UNOFFICIAL SW:CCG COMPLETE DARK SIDE SPOILER LIST TM & (C) 1998 Lucasfilm Ltd. All Rights Reserved. Star Wars and related marks are trademarks of Lucasfilm Ltd. Used under authorization by Decipher Inc. TM, (R) & (C) 1998 Decipher Inc. Decipher, Customizable Card Game, The Art of Great Games and associated marks, logos, packaging, instructions, game theory and strategy, and intellectual property are exclusively owned by Decipher Inc. All Rights Reserved. Gameplay by Technical Game Services. This card list is copyrighted but may be distributed freely in unmodified form at no more than cost of duplication. Comments, questions and other issues can be directed to the maintainer at: cgregg@texas.net (Chris Gregg) The original of this document may be found at: http://lonestar.texas.net/~cgregg/swccg.html =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Imperial Locations *Alderaan Dark System [R1] Set: Premiere Parsec: 2 Icons: Planet Light [1]: Dark [0]: If you control, Force drain +1 here for each Death Star site on table also in your control. *Anoat Dark System [U] Set: Dagobah Parsec: 5 Icons: Planet Light [1]: If you control, all opponent's Ugnaughts on table are forfeit -1 Dark [2]: If opponent initiates a battle here, your starships may move as a 'react' to or from nearest related asteroid sector. <><><>Asteroid Field Dark Sector [C] Set: Dagobah Icons: Space Light [1]: "Asteroid Rules" in effect here. Dark [1]: "Asteroid Rules" in effect here. If you control, may cancel Force drain at related system. *Bespin Dark System [U] Set: Cloud City Parsec: 6 Icons: Planet Light [1]: If you control, your characters and vehicles deploy -1 to Cloud City locations. Dark [2]: If you control, opponent's characters and vehicles deploy +1 to Cloud City locations. *Bespin: Cloud City Dark Sector [U] Set: Cloud City Icons: Planet Light [1]: If you control, for each of your starships or vehicles here, your total power is +1 in battles at Cloud City sites. Dark [2]: If you control, for each of your starships or vehicles here, your total power is +1 in battles at Cloud City sites. <>Big One Dark Sector [U] Set: Dagobah Icons: Space Light [0]: "Asteroid Rules" in effect here. Dark [1]: "Asteroid Rules" in effect here. If you control, Force drain +1 here for each Asteroid Field at same system. <>Big One: Asteroid Cave or Space Slug Belly Dark Site [U] Set: Dagobah Icons: Interior, Exterior, Creature, Planet Light [1]: "Cave Rules" in effect here. Dark [1]: "Cave Rules" in effect here. If you control, may cancel Force drains at system related to Big One. *Cloud City: Carbonite Chamber Dark Site [U] Set: Cloud City Icons: Interior, Mobile, Scomp Link Light [1]: If you occupy, subtract 2 from opponent's Carbon-Freezing destiny. Dark [2]: If you control, add 2 to your Carbon-Freezing destiny. *Cloud City: Chasm Walkway Dark Site [C] Set: Cloud City Icons: Interior, Mobile, Scomp Link Light [1]: If Weather Vane on table, characters 'hit' here are instead immediately relocated there. Dark [2]: If Weather Vane on table, characters 'hit' here are instead immediately relocated there. *Cloud City: Dining Room Dark Site [R] Set: Cloud City Icons: Interior, Mobile, Scomp Link Light [0]: If you control, Blue Milk, Beru Stew and Yoda Stew are doubled. Jek is deploy -2 here. Dark [1]: Your characters and character weapons may deploy here as a 'react.' *Cloud City: East Platform (Docking Bay) Dark Site [C] Set: Cloud City Icons: Exterior, Mobile, Scomp Link Light [1]: Your docking bay transit from here requires 2 Force. Dark [1]: Your docking bay transit from here requires 1 Force. *Cloud City: Incinerator Dark Site [C] Set: Cloud City Icons: Interior, Mobile, Scomp Link Light [1]: If you control Force drain -1 here. Dark [1]: If you control, during your control phase, may use 2 Force to retrieve one droid. *Cloud City: Lower Corridor Dark Site [U] Set: Cloud City Icons: Interior, Mobile, Scomp Link Light [1]: If you control, Force drain -1 here. Dark [1]: Your characters with lightsabers are each power +2 here. *Cloud City: Security Tower Dark Site [C] Set: Cloud City Icons: Interior, Mobile, Scomp Link Light [0]: If you control, instead of Force draining, may release one captive here. Dark [1]: Once per game, may search your Reserve Deck, take Lando into hand and reshuffle. *Cloud City: Upper Plaza Corridor Dark Site [U] Set: Cloud City Icons: Interior, Mobile, Scomp Link Light [1]: If you control, Force drain +1. Dark [1]: During your move phase, you may move between here and any Cloud City site for free. <><><>Clouds Dark Sector [C] Set: Cloud City Icons: Planet Light [1]: If you control, Force drain +1 here. Starships are power and maneuver -2 here. Dark [1]: If you control, once per turn, may add 1 to a Force drain at a related site. Starships are power and maneuver -2 here. *Corulag Dark System [NA] Set: Official Sealed Deck Planet Icons: Parsec: 4 Light [1]: If you control, Force drain -1 here. Dark [2]: If you control, all non-unique Imperials are power and forfeit +1 and Imperial trooper guards may move. *Dagobah: Cave Dark Site [R] Set: Dagobah Icons: Interior, Underground, Planet Light [0]: Lose 1 force during each of your control phases if Yoda on table but not on Dagobah. Dark [2]: If opponent has presence here, your Force Icons are canceled. *Dantooine Dark System [U1] Set: Premiere Parsec: 5 Icons: Planet Light [1]: Dark [1]: Your starships may move here as a "react" (if within range) at any time during the opponent's turn. *Death Star Dark System [R2] Set: A New Hope Parsec: X Icons: Mobile Light [0]: Dark [3]: X = parsec of current position. Deploys only at parsec 0. Hyperspeed = 1. Immune to Revolution. If this is your starting location, Light Side goes first in game. *Death Star Dark System [R2] Set: A New Hope Parsec: X Icons: Mobile Light [0]: Dark [3]: X = parsec of current position. Deploys only at parsec 0. Hyperspeed = 1. Immune to Revolution. If this is your starting location, Light Side goes first in game. *Death Star Dark System [R2] Set: A New Hope Parsec: X Icons: Mobile Light [0]: Dark [3]: X=parsec of current position. Must deploy at Parsec 0. Hyperspeed = 1. Immune to Revolution. If this is your starting location, Light Side goes first in game. *Death Star: Central Core Dark Site [U2] Set: Premiere Icons: Interior, Mobile, Scomp Link Light [0]: If you control, Force drain +1 here and Death Star Tractor Beam is canceled. Dark [1]: If you control, Wrong Turn and Retract The Bridge deploy for free. *Death Star: Conference Room Dark Site [U1] Set: A New Hope Icons: Interior, Mobile, Scomp Link Light [0]: Force drain +1. If you control, may subtract 1 from total of Commence Primary Ignition. Dark [1]: If you control, with a leader here, may add 1 to total of Commence Primary Ignition. *Death Star: Conference Room Dark Site [U1] Set: A New Hope Icons: Interior, Mobile, Scomp Link Light [0]: Force drain +1. If you control, may subtract 1 from total of Commence Primary Ignition. Dark [1]: If you control, with a leader here, may add 1 to total of Commence Primary Ignition. *Death Star: Conference Room Dark Site [U1] Set: A New Hope Icons: Interior, Mobile, Scomp Link Light [0]: If you control, Force drain +1 and may subtract 1 from total of Commence Primary Ignition. Dark [1]: If you control, with a leader here, may add 1 to total of Commence Primary Ignition. *Death Star: Detention Block Corridor Dark Site [C1] Set: Premiere Icons: Interior, Mobile Light [0]: If you control, Force drain +1 here. Dark [1]: Add 1 to each of your weapon destiny draws here. *Death Star: Docking Bay 327 Dark Site [C2] Set: Premiere Icons: Interior, Exterior, Mobile, Scomp Link Light [1]: Your docking bay transit from here requires 2 Force. Dark [1]: Your docking bay transit from here is free. *Death Star: Docking Control Room 327 Dark Site [T2] Set: Introductory Two-Player Icons: Interior, Mobile, Scomp Link Light [0]: If you control, with a Rebel with ability > 2 present, Force drain +2 here Dark [1]: If you control, may deploy a docking bay directly from your Reserve Deck. Reshuffle deck. *Death Star: Level 4 Military Corridor Dark Site [U1] Set: Premiere Icons: Interior, Mobile, Scomp Link Light [0]: If you control, Force drain +1 here. Dark [1]: During your move phase, Imperials may move free from here to any one Death Star site. *Death Star: War Room Dark Site [U2] Set: Premiere Icons: Interior, Mobile, Scomp Link Light [0]: If you initiate a battle here, add one battle destiny. Dark [2]: If you control, with a leader here, all Rebel Troopers and Y-Wings on table are forfeit -1. *Eriadu Dark System [NA] Set: Jedi Pack Parsec: 1 Icons: Planet Light [0]: If you control, Force drain +1 here Dark [1]: Tarkin deploys free here. If you control, all Imperials with ability > 2 on table are forfeit +2. *Executor: Comm Station Dark Site [U] Set: Dagobah Icons: Interior, Starship, Mobile, Scomp Link Light [0]: If you control, your starships may 'react' from same system as Executor. Dark [1]: If you occupy with Tarkin, Piett or any admiral, your starships may 'react' to same system. *Executor: Control Station Dark Site [U] Set: Dagobah Icons: Interior, Starship, Mobile, Scomp Link Light [0]: If you control, only you may move Executor during opponent's move phase. Dark [1]: If an Imperial leader here, Executor is power +1 for each Executor site on table. *Executor: Holotheatre Dark Site [R] Set: Dagobah Icons: Interior, Starship, Mobile, Scomp Link Light [0]: If you control, Force drain +1 here. Dark [1]: If you have Vader or Emperor on table, your Force generation is +1 here (+2 if both). *Executor: Main Corridor Dark Site [C] Set: Dagobah Icons: Interior, Starship, Mobile, Scomp Link Light [0]: If you control, opponent's Main Corridor game text is canceled. Dark [1]: During your move phase, you may move free between here and Executor or any Executor site. *Executor: Meditation Chamber Dark Site [R] Set: Dagobah Icons: Interior, Starship, Mobile, Scomp Link Light [0]: If you occupy, opponent's Meditation Chamber game text is canceled. Dark [2]: If Vader alone here, once per turn, may apply his ability to draw battle destiny at any system. *Hoth Dark System [U2] Set: Hoth Parsec: 5 Icons: Planet Light [1]: If you control, for each of your starships here, your total power is +1 in battles at Hoth sites. Dark [2]: If you control, for each of your starships here, your total power is +1 in battles at Hoth sites. *Hoth: Defensive Perimeter Dark Site [C2] Set: Hoth 3rd Marker Icons: Exterior, Planet Light [1]: Your troopers are forfeit -1 here Dark [2]: Add 1 to each of your weapon destiny draws here. If you control, Force drain +1 here. *Hoth: Echo Command Center (War Room) Dark Site [U2] Set: Hoth Icons: Underground, Interior, Planet, Scomp Link Light [1]: If you control, your starship movement from Hoth sites to the Hoth system is free. Dark [1]: Add 1 to total of Commence Primary Ignition when targeting the Hoth system. *Hoth: Echo Corridor Dark Site [U2] Set: Hoth Icons: Underground, Interior, Planet, Scomp Link Light [1]: Dark [1]: If you occupy, you may raise all of your converted Hoth locations to the top. *Hoth: Echo Docking Bay Dark Site [C2] Set: Hoth Icons: Interior, Exterior, Planet, Scomp Link Light [1]: Your docking bay transit from here requires 1 Force Dark [1]: Your docking bay transit from here requires 2 Force. *Hoth: Ice Plains Dark Site [C2] Set: Hoth 5th Marker Icons: Exterior, Planet Light [0]: If you control, and Main Power Generators on table, Force drain -1 here. Dark [2]: During your move phase, you may move free from here directly to Mountains (or vice versa). *Hoth: Mountains Dark Site [T2] Set: Empire Strikes Back Introductory Two-Player 6th Marker Icons: Exterior, Planet Light [0]: Force drain +1 if you control. Dark [1]: Your Imperials and combat vehicles deploy -1 here. *Hoth: North Ridge Dark Site [C2] Set: Hoth 4th Marker Icons: Exterior, Planet Light [0]: Dark [1]: Your AT-ATs move to here for free. *Hoth: Wampa Cave Dark Site [R2] Set: Hoth 7th Marker Icons: Interior, Planet Light [0]: If you control, and Main Power Generators on table, Force drain -1 here. Dark [2]: Your Wampas deploy free here. *Imperial Holotable Dark Site [R1] Set: A New Hope Light [1]: "Dejarik Rules" in effect here. Site converted by Dejarik Hologameboard. Dark [2]: "Dejarik Rules" in effect here. *Imperial Holotable Dark Site [R1] Set: A New Hope Light [1]: "Dejarik Rules" in effect here. Site converted by Dejarik Hologameboard. Dark [2]: "Dejarik Rules" in effect here. *Imperial Holotable Dark Site [R1] Set: A New Hope Light [1]: "Dejarik Rules" in effect here. Site converted by Dejarik Hologameboard. Dark [2]: "Dejarik Rules" in effect here. *Jabba's Palace: Audience Chamber Dark Site [U] Set: Jabba's Palace Icons: Interior, Planet Light [1]: If you control, may use 4 Force to cancel Scum and Villainy. Immune to Revolution. Dark [2]: One per game you may deploy one alien here from Reserve Deck; reshuffle. *Jabba's Palace: Droid Workshop Dark Site [U] Set: Jabba's Palace Icons: Interior, Planet, Scomp Link Light [0]: If you control, with a droid here, Force drain +1 here. Dark [1]: Your droids deploy -1 here. *Jabba's Palace: Dungeon Dark Site [U] Set: Jabba's Palace Icons: Interior, Planet Light [0]: If you control, may use 3 Force to release an imprisoned captive here. Dark [1]: Whenever a bounty hunter delivers a captive here, retrieve 2 Force (once per captive). *Jabba's Palace: Entrance Cavern Dark Site [U] Set: Jabba's Palace Icons: Interior, Exterior, Planet Light [0]: If you control, Force drain +1 here and your aliens deploy -2 here. Dark [1]: Bib Fortuna deploys -3 here. If you control, with a Gamorrean here, Force drain +1 here. *Jabba's Palace: Rancor Pit Dark Site [U] Set: Jabba's Palace Icons: Interior, Underground, Planet Light [0]: If your character here is 'eaten,' opponent retrieves Force equal to character's forfeit. Dark [1]: Dark Waters may deploy here. If a creature present, cards cannot move from here. *Jabba's Sail Barge: Passenger Deck Dark Site [R] Set: Jabba's Palace Icons: Interior, Vehicle Light [0]: Your characters may enter/exit here for 4 Force each. Dark [2]: Deploy on Jabba's Sail Barge. If you occupy, Sail Barge is immune to attrition. *Kashyyyk Dark System [C1] Set: A New Hope Parsec: 6 Icons: Planet Light [1]: Your starships with any Wookiee aboard are power and forfeit +2 here. Dark [2]: Force drain +1 here. If you control, all Wookiees on table are forfeit -3. *Kashyyyk Dark System [C1] Set: A New Hope Parsec: 6 Icons: Planet Light [1]: Your starships with any Wookiee aboard are power and forfeit +2 here. Dark [2]: Force drain +1 here. If you control, all Wookiees on table are forfeit -3. *Kashyyyk Dark System [C1] Set: A New Hope Parsec: 6 Icons: