Killer Bee's

Chrystaline Entity # 6

Table of Contents:

Survey Question

Mail Responses

Sample Deck

Klngon Korner

Federation Fanatic

Doorway section (NEW!)

Feature Article (ST:CCG WAR!)

Classifieds

Survey Question: No body answers my surveys, so I think that unless I get replies, I will scrap the section.

Mail Response I would like to hear from all of my subscribers again because my list of them got trashed somehow. Sorry for the inconvenience.

Sample deck:

Could someone send me a good demo deck or other sample deck. Rare decks are not appreciated as much as more common ones.

Klingon Korner:

Kurak

S Science

Astrophysics, Computer Skill, Physics, Honor

INTEGRITY 6 CUNNING 7 STRENGTH 6

She has some of the best skills for Klingons. Physics and astrophysics are rare if they are together, and she is just about the only Science that is not common or that has only 1, 2, or 3 skills. The Computer skill is well needed, but the astrophysics and science together are perfect for the 45 point mission: Warped space. Thanx for responding to my want ads! RATING: 7/10

Romulan Roulette

Stefan DeSeve

CIVILIAN [AU],S

Romulan: Treachery, Greed

Federation: OFFICER, Treachery, INTEGRITY -1

INTEGRITY 5 CUNNING * STR5

For Federation he is a well needed Civilian, and has rare Treachery. The Integrity of 4 make him vulnerable to Firestorms. For Romulans his greed is needed, the integrity of 5 is rare and the Cunning is awesome. He is one of the few that can run the Decius. I would recommend him for Federation attack autherization decks as well as a little for Rommie decks.

RATING: Federation: 5/10 Romulan: 4/10

Federation Fanatics

Janewa-… I mean Calloway

MEDICAL Youth

INT: 7 CUNNING 5 STR 3

All right, this card sucks BAD! I was flipping through my commons and saw Captain Janeway staring up at me. Is she played by the actor who plays Janeway. Is there a similarity of the name to make us think that. Send me comments. Thanx!

RATING 2/10 (I mean 2375897234618576/10)

Doorway corner (NEW!)

Question: Can the doorway be played on your opponent’s turn. One of my friends told me that they asked the main representative and he said… NO! Am I not invincible to Temp. Rifts any more?

Yes I am invulnerable because they can nullify rifts IN PROGRESS

Devdian Door

Allows you to play a card "from the future" Whether you have a Devdian Door in your hand or not. Say at any time "Devdian door and play one Personnel or Equip anywhere from your hand. Any time during your next turn you must show your Devdian Door or you loose. If you win before then you still must show it or you loose. Place the Devidian door out of play.

Wow what a card! With "THE CANE" you can bring three anywhere (goes nicely with the Enterprise C). It once helped me a LOT. I had a crew with NO medical. I had one in my hand, but played a ship instead. I attempted a mission and ran into a plague ship. Everyone would have died unless I said Devdian Door. (I had one) My team was saved through this. I later lost due to a faster opponant.

Rating W/cane 10/10 W/out cane 8/10

Feature Article.

I made a new game that allows battles and makes them more realistic. It includes possible maneuvers such as the Picard Maneuver or Read alert Maneuver. It requires a deck of playing cards, and a printout of the following. It allows one to one ship combat unlike 160003042340 Bird of Preys vs ONE Future Enterprise. Mount the Maneuver cards on the cards and have fun w/ this varient.

All Power to weapons!

(maneuver)

R/ W/ S

-1/+2/-1

Warp Slide!

(maneuver)

R/ W/ S

-9/+3/+5

All Power to Warp Drive!

(maneuver)

R/ W/ S

+5/-4/-4

Their shield is operating on a frequency of 29134!

(maneuver)

R/ W/ S

-0/+5/-1

All Power to Shields!

(maneuver)

R/ W/ S

-2/-1/+2

Warp Burst!

(maneuver)

(rnd dwn)

R/ W/ S

-4/+(R/3)/-1

Long Range Burst!

(maneuver) "tap" this ship to give target ship +0/+2/+1 ship gets -3 to R

Ram

(maneuver)

you use R as W They use R as W

Well placed hit!

(maneuver)

R/ W/ S

-2/+4/+0

Decloak! FIRE!

(maneuver)

R/ W/ S

-1/+2/+2

Play on cloaked ship; it decloaks

Risky Maneuver!

(maneuver)

R / W / S

-7/+1D6/-1D6

Random Evasive Pattern!

(maneuver)

R / W/ S

-1D6+1/-1D6/+1D6+1

Red Alert!

(maneuver)

R/ W/ S

-4/+0/+0

(add 4 points to any system, divided in any way you want)

Evasive Maneuver pattern Delta!

(maneuver)

R/ W/ S

-3/+1/+2

Evasive maneuver Pattern Alpha!

(maneuver)

R/ W/ S

-3/+0/+3

Maneuver "Pattern Suicide"!

(maneuver)

R/ W/ S

-5/+5/-5

The Picard maneuver!

(maneuver)

R/ W/ S

-6/+2/+4

Disable Target!

(maneuver)

R/ W/ S

-5/-2/-2 (If target hit, take control of it)

Bridge Hit!

-5 to ship’s range (Battle Damage)

R/W/S

-2/-2/-2

Deflector Hit.

-4 to ship’s range

(Battle Damage)

R/W/S

-0/-3/-0

Warp Drive Hit.

-4 to ship’s range

(Battle Damage)

R/W/S

-7/-0/-0 (can repair in 1 full tur n)

Main Weapons Hit.

