(1) Bajoran Phaser Pistol ( Second Edition)
Equipment
Hand Weapon. While in combat, each of your personnel present is Strength +1.
Predominately similar to Starfleet hand weapons, this standard-issue side arm of the Bajoran Militia eliminates the need for a prefire chamber by employing a "tracer" beam to focus the primary energy discharge.
Characteristics: enhance your STRENGTH (other cards), Hand Weapon.
Requires: combat, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Bat'leth ( Energize)
Equipment
Hand Weapon. To play this equipment, you must command a Klingon. When you win combat involving your Klingon present, the loser discards a random card from hand.
"I went into the mountains - all the way to the Volcano at Kri'stak. There I cut off a lock of my hair and thrust it into the river of molten rock that poured from the summit. ... then I plunged it into the lake of Lusor and twisted it into this sword. And after I used it to kill Molor I gave it a name: bat'leth, the sword of honor."
Characteristics: manipulate opponent's hand, Hand Weapon.
Requires: combat, Klingon species.
Rule hint for this card
This card has an erratum: Needs a Klingon now. Game text before errata: "Hand Weapon. When you win combat involving your Klingon present, the loser discards a random card from hand."
Taken form Current Errata 2015-04-06.Card logging info: Logged by openCards team at Jan 1st, 2008.
(7) • Breen CRM 114 ( The Nth Degree)
Equipment
Hand Weapon. While in combat, each of your Breen personnel present is Strength +3. When any number of your personnel present are about to be stopped by a dilemma, you may stop your Smuggler present and remove this equipment from the game to prevent that.
"It's guaranteed to cut through reactive armor in the six to fifteen centimeter range, and shields to four point six gigajoules."
Characteristics: prevent your personnel from beeing stopped by a dilemma, enhance your STRENGTH (other cards), Hand Weapon, remove cards from the game (this card).
Requires: combat, Smuggler, Breen species.
Card logging info: First edited by Telak at Oct 22nd, 2017. Please support openCards and validate game text of this card!
(1) Cardassian Phaser Pistol ( Second Edition)
Equipment
Hand Weapon. While in combat, each of your personnel present is Strength +1.
Cardassian energy weapons are powered by an isotolinium ampule, capable of an output significantly higher than most similar weapons.
Characteristics: enhance your STRENGTH (other cards), Hand Weapon.
Requires: combat, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Federation Compression Rifle ( Captain's Log)
Equipment
Hand Weapon. While in combat, each of your personnel present is Strength +1. While facing a dilemma at a mission, each Security personnel present is Strength +1.
"Break out the compression phaser rifles."
Characteristics: enhance your STRENGTH (other cards), Hand Weapon.
Requires: combat, Voyager related, Delta-Quadrant mission.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Ferengi Whip ( Strange New Worlds)
Equipment
Hand Weapon. When you play this equipment, place the top card of your deck beneath your Ferenginar. While in combat, each of your personnel present is Strength +1. While facing a dilemma, each Treachery personnel present is Strength +1.
This high energy weapon was favored by the Ferengi for over 200 years before it finally fell into disuse in the mid-24th century.
Characteristics: enhance your STRENGTH (other cards), manipulate your deck, Hand Weapon.
Requires: combat, affiliation, Ferenginar.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) • Guinan's Rifle ( Sacrifice of Angels)
Hand Weapon. While in combat, each of your El-Aurian personnel present is Strength +3. When combat begins involving your personnel with Integrity > 7 present, you may remove this equipment from the game to prevent that and stop each personnel involved.
"That was setting number one. Anyone want to see setting number two?"
Characteristics: prevent a combat or enggement, enhance your STRENGTH (other cards), Hand Weapon.
Requires: combat, El-Aurian species.
Card logging info: First edited by Telak at Oct 17th, 2019. Please support openCards and validate game text of this card!
(1) Jem'Hadar Disruptor Pistol ( Call to Arms)
Equipment
Hand Weapon. While in combat, each of your personnel present is Strength +1.
