@Database MRRR100.guide
@Author Ralf Schwate
@$VER: MRRR100.guide 2.3 (28/02/97)
@Index "STCCG:stccg.guide/INDEX"

@Node MAIN "MRRR100.guide"
@prev "STCCG:romreview.guide/MRRR"
@next MRRR1
@TOC "STCCG:romreview.guide/MRRR"

@{" Major Rakal's Romulan Review " link "STCCG:romreview.guide/MRRR"}
@{" Main                         " link "STCCG:stccg.guide/MAIN"}

@endnode

@Node MRRR1 "STCCG.guide/Major Rakal's Romulan Review/Taris"
@TOC "STCCG:romreview.guide/MRRR"

        @{u}@{b}@{fg highlight}Major Rakal's Romulan Review@{fg text}@{ub}@{uu}

        @{b}Major Rakal's Romulan Review #1@{ub}

Aefvadh (be welcome) to the first of Major Rakal's Romulan Reviews. Part
"card of the day," part "deck of the week," and part strategy guide, my
reviews will cover individual cards, effective combos, deck ideas, mission
selection, and general strategy, and will have a decidedly "green"
slant--as in green-blooded and green-bordered. Yes, this series will focus
on the forgotten affiliation, our friends the Romulans. Using my own
ranking system, which considers supply and demand of skills within each
affiliation, I'll cover not only Romulan but also non-aligned personnel,
examining their relative usefulness in augmenting decks of different
affiliations and recommending "Best Bets" for Rommie decks. The same for
ships.

But don't worry, there will be plenty of interest to the Klingons and Feds
as well. For missions, I'll look at point/cost ratios, and how they vary
between affiliations for multi-color ones. For dilemmas, artifacts, events,
and interrupts, I'll compare the value of a card *to* each affiliation, and
where appropriate, its value used *against* each affiliation.

For my first review, I've selected one of the new QC Romulans, IMO the Most
Valuable Personnel in a green deck right now. No, it's *not* Sirol, though
he's close. The honors go to...


    @{b}TARIS@{ub}

    Rare Romulan personnel

    Integrity 6, Cunning 8, Strength 7, Command star

    OFFICER: Archaeology, MEDICAL, Music, Transporter Skill

@{i}"Female subcommander. Captain of the Warbird Haakona. Investigated the
Federation incursion of the Neutral Zone in the vicinity of Iconia."@{ui}


She's about 2/3 of a Jean-Luc Picard. And for the Romulans, that's saying a
*lot.* She has OFFICER, Archaeology, and Music in common with the good
Captain. Navigation is replaced by Transporter Skill, likely to prove quite
valuable to nullify Anti-Matter Pods, even if you never need it against
beaming interferences. No Honor, but no Treachery either, so she can get an
Integrity boost from D'Tan from a comfortable 6 to a highly-respectable 7.
No Diplomacy or Leadership, either; but both are common enough amongst
other Romulans, and Leadership is largely redundant to an OFFICER anyway.

And these lacks are more than compensated for by her MEDICAL skill
(second-listed, so immune to Tsiolkovsky Infection and Rascals). Finally, a
Romulan doctor with other useful skills and decent stats! Until now we've
had to get by with Takket (Exobiology, OK but that's all) and Vekor
(slightly more useful with SCIENCE, Navigation, and almost useless
Geology), the holographic Jera being virtually useless to the
holodeck-deficient Romulans. Both are Firestorm and Thought Fire fuel
without Lower Decks and D'Tan, as well as Hunter Gangs bait; Taris is
immune to all three.

And while she helps run the Genetronic Replicator (which she could do alone
with a Medical Kit) and get you by so many planet dilemmas, she also makes
a new cornerstone of the popular Romulan Archaeology deck. With the new
Plague Planet mission you can do a six-planet deck with Archaeology at
every one.

But there's more. Romulans can now get a piece of the Ressikan Flute, which
until now might as well have had a blue border. Add Galen (who also
complements the Archaeology deck nicely) and maybe Amarie. Heck, Data's
Body if you can get the head to go with it. Stir well. 10-20 points, *and*
it keeps your Fed opponent from playing *his* Flute (not duplicatable).

Want more? A big boost toward getting past Matriarchal Society for the
predominantly male Romulans. With the same stats (+1 Strength) as Ocett and
duplicating her OFFICER + Archaeology, Taris will probably displace her
from a lot of decks where she was almost a necessity to augment the one
useful universal and 3 unique females.

And finally, one "skill" dictated not by Taris' card but by the Haakona's
lore "Subcommander Taris' warbird," deemed close enough by Decipher to
qualify her for Captain's Log benefits.

And this card has a *green* border??

The Major's Combos:

- Taris + Haakona + Captain's Log.  8-12-11
- The above + Major Rakal + Roga Danar + Ira Graves + Kurlan Naiskos.
  24-36-33. Go get an outpost. Throw in Plasmadyne Relay + Bynars and anything
  bigger than a Scout Ship, and you can take out a Borg Ship.
- Taris + Toreth + Mirasta Yale. Just for the heck of it.

Jolan tru,

Major Rakal
Tal Shiar
@EndNode

@Node MRRR2 "STCCG.guide/Major Rakal's Romulan Review/Samaritian Snare"
@TOC "STCCG:romreview.guide/MRRR"

        @{u}@{b}@{fg highlight}Major Rakal's Romulan Review@{fg text}@{ub}@{uu}

        @{b}Major Rakal's Romulan Review #2@{ub}


Aefvadh! Today let's take a look at a mission that looks like a real loser.

    @{b}SAMARITAN SNARE@{ub}

    Rare Space Mission

    Fed/Kli/Rom/Non, 15 points, Span 3

    ENGINEER + Discard one Equipment card

    Federation must attempt mission if present.

@{i}"Rhomboid Dronegar Sector: Respond to distress call from Pakled ship."@{ui}

So what good is a 15 point mission? One that makes you discard something,
and *anyone* can do it? And they had the nerve to make it rare! Well, that
little line of text under the mission requirements gives it away: like the
Pakleds, this is primarily a nuisance to the Federation. But there are
other ways that good Imperial citizens of both types can use this. Read on.

Obvious use: stall a Fed opponent. If they miscalculate and have to stop
there, they *must* attempt the mission, facing dilemmas and Q-Flashes for a
possible gain of only 15 points. I say possible, because a good Fed deck
should have lots of ENGINEERs and MEDICALs, and isn't nearly as likely as
Romulans or Klingons to be using typical equipment. To make it even more of
a nuisance, leave an Anti-Matter Pod there.

