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Star Trek 40th Anniversary

Star Trek - Celebrating 40 Years
 
Celebrating Star Trek's 40th birthday, Rittenhouse Archives produced the Star Trek: 40th Anniversary Trading Cards, and was the first trading card set to feature all five TV shows and all five captains in one collection. Each box of this set features 2 Costume Cards with 40 different costume cards found in the packs. These will feature costumes worn by many of the shows' stars and memorable guest stars. Rounding out the chase cards are several sets including: ArtiFEX™ Bridge Crew (1:13) - A 43-card set featuring all new original artwork of the series cast of the five shows from artists John Czop, Sean Pence, Douglas Shuler, Geoff Isherwood and Cynthia Cummens; Star Trek TV Guide Covers (1:20) - The continuing series of TV Guide Covers featuring the crews of Deep Space Nine, Voyager and Enterprise. This set is exclusive to the US cases; ArtiFEX™ Villains (1:40) - A 9-card set featuring all new original artwork by Warren Martineck of the various nemeses from all five shows. This set is exclusive to the UK cases; Number One (1:40) - A six-card die-cut set dedicated to the First Officers; In Motion™ (1:240) - A 5-card lenticular set, one for each captain; Family (Box Topper) - Five 5x7 inch cards printed on canvas stock inserted one per box featuring the crew of each show. For every two cases purchased, an Exclusive Dual Costume Card of Captain Kirk and Captain Picard was included. For every six cases purchased an exclusive Star Trek Legends Card Signed by Patrick Stewart was included.
Manufacturer Date of release Production run Packs per box Cards per pack Card size
Rittenhouse Archives 21 June 2006 6,500 US Boxes
2,500 International Boxes
40 5 2½" x 3½"
yellow   yellow yellow   yellow yellow   yellow

Base Set

CAPTAIN JAMES T. KIRK

1 1 Where No Man Has Gone Before

Captain Kirk's friendship with Gary Mitchell went back to their Academy days. Mitchell saved Kirk's life once, and Kirk requested Mitchell on his first command. So it was only with great reluctance and sadness that Kirk acknowledaed Mitchell must die. Gary was mutating into something beyond human after contact with the galactic energy barrier. He killed Lieutenant Kelso and threatened the entire crew, forcing Kirk to take action. In a battle to the death, Kirk managed to overcome the superman. Reflecting that Gary hadn't asked for his fate. Kirk recorded that he died in the fine of duty.
2 2 The Corbomite Maneuver

Captain Kirk's faith in the rationality of space-faring entities was strained when the mysterious Commander Balok vowed to destroy the Enterprise in 10 minutes. Kirk tried to explain the Enterprise's peaceful intentions, to no avail. During the standoff, Kirk rode Mr. Bailey a bit too hard, perhaps seeing something of himself in the young ensign. Frustrated, Kirk resorted to a desperate bluff with Balok, telling him that destroying the Enterprise would also destroy the attacker. The shrewd maneuver worked; the Enterprise was saved. Kirk made amends with Bailey by assigning the ensign to stay with Balok as a cultural "exchange student."
3 3 Space Seed

Superior ability breeds superior ambition, Captain Kirk knew and yet, he couldn't help but admire Khan, the genetically engineered tyrant of late 20th-Century Earth. Khan was stronger, braver, and more daring than most modern men -- traits which appealed to Kirk. But Khan was also dangerous, and he tried to commandeer the Enterprise. Kirk refused to surrender, however, and the lovalty of his crew – coupled with his own resourcefulness – helped him defeat Khan. In the end rather than see Khan imprisoned, Kirk gave him the opportunity to tame a savage, uninhabited planet.
4 4 Court-Martial

Captain Kirk spent his whole life training for decisions like the one that led to the apparent death of Records Officer Ben Finney. Had he prematurely jettisoned Finney's pod during the ion storm, as the Enterprise computer indicated? Kirk refused to believe it, and he refused to accept a ground assignment to mollify Starfleet. Instead, Kirk demanded a court-martial to prove his innocence. The computer record had been altered by Finney, who was still alive. By staking his career against the "infallible" computer and winning. Kirk earned new respect from Starfleet's top officers, who would think twice before challenging him again.
5 5 Balance of Terror

Outraged by the obliteration of a Federation outpost, Captain Kirk vowed to destroy the perpetrator, a cloaked Romulan vessel, before it could return home. Kirk prevailed in the battle of wits that followed, relying on his instincts and outguessing his opponent. Although the Romulans had to be stopped, Kik felt no bigotry, and he refused to tolerate it from Lieutenant Stiles when Stiles pointed out Spock's Romulan resemblance. Despite the battle's successful outcome it cost the life of Lieutenant Tomlinson, and Kirk was left to give what comfort he could to the late officer's fiancée.
6 6 What Are Little Girls Made Of?

Dr. Korby's plan to convert humans into properly programmed androids reminded Captain Kirk of the promises once made by Genghis Khan and Hitler. Kirk believed that human beings needed their emotions and flaws. His identity was threatened and his ship placed at risk when Korby created an android duplicate of Kirk. Thinking fast, the captain planted negative feelings toward Spock in the duplicate's mind as a distress call. Later, Kirk nearly got himself killed by provoking the emotions of Korby's androids, but the gambit forced Korby to acknowledge the imperfections of his creations and the loss of his own humanity.
7 7 Arena

Captain Kirk was convinced that the attack on the Federation Starbase at Cestus IlI was a prelude to invasion. With almost obsessive determination, he pursued the perpetrator across space until the Metrons intervened. They pitted Kirk against the Gorn captain on a desert planet to settle their conflict. Suppressing his instinctive fear of reptiles, Kirk assembled a weapon from natural resources and conquered his opponent, saving the Enterprise from both the Gorn and the Metrons. Kirk also hegan to appreciate the Gorn's point of view and refused to kill the fearsome alien, earning him the Metrons' respect.
8 8 The Changeling

Confronted by a space probe intent on destroying his crew, Captain Kirk had to proceed carefully. Only Nomad's mistaken belief that Kirk was its creator, Jackson Roykirk, prevented the probe from "sterilizing" the life forms aboard the Enterprise. The pressure of protecting his ship and crew while maintaining the charade led Kirk to deliver a brilliant argument of logic. Kirk used Nomad's mistake to drive home the point that it was imperfect and must destroy itself. This tactic placed the Enterprise in grave danger, but Kirk was able to transport Nomad into space before it self-destructed.
9 9 The City on the Edge of Forever

A mission to find McCoy in 1930 and repair history became more complicated for Captain Kirk when he met Edith Keeler, a New York social worker. Kirk fell in love with Edith and was tormented by the discovery that she must die in a traffic accident in order for history to resume its natural course. He refused to believe that her death could not be avoided, but when the time came, he found the strength to act against his own inclinations and prevented McCoy from saving Edith. Kirk restored the world but sacrificed the greatest love he had ever known.
10 19 The Doomsday Machine

Captain Kirk was alarmed to find Commodore Decker in a state of shock after a giant planet-killing weapon crippled Decker's ship, the Constellation, and killed his crew. Kirk wanted to spare his crew the same fate, but Decker took command of the Enterprise and provoked the planet-killer, compelling Kirk to join the battle from the Constellation. Though angry with his old friend, Kirk pleaded with him not to fly a shuttlecraft on a suicide mission into the machine. After Decker carried out his death wish, Kirk was inspired to send the Constellation down the machine's throat, which destroyed it forever.
11 11 Errand of Mercy

No one wants war, but even as Kirk expressed this opinion, he realized he had been zealously anticipating hostilities between the Federation and the Klingons. The apparent disinterest of the Organians irritated Kirk, who was willing to risk his life in a desperate attempt to keep Commander Kor from taking Organia. With Spock at his side, Kirk challenged the odds, but the powerful Organians controlled the game. They stopped Kirk in the middle of his passionate argument for the right to wage war and helped the captain remember that his mission was one of peace and exploration.
12 12 The Devil in the Dark

