|
(2) A Devil Scorned
 
|
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.
|
|
(3) A Klingon Matter
 
|
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.
|
|
(2) Authenticate Artifacts
 
|
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.
|
|
(3) Automated Weapons
 
|
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.
|
|
(3) Captain’s Holiday
 
|
Planet Dilemma
Unless you have 2 Archaeology or 2 Geology, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
|
|
(3) Damaged Reputation
 
|
Planet Dilemma (-5 points)
If you have Integrity > 50, lose 5 points. Also, unless you have 2 Diplomacy or Intelligence and 2 Treachery or Strength > 30, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
|
|
(4) Dangerous Climb
 
|
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.
|
|
(2) Failure To Communicate
 
|
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.
|
|
(4) Houdini Mines
 
|
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.
|
|
(2) Miner Disagreement
 
|
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.
|
|
(3) None Shall Pass
 
|
Planet Dilemma
Unless you have 2 Anthropology or 3 Diplomacy or Strength > 35, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
|
|
(2) Planetary Survey
 
|
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.
|
|
(3) Primitive Culture
 
|
Planet Dilemma
Unless you have Anthropology and Leadership or 3 Diplomacy or 2 Intelligence or four personnel who each have Strength > 6, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
|
|
(3) Quaint Technology
 
|
Planet Dilemma
Unless you have 2 Anthropology and Programming or 2 Diplomacy and Cunning > 34, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
|
|
(3) Sympathetic Magic
 
|
Planet Dilemma
Unless you choose to place this dilemma on your ship at this mission, all your personnel are stopped.
Damage - This ship is attributes -2.
|
|
(3) Unknown Microorganism
 
|
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.
|