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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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(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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(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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(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) 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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(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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(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) 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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(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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(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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(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) 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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(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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(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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(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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