Another round of dream cards for the Star Trek Collectible Card Game, resurrected from the late 90s and given graphics for the first time. As promised, Gel Packs!
THE ENTRIES:
[211] bio-neural energy
[212] bio-neural gel-pack
[213] bio-temporal chamber
[214] biochips
[215] biocontainment field
[211] Chakotay's Ghost, indeed a persona, has no Classification. It acts as a booster to whichever personnel it inhabits. If that personnel dies, the Ghost is also discarded. The persona rule works for a just-killed Chakotay, but the Chakotay doesn't return to hand. The Ghost may not be randomly selected alone. Source: "Cathexis"
[212] If a personnel has Computer Skill, it becomes Computer Skill x2. A personnel with Computer Skill x2 gets x4, etc. Decipher later made its own version (as Equipment) in the Voyager expansion (included for comparison). Source: "Caretaker"
[213] For example, Jean-Luc Picard could lie down in the Chamber and come out as Admiral Picard or Lt. (j.g.) Picard. If an AU personnel from another location meets its double where the Chamber is, they may coexist since they have already been reported legally, much in the same way a reversed Anti-Time Anomaly allows the same unique personnel to exist in multiple copies. Such personnel may not report at a double's location where the Chamber is present. Source: "Before and After"
[214] It doesn't report at a Food-serving site, but rather as an implant only playable at Assimilation Table. Source: Referenced in "I, Borg"
[215] Aphasia Device and Coalescent Organism (to name a couple of targeted dilemmas) are not discarded when encountered unless their requirements are met. They simply don't kill or disable as they normally would. Source: The entry references "Macrocosm", but I chose a pic from "Unnatural Selection".
Next up: Taking the bio course.
Cards: Chakotay's Ghost, Bio-Neural Infection, Bio-Temporal Chamber, Biochip Implant, Biocontainment Field






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