How to get them there:
- Paxan "Wormhole" (relocate their ship if no android aboard; not so good
  since they probably have Data).
- Real Wormholes (drop them right on it).
- Subspace Warp Rift (they can choose between getting their ship damaged,
  or having to try the Snare). Requires strategic placement.
- Gaps in Normal Space (choose between getting someone killed, or the
  Snare). Requires strategic placement.
- Birth of "Junior" or Baryon Buildup to reduce their range till they can't
  get by without stopping.
- Or how about a really simple one--park your non-Fed ship there and play a
  Hail as they try to get by.

Dilemmas to Use: Anything that won't stop the crew, because if they get
stopped they can leave on their next turn. Good candidates: Tarellian
Plague Ship + REM Fatigue Hallucinations, Bendii Syndrome, Frame of Mind,
The Higher...The Fewer (makes the mission even less worthwhile), Yuta,
Nitrium Metal Parasites, Quantum Singularity Lifeforms (with a Romulan ship
parked there). Or how about just a Borg Ship? A Q-Flash will also work if
you're careful not to use Q-Continuum cards that stop the crew.

Not-so-obvious uses for Imperial citizens: Your opponent is not likely to
load this with tough dilemmas. Feds won't want to chance getting stuck
facing their own hard dilemmas, or worse, a Q-Flash; and no one will think
it's worthwhile to do much booby-trapping of a lousy 15-pointmission. And
Romulan and Klingon opponents aren't likely to spend their time trying to
"steal" it. Plan on an expendable equipment card in your deck.
- "We are smart. We look for dilemmas. Dilemmas to get us points." Seed
  your own point dilemmas to make it worthwhile to do. Barclay's
  Protomorphosis Disease + Cosmic String Fragment + Nanites gives you a 40
  point mission. Note that it has a yellow affiliation bar--your non-aligneds
  can do this one alone.
- Easy mission for a Cryosatellite.

Or, use it as a decoy. If your opponent reads this review and does load it
with dilemmas, that's fewer dilemmas for the missions you *really* planned
to do.

The Major's Combos:

- Samaritan Snare + a Fed opponent + Hail

- Samaritan Snare + the listed point dilemmas

Jolan tru,

Major Rakal
Tal Shiar
@EndNode

@Node MRRR3 "STCCG.guide/Major Rakal's Romulan Review/Mandarin Bailiff"
@TOC "STCCG:romreview.guide/MRRR"

        @{u}@{b}@{fg highlight}Major Rakal's Romulan Review@{fg text}@{ub}@{uu}

        @{b}Major Rakal's Romulan Review #3@{ub}


Aefvadh! How about something for your Q-Continuum?

    @{b}MANDARIN BAILIFF@{ub}

    Common Q Dilemma
    +/- X points

Opponent takes one personnel present (random selection) into custody (as
a captive) unless you "post bail" by transferring X points to opponent,
where X = the number of [red dot] icons in that personnel's skill box.

It's easy to think of dilemmas, events, and interrupts as affiliation-
neutral as long as they don't say "If a Romulan ship is present..." or
"Plays on a Klingon...". But the differences are often more subtle than
that. Just how many of those little red dots can you expect to find on a
random personnel card?

                        Number of Personnel
Number of dots  Fed     Kli     Rom     Non
        1       25      16       7       6
        2       24      14      15      14
        3       20       4       9       8
        4        6       8       2      11
        5        5       2       1       1
        6        1       0       0       1
                __      __      __      __
                81      44      34      41

average dots    2.3     2.2     2.3     2.8

Hmmm. Aside from revealing the glaring discrepancies in numbers of
available personnel, what does this tell us? That on average, a random
affiliated personnel will have the same number of red dots regardless of
affiliation. So much for statistics. The fact is, there's nothing random
about the personnel you have in your deck (well, I *hope* that's not the
way you chose them). Let's take a slightly different tack.

The Feds have tons of personnel with 3 dots or less. This *doesn't* make
it more likely that the Bailiff will pick one from a Fed Away Team, for
the simple reason that most Fed decks above beginner level will be using
no commons (except maybe Scotty) and few, if any, uncommons--bridge crew
is the name of the game. And the high-dot Fed cards are concentrated in
the rares. How many personnel with more than 3 dots does each
affiliation have?
        Fed - 12        Kli - 10        Rom - 3
Add in the non-aligned personnel that are most likely to find use in
each kind of deck (Fed, 6; Kli, 11; Rom, 10; my subjective evaluations
and no, I'm not going to list them!) and you have totals of:
        Fed - 18        Kli - 21        Rom - 13
Note that no one would be using all of the "likely" high-dot non-
aligneds for their affiliations; this is simply the maximum that they
have to choose from.

Conclusions:
1.  The odds are much higher for a Romulan deck that the selected
personnel will have 3 or fewer dots. First, the other affiliations
simply have a lot more that they are likely to use. Second, with so many
multi-skilled personnel, Feds can make a much "tighter" crew, less
likely to be diluted with 2's and 3's (or even 1's) to cover needed
skills as the Romulans and Klingons must do.

2.  A Fed personnel is more likely to be a 5 or 6 (6 available, Klingons
have 4, Romulans 3).

3.  The more skills (usually, dots) each personnel has, the fewer
personnel you are likely to have, the harder it will be to let one go as
a captive, and the more likely that you will risk the points to bail
them out. If you have a lot of personnel with only 2 skills, losing one
isn't so critical.

4.  Most likely point differential resulting from posting bail:
        Federation      8-12 points (4, 5, or 6 dots)
        Klingon         6-8 points (3 or 4 dots)
        Romulan         4-6 points (2 or 3 dots)
Advantage: Romulan. Depending on who gets picked, it might not even be
worth posting bail. Is there anyone who wouldn't post 12 points to get
back Jean-Luc?

The Major's Combos:

- Mandarin Bailiff + Interrogation in Q's Tent: If they won't post bail,
  get some points anyway.

- Mandarin Bailiff + Major Rakal: 3 Romulan skills, only 2 dots.  :)

Jolan tru,

Major Rakal
Tal Shiar
@EndNode

@Node MRRR4 "STCCG.guide/Major Rakal's Romulan Review/Dilemma Strategy, Part 1"
@TOC "STCCG:romreview.guide/MRRR"

        @{u}@{b}@{fg highlight}Major Rakal's Romulan Review@{fg text}@{ub}@{uu}

        @{b}Major Rakal's Romulan Review #4@{ub}


Major Rakal's Romulan Review #4

Aefvadh! I've been seeing a lot of requests for dilemma combos. So
today, instead of a card review, let's have a little change of pace with

DILEMMA STRATEGY, PART 1

Dilemmas can be classified into a few major types by their effects.