Planet Light [1]: Your starships with any Wookiee aboard are power and forfeit +2 here. Dark [2]: If you control, Force drain +1 here and all Wookiees on table are forfeit -3. *Kessel Dark System [U2] Set: Premiere Parsec: 8 Icons: Planet Light [1]: Total ability of 6 or more required for you to draw battle destiny here. Dark [2]: Your starships deploy -1 here, -2 if Tarkin is present. If you control, Kessel Run is prevented (canceled). *Kiffex Dark System [R1] Set: A New Hope Parsec: 2 Icons: Planet Light [2]: If you occupy with exactly 2 starships, your total power here is +2. Dark [2]: If you occupy with exactly 2 starships, your total power here is +2 and Tonnika Sisters anywhere are doubled. *Kiffex Dark System [R1] Set: A New Hope Parsec: 2 Icons: Planet Light [2]: If you occupy with exactly 2 starships, your total power here is +2. Dark [2]: If you occupy with exactly 2 starships, your total power here is +2 and Tonnika Sisters anywhere are doubled. *Kiffex Dark System [R1] Set: A New Hope Parsec: 2 Icons: Planet Light [2]: If you occupy with exactly 2 starships, your total power here is +2. Dark [2]: If you occupy with exactly 2 starships, your total power here is +2 and Tonnika Sisters anywhere are doubled. *Nal Hutta Dark System [R] Set: Jabba's Palace Parsec: 3 Icons: Planet Light [1]: If you control, Force drain -1 here and opponent's Nal Hutta game text is canceled. Dark [2]: During your control phase, may search Reserve Deck, take one Bounty or Hutt Bounty into hand; reshuffle. *Ord Mantell Dark System [C2] Set: Hoth Parsec: 7 Icons: Planet Light [1]: Dark [1]: Your Bounty Hunters are deploy -2 here. *Raithal Dark System [U] Set: Dagobah Parsec: 3 Icons: Planet Light [1]: If you occupy, opponent's Raithal game text is canceled. Dark [2]: All your troopers are destiny +1 (+2 if you control). Tactical support is used interrupt. *Ralltiir Dark System [C1] Set: A New Hope Parsec: 3 Icons: Planet Light [0]: Tantive IV is power +1 here Dark [1]: Devistator is power +1 here and may move to or from here for free *Ralltiir Dark System [C1] Set: A New Hope Parsec: 3 Icons: Planet Light [0]: Tantive IV is power +1 here Dark [1]: Devistator is power +1 here and may move to or from here for free *Ralltiir Dark System [C1] Set: A New Hope Parsec: 3 Icons: Planet Light [0]: Tantive IV is power +1 here Dark [1]: Devistator is power +1 here and may move to or from here for free *Sandcrawler: Droid Junkheap Dark Site [R1] Set: A New Hope Icons: Interior, Vehicle Light [0]: You characters may enter/exit here for 1 Force each. "Nighttime conditions" here. Dark [0]: Deploy on your Sandcrawler. Jawas forfeit +2 here. "Nighttime conditions" here. *Sandcrawler: Droid Junkheap Dark Site [R1] Set: A New Hope Icons: Interior, Vehicle Light [0]: Your characters may enter/exit here for 1 Force each. "Nighttime conditions" here. Dark [0]: Deploy on your Sandcrawler. Each Jawa is forfeit +2 here. "Nighttime conditions" here. *Sandcrawler: Droid Junkheap Dark Site [R1] Set: A New Hope Icons: Interior, Vehicle Light [0]: Your characters may enter/exit here for 1 Force each. "Nighttime conditions" here. Dark [0]: Deploy on your Sandcrawler. Each Jawa is forfeit +2 here. "Nighttime conditions" here. ***Star Destroyer: Launch Bay Dark Site [C] Set: Dagobah Icons: Interior, Exterior, Starship, Mobile, Scomp Link Light [0]: Starships captured by Star Destroyer go here and may be Besieged. Immune to Revolution. Dark [1]: Your TIEs deploy -2 here. You may shuttle, transfer, embark and disembark here for free. *Tatooine Dark System [C2] Set: Premiere Parsec: 7 Icons: Planet Light [1]: If you control, for each of your starships here, your total power is +1 in battles at Tatooine sites. Dark [2]: If you control, for each of your starships here, your total power is +1 in battles at Tatooine sites. *Tatooine: Bluffs Dark Site [R1] Set: A New Hope Icons: Exterior, Planet Light [0]: "Bluff Rules" in effect here Dark [0]: "Bluff Rules" in effect here *Tatooine: Bluffs Dark Site [R1] Set: A New Hope Icons: Exterior, Planet Light [0]: "Bluff Rules" in effect here Dark [0]: "Bluff Rules" in effect here *Tatooine: Bluffs Dark Site [R1] Set: A New Hope Icons: Exterior, Planet Light [0]: "Bluff Rules" in effect here Dark [0]: "Bluff Rules" in effect here *Tatooine: Cantina Dark Site [R2] Set: Premiere Icons: Interior, Planet Light [2]: Your aliens here are each forfeit +1. Dark [2]: Your aliens here, except Tusken Raiders, are each power +1. ***Tatooine: Desert Dark Site [C] Set: Jabba's Palace Icons: Exterior, Planet Light [1]: Your character movement from here (except for scouts) requires +1 landspeed. Dark [1]: Your character movement from here (except for scouts) requires +1 landspeed. *Tatooine: Docking Bay 94 Dark Site [C2] Set: Premiere Icons: Interior, Exterior, Planet, Scomp Link Light [1]: Your docking bay transit from here requires 2 Force. Dark [1]: Your docking bay transit from here requires 1 Force. *Tatooine: Great Pit Of Carkoon Dark Site [U] Set: Jabba's Palace Icons: Exterior, Planet Light [1]: Dark [1]: During your control phase may cause Sarlacc to immediately attack one captive present. *Tatooine: Jabba's Palace Dark Site [U] Set: Jabba's Palace Icons: Exterior, Planet Light [1]: If you control, opponent's Jabba's Palace game text here is canceled. Immune to Revolution. Dark [2]: During your deploy phase, may deploy one Jabba's Palace site from Reserve Deck; reshuffle. *Tatooine: Jawa Camp Dark Site [C1] Set: Premiere Icons: Exterior, Planet Light [1]: All your Jawas are power and forfeit -1 here. Dark [1]: Your Jawas deploy here for 1 Force from you only. *Tatooine: Jundland Wastes Dark Site [C1] Set: Premiere Icons: Exterior, Planet Light [1]: Total ability of 6 or more required for you to draw battle destiny here. Dark [1]: Your Tusken Raiders here are each forfeit +1. If you control, Force drain +1 here. *Tatooine: Lars' Moisture Farm Dark Site [U2] Set: Premiere Icons: Exterior, Planet, Scomp Link Light [1]: Dark [1]: Add 1 to each of your weapon destiny draws here. If you control, Force drain +1 here. *Tatooine: Mos Eisley Dark Site [C1] Set: Premiere Icons: Exterior, Planet Light [1]: Dark [2]: Your spies, thieves, bounty hunters and smugglers are each power and forfeit +1 here. *Tatooine: Tusken Canyon Dark Site [NA] Set: Official Sealed Deck Icons: Exterior, Planet Light [1]: Dark [1]: If you control, Force drain +1 here (+2 if a Gaderffi Stick is present). *Yavin 4 Dark System [C2] Set: Premiere Parsec: 4 Icons: Planet Light [1]: If you control, for each of your starships here, your total power is +1 in battles at Yavin 4 sites. Dark [2]: If you control, for each of your starships here, your total power is +1 in battles at Yavin 4 sites. *Yavin 4: Docking Bay Dark Site [C2] Set: Premiere Icons: Interior, Exterior, Planet, Scomp Link Light [1]: Your docking bay transit from here requires 1 Force. Dark [1]: Your docking bay transit from here requires 1 Force. *Yavin 4: Jungle Dark Site [U2] Set: Premiere Icons: Exterior, Planet Light [1]: Dark [1]: An Imperial alone here battles at power +2 and is immune to attrition. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Imperial Characters *4-LOM (1) Dark Protocol Droid [R] Set: Dagobah P:2 R:3 D:2 F:3 Lore: {Information Broker}. {Thief}. Overrode and reprogrammed its own self-governing software. Convinced Jabba the Hut to upgrade its armor and weaponry. Became a {bounty hunter}. Icons: Warrior Text: Total power at same site is +1 for each of your alien/droid pairs present. Once during each battle, if present with Zuckuss, may use 1 Force to search any Used Pile and move 1 character there to the lost pile. May initiate battle and be battled. *5D6-RA-7 (Fivedesix) (2) Dark Servant Droid [R1] Set: Premiere P:2 D:4 F:5 Lore: Aide to Admiral Motti's staff. Foul-tempered and vindictive. Feared by other droids. A {spy} for the ISB. Secretly investigates Imperial officers whose loyalties are in question. Text: Power +1 if at same site as Motti or Yularen. Deploy +1 for all opponent's droids (and your 'mouse' droids) at same location. Immune to attrition during "nighttime conditions." Abyssin (3) Dark Alien [C] Set: Jabba's Palace P:2 A:1 D:2 F:2 Lore: Abyssins have an extremely violent culture. They also possess tremendous regenerative abilities. Often become mercenaries once they leave their homeworld, Byss. Icons: Warrior Text: Power +2 and Forfeit +1 while Myo at Audience Chamber. If lost or forfeited during a battle, may use 2 Force to 'regenerate' (place Abyssin in your Used Pile). *Admiral Motti (1) Dark Imperial [R2] Set: Premiere P:3 A:3 D:3 F:5 Force-Attuned Lore: Senior Navy Commander of Death Star. Believes in technology. Ridiculed the Force. Ambitious {leader}. Promoted due to support of New Order, not military skills. Hates Vader. Icons: Pilot, Warrior Text: Deploy -2 if at least two Imperial starships on table. Rebel pilots at same system with Motti have forfeit -1. Adds 2 to power of any starship he pilots. *Admiral Ozzel (0) Dark Imperial [R1] Set: Hoth P:3 A:2 D:0 F:4 Lore: {Leader} of the Emperor's Death Squadron assigned to hunt down and crush the Rebellion. As clumsy as he is stupid. Has just failed Darth Vader for the next-to-last time. Icons: Pilot Text: Your capital starships are deploy -1 to same system. Adds 2 to power of any starship he pilots. Immediately lost if Vader is on table and opponent 'reacts' to same location as Ozzel. ***Advosze (2) Dark Alien [C2] Set: A New Hope P:2 A:2 D:3 F:2 Lore: Typical of male Advosze, Bom Vimdin despises those of his own species. Pessimistic and territorial, he is a lone {smuggler} who prefers to work for corrupt officials. Icons: Pilot Text: Adds 2 to power of anything he pilots. Whenever you deploy a weapon or device from hand at same location, activate 1 Force as a 'kickback.' Limit of one Advosze per location. ***Advosze (2) Dark Alien [C2] Set: A New Hope P:2 A:2 D:3 F:2 Lore: Typical of male Advosze, Bom Vimdin despises those of his own species. Pessimistic and territorial, he is a lone {smuggler} who prefers to work for corrupt officials. Icons: Pilot Text: Adds 2 to power of anything he pilots. Whenever you deploy a weapon or device from hand at same location, activate 1 Force as a 'kickback.' Limit of one Advosze per location. ***Advosze (2) Dark Alien [C2] Set: A New Hope P:2 A:2 D:3 F:2 Lore: Typical of male Advosze, Bom Vimdin despises those of his own species. Pessimistic and territorial, he is a lone {smuggler} who prefers to work for corrupt officials. Icons: Pilot Text: Whenever you deploy a weapon or device from your hand at same location, immediately activate 1 Force as a 'kickback.' Adds 2 to power of any starship he pilots. Limit of one Advosze per site or starship. *Amanaman (2) Dark Alien [R] Set: Jabba's Palace P:3 A:1 D:4 F:2 Lore: Male Amanin. Hangs the heads of his victims on his staff. Nicknamed Amanaman; his real name is unknown on Tatooine. Text: Once per battle, may use 2 Force to "behead" (place out of play) one opposing non-droid character lost or forfeited where present. Adds X to attrition in battles at same site where X = the number of "beheaded" victims. Amanin (3) Dark Alien [C] Set: Jabba's Palace P:3 A:1 D:3 F:2 Lore: Amanin are a primitive hunting species. Exposed to space travel when their planet became a mining world for the Empire. Fierce-tempered when angered. Text: When Attacking or being attacked by a creature, power +3 and may add one destiny. If Amanin is alone and causes a non-selective creature to be lost, creature is placed out of play and you may retrieve Force equal to its deploy cost. ***Aqualish (3) Dark Alien [C] Set: Jabba's Palace P:2 A:1 D:3 F:3 Lore: Aqualish originate from Ando. Continually at war. Reached the stars by eliminating the creator of the first ship that landed on their planet. Often seen of Cloud City. Icons: Warrior Text: Power +2 and forfeit +1 while Ponda Baba is at Audience Chamber. May initiate a battle for free where present. When at a Cloud City site, {cumulatively} adds one to number of Bespin locations required to cancel Dark Deal. AT-AT Driver (1) Dark Imperial [C2] Set: Hoth P:1 A:1 D:2 F:2 Lore: Piloting walkers high above the battlefield, AT-AT drivers are protected by 15 centimeters of reinforced armor. Accordingly, they are regarded with contempt by the infantry. Icons: Pilot Text: Adds 2 to power of any combat vehicle he pilots (3 if combat vehicle is an AT-AT). *Bane Malar (1) Dark Alien [R] Set: Jabba's Palace P:* A:4 D:4 F:3 Force-Sensitive Lore: Mysterious {bounty hunter} of an unknown species. Rumored to be somewhat telepathic. Infrequent member of Jabba's court. Plotting to kill Jabba. Text: At the start of a battle, may use 1 Force to 'mindscan' one opponent's non-droid character of lesser ability present. Adds that character's power and game text to his own for remainder of battle. Immune to attrition < 3. *Barada (2) Dark Alien [R] Set: Jabba's Palace P:4 A:1 D:5 F:3 Lore: Male Klatooinian in charge of Jabba's repulsorpool. Sold onto slavery and won by Jabba in sabacc. Responsible for maintenance and supplies for Jabba's vehicles. Text: Deploys only to a Jabba's Palace site. Power = 0 at any location other than a Tatooine site. Power +2 at any Jabba's Palace site while Jabba is on the table. Your transport vehicles lost from same site may go to your Used Pile rather than your Lost Pile. *Beedo (3) Dark Alien [R] Set: Jabba's Palace P:2 A:2 D:* F:2 Lore: Rodian {bounty hunter}. Relative of Greedo. Taking Greedo's place in Jabba's court. Fearful of Jabba's wraith. Notorious sycophant. Text: * Replaces any male Rodian for free (Rodian goes to the used pile) or deploys for 3 Force. While at audience chamber, all your Rodians are power +2, and whenever Greedo threatens a smuggler, may add 2 to destiny draw. *Bib Fortuna (1) Dark Alien [R] Set: Jabba's Palace P:3 A:1 D:3 F:4 Lore: Twi'lek {leader} and majordomo of Jabba's palace. Succeeded Jabba's last majordomo, Naroon Cuthus. Plotting to kill Jabba. Text: Deploys only on Tatooine. Opponent's characters of ability < 4 may not move from same site as Bib to a Jabba's Palace site. When at a Jabba's Palace site, each of you Gamorreans and Niktos may deploy as a 'react' to any Jabba's Palace site. *Boba Fett (1) Dark Alien [R] Set: Cloud City P:4 A:3 R:5 D:5 F:6 Lore: Feared {bounty hunter}. Collected bounties on Solo from both the Empire and Jabba the Hutt. Took exquisite pleasure in using Solo's friend to capture him. Icons: Pilot, Warrior Text: Adds 3 to power of any starship he pilots. On Slave I, also adds 2 to maneuver and draws one battle destiny if not able to otherwise. When escorting a captive, captive is forfeit +5. May 'fly' (landspeed = 3). Immune to attrition < 3. *Boba Fett (1) Dark Alien [PV] Set: Special Edition