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(0) A Bad End
 
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Planet Dilemma
Randomly select one of your stopped personnel on this planet to be killed.
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(3) Aftermath
 
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Dual Dilemma
Randomly select three personnel. If the total cost of those personnel is 4 or less, they are killed. Otherwise, randomly select one of those personnel to be stopped.
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(4) Aggressive Behavior
 
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Space Dilemma
Unless you have 2 Anthropology or 2 Leadership and Weapons > 8, randomly select a personnel to be killed, all your other personnel are stopped, and this dilemma is placed on your ship.
Damage - This ship is attributes -2.
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(3) A Klingon Matter
 
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Planet Dilemma
Unless you have 2 Intelligence and Treachery or 2 Leadership and Cunning > 32, randomly select a personnel. If that personnel has Strength < 7, he or she is killed, then all your other personnel are stopped and this dilemma returns to its owner's dilemma pile.
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(3) An Old Debt
 
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Dual Dilemma
Unless you have Biology, Physics, and Cunning > 32 or Intelligence and 2 Medical, randomly select a Leadership personnel to be killed.
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(4) Armus Roulette
 
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Planet Dilemma
Randomly select four personnel. Unless they have Cunning > 22 or one of them has Cunning > 7, your opponent chooses one of them to be killed, then the other three are stopped.
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(4) Assassination Attempt
 
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Planet Dilemma
Randomly select two personnel. Each of those personnel who does not have Treachery is killed.
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(3) Assassin’s Blade
 
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Dual Dilemma
Unless you have 2 Security or Cunning > 26, your opponent chooses a personnel (except an Android or a Shape-shifter) to be killed, then all your other personnel are stopped and this dilemma returns to its owner's dilemma pile.
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(3) Automated Weapons
 
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Planet Dilemma
Unless you have 2 Security or a Hand Weapon, randomly select a personnel to be killed, then all your other personnel are stopped and this dilemma returns to its owner's dilemma pile.
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(2) Back Room Dealings
 
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Dual Dilemma
Choose a personnel who has Treachery or Integrity < 4 to be stopped. If you cannot, randomly select a personnel to be killed.
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(5) Berserk Changeling
 
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Dual Dilemma
Unless you have 2 Exobiology and 2 Science or 3 Security or two Hand Weapons, randomly select a personnel (except a Changeling) to be killed, then all your other personnel are stopped.
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(3) Bleeding to Death
 
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Planet Dilemma
Unless you have Biology and 2 Medical or 2 Honor and Integrity > 30, randomly select a personnel to be killed, then place this dilemma in your core. At the start of each of your turns, place the top card of your deck on this dilemma. When you complete a mission, all your cards here are shuffled and placed on top of your deck, then this dilemma is removed from the game.
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(4) Casualties of War
 
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Planet Dilemma
Randomly select three personnel. If the total cost of those personnel is 4 or less, they are killed. Otherwise, randomly select one of those personnel to be killed.
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(3) Center of Attention
 
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Dual Dilemma
Unless you have 3 Security or a Hand Weapon and Cunning > 28 or Quark, your opponent chooses a Treachery personnel to be killed, then all your other personnel are stopped.
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(2) Charged-Particle Precipitation
 
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Planet Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) The personnel who has the fewest icons is stopped. If that personnel does not have at least four icons, he or she is killed instead.
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(2) Charged-Particle Precipitation
 
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Planet Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) The personnel who has the fewest icons is stopped. If that personnel does not have at least four icons, he or she is killed instead.
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(2) Close Call
 
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Planet Dilemma
Unless you have 2 Diplomacy and Security or 2 Programming and Transporters, randomly select an Engineer personnel to be killed.
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(1) Command Decisions
 
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Space Dilemma
Choose a personnel who has Leadership or Officer to be stopped. If you cannot, randomly select a personnel to be killed.
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(3) Crippling Attack
 
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Space Dilemma
Unless you have 2 Leadership and Officer or 2 Navigation and Shields > 6, randomly select a personnel to be killed, then this dilemma is placed on your ship.
Damage - This ship is attributes -2.
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(4) Dangerous Climb
 
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Planet Dilemma
Unless you have 2 Geology or Strength > 40, randomly select a personnel to be killed, then all your other personnel are stopped and this dilemma returns to its owner's dilemma pile.
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(3) Disgraceful Assault
 