One notable difference between this directed energy weapon and similar side arms of other cultures is the lack of a configurable power setting - it can be fired only to kill.
Characteristics: enhance your STRENGTH (other cards), Hand Weapon.
Requires: combat, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Kar'takin ( Strange Bedfellows)
Equipment
Hand Weapon. When you win combat in which all your personnel present involved are Jem'Hadar, if this equipment is present, you may place this equipment on the bottom of its owner's deck to randomly kill an opponent's personnel involved.
Favored by Jem'Hadar in close-quarters combat.
Characteristics: kill opponent's personnel, Hand Weapon.
Requires: combat, Jem'Hadar species.
Rule hint for this card
This card has an erratum: The design intent was that this hand weapon should be present during combat to activate the game text. Game text before errata: "When you win combat in which all your personnel involved are Jem'Hadar, you may place this equipment on the bottom of its owner's deck to randomly kill an opponent's personnel involved.".
Taken form Current Errata 2015-04-06.Card logging info: First edited by Telak at Apr 18th, 2015. Please support openCards and validate game text of this card!
(1) Klingon Disruptor Pistol ( Second Edition)
Equipment
Hand Weapon. While in combat, each of your personnel present is Strength +1.
Despite a preference for bladed weapons, few Klingon warriors go into battle without this standard-issue side arm.
Characteristics: enhance your STRENGTH (other cards), Hand Weapon.
Requires: combat, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Phase Pistol ( To Boldly Go)
Equipment
Hand Weapon. While in combat, each of your personnel present is Strength +1.
"They have two settings: stun and kill. It would be best not to confuse them."
Characteristics: enhance your STRENGTH (other cards), Hand Weapon.
Requires: combat, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) • Resistance Rifle ( Extreme Measures)
Equipment
Hand Weapon. While in combat, each of your Bajoran Resistance personnel present is Strength +1. While your Bajoran Resistance personnel present is facing a dilemma, you may add that personnel's Strength to his or her Cunning or Integrity until the end of that dilemma. You may do this only once each turn.
"We have to get him with the first volley."
Characteristics: enhance your CUNNING (other cards), enhance your INTEGRITY (other cards), enhance your STRENGTH (other cards), Hand Weapon.
Requires: combat, Bajoran Resistance.
Card logging info: Logged by Roga Danar at Feb 5th, 2011 (Q1 by Telak at Mar 8th, 2011 & Q2 by eberlems at Jun 28th, 2011)
(1) Romulan Disruptor Pistol ( Second Edition)
Equipment
Hand Weapon. While in combat, each of your personnel present is Strength +1.
Standard procedure dictates that members of the Romulan military be armed at all times while on duty.
Characteristics: enhance your STRENGTH (other cards), Hand Weapon.
Requires: combat, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Starfleet Type-2 Phaser ( Second Edition)
Equipment
Hand Weapon. While in combat, each of your personnel present is Strength +1.
Starfleet hand weapon commonly issued to security officers and away team members. Though revised several times for more ergonomic handling, the weapon's basic technology has gone virtually unchanged throughout the 24th century.
Characteristics: enhance your STRENGTH (other cards), Hand Weapon.
Requires: combat, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) • The Stone of Gol ( Necessary Evil)
Artifact. (To play this card, you must have completed a mission requiring Acquisition, Anthropology, or Archaeology.) When combat begins involving your personnel present, the opponent's personnel involved who has the highest Strength is killed.
"There was even a time when we used our telepathic abilities as a weapon. A time when we learned to kill with a thought."
Characteristics: Artifact.
Requires: combat.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) • Tommy Gun ( Sacrifice of Angels)
Equipment
Hand Weapon. When you win combat involving your Thief, personnel, or personnel present, randomly select an opponent's personnel involved to be killed. If that personnel is or a Hologram, randomly select a second opponent's personnel involved to be killed.
"Drop the guns. Drop 'em."