1. Killers. May kill one, several, or all personnel; randomly, by
   opponent's choice, or by your choice.
2. Skill removers. Include dilemmas that directly drain skills, as well
   as those that stop, disable, take captive, or otherwise prevent the use
   of personnel without killing them (e.g., Love Interests).
3. "Wall" dilemmas. Require some combination of skills and/or attributes
   to get past.
4. Ship damage and destruction.
5. Point suckers. They drain your points and/or add to your opponent's
   score.
6. Miscellaneous. May delay mission attempts, cause you to lose cards,
   or have other nuisance effects.

Most dilemmas are relatively ineffective if used alone, or without
regard to effective combinations. Some have little effect if faced by
large, highly-skilled Away Teams; the effects of others can be minimized
by redshirting with expendable personnel. Since the main purpose of
dilemmas is to prevent or delay your opponent from completing his
missions, you need to combine dilemmas in such a way that either
approach carries risks.

One common strategy is to place killer and skill remover dilemmas first,
followed by wall dilemmas. (When I refer to placement order for
dilemmas, I am always referring to the order in which they will be
encountered. So "place first" means seed last.) One example would be
Female's Love Interest followed by Matriarchal Society; remove one
female, hoping there will not be two left to get past the Matriarchal
Society. Unfortunately, if your opponent did not have any females in the
Away Team, the Female's Love Interest card is completely wasted.

This strategy has other problems. Many of the killers and skill removers
are not very selective. Armus - Skin of Evil will always kill one
personnel (barring a well-manned Genetronic Replicator), but if that
personnel was a common, universal, expendable redshirt, and the
personnel with the skills to complete the mission are back on the ship
waiting until it's safe to beam down, you haven't accomplished much. And
dilemmas that kill a whole Away Team or a significant portion of it are
more or less wasted if encountered by a 1- or 2-person team.

A corollary to this strategy says that you should *not* place a wall
dilemma at a mission with similar requirements. Don't place Impassable
Door, for example, which requires Computer Skill to pass, at Sensitive
Search, which requires Computer Skill + CUNNING>28, because your
opponent will be certain to have Computer Skill present in order to do
the mission. True, but will he want to risk that Computer Skill against
killer dilemmas, or will he try to keep him safe on the ship? If you
require him to bring in his Computer Skill in order to get past the
Impassable Door, you may be able to eliminate him before completing the
mission.

So...use the reverse strategy. Simply place a wall dilemma first, to
ensure a minimum of 2 or 3 personnel present, preferably valuable ones,
to be killed or disabled by one or more followup dilemmas.

For example, place Matriarchal Society first, and Female's Love Interest
second. If the initial Away Team does not include two females, you have
stalled your opponent for a while; just how long depends on how many
females are in his deck. Once he gets past Matriarchal Society, he loses
one female. Guaranteed. (With the remotely possible exception that this
is the *only* planet mission on the spaceline.) For a finely-tuned
Federation deck with a minimum of highly-skilled bridge crew for
personnel, the loss of Beverly Crusher or Picard, or one of the Tasha
Yars, can be a perfect setup for a final killer requiring MEDICAL +
SECURITY, like Barclay's Protomorphosis Disease or Microvirus. Against
Klingons, you may take out a critical MEDICAL (Vekma or Kahlest) or
Kurak with her important Astrophysics. And against Romulans, you may get
the even more critical Major Rakal (the Rommies' best bet for Empathy
and Tal Shiar), Sela (Diplomacy), or Taris (MEDICAL). Follow up with any
killers requiring MEDICAL or Empathy to overcome.

There are lots of Planet wall dilemmas to choose from for your setup.
Malfunctioning Door, Hidden Entrance, Hologram Ruse, and Alien Parasites
are all virtually certain to get 4 or more personnel into place for the
killers. Alien Labyrinth, Impassable Door, Matriarchal Society, Security
Precautions, Portal Guard, Wind Dancer, and Zaldan may net you only one
or two, but they're likely to be a higher quality one or two than your
average redshirt team. What's that--you didn't know Alien Parasites was
a wall dilemma? Look again. No "discard dilemma." If the Away Team has
the Integrity, it also has a minimum of 4 personnel; if it doesn't, you
get to play around with the team, and then the dilemma still doesn't go
away.

For Space-only wall dilemmas we have only one, both rare and relatively
weak: Ancient Computer. But it is still likely to get some of your
opponent's better personnel into position for the killers. In addition,
you have a few Planet/Space dilemmas to choose from: Outpost Raid (if
not at an outpost), Android Nightmares, Empathic Echo, and Thought Fire,
all relatively weak as wall dilemmas, and my personal favorite, Shaka,
When the Walls Fell.

My next review will look more closely at Shaka, and the best ways to
follow it up, including relative effectiveness against the three
affiliations.

Jolan tru,

Major Rakal
Tal Shiar
@EndNode

@Node MRRR5 "STCCG.guide/Major Rakal's Romulan Review/Shaka, when then walls fell"
@TOC "STCCG:romreview.guide/MRRR"

        @{u}@{b}@{fg highlight}Major Rakal's Romulan Review@{fg text}@{ub}@{uu}

        @{b}Major Rakal's Romulan Review #5@{ub}

Aefvadh! Last time, I said my personal favorite wall dilemma was Shaka,
When The Walls Fell. Let's take a look at why.


    @{b}SHAKA, WHEN THE WALLS FELL@{ub}


    Uncommon Dilemma, Planet or Space

    Must have 2 Diplomacy and CUNNING>30 to communicate and proceed.

@{i}"'Shaka, when the walls fell," means inability to understand. The
incomprehensible Tamarians spoke entirely in metaphors."@{ui}


First, it's both Planet and Space. You'll *always* have a place to use
it, and it works well in combination with a number of followup killers.

Second, it virtually guarantees your opponent will have to bring in a
minimum of 4 personnel to meet the CUNNING requirement. For Klingons,
it's more likely to take 5 or 6. Romulans will have the easiest time
with this with their high Cunning. Feds fall in between.