P:3 A:2 R:5 D:5 F:4 Lore: Infamous {bounty hunter}. Hired to help Jabba intimidate debtors and smugglers. Crack shot. Mandalorian armor and jet pack provide protection and flight capability. Icons: Pilot, Warrior Text: Adds 2 to power and 1 to maneuver of any starship he pilots. May deploy -1 as a 'react' to same site as a gangster or smuggler. When firing weapons, any 'hit' characters are forfeit = 0. May 'fly' (landspeed=3). Immune to attrition < 3. *Bossk (1) Dark Alien [R] Set: Dagobah P:4 A:2 D:4 F:3 Lore: Male Trandoshan {bounty hunter}. Strong but clumsy. Extremely proud and arrogant. Suffered a humiliating defeat at the hands of Chewbacca and his partner Han Solo. Icons: Warrior, Pilot Text: Adds 2 to power of any starship he pilots. On Hound's Tooth draws 1 battle destiny if not able to otherwise. Adds 1 to attrition against opponent in battles at same site. May reduce Chewie's forfeit to zero while present. *Captain Bewil (3) Dark Imperial [R] Set: Cloud City P:2 A:2 D:3 F:4 Lore: Tactical officer from Dentaal. {Leader}. Familiar with utilizing computer controls to lure an invading enemy into a tactically weak position. Icons: Warrior Text: During your control phase, may search your Reserve Deck, take one Laser Gate, Heart Of The Chasm or Rite Of Passage into hand and reshuffle. Opponent's characters may not move from same site as Bewil to a mobile site. *Captain Khurgee (2) Dark Imperial [U1] Set: A New Hope P:2 A:2 D:3 F:3 Lore: Docking bay security officer. {Leader}. Honored for bravery aboard the Star Destroyer Thunderflare where he rescued five officers from the wreckage of a shuttle crash. Icons: Warrior Text: During your control phase, you may use 2 Force to search through your Reserve Deck and take one Scanning Crew into your hand. Shuffle deck, cut and replace *Captain Khurgee (2) Dark Imperial [U1] Set: A New Hope P:2 A:2 D:3 F:3 Lore: Docking bay security officer. {Leader}. Honored for bravery aboard the Star Destroyer Thunderflare where he rescued five officers from the wreckage of a shuttle crash. Icons: Warrior Text: Once during each of your control phases, you may use 2 Force to take one Scanning Crew into hand from Reserve Deck; reshuffle. *Captain Khurgee (2) Dark Imperial [U1] Set: A New Hope P:2 A:2 D:3 F:3 Lore: Docking bay security officer. {Leader}. Honored for bravery aboard the Star Destroyer Thunderflare where he rescued five officers from the wreckage of a shuttle crash. Icons: Warrior Text: Once during each of your control phases, you may use 2 Force to take one Scanning Crew into hand from Reserve Deck; reshuffle. *Captain Lennox (2) Dark Imperial [U1] Set: Hoth P:2 A:2 D:3 F:5 Lore: Captain of the Imperial Star Destroyer Tyrant. An able {leader}. Unlike most Imperial officers, he is dedicated to his ship and crew. Finds political maneuvering distasteful. Icons: Pilot, Warrior Text: Adds 2 to power of any starship he pilots (3 if starship is Tyrant). When on a Star Destroyer, may use its Tractor Beam once each turn during your control phase. *Captain Needa (1) Dark Imperial [R] Set: Dagobah P:3 A:3 D:3 F:5 Force-Attuned Lore: Able {leader} and captain of the Avenger. Was given his command by Admiral Ozzel. Treated with suspicion by Darth Vader and the Emperor, who distrust Ozzel's close advisors. Icons: Pilot, Warrior Text: Adds 2 to power of any starship he pilots. If on Avenger, starship is also immune to attrition <4. You may re-target applicable Utinni Effects to Needa. If in a battle where you choose to forfeit characters, you must forfeit Needa first. *Captain Piett (2) Dark Imperial [R2] Set: Hoth P:2 A:3 D:3 F:4 Force-Attuned Lore: Captain on the Executor. Monitored probe droid telemetry. His flawless record of arrests and suppressions has contributed to an impressive rise through the ranks. Icons: Pilot Text: Power +1 when at same site as Vader. Adds 2 to power of any starship he pilots (3 if starship is Executor). May use 1 Force to search your Reserve Deck and take one Probe Droid into hand. Shuffle, cut and replace. *Chall Bekan (2) Dark Alien [NA] Set: Official Sealed Deck P:2 A:3 D:4 F:4 Force-Attuned Lore: Male Morseerian {leader}. Methane breather. Has ties to Tatooine's Imperial government. Uses alien agents to maintain surveillance on Jabba and the Rebellion. Icons: Pilot, Warrior Text: When deployed, you may immediately search your Reserve Deck, take one non-unique alien into hand and reshuffle. Adds 2 to power of any starship he pilots. Your aliens deploy -1 to same or adjacent Tatooine site. Chevin (3) Dark Alien [C] Set: Jabba's Palace P:2 A:1 D:3 F:2 Lore: Most Chevin are mercenaries, gun runners and slavers. Have strong communities on their homeworld. Wear clothing only because others do. Text: Power +2 and forfeit +1 while Ephant Mon is at Audience Chamber. When forfeited at same site as one of your alien leaders, may satisfy all remaining attrition against you. *Chief Bast (2) Dark Imperial [U1] Set: Premiere P:2 A:2 D:2 F:3 Lore: Aide to Grand Moff Tarkin. Rarely underestimates enemies. Learned cunning and patience hunting big game as a youth. Icons: Pilot Text: If aboard a starship at the start of a battle, can immediately evacuate with one other person to a related site. Power +1 if at same site as Tarkin. Adds 2 to power of any starship he pilots. *Chief Retwin (2) Dark Imperial [R] Set: Cloud City P:2 A:2 D:3 F:3 Lore: Highly skilled saboteur. Former Imperial sympathizer who worked for the defense forces on his home planet, Ralltiir. Joined the Empire after Ralltiir's subjugation. Icons: Warrior Text: May use 3 Force to 'hide' from (not participate in) a battle. May use 2 Force to target one device or weapon present which deploys on a site. Draw destiny. If destiny > target's deploy cost, target is lost. ***Cloud City Engineer (2) Dark Alien [C] Set: Cloud City P:1 A:1 D:3 F:3 Lore: Maintenance specialist Lee Phenets. Assigned to ensure the smooth operation of Cloud City. One of the few humans respected by the city's Ugnaughts. Text: When present at a converted site, may use 2 Force to raise your site to the top. Also, when present at an opponent's site that has a Scomp link, your Force drains are +1 there. Ugnaughts deploy -1 to same Cloud City site. Cloud City Trooper (3) Dark Alien [C] Set: Cloud City P:2 A:1 D:2 F:3 Lore: Officially titled Cloud City Wing Guards. Some are holdovers from previous administrations which were more totalitarian. A moderate pay scale breeds corruption. Icons: Warrior Text: Deploys only on Cloud City, but may move elsewhere. Power -1 when at a site other than a Cloud City site. *Colonel Wullf Yularen (2) Dark Imperial [U1] Set: Premiere P:1 A:2 D:2 F:5 Lore: Imperial Security Bureau (ISB) officer assigned to brief Tarkin. Also ordered to ensure absolute loyalty to the Emperor. {Leader}. Will stop at nothing to fulfill the Emperor's will. Icons: Warrior Text: Power +1 if at the same site with Tarkin, Chief Bast or General Dodonna. ***Comm Chief (2) Dark Imperial [C] Set: Dagobah P:1 A:2 D:3 F:3 Lore: Chief Hudiss is one of the Imperial fleet's many communication specialists. Coordinates Star Destroyer fleet movement during challenging tactical situations. Icons: Pilot Text: Adds 2 to power of any starship he pilots. When piloting a starship or combat vehicle, that starship or vehicle moves for free. *Commander Brandei (2) Dark Imperial [U] Set: Dagobah P:1 A:3 D:3 F:3 Force-Attuned Lore: Technical Services Officer of the Fleet Support Branch. Responsible for keeping Executor's 12 TIE squadrons serviced and combat ready. Just received transfer to Judicator. Icons: Pilot Text: Adds 2 to power of any starship he pilots. If aboard a Star Destroyer or at any docking bay, once during each of your control phases, may use 1 Force to search your Reserve Deck and take one TIE into hand. Shuffle, cut and replace. *Commander Desanne (2) Dark Imperial [U] Set: Cloud City P:1 A:2 D:2 F:3 Lore: Officer from Kalist VI. Due to a political blunder, was stripped of most official duties. Relegated to shuttling dignitaries and high-ranking Imperials. Icons: Pilot Text: Adds 2 to power of any starship he pilots. Your shuttling, landing and taking off to or from same location is free. During your control phase may search you Reserve Deck, take any one Lambda shuttle or Landing Craft into hand and reshuffle. *Commander Gherant (2) Dark Imperial [U] Set: Dagobah P:3 A:2 D:3 F:4 Lore: Deck officer aboard the Super Star Destroyer Executor. Responsible for preventing unauthorized access to sensitive areas of the Empire's flagship. Hand-picked by Captain Piett. Icons: Warrior Text: If aboard Executor (even at an Executor site), once during each of your deploy phases, may use 2 Force to search your Reserve Deck and take any one Executor site into hand. Shuffle, cut and replace. *Commander Nemet (2) Dark Imperial [U] Set: Dagobah P:1 A:2 D:2 F:3 Lore: Logistics officer for the Avenger, member of the Line Branch of the Imperial Navy. Relays important scanner information to Captain Needa. Fiercely competitive. Icons: Pilot Text: Adds 1 to power and maneuver of any starship he pilots. Opponent may not 'react' to or from same location. *Commander Praji (2) Dark Imperial [U2] Set: Premiere P:1 A:2 D:2 F:3 Lore: Vader's aide on the Devastator. Personally supervised search for Death Star plans on Tatooine by Vader's order. Was graduated with honors from Imperial Navy Academy on Carida. Icons: Pilot, Warrior Text: Where present, C-3PO or R2-D2 cannot utilize "game text." Adds 2 to power of any starship he pilots. On Devastator, also adds 1 to hyperspeed. *Corporal Derdram (2) Dark Imperial [U] Set: Dagobah P:3 A:1 D:3 F:3 Lore: Member of Imperial Intelligence, Internal Security division. Assigned by IntSec to Executor. Responsible for physical safety of Imperial personnel against Rebel saboteurs. Icons: Warrior Text: Power +1 when at any Executor site. While at Detention Block Corridor, cancels game text of Detention Block Control Room. May use 1 Force to search your Reserve Deck and take one IT-O or Hypo into hand. Shuffle, cut and replace. *Corporal Vandolay (2) Dark Imperial [U] Set: Dagobah P:2 A:2 D:2 F:3 Lore: ISB attache to the Executor. Detention Officer. Political Liaison for COMPNOR. Responsible for all prisoner transfers. Fiercely loyal to the Emperor's New Order. Icons: Warrior Text: May use 1 Force to search your Reserve Deck and take one Spice Mines Of Kessel or Detention Block Corridor into hand. Shuffle, cut and replace. While at a mobile site, We Have A Prisoner is a Used Interrupt. CZ-4 (4) Dark Communications Droid [C] Set: Jabba's Palace P:1 D:2 F:3 Lore: Very common communications droid. Some have been modified to be defense drones. Programmed to warn their masters of an imminent attack. Text: Opponent may not 'react' to or from same site. You may 'react' to a battle or Force drain at same or adjacent Jabba's Palace site by deploying (at normal use of the Force) one non-unique alien to that site from Reserve Deck; reshuffle. *Dannik Jerriko (2) Dark Alien [R1] Set: A New Hope P:* A:3 D:4 F:2 Force-Attuned Lore: Anzati assassin. Cheek-folds hide proboscises which allow him to "eat the soup" (consume the life Force) of his victims. Smokes t'bac. Currently working for Jabba. Text: Once per battle, may use 1 Force to "eat the soup" of (place out of play) one opposing non-droid character just lost or forfeited at same site. * Power = 1 + total ability of all victims whose soup was eaten. *Dannik Jerriko (2) Dark Alien [R1] Set: A New Hope P:* A:3 D:4 F:2 Force-Attuned Lore: Anzati assassin. Cheek-folds hide proboscises which allow him to "eat the soup" (consume the life Force) of his victims. Smokes t'bac. Currently working for Jabba. Text: Once per battle, may use 1 Force to "eat the soup" of (place out of play) one opposing non-droid character just lost or forfeited at same site. * Power = 1 + total ability of all victims whose soup was eaten. *Dannik Jerriko (2) Dark Alien [R1] Set: A New Hope P:* A:3 D:4 F:2 Force-Attuned Lore: Anzati assassin. Cheek-folds hide proboscises which allow him to "eat the soup" (consume the life Force) of his victims. Smokes t'bac. Currently working for Jabba. Text: Once per battle, may use 1 Force to "eat the soup" of (place out of play) one opposing non-droid character lost or forfeited at same site. *Power = 1 + ability of all victims whose soup was eaten. *Danz Borin (3) Dark Alien [U2] Set: A New Hope P:1 A:2 D:2 F:3 Lore: Cocky gunner and {bounty hunter}. Maintains a residence on Nar Shaddaa, the spaceport moon of the Hutt homeworld. To his companions' delight, he's nearly as good as he boasts. Icons: Pilot Text: Adds 3 to power of anything he pilots. If aboard a starship as a passenger, adds 1 to starship's weapon destiny draws. *Danz Borin (3) Dark Alien [U2] Set: A New Hope P:1 A:2 D:2 F:3 Lore: Cocky gunner and {bounty hunter}. Maintains a residence on Nar Shaddaa, the spaceport moon of the Hutt homeworld. To his companions' delight, he's nearly as good as he boasts. Icons: Pilot Text: Adds 3 to power of anything he pilots. If aboard a starship as a passenger, adds 1 to starship's weapon destiny draws. *Danz Borin (3) Dark Alien [U2] Set: A New Hope P:1 A:2 D:2 F:3 Lore: Cocky {gunner} and {bounty hunter}. Maintains a residence on Nar Shaddaa, the spaceport moon of the Hutt homeworld. To his companions' delight, he's nearly as good as he boasts. Icons: Pilot Text: Adds 3 to power of any starship he pilots. OR if aboard a starship as a passenger, adds 1 to starship's weapon destiny draws. *Darth Vader (1) Dark Imperial [R1] Set: Premiere P:6 A:6 D:6 F:8 Dark Jedi Lore: Dark Lord of the Sith. Servant of Emperor's. Encased in armor with cybernetic life support. Student of Obi-Wan Kenobi. Was the best starpilot in the galaxy. Cunning warrior. Icons: Pilot, Warrior Text: When in battle, adds 1 to each battle destiny. Adds 3 to power of any starship he pilots. Adds 4 to power and 3 to maneuver when piloting Vader's Custom TIE. Immune to attrition < 5. *Dathcha (2) Dark Alien [U1] Set: Premiere P:2 A:2 D:* F:2 Lore: Jawa adventurer and trader. Famous for taunting a krayt dragon and escaping to tell the tale. Wants to leave Tatooine to explore the galaxy. Icons: Warrior Text: * To deploy, requires 2 Force from each players' Force Pile. Cannot deploy otherwise. Deploy only on Tatooine, but may move elsewhere. Power +2 at non-Tatooine sites. ***Death Star Gunner (2) Dark Imperial [C1] Set: A New Hope P:1 A:1 D:2 F:2 Lore: Most gunners in the Imperial Navy once assigned to be TIE pilots, but lacked sufficient skills to fly starfighters. A few were assigned to the Death Star to man the main artillery. Text: If on Death Star: Cumulatively adds 2 to total of Commence Primary Ignition. OR During your control phase, may send this gunner to your Used Pile