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·Hollow Hospitality
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31 |
V |
15 |
1 |
Paranoia. Plays in your core. Your non-Treachery personnel cannot gain skills (except Treachery). Each of your [DS9] personnel and [E] personnel are Strength +1.
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·Martial Law
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31 |
V |
17 |
1 |
Paranoia. Plays in your core. Your ships may not move to or from Earth.
Order - Stop your [Fed][DS9] personnel at your Earth to draw a card (limit three per turn).
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Peaceful Coexistence
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31 |
V |
18 |
1 |
Paranoia. Plays in your core. Each unique non-Bluegill [TNG] personnel you own (except Androids and Holograms) gains Bluegill. Each of your Bluegill personnel are Integrity -1 and Strength +1.
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·Power Loss
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31 |
V |
19 |
2 |
Paranoia. Plays in your core. You may only begin one mission attempt each turn.
Order - Stop your [E] Treachery personnel to unstop each of your stopped [DS9] personnel. You may do this only once each turn.
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Desperate Counter
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40 |
V |
11 |
2 |
Paranoia. Plays in your core. Your [E] ships are attributes +1. While an opponent's personnel is at your mission, your personnel at that mission are attributes -1.
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Humanity's Worst Enemy
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48 |
V |
4 |
0 |
Decay 2. (When there are two cards on this event, destroy it.)
Paranoia. Plays in your core. While no opponent commands a ship at a Region: Sector 001 mission, each of your [Sta] Dissident personnel is Cunning +1 and Strength +1. At the start of your turn, place the top card of your deck on this event.
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·Terra Prime Forever
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48 |
V |
5 |
2 |
Paranoia. Plays on your Mars. While your [Sta] Dissident personnel is facing a dilemma, if there are no non-Human personnel at a Region: Sector 001 mission, he or she is excluded from random selections.
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Dark Dissension
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49 |
V |
15 |
1 |
Paranoia. Plays in your core. Your [TN] ships are each Weapons +1 and Shields -1. Your [TN] personnel are each Integrity -1 and Cunning +1.
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·In Your Face
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55 |
V |
7 |
0 |
Paranoia. Plays in your core. When an opponent's personnel complete a mission, you may destroy this event and kill one of your Treachery personnel to download an Assault or Maneuver event.
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·Let Them Die
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65 |
V |
8 |
1 |
Paranoia. To play this event, you must command three [TOS] personnel. Plays in your core. When any number of a player's personnel are about to be killed, if none of their personnel have been killed this turn, randomly select one of them to be removed from the game.
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Rapid Deployment
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65 |
V |
9 |
0 |
Paranoia. Plays in your core. The first [E] Security personnel you play each turn is cost -1. The first non-[Fed] personnel you play each turn is cost +1.
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·Red Squad Mobilization
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65 |
V |
10 |
0 |
Paranoia. Plays in your core. While your Cadet is attempting a mission, you may discard a Paranoia card from hand to have him or her gain all skills from your Admiral or [Fed] Commander at that mission until the end of that mission attempt. You may do this only once during each mission attempt.
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·The Killers Are Here
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65 |
V |
11 |
2 |
Maneuver. Paranoia.
Order - Kill your [TOS] Assassin aboard your [TOS] ship to begin an engagement involving that ship. If you win, choose an opponent's personnel involved to be killed. Otherwise, destroy this event. You may do this only once each turn.
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