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Space Dilemma
Unless you have 2 Security and Transporters, randomly select a personnel to be stopped. Unless you have Biology and 2 Medical, that personnel is killed instead, then all your personnel are stopped.
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(0) Don’t Let It End This Way
 
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Space Dilemma
Randomly select one of your stopped personnel on this ship to be killed.
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(4) Enemy Boarding Party
 
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Space Dilemma
Randomly select three personnel. Each of those personnel who has Strength < 6 is killed.
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(4) Explosive Decompression
 
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Space Dilemma
Randomly select a personnel to be killed. If you still have nine personnel remaining, randomly select a second personnel to be killed. If you still have ten personnel remaining, randomly select a third personnel to be killed.
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(3) Exposed Power Relay
 
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Dual Dilemma
Randomly select a personnel to be stopped. If you still have nine personnel remaining, that personnel is killed instead, then randomly select a second personnel to be killed. If you still have ten personnel remaining, your opponent chooses a third personnel to be killed.
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(4) Face to Face
 
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Space Dilemma
Your opponent names a skill. Randomly select two personnel. Each of those personnel that has that skill is killed.
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(3) Final Adventure
 
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Dual Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Your opponent names a number. For each of your headquarters missions, randomly select a personnel who has a cost equal to that number to be killed and this dilemma returns to its owner's dilemma pile.
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(2) Graviton Wave
 
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Space Dilemma
Unless you have Astrometrics, Physics, and Cunning > 32 or Biology and 2 Medical, randomly select a Science personnel to be killed.
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(2) Guess Who’s Coming to Dinner?
 
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Dual Dilemma
Choose a personnel who has Diplomacy or Integrity > 6 to be stopped. If you cannot, randomly select a personnel to be killed.
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(4) Head to Head
 
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Planet Dilemma
Your opponent names a skill. Randomly select two personnel. Each of those personnel that has that skill is killed.
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(4) Houdini Mines
 
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Planet Dilemma
Unless you have 2 Engineer and 2 Science or 2 Programming and 3 Security, randomly select a personnel to be killed, then this dilemma returns to its owner's dilemma pile.
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(2) Hunter Gangs
 
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Planet Dilemma
Randomly select two personnel. Each of those personnel who has Cunning+Strength < 11 is killed.
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(3) Justice or Vengeance
 
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Dual Dilemma
Unless you have Anthropology and 2 Security or Exobiology, Honor, and Integrity > 32, randomly select a Treachery personnel to be killed.
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(5) Kelvan Show of Force
 
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Dual Dilemma
Your opponent chooses two personnel (except an Android or a Hologram). Randomly select one of those personnel to be killed.
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(1) Kolaran Raiders
 
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Planet Dilemma
Choose a personnel who has Leadership or Security to be stopped. If you cannot, randomly select a personnel to be killed.
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(1) Magnetic Field Disruptions
 
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Space Dilemma
Choose a personnel who has Astrometrics or Navigation to be stopped. If you cannot, randomly select a personnel to be killed.
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(3) Misguided Activist
 
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Dual Dilemma
Randomly select a personnel to be stopped. Unless you have Diplomacy and 2 Honor or 2 Security or Miles O'Brien, that personnel is killed instead.
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(3) Nanite Attack
 
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Space Dilemma
Unless you have 2 Diplomacy and 2 Engineer or 2 Security and a Hand Weapon, this dilemma is placed on your ship.
Damage - At the end of each of your turns, randomly select a personnel aboard this ship to be killed.
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(3) Nausicaan Pirates
 
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Space Dilemma
Unless you have Leadership and 2 Security or 2 Treachery and Strength > 35, randomly select a personnel to be killed, then all your other personnel are stopped.
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(1) On Foreign Ground
 
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Planet Dilemma
Unless you command an event in your core, your opponent chooses a personnel to be killed for each headquarters mission you command. If you have at least one card in your hand, you may discard your hand to prevent this.
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(4) Ornaran Threat
 
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Dual Dilemma
Randomly select a personnel to be stopped. Unless you have Diplomacy and Medical or 2 Security, that personnel is killed instead, then all your other personnel are stopped and this dilemma returns to its owner's dilemma pile.
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(4) Plasma Shock
 
