Silent Fury Print and Play Field Disruption Cards

Dante
Syndrome
Place a fire in every odd
numbered component.
Gone
The ship disappears.
Remove it from play.
Roll a d6. On a 4+, the
ship is located
elsewhere - consider it to
have safely exited the
scenario. Otherwise, the
ship is never seen again consider it destroyed.
Spacetime
Ripple
Flip and resolve one
face-down Field
Disruption card on every
ship in the scenario,
including this one.
Radiation Spike
EMP
Disrupt all crew in and
adjacent to every reactor.
Power down all reactors
and components
adjacent to a reactor. Do
not disrupt crew. Discard
all Field Disruption cards.
Breakers Blown
Lurker
Hole in Space
Power down all
components on the ship.
Do not disrupt crew.
Discard all Field
Disruption cards.
A Lurker gets on board
the ship. At the
beginning of each drift
phase for the rest of the
scenario, kill 1 random
crew in the disrupted
crew box.
Avert: Voluntarily disrupt
3 crew to hunt the Lurker
down.
A rift opens in the ship’s
current hex. Any ship that
begins or ends the drift phase
in the same or an adjacent hex
to the Hole is destroyed. The
Hole remains in this hex for the
rest of the scenario.
Sysem
Overload
Hyperspace
Node Connection
Corrupted Field
Reactors on this ship are
inoperable. During the
drift phase, disrupt all
crew in reactors.
Avert: 3+ repair in a
reactor.
Crisis
All even numbered
components are lightly
damaged. Disrupt 1 crew
as normal.
Suntouched
Crisis
Place a fire in every reactor.
These fires require 4 repair
points to repair to heavy
damage, and may only be
overwritten by a ‘Hull
Breach’ token. Fires that
spread from the
Suntouched fires are
normal fires.
Avert: Repair all
Suntouched fires.
If two Holes in Space are
adjacent to each other, all
ships are destroyed.
Immediately end the scenario.
Place the ship’s vector
token any number of
hexes directly behind the
ship.
Core Breach
Imminent
Crisis
During every drift phase,
roll two Impact dice. If 0
points are scored,
destroy this ship.
Avert: 4+ Repair on a
reactor, or 1+ Repair on a
reactor and Destroy the
reactor.
Wild
Fluctuations
Crisis
For every hit on this ship,
flip a field disruption
card as though a reactor
was hit.
Avert: 4+ Repair on a
reactor.
Uncontrolled
Field Expansion
Draw 2 face-down Field
Disruption cards and add
them to this ship.
then place this card
face-down on this ship’s
field disruption cards and
shuffle them.
then flip and resolve
another Field Disruption
card.
Missing In
Action
Kill all crew in and
adjacent to reactors.
Harmless
Dissipation
Discard all of this ship’s
Field Disruption cards.
Resonance
Cascade
If there are other Field
Disruption cards on the ship,
Flip and resolve every other
face-down Field Disruption
card on this ship, until there
are no Field Disruption cards
remaining or the ship is
destroyed.
If there are no other Field
Disruption cards on the ship,
draw three face-down Field
Disruption cards and add them
to the ship, then place this
card face-down on top of
them.