Each card indicates where it may be found using initials within parenthesis after the card's name. The entry before the slash is the outdated version of the card. Initials after a slash are where the changed version is found. Keep in mind, the older cards may be used and function as if they were the most recently printed version of the card.
GENERAL ERRATA - DISCARD AFTER USE: As a general rule most Luck, Hazard, and Occurrence cards are played, have their effects, and are then Discarded after use. Most of these cards either explicitly state this or have a rule explicitly stating when the card is discarded (e.g. "Lasts 2 turns. Discard after use.") If one of these cards doesn't state when it's discarded and there's no Errata listed it is likley that the card is intended to be discarded either after use or after its duration has expired. The exception is artifact cards, which normally stay in play once played.
A1 Infestation Inhibitor (PoM/UE): This card had a significant rewrite for UE (right). Use the updated rules.
R/A3 Emergency Medical Technician (Pro1): A Crew card with an Emergency Medical Technician played to it counts as an EMT for the purposes of the Infestation Inhibitor.
A1, A3, A5, A7 Molting (PE/UE): Orgon 'D' dragon cards may have any
card which is playable to a 'dragon' played on them, including all of the
Molting cards. The second rules line should read:
- More than one molting card may be played on a 'D' dragon.
A9 Dragon Automaton (PE/UE): Orgon 'D' dragon cards may have a Dragon Automaton card played to them.
A3 Star Walker (PoM): This card allows a psy to perform a there-and-back mission to a location. The clauses "without transportation" and "ignoring shields" are merely clarifications. The phrase "without transportation" simply clarifies that this card grants the ability of transportation (no transporter or shuttle needed). The clause "ignoring shields" states that you can transport through shields. As a card action, the there-and-back mission must be performed during a card play phase (preferably Play Cards Phase A).
On the turn when this is done, psy damage caused by the psy to that location is doubled. It does not cause direct structural damage. Only cards that state their damage is structural cause structural damage.
A5 Blood Clydon (AT): This card does not have to be played to an attack-capable crew. It grants the crew the ability to make up to 4 attacks to destroy crew or equipment of equal or lesser strength than the crew.
A5 Filarian Mind Lord (PoM/nc): This card
allows all Filarian Infesters in all fleets to infest ships 2 strength points higher than normal.
It also should have the following rule on it:
- May only be used in a Filarian deck.
A6 Filarian Infester (PoM/nc): The card text was cut off at the bottom. It
uses the same rules as other Infester cards.
- Two or more Infesters may combine their strength against a single crew.
- May only be used in a Filarian deck.
R/A7 Cyborg Death (NE/nc): The card is discarded after use. Use a tracker die or other counter/marker to keep track of the dragons new maximum strength. Orgon 'D' dragon cards may have a Cyborg Death played to them.
[Unofficial]: There's no reason Cyborg Death should be discarded after use; neither the card text say it is nor are Ability cards usually discarded after being played (after "use"). Simply leave the Cyborg Death played on the dragon card and discard it when the dragon card is discarded.
[Unofficial] C1 Speedy Delivery Alien (Per): Unopend booster packs of Persona are hard to come by. Feel free to substitute a booster pack from any other set and randomly select 5 of the cards to place. Or to open a Virtual Pack.
C1 Sysop (NE/UE): The sysop only allows equipment to function as if it was also in play on a second location. It does not create a copy of the equipment. A mine functioning as if it was elsewhere would still be discarded after use. If it was activated by a mine deployment system, it would still not be able to be used at the other location, because any function of a card may only be used once per turn. The sysop's practical use is with equipment that does not perform a card action. An example would be an E6 Deflection/Transfer Device. The device is not limited to once a turn because of the fact that it is not a card action of the device but a rule on the card being employed.
[Unofficial] R/C2 Doctor (B/PE/nc): In Primary Edition the R/C2 Doctor card was erroneously printed with strength 7, even though there is another R/C7 Doctor in the set Companion Games chose not to release errata correcting this error. The Krebiz version should be treated as an R/C2.
C3 Cryogenic Convict (TG): The convict is played against a location in an opponent fleet without a penal colony. The fleet (not the location) it is played against must not have a penal colony. Only a penal colony in play in the opponent's fleet (a penal colony they played) can prevent the convict from being played. A penal colony played against their fleet is not in their fleet (only against their fleet).
It is the controller of the location of the cryogenic convict that must pay to fund capture efforts. If you move the convict to a location in your fleet, you will have to pay until you move him against an opponent location.
C4 Corrupt Politician (UE): Played against an opponent location.
C5 Weapons Officer (A/B/PE/UE): Multiplies the damage caused by the weapons at his location by 1.5.
R/C6 Damage Control Team (PE/UE): When played in reaction, must be played to the ship or base it is saving from being destroyed.
