ARTIFACTS
Orb of the Emissary-
Rare
An unknown 9th Orb. The Prophets led Benjamin
Sisko to discover this Orb on Sha'Ka'Ree. Once retrieved the Pah'Wraiths
were expelled from the Bajoran Wormhole.
Seed only at a mission with Archelogy as a requirement.
Use as an Equipment card. Discard to download The Emissary or Benjamin
Sisko. OR Nulify The Pah'Wraiths. If present with The Emissary and any
other Orbs the other Orbs effects are doubled.
DILEMMAS
Prime Directive-
Uncommon
(Space/Planet)
The Federation is governed by the Pime Directive.
Unless a reckless crew, or a very skilled one is present decision involving
the Prime Directive can be tedious work for a crew.
If any <Fed> personal present, entire crew
or away team is "stopped" unless Trechery>Honor OR no Leadership OR Diplomacy
>5 present. Discard dilemma.
Hostile Encounter-
Rare
(Space/Planet)
<3>
Encounters between unknown life forms and crews
or away teams can end with disasterous results.
<Space> Ship is attacked (Weapons 8, Shields
8). Destroy within countdown for bonus.
<Planet> Away team is attacked (4 adversaries,
Strength 8 each). "Stunned" personal are "stopped" remaining personal continue.
If all advaseries killed get bonus.
<PB-10>
Cultural Customs-
Rare
(Space/Planet)
The customs of every society vary. Most are minor
inconviences, as with the Vulcan salute. Sometimes, these differances can
have major implications. Many races establish embassies to communicate
with other species better.
Unless Anthropology x2 and CUNNING >50 present
crew or away team is "stopped" and all treaties you have in play are suspended
(do not discard, but have no effect until dilemma resolved). One OFFICER
without Diplomacy may stay behind to score points.
<PB-5>
DOORWAYS
Microwormhole- Common
Seed one end at any spaceline location. Download
the other to any other location. These locations are treated as adjacent,
and any ship at either end may play a Hail on another ship at the other
end, as if it was the same location.
Barzan Wormhole-
Uncommon
Play one end at Wormhole Negotaitions. Download
another to any other spaceline location. Player who has completed Wormhole
Negotiations may use wormhole at any time. If two Navigation aboard there
is a 50/50 chance ship will reach its destination at the other end. Otherwise,
ships arrives at farthest point from desired endpoint (even if in another
quadrent). If 2 Navigation not aboard, ship has a 50/50 chance of reaching
it's destination. If ship does not reach it's destination it is destroyed.
Opponent may transfer 5 Gold Pressed Latnum Cards to opponent to use the
wormhole, exclusivly. (Not duplicable)
EVENTS
Enchancement-
Uncommon
Many Delta Quadrent cultures use Borg technowlogy
to improve their fleets.
Discard Nano Probes Equipment card to add 2 to
any of your ship's attributes. Place Event on ship as a reminder.
Male
Domination- Common
The Ferengi consist of a male-dominated society,
where females are only used as sexual objects.
When downloaded, must be done so into play. Plays
on table. All Alien Groupies, Paralell Romances, and Male's Love Interests
are doubled. (May be seeded as a <HA> to nulify Rule of Acqusition 40).
Rule
of Acquisition 10- Uncommon
"Greed is Eternal"
<ROA>
Plays on table. All your Greed personal cannot
die via random selection. Instead, place them aside and reselect.
Rule
of Acquisition 27- Rare
"There's nothing more dangerous than an honest
businessman."
<ROA>
Play to make each player lose five points for
each Honor personal they have in play. OR to gain five points for each
Greed personal they have in play. (limit once per game per player. First
action may not be played if opponent is playing Klingon. second action
may not be done if you are playing Ferengi.)
Rule
of Acqusition 34- Rare
"War is good for business."
<ROA>
Plays on table. Whenever battle is intiated neither
players cards are "stopped" (once per turn)(Immune to Kevin Uxbridge).
Rule
of Acqusition 40- Uncommon
"She can touch your lobes, but never your
latnum."
<ROA>
Play to "stop" all females in play. Discard event.
OR Plays on table. Nulifies All Female's Love Interests, and Matracial
Society.
Rule
of Acqusition 76- Rare
"Every once in a while declare peace, it confuses
the hell out of your enemies."
<ROA><4>
Plays on table. All opponent's attacks are nulified.