Third, and most important, two of those personnel will have Diplomacy.
Why is that so crucial? Because NO common, universal personnel, and NO
holographic personnel, have Diplomacy. So with rare exceptions, you'll
always get two uncommon or rare, unique personnel laying their lives on
the line. Not only can this dilemma stall your opponent, he may just
abandon the mission attempt rather than risk valuable personnel.

The exceptions: Jean-Luc Picard, Dathon, Sarek, Riva, Pardek, and Ves
Alkar each have Diplomacy x2. It's doubtful that you'll encounter Riva;
Ves Alkar has to have at least one female Empath with him to have the
Diplomacy x2, so you automatically have a second valuable personnel at
risk; and the rest, especially Jean-Luc, would all be worthwhile kills.
Dathon is a special case: because he nullifies Tamarian-related
dilemmas, your opponent could pass this with Dathon alone. But then he'd
be a sitting duck for the next dilemma, so he probably won't be alone.

Now that you've got them there, what next? I recommend a minimum of two
killers/disablers to follow. Remember that two of the personnel will be
diplomats, who won't contribute much in the way of classifications or
skills to overcoming other dilemmas; but your opponent will probably
supply a minimum of one each MEDICAL, SECURITY, and SCIENCE to make up
the required CUNNING>30. Notes on a few of the more useful dilemmas:

- Hunter Gangs (P). Most effective against Romulans, then Klingons and
  Feds.
- Chalnoth (P) and Nagilum (S). Precede with Interphasic Plasma
  Creatures to cut STRENGTH.
- Ferengi Attack (P). Precede with IP Creatures and/or Brain Drain.
- Zaldan (P). This one was *made* for Shaka because it targets
  Diplomats. Precede with something to excise a critical Treachery (for
  Romulans) or Exobiology (all affiliations).
- Rascals (S). Targets uniques. Most will lose their Diplomacy. Few
  crews will have two unaffected MEDICAL *and* Biology left, especially
  Klingons.
- Cardassian Trap (P/S). Targets uniques and gives you a captive.
- Thought Fire (P/S). Requires the Traveler to trigger. Useless against
  Feds; kills most Klingon and Romulan universals (who see heavy use for
  MEDICAL and SECURITY), the Duras family, and many unique Romulans, plus
  many otherwise useful non-aligneds. Won't kill the diplomats, but can
  clean out MEDICAL and SECURITY for non-Feds.
- Yuta (P/S). For best effect, memorize a few key "Yuta numbers" for
  Diplomats.
     Fed: 11 matches Picard, Deanna Troi (or Major Rakal), Rachel
     Garrett, and Riva; Sarek is 16, Riker 8, Worf 4.
     Klingon: Gowron and Kurn are 6, Gov. Worf 7, K'mpec 10.
     Romulan: Major Rakal and Sirol are 8, Sela 7, Pardek 6, Cmdr.
     Tomalak 5, Tomalak 4.
     Non-aligned: Dathon and Maques 11, Devinoni Ral 9, Evek 5.
- Q-Flash (P/S). Fill your Q-Continuum with cards such as Incoming
  Message-The Continuum, The Higher...The Q-Er, Door-Net (they're not
  likely to have any Diplomacy in their hand by now), Penalty Box,
  Mandarin Bailiff, Jealous Amanda, His Honor The High Sheriff of
  Nottingham, Scottish Setter, and Pla-Net.

The Major's Combos: (dilemmas should be encountered in the listed order)

Space:
- Shaka + Tarellian Plague Ship + Rascals
- Shaka + Interphasic Plasma Creatures + Nagilum
- Shaka + Two-Dimensional Creatures + Thought Fire

Planet:
- Shaka + IP Creatures + Chalnoth (or Ferengi Attack) + Zaldan
- Shaka + Armus + Alien Abduction
- Shaka + Male's Love Interest + Hunter Gangs
- Shaka + Q-Flash + Male's Love Interest

Either:
- Shaka + Frame of Mind + Cardassian Trap
- Shaka + Yuta + Barclay's Protomorphosis Disease
- Shaka + Q-Flash + Barclay's Protomorphosis Disease

Now where did the Diplomacy go that I needed for that mission?

Jolan tru,

Major Rakal
Tal Shiar
@EndNode

@Node MRRR6 "STCCG.guide/Major Rakal's Romulan Review/Looking fot ships in all the wrong places"
@TOC "STCCG:romreview.guide/MRRR"

        @{u}@{b}@{fg highlight}Major Rakal's Romulan Review@{fg text}@{ub}@{uu}

        @{b}Major Rakal's Romulan Review #6@{ub}


Aefvadh! I hope everyone had a great holiday season. It's time to look
at a few ships. But we're not going on a boring tour of the spacedocks;
instead, we are going to go

LOOKING FOR SHIPS IN ALL THE WRONG PLACES


    @{b}U.S.S. ENTERPRISE-C@{ub}

@{i}"Predecessor of U.S.S. Enterprise-D. Famous for heroic action in Battle
of Narendra III, where it also entered a temporal rift. Commanded by
Rachel Garrett."@{ui}

Rare Federation Ship, Ambassador Class
Range 8, Weapons 7, Shields 8, AU Icon
Staffing Requirements: 1 Command + 1 Staff + 1 AU icon personnel
Enters play damaged at any location. Tractor Beam.


    @{b}I.K.C. T'ONG@{ub}

@{i}"A Klingon sleeper ship from the 23rd century, an era when Klingons
despised humans and attacked them on sight. Commanded by K'Temok."@{ui}

Uncommon Klingon Ship, K'T'inga Class
Range 5, Weapons 6, Shields 6
Staffing Requirements: 1 Command
Cloaking Device. Reports at end of spaceline with up to 3 personnel.


    @{b}T'PAU@{ub}

@{i}"Vulcan merchant vessel named for the only person to ever turn down a
seat on the Federation Council. Stolen from Surplus Depot Zed-15 at
Qualor II."@{ui}

Uncommon Romulan Ship, Merchant Class
Range 8, Weapons 7, Shields 6
Staffing Requirements: 1 Staff
May report for duty at Qualor II. Tractor beam.


Three ships, three affiliations, all have in common the ability--or
requirement--to report somewhere other than (usually) an outpost. Sounds
like that could be be useful, but is it?

