Equipment

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Equipment.jpg (2945 bytes) C-10 Canister Rifle (C)
Typical canister rifle employed by Ghost agents such as Agent N176 - 1. Requires rigorous training to use effectively, although it never hurts to have one around.
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Terran use only. May report to your personnel with Ghost skill. Each of your personnel present is STRENGTH +1 (Ghosts are STRENGTH +3.) (Cumulative.)  May fire under cloak.

Equipment.jpg (2945 bytes) Cold Fusion Bomb (R)
High-powered fusion bomb. Capable of destroying any ship known to man. This one was used to destroy the derelict USS Amerigo, which was infested by Zerg.
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May report to your SECURITY OR SCIENCE and Physics personnel. If your personnel is present with bomb, you may suspend play to destroy this ship (place bomb out of play).

I see an abusive strategy in this card’s future...ODR a VIP in with Mack Wheeler and a redshirt. Download the Bomb. Beam Wheeler and the VIP off. Use the redshirt to cause the ship to go boom. This may have some rules conflicts, but there’ll be similar strategies...

Equipment.jpg (2945 bytes) Data Disc (U)
Data storage disc. Used to download data files. This one had downloaded the plans to a Psionic Waveform Emitter, discovered by Jim Raynor.
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If present with your espionage agent, once per turn you may either glance at one Hidden_Agenda.gif (962 bytes) card OR nullify Access Denied or Fractal Encryption Code at same location.

Espionage agents = Tal Shiar, Obsidian Order, Section 31, Klingon Intelligence, Ghosts, Dark Templar, and infiltrators.

Equipment.jpg (2945 bytes) Dragoon Exoskeleton (U)
Cold, metallic shell which hosts the remains of deceased Protoss warriors. Connected to the warrior’s brain to give it new life--or in the case of Fenix, an old one.
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When reporting, take one Protoss from discard pile and place in Dragoon; it may not use other Equipment and is STRENGTH +3 and CUNNING -1 (CUNNING +1 if Fenix). (Immune to Disruptor Overload.)

Equipment.jpg (2945 bytes) Flame Thrower (C)
Portable, plasma-based Perdition flame thrower. Typical weapon of a Firebat. Short range, but powerful blast.
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Each of your Terrans is STRENGTH +2 where present, and once in each battle one may mortally wound one adversary they just stunned. (Cumulative.)

Equipment.jpg (2945 bytes) Gauss Rifle (U)
Standard-issue C-14 Gauss Rifle given to Marines. Powerful, rapid-fire weapon. Modified to fire only in short, 8-shot bursts.
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Terran and Non-Aligned use only. Each of your personnel present is STRENGTH +3, but loses 1 Diplomacy unless aboard your ship. May benefit from Sniper. (Cumulative.)

Equipment.jpg (2945 bytes) Hellfire Missiles (C)
Special air-to-air missiles used on Goliaths. Some may use the missiles against ground structures.
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If Goliath Walkers in play, where present, your Goliath pilots are WEAPONS +3, and may destroy one icon card where present.

Equipment.jpg (2945 bytes) Minerals (C)
Minerals are necessary to build many of the weapons, ships, and other equipment used by the Protoss, Terrans, and even the Zerg.
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Zerg may use. Once each turn at a facility, you may discard two Minerals (one if your SCV driver, Probe, or Drone present) to download one non-Mineral Equipment card here.

In case you’re asking: No, the Zerg cannot use any equipment it pleases. As for the fact that it can download Gold-Pressed Latinum is that someone may want to exchange some latinum for some valuable minerals. And YES, there will be Vespene Gas.

Equipment.jpg (2945 bytes) Model 8 Canister Rifle (U)
Modified C-10 canister rifle. Able to shoot more powerful canisters. Favored weapon of Nova Squadron operatives.
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Terran use only.  Each of your personnel present is STRENGTH +2 (Ghosts are STRENGTH +4). May benefit from Sniper and may fire under cloak.

Since, according to the lore, it is a C-10 canister rifle, Targeting Laser may be deployed on it.

Equipment.jpg (2945 bytes) Needle Spines (U)
Task: Increase power of missile attacks by Zerg minions.
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Each of your Hydralisks and Hunter-Killers present is STRENGTH +2, and once in each battle one may mortally wound one adversary they just stunned. All your other Zerg present are STRENGTH +1. (Cumulative.)

Equipment.jpg (2945 bytes) Neural Implants (U)
Typical cybernetic implants given to Marines, Ghosts, and Firebats. Consist of aggression inhibitors and behavior regulators.
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Reports on your Marine, Ghost, Firebat, Obsidian Order, Bynar, or Borg (it is "worn" by that personnel). Personnel is immune to Interrogation, Torture, and Brainwash. Remains if persona switches.

Not that useful on, say, Marcus Toal or 1 of 11, but it is useful on personnel like Sarah Kerrigan, Elim Garak, Borg Queen, 7 of 9, or 10 and 01, especially if your opponent is using a capture deck. This counts as an Implant card for purposes of Assimilation Table. Also, if your Elim Garak becomes Plain, Simple Garak for some reason, the Implants remain.

Equipment.jpg (2945 bytes) Personal Shields (U)
Protoss typically surround themselves by psionically created shields. These shields allow a Protoss warrior to attack more aggressively.
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Reports to your Protoss. Where present, each of your Protoss may ignore the effects of one opposing STRENGTH bonus applied for personnel battles. (Cumulative.)