OR Nulify Rule of Acquisition 34 (discard event).
Rule
of Acquisition 85- Rare
"Never let the competition know what you're
thinking"
<ROA>
Place your hand face up on table, with all cards
visable. Then, take it back, and place one personal face down on table.
Ask opponent "What am I thinking this card is?" If correct discard event.
If incorrect opponent cannot report any non-Empathy personal their next
turn, continue each full turn until event is discarded.
Rule
of Acqusition 95- Rare
"Expand or die."
<ROA><4><HA>
Seeds or plays on table. Each player loses X
points if they don't complete a mission by end of the countdown, where
X equals the points on their highest point mission.
Rule of Acquisition 141-
Common
"Only fools pay retail."
<ROA>
Plays on table. All cards which require you to
pay, transfer, or discard Gold Pressed Latnum decreases the number of latnum
by one, but keeps the same effect.
Rule of Acqusition 284- Common
"Deep down, everyone's a Ferengi."
<ROA>
Plays on table. Your Ferengi cards may now mix
and cooparate with all other affiliations. Nulify only with The Devil.
Treaty:
Federation/ Borg- Common
In a brief alliance Janeway interacted with the
Borg.
Seed one copy during doorway phase on table.
Allows <Fed> and <Borg> in the same deck. Later; Plays on table.
Your <Fed> and <Borg> may mix and cooperate. Nulify when Borg have
completed 2 Objectives under this Treaty
Treaty:
Klingon/Cardassian- Common
In the mirror universe the Cardassians and Klingons
have jointly formed the Alliance.
<AU>
Plays on table. If your <AU> <Car> and
<kling> personal in play your <Car> and <Kling> a reconize this
treaty. They may mix and cooperate. Discard Treaty if you have no <AU><Car>
or no <AU><Kling> personal in play.
Rule of Acqusition
299- Uncommon
<ROA>
Rule made up by Neelix posing as the Grand Proxy.
"When
you exploit someone, it never hurts to thank them."
Plays on your Nagus, Grand Proxy, or Ferengi
outside their native quadrent. Every time that personal helps solve a mission
or pass a dilemma gain points equal to 1/2 of their highest attribute (rounded
down). Limit one per quadrent.
Lefler's Laws- Common
Set of "laws" derived by Robin Lefler. Originally
congegated to impress her mother. They're really only things she came up
with in her head. Calling them Laws just went along with her name.
If Robin Lefler in play, she is attributes +2
(+4 if Wesley Crusher in play). Once per turn you may discard a card from
your hand to download any Lefler's Law card.
Lefler's Law # 17-
Rare
"When all else fails, do it yourself."
Play on table only if you've been "stopped" by
a dilemma while having a crew or away team of >4 personal. Your one or
two personal away teams are not targeted by cards that only target one
or two personal away teams.
Lefler's Law # 36-
Rare
You gotta go with what works."
Preannounce any mission. If you later score that
mission score X points where X=1/5 of that mission's point box (Maximum
10 points).
<HA> Lefler's Law
# 46- Uncommon
"Life isn't always fair."
Seeds or plays on table, reveal at any time.
If "that wasn't fair" or "that was cheap" or "That was cheesy" score points.
(discard event) OR Nulify any opponent's Lefler's Law cards (score points,
discard event).
<PB-5>
Lefler's Law # 91-
Rare
"Always watch your back."
For this turn all your personal at a location
where another personal was just killed are disabled, instead of killed,
if 2 SECURITY present. Discard at end of turn.
Lefler's Law # 103-
Common
Law added by Wesley Crusher "A couple of light
years can't keep good friends apart."
Plays on table. Nulify's any Love Interests,
Romance Cards, and adds 2 to Robin Lefler's and Wesley Crusher's attributes
if both in play at seperate locations.
Rule of Acqusition # 125-
Rare
"You can't make a deal if you're dead."
<ROA>
Plays on just killed personal (that has not had
Klingon Death Yell played on them), owner of that card loses 1 point for
each <skill dot> on them OR points equal to highest attribute, whichever
is lower.
Rule of Acqusition # 219-
Uncommon
"Possession is 11/10 of the law"
<ROA>
Plays on table. Each time opponent controls/steals
one of your cards, you gain 11/10 (1.1) points. Discard event, and lose
all points, if card attacks (with other cards of opponents) or infiltrates
your personal.
