(
http://www.startrek.com/article/first-look-uss-hathaway-for-attack-wing-wave-20)
A decent release
The ship has a good ability to take a second action from the action bar, at the cost of an Aux token. It has a 180 arc and plenty of green so this ability will be worth it. It can also make a good home for Chekov if he isn't on Voyager
The skill 7 Riker is pretty cool. He has a talent slot and gets +1 attack die if shooting at a target with a larger hull and +1 defense die if defending from a ship with a larger hull. Almost makes me want to put him on the Delta Flyer with some cool weapon upgraded, get that little ship up to 6 attacks easy
Improvise, 5 point talent, disable the talent and any number of upgrades to reroll 1 attack or defense die for each upgrade you disables (not including the talent). Not bad if you have one of those fed build built around enabling stuff. Also not bad for a last ditch effort to take someone out. Though without a fleetcaptian or Kirk I think 5pts is a little much.
Wesley Crusher is Shinzon for Tech, though each tech is limited to no more than 4 points each. I feel like Wesley is is a little over priced. He could see some play time in OPs after Fleet Captains go away, but before that I don't think he is worth it at 5 points.
Worf is pretty cool. He is 5 points but he is only a disable and he takes away an attack,
BS,
TL, and allows full defense dice against a scan token. I can see him making it into some fleets. The feds a a few ways to keep using disables effectively.
Geordi is pricey at 5 points. Makes all tech -1 point and you can disable him to get +1 defense for each tech (max +2). Nice not thrilling, but nice. Personally I like the Geordi from the E better, but this one has some uses.
Standard 5 die torps with
BS conversion, time tokens, nothing new here.
Navigational Station, a 4 point tech that you can disable to an evade as a free action. I can see this being useful in a Ransome build, but otherwise, meh.
Warp Jump, 5 point tech, at start of combat phase discard to take your ship off the table, after everyone has shot put it back on the table can't be within 1-3 of another ship and cannot attack. We have seen this from 8472 and Borg so nothing new. They have uses, a good candidate to put under Wesley or Quark for one of those sticky situations. However with Wesley you do have to invest more points in a Fleet captain or Geordi to get Warp Jump down to 4 points
In all a good pack. Lots of 5 point cards, some more useful than others, but I can at least see a use for everything in this back as opposed to some other releases (cough, Rotarran, cough

)