and take Superlaser into hand from Reserve Deck; reshuffle. ***Death Star Gunner (2) Dark Imperial [C1] Set: A New Hope P:1 A:1 D:2 F:2 Lore: Most gunners in the Imperial Navy once assigned to be TIE pilots, but lacked sufficient skills to fly starfighters. A few were assigned to the Death Star to man the main artillery. Text: If on Death Star: Cumulatively adds 2 to total of Commence Primary Ignition. OR During your control phase, may send this gunner to your Used Pile and take Superlaser into hand from Reserve Deck; reshuffle. ***Death Star Gunner (2) Dark Imperial [C1] Set: A New Hope P:1 A:1 D:2 F:2 Lore: Most gunners in the Imperial Navy once assigned to be TIE pilots, but lacked sufficient skills to fly starfighters. A few were assigned to the Death Star to man the main artillery. Text: If on Death Star: {Cumulatively} adds 2 to total of Commence Primary Ignition. OR During your control phase, may send this gunner to your Used Pile, search your Reserve Deck and take Superlaser into hand. Shuffle, cut and replace. Death Star Trooper (3) Dark Imperial [C2] Set: Premiere P:2 A:1 D:2 F:3 Lore: Elite soldiers trained in combat techniques and weapons skills. Devin Cant augmented security personnel guarding Princess Leia in Detention Block AA-23. Icons: Warrior Text: Deploy only on Death Star, but may move elsewhere. Power -1 at a site other than a Death Star site. ***Defel (3) Dark Alien [C2] Set: A New Hope P:3 A:1 D:3 F:2 Lore: Male Defel from Af'El. This species, also known as 'wraiths,' is capable of warping light around themselves, becoming difficult to see at dusk. Text: Under "nighttime conditions," may use 1 Force to 'hide' (exclude himself) from a battle. While at a site affected by Revolution, opponent must lose 1 Force during your control phase. ***Defel (3) Dark Alien [C2] Set: A New Hope P:3 A:1 D:3 F:2 Lore: Male Defel from Af'El. This species, also known as 'wraiths,' is capable of warping light around themselves, becoming difficult to see at dusk. Text: Under "nighttime conditions," may use 1 Force to 'hide' (exclude himself) from a battle. While at a site affected by Revolution, opponent must lose 1 Force during your control phase. ***Defel (3) Dark Alien [C2] Set: A New Hope P:3 A:1 D:3 F:2 Lore: Male Defel from Af'El. This species, also known as 'wraiths,' is capable of warping light around themselves, becoming difficult to see at dusk. Text: Under "nighttime conditions," may use 1 Force to 'hide' from (not participate in) a battle. While at a site affected by Revolution, opponent must lose 1 Force during your control phase. *Dengar (1) Dark Alien [R] Set: Dagobah P:2 A:2 D:4 F:3 Lore: Corellian {bounty hunter}. Assassin trained by the Empire. Has reflex-enhancing cyber implants. Gravely injured during a swoop race in the crystal swamp of Agrilat. Blames Han Solo. Icons: Pilot, Warrior Text: Adds +2 to the power of any starship he pilots. Power +1 for every opponents character present. May reduce Han's forfeit to zero while present. *Djas Puhr (1) Dark Alien [R2] Set: Premiere P:1 A:4 D:4 F:4 Lore: Male Sakiyan, a race often employed as assassins. {Bounty hunter}. Incredible infrared peripheral vision. Has excellent aural and olfactory senses. Often tracks by scent. Icons: Warrior Text: Power +1 for each Imperial Icon present, +2 under "nighttime conditions." Immune to attrition < 3. *Dr. Evazan (3) Dark Alien [R2] Set: Premiere P:1 A:2 D:2 F:3 Lore: Thug. {Smuggler}. Twisted 'doctor.' Disfigured by blaster. Has death sentence in over 12 systems. Notorious partner of Ponda Baba. Aliases: Dr. Cornelius and Rooboo, Icons: Pilot, Warrior Text: The not-so-good doctor may immediately 'operate' on any hit or Disarmed character at same site. 'Patient' is immediately lost. Adds 2 to power of any starship he pilots. *DS-61-2 (2) Dark Imperial [U1] Set: Premiere P:2 A:2 D:2 F:4 Lore: Pilot DS-61-2. Vader's left wingman. Flies Black 2. Specially trained pilot held in reserve for mission with Vader. Nicknamed "Mauler Mithel." Icons: Pilot, Warrior Text: Adds 3 to power of any starship he pilots. On Black 2, also adds 1 to maneuver and may draw one battle destiny if not able to otherwise. *DS-61-3 (2) Dark Imperial [R1] Set: Premiere P:3 A:2 D:2 F:3 Lore: Pilot DS-61-3. Vader's right wingman. Flies Black 3. Reputation for ferocity in combat. Corellian pilot with excellent skills. Nicknamed 'Backstabber.' Icons: Pilot, Warrior Text: Adds 3 to power of any starship he pilots. On Black 3, also adds 1 to maneuver and may draw one battle destiny if not able to do so otherwise. *DS-61-4 (2) Dark Imperial [R2] Set: A New Hope P:2 A:2 D:2 F:3 Lore: Imperial pilot nicknamed "Dark Curse." Survived assaults against several dissenter worlds including Ralltiir and Mon Calamari. Intends to retire after his next combat mission. Icons: Pilot Text: Adds 3 to power of any starship he pilots. On Black 4, also draws one battle destiny if not able to otherwise. May use 1 Force to search through your Reserve Deck and take one Lone Pilot into your hand. Shuffle, cut and replace. *DS-61-4 (2) Dark Imperial [R2] Set: A New Hope P:2 A:2 D:2 F:3 Lore: Imperial pilot nicknamed "Dark Curse." Survived assaults against several dissenter worlds including Ralltiir and Mon Calamari. Intends to retire after his next combat mission. Icons: Pilot Text: Adds 3 to power of anything he pilots. When piloting Black 4, also draws one battle destiny if not able to otherwise. May use 1 Force to take one Lone Pilot into hand from Reserve Deck; reshuffle. *DS-61-4 (2) Dark Imperial [R2] Set: A New Hope P:2 A:2 D:2 F:3 Lore: Imperial pilot nicknamed "Dark Curse." Survived assaults against several dissenter worlds including Ralltiir and Mon Calamari. Intends to retire after his next combat mission. Icons: Pilot Text: Adds 3 to power of anything he pilots. When piloting Black 4, also draws one battle destiny if not able to otherwise. May use 1 Force to take one Lone Pilot into hand from Reserve Deck; reshuffle. *E-3P0 (3) Dark Protocol Droid [R] Set: Cloud City P:1 D:2 F:3 Lore: Brought to Cloud City by the Empire. Facilitates Imperial-to-alien communication. Relayed carbonite chamber modification instructions to Ugloste. Arrogant. Rude. Vulgar. Text: Total power at same site is +1 for each of your alien/Imperial pairs present. Once during every turn, may use 1 Force to 'insult' one opponent's droid present (except R2-D2), canceling that droid's game text for remainder of turn. EG-6 (Eegee-Six) (*) Dark Power Droid [U2] Set: Premiere P:0 D:1 F:3 Lore: Ambulatory power generator made by Veril Line Systems to support equipment and vehicles. Slow-witted. This EG unit is memory-wiped and doesn't know its name or serial number. Text: Power +1 for each droid present, except power droids. * Destiny equals zero, but if drawn as a battle destiny where you have less power than opponent, your total power present is doubled (once per battle). *Ephant Mon (1) Dark Alien [R] Set: Jabba's Palace P:2 A:3 D:4 F:2 Force-Attuned Lore: Chevin {smuggler}. One of Jabba's few truly loyal associates. Keeps Jabba informed as to the various plots against his life. {Leader}. Text: Opponent's spies, gamblers and thieves may not deploy or move to same site. When with Jabba in a battle, power +2 and, if forfeited, may satisfy all remaining battle damage and attrition against you. *EV-9D9 (1) Dark Supervisor Droid [R] Set: Jabba's Palace P:3 D:3 F:2 Lore: MerenData EV supervisor droid. Particularly enjoys torturing power droids. A clumsy designer nearly broke this unit before it was shipped. She formerly worked at Cloud City Text: During your control phase, may search Reserve Deck, take one power droid or Torture into hand and reshuffle. May Force drain at Droid Workshop, Droid Junkheap or Incinerator (+1 for each other droid present, including captive droids). *Feltipern Trevagg (4) Dark Alien [U1] Set: Premiere P:2 A:1 D:2 F:3 Lore: Corrupt {tax collector}. A male Gotal. {Bounty hunter}. Once sought a bounty on Obi-Wan. Has limited sensing ability to droid emanations. Romanced M'iiyoom Onith. Icons: Warrior Text: To initiate battles at same location as Trevagg, player must use X Force, where X = total number of [dark] icons and [light] icons present. If a droid is present, Trevagg's "game text" is unusable. *Fozec (2) Dark Alien [R] Set: Jabba's Palace P:1 A:1 D:2 F:2 Lore: {Spy} for the Empire. Keeping tabs on Jabba's activities for the ISB. Secretly hoping to leave the Empire and pursue lucrative opportunities in the underworld. Icons: Pilot Text: Adds 2 to power of any starship he pilots. While at a site you control, Imperials are immune to Ke Chu Ke Kakuta? at that site. FX-10 (Effex-ten) (2) Dark Medical Droid [C2] Set: Hoth P:1 D:2 F:3 Lore: Standard medical droid used by Imperial field units. Enhanced programming allows FX-10 to treat a wide variety of battle wounds. Text: Once per turn, one of your 'hit' non-droid characters at same or adjacent site may go to your Used Pile rather than your Lost Pile. *Gailid (2) Dark Alien [R] Set: Jabba's Palace P:1 A:1 D:3 F:2 Lore: Mosep's assistant. Accountant. {Tax collector}. Enjoys tending to Jabba's skiffs with Barada. Icons: Pilot Text: Deploys free to same site as Mosep. Adds 2 to power of any starship he pilots. While at Audience Chamber, adds 1 to your Force drains at Jabba's Palace sites. Gamorrean Guard (2) Dark Alien [C] Set: Jabba's Palace P:4 A:1 D:4 F:1 Lore: Big. Strong. Dumb. Icons: Warrior Text: Deploys only to Tatooine. Power -1 when not at a Tatooine site. May be sacrificed (lost) to cancel an attack just initiated by a creature present. *Garindan (4) Dark Alien [R2] Set: Premiere P:1 A:1 D:2 F:3 Lore: Long-nosed, male Kubaz from Kubindi. {Spy}. Squealed on Obi-Wan and Luke outside Docking Bay 94. Works for Jabba the Hutt or the highest bidder. Not particularly brave. Text: When at same location as a Rebel of ability > 2, deploy -1 there for any Imperials, and during your move phase, Imperials at an adjacent site may move there for free. *General Tagge (1) Dark Imperial [R2] Set: Premiere P:3 A:3 D:3 F:4 Force-Attuned Lore: Oversees defense operations of Death Star. Outstanding tactician. No-nonsense {leader}. Member of the House of Tagge, a powerful noble family and corporate conglomerate. Icons: Warrior Text: Tagge's forfeit +1 for each Imperial trooper, of any kind, present with him at a site. *General Veers (1) Dark Imperial [R1] Set: Hoth P:3 A:3 D:3 F:5 Force-Attuned Lore: General Maximillian Veers is the model of Imperial Army officer. Cunning, loyal and ruthlessly efficient {leader}. In charge of the ground assault troops in Vader's forces. Icons: Pilot, Warrior Text: Power +1 when at same site as Admiral Ozzel. Imperials at same Hoth site are power +1. Adds 3 to power of any combat vehicle he pilots. On Blizzard 1, also adds 1 to armor and draws one battle destiny if not able to otherwise. *Giran (2) Dark Alien [R] Set: Jabba's Palace P:2 A:2 D:3 F:2 Lore: Kajain'sa'Nikto. Loyal to Jabba. Helps tend the rancor with Malakili. Hopes to snare a krayt dragon someday and pit it against the rancor. Icons: Warrior Text: Deploys only on Tatooine. Power +3 when defending a battle at a Jabba's Palace site. May forfeit in place of one of your alien leaders present who was 'hit' by a weapon, restoring that leader to normal. *Grand Moff Tarkin (1) Dark Imperial [R1] Set: Premiere P:4 A:3 D:4 F:6 Force-Attuned Lore: {Leader}. Governor of Outer Rim Territories. Commanded Death Star. Helped disband Imperial Senate. Defined doctrine of rule by fear. Plotted to use Death Star against Emperor. Icons: Pilot, Warrior Text: If with Vader in a battle, may cancel one opponent's destiny draw immediately after it is revealed. Adds 2 to power of any starship he pilots. *Greedo (2) Dark Alien [R1] Set: A New Hope P:2 A:1 D:1 F:1/2 Lore: Male Rodian {bounty hunter}. Sent by Jabba to capture Han. Arrogant, overconfident and not too bright. Trained by bounty hunters Nataz and Goa, who betrayed him to Thuku. Icons: Warrior Text: During opponent's control phase, may 'threaten' one smuggler at same site. Opponent may use all Force Pile cards to cancel threat, allowing you to activate same amount. Otherwise, draw destiny. If destiny + Greedo's ability > 6, smuggler lost. *Greedo (2) Dark Alien [R1] Set: A New Hope P:2 A:1 D:1 F:1/2 Lore: Male Rodian {bounty hunter}. Sent by Jabba to capture Han. Arrogant, overconfident and not too bright. Trained by bounty hunters Nataz and Goa, who betrayed him to Thuku. Icons: Warrior Text: During opponent's control phase, may 'threaten' one smuggler at same site. Opponent may use all Force Pile cards to cancel threat, allowing you to activate same amount. Otherwise, draw destiny. If destiny + Greedo's ability > 6, smuggler lost. *Greedo (2) Dark Alien [R1] Set: A New Hope P:2 A:1 D:1 F:1/2 Lore: Male Rodian {bounty hunter}. Sent by Jabba to capture Han. Arrogant, overconfident and not too bright. Trained by bounty hunters Nataz and Goa, who betrayed him to Thuku. Icons: Warrior Text: During opponent's control phase, may 'threaten' one smuggler at same site. Opponent may use all Force Pile cards to cancel threat, allowing you to activate same amount. Otherwise, draw destiny. If destiny + Greedo's ability > 6, smuggler lost. *Hem Dazon (4) Dark Alien [R1] Set: A New Hope P:* A:2 D:2 F:3 Lore: Male {scout} from Cona. As with many Arconas, Hem has succumbed to the power of salt, and addiction indicated by his gold eye color. Text: During your deploy phase, you may place, face down, one card from your had or Force Pile under Hem, as "salt consumption." If Hem lost, cards underneath also lost. *Power = 1 + number of cards underneath. *Hem Dazon (4) Dark Alien [R1] Set: A New Hope P:* A:2 D:2 F:3 Lore: Male {scout} from Cona. As with many Arconas, Hem has succumbed to the power of salt, and addiction indicated by his gold eye color. Text: Once during each of your deploy phases, may place, face down, one card from hand or Force Pile under Hem, as "salt consumption." If Hem lost, cards underneath also lost. * Power = 1 + number of cards underneath. *Hem Dazon (4) Dark Alien [R1] Set: A New Hope P:* A:2 D:2 F:3 Lore: Male {scout} from Cona. As with many Arconas, Hem has succumbed to the power of salt, and addiction indicated by his gold eye color. Text: Once during each of your deploy phases, may place, face down, one card from hand or Force Pile under Hem, as "salt consumption." If Hem lost, cards underneath also lost. * Power = 1 + number of cards underneath. *Herat (3) Dark Alien [R] Set: Jabba's Palace P:1 A:3 D:3 F:2 Force-Attuned Lore: Female Jawa shaman. Advised Wittin during his plotting with Jabba. Agreed to fan the Hutt in return for his cooperation to help usurp Kalit. Text: Deploys only on Tatooine. During your control phase may search Reserve