Enterprise-C seems, at first glance, to have a lot going for her. She
can report to any location. Good for rescues, or for staffing from a
Cryosatellite (Rachel Garrett, Beverly Picard, and Tasha Yar-Alternate
give you OFFICER, ENGINEER, MEDICAL, and SECURITY; beam over a SCIENCE
from the crew that just completed the mission and you have a nice
secondary core crew), or with a Devidian Door/Ophidian Cane. Perhaps the
most obvious advantage is those last four words in the lore; get Rachel
Garrett aboard and you can get Captain's Log benefits. 8-10-11 isn't bad
at all; for that matter, the base 8-7-8 is pretty respectable. Only one
catch. This ship's base stats are actually only 5-7-8, due to the
"damage" that you pay for the ability to report anywhere. So unless you
forgo that ability and report her to the outpost, and THEN wait two full
turns to repair the damage, she's not going anywhere very fast without
either a Plasmadyne relay or an Exocomp aboard. Add to that the heavy
three-staff requirement, including an AU icon, and the ship's own AU
icon (requiring that you have an open AU Doorway), and the poor
Enterprise-C doesn't look so inviting any more. You'll be better off
with the non-AU Phoenix or Stargazer (plus a shield enhancer), both of
which require only one Command and one Staff, and both of which are
eligible for Captain's Log as well.

The T'Ong, on the other hand, at first glance doesn't look so hot.
Weapons and Shields are so-so--equal to a standard K'Vort--but the Range
of 5 won't let it keep up with a K'Vort fleet, and it can't even be
"repaired" to a higher Range like the Enterprise-C. It's highly
susceptible to Baryon Buildups. It has no tractor beam for towing
Garbage Scows. And instead of reporting anywhere, it's restricted to the
ends of the spaceline. But look at the advantages: It's not AU. Staffing
requirement is minimal. Damage won't *affect* its range. And most
important, the ship is a mini-Red Alert. Four cards played for one turn,
you don't need anything else in play first, and no AU restrictions on
the personnel. Uses once in play? Aside from possible Love Interest
rescues, let them join a K'Vort armada and beam or Devidian Door a
Plasmadyne Relay aboard. And although K'Temok doesn't exist *yet*,
chances are someday soon the T'Ong will get Captain's Log benefits too.

That leaves the T'Pau. What can I say about this ship? She has decent
stats, better than a Science Vessel, with minimal staffing required (one
Staff star), so she could lead a Science Vessel armada. The mediocre
shields are easily enhanced. She can tow Garbage Scows. And she can
report at your outpost if you so desire. Which is a good thing, because
for the life of me, I can't figure out why you would want to report her
at Qualor II. Any Romulans you have there are either already on a ship,
or in stasis and unable to beam aboard, and non-aligneds can't fly her.
Besides that, no Captain's Log benefits are possible. If only this ship
had been made universal, she would be the Romulans' answer to the
K'Vorts. No dice, she's unique.

Final analysis? Depends on what you're looking for (speed, battle
ability, versatility, mission-solving), and of course, which affiliation
you'd like to play, but all in all I'd rate the Enterprise-C and the
T'Ong about equal in play value, though for very different reasons, with
the T'Pau way behind.

The Major's Combos:

- Enterprise-C + (Rachel Garrett + Beverly Picard + Tasha Yar-Alt on a
  Cryosatellite) + Captain's Log
- I.K.C. Tong + Plasmadyne Relay + a Klingon Commander
- Taris + Haakona + Captain's Log

Jolan tru,

Major Rakal
Tal Shiar

(c) 1997 Kathleen E. McCracken. All Rights Reserved.
@EndNode

@Node MRRR7 "STCCG.guide/Major Rakal's Romulan Review/Galen"
@TOC "STCCG:romreview.guide/MRRR"

        @{u}@{b}@{fg highlight}Major Rakal's Romulan Review@{fg text}@{ub}@{uu}

        @{b}Major Rakal's Romulan Review #7@{ub}


Aefvadh! Looks like I've been neglecting personnel in my reviews, not
having covered any since starting off with Taris. So let's take a look
at a personnel card that *doesn't* have a green border, but sure looks
like it should...


    @{b}GALEN@{ub}

@{i}"Jean-Luc Picard went undercover in 2370 posing as a mercenary and
artifact smuggler."@{ui} [The name "Jean-Luc Picard" is in boldface,
indicating Picard and Galen are the same persona.]

Rare Non-Aligned Personnel
Integrity 5, Cunning 8, Strength 6, Command star
SCIENCE: Archaeology, Computer Skill, Treachery, Leadership, Navigation,
Music
Does not work with Federation affiliation.


Finally, a Picard with 6 skills for "the rest of us." How does he
compare to Jean-Luc? His SCIENCE classification is much more useful than
OFFICER to Romulans, who have hordes of OFFICERs and a dearth of SCIENCE
(only one with Integrity >4), and with his skill of Leadership, he can
lead a battle anyway. Besides Leadership, he retains his valuable skills
of Archaeology, Navigation, and Music, while Computer Skill and
Treachery replace Diplomacy x2 (plenty of Rommie Diplomats) and Honor
(well, it would have been nice). He loses 4 points of Integrity, but is
still safe from Firestorm, Thought Fire, and Hunter Gangs. (For now, you
don't even have to worry about Bendii Syndrome draining his Integrity,
since all Vulcans so far are Fed, and he won't work with them.)

Galen's a perfect complement for Taris in a Romulan Archaeology-
Treachery deck. Though these decks are popular because of the two
Universals with these two skills, until Q-C we haven't had any green
Archaeologists with other particularly useful skills (yes, Taul's
SECURITY, but just how many of those do you need?). With D'Tan for an
Integrity boost, you have enough Archaeology for even Hunt for DNA
Program, with two Musics in case you want to drop a Ressikan Flute under
one of those historical digs.

Other uses? His Navigation is a big help for Anti-Matter Pod and FGC-47
Research, not to mention several space dilemmas. Music will get you by
Crystalline Entity in a small ship, or the odd Wind Dancer. And if you
want to throw Qualor II Rendezvous into your deck, he's one of the few
Non-aligned personnel who will be just as useful for the rest of your
deck as he will be on Qualor II.

How does he stack up in a Klingon deck? Not as valuable here, because
the Klingons have a greater supply vs. demand of all his skills except
SCIENCE. And even with a higher demand for SCIENCE, Klingons have more
*useful* SCIENCE than the Romulans--Kitrik, J'Ddan, Koroth, and Kurak
all have other useful skills and most have high Integrity. On a
preliminary version of a personnel rating scale that takes into account
skill supply and demand within each affiliation, Galen rates 78 for the
Romulans (where Taris is 86 and Sirol 77), and only 61 for the Klingons
(compared to 70 for Kitrik and 60 for Governor Worf). Yes, Galen is
definitely happiest as an honorary Romulan.