Characteristics: kill opponent's personnel, Hand Weapon.
Requires: combat, affiliation, Next Generation related, The Original Series related, Thief, Hologram "species".
Card logging info: First edited by Telak at Oct 17th, 2019. Please support openCards and validate game text of this card!
(3) • TR-116 Rifle ( The Nth Degree)
Hand Weapon. While in combat, each of your Treachery personnel present is Strength +1.
Order - If this equipment is present with your Assassin, name a skill. Choose an opponent's personnel at this mission with that skill. Return this equipment to its owner's hand to kill that personnel.
"It's an ingenious weapon."
Characteristics: kill opponent's personnel, enhance your STRENGTH (other cards), Hand Weapon.
Requires: combat, affiliation, Assassin.
Card logging info: First edited by Telak at Oct 22nd, 2017. Please support openCards and validate game text of this card!
(2) • Varon-T Disruptor ( 20th Anniversary Collection)
Equipment
Artifact. (To play this card, you must have completed a mission requiring Acquisition, Anthropology, or Archaeology.) Hand Weapon. When combat begins involving your personnel present, the opponent's personnel involved who has the highest Integrity is killed.
Banned in the Federation due to its vicious nature. Literally tears the body apart from the inside out, resulting in an excruciating death by disintegration.
Characteristics: kill opponent's personnel, Artifact, Hand Weapon.
Requires: combat.
Card logging info: First edited by Telak at Nov 23rd, 2014. Please support openCards and validate game text of this card!
(2) • Zefram Cochrane's Shotgun ( A Less Perfect Union)
Artifact. (To play this card, you must have completed a mission requiring Acquisition, Anthropology, or Archaeology.) Hand Weapon. When combat begins involving your personnel present, if each of your personnel involved is Human, randomly select two opponent's personnel involved to be killed.
"He used it to kill the first Vulcan who stepped onto Terran soil."
Characteristics: kill opponent's personnel, Artifact, Hand Weapon.
Requires: combat, Hand Weapon, Alternate universe related, Human species.
Card logging info: First edited by Telak at Jul 4th, 2019. Please support openCards and validate game text of this card!
(1) Adapted to Service Us ( Reflections 2.0)
Event
To play this event, you must command three personnel. Plays in your core. When you win combat or an engagement involving your personnel, you may discard the top card of your deck to take command of an opponent's event that has no cards on it. (Move that event to your core.)
"Recognize it? - It's your nanovirus. With a few modifications. We've reprogrammed it to target your mutated drones."
Characteristics: take command (of opponent cards), plays in your core, manipulate your deck.
Requires: combat, engagement, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) • Call to Arms ( In A Mirror, Darkly)
Event
Plays in your core. When you win combat or an engagement involving two of your personnel who both have a cost of 4 or more, score 10 points.
"No crew in Starfleet has been tested more in battle. I know I can count on each of you to perform your duty to the best of your ability. Nothing will impede our march toward victory. Long live the Empire."
Characteristics: score points, plays in your core.
Requires: combat, engagement, personnel who has a cost of 4 or more.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) • Death's Shadow ( Symbiosis)
Plays in your core. When your personnel is killed by a dilemma or in combat, you may place him or her on this event. (You no longer command him or her.) When an opponent plays an event, you may place a personnel from this event in his or her owner's discard pile to prevent that event and place it in its owner's discard pile.
Some secrets reach beyond the grave.
Characteristics: prevent opponent's events, plays in your core.
Requires: combat, affiliation.
Card logging info: First edited by Telak at Jul 27th, 2018. Please support openCards and validate game text of this card!
(1) • Defiant Reprisal ( A Time to Stand)
Event
Plays in your core. When your personnel is killed by a dilemma, in combat, or in an engagement, you may place that personnel on this event. (You no longer command that personnel.) When your personnel is about to be stopped or killed by a dilemma, you may discard a card on this event to prevent that.
"Some of us chose to stay, take our chances."
