(3) A Chance for Glory ( Second Edition)
Event
Assault. Maneuver. Plays in your core.
Order - Destroy this event to begin combat or an engagement involving your personnel. If you win, score 10 points.
"It has been too long since you last fought at my side. But now that time has come again. We will do great deeds in the coming days. Deeds worthy of song."
Characteristics: combat, engagement, score points, plays in your core, Assault, Maneuver.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) All-Out War ( Necessary Evil)
Event
Assault. Maneuver. Lose 5 points to play in your core.
Order - Destroy this event to begin combat or an engagement involving your personnel. If you win, randomly kill three opponent's personnel involved.
"...let your people know, the Klingon Empire will remember what has happened here. You have sided against us in battle. And this we do not forgive...or forget."
Characteristics: combat, engagement, kill opponent's personnel, lose points, plays in your core, Assault, Maneuver.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Apprehended ( Necessary Evil)
Event
Assault. Capture. Maneuver. Plays in your core.
Order - Lose 5 points and destroy this event to begin combat or an engagement involving your personnel. If you win, choose an opponent's personnel involved to place in your brig.
"It is my duty to inform you that you will be turned over to a Cardassian Tribunal, where you will be tried as war criminals."
Characteristics: combat, engagement, lose points, plays in your core, Assault, Capture, Maneuver.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) BaH! ( Second Edition)
Event
Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your ship. That ship is Weapons +1. If you win, score 10 points.
"In war, there is nothing more honorable than victory."
Characteristics: engagement, score points, enhance your WEAPONS (other cards), plays in your core, Maneuver, ship related card.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Battle Drills ( Second Edition)
Event
Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your ship with your Gul aboard. That ship is Weapons +2. If you win, randomly kill an opponent's personnel involved.
"Someone or something on this station is distorting the laws of probability."
Characteristics: engagement, kill opponent's personnel, enhance your WEAPONS (other cards), plays in your core, Maneuver, ship related card.
Requires: Gul.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Battle Lust ( Necessary Evil)
Event
Assault. Maneuver. Plays in your core.
Order - Destroy this event to begin combat or an engagement involving your Jem'Hadar. If you win, randomly kill an opponent's personnel involved. If that personnel costs 1, randomly kill another opponent's personnel involved. Repeat this until you kill a personnel who does not cost 1.
"The Klingon will to fight pales in comparison to our own."
Characteristics: combat, engagement, kill opponent's personnel, plays in your core, Assault, Maneuver.
Requires: Jem'Hadar species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) • Blow You Out of the Stars ( Genesis)
Event
Maneuver. Plays in your core.
Order - Begin an engagement involving your personnel. If you win, place this event on opponent's ship involved. That opponent may place on of his or her unique personnel involved in your brig to prevent this and distroy this event. If you do not win, destroy this event.
Damage - This ship is attributes -2.
Characteristics: engagement, manipulate opponent's attributes (ship), plays in your core, Capture, Damage, Maneuver.
Requires: engagement, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Borg Cutting Beam ( Call to Arms)
Event
Maneuver. Plays in your core.
Order - Begin an engagement involving your ship. If you win, randomly select an opponent's personnel involved, take command of that personnel, place him or her on that ship, then place this event on an opponent's ship involved. Otherwise, destroy this event.
Damage - This ship is attributes -2.
Characteristics: engagement, take command (of opponent cards), manipulate opponent's attributes (ship), plays in your core, Damage, Maneuver.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Collateral Damage ( Necessary Evil)
Event
Assault. Maneuver. Plays in your core.
Order - Destroy this event to begin combat or an engagement involving your Jem'Hadar. If you win, randomly kill an opponent's personnel involved. That opponent discards cards from the top of his or her deck equal to that personnel's cost.
"There's method to their madness. They're inflicting considerable damage on the Klingons."
Characteristics: combat, engagement, kill opponent's personnel, plays in your core, manipulate opponent's deck, Assault, Maneuver.
Requires: Jem'Hadar species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Cripple Engines ( Sacrifice of Angels)
Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your Officer personnel. If you win, choose an opponent's ship involved and draw cards up to its printed Range. Otherwise, randomly select an opponent's Engineer or Programming personnel involved to be returned to their owner's hand.
"Our warp field's destabilizing."
Characteristics: "relocate" personnel cards - return to hand, engagement, plays in your core, Maneuver, additional card draws.
Card logging info: First edited by Telak at Oct 17th, 2019. Please support openCards and validate game text of this card!
(3) Cry "Havoc!" ( Second Edition)
Event
Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your Leadership personnel. If you win, randomly kill an opponent's personnel involved.