At first, Captain Kirk saw only one way to deal with the Horta of Janus VI. The creature was killing the miners and disrupting the flow of pergium, a mineral of vital importance on many planets. For that, the Horta must die. Later, surrounded by thousands of silicon "nodules," Kirk's intuition suggested a different course. Spock's mind-meld with the Horta confirmed Kirk's suspicions: the nodules were the creature's eggs. Kirk convinced the miners to leave the Horta and her eggs alone, as the hatchlings would dig vast new quantities of pergium. Kirk saved not just the mother Horta, but her entire race.
13 13 A Piece of the Action

Surprised to find an Earth-like, 1920's gangster culture on the isolated planet Sigma lotia II, Captain Kirk nonetheless accepted the peculiar situation and enjoyed playing along. He reasoned that direct involvement, rather than strict adherence to the Prime Directive, was the only way to help the lotians move forward. Slipping into the role of a "Federation mob boss," Kirk discovered he had an aptitude for the planets unique rules of behavior and speech. By dealing with the lotians on their own terms, he was able to unite the planet's most influential gangsters and help them create a new world govemment.
14 14 Journey to Babel

Captain Kirk's diplomatic skills were tested during the Enterprise's mission to Babel. Keeping the peace among the many delegates on board proved challenging for the captain, especially with an unidentified vessel shadowing the Enterprise. When the Andorian delegate stabbed him, Kink put Spock's needs ahead of his own by faking a speedy recovery, which freed Spock to go to sickbay and help his gravely ill father. Kirk then put the Enterprise ahead of himself by remaining on the bridge to deal with the mysterious ship as it attacked. Despite his painful injury, Kirk managed to defeat the enemy vessel and expose a plot to disrupt the Babel conference.
15 15 The Gamesters of Triskelion

One of Captain Kirk's deeply held convictions was that no one should be prevented from reaching his or her fullest potential. The situation on Triskelion, where woefully uneducated "drill thralls" forced the captain and his landing party to fight as gladiators for the Providers, was abhorrent to Kirk. He resisted his captors at every opportunity and was punished with excruciating pain. Kirk earned the loyalty of Shahna, a drill thrall, by teaching her about love and freedom. Placing supreme faith in his fighting ability, Kirk won the freedom of all the thralls, as well as his crew, by defeating three thralls in combat.
16 16 The Enterprise Incident

Captain Kirk demonstrated considerable acting skill in persuading the Romulans, not to mention his own crew, that he was overworked, confused and short-tempered. He even pretended to attack Spock, who feigned killing Kirk in self-defense. It was all part of Kirk's elaborate ploy to steal the Romulan cloaking device for the Federation. Surgically altered to appear Romulan, Kirk returned to the enemy ship, found the device and brought it back to the Enterprise for installation. Regrettably, Kirk's plan required Spock to deceive the Romulan commander, who thought she had a romantic kinship with the Vulcan.
17 17 Mirror, Mirror

Thrown into a parallel universe where the Federation was replaced by the barbaric Galactic Empire, Captain Kirk faced the ugly mirror image of his ship, his crew, and himself. Kirk was appalled by the ruthless manner in which his counterpart enforced his will. By contrast, Kirk showed mercy to the Halkan Council and leniency toward rebellious crewmembers, which led to attempts upon his life by the mirror-Sulu and mirror-Chekov. However, Kirk's behavior also got the attention of the alternate Spock, to whom Kirk pointed out the Empire's illogic. Kirk even convinced Spock to consider working toward positive change.
18 18 Conscience of the King

Was it justice or vengeance that fueled Captain Kirk's single-minded pursuit of Anton Karidian's real identity? Kirk wanted to believe that Kodos the Executioner, butcher of 4,000 colonists on Tarsus IV, was long since dead, but someone was killing the surviving eyewitnesses. He romanced Karidian's daughter, Lenore, in an effort to learn the truth, but his feelings for her became genuine. Their mutual attraction made the ultimate revelation more painful for Kirk: Lenore was murdering the survivors to protect her father, who was indeed Kodos. When she accidentally killed Kodas Kirk had his justice – however bitter.

CAPTAIN JEAN-LUC PICARD

19 19 The Battle

Losing the U.S.S. Stargazer - his first command – was terribly painful for Captain Picard. The Stargazer was nearly destroyed by a Ferengi attack in the Battle of Maxia and Picard chose to abandon ship. Some of his crew survived but the deaths of many others haunted Picard for years. Nearly a decade later when Picard returned to the Stargazer under the control of Daimon Bok's mind-altering device, he was forced to relive the Maxia battle. Picard was rescued from his nightmare by Data and Riker, whose friendship and loyalty helped the captain put his Maxia demons to rest.
20 20 The Big Goodbye

Playing Dixon Hill on the Holodeck was one of Picard's favorite pastimes. The charismatic detective, and the lively setting of 1930 San Francisco, appealed to Picard. Unfortunately, a program malfunction trapped the captain in a Dixon Hill murder plot. Picard and the crewmates trapped with him had to fight for their lives until Wesley Crusher got the holodecks exit to appear. The experience did not dampen Picard's fascination with Hill, but it did remind him of the critical function of Holodeck safety protocols – a reminder that helped him overcome the Borg on the Enterprise many years later.
21 21 The Measure of a Man

Captain Picard was proud to defend Data when his right to govern his own existence came under fire. Picard believed Data had every right to refuse disassembly and to resign from Starfleet if he wished. Arguing the case proved difficult for Picard, however, especially since Judge Phillipa Louvois was an old acquaintance and Commander Riker was made to serve as prosecutor. Ultimately, Picard argued passionately that all beings are created, a fact which doesn't necessarily make them the property of their creators. Data was declared free to make his own decisions, and the captain's relationship with the android deepened immeasurably.
22 22 Time Squared

Meeting a future version of himself was unnerving for Captain Picard, who struggled to understand what had happened – or would happen – to his ship and crew. When he realized the Enterprise would encounter a deadly energy whirlpool six hours in the future, he feared that some decision he would make would bring about that calamitous event. When the whirlpool did come, Picard acted on intuition, ordering the ship directly into the vortex instead of avoiding it as he had in the alternate timeline. Picard's impulsive action saved the ship and strengthened his trust in his instincts.
23 23 Captain's Holiday

Holodeck interludes were one thing, but Captain Picard resisted vacationing away from the Enterprise. Nevertheless, to placate his crew he agreed to spend some time on Risa. Instead of relaxation, however, the captain became involved in archeological intrigue with a compelling woman named Vash. Their pursuit of the Tox Uthat, a weapon from the future, proved to be an invigorating adventure for Picard, who preferred it to lying around on a lounge. Ultimately he destroyed the device to keep it out of the hands of time-traveling thieves - a move which disappointed Vash but earned her respect.
24 24 Best of Both Worlds

Captain Picard's encounter with the Borg during the Collective's first attack upon the Federation was the most difficult experience of his life. He was abducted from the Enterprise and assimilated into the Borg collective consciousness as Locutus, a fate that was almost more than he could bear. Stripped of his individuality and robbed of his dignity, Picard was forced to aid the Borg with his knowledge of human behavior. As a direct result, the Borg decimated a Starfleet armada and threatened Earth itself. Picard was eventually rescued, but a debilitating sense of shame and quilt plagued him long after.
25 25 Family

His experience as the part-human, part-Borg Locutus left Captain Picard deeply traumatized. A full recovery in the face of the horrific damage he orchestrated against Starfleet would not come quickly for the captain. He retreated to the French village on Earth where he grew up, but his damaged psyche did not begin to heat until he was confronted by his estranged brother, Robert. Picard's fight with Robert in the mud not only led to a reconciliation between the two men, it also put Picard on the path to emotional recovery by helping him face his anger and guilt.
26 26 Darmok

