|
(3) A Chance for Glory
 
|
Assault. Maneuver. Plays in your core. Order - Destroy this event to begin combat or an engagement involving your personnel. If you win, score 10 points.
|
|
(2) All-Out War
 
|
Assault. Maneuver. Lose 5 points to play in your core. Order - Destroy this event to begin combat or an engagement involving your personnel. If you win, randomly kill three opponent's personnel involved.
|
|
(0) Apprehended
 
|
Assault. Capture. Maneuver. Plays in your core. Order - Lose 5 points and destroy this event to begin combat or an engagement involving your personnel. If you win, choose an opponent's personnel involved to place in your brig.
|
|
(2) BaH!
 
|
Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your ship. That ship is Weapons +1. If you win, score 10 points.
|
|
(3) Battle Drills
 
|
Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your ship with your Gul aboard. That ship is Weapons +2. If you win, randomly kill an opponent's personnel involved.
|
|
(3) Battle Lust
 
|
Assault. Maneuver. Plays in your core. Order - Destroy this event to begin combat or an engagement involving your Jem'Hadar. If you win, randomly kill an opponent's personnel involved. If that personnel costs 1, randomly kill another opponent's personnel involved. Repeat this until you kill a personnel who does not cost 1.
|
|
(5) Borg Cutting Beam
 
|
Maneuver. Plays in your core. Order - Begin an engagement involving your ship. If you win, randomly select an opponent's personnel involved, take command of that personnel, place him or her on that ship, then place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - This ship is attributes -2.
|
|
(3) Collateral Damage
 
|
Assault. Maneuver. Plays in your core. Order - Destroy this event to begin combat or an engagement involving your Jem'Hadar. If you win, randomly kill an opponent's personnel involved. That opponent discards cards from the top of his or her deck equal to that personnel's cost.
|
|
(3) Cry "Havoc!"
 
|
Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your Leadership personnel. If you win, randomly kill an opponent's personnel involved.
|
|
(3) Disable Sensors
 
|
Maneuver. Plays in your core. Order - Begin an engagement involving your Leadership personnel. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - Personnel aboard this ship cannot attempt missions.
|
|
(1) Ferocity
 
|
Assault. Maneuver. Plays in your core. When you win combat or an engagement involving your personnel, you may destroy this event to randomly kill an opponent's personnel involved.
|
|
(4) Heart of Glory
 
|
Assault. Maneuver. Plays in your core. Order - Destroy this event to begin combat or an engagement involving your personnel. If you win, randomly kill two opponent's personnel involved.
|
|
(3) Jem’Hadar Ambush
 
|
Assault. Maneuver. Plays in your core. Order - Destroy this event to begin combat or an engagement involving your personnel. If you win, score 10 points.
|
|
(5) Jem’Hadar Strike Force
 
|
Assault. Maneuver. Plays in your core. Order - Destroy this event to begin combat or an engagement involving your personnel. If you win, score 10 points and randomly kill an opponent's personnel involved.
|
|
(2) Nelvana Trap
 
|
Maneuver. Plays on an opponent's mission. When an opponent moves a ship to this mission, you may destroy this event to take each ship from your copies of Engage Cloak, place them at this mission, and begin an engagement involving them. If you win, randomly kill an opponent's personnel involved.
|
|
(3) No Peace in Our Time
 
|
Maneuver. Plays in your core. Each of your Treachery personnel is Cunning +2. Order - Destroy this event to begin an engagement involving your Treachery personnel. If you win, randomly kill an opponent's personnel involved.
|
|
(2) Pierce Their Defenses
 
|
Maneuver. Plays in your core. Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +2. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - This ship is Shields -2.
|
|
(2) Point Blank Strike
 
|
Maneuver. Plays in your core. Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +4. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - This ship is Weapons -2.
|
|
(5) Power to the Weapons
 
|
Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your Leadership personnel. If you win, randomly kill two opponent's personnel involved.
|
|
(2) Precise Attack
 
|
Maneuver. Plays in your core. Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +2. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event. Damage - This ship is Range -2.
|
|
(3) Spreading Fear
 
|
Decay: 3. (When there are three cards on this event, destroy it.) Maneuver. Plays in your core. Order - Place a card from hand on this event to begin an engagement involving your Jem'Hadar. If you win, randomly select one opponent's personnel involved for each of your Vorta involved. Choose one of those selected personnel to be killed.
|
|
(3) Standard Cardassian Procedure
 
|
Capture. Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your ship. That ship is Weapons +1. If you win, randomly select an opponent's personnel involved to place in your brig.
|
|
(1) Staunch Determination
 
|
Maneuver. Plays in your core. When an opponent's personnel is killed in an engagement involving your ship, you may destroy this event to make that opponent discard a number of cards from the top of his or her deck equal to that personnel's cost.
|
|
(4) The Enterprise Incident
 
|
Capture. Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your ship. Each of your ships at the same mission that has your Intelligence personnel aboard it may join the engagement. If you win, randomly select an opponent's Leadership personnel involved to place in your brig.
|
|
(3) The Orion Underworld
 
|
Crime. Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your ship with your Thief aboard. If you win, score 10 points.
|
|
(3) The Will of the Collective
 
|
Assault. Maneuver. Plays in your core. Order - Destroy this event to begin combat or an engagement involving your personnel. If you win, randomly select an opponent's personnel involved, take command of that personnel, and place him or her on your ship at this mission.
|
|
(4) We Will Not Surrender
 
|
Maneuver. Plays in your core. Order - Destroy this event to begin an engagement involving your Officer personnel. If you win, score 10 points and randomly kill an opponent's personnel involved.
|
|
Coordinated Attack
 
|
To play this interrupt, you must command three Officer personnel. Order - Download an Assault or Maneuver card.
|
|
Evasive Maneuvers
 
|
Maneuver. When your ship with your Navigation personnel aboard is in an engagement, it is Shields +4 until the end of that engagement.
|
|
Power to the Shields
 
|
Maneuver. When your ship with your Engineer personnel aboard is in an engagement, it is Shields +4 until the end of that engagement.
|
|
Render Assistance
 
|
Maneuver. When an engagement involving your ship begins, another one of your ships at that mission joins that engagement.
|