Characteristics: "relocate" personnel cards - between your event and "in play", prevent your personnel from beeing killed, prevent your personnel from beeing stopped, plays in your core.
Requires: combat, engagement, Maquis related.
Card logging info: First edited by Telak at Apr 22nd, 2016. 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.
(3) • Hall of Warriors ( What You Leave Behind)
Decay: 3. (When there are three cards on this event, destroy it.) To play this event, you must command three personnel. Plays in your core. When you win combat or an engagement, place the top card of your deck on this event. Each of your ships is attributes +1 for each card on this event.
"May your Bat'leth run red. Success!"
Characteristics: enhance your personnel attributes (other cards), enhance your ship attributes (other cards), plays in your core, manipulate your deck, Decay, ship related card.
Requires: combat, engagement, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Resistance Tactics ( Second Edition)
Event
Plays in your core. When combat or an engagement involving your card begins, you may destroy this event to prevent that combat or engagement and stop each personnel and ship involved.
"A resistance organization is structured into cells - autonomous groups of ten or twenty people. ... Smaller groups are safer - they're harder to track down."
Characteristics: prevent a combat or enggement, plays in your core, ship related card.
Requires: combat, engagement, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Strategic Tug-of-War ( Sacrifice of Angels)
Event
Plays on a non-headquarters mission. When a player wins combat or an engagement at this mission, they may choose one: draw three cards; or place a personnel from hand on a headquarters mission where that personnel could be played.
"It appears you've found the weak spot we've been looking for."
Characteristics: "relocate" personnel cards - place from hand into play, additional card draws, plays / place on a mission.
Requires: combat, engagement.
Card logging info: First edited by Telak at Oct 20th, 2019. Please support openCards and validate game text of this card!
Defend It and Hope ( Sacrifice of Angels)
Assault. When an opponent begins combat, if they have a higher score than you or do not command a completed mission, each of your personnel involved is Strength +6.
Order - Stop your Leadership personnel to draw two cards.
"We hold."
Characteristics: score points, enhance your STRENGTH (other cards), Assault, additional card draws.
Requires: combat.
Card logging info: First edited by Telak at Oct 20th, 2019. Please support openCards and validate game text of this card!
Ja'chuq ( Energize)
Interrupt
When you win combat or an engagement involving your Leadership personnel, choose one of your missions. The player to your left places the top card of his or her dilemma pile face up beneath that mission (that dilemma is overcome). Remove this interrupt from the game.
"It's a long, involved ceremony in which the challengers list the battles they've won, the prizes they've taken."
Characteristics: place opponent's dilemmas under your mission, remove cards from the game (this card), interrupt related card.
Requires: combat, engagement, affiliation.
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!
The Truth of War ( Energize)
Interrupt
Assault. When you win combat, the loser discards the top two cards of his or her deck.
"Simulations can't prepare you for the real thing. Nothing can."
Characteristics: manipulate opponent's deck, Assault.
Requires: combat.
Card logging info: Logged by openCards team at Jan 1st, 2008.
The Warrior's Anthem ( Return to Grace)
Interrupt
When you win combat, if you have two or more Assault cards in your discard pile, score 5 points.
"Qoy qeylIs puqloD.
Qoy puqbe'pu'.
yoHbogh matlhbogh je SuvwI'
Say'moHchu' may' 'Iw."
Characteristics: score points, "use" your discard pile.
Requires: combat, Assault.
Card logging info: First edited by Telak at Mar 14th, 2014. Please support openCards and validate game text of this card!
Vision of Violence ( Energize)
Interrupt
Prophet. When your personnel is in combat, add the Strength of a personnel in your discard pile to your total Strength.
"Accept this gift from the Prophets."
Characteristics: enhance your STRENGTH (other cards), Prophet.
Requires: combat, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
• Earth Outpost 4, Border Incursion ( Sacrifice of Angels)
Space Mission
Location: Alpha-Quadrant Span: 3. Points: 35.