C6 Rogue Couple (PoM/UE): The term "weakest ship" refers to the ship with the lowest strength. If played against the weakest ship in all opponent fleets, the controller of the rogue couple controls the ship. If it is moved off of the ship, control reverts to the original controller. It may then control the lowest strength ship in all opponent fleets by moving to that location. If a weaker ship is played, the rogue couple can continue controlling the ship against which it is played. However, if they leave their ship, they would have to take the lowest strength ship.
[Unofficial]: The first rules line should read:
- When in play on a base, provides the following benefits:
C7 Saboteur (PE/UE): The clause about when research can be applied only refers to how he may normally be destroyed. If a Filarian Infester is played to him, research may be applied to him for purposes of getting rid of the infested crew. Any research applied for one purpose may not be used for the other.
C8 Freelance Purist (Pro): The purist may negate one point of Sector HQ damage each complete turn. Damage negation only applies to currently occurring damage, not previously applied damage. He does not repair the Sector HQ.
C9 Marauder (PE/UE): The marauder states that he may do two of his functions each turn. These must be two different functions.
R/C9 Temporal Engineer: The temporal engineer states "Immediately draw 2 cards when this is played". Immediately means during the current phase (rather than during the Draw Cards Phase). When played means this function may only be used when the card was just played.
There seems to be some problem with an L9 Accellerated Timeline and two temporal engineers fetching each other from the bottom of the deck to get an infinite number of 2 card draws. The accellerated timeline does not allow this. See L9 Accellerated Timeline below.
C5/5 Time Knight: Cards which are moved must be legally placed. For example, you couldn't remove a B6 Battlestation and place it on a crew.
C9/1 Time Knight: This time knight may negate a reaction card just played. The term reaction card, as it is used here, refers to any card played in reaction mode. He cannot stop a card with an "R/" unless that card is being played in reaction mode.
D3 Plasma Dragoness: The dragon's controller can decide which weapon (from which source) in a multi-source volley scores the final point of damage.
D6 Overwatch Dragon: This card has the rounded corners of a Persona class card and was intended to be treated as a Persona.
D10 Draxos III - Dragon Queen: The dragon queen doubles the breath weapons, not the damage caused by the breath weapons. A dragon with four breath weapons now has 8 breath weapons. Each of the 8 breath weapons now requires an ammunition point.
[Unofficial] E1, E3 Armor System Refit (AT): Adds 1 (or 3) Armor System points to the ship or base on which it is played.
E9 Distribution Nodes (UE): Adds 3 extra node points (not the 1 stated in the text).
[Unofficial] E1, E5, E9 Distribution Nodes (PE/UE): In UE the reference to
being Exclusive Mechad Technology was removed from the E1 and E9; it should have
been removed from the E5. Other cards make it clear that units cannot mix
Shields and Distribution Nodes, and only Mechad units have Distribution Nodes,
so these cards can only be used by Mechad units. Change/add the following rule:
- May only be played to a Mechad unit.
E1 False Mine (PE/UE) & E4 Sensor Mine (GI) <clarification>: These cards have 'Mine' in their titles and thus count as mines. They may be played to a Mine Rack or Mine Deployment System.
[Unofficial] E1, E2, E3 Krebiz Armor (PE/UE): May be played to a Krebiz cruiser or Krebiz base.
E1 Shield Refit (PE/UE): The first PE printing incorrectly states it gives two extra shield points. It only gives one extra shield point.
R/E2 Tractor Beam (PE/UE): The tractor beam states that the affected unit may only target the tractor beam's location. If a ship is given the same restriction at another location then there is no legal target for the ship's weapons fire.
R/E2 Transporter - Nuclear Mine (PE/nc) <misprint>: This card says 'R/E2 Transporter' along the top and 'Nuclear Mine' above the card text. It is considered an exactly identical card to the E2 Nuclear Mine and is not reactionary.
E3 Cargo (PE/nc): This card was reprinted noting that it may be discarded for Supply Points less damage received. It should be treated like the E4 Illegal Cargo, where it's current strength is reduced by the damage points applied and may be traded in for Supply equal to its current strength.
E4 Command and Control Center (AT): This equipment may be played to a unit or terrain. One card which generates command points (plural) at location may perform its functions twice per turn. Its location may not benefit by this equipment. Specifically, if played to a ship or base that generates command points, that unit would not be affected. Only cards generating command points at that location can be affected. Also note that weapons fire is not a function.
E4 Heavy Phaser Refit (PE/UE): The first PE printing incorrectly states it gives one extra phaser point. It gives two extra phaser points.
:R/E4 Monster Defense System (AT) In Advanced Technologies, the Monster Defense System received a major overhaul. It is now reactionary, passive, and no longer has an engagement cost.
[Unofficial] R/E4 & E8 Multi-Purpose Phasers (PE/Pir): - May be played to a ship or base.