Deck, take 1 Utinni! or Jawa into hand and reshuffle. If you have 3 or more Jawas on table, may play Utinni! to cancel a Force drain at a related site or to cancel Control. *Hermi Odle (3) Dark Alien [R] Set: Jabba's Palace P:3 A:2 D:3 F:2 Lore: Baragwin assigned by Jabba to be the palace's master weaponsmith. Enemy of Pote Snitkin. Icons: Warrior Text: When in a battle, you may 'react' by deploying any one non-unique blaster (for free) on Hermi from Reserve Deck. reshuffle. When present with your Advosze at a site, allows your character weapons to transfer for free there. *IG-88 (1) Dark Assassin Droid [R] Set: Dagobah P:4 R:5 D:5 F:3 Lore: {Bounty hunter}. Went berserk upon activation. Murdered all designers at Holowan Mechanicals. IG-88's outstanding "dismantle on sight" warrant ignored by Darth Vader. Icons: Pilot, Warrior x 2 Text: Adds 2 to power of any starship he pilots. May 'assassinate' any character at same site hit by IG-88 (victim is immediately lost). May use two different weapons. May initiate battle and be battled. Immune to Restraining Bolt and purchase. Imperial Commander (2) Dark Imperial [C2] Set: A New Hope P:1 A:2 D:3 F:2 Lore: Typical Imperial {leader}. Uses constant training and crisis simulations to help maintain high performance levels. Commander Daine Jir is known to be bold and outspoken. Text: Adds 1 to forfeit of each of your other Imperials (except leaders) at same site. Imperial Commander (2) Dark Imperial [C2] Set: A New Hope P:1 A:2 D:3 F:2 Lore: Typical Imperial {leader}. Uses constant training and crisis simulations to help maintain high performance levels. Commander Daine Jir is known to be bold and outspoken. Text: Adds 1 to forfeit of each of your other Imperials (except leaders) at same site. Imperial Commander (2) Dark Imperial [C2] Set: A New Hope P:1 A:2 D:3 F:2 Lore: Typical Imperial {leader}. Uses constant training and crisis simulations to help maintain high performance levels. Commander Daine Jir is known to be bold and outspoken. Text: Other Imperials (except leaders) at same site are forfeit +1 Imperial Gunner (1) Dark Imperial [C2] Set: Hoth P:1 A:1 D:1 F:1 Lore: Walker operators work in pairs, one trained to pilot the AT-AT, the other serving as {gunner}. Imperial gunners consider themselves the best marksmen in the Empire. Icons: Warrior Text: If a board a starship as a passenger, adds 1 to starship's weapon destiny draws. ***Imperial Helmsman (3) Dark Imperial [C] Set: Dagobah P:2 A:1 D:3 F:2 Lore: Warrant Officer Bachenkall is typical of the many graduates of the Imperial Training academy on Raithal. The sector naval school trains pilots in capital starship help tactics. Icons: Pilot Text: Adds 2 to power of any starship he pilots. On a Star Destroyer, draws one battle destiny if not able to otherwise. Imperial Pilot (3) Dark Imperial [C2] Set: Premiere P:* A:2 D:2 F:2 Lore: Among the Empire's best pilots. Loyal and fearless. Use superior numbers to overwhelm opponents. Trained under combat conditions. Wear sealed, high-gravity flight suits. Icons: Pilot Text: * Power = 0 when at any site, but adds 2 to power of any starship he pilots. Imperial Squad Leader (1) Dark Imperial [C3] Set: A New Hope P:1 A:1 D:2 F:3 Lore: Captain Mod Terrik, a typical officer of the Desert Sands sandtrooper unit. Fearless and highly motivated. Willing to sacrifice as many troops as necessary. Icons: Warrior Text: Adds 1 to forfeit of each of your other troopers at same site. When moving with a 'squad' of exactly three other troopers, all four move for 1 Force. Imperial Trooper Guards at same site may move. Imperial Squad Leader (1) Dark Imperial [C3] Set: A New Hope P:1 A:1 D:2 F:3 Lore: Captain Mod Terrik, a typical officer of the Desert Sands sandtrooper unit. Fearless and highly motivated. Willing to sacrifice as many troops as necessary. Icons: Warrior Text: Adds 1 to forfeit of each of your other troopers at same site. When moving with a 'squad' of exactly three other troopers, all four move for 1 Force. Imperial Trooper Guards at same site may move. Imperial Squad Leader (1) Dark Imperial [C3] Set: A New Hope P:1 A:1 D:2 F:3 Lore: Captain Mod Terrik, a typical officer of the Desert Sands sandtrooper unit. Fearless and highly motivated. Willing to sacrifice as many troops as necessary. Icons: Warrior Text: When moving with a 'squad' of exactly three troopers, all four move for 1 Force. Your troopers at same site are forfeit +1. Imperial Trooper Guards may move with Imperial Squad Leader (at normal use of the Force). Imperial Trooper Guard (3) Dark Imperial [C2] Set: Premiere P:* A:1 D:2 F:1 Lore: Elite soldiers trained in combat techniques and weapons skills. Death Star trooper Tajis Durmin is typical of those assigned to guard key areas of the Death Star. Text: Cannot move. * Power = 0 during an offensive battle, but Power = 4 when defending a battle. *Imperial Trooper Guard Dainsom (4) Dark Imperial [U] Set: Cloud City P:2 A:1 D:2 F:2 Lore: Experienced trooper guard from Algarian. Assigned to guard sensitive areas. Formerly served aboard the Star Destroyer Thunderflare. Icons: Warrior Text: Deploys only aboard Executor or on any Death Star Site. Cannot move. May cancel opponent's Force Drains at adjacent sites. *IT-O (Eyetee-Oh) (2) Dark Interrogator Droid [R1] Set: A New Hope P:4 D:3 F:1 Lore: Floating prisoner interrogation droid. Uses probes and needles to dispense truth drugs and perform "surgery." Sensors determine subject's pain threshold and truthfulness. Text: When at Detention Block Corridor during the control phase, your Force drains there are +X where X = the number of captives present. Immune to Restraining Bolt. *IT-O (Eyetee-Oh) (2) Dark Interrogator Droid [R1] Set: A New Hope P:4 D:3 F:1 Lore: Floating prisoner interrogation droid. Uses probes and needles to dispense truth drugs and perform "surgery." Sensors determine subject's pain threshold and truthfulness. Text: When at Detention Block Corridor, adds X to your Force drains there, where X = the number of captives present. Immune to Restraining Bolt. *IT-O (Eyetee-Oh) (2) Dark Interrogator Droid [R1] Set: A New Hope P:4 D:3 F:1 Lore: Floating prisoner interrogation droid. Uses probes and needles to dispense truth drugs and perform "surgery." Sensors determine subject's pain threshold and truthfulness. Text: When at Detention Block Corridor, adds X to your Force drains there, where X = the number of captives present. Immune to Restraining Bolt. *J'Quille (2) Dark Alien [R] Set: Jabba's Palace P:4 A:1 D:5 F:3 Lore: Whiphid {spy} in league with Lady Valarian. Yearns for battle. Enjoys hearing the screams of his victims. Plotting to kill Jabba. Icons: Warrior Text: Power +2 on Hoth. At the start of a battle, may cause one opponent's character of ability < 3 present to be excluded from the battle. While at Audience Chamber, all your other Whipids are forfeit +2. *Jabba the Hutt (1) Dark Alien [R] Set: Jabba's Palace P:3 A:4 D:6 F:7 Force-Sensitive Lore: Jabba Desilijic Tiure. Male heir to Zorba the Hutt. {Gangster}. {Leader} of one of the largest criminal organizations in the galaxy. Over six hundred years old. Text: Deploy -2 at Tatooine or Nal Hutta. To move requires +2 Force. May escort a captive. While at Audience Chamber, adds 1 to forfeit of all your other aliens and allows you to activate 1 Force for whenever you Force drain with an alien. Immune to attrition < 4. Jawa (3) Dark Alien [C2] Set: Premiere P:1 A:1 D:* F:1 Lore: Small, rodent-like scavenger species. Refurbish and sell droids. Nest in sandcrawlers. Considered to be pests by most species. Text: * To deploy, requires 1 Force from each players' Force Pile. Cannot deploy otherwise. Deploy only on Tatooine, but may move elsewhere. *Kithaba (2) Dark Alien [R] Set: Jabba's Palace P:* A:2 D:4 F:2 Lore: Famous Klatooinian assassin. After disposing of a few more prisoners, plans to quit the killing business and become a full-time {musician}. Rises to the challenges he faces. Icons: Pilot, Warrior Text: *Power = 1 + ability of opponent's highest-ability character present. Deploys only on Tatooine. Adds 1 to power of any starship he pilots. *Kitik Keed'kak (2) Dark Alien [R1] Set: Premiere P:8 A:1 D:6 F:2 Lore: A female insectoid Yam'rii. Very strong and easily angered. Known for stealth, but also has good technological aptitude. Meat eater. Loves eggs. Text: Immediately lost if at same site as overprotective mother, Kal'Faln C'ndros. Cannot board starfighters or enclosed vehicles. *Klaatu (3) Dark Alien [R] Set: Jabba's Palace P:2 A:1 D:3 F:2 Lore: Kadas'sa'Nikto. Barada's main assistant. In charge of repairing Jabba's skiffs. {Gambler}. Always tries to make it back to the palace to watch the Rancor get fed. Icons: Warrior Text: Deploys only on Tatooine. Power +2 when with Barada or defending a battle a a Jabba's Palace site. During a battle at same site, may forfeit a transport vehicle present to satisfy all remaining battle damage and attrition against you. *Labria (3) Dark Alien [R2] Set: Premiere P:1 A:1 D:2 F:3 Lore: {Information broker}. {Spy}. Devaronian males instinctively have 'wanderlust.' Frustrated that he must be reclusive due to shady past. Suffers from prejudice due to devilish appearance. Text: Once each turn, during your control phase, you may reveal the top card of your Reserve Deck to both players. If it is a vehicle or starship, card is immediately lost. Otherwise, return it to the top of your Reserve Deck, Force Pile or Used Pile. *Lando Calrissian (1) Dark Alien [R] Set: Cloud City P:3 A:3 D:2 F:3 Force-Attuned Lore: Scoundrel and {gambler}. Petty administrator of a small Tibanna gas mining operation. Easily coerced. Has problems of his own. Had dealings with the Tonnika sisters - twice. Icons: Pilot, Warrior Text: Deploys only on Cloud City, but may move elsewhere. Adds 2 to power of any starship he pilots. When playing Sabacc, may subtract 1 from or add 1 to your total. If present at a site, can be replaced by opponent with any Light Side Lando. *Lieutenant Cabbel (2) Dark Imperial [U2] Set: Hoth P:2 A:2 D:2 F:4 Lore: A recent graduate of the Officer's Candidate School on Carida. Serves as first officer of the Tyrant. Ambitious, ruthless and efficient. Icons: Pilot Text: Adds 2 to power of any starship he pilots. On Tyrant, also adds one to Armor. When in battle with an Imperial Leader, subtracts 1 from opponent's total battle destiny. *Lieutenant Cecius (2) Dark Imperial [U] Set: Cloud City P:1 A:2 D:2 F:3 Lore: Former member of the Imperial infantry. Specializes in boarding and taking control of enemy ships. Native of Vogel 7. Hasn't had a date in years. Icons: Warrior Text: Deploys free to any Executor site. Power +3 when participating in a Besieged battle. During your control phase, may use 1 Force to search your Reserve Deck, take one Besieged or Set For Stun into hand and reshuffle. *Lieutenant Commander Ardan (3) Dark Imperial [U] Set: Dagobah P:2 A:3 D:3 F:3 Force-Attuned Lore: Commander of Executor bridge pit crews. Native of Brentaal. Participated in the subjugation of Ithor, Kashyyyk, Firro, Sinton and other planets populated by non-humans. Icons: Warrior Text: If at a site, draws one battle destiny if not able to otherwise. Immune to attrition < X, where X = the number of opponent's aliens present. *Lieutenant Sheckil (2) Dark Imperial [R] Set: Cloud City P:2 A:2 D:3 F:4 Lore: Former warrant officer from Concord Dawn. Promoted due to superb performance. Specializes in transporting high-profile criminals. Twin brother of a famous mercenary. Icons: Warrior Text: During your control phase, may use 1 Force to search your Reserve Deck, take one Human Shield into hand and reshuffle. When escorting a captive, captive is forfeit +2 and Sumner is immune to attrition < 4. *Lieutenant Suba (2) Dark Imperial [R] Set: Dagobah P:3 A:2 D:3 F:4 Lore: Chief of security and political officer on Executor. Responsible for ensuring the loyalty of his fellow officers. Disapproved of Vader's unwillingness to simply kill Skywalker. Icons: Warrior Text: While at a Death Star or Executor site, your troopers deploy free there and are power and forfeit +1 there, and you may use 1 Force to search your Reserve Deck and take one Tactical Support into hand. Shuffle, cut and replace. *Lieutenant Tanbris (2) Dark Imperial [U2] Set: Premiere P:2 A:2 D:2 F:3 Lore: Former fighter pilot grounded after injury. Tactical officer aboard Death Star. Competent strategist. Specializes in directing Imperial starfighters. Icons: Pilot Text: Deploy -1 for starship weapons of any starship he pilots. Adds 2 to power of any starship he pilots, but subtracts 1 from maneuver of any starfighter he pilots. *Lieutenant Venka (2) Dark Imperial [U] Set: Dagobah P:2 A:2 D:2 F:3 Lore: Worked hard for a transfer to the Executor. One of the many non-commissioned personnel promoted to replace the vast number of officers lost during the Death Star disaster. Icons: Warrior Text: Power +2 when at an Executor site or same site as Tarkin or Chief Bast, or if the Death Star has been "blown away." Fear Will Keep Them In Line is destiny +2 and, when it adds 1 to your power, also adds 1 to attrition against opponent. LIN-V8M (Elleyein-Veeateemm) (3) Dark Mining Droid [C1] Set: Premiere P:0 D:2 F:3 Lore: Armored military droid which specializes in laying explosive mines. Originally intended to set charges inside ore and spice mines, but has also been converted for military use. Text: Lays mines. OR At any time during your turn, may use 1 Force to 'diffuse' (lose) any one mine at same site. *Lirin Car'n (3) Dark Alien [U2] Set: A New Hope P:1 A:1 D:2 F:3 Lore: Bith mercenary. Male back-up to Kloo Horn player in Figrin D'an's band. Only {musician}, besides Doikk, who has not lost ownership of his instrument to Figrin. Text: For each other musician present, adds a "cover charge" of 1 to the Force required to move or deploy each character to same site. *Lirin Car'n (3) Dark Alien [U2] Set: A New Hope P:1 A:1 D:2 F:3 Lore: Bith mercenary. Male back-up to Kloo Horn player in Figrin D'an's band. Only {musician}, besides Doikk, who has not lost ownership of his instrument to Figrin. Text: For each other musician present, adds a "cover charge" of 1 to the Force required to move or deploy each character to same site. *Lirin Car'n (3) Dark Alien [U2] Set: A New Hope P:1 A:1 D:2 F:3 Lore: Bith mercenary. Male back-up to Kloo Horn player in Figrin D'an's band. Only {musician}, besides Doikk, who has not lost ownership of his instrument to Figrin. Text: When at same site as other musicians, Lirin collects a "cover charge." For each other musician present, add 1 to the 'cost' for any character to move or deploy to same site. *Lt. Pol Treidum (3) Dark Imperial [C1] Set: A New Hope P:2 A:1 D:2 F:5 Lore: Gantry officer charged with maintaining magnetic