"'...and let slip the dogs of war.'"
Characteristics: engagement, kill opponent's personnel, plays in your core, Maneuver.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Disable Sensors ( Energize)
Event
Maneuver. Plays in your core.
Order - Begin an engagement involving your Leadership personnel. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event.
Damage - Personnel aboard this ship cannot attempt missions.
Sensors are essential for navigation, research, and tactical response.
Characteristics: engagement, plays in your core, Damage, Maneuver, prevent mission attempt.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Disable Shields ( Sacrifice of Angels)
Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your Officer personnel. If you win, choose an opponent's ship involved and draw cards up to its printed Shields. Otherwise, place this event on that ship.
Damage - This ship is Shields -4. This ship requires an additional Damage card to destroy it.
Characteristics: engagement, manipulate opponent's SHIELDS, plays in your core, Damage, Maneuver, additional card draws.
Card logging info: First edited by Telak at Oct 17th, 2019. Please support openCards and validate game text of this card!
(0) Exceed Engine Output ( Strange New Worlds)
Event
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.
"The warbird exceeded maximum engine output by nearly thirty percent. They appear to have suffered irreparable damage to their warp coils."
Characteristics: "relocate" ship cards, manipulate opponent's WEAPONS, plays in your core, Damage, Maneuver, Pursuit.
Requires: space mission.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) • Expedient Opportunity ( Strange Bedfellows)
Event
Maneuver. Plays in your core. When a ship is about to move between missions in different quadrants, do not add 2 to the span total of those missions.
"It would take us nearly a century at warp nine to cross that distance."
Characteristics: plays in your core, Maneuver, modify movement between quadrants, ship related card.
Card logging info: First edited by Telak at Apr 1st, 2015. Please support openCards and validate game text of this card!
(1) • Ferocity ( Energize)
Event
Assault. Maneuver. Plays in your core. When you win combat or an engagement involving your personnel, you may destroy this event to randomly kill an opponent's personnel involved.
The skill of a Klingon warrior is feared only slightly more than the fury of the Klingon temper.
Characteristics: kill opponent's personnel, plays in your core, Assault, Maneuver.
Requires: combat, engagement, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Heart of Glory ( Energize)
Event
Assault. Maneuver. Plays in your core.
Order - Destroy this event to begin combat or an engagement involving your personnel. If you win, randomly kill two opponent's personnel involved.
"Do not deny the challenge of your destiny. Get off your knees and soar. Open your eyes and let the dream take flight."
Characteristics: combat, engagement, kill opponent's personnel, plays in your core, Assault, Maneuver.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Helping Hand ( Allegiance)
Event
Maneuver. Plays in your core. While your personnel is facing a dilemma or are involved in an engagement, you may discard a ship that is the same class as the ship he or she is aboard from hand to make it Weapons +4 and Shields +4 until the end of the turn.
"They must have been surprised when your reflection turned and attacked."
Characteristics: enhance your SHIELDS (other cards), enhance your WEAPONS (other cards), plays in your core, Maneuver, ship related card.
Requires: engagement.
Card logging info: Logged by eberlems at Feb 7th, 2010 (Q1 by Roga Danar at Sep 6th, 2010 & Q2 by Telak at Dec 7th, 2011)
(3) • Hostilities Unleashed ( Zero Hour)
Maneuver. Plays in your core.
Order - Discard an event from hand to begin an engagement involving your ship with its corresponding Commander aboard. If you win, randomly select an opponent's personnel involved to be killed. Otherwise, destroy this event. You may do this only once each turn.
"I don't suppose you would like to surrender..."
Characteristics: engagement, kill opponent's personnel, plays in your core, discard an event from hand, Maneuver, ship related card.
Requires: Commander.
Card logging info: First edited by Telak at Jul 29th, 2017. Please support openCards and validate game text of this card!
(3) Imperial Occupation ( Sacrifice of Angels)
Assault. Maneuver. Plays in your core.
Order - Begin combat or an engagement involving your Officer personnel. If you win, place this event on the mission where that personnel was involved. Each planet dilemma and space dilemma revealed at this mission is cost -1. Otherwise, destroy this event.
"You are now subjects of the Klingon Empire."
Characteristics: reduce your dilemma play cost, combat, engagement, plays in your core, Assault, Maneuver, plays / place on a mission.
Card logging info: First edited by Telak at Oct 17th, 2019. Please support openCards and validate game text of this card!
(3) Invasion Plans ( Sacrifice of Angels)
Assault. Maneuver. Plays in your core.