R/E4 Transporter Mine (UE/NE): The transporter mine requires a
transporter to be activated against a ship, causing 2 points of damage (not 1 as
stated in the text of the Universe Edition printing of the card).
Editor's Note: This error was made in Universe Edition and corrected in New
Empires. We currently blame all such temporal anomalies on the Time Gates
expansion.
E5 Antimatter Mine: This card is activated against a ship. It destroys all the ship's shields and causes two points of structural damage. It does not affect EMF, but the two points of structural damage are still caused to the structure of a unit with EMF. It can not damage the shields of a ship with an R/T2 Asteroid Shield, but the asteroid shield does not block the structural damage. An E6 Deflection/Transfer Device will transfer half of the shield damage plus one point of structural damage. The deflected damage would be received as standard damage with one point of direct structural damage.
E6 Deflection/Transfer Device (A/B/PE/Pir): The Deflection/Transfer Device (DTD) only deflects damage that the ship is actually taking. Damage reduction or prevention is applied before the DTD may be used. A second DTD on the same unit will deflect half of the damage remaining from the first DTD. Deflected damage retains all of its original properties (including direct structural damage). If weapons fire damage is deflected to a unit immune to weapons fire, the unit will not be harmed.
E6 Super Computer (PE/UE): The original PE printing lacked the Command Point. This was corrected in the second PE printing and in the UE printing.
[Unofficial] E6 Variable Plasma Refit (AT): - May be played to a corporate or corporate pirate unit with variable plasma weapon.
E7 Argonian Strobe (A/B/PE/UE): The Strobe may not be activated against a fleet if it was activated against the same fleet on the previous turn. If a fleet is affected by a second strobe, the same units may be selected.
E7 Phaser Magnifier Refit (NE/UE): - Adds one magnifier point (one extra multiplier) to the Scorpead unit on which it is played.
E8 Bolaar Phaser Capacitors (PE): - May be played to any ship or base, not just Bolaar ships. It is still Exclusive Bolaar Technology, so must you must use the Adapted Technology rules in order to use the Capacitors.
E8 Mechad Network Interface (NE/UE): When played to a Mechad ship, it creates a clone of the ship stack. The clone also has an interface, but it is busy interfacing with the real ship. You cannot create a copy of the copy with the copy of the interface. Both ships require poihnts and must be engaged and armed separately. They are not required to have the same EMF strength or the same number of armed heavy weapons.
If the real ship becomes disengaged, the real equipment will also disengage (it is non-passive). This would cause the copy to disappear (it only exists due to the rule on the equipment). The loss of the copy in this manner does not count as the copy being destroyed and will not discard the interface.
When the card is first played, the copy of the ship is created. It is treated as if the copy of the ship was just played. The copy ship would be disengaged (unless the interface was on a ship with no engagement cost).
E8 Mine Deployment System (NE): - Adds a mine deployment system to the unit on which it is played.
E8 Tufor Mine Accellerator (UE): - Played to a Tufor unit...
[Unofficial] E9 Personal Corvette (PE) <clarification>: - As a Reaction, allows one crew on a ship or base to escape destruction...
[Unofficial] E9 Unit Overhaul (AT) <clarification>: Provides 1 Node Point on a Mechad unit per the text, not 2. May be played to a Scorpead Unit, but the Heavy Weapons points are ignored.
[Unofficial] E10 Subspace Stabilizers (PE) <clarification>: The second card rule should read:
- If played along with a Base allows the Base to be played independently.
F4 Terrain Field (PoM) <clarification>: The level 10 function destroys any terrain of equal or lesser strength than the function (i.e., strength 10 or less). It does not apply card damage. It either destroys the terrain or it does nothing.
[Unofficial] H3 & H5 Hyperspace Vortex (AT): - Discard after use.
H4 & H8 Gravity Pocket (NE/PE/UE): The ship requiring excess engagement energy to escape may have such energy applied regardless of whether the remainder of their engagement cost (economy, supply, etc.) is paid. The ship may be engaged at its normal cost, but the gravity pocket will remain. Even though a ship is trapped in a gravity pocket, it may still function as normal.
H9 Dimensional Portal (PE/UE): It must be played against an engaged ship. The ship remains engaged while in the portal. The ship stack may not affect or be affected by any fleet. The ship stack may not protect a Sector HQ or Psy Network. The ship does not require a command slot.
If a Clydon ship, Patrol Ship Courier, etc. in a dimensional portal separates, the portal stays on the main ship. When a Krebiz ship separates, the Krebiz ship's controller decides on which ship such cards remain.
H10 Akru Supernova (PE): This card is discarded after use.
I2 Projection Station (AT/Pir): Incorrectly printed with the Equipment background in AT, this was corrected in Piracy.
R/L3 Unlucky Targeting (PE/UE): Played against an opponent volley. Weapons volley is divided by 2.