Picard was frustrated by his inability to communicate with the "Children of Tama.” He tried desperately to understand Dathon, the Tamarian captain, but without success. Dathon accelerated the process by beaming Picard and himself to El Adrel IV, where they battled a predatory creature. Picard came to realize that Dathon communicated through metaphors, but the lesson came at the cost of Dathon's life. Humbled by the sacrifice of his new friend, Picard was finally able to establish relations with the Tamarians in their own folkloric fashion. He also looked inward and wondered if he would make the same sacrifice Dathon had.
27 27 The Perfect Mate

Captain Picard's obligation in the Krios-Valt Minor peace negotiations was to make sure the Kriosan wedding gift reached Alrik of Valt Minor. However, Picard was disturbed to learn that the "gift” was the beautiful Kamala, an empathic mesomorph who could be what any man wanted her to be. Picard told Kamala that she was more than a "peace bride;" she had value in and of herself. As a result, Kamala "bonded" herself to Picard, who was attracted to her as well. Though his heart protested, a visibly shaken Picard carried out his duty and delivered Kamala to Alrik.
28 28 The Inner Light

Under the control of an alien probe. Captain Picard became Kamin, an iron worker on the planet Kataan. In 25 minutes he lived a lifetime of experiences that Starfleet could never give him: a loving wife, children, grandchildren, and a house among friends and neighbors. Part of Picard had always longed for this life, and his 30 "virtual” years as Kamin were richly rewarding. Unfortunately, Kataan was doomed by its dying sun, despite Picard's pursuit of a high-tech solution. The probe eventually released him, but Picard's experiences with the Kataan people would never be far from his heart and mind.
29 29 Chain of Command

Gul Madred captured Captain Picard at Celtris III and interrogated him for information that Picard did not have. Picard knew he was in grave danger when Madred's torture techniques went beyond the limits of the Seldonis IV Convention. Still, he was determined to hold onto his sanity and resist the Cardassian to the end. Picard even won a few small battles in their contest of wills. After he was freed Picard admitted that if the interrogation had gone on, he might have told his captor anything. The experience taught Picard about his inner strengths in such situations – and his limitations.
30 30 Tapestry

Captain Picard regretted some of the rash decisions he had made in his past. When Q gave him the opportunity to go back in time and avoid a serious injury that he sustained as an ensign, Picard returned to those days and made different choices – choices that demonstrated discipline rather than arrogance. However, the "reformed" Picard became a man who never took advantage of his opportunities and never got noticed. Fortunately, Q gave him a chance to return things to normal. This time, Picard acted brashly, as he knew he must to achieve his destiny as a starship captain.
31 31 Starship Mine

Bored by a reception at Arkaria Base, Captain Picard returned to the Enterprise shortly before a scheduled baryon sweep and found considerably more excitement – and danger. Bandits were attempting to steal volatile trilithium resin during the crew's absence. Picard used his resourcefulness and his superior knowledge of the ship to incapacitate several invaders. When he could not apprehend the “bandits" leader, Kelsey, Picard stopped her with the ultimate penalty. he sabotaged the resin container so it would explode after she beamed to her vessel. Picard could live with Kelsey's death because she had given him no other choice.
32 32 Lessons

Captain Picard hadn't considered the dangers of a romance with someone under his command until he met Neela Daren. She was intelligent, beautiful and musically gifted, and Picard fell in love. Yet he knew that Neela, as head of Stellar Sciences, was the right choice to lead a dangerous mission to Bersallis III. Torn between duty and love, Picard chose to send Neela on the mission – and into harm's way. Neela survived, but afterward, Picard knew the relationship could not go on, and he accepted Neela's transfer request. He would never be comfortable sending the woman he loved on perilous missions.
33 33 Gambit

An avid amateur archeologist, Captain Picard believed that archeological treasures belonged to everyone, not a selfish few. In order to stop a band of mercenaries from raiding Romulan archeological sites, Picard infiltrated the group as "Galen," a fellow smuggler. He didn't like having to fight with Commander Riker or deceive his crew to keep up with the charade, but it was necessary to his mission. Picard's actions undercover led to a particularly satisfying result for the captain because not only did he foil the mercenaries, he also retrieved an ancient and powerful Vulcan artifact called the Stone of Gol.
34 34 Attached

Captain Picard had known Beverly Crusher for decades, yet he had managed to keep his love for her a secret. The truth finally came to light when the Prytt captured the pair and implanted psi-wave devices in their brains. Picard had never acted on his feelings because he believed doing so would betray the late Jack Crusher – Beverly's husband and Picard's best friend. His inaction born from a sense of loyalty, may have prevented Picard from winning Beverly's heart many years ago and changing the course of their relationship forever. Now, Picard would have to settle for Beverly's friendship.
35 35 Bloodlines

Was Jason Vigo really Captain Picard's son? Dr. Crusher's initial tests said yes. Picard was surprised by the news but eager to get to know Jason. When he tried to reach out to his son, however, Picard was hurt by Jason's cold, disinterested response. Jason admitted to feeling like a disappointment to his father, but Picard insisted they had a bond. The subsequent revelation that they were not related saddened the captain. His nemesis. DaiMon Bok, had resequenced Jason's DNA. Picard foiled Bok's plot to kill Jason, earning the young man's respect and a measure of affection.
36 36 All Good Things…

Captain Picard's shifts back and forth in time were extremely unsettling, but he kept his focus and learned that Q's "trial" of the human race had never ended. In fact, Picard would somehow cause humanity's destruction! With so much at stake. the past, present and future versions of Picard leaned heavily on his Enterprise family for help. Once he realized that he created an anti-time anomaly with a tachyon pulse in three different time periods, Picard was able to collapse the anomaly in each timeline. His trust in his friends and his perseverance saved the human race.

CAPTAIN BENJAMIN SISKO

37 37 Emissary

Commander Sisko was still coping with the death of his wife when he was assigned to Deep Space Nine. He didn't like the assignment and considered resigning, but when he discovered the Bajoran wormhole he reluctantly found himself embroiled in Bajoran prophesy as their "Emissary." Sisko's new post also had the unanticipated effect of helping him come to terms with Jennifer's death. The force of the Bajoran orb helped Sisko see that his pain was holding him back. By allowing the alien force to guide him through the events leading to his wife's death, Sisko could finally grieve for his loss.
38 38 In the Hands of the Prophets

Commander Sisko needed to develop a relationship with his Bajoran second-it-command, Major Kira, but that effort was threatened by a controversy over Keiko's classroom teachings. Kira agreed with Vedek Winn's demand that Keiko teach the wormhole's religious aspects, sparking tensions between herself and Sisko. While he respected the Bajorans' convictions, Sisko grew tired of their protests and was furious when Keiko's school was bombed. Eventually he learned that Winn's true intent was to assassinate her rival, Vedek Bareil, thus ensuring her election as the next Kai. Sisko saved Bareil's life and exposed Winn' treachery, which strengthened his alliance with Kira.
39 39 Second Sight

On the fourth anniversary of his wile's death, a melancholy Sisko met Fenna and found himself falling in love. Fenna was a mysterious, passionate woman; loving her gave Sisko a new outlook and a new spring in his step. Unfortunately, Fenna wasn't real – she was an image created by Nidell, a psychoprojective telepath trapped for life in an unhappy marriage. When Nidell's husband committed suicide to release her, Fenna disappeared forever. Nidell could not remember her life as Fenna or her feelings for Sisko. Alone once more, Sisko was forced to deal with the pain of another lost love.
40 40 The Search

Commander Sisko was bent on persuading the Dominion not to invade the Alpha Quadrant. He hoped to demonstrate the Federation's peaceful intentions but if that failed, he expected the firepower of the Defiant to show the Founders his determination. He miscalculated, however. Deep inside Dominion territory, the Jem'Hadar pummeled the Defiant and overwhelmed Sisko's crew. The Vorta's experiments on the captured crew showed that Sisko would break with the Federation and collapse the wormhole if necessary to keep the Dominion on its side of the galaxy, even if such a mission cost the lives of his friends or himself.
41 41 Past Tense

