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(3) Arridor, "Great Sage"
 
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3 / 6 / 4
Acquisition Anthropology Exobiology
Leadership Medical Physics
Treachery
When you begin a mission attempt involving this personnel, you may reveal the top card of your deck. If it is a personnel, make this personnel gain all of the revealed personnel's skills until the end of that mission attempt.
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(2) Birta, "Helpful" DaiMon
 
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5 / 6 / 5
Diplomacy Law Navigation
Security
When you play an Acquisition personnel at this mission, you may examine the top card of your deck, then place it on the top or bottom of your deck.
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(2) Bok, Vengeful DaiMon
 
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2 / 6 / 5
Biology Engineer Officer
Treachery x2
Commander: Kurdon. While you command an event that has a higher cost than every other opponent's event, this personnel is attributes +1 and gains Programming.
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(1) Borts
 
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3 / 5 / 4
Exobiology Medical Programming
Treachery
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(2) Brunt, FCA Liquidator
 
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3 / 6 / 4
Acquisition Law Navigation
Programming Treachery
Commander: Audit's Spoils. Order - If an opponent commands more events in his or her core than you, return this personnel to his owner's hand to return an event to its owner's hand.
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(2) Goss, Direct Negotiator
 
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3 / 5 / 5
Acquisition Medical Officer
Treachery
While you have six or more cards in hand, this personnel gains Diplomacy, Transporters, and Treachery.
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(2) Gozar
 
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3 / 5 / 5
Acquisition Archaeology Leadership
Navigation Officer Treachery
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(2) Ishka, Moogie
 
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6 / 6 / 3
Acquisition x2 Biology Honor
Order - Examine the top card of your deck and exchange it with a card beneath your Ferenginar.
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(3) Kazago, First Officer
 
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6 / 4 / 4
Archaeology Engineer Honor
Navigation Officer
For each card beneath your Ferenginar, this personnel is attributes +1 (limit +3).
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(2) Kol
 
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3 / 5 / 5
Acquisition Astrometrics Navigation
Science Treachery
When you play this personnel, you may place the top card of your deck beneath your Ferenginar.
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(1) Krunk
 
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4 / 5 / 6
Engineer Physics Transporters
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(2) Leck, Eliminator
 
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2 / 6 / 6
Biology Exobiology Security
Treachery x2
Assassin. Order - Discard any number of cards from hand and return this personnel to his owner's hand to randomly kill an opponent's personnel present whose cost equals the number of cards you discarded.
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(2) Letek
 
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3 / 5 / 6
Biology Geology Officer
Treachery
While you have a higher score than each of your opponents, this personnel is attributes +1 and gains Medical and Treachery.
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(3) Lurin, Renegade DaiMon
 
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2 / 6 / 6
Acquisition Geology Leadership
Officer Transporters Treachery x2
At the start of each of your turns, you may discard a ship or equipment from hand to spend 2 additional counters this turn.
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(3) Maihar’du, Silent Servant
 
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7 / 5 / 7
Exobiology Honor Navigation
Security
Order - Stop your Leadership personnel present to take a card from beneath your Ferenginar into hand.
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(1) Mordoc
 
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3 / 5 / 6
Astrometrics Security Treachery
While you have more cards in hand than any of your opponents, this personnel is attributes +1 and gains Transporters.
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(2) Nava
 
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3 / 5 / 4
Acquisition Anthropology Geology
Science Treachery
When you play this personnel, you may take a card from beneath your Ferenginar into hand.
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(2) Nog, Eager Cadet
 
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6 / 5 / 5
Acquisition Engineer Honor
Physics
Cadet. When you play this personnel, you may examine the top four cards of an opponent's dilemma pile, then replace them in the same order.
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(3) Par Lenor, Lascivious Emissary
 
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4 / 5 / 4
Acquisition Diplomacy Exobiology
Geology
At the start of each of your turns, you may destroy one of your events to spend additional counters this turn equal to that event's cost.
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(1) Quark, Resistance Informant
 
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4 / 6 / 4
Acquisition Anthropology Diplomacy
Programming
Dissident. When you play this personnel, discard a card from hand.
When this personnel is facing a dilemma, he may gain a skill from your Dissident present until the end of that dilemma. You may do this only once each turn.
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(4) Quark, True Ferengi
 
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4 / 6 / 4
Acquisition Anthropology Diplomacy
Programming Treachery
When you play this personnel, you may download a card and place that card beneath your Ferenginar. This personnel is Cunning +1 for each Rule you command that has a different card title.
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(3) Rom, Diagnostic and Repair Technician
 
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5 / 5 / 4
Engineer x2 Navigation Physics
Programming
While this personnel is facing a dilemma, he is attributes +1 and gains Astrometrics, Honor, and Physics.
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(1) Rom, Undercover Spy
 
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6 / 6 / 4
Engineer Honor Physics
Dissident. Thief. Waiter. When you play this personnel, discard a card from hand.
While this personnel is present with your Dissident, he gains Astrometrics, Engineer, and Programming.
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(2) Rom, Younger Brother
 
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6 / 6 / 4
Engineer Honor Physics
Programming
Waiter. When a personnel present is randomly selected by a dilemma, you may make that personnel attributes +1 until the end of that dilemma.
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(1) Skron
 
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4 / 5 / 4
Acquisition Diplomacy Law
Programming
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(2) Sovak, Treasure Hunter
 
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3 / 6 / 5
Acquisition Archaeology Programming
Science Treachery
Order - Discard a card from hand to examine a number of cards from the top of your deck equal to the discarded card's cost, then replace them in any order.
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(3) Taar, Bristling DaiMon
 
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3 / 5 / 6
Acquisition Astrometrics Engineer
Officer Treachery
This personnel is attributes +2 for each of these categories in which you have more than any of your opponents: cards in hand, events in core, and points scored.
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(3) Zek, The Grand Nagus
 
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4 / 7 / 2
Acquisition x2 Diplomacy Law
Leadership x2
Commander: Aurulent. Order - Stop this personnel to reveal the top card of your deck. If it is a personnel, draw it; otherwise, place it beneath your Ferenginar.
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