Another round of dream cards for the Star Trek Collectible Card Game, resurrected from the late 90s and given graphics for the first time. Taking the bio course...
THE ENTRIES:
[216] bioenzymatic supplements
[217] biogenic field
[218] biogenic weapons
[219] bioimplant
[220] biomechanical gene disruptor (no card required)
[216] Source: "Liaisons"
[217] Good in combination with Genetronic Replicator and against MEDICAL-related dilemmas. Source: "Sacred Ground"
[218] The WEAPONS value for Biogenics is always the one written on the card, and you never count the bonuses or minuses usually attributed to the ship. It also gives a new use to splitting Away Teams up with Phased Matter, for example. You can only fire once before the Event is discarded. Source: "For the Uniform"
[219] Bioimplant is indeed an implant card. It plays either as an Event or an Interrupt depending on its target. Source: "It's Only a Paper Moon"
[220] Already exists as the dilemma Harvester Virus from the Deep Space Nine expansion.
Next up: For the "bio" section, a surprisinging number of android cards.
Cards: Bioenzymatic Supplements, Biogenic Field, Biogenic Weapons, Bioimplant




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