Many died in San Francisco's Bell Riots of 2024, but Sisko, accidentally transported into those historical events, was careful not to interfere. Then Gabriel Bell was killed before he could sacrifice himself for hostages, as he was meant to. Anxious to preserve history, Sisko assumed the man's identity and argued for sweeping social reforms. He was willing to die for the sake of countless underprivileged citizens, as Bell had. Ultimately he took a bullet meant for a hostage but the wound was not fatal. Bell's I.D. was given to a dead man and Sisko returned to the future he'd saved.
42 42 Through the Looking Glass

Sisko met the double of his late wife, Jennifer, in the mirror universe, and suddenly the idea of posing as the leader of the Terran rebellion wasn't so bad. This Jennifer despised him, however. At once thrilled to find her alive and pained by her coldness, Sisko apologized for his double's past treatment of her. Slowly he gained Jennifer's confidence and persuaded her to stop working for the Alliance. Sisko's heroics prevented the mirror Kira from wiping out the rebels, which ultimately saved Jennifer's life. He returned to his universe with a heavy heart and Jennifer's goodbye kiss on his lips.
43 43 Explorers

Sisko dedicated himself to the project of building and flying an ancient Bajoran solar-sail craft with a zeal he hadn't felt since building Jake's nursery. The journey appealed to Sisko's sense of adventure, and he was eager to share it with Jake. When he learned that Jake had been offered a writing fellowship on Earth Sisko was elated for his son but sad that Jake would one day leave DS9. They successfully completed the risky flight, proving that ancient Bajoran explorers reached Cardassia in the same fashion. Perhaps more importantly, Sisko strengthened his bond with his son.
44 44 The Adversary

Though pleased with his promotion to captain, Sisko had no time to rest on his laurels. He and his top officers were duped into heading for the Tzenkethi system, where a Changeling hoped to start a war between the Federation and the Tzenkethi. Unable to disengage the Defiant's attack system, Sisko started the ship's auto-destruct sequence, proving he would sacrifice his friends and himself if necessary to prevent the Dominion from achieving its goal. Fortunately his crew regained control of the vessel in time for Sisko to reverse his decision and cancel the auto-destruct program.
45 45 Homefront

Captain Sisko's new assignment as head of Starfleet Security on Earth gave him the opportunity to spend time with his father Joseph, in New Orleans. Trouble was brewing with the Dominion, and Sisko implemented new security measures in an effort to weed out Changeling imposters. Unfortunately, Sisko's rules forced a wedge between the captain and his father, who angrily resisted the mandatory screening. Sisko checked Joseph’s blood anyway and realized as he did that the Dominion had already succeeded in sowing the seeds of fear and paranoia. Nevertheless, Sisko grimly prepared Earth for war with the Dominion.
46 46 Shattered Mirror

Captain Sisko was angry with the alternate Jennifer for luring him into the mirror universe by abducting Jake. Still, he agreed to help her and the rebels complete construction of their Defiant class warship. Jake's growing bond with Jennifer worried Sisko, but he, too, couldn't help feeling a connection with this double of his late wife. Sisko's willingness to lead the rebels into battle against the Alliance saved the rebels once more. His involvement had a grim side, however: Jennifer was mortally wounded by the mirror Kira, and Sisko had to deal with the loss of his wife.
47 47 Rapture

A series of visions concerning B'hala, Bajor's legendary lost city, propelled Captain Sisko down a path he never expected. The visions not only helped him find B'hala, they gave Sisko a glimpse of Bajor's future. Sisko became obsessed with the visions, even though they caused terrible headaches and threatened his life. He even pushed aside his Starfleet duty to oversee Bajor's admission into the Federation. His last vision convinced Sisko to tell the Bajorans that they should delay joining the Federation. Starfleet was not pleased, but the Bajorans, whose faith in Sisko was reaffirmed, followed his advice.
48 48 For the Uniform

One does not betray Captain Sisko and get away with it. Consumed with capturing Michael Eddington, the former Starfleet security chief who joined the Maquis, Sisko refused to let a series of humiliating setbacks deter him. Eddington kept slipping away, disabling the Defiant or creating diversions to orchestrate his escapes. Finally, Sisko had enough. Eddington saw him as a villain, so Sisko acted the part - and surprised everyone - by poisoning the atmosphere of a Maquis colony. When he promised to do the same to every other Maquis colony. Eddington gave himself up, and Sisko's vendetta was over.
49 49 Blaze of Glory

Captain Sisko hated to ask Michael Eddington for help deactivating the Maquis missiles heading for Cardassia. Still, he sprung Eddington from prison in hopes of averting war with the Dominion. Eddington helped him find the missiles’ launch site on Athos IV, but when they arrived, Sisko learned there were no missiles. Eddington orchestrated the plot to get Sisko's aid in evacuating his wife and other imprisoned Maquis members. Angry but relieved, Sisko couldn't help seeing Eddington in a new light when the traitor sacrificed himself batting the Jem'Hadar to ensure the prisoners escape.
50 50 Rocks and Shoals

Stranded on a desolate planet, Captain Sisko faced a contingent of Jem'Hadar soldiers and confronted the ugliness of their Vorta leader, Keevan. Knowing the Jem'Hadar suffered from a lack of ketracel-white and would soon kill everyone, Keevan gave Sisko the soldiers' attack plans so that Sisko's party could ambush them. Sisko was disgusted that Keevan would tum against his men to save himself. When the attack came, Sisko felt it was morally reprehensible to capitalize on Keevan's treachery and offered to help the Jem'Hadar escape. When the Jem'Hadar refused, Sisko sadly carried out the massacre to save his own crew.
51 51 Far Beyond the Stars

The destruction of a friend's ship led a depressed Captain Sisko to contemplate resigning from Starfleet. Suddenly he experienced a vision of himself as Benny Russell, a science fiction magazine writer in 1953. He penned a tale about a Negro captain of a space station, but the prejudices of the times made Benny's editor refuse to publish the piece. Benny recast it as a dream, but the publisher killed it anyway and fired him. Distraught and in tears, Sisko woke up on Deep Space Nine. The vision and its message of perseverance convinced Sisko to stay with Starfleet.
52 52 In the Pale Moonlight

How far would Captain Sisko go to defeat the Dominion? He recruited Garak to help convince the Romulans to take the Federation's side, even though that meant using ethically shaky tactics. Sisko's frustration with the war compelled him to quell his misgivings and present falsified evidence of an impending Dominion attack against Romulus. He was furious when Garak went so far as to have Romulan Senator Vreenak killed, but it worked - the Romulans declared war against the Dominion. The captain was uneasy with his part in the operation, but he believed the ends justified the means.
53 53 Shadows and Symbols

Captain Sisko's journey with the Prophets was nearing its end. In the beginning, he resisted the notion of being their Emissary, but now he followed Prophets' guidance at all costs. By trusting them completely, he found an Orb ark buried on the planet Tyree and used it to release an energy vortex that expelled the evil Pah-wraiths from the wormhole. His mission successful, Sisko learned this had always been his destiny; a Prophet had possessed his mother's body years ago to ensure his birth. Sisko was stunned by this discovery, but he knew his faith in the Prophets had not been misplaced.
54 54 What You Leave Behind

Despite heavy losses, Captain Sisko valiantly led Federation forces against the Dominion alliance, and at last – with help from Odo and the Cardassians – the Dominion was compelled to surrender. Sisko then turned his attention to one last, vital obligation to the Prophets. In the fire caves on Bajor, he confronted Dukat, who was possessed by the Pah-wraiths. Sisko tackled his enemy and they plunged into the fiery abyss, destroying the text of the dangerous Kosst Amojan in the process. Sisko sacrificed his corporeal life to return the Pah-wraiths to the fire caves. but he vowed to return someday.