Rule of Acqusition # 8- Rare
"Small print leads to large risk."
<ROA>
Play on table as a <HA>. Reveal
on opponent's turn just before a mission attempt. Reveal all dilemmas under
the mission to opponent for 20 seconds. If opponent continues, and passes
all dilemmas sucessfully, they gain five points. If they are "stopped"
by any one dilemma, you may "increase the risk" of attempting that mission,
add one dilemma from hand, discard pile, or Q's Tent. If opponent later
passes this dilemma, they gain ten points. If they do not pass all dilemmas
there, they need an extra ten points to win. Place event face down in point
area after initial use, once points recieved by any player, place event
in their point area.
Reassignment- Rare
Reginald Barclay recruited Deanna Troi for a
counseling session with Lewis Zimmerman. Throughout all powers reassignment
and placement of personal is crucial to achoieve goals.
Plays on table. Immeadiatly download to one of
your facilities any one unique personal, or two <uni> personal OR Plays
on any ship in the <DQ>, that ship is attributes +2, and you may download
Data Stream.
<HA><Ref> Reconstruction-
Rare
When a crucial facility is destroyed, especially
on a homeworld, the facility is quickly replaced, with necesary upgrades,
or retribution is seeked against the attackers.
Seeds or plays on table. If opponent just destoyed
any facility under your control do any or all of the following. Place Facility
in hand from discard pile; Download on engineer of matching affiliation
of facility destroyed to any planet, or ship at a space mission; download
Escape Pod to save any crews of ships docked at that facility; download
Defense System Upgrade to hand (may be played for free later on any reconstructed
facility); <Place> A Tatic on one ship firing (opponent's choice); or
(in place of all previous functions) download a Computer Skill personal
of compatable affiliation to destroyed facility to Ops of opponent's station;
discard this event (mandatory if any above function was used).
EQUIPMENT
Nano Probes- Rare
Used by the Borg for assimilation. Other species
have developed ways to use them, usually cellular regeneration.
Borg: Once per turn may download an assimilation,
or Adapt card, or any Drone.
Other: May prevent one personal from dying (once
per turn) if present with Cybernetics. OR allows you to search your discard
pile for any one personal and report them to their last location (ship
or planet, once per game).
FACILITIES
Gallitep- Uncommon
Cardassian Station
Seeds on Bajor. If 3 Bajoran Resistance personal
with a hand weapon unopposed here they may comandeer (flip card). While
under <Car> control all Bajoran without Resistance are attributes -1
and lose their first listed skill. If no Bajorans in play all Cardassians
are atributes +2. Treaty: Cardassian/Bajoran may not be in play.
Shields 24
(Flipped)
Bajoran Station
When comandeered you may download Treaty: Cardassian/Bajoran.
Your Resistance personal may report for free here (once per turn). All
Bajorans are attributes +2. Cardassians may comandeer (flip card) with
3 Obsdiian Order personal unopposed here.
Shields 24
Yridian- Common
Non Aligned Outpost
<Gamma>
Typical Yridian Outpost in the Gamma Quadrent.
All affiliations can use them, for the right price.
Seeds or plays at a <NA> mission. Each player's
cards may report here (no personal battles may be intiated here). Each
player may use facility, but limit one affiliation per player (unless allowed
by a Treaty). Your Alpha Quadrent personal may report aboard (once per
turn) if you have no facility in that quadrent. Each player may pay (discard)
one Gold Pressed Latnum from hand for each personal reported here. If latnum
discarded, next turn one personal may report for free here.
<Dom>
Uncommon
Primary Alpha Quadrent Facility
Such Outposts were built by the Dominion to generate
"Alpha" Jem'Hadar.
Seed one if playing Dominion OR Build later at
any location you have a <Gamma><Dom> Personal present. If Primary
Supply Depot already in <Gamma> may report one Ketracel White here.
Resets Ketracel White countdown.
INCIDENTS
Unassimilation-
Rare
Nulifies any Assimilation Objective(once per
game) discard Incident. OR target any assimilated person, counterpart,
or Borg Drone. If present aboard your ship with 2 Medical or one Cybernetics,
they are unassimilated. They gain their previous affiliation, drones reporte
by opponet are <NA>. Their first listed classification becomes their
classification, otherwise they are CIVILAN. Their name and attributes remain
unchanged.
