Dilemma - Space dilemma
If ship damaged or RANGE reduced, personnel not needed for staffing are placed with dilemma atop mission. Rescue (opponent may capture) personnel with different ship here.
Rule hint for this card
This card has an clarification:
For this dilemma, you may choose which of your personnel will fulfill the staffing requirements. A personnel may fill a requirement. In addition to printed staffing requirements (if any), a ship requires at least one matching personnel aboard to be staffed. You may not rescue or capture the abandoned personnel during a mission or scouting attempt or during your opponent’s turn. See damage, attribute modifiers, capturing, quarantine, ship staffing.Taken form Glossary - Version 1.9.5.
Card logging info: Logged by openCards team at May 1st, 2009.
This !type article was written by Kathy McCracken and was published first on "Major Rakals Tal Shiar Headquarters (members.cox.net/majorrakal)" at Jun 7th, 1998.
This article is part of the article serie "Romulan Review" from "Major Rakal (Kathy Mc Kracken)". Also see:
- Previous "Romulan Review" (# 53): "RR #53: Armus - Sticky Situation".
- Next "Romulan Review" (# 55): "RR #55: Facilitating understanding of Facilities; Part 1: How Many".
Aefvadh! Finally, we come to the last of the five sealed deck dilemmas. Unlike the other four, this one does not kill or take away one of your best (strongest or most CUNNING) personnel; it takes away all but your senior staff, when the captain is forced to give the order to...
Now that space missions may no longer be attempted from aboard an outpost, such a dilemma is a lot more viable. But because this dilemma has a required "trigger" - the ship must be damaged or its RANGE reduced, otherwise the dilemma will simply be discarded with no effect - a setup is absolutely necessary, and for once, the setup does not have to be another dilemma.
What can damage a ship?
- Battle (including battle with a Borg Ship dilemma)
- Anti-Matter Pod (3 Navigation to avoid; Transporter Skill to nullify)
- Plasma Fire (SECURITY puts it out)
- Subspace Warp Rift (must stop)
- Auto-Destruct Sequence (a little drastic; you sacrifice your own ship)
- Gravitic Mine (SCIENCE + Navigation)
- Microbiotic Colony (SCIENCE + ENGINEER + OFFICER)
- Nanites (2 SCIENCE OR Diplomacy)
- Null Space (2 Navigation)
How about RANGE reduction?
- Sabotage Drone
- Baryon Buildup
- Birth of "Junior"; (3 ENGINEER to cure)
(A couple of notes on RANGE reduction: "Ship can't move" dilemmas don't count as RANGE reduction. The ship still has its full RANGE; it just isn't allowed to use it until the dilemma is cured. "RANGE reduced" means that any card or condition which reduces RANGE is affecting the ship, even if the reduction is compensated for by a RANGE enhancer.)
The dilemma-based setups (and Plasma Fire) are generally a little weak, as most reasonably well-equipped ships will meet those requirements (unless of course you start off with Make Us Go or Unscientific Method).The Borg Ship dilemma tends to destroy rather than damage, which is fine, too, but doesn't give you any captives. Battle is pretty much out of the question if you're Federation, and chancy for other non-Klingons in case you get a same-affiliation opponent. While the Anti-Matter Pod has potential (most crews won't have 3 Navigation), there's enough Transporter Skill around to make it less than a sure thing. And Baryon Buildup can be Uxbridged.
So for non-Borg players (Borg can certainly use the Sabotage Drone to good effect), my money is on Calamarain. It's a little slow, but you can couple it with Explore Interstellar Matter to force your opponent to start it at a specific (and with luck, central) location, and it's immune to Kevin Uxbridge. The only thing that nullifies it is Data Laughing, or Immortal Again if Mortal Q is in play to be nullified.
Once you get this dilemma to take hold, the victim must remove all personnel not required for staffing. The owner makes the choice of who will cover each staffing requirement, and can cover a staff star requirement with a command star personnel. Note that technically there is no such thing as a ship with "no staffing requirements." At least one personnel is required to fly any ship. Also, an affiliated personnel is required for an affiliated ship; if I have the T’Pau (one staff star) with D’Tan (no stars) and Vekor (command star), both get to stay because I need Vekor for the star and D'Tan for his green border. But on the Pi (no stars), I can only leave D'Tan.
Finally, with any luck you will draw a really well-equipped ship to the mission where you have placed this. One way to assure that is with a wall dilemma, and the very best is Lack of Preparation. He will be forced to bring in the mission-solvers, many of which may end up abandoning ship. Then you move in and capture them on your turn. A few Interrogations, Madred at your outpost, and maybe some Parallax Arguers to let you play more than one Interrogation on a turn (or score 5 points, just as good or better). Stir well, and start scoring points...
The Major's Combos:
- Calamarain + Lack of Preparation + Abandon Ship! + Q: Just try coming up with INTEGRITY>60 with just your required staff aboard. Even a Borg Cube isn't going to manage that. While you're rearranging, put his rescue ship far away, and your capturing ship next door.
- Subspace Warp Rift + Anti-Matter Pod + Abandon Ship!: Either I'll keep you away from one end of the spaceline, or almost guarantee a setup for Abandon Ship!.
- Any setup + Abandon Ship! + Scout Encounter + any stopper: He may be expecting Quantum Singularity Lifeforms; what he gets is all those personnel captured by the crew of your scout on your next turn.