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(2) A Devil Scorned
 
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Planet Dilemma
Unless you have 2 Diplomacy, 2 Treachery, and Cunning > 42 or 2 Engineer, Navigation, and 2 Physics, randomly select a Leadership personnel to be stopped, then this dilemma returns to its owner's dilemma pile.
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(2) A Living Death
 
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Planet Dilemma
Place this dilemma on this mission. Each personnel on this planet who does not have Treachery is attributes -1. At the end of this turn, this dilemma is overcome.
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(2) Authenticate Artifacts
 
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Planet Dilemma
Unless you have a personnel who has 2 Anthropology or a personnel who has 2 Archaeology, your opponent chooses an Anthropology or Archaeology 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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(2) Blended
 
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Planet Dilemma
Unless you have Diplomacy or Telepathy, all your personnel are stopped. If you have two or more personnel who have Diplomacy or Telepathy, randomly select all but one of those personnel to be 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) 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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(2) Echo Papa Stasis Field
 
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Planet Dilemma
Randomly select an Officer or Security personnel to be stopped.
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(2) Failure To Communicate
 
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Planet Dilemma
Unless you have a personnel who has 2 Anthropology or a personnel who has 2 Security, your opponent chooses an Anthropology or Security 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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(2) Helpless
 
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Planet Dilemma
Randomly select a personnel. Unless he or she has at least one skill listed in this mission requirements, stop that personnel, then randomly select another personnel to be stopped.
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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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(2) In Training
 
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Planet Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Randomly select a personnel who costs 1 or 2. All other personnel who cost 1 or 2 are stopped.
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(2) Miner Disagreement
 
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Planet Dilemma
Unless you have Anthropology, Diplomacy, and Cunning > 32 or 2 Exobiology and Leadership, randomly select a personnel to be stopped, then this dilemma returns to its owner's dilemma pile.
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(2) Picking Up the Pieces
 
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Planet Dilemma
Unless you have Geology or Programming, all your personnel are stopped. If you have two or more personnel who have Geology or Programming, randomly select all but one of those personnel to be stopped.
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(2) Planetary Survey
 
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Planet Dilemma
Choose a personnel who has Geology or Programming to be stopped. If you cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
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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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(2) Temporal Misalignment
 
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Planet Dilemma
Consume: X. (Your opponent chooses a number of cards to take from the top of his or her dilemma pile and places them face up beneath this mission.) Randomly select X personnel to be stopped.
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(2) Ungracious Hosts
 
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Planet Dilemma
Choose a personnel. Your opponent may discard cards from hand equal to the number of icons on that personnel to place him or her in your opponent's brig.
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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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