Region: Neutral Zone.
Requirements: Navigation, 2 Officer, Cunning > 36, and (Honor or Treachery)
Special Instructions: When you begin a mission attempt here, if you won combat or an engagement this turn, reduce this mission's attribute requirements by 10 until the end of the mission attempt.
"They monitor the Neutral Zone..."
Characteristics: Alpha quadrant mission, Neutral Zone, space mission, worth 35 or less points.
Requires: combat, engagement.
Card logging info: First edited by Telak at Oct 20th, 2019. Please support openCards and validate game text of this card!
(1) • Damar, Martyred Outlaw ( Far Beyond the Stars)
Cardassian Personnel of Cardassian species.
Icons:
2 Leadership
Commander: Niala. Dissident. Legate. When you play this personnel, discard a card from hand. When this personnel is killed by a dilemma or in combat, you may place up to three Dissidents from your hand at your headquarters mission where they could be played.
INTEGRITY: 7 CUNNING: 6 STRENGTH: 6
"With men like you on our side, how can we fail?"
Further game play infos
Damar, Martyred Outlaw counts as "matching commander" for the following ship cards:
Characteristics: "relocate" personnel cards - place from hand into play, affiliation, discard a card from hand, Commander, Dissident, Legate, Cardassian species.
Requires: combat, kill your own personnel, affiliation, headquarters, Dissident.
Card logging info: First edited by Telak at Jul 28th, 2018. Please support openCards and validate game text of this card!
(2) • Day Kannu, Field Colonel ( Necessary Evil)
Bajoran Personnel of Bajoran species.
Icons:
Engineer Officer
Security Treachery
When you win combat involving this personnel, score 5 points.
INTEGRITY: 3 CUNNING: 5 STRENGTH: 6
"You can let your engineers play with the machines. I'm sending out search parties."
Characteristics: score points, affiliation, Deep Space None related, Bajoran species.
Requires: combat.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) • Drai, First Hunter ( Sacrifice of Angels)
Dominion Personnel of Ochshea species.
Icons:
Leadership Medical Security
Transporters
When you win combat involving this pesonnel, randomly select an opponent's personnel involved to be placed in your brig. If that personnel is Tosk, each player loses 5 points.
INTEGRITY: 5 CUNNING: 6 STRENGTH: 7
"The hunt has resumed."
Characteristics: affiliation, personnel who has a cost of 3 or more, personnel who has a cost of 4 or more.
Requires: combat, Tosk species.
Card logging info: First edited by Telak at Oct 20th, 2019. Please support openCards and validate game text of this card!
(3) • Eris, Duplicitous Vorta ( What You Leave Behind)
Dominion Personnel of Vorta species.
Icons:
Biology Diplomacy Medical
Science Treachery
When you reveal a Persistent dilemma from your dilemma stack, it is cost -1. When you begin combat involving this personnel, randomly select an opponent's personnel present to be excluded from that combat.
INTEGRITY: 4 CUNNING: 6 STRENGTH: 4
"I have no wish to see you hurt."
Characteristics: reduce your dilemma play cost, affiliation, personnel who has a cost of 3 or more, Vorta species.
Requires: manipulate your dilemma stack, combat, Persistent.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) • Eris, Harbinger of the Dominion ( Extreme Measures)
Dominion Personnel of Vorta species.
Icons:
Diplomacy Medical Transporters
Treachery
When you play this personnel, if you command a Founder and a Vorta, you may score 5 points. When you begin combat involving this personnel, randomly select an opponent's personnel present to be excluded from that combat.
INTEGRITY: 4 CUNNING: 6 STRENGTH: 4
"You think the Founders would waste their time with you?"
Characteristics: score points, affiliation, personnel who has a cost of 3 or more, personnel who has a cost of 4 or more, personnel who has a cost of 5 or more, Vorta species.
Requires: combat, Founder, Vorta species.