And besides all that, it's a *much* better image of Patrick Stewart than
the distorted closeup on J-L.

The Major's Combos:

- Galen + Taris + D'Tan + Taul. Get me a pick and shovel!

Jolan tru,

Major Rakal
Tal Shiar
@EndNode

@Node MRRR8 "STCCG.guide/Major Rakal's Romulan Review/Telak"
@TOC "STCCG:romreview.guide/MRRR"

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Aefvadh! While we're on the subject of personnel, how about that new
Security fella,


    @{b}TELAK@{ub}

"Male bodyguard of Sela. Stationed on Romulus. Lieutenant operative in
the Tal Shiar's new Android Research section."

Uncommon Romulan Personnel
Integrity 5, Cunning 6, Strength 9, Staff star
SECURITY: Treachery, Tal Shiar, Cybernetics

Our first unique Romulan SECURITY. Though one point less Cunning than
his universal comrades Jaron and Taul, he makes up for it with that
critical extra Integrity point that lets him escape Firestorms, and the
even Cunning protects him from Hunter Gangs. He's still vulnerable to
Thought Fire unless you augment his Cunning with a PADD or Yellow Alert
(though the latter negates his Hunter Gangs immunity).

SECURITY is a must for dilemmas (especially with the new Security
Precautions), but it's not required for missions (with the sole
exception of the 25-point Fed-Kli Hostage Situation just out in the new
2-Player Game), so you must make them do double duty through skills, not
an easy job for the Rommies. Jaron is good only for Youth decks, unless
you're fond of the 20-point Relief Mission. Taul is a staple in
Archaeology decks. And that's all they're good for. Telak, on the other
hand, now provides a crucial backup Tal Shiar for the good Major, making
Quash Conspiracy less risky (not to mention possible using Uncommon
personnel), as well as helping out as a leader for Romulan-Romulan
attacks. Cybernetics (the only other source of which, for Romulans, is
Ira Graves) will let you report Soong-type Androids, with their
selectable classification, "for free". So although his skills are only
good for one mission requirement, they're also useful in other ways.

Bottom line: no Roga Danar, but a lot more useful than the other Rommie
SECURITY, and only Uncommon.

The Major's Combos:

- Telak + Major Rakal + Quash Conspiracy

Jolan tru,

Major Rakal
Tal Shiar
@EndNode

@Node MRRR9 "STCCG.guide/Major Rakal's Romulan Review/The Sheliak"
@TOC "STCCG:romreview.guide/MRRR"

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        @{b}Major Rakal's Romulan Review #9@{ub}


Aefvadh! Time for another dilemma, and this is a nasty one.


    @{b}THE SHELIAK@{ub}


    Rare Dilemma, Planet

Place at far end of spaceline. End of every turn, moves toward this
mission (RANGE = 6). Upon arrival, destroys any outposts, stations and
Away Teams present. Mission then = zero points.

@{i}"A reclusive race of strict legalists that considers humanoids inferior.
Life-form classification R-3. The 2255 Treaty of Armens ceded several
planets to the Sheliak."@{ui}


More relentless than the Borg Ship, The Sheliak at present cannot be
stopped. Nothing nullifies it; a Q-Net can't stop it; it's not a ship so
it can't be damaged or destroyed. Even if you somehow got the chance to
rearrange the spaceline (if your opponent hit your Q dilemma) before it
got to your mission, it won't singlemindedly continue in the same
direction and off the end, like the Borg Ship; it always moves "toward
this mission," and so would reverse direction if necessary. And it may
move even faster than the Borg Ship, as its range of 6 will often let it
move two missions instead of one every turn. Though it won't destroy
ships or attack anything else along the way, it does two things a Borg
Ship can't do: it destroys outposts and Away Teams, and it hoses the
mission points if you fail to complete it before The Sheliak arrive.

So your opponent turns up The Sheliak. If you were able to seed it at
the center of the spaceline, it has to traverse six missions, which will
take from three to six moves. Since it moves at the end of every turn,
this could take up to two more of your opponent's turns after the
current one. So you need to (1) keep him from completing the mission,
and (2) keep him from leaving. Seed The Sheliak so it is encountered
first, or if you prefer to be certain of tying up (and hopefully
killing) a few personnel, put it after Shaka, When The Walls Fell or any
other wall dilemma. Follow up The Sheliak (which doesn't stop the Away
Team, so they have to continue) with another wall dilemma or other
stopper (Alien Parasites, Hyper-Aging, Parallel Romance, Phased Matter,
Worshiper, Chinese Finger Puzzle, Outpost Raid). Or maybe a Q-Flash,
with a Q Continuum loaded with cards like The Higher...The Q-Er
(experience even more Q cards), Go Back Whence Thou Camest (take his
ship away), and His Honor, The High Sheriff of Nottingham (should he
lose points, or take a chance on getting back a captive who may be
promptly killed by The Sheliak? Use with Cardy Traps, Mandarin Bailiff,
etc.).

If you can't slow him down and despite your best efforts he completes
the mission, you should at least try to keep him on the planet. You
could Temporal Rift his ship, or tow it away with Ship Seizure if empty,
or play a Particle Scattering Field on your own Tama and move it in. Two
interlocking Distortion Fields will prevent him from beaming anyone out.

Or you can use the simplest combo, and follow up The Sheliak with our
old friend Q. Unless he's got more than 60 Integrity (and 2 Leadership),
his Away Team is stopped and stranded on the planet--which you, of
course, will relocate next to The Sheliak, which will move in when he
ends his turn and destroy the Away Team and the mission points. It is
imperative that you have Amanda Rogers in hand, in case he has Q2.

I'd recommend one more dilemma or Q-Flash after Q, just in case he
manages the Integrity (Feds might), or has more than one Q2; or in case
he has seeded an artifact there, which he can still get later by
completing the mission normally (he just won't get any points for the
mission).