Darts- Common
Plays on Quark's Bar, Ferengi Trading Pose, or
anywhere Julian Bashier is present. Each player chooses one personal to
play darts. Each player probes 3 times.
<Event><Int><Equip><SD> 5 points
Personal Ship - 10 points
<Fajo><Bar><RoA> - 20 points.
Player with the most points recieves one point.
Discard one personal after they'ev lost 3 consecutive times. Either player
may quit playing darts at any time.
Imzadi- Common
Plays on table. All personal "romantically involved
with" or as a couple at one point in any series are attributes +2 when
together. All Betazeds or personal with Empathy are attributes +1 and their
skills are doubled. Nulified only by Tislowski Infection being cured.
Pon'faar- Uncommon
Play to "stop" all Vulcans once every 7 turns.
OR Plays on one Vulcan (your choice). That Vulcan battles(one per turn)
every other personal present, with Strength +7, unless the only other personal
present is a Vulcan of the opposite sex. If alone, that Vulcan dies.
INTERRUPTS
I Have No Hidden
Agenda.- Uncommon
While investigating Seven's accounts of misconduct
Janeway stated she had no hidden agenda.
Plays to keep any player from revealing any <HA>
cards this turn.(discard interrupt) OR Nulify one of your own revealed
<HA> cards, unless it is not allowed by the card.
Data Stream
A small data stream was found to be able to be
briefly opene to the U.S.S. Voyager from the Alpha to Delta Quadrent.
Choose two quadrents. Any of your ships and facilities
in those quadrents may transfer to the other quadrent any Equipment (maximum
3 per turn) or any <holo> personal (limit one per turn). May nulify
with Subspace Interfearance.
Reprograming- Uncommon
Dr. Noonien Soong constructed the androids Data
and Lore, along with many other failed attempts. Data was also able to
construct Lal.
All your Soong Type Androids gain Cybernetics.
Also, any Cybernetics personal may reprogram any android present. Or nulifies
System Wide Cascade Failure, or Android Nightmares.
Family Influence-
Uncommon
Lwaxana Troi's actions when she visited on the
Enterprise, often interfeared with Deanna's ability to complete her dutites.
However, Deanna usually enjoyed her mother's visits.
Plays when you have two personal related to each
other present. Score points, but both are "stopped." Limit once per game
per pair of personal.
<PB-5>
God- Rare
Sybok believed he would find God inside the Great
Barrier at the center of the Milky Way Galaxy. The Enterprise did discover
a being of immense power there.
Plays to nulify any non-<Borg-O>, non-<Ref>
Objective or Incident. OR to download a Computer Skill personal to opponents
empty ship. You may also download Comandeer Ship OR to nulify Questionable
Beliefs Immune to Amanda Rogers.
Questionable
Beliefs- Uncommon
While Sybok was willing to give over the Enterprise
to God, Kirk was not.
Nulifies one just played God.OR Plays after any
Bajoran with an <Orb> has just helped complete a mission. Reduces mission
by 5 points.
MISSIONS
Test Flight- Common
Space/Planet- Venus- Sol Region- Train Starfleet
Academy Cadets on state of the art shuttlecraft.
(Any personal with "cadet" in Lore OR Wesley
Crusher) + Navigation + Ship with no staffing requirements.
Federation 30 Points
Range 3
Explore Spatial
Anomoly- Rare
Space- Devron System- Nuetral Zone Explore recent
reporting of spatial anomoly in this area.
If <Fed> or <Rom> SCIENCE x2 + Stellar
Cartography x2 + Astrophysics x2 + Navigation x2 + Leadership + Diplomacy
x2 OR Mortal Q + Play Immortal Again to solve. OR If <Kling> 2 <AU>
Ships at this location.
<Fed><Rom><Kling> 40 Points
Range 6
Invstigate Society-
Uncommon
Space/Planet- Rubicon III. Explore the Edo society
and the mysterious ship orbiting the planet.
Anthropology x2 + Archeology + Diplomacy + (Ship
in orbit with Shields>Weapons) + Intgrity >25
Edo Vessel's attributes doubled if in orbit.
Edo Probes and Worshippers are doubled.
<Fed><NA> 40 Points
Range 5
Observe Technology-
Uncommon
Planet- Beta Magellan- Observe and learn to use
advanced computer technowlodgy developed by the Bynars.
