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Abandon Facility (C)
When the Terran facilities were becoming overrun by the Zerg, they started evacuating the facilities to prevent more casualties.

If your facility was just assimilated, infested, or commandeered, suspend play to immediately beam any or all of your personnel aboard to one of your ships at same location.

Acid Burns (C)
Guardians pack quite a wallop when they attack ground targets with their acid spores--especially against personnel.

Once per battle, plays to mortally wound one adversary any of your Guardians just stunned OR to stun the current adversary; that ship faces next adversary.

Acidic Spines (U)
Some Hydralisks have special acidic spines which deliver a killing blow to anyone hit by them.

Once per battle, plays to mortally wound one adversary your Hydralisk or Hunter-Killer just stunned OR to stun the current adversary; personnel faces next adversary.

Adun Toridas! (C)
Battle cry of the Dark Templar. Stands as a reminder for Adun’s help in allowing the Dark Templar to continue.

Once per turn, if your Dark Templar just killed a personnel, you may yell "Adun Toridas!" to score points.

Alternate Route (C)
A frontal assault on a Terran Dominion base on Braxis would have been futile, as it was too well defended. Samir Duran knew a safer route to pass the defenses.

Plays if your Away Team cannot pass a dilemma. You may change one skill listed on that dilemma to any other skill, and may attempt to pass it again.

An Alternate Plan (C)
When the Overmind recovered from the Dark Templar attack on Zasz, he had knowledge that changed the plans of the entire Swarm.

Plays to do any or all of the following: discard your current objective, return it to your hand if you have any Overmind in play, and download one Objective card.

You didn’t think I’d allow the Zerg to operate without a Change of Plans, did you?

Archon Warp (U)
Two High Templar may merge to form an entity known as an Archon. Those who make the sacrifice are acknowledged in the Templar Archives.

Plays on your two High Templar present with each other. They merge to form a single personnel (an Archon), with combined classifications, skills, and attributes.

Burrow (C)
Most Zerg ground units have the ability to burrow underground. This can be used to escape detection by enemy units until the danger passes.

Plays on your Zerg personnel. Any or all of your Zerg present (except Ultralisks and Torrasques) may immediately burrow. They may unburrow at any time.

Comsat Scan (C)
Comsat stations attach to Terran Command Centers. Advanced radar detection systems allow for easy reconnaissance over a limited area of vision.

If you have a facility OR Detector present, you may glance at all seed cards under this mission OR force a ship to decloak at this location.

Consume (C)
Zerg Defilers are the only Zerg unit with a tendency to cannibalism. The consuming of fellow Zerg is used to create energy to create more toxins.

Where your Defiler or counterpart is present, discard one Zerg personnel to download Plague, Dark Swarm, Ensnare, or Psionic Storm (as appropriate).

"As appropriate" in this case means that only those that can use a card may be downloaded the card.

Dark Archon Meld (U)
The creation of the dark volatile beings called Dark Archons was outlawed for over a thousand years, but the Zerg threat made this necessary.

Plays on your two Dark Templar present with each other. They merge to form a single personnel (a Dark Archon), with combined classifications, skills, and attributes.

Dark Swarm (C)
Defilers can release clouds of small insects into the air. This obscures the enemy’s view and causes many weapons to become useless.

Plays where your Defiler is present. Hand weapons may not be used here (except blade weapons). Also, Orbital Bombardment cannot target this location.

Decisive Action (U)
In the military, a quick and decisive action can help advance an army quickly. Those that make those quick decisions are rewarded.

Cancels Make Up Your Mind! OR Score points if faced with an opponent’s dilemma that forces you to make a decision.

Defensive Matrix (U)
Short-term forcefield generated by an Explorer-class science vessel. Able to absorb considerable punishment from enemy fire.

Plays on your ship or facility present with your Explorer-class ship. While on that ship, its SHIELDS are +6. (Not cumulative.)

Disruption Web (U)
Energy discharge device used on the Dark Templar Corsairs to prevent ground attacks. Dark Templar are hoping to come up with a version for space.

Plays on a planet present with your Protoss Corsair. Until the beginning of your next turn, personnel on planet may not battle, and Missile Turrets on planet may not fire.

Don’t Keep Me Vaiting (U)
It’s best not to delay an angry German, especially one who says... "I hef vays of blowing sings up."

Once per turn, plays to cause a card to count down now. That card does not count down at the end of this turn.

EMP Shockwave (U)
Explorer-class science vessels are usually outfitted with a missile that emits an electromagnetic pulse, which causes energy disruptions throughout the target ship.

Plays on an opposing ship present with your Explorer-class ship. It is SHIELDS -3, and WEAPONS and special equipment are offline. While in play, suspends Personal Shielding and Personnel Cloak.

Ensnare (U)
Queens can emit a thick mucous that slows down enemy ships. This biological film dissolves with time, but can cripple a fast fleet.

Plays on an opposing ship where your Queen is present. While on that ship, it is RANGE -3 (cannot drop below 5 unless already lower than 5). (Cumulative.)