CAPTAIN KATHRYN JANEWAY

55 55 Caretaker

Captain Janeway set out to find a missing Maquis vessel and wound up in the Detta Quadrant, 70,000 light-years away. She found the Maquis, but she also found the Caretaker, a powerful being who wanted someone to care for the Ocampan race after his death. Janeway could have used the Caretaker's Array to send her ship and crew home, but that would have left the Ocampans open to invasion by the Kazon. Instead, Janeway destroyed the Array - and with it, her crew's only quick way home. She second-guessed her decision many times in the difficult years that followed.
56 56 Resistance

On the Alsaurian home word, Captain Janeway met Caylem, an eccentric man who believed she was his long-lost daughter. When Tuvok and Torres were imprisoned, Janeway showed she was not above using her feminine wiles to overcome the guards and break her officers out. Then, instead of returning to Voyager, Janeway chose to help Caylem search the prison for his wite, a resistance fighter. His wife and daughter were long dead, however. Janeway was moved when Caylem took a phaser blast meant for her. She demonstrated great compassion by pretending to be his daughter and relieving him of quilt before he died.
57 57 Alliances

A series of Kazon assaults on Voyager made Captain Janeway start thinking more like a Maquis. She called for an alliance of several Kazon factions - a noble idea, but nearly impossible to carry out. Eventually she united with Mabus of the Trabe, which brought the warring Kazon factions to the conference table. Unfortunately, the Trabe double-crossed Janeway and sabotaged the gathering. Stunned by the ambush, Janeway severed relations with Mabus, but the damage was done. Her attempt to make Voyager's journey safer by uniting the Kazon sects backfired, and her crew was more vulnerable than ever.
58 58 Tuvix

When a symbiogenetic alien flower caused Neelix and Tuvok to merge into a single entity during transport. Captain Janeway found herself in a difficult dilemma. The Doctor could restore "Tuvix" to his two original selves, but Tuvix didn't want to die. His integration with Janeway's crew over time made it even harder for the captain to decide his fate. Janeway made her decision with a heavy heart and took full responsibility for performing the procedure. Tuvok and Neelix were restored, but Janeway had to live with the painful knowledge that her decision cost Tuvix his life.
59 59 Sacred Ground

Captain Janeway would go to any lengths for the welfare of her crew. She underwent a bizarre ritual on the Nechani home world to save Kes who was rendered comatose by a Nechisti shrine. The captain's patience was strained to the limit by hours of meaningless tests and visions of spirits. Eventually she realized that her belief in science, and her lack of faith in the spirits, was holding her back. Only by making a leap of faith and re-entering the shrine with Kes was she able to save the Ocampan's life. Science, Janeway learned, does not always provide a solution.
60 60 The Q and the Grey

Captain Janeway wanted to have a baby someday, but she refused to mate with Q. The meddlesome Q was persistent, however. Janeway found herself embroiled in a civil war within the Q Continuum, which Q hoped to resolve by producing a new breed of Q with her. Janeway sought other solutions to the crisis and encouraged Q to mate with the female Q instead. Janeway's influence over Q ultimately carried the day. He followed her wishes and procreated with the female Q, saving the Continuum from oblivion. Janeway's role in the affair earned her the dubious title of godmother to Q’s child.
61 61 Coda

An alien entity tried to make Captain Janeway believe she had died in a shuttle crash, but she wasn't ready to let go. Invisible to her crew, Janeway observed her own memorial service. Nevertheless she clung to the slim hope that, somehow, she was still alive. Her deceased father urged her to give up this notion, but Janeway knew her real father wouldn't push her in this way. She surmised that an alien had assumed his image to lure her to death. Janeway's fierce resistance helped her banish the entity from her mind, which allowed her to regain consciousness on the planet where she had crash-landed.
62 62 Concerning Flight

Captain Janeway enjoyed spending time with her childhood hero, Leonardo da Vinci, on the holodeck. When thieves stole Voyager's computer processor and the maestro's program along with it, Janeway set out to get him back. She found Leonardo on a nearby planet, where his program had been downloaded into the Doctor's stolen mobile emitter. Janeway and da Vinci fled his "patron," improvising whenever necessary to assure their escape. The adventure was exhilarating to Janeway, especially when they used Leonardo's glider to get away. The captain would always treasure the experience of helping her mentor realize his life-long dream of flight.
63 63 Scientific Method

When her back is up against the wall, Captain Janeway can be a most formidable – and unpredictable - opponent. Tuvok's assessment of Janeway as "reckless" accurately described her behavior when aliens infiltrated Voyager to conduct secret medical experiments on the crew. Their procedures made Janeway increasingly agitated, and when they vowed to kill everyone if they were not allowed to continue, the captain decided to take desperate measures. She steered Voyager directly into a binary pulsar, knowing it might destroy the ship. Janeway's audacious plan worked; the aliens fled and the crew was saved.
64 64 Year of Hell

Merciless, repeated attacks by Annorax of the Krenim wrecked Captain Janeway's ship and pushed her to the brink of despair. Still, she would not abandon Voyager. She evacuated the crew and arranged a coalition of species to mount a counter-attack. The battle went badly, but Janeway refused to be beaten. Her final, brash move was to plow Vovager into Annorax's temporal weapon ship. Her act of self-sacrifice destroyed both vessels but reset the timeline to a point before Annorax began his temporal incursions. The captain and her crew were released from their "year of hell” to continue their journey home.
65 65 The Killing Game

Hirogen invaders used a neural interface to make Captain Janeway play a resistance fighter in a World War Il holodeck simulation. Eventually she escaped and discovered that the Hirogen leader was using Voyager to persuade his species to hunt holographic prey. Janeway supported this goal by offering holographic technology in exchange for her ship. Another Hirogen killed the leader, forcing Janeway to run for her life. Relying on her intelligence and mettle, she turned the tables on the hunter and killed him. Janeway saved her ship from future attacks by honoring her promise to provide the Hirogen with holodeck technology.
66 66 Counterpoint

Captain Janeway would have liked to believe that Kashyk's desire for asylum aboard Voyager was sincere. Janeway found the Devore inspector charismatic and intelligent, and they kissed passionately while plotting how to smuggle Brenari refugees out of Devore space. She didn't quite trust him, though. When Kashyk betrayed her, Janeway was one step ahead. Risking her ship and crew for the sake of the innocent Brenari, Janeway outsmarted Kashyk and enabled the refugees to escape in shuttles through a wormhole. Although her dangerous game was successful, Janeway was deeply disappointed in Kashyk, a man she could have loved.
67 67 Bride of Chaotica

Reluctant at first to play Arachnia, Queen of the Spiderpeople, in Tom Paris’ "Captain Proton" holodeck program, Captain Janeway found she was quite good in the role. She charmed her way into Chaotica's Fortress of Doom and used her irresistible pheromones to make the villain deactivate his lightning shield, which led to his defeat. Only then did a pair of trans-dimensional aliens, who had been batting Chaotica, return to their space, freeing Voyager to continue its journey. Janeway enjoyed the adventure despite herself. It helped her understand Paris better and put her in touch with her own sense of play.
68 68 Dark Frontier

Captain Janeway's bold plan to steal a transwarp coil from a damaged Borg vessel would shave 20 years off Voyager's journey home. She got the coil, but she lost Seven of Nine, who was coerced into rejoining the Collective. Ever loyal to each member of her crew, Janeway immediately went back to rescue Seven. In a dangerous confrontation with the Borg Queen, Janeway proved that her connection with Seven was stronger than anything the Queen could offer. Janeway and Seven returned to Voyager with a new understanding of one another - and a deeper, more powerful bond.
69 69 Equinox

Captain Janeway may have bent the Prime Directive now and then, but she never broke it. Proud of her Federation principles, she was greatly alarmed by Captain Ransom's abandonment of those same ideals. Ransom was killing nucleogenic aliens and using their organic matter to get his ship, the Equinox, home faster. His actions went against everything Janeway believed in. She became obsessed with capturing Ransom, even threatening the life of an Equinox crewman. Her extreme tactics created a rift between herself and Chakotay, but in the end Janeway succeeded in putting a stop to the killings.
70 70 Fair Haven

