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.
© Copyright 2024 Paperzz