Order - Begin combat or an engagement involving your Officer personnel. If you win, place this event on the mission where that personnel was involved. Each dual dilemma revealed at this mission is cost -1. Otherwise, destroy this event.
"They were allies with the Borg... We can't trust them."
Characteristics: reduce your dilemma play cost, combat, engagement, plays in your core, Assault, Maneuver, plays / place on a mission.
Card logging info: First edited by Telak at Oct 18th, 2019. Please support openCards and validate game text of this card!
(3) Jem'Hadar Ambush ( Call to Arms)
Event
Assault. Maneuver. Plays in your core.
Order - Destroy this event to begin combat or an engagement involving your personnel. If you win, score 10 points.
"Maybe this wasn't such a good idea after all."
Characteristics: combat, engagement, score points, plays in your core, Assault, Maneuver.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Jem'Hadar Strike Force ( Call to Arms)
Event
Assault. Maneuver. Plays in your core.
Order - Destroy this event to begin combat or an engagement involving your personnel. If you win, score 10 points and randomly kill an opponent's personnel involved.
"All I know is that the Vorta say to do something, and you do it. ... Because if you do not, they will send in the Jem'Hadar, and then you die."
Characteristics: combat, engagement, kill opponent's personnel, score points, plays in your core, Assault, Maneuver.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Life-Changing Encounter ( Sacrifice of Angels)
Assault. Maneuver. Q. Temporal. Plays in your core.
Order - Begin combat or an engagement involving your personnel. If you win, place this event on the mission where that personnel was involved (limit one per mission). Each personnel at this mission is attributes -1. Otherwise, destroy this event.
"That Picard never had a brush with death..."
Characteristics: combat, engagement, manipulate opponent's attributes (personnel), plays in your core, Assault, Maneuver, Q, Temporal, plays / place on a mission, Q.
Card logging info: First edited by Telak at Oct 18th, 2019. Please support openCards and validate game text of this card!
(2) Nelvana Trap ( Second Edition)
Maneuver. Plays on an opponent's mission. When an opponent moves a ship to this mission, you may destroy this event to take each ship from your copies of Engage Cloak, place them at this mission, and begin an engagement involving them. If you win, randomly kill an opponent's personnel involved.
"Two Romulan warships uncloaking -"
Characteristics: engagement, kill opponent's personnel, Maneuver, plays / place on a mission, ship related card.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) • No Peace in Our Time ( Second Edition)
Event
Maneuver. Plays in your core. Each of your Treachery personnel is Cunning +2.
Order - Destroy this event to begin an engagement involving your Treachery personnel. If you win, randomly kill an opponent's personnel involved.
"You do prefer it this way, don't you? As it was meant to be. ... 'Once more unto the breach, dear friends...'"
Characteristics: engagement, kill opponent's personnel, enhance your CUNNING (other cards), plays in your core, Maneuver.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Orchestrated Attack ( Zero Hour)
Maneuver. Plays in your core.
Order - Begin an engagement involving your Cloaking Device ship. If you win, place this event and any number of Assassins you command on an opponent's ship involved. Otherwise, destroy this event.
Damage - This ship is attributes -1.
"Assuming you're right... why would they fire on their own president?"
Characteristics: engagement, manipulate opponent's attributes (ship), plays in your core, Damage, Maneuver.
Requires: Assassin, Cloaking Device.
Card logging info: First edited by Telak at Jul 29th, 2017. Please support openCards and validate game text of this card!
(3) Persistent Strike ( Infinite Diversity)
Maneuver. Plays in your core.
Order - Begin an engagement involving your Officer personnel. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event.
Damage - If this is a non- ship, ignore its game text.
At times, persistence can overcome a lack of firepower.
Characteristics: engagement, plays in your core, Damage, Maneuver, manipulate game text of opponent's ship, ship related card.
Card logging info: First edited by Telak at Apr 21st, 2010. One quality log by eberlems at Apr 23rd, 2010. Please support openCards and validate game text of this card a second time!
(2) Pierce Their Defenses ( Second Edition)
Event
Maneuver. Plays in your core.
Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +2. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event.
Damage - This ship is Shields -2.
"Sir, we've just lost the Sitak and the Majestic!"
Characteristics: engagement, enhance your WEAPONS (other cards), manipulate opponent's SHIELDS, plays in your core, Damage, Maneuver.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Point Blank Strike ( Second Edition)
Event
Maneuver. Plays in your core.
Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +4. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event.
Damage - This ship is Weapons -2.
A nimble, outgunned ship often tries to get inside enemy shields.
