Plasma Energy Burst | openCards

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Plasma Energy Burst

    Plasma Energy Burst

    Tactic Tactic
    Attack value: 0  Defense value: 2
    ATTACK bonus +4 and DEFENSE bonus +2 if you have a D'Kora-class ship firing.
    Hit = Tactic downTactic flipTactic flip Direct hit = Tactic downTactic flipTactic flipTactic flipTactic flip
    EM burst: until end of your next full turn, WEAPONS disabled and all ENGINEER-classification personnel are "stopped".
    WEAPONS: -1  SHIELDS: -1  

    Requires: D'Kora-class.

    Card logging info: Logged by openCards team at May 1st, 2009.
     

    Plasma Energy Burst

    This Card-Review article was written by Neil Kirby and was published first on "Decipher's Website (decipher.com)" at Nov 6th, 1999.

    The Ferengi's special weapon may not inflict hull damage to your opponent's ship but it'll cause them some discomfort. Score a hit and you get the card + 2 flips, a direct hit gives you the card + 4 flips, but MISS and you still get to place the tactic on your opponent's ship. This will disable their weapons for one of your full turns and stop their ENGINEER classification personnel for the same period. Even when they fix the problem, their shields and weapons are still somewhat degraded. Some reward for a lousy shot! It also provides a handy attack and defense bonus for both D'Kora classes - mainstays of the Ferengi fleet. Use this with the Kreechta to get a ship that can really mix it with the big boys.

    So, how to use this card's guaranteed effect? The classic Federation engineer deck built around the double act of Montgomery Scott and Geordi LaForge will be stalled nicely by this Tactic. It also provides a great way to setup Abandon Ship as your opponent has no alternative but to repair his ship or return it to his hand before encountering this dilemma. Or use an attack with this tactic to prevent your Dominion opponent from Processing Ore with his O’Brien Founder. The possibilities are many, and the FCA haven't had a complaint yet.

    Combos: