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.

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.
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.

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 cards 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
therell be similar strategies...
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.

If present with your espionage agent, once per turn you may either glance at one
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.
Dragoon Exoskeleton (U)
Cold, metallic shell which hosts the remains of deceased Protoss warriors. Connected
to the warriors brain to give it new life--or in the case of Fenix, an old one.

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.)
Flame
Thrower (C)
Portable, plasma-based Perdition flame thrower. Typical weapon of a Firebat. Short
range, but powerful blast.

Each of your Terrans is STRENGTH +2 where present, and once in each battle one may
mortally wound one adversary they just stunned. (Cumulative.)
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.

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.)
Hellfire Missiles (C)
Special air-to-air missiles used on Goliaths. Some may use the missiles
against ground structures.

If Goliath Walkers in play, where present, your Goliath pilots are WEAPONS +3,
and may destroy one
icon card where
present.
Minerals (C)
Minerals are necessary to build many of the weapons, ships, and other equipment used
by the Protoss, Terrans, and even the Zerg.

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 youre 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.
Model 8 Canister Rifle (U)
Modified C-10 canister rifle. Able to shoot more powerful canisters. Favored weapon of Nova
Squadron operatives.

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.
Needle Spines (U)
Task: Increase power of missile attacks by Zerg minions.

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.)
Neural Implants (U)
Typical cybernetic implants given to Marines, Ghosts, and
Firebats. Consist of
aggression inhibitors and behavior regulators.

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.
Personal Shields (U)
Protoss typically surround themselves by psionically created shields. These shields
allow a Protoss warrior to attack more aggressively.

Reports to your Protoss. Where present, each of your Protoss may ignore the effects of one
opposing STRENGTH bonus applied for personnel battles. (Cumulative.)
Personnel Cloak (U)
Personnel cloaking device employed by Terran Ghosts. Allows them to hide themselves in
any locations.

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.
Psi
Blades (C)
Energy blades utilized by Protoss Zealots. Can cut through a 3-foot wall of titanium
like a hot knife through butter.

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.)
Psi Emitter (R)
Psionic Waveform emitter developed by the Confederacy. Broadcasts a high-powered
neural pattern of psychic Ghosts. Tends to attract Zerg.

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.)
Reaver (U)
Robotic vehicle. Produces highly explosive Scarabs. Known for their ability to level
entire colonies in moments.

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.
Record Player (R)
Old-style hi-fi. Plays vinyl records. Owned by Gerard DuGalle.
Played after unsuccessful missions to attempt to cheer himself up.

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.
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.

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. ;-)
Scarab (C)
Highly explosive robotic drone. Launched one at a time against enemy troops or
installations. Two Scarabs can level most buildings.

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.
Sharpened Claws (U)
Task: Increase effectiveness of melee attacks.

Reports free to your Zergling, Ultralisk, or Torrasque. Each of your Zerg personnel
present is STRENGTH +2. (Cumulative.)
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.
Targeting Laser (C)
Special low-power laser fitted to most C-10 canister rifles. Used to "spot"
targets for nuclear strikes and for sniping.

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.
Vespene Gas (C)
High-energy gas used in many vehicles and starships. Known for its ability to warp
space-time.

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.
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.

Reports to your
facility. Moves and ‘walks’ like a personnel. Each turn, two
Scarabs may report aboard for free. Capacity: 25 Scarabs. (Unique.)
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."

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.
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.