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.

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
Message—Protoss (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
Message—Terran (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.)
