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(1) Bajoran Phaser Pistol
 
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Hand Weapon. While in combat, each of your personnel present is Strength +1.
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(0) Bat’leth
 
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Hand Weapon. When you win combat involving your Klingon present, the loser discards a random card from hand.
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(1) Cardassian Phaser Pistol
 
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Hand Weapon. While in combat, each of your personnel present is Strength +1.
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(1) Klingon Disruptor Pistol
 
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Hand Weapon. While in combat, each of your personnel present is Strength +1.
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(1) Romulan Disruptor Pistol
 
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Hand Weapon. While in combat, each of your personnel present is Strength +1.
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(1) Starfleet Type-2 Phaser
 
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Hand Weapon. While in combat, each of your personnel present is Strength +1.
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(2) The Stone of Gol
 
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Artifact. (To play this card, you must have completed a mission requiring Acquisition, Anthropology, or Archaeology.) When combat begins involving your personnel present, the opponent's personnel involved who has the highest Strength is killed.
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(3) A Chance for Glory
 
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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.
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(1) Adapted to Service Us
 
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To play this event, you must command three personnel. Plays in your core. When you win combat or an engagement involving your personnel, you may discard the top card of your deck to take command of an opponent's event that has no cards on it. (Move that event to your core.)
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(2) Adding to Our Perfection
 
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Assault. Plays in your core. Order - Destroy this event to begin combat involving your personnel. If you win, randomly select an opponent's personnel involved and take command of him or her.
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(2) All-Out War
 
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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.
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(0) Apprehended
 
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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.
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(3) Battle Lust
 
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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.
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(3) Born for Conquest
 
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Assault. Plays in your core. Order - Destroy this event to begin combat involving your Officer personnel. If you win, score 10 points and randomly kill an opponent's personnel involved.
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(1) Bred for Battle
 
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Assault. Plays in your core. Order - Discard two cards from hand to begin combat involving your Jem'Hadar. Your non-Jem'Hadar present are not involved in the combat. If you win, randomly kill an opponent's personnel involved.
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(2) Brutal Struggle
 
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Assault. Plays in your core. Order - Destroy this event to begin combat involving your Leadership personnel. If you win, randomly kill an opponent's personnel involved.
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(3) Collateral Damage
 
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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.
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(1) Ferocity
 
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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.
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(4) Heart of Glory
 
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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.
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(3) Jem’Hadar Ambush
 
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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.
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(5) Jem’Hadar Strike Force
 
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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.
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(1) Just Like Old Times
 
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Assault. Plays in your core. Order - Destroy this event to begin combat involving your Bajoran Resistance personnel. If you win, score 15 points.
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(1) Let Honor Guide You
 
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Assault. Plays in your core. Order - Destroy this event to begin combat involving your Honor personnel. If you win, randomly kill an opponent's personnel involved.
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(4) Militia Patrol
 
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Assault. Plays in your core. Order - Destroy this event to begin combat involving your Bajoran Resistance personnel. If you win, randomly kill three opponent's personnel involved. That opponent may lose 5 points to prevent this.
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(2) No Love for the Spoon Heads
 
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Assault. Plays in your core. Order - Destroy this event to begin combat involving your personnel. If you win, randomly kill an opponent's personnel involved and you may destroy an event.
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(3) Rash Aggression
 
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Assault. Plays in your core. Order - Destroy this event to begin combat involving your Treachery personnel. If you win, choose an opponent's personnel involved to be killed.
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(3) Resistance Tactics
 
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Plays in your core. When combat or an engagement involving your card begins, you may destroy this event to prevent that combat or engagement and stop each personnel and ship involved.
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(2) Taken Prisoner
 
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Assault. Capture. Plays in your core. Order - Destroy this event to begin combat involving your personnel. If you win, randomly select an opponent's personnel involved to place in your brig.
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(0) Targeted for Assimilation
 
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Assault. Lose 5 points to play in your core. Order - Destroy this event to begin combat involving your personnel. If you win, choose an opponent's personnel involved and take command of him or her.
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(3) The Will of the Collective
 
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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.
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Ja’chuq
 
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When you win combat or an engagement involving your Leadership personnel, choose one of your missions. The player to your left places the top card of his or her dilemma pile face up beneath that mission (that dilemma is overcome). Remove this interrupt from the game.
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The Truth of War
 
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Assault. When you win combat, the loser discards the top two cards of his or her deck.
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Vision of Violence
 
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Prophet. When your personnel is in combat, add the Strength of a personnel in your discard pile to your total Strength.
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(2) Day Kannu, Field Colonel
 
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3 / 5 / 6
Engineer Security Officer
Security Treachery
When you win combat involving this personnel, score 5 points.
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(2) Harana
 
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4 / 6 / 5
Anthropology Geology Medical
Physics
When this personnel is killed by a dilemma, in combat, or in an engagement, you may destroy a non-Maneuver event.
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(5) Kahless, The Unforgettable
 
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10 / 5 / 8
Honor x2 Leadership x3
When you kill an opponent's personnel in combat or an engagement, if you command a ship, you may place a personnel who costs 3 or less from hand aboard that ship.
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(3) Kurn, Bajoran Security Officer
 
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6 / 5 / 7
Law Navigation Officer
Security
When you win combat involving this personnel, you may return him to his owner's hand to kill an opponent's personnel involved.
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(3) Limara’Son, Fierce Soldier
 
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6 / 5 / 8
Astrometrics Navigation Security
Transporters
Order - Begin combat involving this personnel. If you win, randomly kill an opponent's personnel involved. Place this personnel in his owner's discard pile after combat.
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(3) Shakaar Edon, Resistance Leader
 
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6 / 6 / 6
Biology Geology Leadership x2
Security
Bajoran Resistance. Each of your other personnel present is Strength +1 (or +2 while in combat).
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(5) I.K.S. Lukara
 
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K'Vort Class 7 / 8 / 7
Cloaking Device
While your personnel at this mission is in combat, you may add this ship's Weapons to your total Strength.
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