RR #9: The Sheliak | openCards

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RR #9: The Sheliak

    The Sheliak

    A reclusive race of strict legalists that considers humanoids inferior. Life-form classification R-3. The 2255 Treaty of Armens ceded several planets to the Sheliak.

    Dilemma Dilemma - Planet dilemma Planet
    Place at far end of spaceline. End of every turn, moves toward the mission (RANGE = 6). Upon arrival, destroys any outpost, stations and Away Teams present. Mission then = zero points.

    Characteristics: place on spaceline.
    Requires: Outpost.

    Rule hint for this card

    This card has an clarification:

    This dilemma is not a Ship card and is not affected by cards that affect ships (Q-Nets, etc).

    “Mission then = zero points” applies only to an uncompleted mission. If you have already scored the mission points, you do not lose them when The Sheliak arrives at the mission.

    It has no effect on what the point box of the mission shows. The mission is worth 0 points.

    Only outposts, stations, and Away Teams are destroyed (not headquarters or ships).

    Taken form Glossary - Version 1.9.5.

    OTF "Banned card list"

    This card is part of the actual OTF banlist published by The Continuing Committee - please don't use The Sheliak in official OTF tournaments.

    Card logging info: Logged by openCards team at May 1st, 2009.

    The Sheliak

    This Card-Review article was written by Kathy McCracken and was published first on "Major Rakals Tal Shiar Headquarters (members.cox.net/majorrakal)" at Feb 15th, 1997.

    This article is part of the article serie "Romulan Review" from "Major Rakal (Kathy Mc Kracken)". Also see:

    Aefvadh! Time for another dilemma, and this is a nasty one.


    More relentless than the Borg Shipimage, The Sheliak at present cannot be stopped. Nothing nullifies it; a Q-Netimage can't stop it; it's not a ship so it can't be damaged or destroyed. Even if you somehow got the chance to rearrange the spaceline (if your opponent hit your Q dilemma) before it got to your mission, it won't singlemindedly continue in the same direction and off the end, like the Borg Ship; it always moves "toward this mission," and so would reverse direction if necessary. And it may move even faster than the Borg Ship, as its range of 6 will often let it move two missions instead of one every turn. Though it won't destroy ships or attack anything else along the way, it does two things a Borg Ship can't do: it destroys outposts and Away Teams, and it hoses the mission points if you fail to complete it before The Sheliak arrive.

    So your opponent turns up The Sheliak. If you were able to seed it at the center of the spaceline, it has to traverse six missions, which will take from three to six moves. Since it moves at the end of every turn, this could take up to two more of your opponent's turns after the current one. So you need to (1) keep him from completing the mission, and (2) keep him from leaving. Seed The Sheliak so it is encountered first, or if you prefer to be certain of tying up (and hopefully killing) a few personnel, put it after Shaka, When the Walls Fellimage or any other wall dilemma. Follow up The Sheliak (which doesn't stop the Away Team, so they have to continue) with another wall dilemma or other stopper (Alien Parasitesimage, Hyper-Agingimage, Parallel Romanceimage, Phased Matterimage, Worshiperimage, Chinese Finger Puzzleimage, Outpost Raidimage). Or maybe a Q-Flashimage, with a Q Continuum loaded with cards like The Higher...The Q-Er (experience even more Q cards), Go Back Whence Thou Camestimage (take his ship away), and His Honor, The High Sheriff Of Nottinghamimage (should he lose points, or take a chance on getting back a captive who may be promptly killed by The Sheliak? Use with Cardy Traps, Mandarin Bailiffimage, etc.).

    If you can't slow him down and despite your best efforts he completes the mission, you should at least try to keep him on the planet. You could Temporal Riftimage his ship, or tow it away with Ship Seizureimage if empty, or play a Particle Scattering Fieldimage on your own Tamaimage (AU) and move it in. Two interlocking Distortion Fields will prevent him from beaming anyone out.

    Or you can use the simplest combo, and follow up The Sheliak with our old friend Q. Unless he's got more than 60 Integrity (and 2 Leadership), his Away Team is stopped and stranded on the planet - which you, of course, will relocate next to The Sheliak, which will move in when he ends his turn and destroy the Away Team and the mission points. It is imperative that you have Amanda Rogersimage in hand, in case he has Q2image.

    I'd recommend one more dilemma or Q-Flash after Q, just in case he manages the Integrity (Feds might), or has more than one Q2; or in case he has seeded an artifact there, which he can still get later by completing the mission normally (he just won't get any points for the mission).

    The Major's Combos: