|
All-Consuming Evil |
16 |
V |
1 |
2 |
P |
Place this dilemma on top of its owner's dilemma pile. When this dilemma is placed beneath a mission by a Consume dilemma, your opponent names a skill. Randomly select a personnel that is attempting that mission with that skill to be killed. |
|
Artificial Wormhole |
16 |
V |
2 |
3 |
S |
Your personnel cannot gain skills while facing this dilemma. Unless you have 2 Leadership and 2 Officer, or Engineer, Programming, and Cunning>33, or this ship's corresponding Commander your opponent may take a ship at a mission and place it at a different mission. That ship's Range for this turn is used. |
|
Best Interests at Heart |
16 |
V |
3 |
3 |
D |
Randomly select three personnel. If the total cost of those personnel is 4 or less, lose 5 points and your opponent scores 5 points. Otherwise, randomly select one of those personnel to be stopped. |
|
Bold Plan |
16 |
V |
4 |
0 |
D |
Consume: 3. (Your opponent places the top three cards of his or her dilemma pile face up beneath this mission.) Your opponent may return up to two dilemmas from beneath any of your non-headquarters missions to their owner's dilemma piles. |
|
Chula: Unfortunate Roll |
16 |
V |
5 |
1 |
D |
Randomly select three personnel. If their total Integrity is odd, all three are stopped. |
|
In-Fighting |
16 |
V |
6 |
2 |
D |
Your opponent names a skill. Unless you have three or less of that skill, randomly select a personnel with that skill to be killed. |
|
Klingon Law |
16 |
V |
7 |
2 |
D |
Unless you have Integrity>40 or Leadership, Programming, and Cunning>28, randomly select a personnel to be stopped, and your opponent may draw a card for each Chancellor personnel and High Council Member personnel he or she commands. |
|
Let Them Worry |
16 |
V |
8 |
3 |
D |
Unless you have 3 Honor or Medical, Physics, and Strength>28, randomly select a personnel to be stopped, and if your opponent commands 3 Shape-shifter personnel, all your personnel are stopped. |
|
One to One |
16 |
V |
9 |
2 |
D |
Randomly select two personnel. If they both are [Cmd] or both are [Stf], they are stopped. |
|
Patriotic Spirit |
16 |
V |
10 |
2 |
P |
Unless you have 3 Officer or Honor, Leadership, and Strength>28, randomly select a personnel to be stopped, and randomly select a personnel to be stopped for each Glinn personnel your opponent commands. |
|
Savagery to Match Their Numbers |
16 |
V |
11 |
3 |
P |
Unless you have Strength>40 or Officer, Security, and Cunning>28, randomly select a personnel to be stopped, and choose a number of personnel who have a total cost equal to or greater than the number of Alpha personnel your opponent commands to be killed. |
|
Skeptical Superiors |
16 |
V |
12 |
2 |
S |
Unless you have 3 Leadership or Astrometrics, Programming, and Cunning>28, randomly select a personnel to be stopped, and randomly select a personnel to be stopped for each Admiral personnel your opponent commands. |
|
Strategic Superiority |
16 |
V |
13 |
3 |
S |
Unless you have 3 Diplomacy or Weapons>8, randomly select a personnel to be stopped, and choose a number of personnel who have a total cost equal to or greater than the number of General personnel your opponent commands to be killed. |
|
The Beast at El-Adrel |
16 |
V |
14 |
3 |
P |
Your personnel cannot gain skills while facing this dilemma. Unless you have 2 Diplomacy and 2 Leadership, or Engineer, Transporters, and Cunning>33 or a Hand Weapon, all your personnel are stopped.
|
|
The Clown: On His Throne |
16 |
V |
15 |
4 |
D |
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. Your opponent names an attribute (Integrity, Cunning, or Strength). Replace attributes in this mission's requirements (and alternate requirements in game text) with the named attribute. At the end of the turn, remove this dilemma from the game. |
|
The Seen and the Unseen |
16 |
V |
16 |
4 |
D |
Unless at least half your personnel are not [NA], stop all your personnel, lose 5 points, your opponent scores 5 points, and this dilemma returns to its owner's dilemma pile. |
|
Time for Action |
16 |
V |
17 |
0 |
D |
For each headquarters mission your opponent commands, this dilemma is cost +2. Randomly select a personnel. Unless he or she has at least one skill listed in this mission's requirements, stop that personnel, then for each headquarters mission you command, randomly select another personnel to be stopped. |
|
Treachery Running Deep |
16 |
V |
18 |
4 |
D |
Unless you have 3 Anthropology or Physics, Treachery, and Cunning>28, randomly select a personnel to be stopped, and discard a card from hand for each Praetor personnel and Senator personnel your opponent commands. |
|
Unionize |
16 |
V |
19 |
3 |
D |
Unless you have 3 Security or Anthropology, Diplomacy, and Integrity>24, randomly select a personnel to be stopped, and you must destroy any number of events from your core that have a total cost equal to or greater than the number of Dabo Girl personnel and Waiter personnel your opponent commands. |
|
Unwanted Guests |
16 |
V |
20 |
2 |
D |
Your opponent randomly discards a personnel from his or her hand. Unless you have that personnel's skills, all your personnel are stopped. |