Archer's older brother (Thanx for the intro, Jack!):
But unfortunately this isn't the case, so let's stick with what we have. The effect is one more on the list of the dead. Unfortunately not very selective, so you often get somebody you didn't care about. Too bad.
But compared with all the others that just kill one away team member this one holds quite well. Of course, Armus is certain, but he does not stop the away team as this one does. Rebel encounter is about the same thing (darn) but it leaves the opponent with the choice to sacrifice an equipment instead. Menthar Booby Trap is way too easy. And that's about it.
Most often, the stopping effect is the thing you go for anyway. A turn can be much more valuable than a random personnel card.
STRENGTH > 44 is at least a requirement even larger teams can have a little trouble with. So chances are you'll get something out of this one. No much, but a man and a turn.
A regular choice for my dilemma-heavy decks.
Wesley's rating: 6.5 Conner's rating: 5.5 Habib's rating: 6.0 Phil's rating: 7.0 Lore's rating: --- (Hey, again you forgot the rating) Owen's rating: 4.8 Ian's rating: 5.8 Jack's rating: 7.0 Jason's rating: 7.5 GoOski's rating: --- ---------------------- AVERAGE RATING: 6.4
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Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"