ENGINEER x2 + Computer Skill x5 + Cunning>60
When you solve download 10 and 01 OR Bynars Weapon
Enchancement OR Defense System Upgrade to hand.
Any Away Team with 2 Diplomacy may attemp mission.
35 Points
Range 4
<Uni> Seek Business-
Common
? Gamma Quadrent System- Negotiate crucial business
deal.
Diplomacy x2 + Acqusition x2 + Smuggling + Greed
? = Choose either space or planet when mission
enters play.
<NA><Fer> 35 Pints <Gamma>
Range 5
Secure System- Uncommon
Space- Sol Systerm permimeter- Sol Region. Watch
for signs of attack by other species
SCIENCE x2 + Stellar Cartography + Astrophysics
+ No opposing ships imn Sol Region.
X = number of other Sol Region missions.
<Fed> 15X
Range 5
Intiate
Terrorist Activity- Rare
Planet- Strategic Planet. Take away viatl resources
by intiating terrorist activities on this planet.
3 Hand weapons + No Diplomacy + Trechery x2 +
(Obsidian Order x3 OR Tal Shiar X2 + Leadership OR Klingon Intelligence
x3 OR FCA x3 OR Section 31 x2 + Wartime Conditions on table OR Resistance
x3 + 20 points if all are present) + 2 <NA><Maq> personal
Any away team that can attack ANY affiliation
may attempt mission. 45
Range 4
OBJECTIVES
Genetic Engineering-
Rare
Play on any Youth personal present with two Medical
and one Trechery personal aboard a facility. That personal's skills are
erased, and replaced with an equal number (your choice, except one, first
listed skill is opponent's choice). Their attributes become Intgrity 5
Cunning 8 and Strength 5. May not be done on any <KW>, <Bar>, or
Vulcan personal. Limit once per game per facility.
Assume Persona- Rare
Seeds or Plays on table. Instead of reporting
(uni)Founder to your Facility you may report it to opponent's facility
as an infiltrator. Choose one personal of that affiliation not currently
in play. Founder gains that personal's attributes, and its skills and classification
replaces the current ones. If infiltrator exposed, it reverts to previous
form. Discard Objective if any of these infiltrator(s) exposed.
Oppose Armada- Common
<HA>
Seeds or plays on table. If opponent has attacked
you with more than two ships increase your facilities' and ships' shields
by the total weapons they attacked with. Upgrade the enchancement after
every new battle, if the number has decreased <Flip><Flip><Flip><Flip><Flip>
(if you have no Battle Bridge Sidedeck default damage is taken) to any
opponent's ship (your choice).
Capture Personal-
Rare
Plays on table. Target any opponent's personal
(at location of your personal, if possible). Your personal may battlle
(regradless off affiliation attack restrictions) personal's away team.
Personal who engages selected opponent's personal may capture personal.
Discard Objective when completed, score points.
<PB-10>
Eject Plasma
Collant- Rare
<HA>
Seeds or plays on table. Once revealed your intruder
or infiltrator (infiltrator is exposed) may eject plasma collant. Probe.
<Doorway><Event> Sucessful. All organic
life on ship dies at end of owner's next turn.
<Interrupt><Equipment> Minor Fluxuation.
Infiltrator or intruder is killed.
<Skill Dot> Any ship- Complete Failure. Infiltrator
or intruder is captured, and if possible, placed in Brig.
Ship may be cleaned with 2 OFFICER present after
that time.
OR Your ENGINEER personal may Eject plasma collent
on your ship to kill 1/2 of crew (rounded down, immeadiatly, and 1/2 at
end of their turn.)
Plans of the
Resistance- Rare
<HA>
Seeds or plays on table. Whenever you have a
Resistance personal in play, your Bajoran Espionage cards play at any time
(for free) and may not be nulified. Also, once each turn, you may discard
one of your Bajoran espionage cards from hand or table, then draw one card.
At any time you may discard this objective from table to download one Bajoran
Espionage card. While in play all your Bajorans with Resistance gain "May
report free to Bajor or Cardassia" and "Strength +3 against <Car>".
Assimilate Intruders-
Uncommon
<Borg-O>
Seeds or plays on table. If, at any time, opponent
has intruders on your <borg> ship, you may do any or all of the following.