field, atmosphere and security in Death Star docking bay. After mission on Ralltiir, paranoid about infiltration by Rebel spies. Icons: Warrior Text: While at Docking Control Room 327, adds 2 to your total power at Docking Bay 327. Once during each of your control phases, if at same site as an Undercover spy, may draw destiny. Spy's "cover is broken" if destiny = spy's ability. *Lt. Pol Treidum (3) Dark Imperial [C1] Set: A New Hope P:2 A:1 D:2 F:5 Lore: Gantry officer charged with maintaining magnetic field, atmosphere and security in Death Star docking bay. After mission on Ralltiir, paranoid about infiltration by Rebel spies. Icons: Warrior Text: While at Docking Control Room 327, adds 2 to your total power at Docking Bay 327. Once during each of your control phases, if at same site as an Undercover spy, may draw destiny. Spy's "cover is broken" if destiny = spy's ability. *Lt. Pol Treidun (3) Dark Imperial [C1] Set: A New Hope P:2 A:1 D:2 F:5 Lore: Gantry officer charged with maintaining magnetic field, atmosphere and security in Death Star docking bay. After mission on Ralltiir, paranoid about infiltration by Rebel spies. Icons: Warrior Text: While at Docking Control Room 327, adds 2 to your total power at Docking Bay 327. Once per turn during your control phase, if at same site as an Undercover spy, may draw destiny. Spy's "cover is broken" if destiny=spy's ability. *Lt. Shann Childsen (2) Dark Imperial [U1] Set: A New Hope P:1 A:1 D:2 F:3 Lore: Demoted after a superior blamed him for a clerical error. Considered a bully by fellow officers. Fanatically supports the New Order doctrine of alien subjugation. Icons: Warrior Text: Power +2 when at Detention Block Corridor or Detention Block Control Room. Also, power +2 when an opponent's alien is present (+3 if alien is a Wookiee, Talz or Ewok). *Lt. Shann Childsen (2) Dark Imperial [U1] Set: A New Hope P:1 A:1 D:2 F:3 Lore: Demoted after a superior blamed him for a clerical error. Considered a bully by fellow officers. Fanatically supports the New Order doctrine of alien subjugation. Icons: Warrior Text: Power +2 when at Detention Block Corridor or Detention Block Control Room. Also, power +2 when an opponent's alien is present (+3 if alien is a Wookiee, Talz or Ewok). *Lt. Shann Childsen (2) Dark Imperial [U1] Set: A New Hope P:1 A:1 D:2 F:3 Lore: Demoted after a superior blamed him for a clerical error. Considered a bully by fellow officers. Fanatically supports the New Order doctrine of alien subjugation. Icons: Warrior Text: Power +2 when at Detention Block Corridor or Detention Block Control Room. Also, power +2 when an opponent's alien is present (+3 if alien is a Wookiee, Talz or Ewok). *M'iiyoom Onith (3) Dark Alien [U2] Set: Premiere P:1 A:1 D:3 F:3 Lore: Female H'nemthe, a species whose females ritually kill their mates. Stranded on Tatooine due to questionable passage tax. Razor-sharp tongue. M'iiyoom means, 'nightlilly.' Text: During your control phase may cause opponent to reveal entire hand by using X Force, where X = number of cards in opponent's hand. All unique (*) male Rebels or unique (*) male aliens there are lost. *Malakili (3) Dark Alien [R] Set: Jabba's Palace P:2 A:1 D:3 F:2 Lore: Corellian. Worked for Circus Horrificus. Disapproves of Jabba's treatment of the rancor. Plotting with Lady Valarian to steal the immense beast away from Jabba's palace. Text: Deploys only on Tatooine. During your control phase, may snare (steal) one creature or unoccupied creature vehicle present. Creatures at same site (except Sarlacc) do not attack and cannot be attacked. *Mosep (3) Dark Alien [U2] Set: A New Hope P:1 A:1 D:3 F:5 Lore: Jabba's Nimbanel accountant. Inside contacts allow him to disrupt the cash flow of the Hutt's enemies. He knows a mistake could make him the next write-off. Text: When opponent is losing Force from Force drains at the same or an adjacent site, lost Force must come from Reserve Deck if possible. *Mosep (3) Dark Alien [U2] Set: A New Hope P:1 A:1 D:3 F:5 Lore: Jabba's Nimbanel accountant. Inside contacts allow him to disrupt the cash flow of the Hutt's enemies. He knows a mistake could make him the next write-off. Text: When opponent is losing Force from Force drains at the same or an adjacent site, lost Force must come from Reserve Deck if possible. *Mosep (3) Dark Alien [U2] Set: A New Hope P:1 A:1 D:3 F:5 Lore: Jabba's Nimbanel accountant. Inside contacts allow him to disrupt the cash flow of the Hutt's enemies. He knows a mistake could make him the next write-off. Text: When opponent is losing Force from Force drains at the same or an adjacent site, lost Force must come from Reserve Deck only. *Motti (1) Dark Imperial [NA] Set: Jedi Pack P:2 A:2 D:4 F:3 Lore: Considered an overrated {leader} by many subordinates. Has a disturbing lack of faith. Became a member of the Death Star's command triumvirate despite his failings. Icons: Pilot Text: MSE-6 'Mouse' Droid (0) Dark Messenger Droid [U1] Set: Premiere P:0 D:0 F:0 Lore: Nicknamed for rodent-like appearance. Delivers orders and sensitive documents. Retractable manipulator arms. Made by Rebaxan Columni. Easily frightened. Text: Deploy on any Character targeted by an Utinni Effect. Move 'mouse' droid, instead of that Character, to pick up Utinni Effect and bring back to be fulfilled or canceled. Landspeed = 3. Upon delivery, 'mouse' droid returns to your hand. *Murttoc Yine (2) Dark Alien [R] Set: Jabba's Palace P:2 A:2 D:3 F:2 Lore: {Information broker}. {Spy}. Has many nefarious contacts in the underworld. Contact point for many seeking employment with Jabba. Icons: Warrior Text: During your control phase, if at a Jabba's Palace site you control, may use 3 Force to search your Reserve Deck, take one other alien that is a smuggler, information broker, thief or spy into hand and reshuffle. *Myo (3) Dark Alien [R2] Set: Premiere P:3 A:1 D:4 F:5 Lore: A regenerating, primitive, violent, desert dwelling, fearless, mercenary-joining Lirin Car'n-befriending, cyclopian Abyssin from Byss. Calling him 'monoc' will start a fight. Icons: Warrior Text: Power +1 if present with Lirin Car'n or any bounty hunter. If lost or forfeited as a result of a battle, Myo 'regenerates' (place on top of your Used Pile). Nikto (3) Dark Alien [C] Set: Jabba's Palace P:2 A:1 D:3 F:3 Lore: Several different types if Nikto were sold to Jabba by slavers. Compete with Weequay to prove themselves the stronger species. Icons: Warrior Text: Deploys only to a Jabba's Palace site. Power and forfeit +2 when defending a battle at a Jabba's Palace site. *Nizuc Bek (3) Dark Alien [R] Set: Jabba's Palace P:2 A:1 D:3 F:2 Lore: Guard from Corulag. Former bouncer at the Mos Eisley cantina. Assigned by Jabba to guard celebrities visiting Jabba's palace. Friend of Wuher. Loves juri juice. Text: Power +3 when present with your musician. When present at the start of a battle, may cause one character of ability less than X to move away for free (or that character is immediately lost) where X = the number of your musicians present. *Nysad (3) Dark Alien [R] Set: Jabba's Palace P:2 A:1 D:3 F:2 Lore: Kajain'sa'Nikto. Fiercely loyal to Jabba. Stands guard over the sail barge during the Hutt's many trips to Mos Eisley. Text: Deploys only on Tatooine. May deploy as a 'react' to a Jabba's Palace site or aboard a vehicle at a Tatooine site. Power +3 when defending a battle at a Jabba's Palace site. *Officer Evax (2) Dark Imperial [C1] Set: A New Hope P:2 A:2 D:2 F:5 Lore: This Imperial Intelligence {leader} has a proven track record for predicting Rebel fleet movements. His coordination of starship maneuvers has saved many vulnerable bases. Icons: Pilot Text: Adds 2 to power of any starship he pilots. When at a Death Star site, Imperial starships may move to the Death Star system as a 'react.' *Officer Evax (2) Dark Imperial [C1] Set: A New Hope P:2 A:2 D:2 F:5 Lore: This Imperial Intelligence {leader} has a proven track record for predicting Rebel fleet movements. His coordination of starship maneuvers has saved many vulnerable bases. Icons: Pilot Text: Adds 2 to power of anything he pilots. When at a Death Star site, Imperial starships may move to the Death Star system as a 'react.' *Officer Evax (2) Dark Imperial [C1] Set: A New Hope P:2 A:2 D:2 F:5 Lore: This Imperial Intelligence {leader} has a proven track record for predicting Rebel fleet movements. His coordination of starship maneuvers has saved many vulnerable bases. Icons: Pilot Text: Adds 2 to power of anything he pilots. When at a Death Star site, Imperial starships may move to the Death Star system as a 'react.' *Ortugg (3) Dark Alien [R] Set: Jabba's Palace P:4 A:2 D:4 F:3 Lore: Gamorrean in charge of the Gamorreans at Jabba's palace. Posted to stand guard at the entrance cavern. Assigned by Jabba to keep an eye on Tessek. Text: Deploys only on Tatooine. Functions as a leader if present with another Gamorrean. While at Audience Chamber, all your other Gamorreans are forfeit +2. *Ponda Baba (3) Dark Alien [U1] Set: Premiere P:2 A:1 D:2 F:3 Lore: A male Quara (or fingered Aqualish). Thug, {smuggler} and partner of Dr. Evazan. Has a poor quality cybernetic arm replacement. Icons: Pilot, Warrior Text: Power +3 when battling at same site as Dr. Evazan, unless opponent has a lightsaber weapon present. Adds 2 to power of any starship he pilots. *Pote Snitkin (3) Dark Alien [R] Set: Jabba's Palace P:2 A:2 D:3 F:3 Lore: Skrilling {smuggler}. Supplied Jabba's henchmen with weapons when he was Hermi Odle's predecessor. An excellent driver. Text: When driving a vehicle, that vehicle is power +3 and moves for free. While at Audience Chamber, all your other Skrillings are power +2 and forfeit +1. Probe Droid (2) Dark Probe Droid [C2] Set: Hoth P:2 R:3 D:2 F:5 Lore: Arakyd Viper probe droid. Has sensors specifically designed to detect traces of Rebel activity. Equipped with an auto-destruct mechanism. A highly durable {spy} droid. Text: May deploy only if a Star Destroyer on table. During your control phase, may glance at X cards randomly selected from opponent's hand, where X = number of [light] icons at same site. May Force drain, initiate battle, and be battled. *Prophetess (2) Dark Alien [U1] Set: Premiere P:1 A:4 D:3 F:2 Force-Sensitive Lore: Renowned female psychic. Predictor of doom. Agent for Governor Aryon of Tatooine. Tailed Jabba and his thugs to Docking Bay 94 when they confronted Han Solo. Text: If you initiate a battle where present, you must predict the winner before the battle starts. If correct, randomly retrieve one lost card. If incorrect, lose 1 Force. Immune to attrition < 3. Quarren (3) Dark Alien [C] Set: Jabba's Palace P:1 A:2 D:2 F:2 Lore: Nicknamed "squidheads." Quarren share their watery homeworld with the Mon Calamari. Betrayed their planet to the Empire. Dwell on the past. Rarely look to the future. Text: If present at a non-shielded site, your Imperials may deploy there (regardless of location deployment restrictions). When at a planet site, Tactical Support, Imperial Reinforcements and Full Scale Alert are Used Interrupts. R1-G4 (Arone-Geefour) (3) Dark Astromech Droid [C2] Set: Premiere P:1 D:1 F:3 Lore: Typical of the old model astromechs still used on capital starships and large freighters. Has armored Mark II reactor drone shell. R1-G4 was abandoned after owner was captured. Text: When aboard a capital starship, adds 1 to power and hyperspeed, and that starship is immune to attrition < 3. Too large to go aboard a starfighter. R2-Q2 (Artoo-Kyootoo) (3) Dark Astromech Droid [C2] Set: A New Hope P:1 D:2 F:3 Lore: R2 units are known for expertise in computer uplinking. R2-Q2 spent several decades serving with an Imperial reconnaissance fleet in the Expansion Region. Text: While aboard any starfighter, adds 1 to power, maneuver and hyperspeed. When at a Scomp link during your draw phase, may use 1 Force to look at top three cards of your Reserve Pile. R2-Q2 (Artoo-Kyootoo) (3) Dark Astromech Droid [C2] Set: A New Hope P:1 D:2 F:3 Lore: R2 units are known for expertise in computer uplinking. R2-Q2 spent several decades serving with an Imperial reconnaissance fleet in the Expansion Region. Text: While aboard any starfighter, adds 1 to power, maneuver and hyperspeed. When at a Scomp link during your draw phase, may use 1 Force to peek at top three cards of your Reserve Pile. R2-Q2 (Artoo-Kyootoo) (3) Dark Astromech Droid [C2] Set: A New Hope P:1 D:2 F:3 Lore: R2 units are known for expertise in computer uplinking. R2-Q2 spent several decades serving with an Imperial reconnaissance fleet in the Expansion Region. Text: While aboard any starfighter, adds 1 to power, maneuver and hyperspeed. When at a Scomp link during your draw phase, may use 1 Force to peek at top three cards of your Reserve Pile. *R3-T6 (Arthree-Teesix) (2) Dark Astromech Droid [R1] Set: A New Hope P:1 D:2 F:3 Lore: R3 units have larger memory and more advanced circuitry than their R1 predecessors, allowing for more efficient astrogation plots. R3-T6 served on the Death Star. Text: When aboard a capital starship, adds 1 to power and 2 to hyperspeed, and that starship is immune to attrition < 4. When at Death Star:Central Core, adds 1 to hyperspeed of Death Star system. *R3-T6 (Arthree-Teesix) (2) Dark Astromech Droid [R1] Set: A New Hope P:1 D:2 F:3 Lore: R3 units have larger memory and more advanced circuitry than their R1 predecessors, allowing for more efficient astrogation plots. R3-T6 served on the Death Star. Text: While aboard a capital starship, adds 1 to power and 2 to hyperspeed, and that starship is immune to attrition < 4. While at Death Star: Central Core, adds 1 to hyperspeed of Death Star system. *R3-T6 (Arthree-Teesix) (2) Dark Astromech Droid [R1] Set: A New Hope P:1 D:2 F:3 Lore: R3 units have larger memory and more advanced circuitry than their R1 predecessors, allowing for more efficient astrogation plots. R3-T6 served on the Death Star. Text: While aboard a capital starship, adds 1 to power and 2 to hyperspeed, and that starship is immune to attrition < 4. While at Death Star: Central Core, adds 1 to hyperspeed of Death Star system. R4-M9 (Arfour-Emmnine) (4) Dark Vehicle Repair Droid [C2] Set: Premiere P:1 D:1 F:3 Lore: Typical multiple-use droid. Controls and repairs vehicles and computers. R4-M9 was once used by the Empire to pull data from Tantive IV's computer banks. Text: Deploy on a vehicle (except creature vehicle) to add 1 to power, maneuver and landspeed. May remain aboard and drive vehicle by itself, without presence. No astromech capability. R5-A2 (Arfive-Aytoo) (4) Dark Astromech Droid [C2] Set: A New Hope P:1 D:2 F:3 Lore: Seldom used for navigation purposes, R5 units are known for their ability to perform hull maintenance and repair damage caused by ionization. Text: While aboard any starship, adds 1 to