Captain Janeway was perturbed to find herself falling in love with Michael Sullivan, the bartender in the Fair Haven holodeck program. Janeway essentially created the problem by altering the character's parameters so that he was her perfect match. Sullivan would never be real, though, and Janeway couldn't get past that fact. She began to avoid him, which hurt his feelings. Eventually, Janeway came to accept the idea of a relationship with Sullivan, provided she didn't meddle with his program. Knowing she could he her own worst enemy, Janeway instructed the computer to deny her any future access to Sullivan's subroutines.
71 71 Good Shepherd

As Voyager continued its long journey home, Captain Janeway wanted no crewmember left behind – literally or figuratively. She took it upon herself to help three underperformers, Celes, Harren and Telfer, find themselves and their place aboard Voyager. Leading them on a mission aboard the Delta Flyer, Janeway taught the misfits to handle adversity and perform their duties in the finest Starfleet tradition. Under her guidance, they survived an alien attack and gained a new sense of belonging. Harren tried to sacrifice himself to save the others, but Janeway brought them all back to Voyager safely, like a good shepherd.
72 72 Endgame

After Voyager's return to Earth, Admiral Janeway was still disturbed by the results of her decision to destroy the Caretaker's Array. Many had died during the long trek home, and Tuvok's degenerative brain condition had gone untreated. To change all that, Janeway was willing to give her life on a one-way mission into the past. The admiral provided new technology to her younger self which would get Voyager home through a Borg transwarp hub. She then allowed herself to be assimilated, releasing a pathogen into the Collective. The younger Janeway destroyed the hub and brought Voyager home, creating a happier ending for her crew.

CAPTAIN JONATHAN ARCHER

73 73 The Andorian Incident

It was only natural that Captain Archer believed the Vulcan monks at P'Jem over the volatile Andorians, who suspected the Vulcans of hiding a long-range sensor at the monastery in violation of their treaty. The beating Shran's men gave Archer for siding with the Vulcans didn't help. Archer's subsequent discovery of a Vulcan surveillance station within the temple made him see things differently, Furious at the Vulcans deceit and his own mistaken sympathies, Archer gave Shran proof of the Vulcan treaty violation to take to his superiors. Archer's action put Shran in his debt, which would help the captain later.
74 74 Cold Front

Crewman Daniels stunned Captain Archer with the revelation that he had come from the future to get Archer's aid in stopping the Suliban warrior Silik from altering history, If a "Temporal Cold War” really did exist, Archer believed it was important to help Daniels. It was a leap of faith on Archer's part - one that was justified when Silik murdered Daniels and tried to flee the Enterprise with Daniels' temporal observatory device. Archer risked his life fighting Silik in the launch bay, ultimately destroying the device and assuring that Silik left empty-handed. Thanks to Archer, the timeline was preserved.
75 75 Rogue Planet

Captain Archer was eager to explore a roque planet, but his pleasant visit changed dramatically when he met a wraith - a telepathic shape-shifter whose kind were being hunted by the Eska for sport. Archer was drawn to her because she had taken the form of a beautiful woman from a Yeats poem he treasured. Outraged by the Eska's hunt, Archer had Phlox mask the wraiths' chemical signatures so the Eska couldn't track them. The captain was relieved when the hunters departed, but bidding farewell to his perfect, unattainable woman left Archer in a melancholy frame of mind.
76 76 Desert Crossing

When Captain Archer and Tucker found themselves struggling to survive in a hostile desert wasteland, Archer couldn't help feeling responsible. He had convinced the reluctant Trip to join him on the planet, and then an attack on their friend Zobrals home had forced them into the desert. As Tucker fought off heat stroke and dehydration, Archer used all of his survival training to keep them both going while evading Zobral's enemies. Trip owed the captain his life. After they were rescued, Archer made the difficult decision to not get involved in Zobral's fight, which earned him new respect from T'Pol.
77 77 Shockwave

An atmospheric shockwave that claimed 3,600 lives at the Paraagan colony appeared to be the Enterprise 's fault. Its mission canceled, a despondent Captain Archer suffered from intense feelings of quilt. He rebounded, however, when the "late" Daniels revealed that the Suliban were responsible. Showing incredible fortitude, Archer led a harrowing mission onto a Suliban vessel and obtained proof of his crew's innocence. Later he captured Silik, which helped him save the Enterprise from an attacking Suliban armada. Armed with evidence exonerating his crew, Archer argued passionately for the continuation of his mission, and with T'Pol's help, he prevailed.
78 78 A Night in Sickbay

Captain Archer needed a plasma injector for Enterprise, but Porthos, his beagle, derailed negotiations with the Kreetassans by urinating on one of their cultural treasures. Archer's frustration mounted when Porthos picked up a life-threatening pathogen on the Kreetassan world. Worried about his dog and disgusted with the Kreetassans, Archer allowed his feelings to interfere with his duty. A conversation with Phlox about cultural differences helped the captain see the situation in a new light. By making an elaborate apology to the Kreetassans, Archer earned the injector; and his apology to T'Pol for their recent conflicts solidified their relationship.
79 79 Judgment

Charged by the Klingons with conspiring against the Empire, Captain Archer faced a hopeless trial. The only thing he was guilty of was assisting a group of refugees whom the Klingons had abandoned. Outraged by Kolos' reluctance to provide a proper defense, Archer had to shame his advocate into action. Unfortunately. Archer's infectious passion for justice landed them both at Rura Penthe. The captain made a lasting impression on the elderly Klingon, who decided not to escape with Archer when the Enterprise crew mounted a rescue. Kolos remained behind to work toward restoring the honor of the Klingon people.
80 80 First Flight

Jonathan Archer wanted desperately to be the first pilot to break the Warp 2 barrier. After all, his father had designed the NX engine. Archer was deeply disappointed when the mission went to A.G. Robinson, but he offered his support. Robinson enraged Archer when he charged that Jonathan was too "by-the-book" and that the engine was flawed, but Archer realized Robinson's words rang true. With Tucker's help, Archer and Robinson made an unauthorized flight together and reached warp 2.5. Archer's contributions to the program ensured the future of the NX engine and earned him the command of Enterprise later.
81 81 Strategem

Countering the Xindi threat required extreme, sometimes highly creative, measures. Captain Archer had Degra's recent memories erased and joined him in a mock shuttlecraft, where the captain convinced his enemy that they were, in fact, allies. Archer kept the charade alive long enough to get the location of the Xindi weapon from Degra. When Degra realized he’d been duped, he claimed he had given false coordinates, but Archer tricked him into confirming the information. The captain didn't regret his deceit for a single moment, since it brought about the final phase of his quest for the Xindi weapon.
82 82 Hatchery

Captain Archer wasn't himself when he ordered his crew to repair a Xindi hatchery and replenish its power with antimatter from Enterprise. Archer's mind had been infiltrated by a neurochemical from one of the Xindi egg sacs, making him believe he was the hatchlings' caretaker. His increasingly erratic decisions placed his ship in danger and led to mutiny. Archer's top officers managed to wrest control from the captain, but not without some guilty feelings. Once back to normal, a contrite Archer thanked Trip and the others for their "betrayal," for he knew they had acted out of loyalty to him and the mission.
83 83 Azati Prime

Captain Archer insisted on undertaking a one-way mission to destroy the Xindi weapon facility on Azati Prime. His life was a small price to pay, he reasoned, for the safety of billions on Earth. The time-traveler Daniels begged him to make peace instead, but Archer was resolute. Unfortunately, the mission failed and Archer was captured. Realizing the wisdom of Daniels' advice, Archer tried to persuade Degra that deploying the weapon would have disastrous consequences for both their species. The seeds of doubt that Archer sewed [sic] that day sent Degra down a new path - and helped save Earth.
84 84 Damage

After the Enterprise barely survived a brutal Xindi attack, Captain Archer felt compelled to take steps he had never before considered. His ship needed a new warp coil to make a critical rendezvous with Degra, but the only one around belonged to an Illyrian vessel and was not for sale at any price. Believing he had no other option, Archer took the Illyrians' warp coil by force, even though it meant stranding the vessel three years from home. He left the Illyrians with food and supplies, but his actions bothered his conscience long afterward.
85 85 Zero Hour