-4 to ship’s range

(Battle Damage)

R/W/S

-1/-3/-0

Armor Damage.

-1 to ship’s range

(Battle Damage)

R/W/S

-0/-0/-1

Secondary Weapons Hit.

-2 to ship’s range

(Battle Damage)

R/W/S

-0/-2/-0

Phaser Hit.

-1 to ship’s range

(Battle Damage)

R/W/S

-0/-1/-0

Nav Console Destroyed.

-6 to ship’s range

(Battle Damage)

No more maneuvers may be played by this ship

Rescue

(maneuver)

Play on a ship that is facing an opponent with more weapons than its shields. Another ship may take its place. Add both weapons together when attacking.

They are too much for us! CLOAK!

(maneuver)

Allows a ship to disengage its opponent and engage its cloaking device.

Plasma Fires!

-3 to ships Range

(battle damage)

Destroys cloaking device

R/ W/ S

-1/-2/-2

Launch suicide shuttle

(maneuver)

R/ W/ S

-4/+5/-3

Evasive maneuver Pattern Beta!

(maneuver)

R/ W/ S

-1/+1/+1

Lock Weapons!

(maneuver)

R/ W/ S

-1/+1/0

Fire Deflector Dish

(maneuver)

(gives +16 against Borg)

R/ W/ S

-5/+5/-3

Tractor beam orbit!

(maneuver)

R/ W/ S

-5/+1/+4

Attack my target!

(maneuver)

allows ships not battling to add half their weapons to target ship.

Evasive Maneuver Pattern Gamma!

(maneuver)

R/ W/ S

-5/+2/+2

Reengage around planet Artoth 3!

(maneuver)

Cancels all maneuvers played so far

Generate Holographic ships!

(maneuver)

R/ W/ S

-3/+1/+4

Shut down drives, fire!

(maneuver)

R/ W/ S

0/+3/-5

Employ Shuttle Tactics! (maneuver)

R/ W/ S

-2/+2/+2

Captain’s Maneuvers!

(maneuver)

Play on a ship with a captain on board.

R/ W/ S

-4/+3/+3

Hold them off for as long as possible!

(maneuver)

R/ W/ S

-2/+6/-7

Fire Torpedoes, dispersal pattern Sierra.!

(maneuver)

R/ W/ S

-3/+3/0

"A tractor beam deflects 50% of their shots.!

(maneuver)

R/ W/ S

-4/+1/+4

Strategic Maneuver

(maneuver)

Add your cunning and subtract theirs from your weapons and shields.

Bubble shields together!

(maneuver)

-5 to ships range, All ships get +3 to shields.

Lucky miss!

(maneuver)

Can only be played if it will make shields greater than attackers weapons.

R/ W/ S

-1/0/+3

Random Impulse bursts!

(maneuver)

R/ W/ S

-1/-1/+2

Good Leadership

(maneuver)

Add number of Leadership to weapons leadership x 2 counts as 2

Gamble

(maneuver)

People auction off the + to weapons until one person passes. This affects both sides.

Fire all torpedoes!

(maneuver)

R/ W/ S

-2/+3/-1

Reroute all power to the helm! (maneuver)

R/ W/ S

-4/-2/+2

Turn Sequence

¨ Play one Event, person, ship, or equipment card.

¨ Organization Phase: Beam personnel onto/off of a ship

¨ Cloak phase A: Cloak/Decloak (once)

¨ Battle Movement: move ships to battle using regular movement rules.

¨ Resolve battle

¨ Cloak phase B: Cloak/ Decloak if ship hasn’t done so on first phase

¨ Non-Combat movement: All ships may use their remaining range to move through and to areas that have no enemy ships on them.

¨ Attempt space/planet missions: Away teams that have previously beamed down may now attempt space/planet missions to get their artifacts. They must go through dilemmas, but gain no points for passing a mission. Dilemmas do give/take points away. Artifacts may be placed ANYWHERE, but only one can be put on any mission.

¨ End Turn: Draw cards and events that specify at the end of turn are now in effect.

Maneuvers: They temporarily affect one ship on your side until a "discard maneuver" phase is reached. If the ship doesn’t have enough range, to withstand the subtraction, it may not be played. Battle damage They are played by a friendly ship that gets something subtracted to the range. They affect the opposing enemy ship. The battle damage remains until fixed at a ‘non-neutral" outpost.

For every damage exceeding the shield, the ship takes damage and the opposing player may earn points. Damage is cumulative; 3 hits destroy a ship. you may damage it twice or three times by getting over 2x or 3x the shield (modified shield with maneuver) A ship may be totally repaired, but the outpost’s shields do NOT extend over it for 2 full turns. If it survives, all battle damage is removed and the status of the ship is normal. Points earned, are not lost. If the shield goes to negative one, the ship is destroyed, and the far right column is used for a point bonus.

+10 Autodestruct - For destroying an outpost, you get +50 points. Artifacts should be designed to help you destroy ships or win faster.

Remember, do not include Maneuvers in your deck!

Decks:

My current Klingon deck

E-mail me your deck!!!

Letters To the Editor/Classifieds

Have Betazoid Gift Box or Borg Ship for trade (for Star Wars Cards) E-mail me!

Link to Yuan-Ming's Star Trek Universe

Send Comments and review requests

Make sure to send classifieds or articles as well!

This 'Zine was modified on 3-24-97

Paramount and Decipher own all rights to this so I will not take credit for any of this. This is for entertainment only and no $$$ is being made off of this so neither of the companies has to worry for their own rights. If you can read this disclaimer you don't need glasses.

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