R/L4 Scientifically Enhance Tectonic Plate Structure (NE/UE): This card is
missing the R/ Reaction signifier when reprinted in UE. It may (actually, it must)
be played in reaction to an opponent weapons volley or card play.
Editor's Note: This error was made in Universe Edition and corrected in New
Empires. We're still blaming all such temporal anomalies on the Time Gates
expansion.
L5 Energy Flux (AT): - Played to a mechad unit.
R/L4 Miscommunications (PE/UE): This card allows you to dictate the unused weapons of an opponent unit. Weapons are considered unused if their weapons fire has not been resolved. Declared, but as of yet unresolved weapons fire is available to be affected by a miscommunication. You must state each volley you wish to fire and resolve each volley before continuing with the current player's turn. Opponents may then react to the playing of the card and each declared volley (as each is resolved separately).
Causing an opponent's weapons to be fired at a location does not prevent that opponent from targeting that location. Since you are choosing the target, it only prevents you from again targeting that location on the same player turn.
Cards which fire weapons in a volley do not protect their Sector HQ or Psy Network from that volley. In a two-player game, this would allow a player to miscommunicate an opponent ship and (if no other cards are protecting their Sector HQ) fire its weapons at that opponent's Sector HQ.
R/L7 Temporal Correction (TG/UE): The phrase "does not block card actions" prevents this card from being used on a card moving against the fleet to perform a card action. It may affect cards being played against the fleet and cards that were previously played against the fleet. It will also affect cards which were previously moved against the fleet and remained against the fleet.
R/L8 Advanced Preparedness (PE/UE): This allows a card to be played in reaction mode. However the card played in reaction mode must follow all the rules of reaction cards. It must perform a function of the card (or use a rule on the card) when played. Blocking damage is also considered a function of cards which block damage. A ship may be played to protect a Sector HQ about to take damage. A base may be played to protect a terrain from weapons fire.
R/L8 Targeting Error (PE/UE): Targeting Error states that you can redirect an opponent volley to any target in that opponent's fleet except cards which fired in that volley. Cards which fire weapons in a volley do not protect their Sector HQ or Psy Network from that volley. If a target is chosen that all participants in the volley cannot target, then the weapons fire from those participants incapable of firing becomes voided.
R/L8 Twist of Fate (TG/UE): May only be played against an opponent's card that is not the basis of a stack.
L9 Accelerated Timeline (PE/UE): On the turn played, the owning player may play any or all of the cards in his hand, ignoring the three-card limit (but not other limits). This card would count as a card play. Any card action of a card in play which is done as a card play still counts as a card play, so using a R/C9 Temporal Engineer to retrieve the bottom of the Discard Pile (which states "As a card play,") also consumes a card play.
Only the playing of cards from the hand are exempt from the card play limit, and only those played after the accelerated timeline has taken effect gain this benefit. If an opponent reacts to your accelerated timeline, any reaction cards you play will consume a card play (as the accelerated timeline has not taken effect yet).
L10 Galactic Armageddon (UE): If this card is played, but the effect is not resolved, it may still be played by another (or the same) player.
L10 Galactic Cataclysm (Pir): This card is removed from play after use.
M2 Skullets (NE/nc) <clarification>: Skullets damage units (ships or bases). They are either played against a unit or played to a skull reaper and activated against a unit.
M3 Scandig Blob (NE, UE/nc), M5 Symnergenic Cloud (NE/nc), etc. <clarification>: Any monster destroyed by hazard damage may be damaged by any hazard that causes damage. Damage causing hazards that are played to other locations may be played to a Scandig Blob (or other monster damaged by hazards) to cause damage. Hazards, such as an H6 Large Minefield, may have their damage applied to such monsters, even though they say that it is only applied to cards of another type.
M3 Shield Fiend (PE/UE): The shield fiend may be played on any card except a ship with an invinco guardian or EMF. Therefore it may affect any base, installation, terrain or monster equipped with shields (such as an M8 Ship Collector).
R/M4 Minor Luck Demon (AT): The R/M4 Minor Luck Demon is self-explanatory except in how it interacts with the R/M9 Luck Demon. First, the minor luck is limited to performing its action once per turn (as are all card actions). Also, since it is a luck demon, any R/M9 Luck Demons in play before it is played will no longer be considered the most recently played luck demon (see the R/M9 Luck Demon). However the minor luck demon may not be played in reaction to prevent the theft of a luck card by the R/M9 Luck Demon. This is due to the rule that states reaction cards may only be played in reaction mode if they perform an action (or use a rule). There is no card action or rule on the minor luck demon stating that he stops luck demons.
M4 Space Dragon (GGB): This card was never translated into German, having English text in the German print.
M5 & M7 Astromorph (PE/UE/Pro3): The astromorph is played against a fleet. It damages a ship each turn until that ship is destroyed. It may then attack another ship.