Card logging info: Logged by Roga Danar at Feb 6th, 2011 (Q1 by eberlems at Jun 28th, 2011 & Q2 by Telak at Nov 29th, 2011)
(2) Harana ( Energize)
Non-aligned Personnel of Human species.
Icons:
Anthropology Geology
Medical Physics
When this personnel is killed by a dilemma, in combat, or in an engagement, you may destroy a non-Maneuver event.
INTEGRITY: 4 CUNNING: 6 STRENGTH: 5
Though the leadership of the Dorvan V colony submitted willingly to Cardassian rule, many of its citizens took the first available chance to join up with the Maquis.
Characteristics: event related card, destroy an event, "affiliation", Maquis related, Human species.
Requires: "killer" dilemma, combat, engagement.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) • Kahless, The Unforgettable ( Energize)
Klingon Personnel of Klingon species.
Icons:
2 Honor 3 Leadership
When you kill an opponent's personnel in combat or an engagement, if you command a ship, you may place a personnel who costs 3 or less from hand aboard that ship.
INTEGRITY: 10 CUNNING: 5 STRENGTH: 8
Though Kahless ultimately brought peace to Qo'noS, he is viewed harshly by many non-Klingons who see only the lives sacrificed to achieve that global unity.
Characteristics: "relocate" personnel cards - place from hand into play, affiliation, Past related, personnel who has a cost of 3 or more, personnel who has a cost of 4 or more, personnel who has a cost of 5 or more, Kahless, Klingon species.
Requires: combat, engagement, kill opponent's personnel, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) • K'Temoc, Long Slumbering Commander ( Captain's Log)
Klingon Personnel of Klingon species.
Icons:
Leadership Navigation
Officer Treachery
Commander: I.K.S. T'Ong. When this personnel is involved in combat and you command more Assault events than each opponent, you may kill this personnel to unstop each of your Klingon personnel present at the end of that combat.
INTEGRITY: 4 CUNNING: 5 STRENGTH: 7
"I have standing orders to fire on all Federation ships!"
Further game play infos
K'Temoc, Long Slumbering Commander counts as "matching commander" for the following ship cards:
Characteristics: event related card, kill your own personnel, unstop your personnel, affiliation, Commander, personnel who has a cost of 3 or more, Klingon species.
Requires: combat, Assault, Klingon species.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) • Kurn, Bajoran Security Officer ( Energize)
Bajoran Personnel of Klingon species.
Icons:
Law Navigation
Officer Security
When you win combat involving this personnel, you may return him to his owner's hand to kill an opponent's personnel involved.
INTEGRITY: 6 CUNNING: 5 STRENGTH: 7
"I have accepted the transition. I am a Bajoran security officer. The uniform is simply... uncomfortable."
Characteristics: "relocate" personnel cards - return to hand, kill opponent's personnel, affiliation, Deep Space None related, personnel who has a cost of 3 or more, Klingon species.
Requires: combat.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) • Michael Jonas, Crafty Mechanic ( Zero Hour)
Federation Personnel of Human species.
Icons:
Engineer Physics Transporters
Treachery
When combat or an engagement begins involving this personnel, you may return him to his owner's hand to make each of your cards attributes +1 until the end of this turn.
INTEGRITY: 4 CUNNING: 6 STRENGTH: 6
"Do you know what they're asking me to do?"
Characteristics: "relocate" personnel cards - return to hand, affiliation, enhance your personnel attributes (other cards), Maquis related, Human species.
Requires: combat, engagement, Maquis related.
Card logging info: First edited by Telak at Jul 29th, 2017. Please support openCards and validate game text of this card!
(1) • Okala Ahnlo, Unsung Hero ( Zero Hour)
Bajoran Personnel of Bajoran species.
Icons:
Medical Officer Security
Bajoran Resistance. When you win combat involving this personnel, you may take a personnel from your discard pile into hand.
