“I can't change the laws of physics” Roll a die. On an odd result your Brain task gets +1D6, otherwise it gets -1D6. “Random chance seems to have operated.

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Presentation transcript:

“I can't change the laws of physics” Roll a die. On an odd result your Brain task gets +1D6, otherwise it gets -1D6. “Random chance seems to have operated in our favour” Play when you are about to make a Bravado task. Add 3D6 to your skill roll. “It's a Russian invention” Roll a die. On an odd result your task gets +2D6, otherwise it gets -2D6. Dodgy Prop Immediately cancel an action just declared by your opponent, or move any item of scenery up to 2”. “Well, I shall try to be less rigid in my thinking” You may immediately reroll a failed Brain test. “It was my cross- circuiting to B that recovered them” Play when you are about to take a Brawn or Bravado test. The attempt succeeds - there is no need to roll. “I can't change the laws of physics” Roll a die. On an odd result your Brain task gets +1D6, otherwise it gets -1D6. Dodgy Prop Immediately cancel an action just declared by your opponent, or move any item of scenery up to 2”. “It's a Russian invention” Roll a die. On an odd result your task gets +2D6, otherwise it gets -2D6. “Well, I shall try to be less rigid in my thinking” You may immediately reroll a failed Brain test. “It was my cross- circuiting to B that recovered them” Play when you are about to take a Brawn or Bravado test. The attempt succeeds - there is no need to roll. “Random chance seems to have operated in our favour” Play when you are about to make a Bravado task. Add 3D6 to your skill roll.

Unconscious Place 1D6 figures Out of the Fight. “You are away from your post, mister” Fast Move any non character in the direction of your choice. Tricorder Use the Tricorder to automatically complete a task. Vulcan Neckpinch Automatically win a melee. Vulcan Neckpinch Automatically win a melee. Tricorder Use the Tricorder to automatically complete a task. “He's dead, Jim” Place one non character as Obviously Dead. “He's dead, Jim” Place one non character as Obviously Dead. “You are away from your post, mister” Fast Move any non character in the direction of your choice. “That's the first time I heard a malfunction threaten us” You may cancel the action of any one Mechanoid model which has just been declared. “That's the first time I heard a malfunction threaten us" You may cancel the action of any one Mechanoid model which has just been declared. Unconscious Place 1D6 figures Out of the Fight.

“I am afraid you have it all wrong, Mr Spock, all of you” You may immediately reroll a failed Reaction check. “Monsters come in many forms” Replace any non character with a monster. Reinforcements Nominate a point on a table edge. Roll 1D6. Add this number of non unique models at that point. Broken Tricorder Use this card to nullify any Tricorder card or action. Knockout Gas Choose any point on the table. Models within 2” will be stunned Reinforcements Nominate a point on a table edge. Roll 1D6. Add this number of non unique models at that point. Broken Tricorder Use this card to nullify any Tricorder card or action. Knockout Gas Choose any point on the table. Models within 2” will be stunned “I am afraid you have it all wrong, Mr Spock, all of you” You may immediately reroll a failed Reaction check. “Monsters come in many forms” Replace any non character with a monster. Lightning Strike Choose any point on the table. Models within 2” will be stunned Lightning Strike Choose any point on the table. Models within 2” will be stunned

“What you're after is a royal fizzbin” Automatically win the Talk the Talk test. "You're bluffing" "Vulcans never bluff“ Pass any opposition figure without triggering an In Sight test. Move it One of your models may make an immediate Fast Move action. Play in opponents turn. Handle In Sight as per normal. Phaser on overload Your weapon has twice the usual number of shots. Discard after use. Check the computer banks Play before you roll for Initiative. You automatically gain the Initiative this turn. Both sides can move all figures. Half a gallon of Scotch Immediately bring this turn to an end. Phaser on overload Your weapon has twice the usual number of shots. Discard after use. “What you're after is a royal fizzbin” Automatically win the Talk the Talk test. Half a gallon of Scotch Immediately bring this turn to an end. Check the computer banks Play before you roll for Initiative. You automatically gain the Initiative this turn. Both sides can move all figures. "You're bluffing" "Vulcans never bluff“ Pass any opposition figure without triggering an In Sight test. Move it One of your models may make an immediate Fast Move action. Play in opponents turn. Handle In Sight as per normal.

“No problem is insoluble” Each character must pass a Brawn test before they can continue on with their current action. “We prefer the ways of peaceful contact” Each character must pass a Bravado test before they can continue on with their current action. “To deny the facts would be illogical” Each character must pass a Brain test before they can continue on with their current action. “No problem is insoluble” Each character must pass a Brawn test before they can continue on with their current action. “We prefer the ways of peaceful contact” Each character must pass a Bravado test before they can continue on with their current action. “To deny the facts would be illogical” Each character must pass a Brain test before they can continue on with their current action. “No problem is insoluble” Each character must pass a Brawn test before they can continue on with their current action. “We prefer the ways of peaceful contact” Each character must pass a Bravado test before they can continue on with their current action. “To deny the facts would be illogical” Each character must pass a Brain test before they can continue on with their current action. “No problem is insoluble” Each character must pass a Brawn test before they can continue on with their current action. “We prefer the ways of peaceful contact” Each character must pass a Bravado test before they can continue on with their current action. “To deny the facts would be illogical” Each character must pass a Brain test before they can continue on with their current action.

