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Mot's Useless Card Review #4: Destroy Radioactive Garbage Scow

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Okay...you've probably not seen a lot of use out of this card. You should have ENGINEERs in your deck anyway for towing those pesky Scows, and taking the time to do so is usually worth more than the 10 points you'll lose by destroying it before you complete the mission.

However, this is the passive usage for the card. One can get much more aggressive.

You can deliberately seed Radioactive Garbage Scows all up and down the spaceline, knowing your deck is full of Destroy RGS. Then, wait for your opponent to pop one, and BAM! Courteously save them the trouble of towing it, making their mission worth 10 fewer points in the process.

Or better, put the RGSes under your own missions, and go out quickly with a (common!) Scotty or two ENGINEERs to turn 'em loose. You can then tow them to an opponent's outpost, and nail 'em with Destroy RGS. You'll notice on the card that only personnel on ships are safe without Thermal Deflectors. Outposts, being immobile, bask in the radiation until their shields can't take it anymore. In other words, by towing a RGS over to an opponent's outpost and detonating it, you kill ALL personnel at that outpost! This is an especially mean thing to do early in the game, before they've got any ships out.

And, it works on Stations. That is, the Colony. Since the "colonists" have to be on the planet to be scoring any points, they won't be protected by a ship's shields. Tow a RGS over, and say goodbye to that problem.

Just make sure you have a Kevin Uxbridge handy to deal with that witty opponent that is playing with Thermal Deflectors - That'll be Romulan players (Rakals and Tomeks, you know who you are) or, probably, anyone who read this review!