INTEGRITY: 5 CUNNING: 5 STRENGTH: 6
Assisted in triage for Resistance cells from the time she could wrap a bandage. As she grew older, Okala helped fortify critical strongholds to tend to high-priority patients.
Characteristics: affiliation, recover cards from your discard pile, Bajoran Resistance, Bajoran species.
Requires: combat.
Card logging info: First edited by Telak at Jul 29th, 2017. Please support openCards and validate game text of this card!
(3) • Shakaar Edon, Resistance Leader ( Second Edition)
Bajoran Personnel of Bajoran species.
Icons:
Biology Geology
2 Leadership Security
Bajoran Resistance. Each of your other personnel present is Strength +1 (or +2 while in combat).
INTEGRITY: 6 CUNNING: 6 STRENGTH: 6
Leader of a resistance cell whose victories during the Occupation included the liberation of the Gallitep labor camp. He remained equally devoted to his people years after trading that violent past for the life of a farmer.
Characteristics: affiliation, enhance your STRENGTH (other cards), Bajoran Resistance, personnel who has a cost of 3 or more, Bajoran species.
Requires: combat, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) • Toman'torax, Obstinate Second ( Strange Bedfellows)
Dominion Personnel of Jem'Hadar species.
Icons:
Anthropology Leadership Officer
When you win combat involving this personnel, if he is equipped with a Hand Weapon, randomly select an opponent's personnel involved in that combat to be killed.
INTEGRITY: 6 CUNNING: 5 STRENGTH: 8
"It's our duty to punish those who would break their vow of loyalty."
Characteristics: kill opponent's personnel, affiliation, Jem'Hadar species.
Requires: combat, Hand Weapon.
Card logging info: First edited by Telak at Apr 8th, 2015. Please support openCards and validate game text of this card!
(5) • Combat Vessel, Heavily Armed ( Unnatural Selection)
Non-aligned Ship (Combat Class / Standard Equipment )
Staffing reqirements:
To staff this ship, you must have three Thief personnel aboard. Order - If this ship is staffed and at an opponent's mission, discard a Crime card from hand to take an equipment, event, or interrupt from that opponent's discard pile and place it on your Display of Wealth.
RANGE: 8 WEAPONS: 8 SHIELDS: 6
"I'd say from these internal scans, a good deal of that cargo is weaponry."
Characteristics: event related card, "affiliation", manipulate opponent's discard pile, discard a specific card from hand, interrupt related card.
Requires: combat, Crime, Thief.
Card logging info: First edited by Telak at Aug 23rd, 2013. Please support openCards and validate game text of this card!
(5) • I.K.S. Lukara ( Second Edition)
Klingon Ship (K'Vort Class / Cloaking Device )
Staffing reqirements:
While your personnel at this mission is in combat, you may add this ship's Weapons to your total Strength.
RANGE: 7 WEAPONS: 8 SHIELDS: 7
"...this is our last chance. If we cannot reach the Albino, we can at least die an honorable death trying to reach him."
Further game play infos
The following personnel cards can be used as "matching commander" for I.K.S. Lukara:Characteristics: affiliation, enhance your STRENGTH (other cards), enhance your WEAPONS (this card), K'Vort-class, Cloaking Device.
Requires: combat, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(7) • I.K.S. Negh'Var, Imperial Flagship ( Face of the Enemy)
Klingon Ship (Na'Far Class / Cloaking Device )
Staffing reqirements:
To staff this ship, you must have a Chancellor or a General aboard. You may use your card which begins combat at this mission even if it is at a headquarters mission.
RANGE: 9 WEAPONS: 11 SHIELDS: 10
"...once battle has begun, there can be no turning back."
Further game play infos
The following personnel cards can be used as "matching commander" for I.K.S. Negh'Var, Imperial Flagship:Characteristics: affiliation, Cloaking Device, ship with four or more staffing icons.
Requires: combat, headquarters, Chancellor, General.
Card logging info: First edited by Telak at Nov 11th, 2015. Please support openCards and validate game text of this card!