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.