power and maneuver. During your control phase, if aboard your starship damaged by an ion cannon, restores armor/maneuver and hyperspeed. R5-A2 (Arfive-Aytoo) (4) Dark Astromech Droid [C2] Set: A New Hope P:1 D:2 F:3 Lore: Seldom used for navigation purposes, R5 units are known for their ability to perform hull maintenance and repair damage caused by ionization. Text: While aboard any starship, adds 1 to power and maneuver. During your control phase, if aboard your starship damaged by an ion cannon, restores armor/maneuver and hyperspeed. R5-A2 (Arfive-Aytoo) (4) Dark Astromech Droid [C2] Set: A New Hope P:1 D:2 F:3 Lore: Seldom used for navigation purposes, R5 units are known for their ability to perform hull maintenance and repair damage caused by ionization. Text: While aboard any starship, adds 1 to power and maneuver. If on a starship hit by an Ion Cannon, restores armor/maneuver and hyperspeed during your next control phase. *Ree-Yees (3) Dark Alien [R] Set: Jabba's Palace P:3: A:3 D:3 F:3 Force-Attuned Lore: Gran convicted of murder. Exiled from his homeworld. {Smuggler} and {bounty hunter}. Slowly going insane. Fond of making things explode. Plotting to kill Jabba. Icons: Warrior Text: Thrice per battle at same site, if you just drew a battle destiny of 3, may use 3 Force to add 3 to that destiny. *Reegesk (3) Dark Alien [U2] Set: A New Hope P:1 A:1 D:3 F:3 Lore: Ranat {thief} and scavenger from Aralia. Regularly trades with Jawas. Adept at pilfering items without alerting the owner. Willing to steal anything, even trash. Text: Once during each of your control phases, may lose 1 Force to take one vehicle, droid, weapon or device from opponent's Lost Pile or Crash Site Memorial into hand to use as your own. *Reegesk (3) Dark Alien [U2] Set: A New Hope P:1 A:1 D:3 F:3 Lore: Ranat {thief} and scavenger from Aralia. Regularly trades with Jawas. Adept at pilfering items without alerting the owner. Willing to steal anything, even trash. Text: Once during each of your control phases, may lose 1 Force to take one vehicle, droid, weapon or device from opponent's Lost Pile or Crash Site Memorial into hand to use as your own. *Reegesk (3) Dark Alien [U2] Set: A New Hope P:1 A:1 D:3 F:3 Lore: Ranat {thief} and scavenger from Aralia. Regularly trades with Jawas. Adept at pilfering items without alerting the owner. Willing to steal anything, even trash. Text: Once each turn during your control phase, may lose 1 Force to search through opponent's Lost Pile or Crash Site Memorial and take one vehicle, droid, weapon or device into your hand to use as your own. **Reserve Pilot (3) Dark Imperial [U1] Set: A New Hope P:2 A:1 D:2 F:4 Lore: Injuries kept Lord Vader's best TIE wingman out of the primary wave of starfighters. He remains on reserve duty, ready to replace lost pilots. Icons: Pilot Text: Adds 1 to power of any starship he pilots. On Black 2, Black 3 or Black 4, also adds 1 to maneuver and draws one battle destiny if not able to otherwise. **Reserve Pilot (3) Dark Imperial [U1] Set: A New Hope P:2 A:1 D:2 F:4 Lore: Injuries kept Lord Vader's best TIE wingman out of the primary wave of starfighters. He remains on reserve duty, ready to replace lost pilots. Icons: Pilot Text: Adds 1 to power of anything he pilots. On Black 2, Black 3 or Black 4, also adds 1 to maneuver and draws one battle destiny if not able to otherwise. **Reserve Pilot (3) Dark Imperial [U1] Set: A New Hope P:2 A:1 D:2 F:4 Lore: Injuries kept Lord Vader's best TIE wingman out of the primary wave of starfighters. He remains on reserve duty, ready to replace lost pilots. Icons: Pilot Text: Adds 1 to power of anything he pilots. On Black 2, Black 3 or Black 4, also adds 1 to maneuver and draws one battle destiny if not able to otherwise. ***Rodian (3) Dark Alien [C2] Set: A New Hope P:2 A:1 D:2 F:2 Lore: Thuku is a typical male Rodian. Sent to hunt down Greedo by Navik the Red, head of the Chattza tribe. Rodians enjoy "the hunt," so many are employed as assassins. Icons: Pilot Text: Adds 1 to power of each of your Bounty Hunters and Smugglers (but subtracts 1 from Greedo's power) at same site. Adds 1 to power of anything he pilots. ***Rodian (3) Dark Alien [C2] Set: A New Hope P:2 A:1 D:2 F:2 Lore: Thuku is a typical male Rodian. Sent to hunt down Greedo by Navik the Red, head of the Chattza tribe. Rodians enjoy "the hunt," so many are employed as assassins. Icons: Pilot Text: Adds 1 to power of each of your Bounty Hunters and Smugglers (but subtracts 1 from Greedo's power) at same site. Adds 1 to power of anything he pilots. ***Rodian (3) Dark Alien [C2] Set: A New Hope P:2 A:1 D:2 F:2 Lore: Thuku is a typical male Rodian. Sent to hunt down Greedo by Navik the Red, head of the Chattza tribe. Rodians enjoy "the hunt," so many are employed as assassins. Icons: Pilot Text: Your Bounty Hunters and Smugglers are power +1 (but Greedo is power -1) at same site. Adds 1 to power of any starship he pilots. *Salacious Crumb (3) Dark Alien [R] Set: Jabba's Palace P:0 A:1 D:1 F:3 Lore: Male Kowakian. Prankster. Humiliates others for Jabba's amusement. His life depends on making Jabba laugh at least once per day. Text: Opponent may initiate battle at same site for free. At same or adjacent site, whenever an opponent draws a card for battle destiny, if it is: Even, opponent must use 1 Force (if possible); Odd, destiny card is lost. (AH-hahahahaha!) Skrilling (4) Dark Alien [C] Set: Jabba's Palace P:2 A:1 D:2 F:2 Lore: Regarded as whiners. Skrillings are a scavenger species. Steal from corpses left behind on battlefields. Feed on carrion and uncooked meat. Avoided by many species. Icons: Warrior Text: Once per turn, may steal a weapon or device from an opponent's character just lost or forfeited where present. When you play Tusken Scavengers, may steal vehicles, weapons and devices found (place them in your Used Pile). Snowtrooper (3) Dark Imperial [C3] Set: Hoth P:2 A:1 D:2 F:3 Lore: Cold Assault troopers are specially trained and equipped to operate in frozen environments. Blizzard Force snowtroopers often work in tandem with AT-ATs. Icons: Warrior Text: Deploy only on Hoth, but may move elsewhere. Power -1 when at a site other than a Hoth site. ***Snowtrooper Officer (2) Dark Imperial [C1] Set: Hoth P:2 A:2 D:3 F:3 Lore: Elite snowtrooper offers, like all Imperial Army officers, are well versed in Rebel tactics. They serve as infantry liaisons to AT-ATs. Icons: Warrior Text: Deploy only on Hoth, but may move elsewhere. Snowtroopers are deploy -1 to same site. Your troopers may move to same Hoth site as a 'react.' Stormtrooper (1) Dark Imperial [C3] Set: Premiere P:1 A:1 D:1 F:2 Lore: One of the countless elite shock troops totally loyal to the Emperor. Unquestioningly follows orders. Willing to sacrifice their lives to accomplish a mission. First-strike force. Icons: Warrior Text: Deploys free to same site as one of your Imperials with ability > 2. Stormtrooper Cadet (3) Dark Imperial [NA] Set: Official Sealed Deck P:1 A:1 D:1 F:1 Lore: After months of intense training, a trooper is paired with a veteran soldier. While providing support during field operations, the new trooper masters Imperial military tactics. Text: Deploys free to same site as an Imperial leader. Adds 1 to power of one non-unique Imperial warrior present. When forfeited at same site as an Imperial 'veteran' (a leader or non-cadet trooper), also satisfies all remaining attrition against you. *Tarkin (1) Dark Imperial [NA] Set: Jedi Pack P:2 A:2 D:4 F:3 Lore: Imperial Governor of the Seswenna Sector. Conceived and implemented the Death Star project. A {leader} in the effort to crush the Rebellion. Text: *Taym Dren-garen (3) Dark Alien [R] Set: Jabba's Palace P:2 A:1 D:1 F:2 Lore: Instigator of several Sand People raids on Tatooine. Keeps the Tusken Raiders well supplied so they can keep local authorities distracted from Jabba's activities. Text: When on Tatooine, may cancel any result of Krayt Dragon Bones. While at Audience Chamber, all your Tusken Raiders are power = 3, forfeit +2 and not limited to four per site. *Tech Mo'r (6) Dark Alien [U2] Set: A New Hope P:1 A:1 D:3 F:1 Lore: Male Bith {musician}. Plays Ommni Box in Figrin D'an's band. Lost ownership of instrument to Figrin while gambling. Icons: Warrior Text: After using Ommni Box, peek at top X cards of pile or deck just shuffled, where X = number of other musicians at same site. May re-shuffle without peeking *Tech Mo'r (6) Dark Alien [U2] Set: A New Hope P:1 A:1 D:3 F:1 Lore: Male Bith {musician}. Plays Ommni Box in Figrin D'an's band. Lost ownership of instrument to Figrin while gambling. Icons: Warrior Text: After using Ommni Box, peek at top X cards of pile or deck just shuffled, where X = number of other musicians at same site. May re-shuffle without peeking *Tech Mo'r (6) Dark Alien [U2] Set: A New Hope P:1 A:1 D:3 F:1 Lore: Male Bith {musician}. Plays Ommni Box in Figrin D'an's band. Lost ownership of instrument to Figrin while gambling. Icons: Warrior Text: After using Ommni Box, peek at top X cards of pile or deck just shuffled, where X=number of other musicians at same site. May re-shuffle without peeking *Thul Fain (2) Dark Alien [R] Set: Jabba's Palace P:2 A:1 D:2 F:3 Lore: {Gambler} who bets on how long the Rancor's victims will last. Formerly an Imperial pilot who worked with Lieutenant Tanbris. Now a {smuggler} for Jabba. Icons: Pilot Text: Deploys free to your [Independent] starship. Adds 2 to power of any starship he pilots. When with Lieutenant Tanbris in a battle at a system, adds 2 to each of your battle destiny draws. Tibanna Gas Miner (2) Dark Alien [C] Set: Cloud City P:1 A:1 D:2 F:2 Lore: One of the many Cloud City miners who are willingly employed by greedy corporations exploiting planetary atmospheres. Unconcerned with environmental repercussions. Text: When at a site, adds 1 to your Force drains at related cloud sectors. Also, during your activate phase, if at a Cloud City site and you control Bespin: Cloud City, may {cumulatively} activate 1 Force for every cloud sector on Bespin. *Tonnika Sisters (2) Dark Alien [R1] Set: Premiere P:2 A:2 D:2 F:2 Lore: Twins. {Thieves}. Con artists. {Spies}. Swindlers. Double agents. Brea and Senni use their natural charm to sway the unwary on the fringe of society. Icons: Warrior, Warrior Text: Twice each turn during your control phase, you may use 2 Force to draw 2 destiny for 2 chances at a destiny = 2. If successful, may steal or destroy up to 2 weapons or 2 devices present.(Sisters are targeted as 1 character, but require 2xForce to move.) Trandoshan (3) Dark Alien [C] Set: Jabba's Palace P:3 A:1 D:4 F:2 Lore: Trandoshans refer to themselves as T'doshok. Hate Wookiees. Many have come to work for Jabba, attempting to emulate the success of Bossk. Icons: Warrior Text: Power and Forfeit +1 at same site as a Wookiee or while Bossk at Audience Chamber. When in battle at same site as a bounty, adds 1 to attrition against opponent. *Trooper Davin Felth (2) Dark Imperial [R2] Set: A New Hope P:2 A:2 D:1 F:3 Lore: Dispatched to Tatooine to apprehend renegade droids fleeing the Tantive IV. Suspected to have misgivings about Imperial methods. Allegedly shot his commander in the back. Icons: Warrior Text: While he is on Tatooine, Local Trouble and Look Sir, Droids are Used Interrupts. Opponent may select target when using Friendly Fire at same site as Felth. *Trooper Davin Felth (2) Dark Imperial [R2] Set: A New Hope P:2 A:2 D:1 F:3 Lore: Dispatched to Tatooine to apprehend renegade droids fleeing the Tantive IV. Suspected to have misgivings about Imperial methods. Allegedly shot his commander in the back. Icons: Warrior Text: While he is on Tatooine, Local Trouble and Look Sir, Droids are Used Interrupts. Opponent may select target when using Friendly Fire at same site as Felth. *Trooper Davin Felth (2) Dark Imperial [R2] Set: A New Hope P:2 A:2 D:1 F:3 Lore: Dispatched to Tatooine to apprehend renegade droids fleeing the Tantive IV. Suspected to have misgivings about Imperial methods. Allegedly shot his commander in the back. Icons: Warrior Text: While on Tatooine, causes Local Trouble and Look Sir, Droids to become Used Interrupts. Opponent may select target when using Friendly Fire at same site as Felth. *Trooper Jerrol Blendin (2) Dark Alien [U] Set: Cloud City P:2 A:1 D:0 F:3 Lore: Corrupt captain of the Cloud City Wing Guard. Began working during the administration of Baron Raynor. Easily bribed. Keeps the peace through intimidation. Icons: Warrior Text: Deploys only on Cloud City, but may move elsewhere. Power +2 when participating in a battle you initiate. Opponent may use 2 Force to 'bribe' Blendin to not participate in a battle. Tusken Raider (2) Dark Alien [C2] Set: Premiere P:* A:1 D:2 F:1 Lore: "Sand People." Ride banthas. Wield gaderffi (gaffi) sticks. Wear eye protectors and breath masks. Violent, nomadic, desert survival experts. "Urrrg! Ur Ur Uur!" Text: * Total power of a group of Tusken Raiders depends on how many are present. One has a total power of 1, two = 3, three = 6, four = 10. Limit of four at one site. Deploy only to Tatooine, but may move elsewhere. *U-3PO (Yoo-Threepio) (3) Dark Protocol Droid [R1] Set: A New Hope P:1 D:3 F:3 Lore: This protocol droid served in the House of Alderaan's Diplomatic Corps. Imperials altered its programming for espionage, making the droid an unwitting {spy} for the Empire. Text: Deploy on opponent's side as an Undercover spy (except that if present during a battle at a site, adds its power to Light Side). If spy's "cover is broken," the above "game text" is canceled and Light Side may use as if 'stolen.' *U-3PO (Yoo-Threepio) (3) Dark Protocol Droid [R1] Set: A New Hope P:1 D:3 F:3 Lore: This protocol droid served in the House of Alderaan's Diplomatic Corps. Imperials altered its programming for espionage, making the droid an unwitting {spy} for the Empire. Text: Deploy on opponent's side as an Undercover spy (except that if present during a battle at a site, adds its power to Light Side). If spy's "cover is broken," the above game text is canceled and Light Side may use as if stolen. *U-3PO (Yoo-Threepio) (3) Dark Protocol Droid [R1] Set: A New Hope P:1 D:3 F:3 Lore: This protocol droid served in the House of Alderaan's Diplomatic Corps. Imperials altered its programming for espionage, making the droid an unwitting {spy} for the Empire. Text: Deploy on opponent's side as an Undercover spy (except that if present during a battle at a site, adds its power to Light Side). If spy's "cover is broken," the above game text is canceled and Light Side may use as if stolen. *Ugloste (2) Dark Alien [R] Set: Cloud City P:1 A:2 D:2 F:3 Lore: Ugnaught assigned to determine how to use carbon-freezing on humans. Placed in charge or the Ugnaught workers on Cloud City. Formerly enslaved