Download Assimilate Counterpart and target on of those personal, assimilate
a number of those personal equal to the number of <Def> drones you have
there, and/or download one assimilation table there. Discard objective
only if opponent wins a personal battle agsint all your Borg in that hive.
Commandeer Station-
Uncommon
<BorgO> <HA>
Seeds or play on table. Target one station controlled
by opponent (or uncontrolled Empok Nor). Your Borg may dock at that station.
Cubes may dock at docking Pylons. If 2 Computer Skill drones are present
at Ops you may probe.
<Nav><Def> Sucessful, you comandeer station
(If Empok Nor, you download no cards)
<Com> Unsucessful
Other Panal Overload, one drone at Ops is killed
(random slection).
Assume Identity-
Rare
<HA>
Seeds or plays on table. Place Objective on one
personal just reported Choose on affiliation opponent is playing, Your
personal may not be "surgically altered." If aboard a staffed ship with
4 medical and 2 exobiology, or at Infirmary Site with 2 medical, that personal
gains infiltration icon for previously selected affiliation. You may now
report that personal to opponent's Facility as an infiltrator. Oponent
may expose infiltrator by bringing one personal one same ship/planet/site
as the altercation was completed to location of infiltrator. Nulify if
original personal was Klingon and any Trible present.
PERSONAL
<NA> <Universal>
Hologram- Common
CIVILAN
Standard Hologram found on many types of vessels.
Skills vary based on the mission. Voyager's Emergency Medical Hologram
is an example of these.
<Holo><Staff>
Limit on per ship, crew, or away team.
When reporting for duty choose any one skill.
You may change that skill at the beginning of your turns.
Intgrity 5 Cunning 7 Strength 4
<Fed> Captain
Barclay- Rare
Joshua Adane Barclay is a longtime Starfleet
officer. Not related to Reginald Barclay, dispises being connected to "the
crazy old wizard." Cosidered both science and engineering before going
into Command.
OFFICER
<com>
Leadership x2 Diplomacy x2 Navigation ENGINEER
Physics Stellar Cartography
Intgrity 9 Cunning 9 Strength 6
<NA> Sons of Soong-
Rare
Data and Lore banded together with
Lore's Group of Rouge Borg. Data eventually rebelled.
CIVILIAN CIVILIAN
Data: Computer Skiil x2 Astrphysics Treachery
Lore: Treachery x2 Navigation <SD> Rouge Borg
Mercinaries (up to 5)
After 8 turns they gain <Nem-Yellow><Yellow-Nem>
icons, and you must discard this, downloading only one of the two.
Intgrity 3+1 Cunning 6+9 Strength 8+10
<Fed> Admiral Hastur-
Uncommon
Leader of the relief force sent to deal with
the Klingon invasion of Cardassian space. Commanded the U.S.S. Venture
on that mission. Impervious about his logs.
V.I.P. <Com>
Leadership Diplomacy <SD> Captain's Log
Intgrity 8 Cunning 6 Strength 6
<NA> Ardra- Rare
Mythical figure to he residents of Ventax II.
In reality commands a Xepolite Freighter using technowlogical tricks to
confused the inhabitants, and Federation. Fond of Data.
CIVILAN <Com>
Does not work with <Fed> affiliation.
Leadership Trachery x2 Computer Skill <SD>
The Devil <SD> Fek'lor Attributes +2 if with any android.
Intgrity 3 Cunning 9 Strength 6
<Kling> Kozak- Uncommon
High Council member who was the leader of the
House of Kozak. Gambeler. Husband to Gril'ka. Squanderd away his house's
finacial profits.
<Staff><Nem-Orange>
CIVILAN
Treachery Navigation Leadership <SD>
Dabo Allows Dabo to be played at any location he is present.
Intgrity 5 Cunning 5 Strength 8
<Baj><Uni>Vedek- Common
Typical Vedek in the Vedek Assembly.
VIP
Diplomacy Leadership SCIENCE
Intgrity 8 Cunning 5 Strength 5
<Car>Illiana- Uncommon
Kira Nerys, surgically altered, was told
she was really a Cardassian and her time as a Bajoran had been outside
of her true self. She revolted against this "truth" and found it to be
false. Torn between he life as a Cardassian and Bajoran.
