doing an admirable job ...
There's a huge difference between a "thematic" game, and a game which merely uses a theme as a setting. 'Fleet Captains is very much the former, while 'Frontiers' is the latter. And to be clear, 'Fleet Captains' focuses on the several TV series from "TOS" through "Voyager". So, if you're wanting anything Star Trek produced after 2001, then ...
The team at FanHome, who have taken over new Star Trek starship model production following the 2022 collapse of Eaglemoss, announced the first several entries in their upcoming fleet back in September — and today, they've unveiled the full 20-ship lineup set to warp into collectors' hands over the next two years. Thanks to their previous announcement, we already know that the first six ...
Bri Meck. @brimeck. May 31, 2023. Return of Khan is definitely not worth the prevailing asking price of $200. I owned it when it came out years ago. I have since rebought the base game (new copies selling for cheap now on everyone's favorite auction site).