#599881
Pro:
(3) •Dreadnought
To play this event, you must command three personnel. Plays on an opponent's mission. When an opponent's personnel are about to fail a mission attempt at this mission, you may remove this event from the game to randomly select one of those personnel to be killed.
"...carrying a charge of a thousand kilos of matter and another thousand of antimatter."
61 V 3
Pro:
- Works nicely with Not Easily Taken.
- For a variety of reasons (including cost, uniqueness, trigger, effect) it just doesn't compare favourably against the other events that play on your opponent's missions:
- It's more expensive than Trap Is Sprung.
- It's unique, compared to TIS' non-uniqueness.
- The trigger (when a mission is failed) means it might not happen, if shenanigans are abound. And as it only removes itself on a failure, one might find it sitting on a completed mission, unable to be played elsewhere.
- Compare this to the equally-costed and similarly-unique Shocking Revelation which triggers on a mission's (inevitable?) completion.
- The selection of personnel to be selected is random (compared to SR's choice pull).
- A killing of a personnel is an easier thing to prevent compared to losing command of one, or one's capture, so the effect might be stopped entirely.
- I think, with any number of minor tweaks (cheaper? choice of personnel, rather than random? additional, secondary order in case it finds itself useless?) this could have been better. As is, it's not for me, and although I'd probably put it in the first draft of a Quatal Prime, I think it might be first to get cut.
- It's a 4.5/10.
A lot of good arguments are spoiled by some fool who knows what he is talking about. ~ MIGUEL DE UNAMUNO (1864-1936)
It is better to fail in originality than to succeed in imitation. ~ HERMAN MELVILLE (1819-1891)
It is better to fail in originality than to succeed in imitation. ~ HERMAN MELVILLE (1819-1891)