STAR TREK COLLECTIBLE CARD GAME
THE FINAL DIMENSION
EXPANSION RULES SUPPLEMENT
Fighter Enhancements
--------------------
A new card type, fighter enhancements can only be played on Fighter Class
ships. These act as weapons that give you a chance to damage or destroy enemy
ships without having to compare weapons and shields. In order to use an
enhancement, the enhanced ship must be participating in battle. When
"firing," probe for an outcome listed on the card. If you draw a card that
doesn't have a listed symbol, nothing happens. Only one fighter enhancement
may be used per turn for each fighter unless otherwise stated on another
card. This basically allows for more interesting and fun battles between two
or more players.
Fighters
--------
Fighters are a special class of ship. They battle normally like any other
ship, but they don't have range (as indicated by the --- in the range box).
They rely on other ships to carry them along the spaceline. In order to move
a fighter to another mission, you'll first need to have Engage Shuttle
Operations (an event card from the Alternate Universe expansion set) in play
(see new Engage Shuttle Operations rules below for a better explanation).
Fighters are the only class of ships that can use fighter enhancements (see
above). Only the Federation has access to fighters currently (unless a treaty
is in play).
New Capture and Captive Rules
-----------------------------
With the addition of more cards that can capture ships and personnel, there
are some new capture rules. When you capture an empty shuttlecraft or
fighter, you can instantly place it in your ship's "cargo bay" if that ship
has a tractor beam. Also, any personnel captured aren't placed on the table.
Instead, they're placed underneath the personnel "capturing" the captive and
is considered "escorted" (similar to Star Wars capture rules) and can be
beamed up to a ship with the personnel "escorting" him and be sent directly
the the ship's "brig". Place that personnel upside down underneath the ship.
Any other cards, such as Interrogation or Brainwash can still be used on
these captives. Also, one personnel who was just stunned can be captured by
the personnel who stunned him and become "escorted" by that personnel.
Interdimensional Portal
-----------------------
This doorway allows you to essentially play with two decks instead of only
one. The second deck can be from any game, but would be most interesting with
a Star Wars deck (another game from Decipher). Like the card states, any game
rules for that game should be interpreted in Star Trek terms. For example,
you decide to add a Star Wars deck to the game. Character stats would become
something like Power=Strength, Ability=Cunning, symbol=affiliation (aliens
are considered non-aligned), etc. Rule interpretations have to be agreed upon
by all players before play starts. Shuffle both decks, and keep one next to
the Interdimensional Portal card. Whenever you draw a card, through normal
draw phase or a card that lets you draw, you can choose to draw from either
deck, provided that you don't draw more than you're allowed to at any one
time. Please note that you need to have an Alternate Universe Door (a doorway
card from the Alternate Universe expansion set) in play when you bring
Interdimensional Portal into play.
Engage Shuttle Operations
-------------------------
This event from the Alternate Universe expansion set will now see a lot more
action. It will now allow you to use fighters more efficiently. The wording
on this card should be changed to include fighters as well as shuttlecraft.
               (
geocities.com/area51/labyrinth/6354/dreamcards)                   (
geocities.com/area51/labyrinth/6354)                   (
geocities.com/area51/labyrinth)                   (
geocities.com/area51)