all keywords

Keyword Pursuit.

Event
Name E R ID Cost Text
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Blind Spot 1 C 81 2 Pursuit. Plays on your ship. When an opponent's ship moves away from this mission, this ship may follow using its Range from your next turn.
Stealth Mission 6 P 30 2 Pursuit. Plays in your core. When your opponent overcomes a dilemma, you may place a card from hand on this event. At the start of each of your turns, take all cards on this event into hand to make your Cloaking Device ship Range +1 until the end of this turn for each card taken off this event this way.
Exceed Engine Output 7 R 20 0 Maneuver. Pursuit. Plays in your core.
Order - Move your ship with your Engineer aboard to a space mission, then place this event on that ship.
Damage - This ship is Weapons -2 and Shields -2.
Make a Run for It 10 C 28 1 Pursuit. Plays in your core. If your opponent moves from a mission where you have a ship that has its Commander aboard, place this event on that ship. When your opponent's personnel attempt this mission, you may draw an extra dilemma and spend one extra on dilemmas.
New Discovery 10 U 30 2 Pursuit. Plays in your core. When your ship moves from a mission where an opponent has a ship, you may examine the top two dilemmas of that opponent's dilemma pile and replace them in any order.
·Parallel Course 10 R 31 1 Pursuit. Plays in your core. When your opponent moves from a mission where you have a staffed ship, you may take a dilemma from beneath that mission and return it to its owner's dilemma pile.
·Ruthless Efficiency 49 V 23 1 Pursuit. Plays in your core. When you win an engagement involving your Intelligence personnel, you may discard a Maneuver interrupt from hand to unstop each of your personnel and ships involved and restore all Range those ships have used this turn. You cannot begin any other engagements this turn.
·Vidiian Grappling Claw 63 V 12 0 Maneuver. Pursuit. Plays in your core. Each opponent's ship at the same non-[HQ] mission as your staffed [Vid] ship is attributes -2. At the end of each opponent's turn, they may place this event on their ship at such a mission to move that ship to one of their other missions.
Damage - his ship is attributes -2.
Interrupt
Name E R ID Text
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Pursuit Course 1 R 134 Pursuit. Temporal. When an opponent's ship moves away from a mission where you have a staffed ship, place that ship at the mission the opponent's ship moves to.
Sensor Sweep 1 U 138 Pursuit. To play this interrupt, you must command an Astrometrics personnel.
Order - Download a Pursuit card.
Targeting the Nacelles 10 U 44 Pursuit. When your oppponent's ship is about to move from a mission where you have a staffed ship that has its Commander aboard, you may discard an event from hand to make that opponent's ship Range -3 until the end of the turn.
Warp Speed Transfer 10 R 45 Pursuit. When your personnel aboard a ship is facing a dilemma, move your staffed ship to that mission from a different mission and place one of your personnel aboard that ship aboard the ship attempting the mission. That personnel joins the mission attempt.
Cloak and Dagger 24 V 19 Pursuit. When an opponent's personnel begins a mission attempt, take your staffed Cloaking Device ship from an opponent's mission and place it at that mission. Remove this interrupt from the game.
Crippling Strike 33 V 23 Pursuit. To play this interrupt, you must command three [Dom] personnel. When your opponent's ship is about to move, it is Range -5 until the end of the turn. That opponent may discard five cards from hand to prevent this.
Full Throttle 49 V 31 Maneuver. Pursuit.
Order - Choose your ship with its corresponding Commander aboard. That ship is Range +5 until the end of this turn.