Neural Servo DeviceDevice which can be used to control a crew by activing pain causing implants. Plays on any non-aligned ship. Unless 2 SECURITY aboard, use ship and crew for one turn as your own. Discard event. Requires: "affiliation". Rule hint for this cardThis card has an clarification: See control. Taken form Glossary - Version 1.9.5.Card logging info: Logged by openCards team at May 1st, 2009. | |
This Card-Review article was written by Kathy McCracken and was published first on "Decipher's Website (decipher.com)" at Mar 9th, 2000.
If you'd like to have a little fun with your opponent's Non-Aligned ship, without permanently commandeering it, just play a Neural Servo Device on it to use it for a turn. Husnock Ship's gunning for you? Turn it back on one of his other ships. Gomtuu's making you nervous? Hurl one of his ships a few missions away.
The major catch is that 2 SECURITY aboard (hardly uncommon these days) will prevent you from using the ship, and you may not know they're aboard till after you have played the card. (Nothing prevents the card play, regardless of who is aboard.) A mild, non-destructive attack with a Battle Bridge side deck full of Photon Torpedos should take care of that.
Combos:
- Neural Servo Device + Memory Wipe: What, your opponent has no Non-Aligned ships? Now he does. Once you take over the ship, Kevin that Memory Wipe and get back an affiliated ship and crew to attempt missions.
- Neural Servo Device + Space-Time Portal: For this turn, it's "your" ship, so why not return the whole thing to owners' hands - the ship and crew to your opponent's hand (where he will have to replay them) and the Neural Servo Device to yours for reuse.