<Inf-Baj>
CIVILIAN
Leadership Obsidian Order Resistance
Trechery
Intgrity 2 Cunning 8 Strength 6
<Car>Gul Darh'e'el-
Rarre
Gul in command of Gallitep during the Bajoran
Occupation. Murdered. His ghost is said to still be lurking at Gallitep.
<Com>
OFFICER
Leadership Obsidian Order May report
for free to Gallitep <SD> Tortue
Intgrity 5 Cunning 5 Strength 8
<Dom> Vorta Clone-
Common
Clone for a deceased Vorta. Can be cloned up
to 7 times.
*
* Play as a killed Vorta (for free if Clone Machine
in play).
Intgrity * Cunning * Strength *
<Fed> Commander
Bruce Maddox- Uncommon
Starfleet Commander. Renown cybernetiscist. Wanted
to take Data in for study.
OFFICER
<Com><Nem-Gold>
Cybernetics SCIENCE
Intgrity 3 Cunning 8 Strength 5
<Fed>Commader
Kieran MacDuff- Uncommon
Infiltrator whom attempted to pursuade the Enterprise
crew to attack a Lysian Outpost. Assumed position of Enterprise's First
Officer. Took brief command of the ship when he deemed Picard "unfit" for
duty.
OFFICER
<Com><Inf-Fed>
Leadership Diplomacy -1 Coundrum
cannot be overcome.
Intgrity 5 Cunning 8 Strength 7
<Fed><NA>Macias- Common
Former Federation citizen in the Dematerialzed
Zone. Joined the Maquis. Respected member of the Maquis.
<Com><Maq>
CIVILIAN
Leadership <SD> Any Hand Weapon Missions in
the Dematerialzed Zone Region are worth 5 points more.
Intgrity 6 Cunning 7 Strength 5
<Fer>Kono- Uncommon
Quark's Cousin. Robbed a museum on Cardassia
V. When confronted by Deep Space Nine authroities while visiting Quark,
he attempted escape on a Tellarite Freightor, but failed.
CIVILIAN
Acqusition Smuggling x2 <SD> Escape
Pod
Intgrity 3 Cunning 4 Strength 4
<Kling>D'Ghor- Rare
Leader of the House of D'Ghor. Attempted to scheme
his way into the High Council by taking over the House of Kozak's profits.
<Staff><Orange-Nem>
<VIP>
Trechery Leadership Greed Navigation
<SD> Gold Pressed Latnum
Intgrity 5 Cunning 6 Strength
9
<NA>Professor
Moriarty- Rare
Sentient Hologram, attempted to gain control
of and did briefly command, in a sense, the USS Enterprise. Supposably
could defeat Data.
<Staff><Holo>
<CIVILIAN>
Leadership Diplomacy Honor Music <SD> Capture
Personal
Intgrity 6 Cunning 8 Strength 9
<Fed>Lt. Reginald
Barclay- Rare
Federation Engineer stationed with Doctor lewis
Zimmerman on Jupiter Station. Completed project to find Voyager. Later
transfered Voyager's EMH to help Zimmerman.
<Staff>
ENGINEER
ENGINEER Computer Skill x2 Honor <SD>Reassignment
<SD>Any <Fed> <Holo> personal.
Intgrity 7 Cunning 7 Strength 6
<Rom> Major Rakal-
Rare
True Tal Shar major. Killed in order for Deanna
Troi to complete to M'ret Defection Plot. Highly loyal to the Romulan military,
but not as bright as others of her rank.
Tal Shiar x2 Honor x2 Navigation May not replace
any other Major Rakal card. Your Romulans without Trechery present are
Intgrity +2.
Intgrity 7 Cunning 4 Strength 5
<Fed> Mot And Bot- Rare
Barbers aboard the USS Enterprise D. Both helped disguise Enterprise
crew members on seperate occasions.
Mot: Barbering <SD> Mot's Advice
Bot: Barbering <SD> Any Federation On... Espionage Card
Ingrity 7+6 Cunning 7+6 Strength 3+4
<Borg> Ten of Twenty- Uncommon
Precautionary Drone
Normally drone first sent on a scout mission to examine hazards
Orion Species
<Def>
SECURITY Navigation x2 If alone scouting a mission, without hive enhancements,
all drones in hive are attributes +1, and ship this drone is on is attributes
+2, and opponent gains no points for detsroying it for rest of game.