In the future, Captain Archer was supposed to play a crucial role in the formation of the Federation. Archer jeopardized that future by going on a risky mission to destroy the Xindi weapon from the inside. He believed this was his duty, and nothing Daniels said could change his mind. Archer succeeded in blowing up the weapon, saving Earth from utter destruction, but he didn't make it hack to Enterprise. Instead, he was catapulted into an alternate past, where he was dismayed to find Nazis working with aliens to take over Earth! Were Archer's actions somehow responsible for changing history?
86 86 Storm Front

Aliens in league with Nazis? Captain Archer was horrified by this new version of World War II. He had to find a way to restore Earth's proper history and prevent the Temporal Cold War from erasing his own century. Archer befriended the American resistance fighters, earning their help in evading the Nazis and learning more about the mysterious aliens. Once reunited with his crew, Archer devised a bold plan to disable the alien compound's shields so Enterprise could destroy their time machine. Archer's heroics reset the timeline, ending this version of the war and saving countless lives.
87 87 Awakening

Captain Archer felt strange ever since his mind-meld with Syrran, and with good reason - the leader of the Vulcan rebels transferred to Archer the "katra" of the legendary Surak. The captain was Surak's best chance to save his people, because Archer could understand the severity of the dangers Vulcan faced. With Surak's guidance, Archer located the Kir 'Shara, an artifact hidden in the rebel sanctuary that was vital to the preservation of the Vulcan race. The experience placed Archer in the annals of Vulcan history and convinced him that the notions of katra, formerly considered mere Vulcan mysticism, were true.
88 88 Observer Effect

The concept of allowing others to needlessly suffer for the sake of knowledge was abhorrent to Captain Archer. He was disgusted by the behavior of two Organians who infected Hoshi and Tucker with a fatal virus just so they could observe the crew's response. Archer allowed himself to be infected in a desperate, unsuccessful attempt to save Trip and Hoshi. Only when he railed against the aliens for their lack of compassion and begged them to intervene did the Organians bring Hoshi and Trip back to life. Archer's sacrifice and heroism had made an impression after all.
89 89 United

In a Herculean effort of diplomacy, Captain Archer brought the Andorians and Tellarites together to help find a Romulan vessel that was stirring up trouble throughout the region. Archer's tenuous alliance was in danger of collapsing when Shran challenged the Tellarite Naarg to the Ushaan, a deadly combat ritual, to avenge the death of Shran's paramour. Determined to preserve the alliance at any cost, Archer took Naarg's place and managed to beat Shran without killing him. Archer's physical skills and his commitment to peace in the region led the Tellarites and Andorians to begin historic peace talks aboard Enterprise.
90 90 Bound

Captain Archer, humanity's ambassador to the stars, was not immune to the lure of a beautiful woman – especially when the woman was an Orion slave girl emitting powerful pheromones. Navaar, a "gift" to Archer from an Orion trader, soon had the captain under her spell. After a moment of passion with her, Archer almost ordered the destruction of an innocent science vessel. Navaar's ultimate plan was to deliver the Enterprise to Orion marauders, and Archer found himself powerless to stop her. Fortunately, T'Pol and Trip thwarted Navaar's plans, and a contrite Archer knew not to trust Orions in the future.

CHASE CARDS

Checklist Card (1:40 packs)

CC1 CC1 Checklist Star Trek - Celebrating 40 Years  

Bridge Crew ArtiFEX™ Portraits (1:10 packs)

Original Series Crew by Douglas Shuler

FP1 FP1 Captain James T. Kirk FP2 FP2 Lt. Commander Spock FP3 FP3 Doctor Leonard McCoy
FP4 FP4 Lt. Commander Montgomery Scott FP5 FP5 Ensign Pavel Chekov FP6 FP6 Lieutenant Uhura
FP7 FP7 Lieutenant Hikaru Sulu FP8 FP8 Nurse Christine Chapel FP9 FP9 Yeoman Janice Rand

The Next Generation Crew by Cynthia Cummens

FP10 FP10 Captain Jean-Luc Picard FP11 FP1 Commander William T. Riker FP12 FP12 Lt. Commander Data
FP13 FP13 Lt. Commander Geordi LaForge FP14 FP14 Lieutenant Worf FP15 FP15 Dr. Beverly Crusher
FP16 FP16 Lt. Commander Deanna Troi FP17 FP17 Lieutenant Natasha Yar FP18 FP18 Ensign Wesley Crusher

Deep Space Nine Crew by John Czop

FP19 FP19 Captain Benjamin Sisko FP20 FP20 Constable Odo FP21 FP21 Lieutenant Ezri Dax
FP22 FP22 Lt. Commander Worf FP23 FP23 Lt. Commander Jadzia Dax FP24 FP24 Chief Petty Officer Miles O'Brien
FP25 FP25 Quark FP26 FP26 Doctor Julian Bashir FP27 FP27 Colonel Kira Nerys

Voyager Crew by Geoff Isherwood

FP28 FP28 Captain Kathryn Janeway FP29 FP29 Commander Chakotay FP30 FP30 Lieutenant B'Elanna Torres
FP31 FP31 Lieutenant Tom Paris FP32 FP32 Neelix FP33 FP33 The Doctor
FP34 FP34 Lt. Commander Tuvok FP35 FP35 Seven of Nine FP36 FP36 Ensign Harry Kim

Enterprise Crew by Sean Pence

FP37 FP37 Captain Jonathan Archer FP38 FP38 Sub-Commander T'Pol FP39 FP39 Commander Charles Tucker III
FP40 FP40 Lieutenant Malcolm Reed FP41 FP41 Ensign Hoshi Sato FP42 FP42 Ensign Travis Mayweather
FP43 FP43 Doctor Phlox  

TV Guide Covers (1:20 US packs)

Star Trek: Deep Space Nine

TV1 TV1 Avery Brooks
as Captain Benjamin Sisko
TV2 TV2 Rene Aubrjonois
as Constable Odo
TV3 TV3 Nana Visitor
as Kira Nerys
Alexander Siddig
as Dr. Julian Bashir
TV4 TV4 Terry Farrell
as Commander Jadzia Dax
Nicole DeBoer
as Lt. Ezri Dax
TV5 TV5 Armin Shimerman
as Quark
TV6 TV6 Colm Meaney
as Chief Miles O'Brien
Cirroc Lofton
as Jake Sisko

Star Trek: Voyager

TV7 TV7 Kate Mulgrew
as Captain Kathryn Janeway
TV8 TV8 Jeri Ryan
as Seven of Nine
TV9 TV9 Robert Beltran
as Commander Chakotay
TV10 TV10 JenniferLien
as Kes
Ethan Phillips
as Neelix
TV11 TV11 Robert Picardo
as The Doctor
TV12 TV12 Robert D. McNeill
as Tom Paris
Roxann Dawson
as Lt. B'Elanna Torres
TV13 TV13 Tim Russ
as Tuvok
Garrett Wang
as Ensign Harry Kim
 

Enterprise

TV14 TV14 Scott Bakula
as Captain Jonathan Archer
TV15 TV15 John Billingsley
as Dr. Phlox
Linda Park
as Ensign Hoshi Sato
TV16 TV16 Anthony Mayweather
as Ensign Travis Mayweather
Dominic Keating
as Lt. Malcolm Reed
TV17 TV17 Jolene Blalock
as Subcommander T'Pol
Connor Trinneer
as Lt. Commander "Trip" Tucker
 

ArtiFEX™ Villains Portraits (1:40 UK packs, art by Warren Martineck)

VP1 VP1 Borg Queen VP2 VP2 Q VP3 VP3 Khan
VP4 VP4 Gul Dukat VP5 VP5 Suliban VP6 VP6 Kor
VP7 VP7 Hirogen VP8 VP8 Jem'Hadar VP9 VP9 Sela

