(4) Aggressive Behavior ( Second Edition)
Space Dilemma
Unless you have 2 Anthropology or 2 Leadership and Weapons > 8, randomly select a personnel to be killed, all your other personnel are stopped, and this dilemma is placed on your ship.
Damage - This ship is attributes -2."...their behavior toward us and the large creature is similar. It's possible they've mistaken us for a potential mate."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on ship" dilemma, "randomly select" dilemma, "reduce attributes" dilemma, "stop all personnel" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Breached ( Tacking Into the Wind)
Space Dilemma
Unless you have Navigation, Security, Transporters, and Strength > 30 or 2 Physics, Treachery, and Cunning > 30, all your personnel are stopped and this dilemma is placed on your ship.
Damage - Opponents' personnel may beam between this ship and his or her ship at this mission."They modified the bow to puncture our hull."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "stop all personnel" dilemma, Damage.
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).
(2) Caretaker's Wave ( What You Leave Behind)
Space Dilemma
Unless you have Astrometics and Engineer or 3 Navigation, stop all of your personnel and this dilemma is placed on your ship.
Damage - At the start of each of your tuns, the owner of this dilemma may place this ship at your mission."At current speeds, it will intercept us in less than thirty seconds."
Characteristics: "place on ship" dilemma, Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Crippling Attack ( Energize)
Space Dilemma
Unless you have 2 Leadership and Officer or 2 Navigation and Shields > 6, randomly select a personnel to be killed, then this dilemma is placed on your ship.
Damage - This ship is attributes -2."Direct hit, sir. Moderate damage to their aft shield generators."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on ship" dilemma, "randomly select" dilemma, "reduce attributes" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Gomtuu Shock Wave ( Call to Arms)
Space Dilemma
Unless you have 2 Diplomacy and Integrity > 32 or Telepathy and Integrity > 35, all your personnel are stopped and this dilemma is placed on your ship.
Damage - This ship is attributes -2."Whatever Tin Man hit us with, it fried circuits I thought were unfryable."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "reduce attributes" dilemma, "stop all personnel" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Gravimetric Distortion ( Second Edition)
Space Dilemma
Unless you have 2 Astrometrics or 3 Engineer or a personnel who has 2 Navigation, all your personnel are stopped and this dilemma is placed on your ship.
Damage - This ship is attributes -2."Better to ride the rapids than face the hive."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "reduce attributes" dilemma, "stop all personnel" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Graviton Ellipse ( Second Edition)
Space Dilemma
Unless you have Astrometrics, Engineer, and Physics or Shields + unused Range this turn > 13, all your personnel are stopped and this dilemma is placed on your ship.
Damage - This ship is attributes -2."According to the Federation database, it travels through subspace, emerging occasionally without warning."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "reduce attributes" dilemma, "stop all personnel" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Greater Needs ( Tacking Into the Wind)
Planet Dilemma
Unless you have Anthropology, Diplomacy, Exobiology, and Integrity > 30 or Leadership, Transporters, Treachery, and Strength > 30, all your personnel are stopped and this dilemma is placed on your ship at this mission.
Damage - Your personnel cannot begin a mission attempt at this mission."The ship! I must have the ship!"
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "stop all personnel" dilemma, Damage.
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) Macrovirus ( Dead Stop)
Dual Dilemma
Randomly select a personnel to be stopped. Unless you have 2 Exobiology and 2 Science or Medical, Security, and a Hand Weapon, that personnel is killed and this dilemma is placed on your ship at this mission.
Damage - When your opponent plays an interrupt on his or her turn, randomly select a personnel aboard this ship to be killed.Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on ship" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, kill opponent's personnel, Damage, interrupt related card.
Requires: Hand Weapon.
Card logging info: First edited by Telak at Oct 31st, 2017. Please support openCards and validate game text of this card!
(3) Molecular Reversion Field ( Strange New Worlds)
Space Dilemma
Unless you have two personnel who each have Integrity > 5, Cunning> 5, and Strength > 5, or have two personnel who have total attributes > 38, all your personnel are stopped and this dilemma is placed on your ship.