Feedback (U)
Dark Archons have the ability to use a ship’s energy reserves against it, creating a cosmic "whiplash" against it. This works for both mechanical and biological ships.

Once each turn, damages one ship at same location as your Dark Archon. That ship may not use special equipment until the start of your next turn.

Fenix! No! (R)
Kerrigan’s treachery led to the death of Raynor’s friend Fenix, and Emperor Mengsk’s trusted advisor, General Duke. Raynor swore a vendetta.

If your opponent’s personnel just mortally wounded your unique personnel (who dies that turn), plays on the killer. If your unique personnel kills this personnel, score points.

For Aiur! (R)
A typical battle cry of the Protoss. When inspired, Templar warriors are able to attack quickly, and with deadly efficiency.

Your Templar may stun one personnel he just engaged in personnel battle (Templar faces next adversary). OR Your Templar may mortally wound one personnel he just stunned.

Grooved Spines (U)
Hydralisk spines have special grooves in them for aerodynamic efficiency, allowing them to fly farther.

All your Hydralisks and Hunter-Killers may add their STRENGTH to your total STRENGTH at battles at adjacent sites for the rest of this turn.

Gung-Ho Ghost (Titan2000) (OTSD Premium)
When challenged, a Ghost never backs down.  Feel their mighty wrath.  
StarCraft_Universe.gif (907 bytes)
Once per turn, plays on an espionage agent.  It has triple STRENGTH for the rest of this turn.  (Limit once per personnel.)

Hallucination (U)
High Templar are skilled at creating detailed simulacrums of all kinds of people and other things.

Plays where your High Templar is present. Acts as a personnel, duplicating one personnel’s STRENGTH, title, and lore. STRENGTH only counts toward being stunned or mortally wounded in battle.

Heal (C)
The UED’s medical staff is highly trained in field operations. They have the ability to cure a soldier’s battle wounds almost instantly.

Once per battle, plays on your mortally wounded personnel if you have 3 MEDICAL (or MEDICAL; "stop" that MEDICAL) present. That personnel is stunned instead.

Heresy (R)
When Aldaris learned of Tassadar’s cooperation with the Dark Templar, he immediately accused Tassadar of heresy--the worst crime possible in Protoss society.

Plays on any Dark Templar or Tassadar. His attributes are -3. If your Conclave member is in play, also score points when countdown expires.

Hey! How’d I Get Here? (C)
In the projected "Ground Zero" scenario, one of the civilians killed would not know the method of transportation to his location.

In place of one card draw, download one v CIVILIAN to your hand, facility, OR to any planet.

Incoming Message—Change of Orders (Titan2000) (OTSD Premium)
Don’t you wish those bureaucrats would make up their minds?

“Change of plans, Captain.”  Nullifies any "may do nothing but" cards on this ship; ship must return to nearest compatible facility.

Incoming MessageProtoss (C)
Messages and directives are sent, faster than light, on subspace radio signals amplified by networks of relay stations.

"Your ship must immediately return to the nearest Protoss outpost, full speed."  Place on one Protoss ship until outpost reached, then discard.

Incoming MessageTerran (C)
Messages and directives are sent, faster than light, on subspace radio signals amplified by networks of relay stations.

"Your ship must immediately return to the nearest Terran outpost, full speed."  Place on one Terran ship until outpost reached, then discard.

Irradiate (U)
Many Terran science vessels have the capability of bombarding a personnel with radioactive material.

Plays on an opposing personnel at same location as your Explorer. All personnel's STRENGTH present reduced by 3 each turn (personnel killed if STRENGTH is 0 or less).  (Not cumulative.)

STRENGTH is restored when the countdown expires or the card is nullified.  Never before.

Jimmy! What’s Happening?! (R)
"I need immediate evac." "Belay that order. Commander, pull out of orbit of the planet." "What?! You’re not just gonna leave her?"

Plays on an opponent’s personnel alone on a planet. Opponent must either lose points (regardless of affiliation) or give up control of that personnel to you (infested or assimilated, if applicable).

Lay Down Fire (C)
Often, Marines will spray fire in front of enemies to stop their advance. This has the added effect of making them hesitate.

Plays at the start of personnel battle if you have a phaser, disruptor, flame thrower, or rifle present. Exclude up to three opposing personnel from battle (random selection).

Live for the Swarm! (U)
Zerg regeneration capabilities come in handy when a "mortal" wound has been given to one.

Plays to allow one of your mortally wounded Zerg personnel to be stunned instead. OR Relocate all Zerg aboard a Zerg ship to the planet below.

Lockdown (U)
Terran agents, also known as Ghosts, have the ability to shoot a Lockdown round from their rifles. These Lockdown rounds temporarily disable ships and vehicles.

Plays on a icon card if you have a Ghost in play; suspends that card’s game text. OR Plays on a Reaver or ship at same location as your canister rifle on a planet; that Reaver or ship is disabled.

Long Live the Fighters! (C)
Security personnel are much better at handling weapons than other personnel. This allows for stronger performance in battle.

Plays at the start of personnel battle. Your SECURITY personnel are STRENGTH +1 during this battle. (Not cumulative.)

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