SHIPS
<Car> Xeplon- Uncommon
One of many ships the Caretaker brought into
the Delta Quadrent before the U.S.S. Voyager destroyed his array.
GALOR CLASS
Attributes +2 in the Delta Quadrent.
<Com> Staff Staff
Tractor Beam Holodeck
Range 8 Weapons 9 Shields 9
<Fed> U.S.S. Elite-
Rare
State of the art Federation ship. Was the Federation
flagship in a paralell universe. Transported here. Given command to Captain
Barclay.
<AU>
UNKNOWN FEDERATION CLASS
<Com><Com><Staff>
Cloaking Device Holodeck Tractor Beam <SD>Ghendin
Taraquad Blaster
Range 9 Weapons 9 Shields 9
<fed> U.S.S. Venture-
Uncommon
Lead ship in the relief effort sent to Deep Space
Nine to deal with the Klingon invasion of Cardassian space.
Galaxy Class
<Com><Staff><Staff> Holodeck Tractor
Beam
Range 9 Weapons 8 Shhields 9
<Baj>Solar-Sail
Vessel- Common
Anchient Class of vessel believed to caryy Bajorans
to Cardassia. Believed impossible until Benjamin Sisko did exactly that,
commanding this type of vessel.
Anchient Sail Vessel
<Staff> * Relocate from Bajoran system to
any other point on spaceline. Otherwise Range=3.
Range * No Weapons Shields
1
<Car>Bok'Nor- Uncommon
Cardassian Freighter. Blown up at Deep Space
Nine by Maquis activists. Believed to be carrying weapons to the dematerialized
zone.
Military Freighter
<Com><Nem-Blue> * X=1 for every 2 hand
weapons aboard (maximum +4) <Maq> ships gain <Blue-Nem>
Range 6+X WEapons 7+X Shields 7+X
<NA><Uni>Maquis
Ship- Common
Typical ship used by the Maquis in their dealings.
<Maq><Maq><Staff> Long Range Scan Shielding
Tractor Beam
Range 7 Weapons 7 Shields 7
<Uni><Fed> U.S.S.
Soverign- Uncommon
Prototype for new class of Federation starships.
One was later named to be the Enterprise-E.
<Com><Com><Staff> Holodeck, Tractor
Beam, once per game may download USS Enterprise E. This ship is discarded.
Range 9 Weapons 10 Shields 9
TATICS
Ghendin
Taraquad Blaster- Common
<AU>
Attack 2
Defense 2
Attack bonus +1 if any Federation ship firing.
Defense bonus +2 if U.S.S. Elite defending. Both bonuses +1 if any <AU>
ship.
Hit <Place><Flip>
Direct Hit <Place><Flip><Flip><Flip>
Complete Systems Overload- Range disabled this
turn. Next turn Weapons disabled. Followed by Shields, etc. Repair by discarding
any equipment aboard.
Hull -10%
Diamond Slot
Formation- Common
Attack 1
Defnse 1
Defense Bonus +1 for each ship fighting.
Hit <Flip><Flip><Flip>
Direct Hit <Flip><Flip><Flip><Flip><Flip>
Range is disabled until end of your next turn
and all Officers are "stopped" Hull -25%
Auxillary
Power to Shields- Uncommon
Attack -2
Defense 5
Hit <Flip>
Direct Hit <Flip><Flip><Flip>
Shield Overload- Shields disabled until end of
turn Hull -30%
Escape Route- Rare
Attack 0
Defense 0
Allows your ship a 50/50 chance to escape to
any spaceline location using any remaining range. If escape sucessful battle
ends unless any ships remain. Hit <Flip> Direct Hit <Place><Flip>
Range enchancements offline
Range -3 Hull -15%
TRIBBLES
<3> 1,000,000
Tribbles- Rare
Breeds from 100,000 Tribbles. "Die" (discard)
when countdown expires. Entire crew is disabled. Also, ship may not use
RANGE or WEAPONS for any purpose. Nulify only with Transporter skill on
another ship (Tribbles are transfered to that ship, and countdown resets).
TROUBLE
... With
the Docking Clamps
When a facility's docking area ceases to function,
traffic in and out of the area can hinder effectiveness.
100: Each ship docking or undocking at this facility
completes docking or undocking at end of turn.
1,000: Ships may undock, but not dock, from this
facility.
100,000: Transporter Skill may not beam tribbles
to this facility.