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Dual Dilemma
Randomly select a personnel. If that personnel has Strength > 6, he or she is stopped. Otherwise, he or she is killed.
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(3) Psycho-Kinetic Attack
 
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Dual Dilemma
Unless you have Exobiology and 2 Medical or Honor and Telepathy, randomly select a Security personnel to be killed.
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(4) Pursuit Just Behind
 
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Planet Dilemma
Randomly select a personnel to be killed. If you still have nine personnel remaining, randomly select a second personnel to be killed. If you still have ten personnel remaining, randomly select a third personnel to be killed.
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(2) Renegade Ambush
 
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Planet Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Choose one of your personnel to be killed. If your opponent commands a Jem'Hadar, randomly select that personnel instead.
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(3) "Rock People"
 
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Planet Dilemma
Unless you have 2 Anthropology and Integrity > 30 or Exobiology, Medical, and Cunning > 35, randomly select a personnel to be killed, then all your other personnel are stopped.
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(3) Rogue Borg Ambush
 
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Planet Dilemma
Unless you have Intelligence and Cunning > 35 or a Hand Weapon and Strength > 35, randomly select a personnel to be killed, then all your other personnel are stopped.
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(4) Skullduggery
 
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Dual Dilemma
Randomly select a personnel. If that personnel has Acquisition or Treachery, he or she is stopped. Otherwise, he or she is killed.
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(0) Sorting Things Out
 
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Dual Dilemma
If a personnel has been killed during this mission attempt, randomly select a personnel to be stopped.
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(3) Tense Negotiations
 
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Dual Dilemma
Unless you have a personnel who has 2 Diplomacy or a personnel who has 2 Leadership, your opponent chooses a Diplomacy or Leadership personnel to be stopped. If your opponent cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
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(4) The Demands of Duty
 
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Planet Dilemma
Your opponent chooses a personnel. Unless you choose to have all your personnel be stopped, that personnel is killed.
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(1) Trabe Grenade
 
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Planet Dilemma
Randomly select a personnel who has Leadership or Security. If that personnel has Cunning < 7, he or she is killed.
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(3) Tragic Turn
 
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Dual Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Place this dilemma on this mission (limit one per mission). When a personnel at this mission is stopped by another dilemma, randomly select a personnel to be stopped. When a personnel at this mission is killed by another dilemma, randomly select a personnel to be killed.
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(4) Training Accident
 
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Space Dilemma
Randomly select three personnel. If the total cost of those personnel is 4 or less, they are killed. Otherwise, randomly select one of those personnel to be killed.
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(3) Traitor Exposed
 
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Dual Dilemma
Randomly select a Treachery personnel. If that personnel has Cunning > 6, he or she is stopped. Otherwise, he or she is killed.
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(1) Triage
 
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Planet Dilemma
Choose a personnel who has Biology or Medical to be stopped. If you cannot, randomly select a personnel to be killed.
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(8) Tsiolkovsky Infection
 
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Space Dilemma
For each event your opponent commands in his or her core, this dilemma is cost -1. Unless you have 2 Anthropology, 2 Programming, and Cunning > 38 or 2 Biology, Exobiology, and 2 Medical, randomly select three personnel to be killed.
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(3) Unknown Microorganism
 
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Planet Dilemma
Unless you have Biology, Medical, and Science or 2 Security and a non-Hand Weapon equipment, randomly select a personnel to be killed, all of your other personnel are stopped, and this dilemma returns to its owner's dilemma pile.
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(3) Unscientific Method
 
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Dual Dilemma
The most Cunning Science personnel who does not have Treachery is killed. Unless you have Cunning > 24 remaining, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
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(8) Whisper in the Dark
 
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Planet Dilemma
For each event your opponent commands in his or her core, this dilemma is cost -1. Unless you have 2 Geology, 2 Physics, and Cunning > 38 or 2 Honor, 2 Officer, and Transporters, randomly select three personnel to be killed.
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(2) Your Moment is Fading
 
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Planet Dilemma
Randomly select a personnel. Unless that personnel has an attribute > 6, he or she is stopped. If that personnel also has an attribute < 5, he or she is killed instead of being stopped.
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