First Officer Cards (1:40 packs) Die-cut

N1 N1 Number One N2 N2 Commander Spock N3 N3 Commander Riker
N4 N4 Colonel Nerys N5 N5 Commander Chakotay N6 N6 Commander T'Pol

Star Trek In Motion (1:240 packs) Lenticular Cards

M1 M1 Kirk and Spock M2 M2 Captain Picard M3 M3 Captain Sisko
M4 M4 Captain Janeway M5 M5 Captain Archer  

Lightspeed Poster Art Archive Box-Topper Cards (5" x 7") numbered to 1900

BT1 BT1 The Original Series Crew BT2 BT2 The Next Generation Crew BT3 BT3 Deep Space Nine Crew
BT4 BT4 Voyager Crew BT5 BT5 Enterprise Crew Back BT5 Back image

From the Archives Costume Cards (1:20 packs)
Continuing the style and numbering from the Star Trek 35th Anniversary set

C4 C4 Chekov Ensign Chekov
Star Trek

Gold
C17 C17 Neelix Neelix
Star Trek: Voyager

Multi-coloured - Jetrel outfit
Binder Exclusive
C32 C32 Solok Captain Solok
Star Trek: Deep Space Nine

Baseball costume
Grey, White or Blue
C5 C5 Lenore Karidian Lenore Karidan
Star Trek

Various blues
C17 Neelix C32 Solok
C5 Lenore Karidian C17 Neelix C32 Solok
C5 Lenore Karidian C18 C18 T'Pol T'Pol
Star Trek: Enterprise

Dark Pink with or without ribbing
C33 C33 Jean-Luc Picard Captain Jean-Luc Picard
Star Trek: Nemesis

Duty uniform shirt
Grey or Maroon
C6 C6 Sulu Lt. Sulu
Star Trek

Two Swatches, one Gold and one Black
C18 T'Pol C33 Jean-Luc Picard
C7 C7 Spock Spock
Star Trek

Black - Return of the Archons Outfit
C19 C19 Doctor Phlox Doctor Phlox
Star Trek: Enterprise

Patterned
C34 C34 Seven of Nine Seven of Nine
Star Trek: Voyager

Blue
C8 C8 Ayelborne Ayelborne
Star Trek

Blue
C20 C20 Jonathan Archer Captain Jonathan Archer
Star Trek: Enterprise

Grey quilted
C35 C35 T'Pol T'Pol
Star Trek: Enterprise

Orange with or without ribbing
C9 C9 Bele Bele
Star Trek

Pink, light, darker or two-tone
C21 C21 B4 B-4
Star Trek: Nemesis
Mustard
C35 T'Pol
C9 Bele C22 C22 Tal Shiar Tal Shiar
Star Trek: Deep Space Nine

Black and Silver Pattern
C36 C36 Doctor Phlox Doctor Phlox
Star Trek: Enterprise

Tan/green
C9 Bele C23 C23 Founder Leader Founder Leader
Star Trek: Deep Space Nine

Orange
C37 C37 Charles Tucker Commander Charles Tucker
Star Trek: Enterprise

Green
C10 C10 Mea 3 Mea 3
Star Trek

Multi-coloured or plain colour (aqua, pink, brown and beige
C24 C24 Kira Nerys Major Kira Nerys
Star Trek: Deep Space Nine

Brown or Brown with quilted texture
C38 C38 N'Vek N'Vek
Star Trek: The Next Generation

Black/silver

This is a TNG relic wrongly produced on a "Star Trek: Enterprise" card
C10 Mea 3 C24 Kira Nerys C38 N'Vek
C10 Mea 3 C25 C25 Seven of Nine Seven of Nine
Star Trek: Voyager

Maroon
C39 C39 DaiMon Goss DaiMon Goss
Star Trek: The Next Generation

Grey/green
C10 Mea 3 C26 C26 Commander Dolim Commander Dolim
Star Trek: Enterprise

Brown
C40 C40 Benjamin Sisko Captain Benjamin Sisko
Star Trek: Deep Space Nine

Niners baseball costume
Plain Red or White with blue stripe
C11 C11 Deanna Troi Deanna Troi
Star Trek: The Next Generation

Duty Uniform
Black
C27 C27 Major Hayes Major Hayes
Star Trek: Enterprise

Multi-coloured Camouflage
C40 Benjamin Sisko
C12 C12 Seven of Nine Seven of Nine - Tsunkatse Outfit
Star Trek: Voyager

Green/gold with or without stitching
C27 Major Hayes C40 Benjamin Sisko
C12 Seven of Nine C28 C28 Jonathan Archer Captain Jonathan Archer
Star Trek: Enterprise

Environmental suit
Bronze, grey or grey with stitching
C40 Benjamin Sisko
C13 C13 Kes Kes
Star Trek: Voyager

Oatmeal
C28 Jonathan Archer C41 C41 Gul Damar Gul Damar
Star Trek: Deep Space Nine

Dark Grey
C13 Kes C28 Jonathan Archer C42 C42 Ezri Dax Ezri Dax - Duty uniform
Star Trek: Deep Space Nine

Black, Grey or Teal
C14 C14 Seska Seska - Maquis Uniform
Star Trek: Voyager

Multi-coloured with or without piping
C29 C29 Charles Tucker Commander Charles Tucker
Star Trek: Enterprise

Beige
C42 Ezri Dax
C14 Seska C30 C30 Miles O'Brien Chief Miles O'Brien
Star Trek: The Next Generation

Black or Gold
C42 Ezri Dax
C15 C15 Leeta Leeta
Star Trek: Deep Space Nine

Orange or Dark orange
C30 Miles O'Brien C43 C43 T'Pol T'Pol
Star Trek: Enterprise

Black/Grey/Brown Pattern
C16 C16 Quark Quark
Star Trek: Deep Space Nine

Multi-coloured
(various patterns)
C31 C31 Sela Sela
Star Trek: The Next Generation

Multi-coloured
C44 C44 Charles Tucker Commander Charles Tucker
Star Trek: Enterprise

Khaki
C16 Quark C31 Sela  
C16 Quark  
C16 Quark  

Autographed Costume Cards (1:240 packs)
Signed quantities not stated by Rittenhouse Archives (except for C1) but the average for the other four is in the 200-300 range

- William Shatner Autograph/Costume Card William Shatner
as Captain James T. Kirk
- Avery Brooks Autograph/Costume Card Avery Brooks
as Captain Benjamin Sisko
- Scott Bakula Autograph/Costume Card Scott Bakula
as Captain Jonathan Archer
- Brent Spiner Autograph/Costume Card Brent Spiner
as Lt. Commander Data
C1 Jeri Ryan Autograph/Costume Card Jeri Ryan
as Seven of Nine

Numbered to 500
     

James Doohan In Memoriam Case-Topper Cards (5" x 7", sequentially numbered to 300)

M4 Doohan Memoriam 1 Concerned Look M5 Doohan Memoriam 2 With communicator M6 Doohan Memoriam 3 Smiling
Back Doohan Memoriam Back Back image  

Card Album

- Star Trek 40th Anniversary Binder   Binder with 16 nine-pocket pages, 2 two-pocket pages, C17 Costume Card, and P3 Promo        

Multi-Case Incentive Cards

DC1 DC1 Kirk and Picard 2 Case Incentive Dual Costume Card

Captain Kirk and Captain Picard
LA2 LA2 Patrick Stewart - Legends 6 Case Incentive Autograph Card

Legends of Star Trek: Patrick Stewart
     

Rittenhouse Rewards Exclusive Variant Costume Cards - 1,500 points each

C33A C33a Jean-Luc Picard Captain Jean-Luc Picard
Photo variant
Star Trek: Nemesis

Red variant
C33A C33a Jean-Luc Picard Captain Jean-Luc Picard
Photo variant
Star Trek: Nemesis

Grey variant
C25A C25a Jeri Ryan Seven of Nine
Photo: facing forward
Star Trek: Voyager

Purple

Promotional Items

P1 Promo P1 Kirk, Spock, McCoy, Chekov & Scotty

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