“By golly, Jim... I'm beginning to think I can cure a rainy day!” You may immediately reroll a failed dice roll. “Commodore Decker, you are relieved of command” Play this card to cancel any other event card just played. Your opponent may not draw another card. Red Shirt If within 3 inches of a higher rep figure that is hit, takes the hit instead. Red Shirt If within 3 inches of a higher rep figure that is hit, takes the hit instead. “By golly, Jim... I'm beginning to think I can cure a rainy day!” You may immediately reroll a failed dice roll. Phasers on Stun Stunned - Figure cannot act or react until having spent one full turn of activation doing nothing. Phasers on Stun Stunned - Figure cannot act or react until having spent one full turn of activation doing nothing. Turncoat One figure (excluding a character) is now controlled by your opponent. Turncoat One figure (excluding a character) is now controlled by your opponent. “Captain, you almost make me believe in luck” Play when your opponent is about to make a reroll. Instead of rolling, the original result stands. “Captain, you almost make me believe in luck” Play when your opponent is about to make a reroll. Instead of rolling, the original result stands. “Commodore Decker, you are relieved of command” Play this card to cancel any other event card just played. Your opponent may not draw another card.

Resilient Treats OOF as Knocked Down. Hard to kill Treat Obviously Dead result as a Knock Down instead. Wary Add 1d6 when taking In Sight tests. Bad Shot Play when one of your models is about to be fired upon. The shot automatically misses. Roll for Received Fire as per normal. Dazed & Confused Play before your opponent activates any models. One of his models of your choice may not activate this turn (can react as normal). Resilient Treats OOF as Knocked Down. Hard to kill Treat Obviously Dead result as a Knock Down instead. Dazed & Confused Play before your opponent activates any models. One of his models of your choice may not activate this turn (can react as normal). Wary Add 1d6 when taking In Sight tests. Bad Shot Play when one of your models is about to be fired upon. The shot automatically misses. Roll for Received Fire as per normal. Red Mist! Must fast move (towards an appropriate enemy) and fire every turn if he can, moving the full distance until he makes contact. Red Mist! Must fast move (towards an appropriate enemy) and fire every turn if he can, moving the full distance until he makes contact.

Nerves of steel Not subject to Duck Back. Tough Treats Runaway as Duck Back. I.E.D Nominate a point on the table. Models within 2” must roll on the Ranged Combat Damage Table (Impact 2). Roll for each model. I.E.D Nominate a point on the table. Models within 2” must roll on the Ranged Combat Damage Table (Impact 3). Roll for each model. Something in my eye -1 to Rep penalty on In Sight checks. Nerves of steel Not subject to Duck Back. Tough Treats Runaway as Duck Back. Something in my eye -1 to Rep penalty on In Sight checks. I.E.D Nominate a point on the table. Models within 2” must roll on the Ranged Combat Damage Table (Impact 2). Roll for each model. I.E.D Nominate a point on the table. Models within 2” must roll on the Ranged Combat Damage Table (Impact 3). Roll for each model. I.E.D Nominate a point on the table. Models within 2” must roll on the Ranged Combat Damage Table (Impact 1). Roll for each model. I.E.D Nominate a point on the table. Models within 2” must roll on the Ranged Combat Damage Table (Impact 1). Roll for each model.

Invulnerable One model on your side cannot be harmed by ranged weapons this turn (Can only be Knocked Down). Invulnerable One model on your side cannot be harmed by ranged weapons this turn (Can only be Knocked Down). Second Chance Choose one enemy model. You may reroll any rolls made to hit or wound this model. Brawler Adds 1d6 when in melee but can still only count the best two. Second Chance Choose one enemy model. You may reroll any rolls made to hit or wound this model. Brawler Adds 1d6 when in melee but can still only count the best two. Fog of War Choose an opposition figure or group. On their next turn they will move in a direction of your choice. Retreat One of your models can take an immediate Duck Back action if an enemy model is within 6”. No In Sight allowed. Clumsy When testing to Fast Move and fails with doubles will move 1d6” then fall in place counting as stunned. Fog of War Choose an opposition figure or group. On their next turn they will move in a direction of your choice. Retreat One of your models can take an immediate Duck Back action if an enemy model is within 6”. No In Sight allowed. Clumsy When testing to Fast Move and fails with doubles will move 1d6” then fall in place counting as stunned.