M5 Ship Mimic: The ship mimic will mimic the actions of a ship (of equal or lesser strength). Consider the mimic to be a copy of the ship that does exactly what the ship does. It only mimics the ship, not the ship stack. Cards which modify the ships actions, such as a weapons officer or catastrophic repetition, will not be mimiced. The cards played to the ship that the ship mimic could mimic would be refits (cards that modify the ship itself). A phaser refit is being fired by the ship (and therefore is mimicked). It would also mimic the actions of a ship even if the action is caused by a card playl If an R/O3 Fighter Defense System is played to a ship with a mimic, when the ship fires its phasers, the mimic will also fire its phasers (mimicking the ship).
If an S3 Scorpead Troop Ship transports a boarding party off of terrain, the ship mimic also attempts to transport the same boarding party to the ship mimic (which is illegal and therefore voided). If a lucky targeting was played to the Scorpead troop ship and it fired one phaser (let's assume the x2 phaser magnifier was loaded), the mimic would fire one phaser in the same volley. The ship's phaser would cause three points (modified by the lucky targeting), and the mimic's 'phaser' would cause only two.
If an escort (with mimic) intercepts two points of damage, the mimic will intercept the same two points of damage (not an additional two). Both cards would take four points of damage, damaging the ship and not the mimic (mimics are not affected by weapons fire).
M5 Tectonic Burrower (NE, UE/nc): This card causes the damage to the terrain against which it is played. This was accidentally omitted from the card. Errata is necessary because only cards which state they can damage terrain may cause damage to terrain.
M6 Seductress (PE/UE): If the seductress is played to a science officer, the effect of the seductress would be suspended by the science officer as long as the officer is functioning. If played against a prophet, the prophet would be able to divert the card play.
M7 Juggernaut (PE/UE): The juggernaut is played against a base. After destroying a base, he moves to another base (in any fleet). If no base is available, move him to your fleet and wait. You can then, at any time there is a base in play, move him to a base and attack (as a card action during your turn).
M8 Fatal Horror: This monster is played to a unit and only affects crew on that unit. If a crew evacuates the unit, it will not be affected by the fatal horror. This card would have no effect if played to a unit without crew and would be considered voided. If all the crew leave after the horror has taken effect, it would not be voided. Instead it would be discarded and the unit disengaged (as per the card).
M8 Ship Collector (PE/UE): As of the UE printing the Ship Collector is a persona-Class. The previous errata about needing seven opponent ships in play is no longer in effect.
R/M9 Luck Demon (PE/UE): Any luck card played by a player to their own fleet may instead be played by the player controlling the R/M9 Luck Demon if they posess the most recently played Luck Demon in play. Also, luck cards played against a fleet with an R/M9 Luck Demon in play are ignored (discarded) unless the Luck Demon's controller wants to allow the card to be played. This second function works regardless of whether or not the luck demon has "most recently played" status.
The luck demon grants this ability. It is not a reactionary action of the luck demon. It is instead treated as a rule while in play (and is not limited to once per turn). Use of the card rule is timed as any reaction is timed. This is the difference between a card action (once per turn) and a card rule (active continuously).
The term "played to their own fleet" includes cards played to cards in their fleet, but not cards played against their cards by opponents or played to non-fleet locations such as the Discard Pile.
The order in which Luck Demons are played is important. Only the most recently played luck demon in play may steal opponent luck cards. When a "most recently played" luck demon is removed from play (by any means), the next most recently played becomes the "most recently played" luck demon in play. If the absent demon returns to play, it will regain its status. See R/M4 Minor Luck Demon.
M10 Zaggoth Guardian (NE): The guardian protects all monsters in the fleet. Any time a monster you played (any card you play is in your fleet) would be damaged, the guardian prevents the damage and takes one point of damage. Any card that allows a monster to be damaged, regardless of how it is normally damaged (such as some spiritual leaders) can damage the guardian. However the guardian will protect itself and only take a single point.
R/O3 Defensive Electronic Warfare (PE/UE): All electronic warfare may now be played to a ship or base (As per the UE version shown above right).
O3, O5, & O7 Forced Retreat (A/B/PE/nc): Discarded after use (As per the UE O4 version shown above).
R/O3 Instant Reaction (TG/UE/Per): This card has been reprinted in Persona to further clarify what has become the most misunderstood card in Galactic Empires. Here is how it is now worded: "Played to a reaction card. May only be played once each phase. The reaction card may use its functions in reaction mode, moving to any location. Any reaction card may only be used in reaction once each complete turn. Return this card to the hand if the reaction card is of equal or lesser strength. Otherwise, discard this card after use."