Characteristics: engagement, enhance your WEAPONS (other cards), manipulate opponent's WEAPONS, plays in your core, Damage, Maneuver.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Power to the Weapons ( Energize)
Event
Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your Leadership personnel. If you win, randomly kill two opponent's personnel involved.
"Congratulations, captain. You wanted them angry. They're angry."
Characteristics: engagement, kill opponent's personnel, plays in your core, Maneuver.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Precise Attack ( Second Edition)
Event
Maneuver. Plays in your core.
Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +2. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event.
Damage - This ship is Range -2.
"They knew exactly where to hit us."
Characteristics: engagement, enhance your WEAPONS (other cards), manipulate opponent's RANGE, plays in your core, Damage, Maneuver.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) • Provocative Levity ( Sacrifice of Angels)
Maneuver. Plays in your core.
Order - Destroy this event to place an opponent's staffed non- ship at your Nebula mission where you command a staffed ship, then begin an engagement involving your personnel at that mission. If you win, randomly kill two opponent's personnel involved.
"Khan! I'm laughing at the 'superior intellect.'"
Characteristics: engagement, kill opponent's personnel, plays in your core, Maneuver, ship related card.
Requires: The Original Series related, nebula mission.
Card logging info: First edited by Telak at Oct 20th, 2019. Please support openCards and validate game text of this card!
(3) Provoked Attack ( Strange New Worlds)
Event
Capture. Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your ship with your Gul aboard. That ship is Weapons +2. If you win, you may name a skill and randomly select an opponent's personnel involved who has that skill to place in your brig.
"In war, one attacks one's enemies."
Characteristics: engagement, enhance your WEAPONS (other cards), plays in your core, Capture, Maneuver, ship related card.
Requires: Gul.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) • Search and Destroy ( Sacrifice of Angels)
Assault. Maneuver. Plays in your core.
Order - Destroy this event to begin combat or an engagement involving your Admiral, General, or Legate personnel. If you win, name an event. All copies of that event are destroyed.
"They don't need to know he's on board. You simply order them to destroy the runabout."
Characteristics: combat, destroy an event, engagement, plays in your core, Assault, Maneuver.
Requires: Admiral, General, Legate.
Card logging info: First edited by Telak at Oct 20th, 2019. Please support openCards and validate game text of this card!
(3) Spreading Fear ( Fractured Time)
Decay: 3. (When there are three cards on this event, destroy it.) Maneuver. Plays in your core.
Order - Place a card from hand on this event to begin an engagement involving your Jem'Hadar. If you win, randomly select one opponent's personnel involved for each of your Vorta involved. Choose one of those selected personnel to be killed.
Characteristics: engagement, kill opponent's personnel, place a card from hand on your event, plays in your core, Decay, Maneuver.
Requires: Jem'Hadar species, Vorta species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Standard Cardassian Procedure ( Second Edition)
Event
Capture. Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your ship. That ship is Weapons +1. If you win, randomly select an opponent's personnel involved to place in your brig.
Cardassian military policy in any conflict is to take captives when possible, for the many uses they can be put to later.
Characteristics: engagement, enhance your WEAPONS (other cards), plays in your core, Capture, Maneuver, ship related card.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Staunch Determination ( Energize)
Event
Maneuver. Plays in your core. When an opponent's personnel is killed in an engagement involving your ship, you may destroy this event to make that opponent discard a number of cards from the top of his or her deck equal to that personnel's cost.
Long before the final offensive of the Dominion War, Cardassians were well known for fiercely defending their home territory.
Characteristics: plays in your core, manipulate opponent's deck, Maneuver, ship related card.
Requires: engagement, kill opponent's personnel, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Target the Main Generator ( Sacrifice of Angels)
Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your Officer personnel. If you win, choose an opponent's ship involved and draw cards up to its printed Weapons. Otherwise, randomly select an opponent's Officer or Navigation personnel involved to be returned to their owner's hand.
"Start targeting their signal generators."
Characteristics: "relocate" personnel cards - return to hand, engagement, plays in your core, Maneuver, additional card draws, ship related card.
Card logging info: First edited by Telak at Oct 20th, 2019. Please support openCards and validate game text of this card!
(3) The Dominion Will Prevail ( Captain's Log)
Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your Officer personnel. If you win, the opponent on your left places the top two dilemmas of his or her dilemma pile beneath one of your non-headquarters missions.
"The Dominion is deploying their fleet in preparation for a final offensive. They're destroying our ships one by one."
Characteristics: place opponent's dilemmas under your mission, engagement, plays in your core, Maneuver.