Damage - You have 1 fewer counter to spend during each of your Play and Draw Cards segments.none
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "stop all personnel" dilemma, Damage, manipulate opponent's counters, ship related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Nanite Attack ( Second Edition)
Space Dilemma
Unless you have 2 Diplomacy and 2 Engineer or 2 Security and a Hand Weapon, this dilemma is placed on your ship.
Damage - At the end of each of your turns, randomly select a personnel aboard this ship to be killed."I cannot believe this was an arbitrary attack..."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on ship" dilemma, "randomly select" dilemma, Damage.
Requires: Hand Weapon.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Quantum Filament ( Call to Arms)
Space Dilemma
Unless you have 2 Astrometrics and 2 Navigation or 2 Engineer, Science, and Shields > 8, this dilemma is placed on your ship.
Damage - When your personnel aboard this ship are about to face a dilemma, randomly select one of them to be stopped."Most of our systems are down and we haven't been able to contact anybody off the bridge."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "randomly select" dilemma, Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Sabotaged Reactor ( Captain's Log)
Space Dilemma
Unless you have Astrometrics, Engineer, and Navigation or Leadership, Officer, and Cunning > 28 , all your personnel are stopped and this dilemma is placed on your ship.
Damage - This ship is Range -2."Somebody got in here and disconnected it from the primary antimatter feed."
Characteristics: "place on ship" dilemma, "stop all personnel" dilemma, manipulate opponent's RANGE, Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Stolen Computer Core ( Energize)
Space Dilemma
Unless you have Intelligence and Transporters or 2 Security and Cunning > 34, all your personnel are stopped and this dilemma is placed on your ship.
Damage - While a Programming personnel is aboard this ship, his or her owner must discard a card from hand to use that Programming."I feel like we've just been mugged."
Characteristics: "place on ship" dilemma, "stop all personnel" dilemma, discard a card from hand, Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Subspace Fracture ( Dead Stop)
Planet Dilemma
Randomly select a personnel to be stopped. Unless you have 2 Geology and 2 Transporters or Honor, Officer, and a non-Hand Weapon equipment, that personnel is killed and this dilemma is placed on your ship at this mission.
Damage - When your opponent plays an event that costs 2 or more, randomly select a personnel aboard this ship to be killed.Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on ship" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, equipment related card, event related card, kill opponent's personnel, Damage.
Card logging info: First edited by Telak at Oct 31st, 2017. Please support openCards and validate game text of this card!
(3) Surface Defense ( Hard Time)
Planet Dilemma
Unless you have Archaeology, Exobiology, and Programming or 2 Engineer and 2 Physics, all your personnel are stopped and this dilemma is placed on your ship at this mission.
Damage - To move this ship, you must stop one of your Navigation personnel aboard."It appears that bullets and sirens aren't all they have."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "stop all personnel" dilemma, Damage.
Card logging info: First edited by Telak at Sep 9th, 2016. Please support openCards and validate game text of this card!
(3) The Three Vipers ( Reflections 2.0)
Space Dilemma
Unless you have Engineer and 2 Navigation or Astrometrics, Officer, and Science, all your personnel are stopped and this dilemma is placed on your ship.
Damage - At the start of each of your turns, discard a card from hand."'When the river wakes, stirred once more to Janir's side, three vipers will return to their nest in the sky.'"
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "stop all personnel" dilemma, discard a card from hand, Damage, ship related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) V'Ger ( Star Trek 50)
Space Dilemma
Unless you have Diplomacy, Exobiology, and Cunning > 35 or Archaeology, Programming, and Strength > 35, all your personnel are stopped and this dilemma is placed on your ship.
Damage - You may not play interrupts.
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "stop all personnel" dilemma, Damage, interrupt related card, ship related card.
Card logging info: First edited by Telak at Mar 11th, 2023. Please support openCards and validate game text of this card!