R/O3 Offensive Electronic Warfare (PE/UE): All electronic warfare may now be played to a ship or base (As per the UE version shown above right). Offensive Electronic Warfare can increase the damage caused by a heavy weapons volley, increasing the damage taken by terrain. The electronic warfare cards do not state they can damage terrain because it is the weapons, not the electronic warfare causing the damage.
R/O3 Offensive/Defensive Electronic Warfare (PE/UE/nc): All electronic warfare may now be played to a ship or base (As per the UE version shown above right). This card shows a -X or +X where it should read -X and +X. Offensive/Defensive Electronic Warfare can increase the damage caused by a heavy weapons volley, increasing the damage taken by terrain. The electronic warfare cards do not state they can damage terrain because it is the weapons, not the electronic warfare causing the damage.
O4 Information Leak (PE/UE): Discarded after use. (as per the UE version shown above right).
R/O4 Repair Delivery (A/B/PE): (first three pictured) A repair delivery is played to a location in the fleet. The repair points may be applied to ships, bases, terrain or the Sector HQ or Psy Network. It can be used to repair previous or currently occurring damage (preventing the damage from being scored). It may not repair card damage.
R/O4 Repair Delivery (UE): (last pictured) Discarded after use.
Editor's Note: See the editor's note on the R/E4 Transporter Mine regarding
pre-corrected cards. Boom.
O5 Insanity (PE/UE): Insanity allows the controller of the insanity to dictate the actions of the crew. It now states that the crew may perform normally or perform the opposite of the following functions: point generation, point modification, card plays or card draws (modifications to the amount). Point generation/modification can be resource points, damage points, command points, etc.
O5 Political Upheval (PE/UE): The phrase "Prevents the use of the terrain" indicates that it produces no points, may not perform card actions, and any rules on the card that affect other cards will no longer be in effect.
O3 & O5 Wandering Desire (PE/nc): - Discarded after use (As per the UE O3 shown above).
- Negated by a crew
card of a strength greater than the strength of the wandering desire (strength 4 for the O3,
strength 5 for the O4, and strength 6 for the O5).
O6 Political Clout (NE/UE): "Played against an opponent ship and terrain" is short for "Played against an opponent ship and an opponent terrain in the same fleet."
O7 Poker Night (CC/nc): Discarded after use.
O7 Surprise Attack: The surprise attack now states that the ship is played engaged and fully armed. All weapons and ship systems (heavy weapons, mine deployment systems, etc.) are loaded. Once the ship is played, the surprise attack is used (there is nothing more for it to do) and it is discarded. This card does not arm cards played after the ship is played, such as refits.
R/O8 Emergency Damage Control (PE/UE): Incorrectly printed with the Equipment background in PE, this was corrected in UE.
R/O8 Reserve Callup (TG): Ships brought into play when this card is played in reaction to weapons fire are considered reaction cards for purpose of the splash rule.
O9 Catastrophic Repetition (TG): This card states "no other modifications allowed." Modifications are any card affecting the ship which adjust the damage caused by the ship. A phaser magnifier may be applied because, as a ship system, it is not considered a modification. It does prevent the use of lucky targeting because it modifies the weapons damage. It will not prevent an unlucky targeting because that affects the volley, not the ship's weapons. A ship mimic will mimic the action of the ship but does not mimic cards played to the ship. So the weapons fire of the ship mimic will do standard damage. Also note, this card only affects damage, not other effects of weapons such as those found on game supply ships.
O9 Discovery of Discoveries (PoM/UE): - Discard after use.
R/O10 And Now For Something Completely Different (CC): - Discard after use.
O10 Planetary Destruction (PE): This card states that it destroys any ships or
bases on the terrain. The E10 Subspace Stabilizer only prevents a base from being
discarded due to the destruction of the terrain. It will not stop the occurrence from
destroying the base. If the terrain is saved by an R/C5 Exogeologist, the bases and
ships are still destroyed. It has the following rule:
- Discard after use.
S10 Explosive Ore Carrier (UE): The ore carrier's controller can decide which weapons (from which source) in a multi-source volley scored each point of structural damage. Any points in excess of what is needed to destroy the ore carrier are not considered to cause structural damage. Incoming damage negated by a repair delivery is never applied and will not cause retaliation.
S10 Council of Six Tribe Battleship (Pro6) <clarification>: The Energy engagement cost and shields overlap. This ship requires 4 Supply and 2 Energy to engage and has 10 Shields.
[Unofficial] S10 Indirigan Supercarrier (AT): This ship is described as a
carrier; as such it's missing the following rule:
- Each turn, all fighters and shuttles played to a carrier have their
phasers rearmed during the Engagement Phase.
S5 P.O.T. Command Cruiser (NE/AT): Was missing the command point in NE. Corrected in AT.
S9 P.O.T. Battlecruiser (NE/UE): This ship may be used in any P.O.T. deck. It is not restricted to the Tequan element (that is flavor text).