The Major's Combos:

- Against red-shirters: Shaka + The Sheliak + Q

- Against massive Away Teams: The Sheliak + Q + Q-Flash

- Just want to keep him from getting points? The Sheliak +
  The Higher... The Fewer + Edo Probe + Q

- Don't have Q? Try Shaka + The Sheliak + Hyper-Aging + Temporal Rift


Jolan tru,

Major Rakal
Tal Shiar

*******************************************************************
Visit Major Rakal's Romulan ST:CCG Home Page at
http://www.people.cornell.edu/pages/kem5/Rakal.html

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@Node MRRR10 "STCCG.guide/Major Rakal's Romulan Review/Mot and the Major's Useless Romulan Review"
@TOC "STCCG:romreview.guide/MRRR"

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        @{b}Major Rakal's Romulan Review #10@{ub}


Aefvadh! And welcome...to the Tal Shiar Barbershop.

It seems that in recent weeks, complaints have been abnormally high
about how supposedly inferior the Romulan affiliation is to the Klingons
and Feds. We won't deny that they are under-developed in comparison (and
we'd be more than happy to see a few green premium cards to go along
with the blue and red ones in the 2-Player Games), but we'd say they are
an even match in the hands of the right player.

In fact, the thought struck Mot that the way people are talking about
the Romulans, you'd think they were a "useless affiliation." Well, Mot
loves debunking the "useless card" adage, so he decided to devote a
Useless Card Review to Romulan superiority, which led, logically, to a
proposal of collaboration with the Major. We herewith present the first
joint venture of the Tal Shiar and the Barber's Guild,

TEN THINGS TO REMEMBER WHEN THEY LAUGH AT YOUR ROMULAN DECK

STRENGTH AND CUNNING. On the average, the Romulans are every bit as
strong as the Klingons. (In fact, if you remove Fek'lhr from the
equation, Romulans are actually stronger!) They aren't lacking in
CUNNING like the rather dim Klingons, however. In fact, more Romulans
have a CUNNING of 8 or better than any other affiliation, at 55%.
Klingons can only muster a pathetic 9%, and even the Feds barely top
37%. The list of cards requiring CUNNING or STRENGTH is quite extensive,
far longer than INTEGRITY. (And that includes Shaka, When the Walls
Fell.) Even Explore Typhone Expanse, with a requirement of CUNNING>50,
takes on average only 7 Romulans, but 9 or 10 Klingons. Or, you can meet
the alternative requirements with a lot fewer personnel; the Romulans
have a lot of...

EASY HIGH POINT MISSIONS. The Romulans have the only 40 point mission
that can be completed by a single personnel (Quash Conspiracy), and two
personnel capable of completing it (Telak, Major Rakal). What's more,
they have more high point missions that can be completed by one or two
personnel than any other affiliation: Covert Installation, Explore
Typhone Expanse, Extraction, Investigate Raid, and Study Lonka Pulsar.
Most of the high point missions for the other affiliations have
requirements in STRENGTH, CUNNING or INTEGRITY, making it necessary to
have a lot more personnel. Get to those missions quickly with...

FAST SHIPS. Not one Romulan ship has a RANGE of less than 8. Compare
this to the Federation, loaded with 6's and 7's. And many Romulan ships
have a RANGE of 9 or better, but only the Enterprise and Future
Enterprise manage this for the Feds. You can play missions with high
ranges, and get around much faster than the average Federation opponent,
or even a Klingon player using K'Vorts instead of Vor'chas. And to
enhance your other ship stats, try...

CAPTAIN'S LOG BENEFITS. The Romulans currently have five ships eligible
for Captain's Log benefits, complete with the captains to match.
(Devoras/Mendak, Haakona/Taris, Khazara/Toreth, Decius/Tomalak,
Terix/Sirol) That's more than any other affiliation. The Klingons and
the Federation only have four, and the Non-aligned personnel add only
three more. You're likely to have at least two matching Romulan pairs in
any Romulan deck you build, meaning it may be worth your while to
include the Captain's Log. You don't have to go out of your way to get
these benefits, as you might playing another affiliation. (When is the
last time you played with Kargan or Benjamin Maxwell?) Now that you have
your ships beefed up, try a little...

ESPIONAGE. Only the Romulans have the ability to commit espionage on
both the other affiliations. At the same time, they're immune to having
it done to them. That means ultimately that ANY mission (except Qualor
II) is fair game for them if you are willing to include the cards. Pick
any one skill, and you'll easily find six missions for it if you think
in terms of espionage. A deck that tightly focused on one or two skills
will require fewer personnel, allowing room for the Espionage cards (and
the Q2s or Rishon Uxbridges to protect them). Of course, with Espionage
goes...

TREACHERY. Even without Espionage, it's easy to build a tightly focused
Romulan deck, and the easiest skill to focus on is Treachery. 41% of
Romulans share this skill, which is required on 11 different Romulan
missions. This gives a greater skill requirement overlap than any other
affiliation. Even among those Honorable Klingons, only 36% have Honor--
and only 5 Klingon missions require it. You can easily build an all-
Treachery Romulan deck. What's more, you can get this kind of focus
using...

ALL-COMMON PERSONNEL DECKS. The Romulans have 25 missions that can be
done with all commons (the occasional non-aligned included, like Vekor
for Navigation), 19 of them without holos. Only four are worth 25 points
or less. 9 of the 25 require *only* Treachery, Archaeology, and Computer
Skill, all of which are readily available with commons; in fact,
Treachery/Archaeology decks seem to appear quite frequently. While the
Klingons have 31 missions that could be done by all commons (29 without
holos), there is no such skill overlap, and 7 are worth 25 points or
less. (I'm not counting the use of K'chiQ here, because although she's
common and universal, you can only use one in an Away Team or crew, and
she's too susceptible to losing her man.) Feds have 24 missions that
could be done by all commons, but 4 of those require the non-universal
Scotty, so you have no backup for his crucial skills; and 8 are worth 25
points or less (two are only 15 each). Again, there is no particular
skill overlap. An all-common deck means that a relative beginner with
few cards can still make a viable Romulan deck. It would be virtually
immune to Klim Dokachin, and with Lower Decks in play, not a single
common Romulan will die in a Firestorm or Thought Fire. Who needs
Thermal Deflectors? Of course, there are other dilemmas to consider,
such as...

QUANTUM SINGULARITY LIFEFORMS. This could be one of the worst cards for
the Romulans. It's also one of the best, when you turn it against your
opponent. Send a single personnel on a Science Vessel out to a space
location where an opponent's ship (ideally one loaded with personnel) is
parked. Attempt the mission there, releasing a Quantum Singularity
Lifeforms you yourself seeded there. The presence of your Romulan warp
core will put their entire crew into stasis. You can keep them there
most of the game while you attempt missions with the rest of your
personnel... or you can have an ENGINEER accompany an armada and "help
them out" by releasing their ship, into a barrage of disruptor fire. And
speaking of armadas, why not make it a...

