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Trouble with Tribbles Card Review #32 - Classic Type II Phaser (#14,C)
by Sergei Rachmaninoff Finally, the last of the classic equipment... they're getting a little stale by now, I'm sure. One thing of note: for the sake of consistency (and laziness :-) I'm taking the card texts directly from my spoiler file, reformatting it slightly for non-fixed width fonts so it won't look too weird on the BBS. Oh, and for those of you who are wondering, I'm in the process of updating the file for Reflections and Mirror, Mirror, and it should be done within the week. Classic Type II Phaser [AU] [OS] (Common [TT] #14)
This Equipment is a blend between the Starfleet Type II Phaser and the skill-granting Classic equipment. Although not as general-use as the Starfleet Type II Phaser (which can be used by crews/Away Teams with either Federation or Non-Aligned personnel, as opposed to only those with Federation personnel) and not as strong of a skill-granter as the various Classic Tricorders, combining those two still makes for a pretty powerful impact. The number of personnel gaining SECURITY is also quite high, definitely more than for any of the Classic Tricorders. OK, OK, I'll list them (assuming Treaties exist where required): Captain Kirk, Ensign Chekov, Lt. Bailey, Lt. Sisko, Lt. Sulu, Lt. Uhura, Mr. Scott, Mr. Spock, Chief Navigator Chekov, Comm Officer Uhura, First Officer Spock, James Tiberius Kirk, Security Chief Sulu, Captain Koloth, Korax, Kras, Keras, The Centurion, Commander Charvanek, Subcommander Tal, Balok, and the quirky Wyatt Earp. Quite a list, eh? If you're playing an Original Series deck, I'm sure there's at least half a dozen names on there in your deck. It plays for free to either Halkan Council or Sherman's Peak (with K-7), so it's not very costly either. Is it worthwhile? Maybe. It's not as required as the Classic Medical Tricorder (IMO), although it definitely has its uses. One use is definitely speed in attempting missions, because you can supply some extra SECURITY with the Phaser. Later on in the game, however, this won't be as important. No dilemma requires more than 4 SECURITY, and it's safe to start attempting with three. The Tricorders are effective later in the game because they are much more flexible in what they supply: the Classic Tricorder offers two classifications, and both also offer needed skills that you may not have in play yet. But it also adds some STRENGTH to your personnel, giving you some extra oomph in battle. While it won't help much against a dedicated personnel battle deck (+2 STRENGTH can't really compete with 4-5 Jem'Hadar Disruptor Rifles on turn four, or a strike force of the Sisters of Duras, Lore, and Ruk with a rifle or two) it can help you clear some opportunity battle, plus increase your speed in attempting missions by helping you overcome dilemmas with STRENGTH requirements (Chula: the Dice and Founder Secret being most troublesome). Well, that's about all that there is to say about this card in terms of what's printed on it. There's a few extra things that need to be discussed, though. First, it's an Equipment card, so it'll keep somebody from dying to a Common Thief. (Always a good thing.) It's also a good probe for many cards, including probably the most infamous of them all, Visit Cochrane Memorial (see the Classic Communicator review, #30, for more info on these decks). The Phaser is particularly useful here because the STRENGTH bonus can help defend the Memorial from opposition. This works especially well if you're using Mirror personnel and Crossover, since Terran Empire personnel are exempt from the Federation battle restriction with the appropriate Emblem in play. Of course, the Phaser can be nixed by a Disruptor Overload, which is starting to see more play due to its flexibility: it'll slow down Cargo Run decks, Borg decks when you nuke their Assimilation Table, and be quite useful in general against the Dominion... Gurat'urak only protects one equipment, so you still have a decent chance of nailing one of the important ones: Jem'Hadar Birthing Chamber, Ketracel-White, and a hand weapon. So I wouldn't rely on my equipment sticking around forever -- just a word of caution for those trying to slim down their personnel selection by letting equipment replace personnel with classifications. Definitely make sure you can pass Berserk Changeling, etc. without the assistance of equipment. Plus, it's a Phaser for several things, including Security Precautions (big whoop), Berserk Changeling (OK, this is better, but you still need another), boosting STRENGTH for Founder Secret, or, perhaps best, saving personnel from the evil Denevan flying plastic parasites, definitely one of the nastiest dilemmas to emerge from Mirror, Mirror. Not too much more about this card... well, what did you expect? It's a Phaser! ;-) The final verdict: If you're playing a heavy OS deck, I might put it in. It really depends on how much space you have in your deck, how much you think you'll need the extra SECURITY and STRENGTH (depending on local metagame; for instance, if you play in an ultra-fast environment where everybody's playing speed, the extra SECURITY/STRENGTH to pass walls might be handy. Or if personnel battle is rampant a few Phasers might help.) Outside of these circumstances, though, I don't see it being too useful. (All of the Classic equipment is like this). Sorry there's nothing too deep in this review, but this card really isn't that complex. (Yes, the last half of this review was more or less cut-and-pasted from Review 18. :-) (Yes, the last half of this review was more or less cut-and-pasted from Review 31. :-) Next, the last Equipment, thankfully more interesting: VR Headset Steve "Sergei Rachmaninoff" Boyles Comments? Post on the New WNOHGB BBS! |