[Unofficial] S4 Tufor Mine Layer (NE): This is the only Tufor ship lacking shields. It should have 3 Shields.
S6 Vektrean Battlecruiser (GGB): The German version incorrectly has only one Command Point generated. It should have two Command Points like the PE and UE versions of the card.
R/T2 Asteroid Shield (PoM/UE): The asteroid shield now states that it may not be the basis of a stack. This means that cards may not be played to or against it. The asteroid shield prevents the ship from receiving damage (except direct structural damage).
Once the asteroid shield is in play, it continues to prevent damage to the ship, but no longer intercepts the damage. That rule only applies to cards played in reaction mode. Once in play, the terrain must be the target of damage to be damaged, and any excess damage would not splash through.
T/H2 Plasma Field (UE): Incorrectly has only 1 energy generated showing in the top right, it should have 2 energy like the card text and earlier printings.
T/S2 Vektrean Asteroid Freighter (GI): This card may not be combined with terrain.
T5 Nebula - Homecloud Nebula (A/B/PE/UE): This affects all Argonian ships in all fleets.
T/B5 Vektrean Asteroid Outpost (UE): There are two different versions of this card appeared on two different print sheets in Universe Edition, the Terrain print sheet as a Rare 2 and the Empire Specific print sheet as a Very Rare 3. As such I've updated the rarity listing as it appears on my website.
T/B Vektrean Asteroid Terrain (PE/UE): All of the Vektrean asteroid
terrain are considered T/B and use the following rules:
- Vektrean asteroid terrain are played and
damaged as a terrain. It is a base card for all other purposes.
- Shields protect against card damage.
They may be played during turn 1 or 2. If played during turn 2, it would not count as your 1 unit, installation or psy played during that turn.
The same applies to command limits. Once played, they consume a command slot, but do not require a slot to be played. Note that it is legal to exceed your command limit. It only prevents you from playing a card which consumes a slot (except Vektrean asteroid bases).
The Vektrean asteroid bases are damaged as terrain. The structure of the base may only be damaged by heavy weapons and cards that state they damage terrain. The structure will suffer the effects of card damage (see Card Damage). Only the heavy weapons portion of a weapons volley can damage the structure. The shields protect against card damage and weapons fire as would the shield on any card.
Cards that are played to terrain may only be played to Vektrean asteroid bases if they cause damage (or if they may also be played to bases). You can play a Vektrean asteroid base to a star because it is played as terrain, but you may not play a white dwarf to the Vektrean asteroid base, because it is a base for purposes other than being played and damaged.
Vektrean asteroid bases may be used by any deck, but must be supported using the rules for supporting minor empire cards (unless used in a Vektrean deck). They are Vektrean and may use Vektrean technology. They may not use adapted technology (this is limited to their ships).
T/B6 Vektrean Asteroid Station (AT/Pir): This card was originally misprinted with the Battle Sled image and background. It was reprinted with the correct image and background and now has 6 shields.
T6 Out of Phase World (TG/nc): When the out of phase world is out of phase, the terrain stack is considered removed from play. This terrain may only change phase during the Allocation Phase (and is therefore "in phase" on the turn played).
T6 System - Femerazi System (NE): This affects all Tufor ships in play in all fleets.
[Unofficial] T7 Leopan Nebula (Pir) & T8 Leopan Operations Planet (Per) <clarification>: Any Repair Points generated by these terrain may repair Armor Systems. This includes Economy Points used as Repair Points; but only those generated by these terrain through combined terrain or terrain point modifiers, not points generated by other cards on the terrain stack.
T7 Planet Krebizar (PE/UE): This planet affects Krebiz capsules in play in all fleets. This includes capsules combined with cruisers.
T8 System - Mechad System (PE/UE): This affects all Mechad ships in all fleets.
T8 Plasmatic Nebula (NE/UE): This nebula affects all P.O.T. ships in all fleets.
T9 Planet - Corporate Homeworld (PE/UE): This affects all Corporate ships in all fleets.
Leopan Sector HQ (UE): The text about not allying with other empires is flavor text, not a rule.
Scorpead Sector HQ (UE): Erroneously says 'Mechad Sector HQ' in the lower title.
Aqarran Bases & Ships: None of the Aqaaran Bases and Ships from the Starter Deck have the empire name in either of the card titles (above or below the illustration). They all have the dual S/B or B/S card type and colored background of the Aqaaran empire and count as Aqaaran empire Bases or Ships, as exemplified by the final card shown above, the S10/B6 Aqaaran Flagship.
A number of cards in the Allied Forces set have text overflow errors, causing text and Phaser points to be pushed down and off of the card. The highlighted text it the text which was lost. In the case of any rules text which was cut short, those cards should be considered to contain their complete text.