SCIENCE GREED ARMADA. Say "armada" and everyone thinks "Klingon". But
you can also build a respectable Romulan Armada with--don't laugh!--
Science Vessels. With stats of 8-5-6 compared to the K'Vort's 8-6-6,
they could use a little Bynars help, but have *no* staffing
requirements; lead the fleet with an 8-7-6 single-staff-star T'Pau for
flavor. How does this make them superior, you ask? Just man your little
ships with Galathons, blow away your opponent's ships, and then hit them
with Latinum Payoffs (since Gally has Greed and is also OFFICER for a
battle leader). No one else has a universal Greedy OFFICER. Of course,
all those Galathons are actually good for something else, too--the
previously mentioned Treachery/Archaeology decks. And along with that,
he's useful for...

THE CHARYBDIS. Make artifact acquisition difficult for your opponent,
while being almost certain to walk away with your own--and his too, if
he has to leave them behind for lack of Archaeology. It's a particularly
effective strategy against Feds, who have only 4 Archaeologists, all
rare. Besides Galathon, the Romulans have the common Taul, who is
virtually certain to be in most Romulan decks anyway, in multiple, for
SECURITY, plus the uncommon D'Tan and rare Taris...and they can use
Galen as well.

There you have it, friends. What more reason could you need to switch to
the not-so-useless affiliation?

Jolan tru,

Major Rakal          Mot the Barber
Tal Shiar            Barbering Guild

*******************************************************************
Visit Major Rakal's Romulan ST:CCG Home Page at
http://www.people.cornell.edu/pages/kem5/Rakal.html

and Mot's Useless Card Reviews at The Collective at
http://www.jwp.bc.ca/collective/mot/useless.htm

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@Node MRRR11 "STCCG.guide/Major Rakal's Romulan Review/Romulan Ambush"
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        @{b}Major Rakal's Romulan Review #11@{ub}


Aefvadh! Working with Mot on our joint "Useless" review made me think,
for some reason, of Romulan Ambush. Well, Mot said even he couldn't come
up with a way to make this card useful. You know what? Neither can I.


    @{b}ROMULAN AMBUSH@{ub}


    Uncommon Interrupt


Destroys opponent's ship with SHIELDS<6 present with your D'deridex-
class ship. Crew killed, except one personnel (your choice) is made
captive.

@{i}"In 2367, Geordi LaForge was captured by a Romulan ship while piloting a
shuttle to Risa. He was brainwashed into an assassination plot against
Klingon Governor Vagh."@{ui}


When I first saw this card, I thought, "Great! The Romulans finally have
a 'special' card like all the Klingon 'specials'. About time. Destroy a
ship, get a captive, do it on your opponent's turn, and your ship won't
even be stopped. You can even destroy another Romulan without Tal Shiar
around. What more could you want?" Mmm, how about a target?

The D'deridex-class ship is no problem. It includes all the warbirds,
including the universal, of course, which Romulans generally have no
trouble staffing with so many command stars available. So, just find an
opponent playing a ship with SHIELDS<6.

Federation:  Runabout (5)
             Type VI Shuttlecraft (2)
             U.S.S. Miranda (5)

No one plays with a Shuttlecraft, unless they're playing Engage Shuttle
Operations. In other words, no one plays with a Shuttlecraft. Why
bother? The Runabout is 7-5-5 to the Shuttlecraft's 6-2-2, with the same
no-staff-star requirement. No one plays with the Miranda, either; it's
worse than a Runabout (6-5-5) and requires a staff star to boot.

That leaves the Runabout. Occasionally used as a red-shirt vessel for
space missions; not much of a loss to a Borg Ship, and temporarily
expendable for a 15-point Cytherians trip with Mot (sorry, Mot!). Which
means it also won't be much of a loss to your Ambush. And its single
crewmember won't give you much "choice" of captive; almost certainly
useless for Brainwash, and not likely to be redeemed for 10
Interrogation points, though he could garner you a few single points.

Romulan:     Scout Vessel (3)
             Pi (4)

No one plays with a Scout Vessel, either generic (9-3-3) or the Scout-
class Pi (9-4-4). Use a Science Vessel (8-5-6) instead. No staff stars
need apply.

Klingon:     None. That's right. Every K'Vort is at least 6.

Non-aligned: Yridian Shuttle (3)
             Zibalian Transport (4)

No one plays with an Yridian Shuttle, unless they're playing Engage...
haven't we been here before? I suppose a Klingon *might* use a Zibalian
Transport if he was desperate for a no-staff ship.

Well, that was exhilarating. Two vague possibilities for actual use, and
either can be immunized against the Ambush with a simple Plasmadyne
Relay. And there are currently *no* cards that drain SHIELDS. To top it
off, four of the D'deridexes can destroy with a direct hit any of these
ships except the Runabout and the Miranda (though you get no captive,
must do it on your own turn, and will be stopped).

So your possible targets are:
1. Beginning players who own almost no ships.
2. Players of Engage Shuttle Operations.
3. Fed space mission redshirters.

Oh, and the concept isn't even true to the show; Geordi was taken
captive, but his shuttle wasn't destroyed.

The Major's Combos:

- I think it's a pretty neat picture of the warbird, don't you?

Jolan tru,

Major Rakal
Tal Shiar

*******************************************************************
Visit Major Rakal's Romulan ST:CCG Home Page at
http://www.people.cornell.edu/pages/kem5/Rakal.html

               __________---------o---------______
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@TOC "STCCG:romreview.guide/MRRR"

        @{u}@{b}@{fg highlight}Major Rakal's Romulan Review@{fg text}@{ub}@{uu}

        @{b}Major Rakal's Romulan Review #18@{ub}


@EndNode

@Node MRRR19 "STCCG.guide/Major Rakal's Romulan Review/ "
@TOC "STCCG:romreview.guide/MRRR"

        @{u}@{b}@{fg highlight}Major Rakal's Romulan Review@{fg text}@{ub}@{uu}

        @{b}Major Rakal's Romulan Review #19@{ub}


@EndNode

@Node MRRR20 "STCCG.guide/Major Rakal's Romulan Review/ "
@TOC "STCCG:romreview.guide/MRRR"

        @{u}@{b}@{fg highlight}Major Rakal's Romulan Review@{fg text}@{ub}@{uu}

        @{b}Major Rakal's Romulan Review #20@{ub}


@EndNode