Equipment.jpg (2945 bytes) Personnel Cloak (U)
Personnel cloaking device employed by Terran Ghosts. Allows them to hide themselves in any locations.
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Reports to your Ghost or Tal Shiar personnel (regardless of universe). Once each turn, any or all your Ghost and Tal Shiar personnel present may either cloak or decloak.

Cloaked personnel cannot be affected by certain dilemmas or other cards that are logically dependent on cloaking, such as Archer or Armus, but can be affected by anything independent of cloaking, such as Microvirus. They can participate in a mission attempt as long as they can decloak at the end of the attempt and if there is an uncloaked personnel still there to proceed. They can also prevent themselves from being mortally wounded or stunned in battle, and from being killed by random selection when the battle ends. Cloaked personnel cannot use hand weapons under cloak unless the hand weapons "can fire under cloak". Detectors "reveal" (but do not decloak) cloaked units.

Equipment.jpg (2945 bytes) Psi Blades (C)
Energy blades utilized by Protoss Zealots. Can cut through a 3-foot wall of titanium like a hot knife through butter.
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Each of your Protoss present is STRENGTH +2 where present, and once in each battle one may mortally wound one adversary they just stunned. (Cumulative.)

Equipment.jpg (2945 bytes) Psi Emitter (R)
Psionic Waveform emitter developed by the Confederacy. Broadcasts a high-powered neural pattern of psychic Ghosts. Tends to attract Zerg.
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May report to your Ghost.  All Zerg on this spaceline must do nothing but travel to this location. When there are at least 5 different Zerg ships and/or personnel here, place Psi Emitter out of play. (Not duplicatable.)

Equipment.jpg (2945 bytes) Reaver (U)
Robotic vehicle. Produces highly explosive Scarabs. Known for their ability to level entire colonies in moments.
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Reports to your facility. Moves and ‘walks’ like a personnel. Once per turn, one Scarab may report aboard for free. If destroyed, discard all Scarabs aboard. Capacity: 10 Scarabs.

Equipment.jpg (2945 bytes) Record Player (R)
Old-style hi-fi. Plays vinyl records. Owned by Gerard DuGalle. Played after unsuccessful missions to attempt to cheer himself up.
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Where present, your Music personnel are INTEGRITY +1. Also, if you fail mission attempt this turn, may discard where present to "unstop" your Away Team or ship.

Equipment.jpg (2945 bytes) Revolver (R)
Ancient Earth firearm owned by DuGalle. Has 6 chambers. Often used in desperate situations, such as mutiny, boarding parties, and the occasional suicide.
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Your VIPs present are STRENGTH +1. If your VIP present is infested, assimilated, captured, or placed in stasis, you may instead kill him.

A portable Mercy Kill. ;-)

Equipment.jpg (2945 bytes) Scarab (C)
Highly explosive robotic drone. Launched one at a time against enemy troops or installations. Two Scarabs can level most buildings.
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Reports aboard your Reaver. Once per battle, you may discard to kill up to 2 personnel at same planet location or Nor site (random selection) OR damage one planet facility present.

Equipment.jpg (2945 bytes) Sharpened Claws (U)
Task: Increase effectiveness of melee attacks.
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Reports free to your Zergling, Ultralisk, or Torrasque. Each of your Zerg personnel present is STRENGTH +2. (Cumulative.)

Equipment.jpg (2945 bytes) Shoulder Strap and Mount (C)
Shoulder straps holding rifles prevent them from being easily dropped, and also include a shoulder mount that improves aiming.

Gives all your ENGINEER-classification personnel the extra skill of SECURITY where present.

Equipment.jpg (2945 bytes) Targeting Laser (C)
Special low-power laser fitted to most C-10 canister rifles. Used to "spot" targets for nuclear strikes and for sniping.
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Reports for free to your C-10 Canister Rifle. Your C-10 may benefit from Sniper. Once per personnel battle here, your Ghost may select its adversary before shuffling combat piles. (Immune to Disruptor Overload.)

Plans of the Ghosts is going to deviate a bit from its counterparts in the Star Trek universe and allow downloading of Targeting Lasers.

Equipment.jpg (2945 bytes) Vespene Gas (C)
High-energy gas used in many vehicles and starships. Known for its ability to warp space-time.
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Zerg may use. Once each turn at a facility, you may discard one Gas to download one Gold-Pressed Latinum or Minerals here OR discard two Gas to download any Event to hand.

The triad of barter--gold, minerals, and gas. This one deviates a bit by downloading an Event instead--perhaps much more important than Equipment.

Equipment.jpg (2945 bytes) Warbringer-model Reaver (R)
Experimental model of Reaver with a faster micro-manufacturing plant and a higher capacity. One was utilized by Mojo and his companions.
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Reports to your facility. Moves and ‘walks’ like a personnel. Each turn, two Scarabs may report aboard for free. Capacity: 25 Scarabs. (Unique.)

Equipment.jpg (2945 bytes) Warp Blades (U)
Similar to most Zealots’ Psi Blades, but much more powerful. Used by the Dark Templar. "The colder the blade, the better it cuts."
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Protoss use only. May report to your Dark Templar. Each of your personnel present is STRENGTH +3, but loses 1 Diplomacy unless aboard your ship. (Cumulative.)

Mini-joke on the lore...the Dark Templar have to draw their powers from the cold, empty void of space.

Equipment.jpg (2945 bytes) Weapons Holster (C)
Many high-ranking officers carry a sidearm in a holster. It keeps them safe even when they have no one else to protect them.
Gives all your OFFICER-classification personnel the extra skill of SECURITY where present.

 

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