Requires: affiliation, headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) The Enterprise Incident ( Call to Arms)
Event
Capture. Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your ship. Each of your ships at the same mission that has your Intelligence personnel aboard it may join the engagement. If you win, randomly select an opponent's Leadership personnel involved to place in your brig.
"You will surrender immediately or we will destroy you."
Characteristics: engagement, plays in your core, Capture, Maneuver.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) The Orion Underworld ( Second Edition)
Event
Crime. Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your ship with your Thief aboard. If you win, score 10 points.
For over a century, Orions have been synonymous with criminal activity. Though the planet's rightful government has tried to fight this negative image, the Syndicate wields more power.
Characteristics: engagement, score points, plays in your core, Crime, Maneuver, ship related card.
Requires: "affiliation", Thief.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) The Will of the Collective ( Call to Arms)
Event
Assault. Maneuver. Plays in your core.
Order - Destroy this event to begin combat or an engagement involving your personnel. If you win, randomly select an opponent's personnel involved, take command of that personnel, and place him or her on your ship at this mission.
"In their collective state, the Borg are utterly without mercy, driven by one will alone: the will to conquer."
Characteristics: combat, engagement, take command (of opponent cards), plays in your core, Assault, Maneuver, ship related card.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Under Siege ( Allegiance)
Event
Assault. Maneuver. Plays in your opponent's core. (He or she commands this event.) When a player loses command of this event, return it to its owner's hand.
"I'm pleased to report that we've encountered no resistance so far."
Characteristics: Assault, Maneuver, plays in your opponent's core.
Card logging info: Logged by eberlems at Feb 7th, 2010 (Q1 by Roga Danar at Sep 6th, 2010 & Q2 by Telak at Dec 7th, 2011)
(4) War Without End ( Face of the Enemy)
Maneuver. Temporal. Plays in your core.
Order - Destroy this event to begin an engagement involving your ship. If each personnel aboard that ship is , it is Weapons +4. If you win, score 10 points.
"As you know, we could outrun the Klingon vessels, but we must protect the Enterprise-C until she enters the temporal rift... and we must succeed."
Characteristics: engagement, score points, enhance your WEAPONS (other cards), plays in your core, Maneuver, Temporal, ship related card.
Requires: Alternate universe related.
The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(4) We Will Not Surrender ( Energize)
Event
Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your Officer personnel. If you win, score 10 points and randomly kill an opponent's personnel involved.
"If a war starts here, the blame will be yours."
Characteristics: engagement, kill opponent's personnel, score points, plays in your core, Maneuver.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Evasive Maneuvers ( Second Edition)
Interrupt
Maneuver. When your ship with your Navigation personnel aboard is in an engagement, it is Shields +4 until the end of that engagement.
Starfleet's tactical database lists hundreds of defensive maneuvers for starship battle. In an actual conflict, the choice of tactic is usually left to the helmsman's discretion.
Characteristics: enhance your SHIELDS (other cards), Maneuver, ship related card.
Requires: engagement.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Full Throttle ( Sacrifice of Angels)
Maneuver. Pursuit.
Order - Choose your ship with its corresponding Commander aboard. That ship is Range +5 until the end of this turn.
"She'll fly apart!"
"Fly her apart, then!"
Characteristics: enhance your RANGE (other cards), Maneuver, Pursuit, ship related card.
Requires: Commander.
Card logging info: First edited by Telak at Oct 20th, 2019. Please support openCards and validate game text of this card!
Power to the Shields ( Second Edition)
Interrupt
Maneuver. When your ship with your Engineer personnel aboard is in an engagement, it is Shields +4 until the end of that engagement.
Most space-faring races employ highly adaptable systems in starship design to allow the rapid transfer of power in any situation.
Characteristics: enhance your SHIELDS (other cards), Maneuver, ship related card.
Requires: engagement.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Render Assistance ( Second Edition)
Interrupt
Maneuver. When an engagement involving your ship begins, another one of your ships at that mission joins that engagement.
"Who says there's never a Klingon around when you need one?"
Characteristics: Maneuver, ship related card.
Requires: engagement.
Card logging info: Logged by openCards team at Jan 1st, 2008.
Stunning Reversal ( Sacrifice of Angels)
Assault. Maneuver. When you win combat or an engagement you did not begin, you may choose one: the loser loses 10 points; the loser randomly selects three of their personnel involved to be killed; or score 20 points.
Order - Stop your Leadership personnel to draw two cards.
"Get out! Get out of there! Get out!"
Characteristics: kill opponent's personnel, score points, Assault, Maneuver, additional card draws.
Requires: combat, engagement.
Card logging info: First edited by Telak at Oct 20th, 2019. Please support openCards and validate game text of this card!