[Unofficial] S6 Armed Tug, S7 Heavy War Cruiser, S6 Bolaar Command Cruiser, S6 Treglean Heavy Cruiser, S4 Erodi Light War Cruiser, S7 Erodi Battleship (AF): All of these ships lost phaser points due to line wrapping errors causing text to overflow. Give these ships the following Phaser Points:
Drone Sector HQ (AF): A sector of Drone escaped Mechad control when their sentient programming was altered due to viral infection.
Drone Special Ship System Rules(AF): - Points in parenthesis represent a single system. Multiple points not in parenthesis indicate multiple systems which may be used separately.
Unlike the other Allied Forces ships that lost Phasers to an obvious text wrapping, these two are not obviously missing anything. However these two cards seem a little underpowered with no weapons.
[Unofficial] S2 Drone Escort (AF): Give this ship ✜: Phasers and ◼: Trams
[Unofficial] S5 Drone Heavy Escort (AF): Give this ship ✜✜: Phasers and ◼◼: Trams
Noble Sector HQ - Noble Reclaimed Space: - When defending this Sector HQ, P.O.T. cards may be stocked as minor. Generic ships may support P.O.T. ships.
Treglean Sector HQ: The arachnosaurian race known as the Tregleans seek to aid the races of the Far Side.
S4 Erodi Light Nova Cruiser: The nova cannon was used in fleet actions. The explosive nature of the nova could defeat entire fleets.
S4 Erodi Light War Cruiser: The hazardous conditions of the Tuforeous Dead Zone forced the Erodi to manipulate hazards for survival.
✜✜✜: Phasers
Erodi Sector HQ: If the Erodi Sector HQ was destroyed, they has the fallback position of the Tuforeous Dead Zone.
S3 Shon-ti Heavy Destroyer: Shon-ti do not gain their beliefs in assassination until after their brood stage. This empowered elder Shon-ti to eliminate undesirable brood stock without risking assassination.
T9 Pakta'don Plasmatic Cloud: - Any resource point output of this terrain that is prevented, reduced or stolen may still be produced for allocation to Pakta'don units.
- Each turn, 1 Pakta'don unit in the fleet which just fired pulse phasers may retarget (multiple times) the same target with its pulse phasers (if eligible to fire).
S5 Tarra'ki Heavy Escort: - As a reaction, as escort can intercept damage applied to any ship of 7 or greater strength, taking 2 points of damage for each point intercepted.
S6 Tarra'ki Command Cruiser: The Tarra'ki designed starships to defend the borders of Argonian space when the homecloud began to collapse.
S4 Trochilidae Scout Cruiser: - Generates 1 research point per turn or allows the controlling player to look at 1 randomly selected card in an opponent's hand each turn.
S7 Trochilidae Battlecruiser: Capable of surviving prolonged abuse, once provoked, Trochilidae could turn on an opponent with lightning speed.
R/M2 & R/M6 Ionized Phaser Eel: The phaser eel absorbs all phasers fire from
the unit on which it is played and any phasers fired at the eel.
- Phaser damage absorbed is stored until your next Engagement Phase and may be
expended to prevent damage, with each stored point able to prevent 1 point of non-phaser
damage.
- Damaged by non-phaser weapons.
O6 Fleet Disjunction: Unreleased Misprint (Though this card is supposedly unreleased I have two of them - Eric).
- Played to the fleet.
- Prevents cards in opponent fleets from generating command points.
- Opponent units which do not receive their required command slot are disengaged during the Engagement Phase unless the unit has a communications officer or communication supervisor.
- Lasts for 2 turns.
The differentiation between Passive and Non-Passive Equipment didn't happen until the Powers of the Mind expansion. Equipment Cards from Alpha, Beta, Primary Edition, New Empires, and some Promotional cards didn't have the P/NP marker, and some of those cards weren't reprinted. Additionally a number of Equipment cards from later sets and various Promotional cards had the marker left off in error.
I've gone through all of the equipment to assign them as P or NP. Many of these are based on a similar card (i.e. if most Shuttles are Passive then a different Figher or Shuttle would be Passive as well). Some I just used my best guess as to whether they should be Passive or Non-Passive. This list should be considered [Unofficial], but is the only available errata for these cards.
The differentiation between Passive and Non-Passive Equipment didn't happen until the Powers of the Mind expansion. Equipment Cards from Alpha, Beta, Primary Edition, New Empires, and some Promotional cards didn't have the P/NP marker, and some of those cards weren't reprinted. Additionally a number of Equipment cards from later sets and various Promotional cards had the marker left off in error.
I've gone through all of the equipment to assign them as P or NP. Many of these are based on a similar card (i.e. if most Shuttles are Passive then a different Figher or Shuttle would be Passive as well). Some I just used my best guess as to whether they should be Passive or Non-Passive. This list should be considered [Unofficial], but is the only available errata for these cards.