by humans. Icons: Warrior Text: Power +2 at Trash Compactor, Droid Junkheap, Incinerator or Carbonite Chamber. Functions as a leader if present with another Ugnaught. Where present, other Ugnaughts are forfeit +2 and double their bonus to Carbon-Freezing destiny. Ugnaught (3) Dark Alien [C] Set: Cloud City P:1 A:1 D:2 F:2 Lore: Cheap manual labor from Gentes in the Anoat system. Make up Cloud City's second largest population. Responsible for maintenance and menial chores throughout the city. Text: When at Carbonite Chamber, {cumulatively} adds 1 to each Carbon-Freezing destiny draw. During your control phase, may lose 1 Force from hand to search your Lost Pile and take one weapon or device into hand. *URoRRuR'R'R (3) Dark Alien [U2] Set: A New Hope P:1 A:1 D:3 F:4 Lore: {Leader} of a Tusken Raider tribe. Unafraid of machines. Skilled hunter and marksman. Raids moisture farms for water. Roams the Jundland Wastes in search of unwary travelers. Text: Deploy on on Tatooine, but may move elsewhere. When at same site as another Tusken Raider, may draw one battle destiny if not able to otherwise. *URoRRuR'R'R (3) Dark Alien [U2] Set: A New Hope P:1 A:1 D:3 F:4 Lore: {Leader} of a Tusken Raider tribe. Unafraid of machines. Skilled hunter and marksman. Raids moisture farms for water. Roams the Jundland Wastes in search of unwary travelers. Text: Deploys only on on Tatooine. When at same site as another Tusken Raider, may draw one battle destiny if not able to otherwise. *URoRRuR'R'R (3) Dark Alien [U2] Set: A New Hope P:1 A:1 D:3 F:4 Lore: {Leader} of a Tusken Raider tribe. Unafraid of machines. Skilled hunter and marksman. Raids moisture farms for water. Roams the Jundland Wastes in search of unwary travelers. Text: Deploys only on on Tatooine. When at same site as another Tusken Raider, may draw one battle destiny if not able to otherwise. *Vader (1) Dark Imperial [T3] Set: Introductory Two-Player P:4 A:6 D:7 F:5 Dark Jedi Lore: Sought to extinguish all Jedi. Former student of Obi-Wan Kenobi. Seduced by the dark side of the Force. Icons: Warrior Text: Must deploy on Death Star, but may move elsewhere. May not be deployed if two or more of opponent's unique (*) characters on table. If in a losing battle, draw destiny. If destiny > 4, 'choke' (lose) one Imperial present (your choice). *Vedain (2) Dark Alien [R] Set: Jabba's Palace P:2 A:1 D:2 F:2 Lore: Kajain'sa'Nikto {scout}. Sold by his family into slavery to Jabba. {Gambler}. Plays sabacc with his fellow Nikto. Text: Deploys only on Tatooine. During your control phase, if at a Jabba's Palace site, may use 2 Force to make a 'wager'. Both players draw one destiny. Player with lower number loses 1 Force. *Veers (1) Dark Imperial [T3] Set: Empire Strikes Back Introductory Two-Player P:2 A:3 D:4 F:3 Force-Attuned Lore: General of the AT-AT assault armor division sent by Darth Vader to crush the Rebellion on Hoth. Cold and ruthless. Icons: Warrior Text: Must deploy on Hoth, but may move elsewhere. May not be deployed if three or more of opponent's unique (*) characters on table. Snowtroopers at same site are forfeit +1. *Velken Tezeri (3) Dark Alien [R] Set: Jabba's Palace P:2 A:1 D:3 F:2 Lore: Assigned by Jabba to work with Hermi Odle. Former technician for the Empire. Developed a method to remotely control seekers. Plotting to kill Jabba. Icons: Warrior Text: When at a site you control, allows your Seekers to deploy free there. Also allows your Seekers to move for free and to ignore any or all potential target(s) whenever you choose. *Vizam (3) Dark Alien [R] Set: Jabba's Palace P:2 A:1 D:3 F:3 Lore: Kajain'sa'Nikto. Keeps Jabba's vehicles and starships well armed. Has hidden several weapon caches on board Jabba's sail barge. Text: Deploys only on Tatooine. Power +3 when defending a battle. If with your Advosze during your control phase, may search Reserve Deck, take one vehicle weapon into hand and reshuffle. Your vehicle weapons deploy free at same site. *Warrant Officer M'Kae (3) Dark Imperial [U] Set: Dagobah P:2 A:2 D:2 F:3 Lore: Hard-working Avenger signal officer. Coordinates and tests tractor beam operations. Apprises Executor of his ship's activities and relays orders from the flagship to his captain. Icons: Pilot Text: Adds 2 to power of any starship he pilots. May use 1 Force to search your Reserve Deck and take any one tractor beam, Our First Catch Of The Day or Besieged into hand. Shuffle, cut and replace. WED15-1662 'Treadwell' Droid (3) Dark Maintenance Droid [R2] Set: Premiere P:1 D:2 F:3 Lore: Standard treadwell droid. This one, also known as 'Eyesixsixtoo', is typical of the thousands of droids which repair and maintain heavy machinery and starfighters. Text: All you vehicles and droids at same location are immune to attrition < 2. Also, if "treadwell" droid is at a docking bay, all your starfighters at the related system are immune to attrition < 3. *WED15-l7 'Septoid' Droid (2) Dark Maintenance Droid [U2] Set: A New Hope P:1 D:3 F:* Lore: Multi-armed maintenance droid fiercely loyal to the Empire. Specializes in extending effective operational life of Imperial resources. Nicknamed for an insect from Eriadu. Text: * Forfeit value begins at 7. When 'forfeited,' droid remains in play, but forfeit value is reduced by the amount of attrition or battle damage absorbed. Droid lost when forfeit value reaches zero. *WED15-l7 'Septoid' Droid (2) Dark Maintenance Droid [U2] Set: A New Hope P:1 D:3 F:* Lore: Multi-armed maintenance droid fiercely loyal to the Empire. Specializes in extending effective operational life of Imperial resources. Nicknamed for an insect from Eriadu. Text: * Forfeit value begins at 7. When 'forfeited,' droid remains in play, but forfeit value is reduced by the amount of attrition or battle damage absorbed. Droid lost when forfeit value reaches zero. *WED15-l7 'Septoid' Droid (2) Dark Maintenance Droid [U2] Set: A New Hope P:1 D:3 F:* Lore: Multi-armed maintenance droid fiercely loyal to the Empire. Specializes in extending effective operational life of Imperial resources. Nicknamed for an insect from Eriadu. Text: *Forfeit value begins at 7. When 'forfeited,' droid remains in play, but forfeit value is reduced by the amount of attrition or battle damage absorbed. Droid lost when forfeit value reaches zero. ***Weequay Guard (3) Dark Alien [C] Set: Jabba's Palace P:3 A:1 D:3 F:1 Lore: Weequay are extremely fierce warriors. Species name means, "follower of Quay". Very religious. Communicate through pheromones. Smell really bad. Icons: Warrior Text: Deploys only on Tatooine. Deploy -1 to same site as any Weequay. When at same site as any Weequay, (except Weequay Guards), may draw one battle destiny if not able to otherwise. ***Weequay Hunter (3) Dark Alien [C] Set: Jabba's Palace P:3 A:1 D:4 F:2 Lore: To maintain religious practices, Weequay hunters capture banthas. The beasts are then sacrificed as part of a battle ceremony. Tusken Raiders tend not to appreciate this. Icons: Warrior Text: Deploys only on Tatooine. When present at the start of a battle, may sacrifice (lose) one of your Banthas present: adds 2 to power of each Weequay there for remainder of turn. (May not sacrifice if Tusken Raiders present out number Weequay present). ***Weequay Marksman (2) Dark Alien [U] Set: Jabba's Palace P:2 A:1 D:4 F:3 Lore: Patient and quiet. Jabba uses many of his Weequay henchmen as assassins. Use womp rats for target practice during their religious ceremonies. Icons: Warrior Text: Deploys only on Tatooine. May fire one weapon during your control phase (at double use of Force). May use 2 Force to 'assassinate' any character 'hit' by Weequay Marksman (victim is immediately lost). ***Weequay Skiff Master (2) Dark Alien [C] Set: Jabba's Palace P:2 A:1 D:4 F:2 Lore: Many of the Weequay at Jabba's palace work for Barada. Enjoy racing their skiffs. Dislike the Nikto guards at Jabba's palace. Icons: Warrior Text: Deploys only on Tatooine. Power +2 When defending a battle or when with another Weequay in battle. Adds 3 to power of any Skiff he drives. Whiphid (2) Dark Alien [C] Set: Jabba's Palace P:3 A:1 D:4 F:1 Lore: Whipids originate from Toola in the Kaelta system, a planet extremely distant from its sun. Accustomed to hunting for prey in the near dark and the bitter cold. Icons: Warrior Text: Power +2 on Hoth. Forfeit +2 under nighttime conditions. When at a site, if opponent cancels Sunsdown at the related system, causes Effect to go to Used pile, and you may retrieve 2 Force. *Wittin (2) Dark Alien [R] Set: Jabba's Palace P:2 A:2 D:3 F:3 Lore: Male Jawa. {Leader} of a large tribe of Jawas. Plotting with Jabba to take control of a neighboring tribe's territory. Text: Deploys only on Tatooine. Your Jawa Pack is not unique, is doubled, deploys free (or for 6 Force from each player) and {cumulatively} affects your Jawa's forfeit. While at Audience Chamber or Jawa Camp, all your other Jawas are power +2. *Wooof (3) Dark Alien [R] Set: Jabba's Palace P:2 A:2 D:3 F:2 Lore: Kadas'sa'Nikto. One of Jabba's best pilots. Often pilots Jabba's space yacht. {Smuggler}. Prefers to be flying combat starfighters. Icons: Pilot Text: Deploys only at Tatooine. Power +2 when defending a battle a Jabba's Palace site. Adds 2 to power of any starship he pilots (3 if piloting an [Independent] starship or if Jabba aboard). *Wuher (3) Dark Alien [U2] Set: Premiere P:2 A:1 D:2 F:3 Lore: Gruff, surly, no-blasters-allowed bartender. Hates droids. "We don't serve their kind here." Wants to concoct the perfect drink for Jabba so he can work as his personal bartender. Text: If at the beginning of your control phase any weapons or droids are present at same site, all of them are lost. If in the Cantina, all weapons and droids there are immediately lost. ***Yuzzum (3) Dark Alien [C] Set: Jabba's Palace P:2 A:1 D:2 F:2 Lore: Native to Endor, Yuzzum compete with Ewoks for food and resources. Possess thick, wooly coats. Hunt in packs. Have a musical language, making them excellent {musicians}. Icons: Warrior Text: Deploys only on Endor or to same site as a bounty hunter. Power +2 when present with an Ewok. During your control phase, if a bounty hunter or Rodian present, may search Reserve Deck, take one We Have A Prisoner into hand and reshuffle. *Zuckuss (1) Dark Alien [R] Set: Dagobah P:2 A:4 D:4 F:3 Force-Sensitive Lore: Male Gand. Practitioner of ancient religious findsman vocation. {Bounty hunter} and {scout}. Gains surprisingly accurate information through mystical visions during meditation. Icons: Warrior, Pilot Text: Adds 2 to power of any starship he pilots. May move for free as 'react.' Once during each battle, may use 1 Force to cause one alien of ability < 3 at same site to be forfeit = 0 for remainder of turn. Immune to attrition <3. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Imperial Creatures Bog-wing (5) Dark Avian Creature [C] Set: Dagobah P:* R:2 D:2 F:0 Lore: Avian jungle-dweller. Fiercely territorial. Uses powerful talons to pick up and bear off victims. Carries up to nine times it's own body weight. Feeds primarily on root lizards and vine snakes. Icons: Selective Creature Text: *Ferocity = destiny - 1. Habitat: exterior sites on Endor, Yavin 4 and Dagobah. Instead of attacking a character, grabs that character and carries it as far as possible (up to two sites away). *Bubo (4) Dark Guard Creature [U] Set: Jabba's Palace P:4 R:5 D:3 F:0 Lore: Watchbeast. Unwittingly foiled Ree Yees' plot to kill Jabba with a thermal detonator when it ate a crucial component. Louder than it is tough. Keeps watch for unwary intruders. Text: Habitat: planet sites (except Hoth). Does not attack your characters. When at a Jabba's palace site, prevents opponents characters from using their landspeed. Dianoga (3) Dark Swamp Creature [R2] Set: A New Hope P:* R:5 D:4 F:0 Lore: "Garbage squid" from Vodran's jungles. Changes color to match last meal. When unfed, turns transparent. Eats almost anything. Flexible eyestalk. 7 tentacles. Up to 6 meters long. Text: * Ferocity = (power/ferocity of last character or creature eaten) + destiny. Habitat: exterior Dagobah sites, Trash Compactor and Dark Waters. Dianoga (3) Dark Swamp Creature [R2] Set: A New Hope P:* R:5 D:4 F:0 Lore: "Garbage squid" from Vodran's jungles. Changes color to match last meal. When unfed, turns transparent. Eats almost anything. Flexible eyestalk. 7 tentacles. Up to 6 meters long. Text: * Ferocity = (power/ferocity of last character or creature eaten) + destiny. Habitat: exterior Dagobah sites, Trash Compactor and Dark Waters. Dianoga (3) Dark Swamp Creature [R2] Set: A New Hope P:* R:5 D:4 F:0 Lore: "Garbage squid" from Vodran's jungles. Changes color to match last meal. When unfed, turns transparent. Eats almost anything. Flexible eyestalk. 7 tentacles. Up to 6 meters long. Text: *Ferocity=(power/ferocity of last character or creature eaten) + destiny. Habitat: exterior Dagobah sites, Trash Compactor and Dark Waters. <>Dragonsnake (3) Dark Swamp Creature [R] Set: Dagobah P:* R:3 D:3 F:0 Lore: One of Dagobah's deadliest predators. Has razor-sharp fins, powerful constrictor coils and large fangs. Feeds on almost anything. Often mistaken for a swamp slug, due to its size. Text: *Ferocity = 3 + destiny. Habitat: swamps, jungles and Dark Waters. May attack droids. Defeated droids are relocated to an adjacent exterior site (opponent of victim chooses). Mynock (3) Dark Space Creature [C] Set: Dagobah P:2 R:3 D:3 F:0 Lore: Silicon-based space borne lifeform. Frequently called a "power sucker." Feeds on energy such as stellar radiation and electrical discharges. Absorbs minerals from starship hulks Icons: Selective Creature Text: Habitat: unrestricted. May move like a starfighter. If starfighter present, instead of attacking, randomly attaches to cumulatively reduce power and hyperspeed by 2 (detaches only when both < 1). Rancor (1) Dark Gigantic Predator Creature [R] Set: Jabba's Palace P:* R:5 D:6 F:0 Lore: Indigenous to Dathomir, but found on several dozen worlds throughout the galaxy. Vicious predator. Sometimes kept as pets by eccentrics and crime lords. Text: * Ferocity = 8 + destiny. Habitat: Rancor Pit and exterior planet sites. Deploys only to the rancor pit or to where Malakili is the only character. Moves towards another Rancor whenever possible. *Sarlacc (2) Dark Ancient Desert Creature [PV] Set: Special Edition P:* R:12 D:4 F:0 Lore: Very patient predator in the Dune Sea. Tentacles can grab prey up to four meters away. Digests victims for 1000 years. Often fed prisoners by Jabba the Hutt. Text: * Ferocity = 4 + destiny. Habitat: Great Pit Of Carkoon. If Sarlacc eats a captive, may retrieve 1 Force for each of your aliens here. Anything eaten by Sarlacc is placed out of play. Sleen (3) Dark Swamp Creature [C] Set: Dagobah P:* R:2 D:2 F:0 Lore: Slow, omnivorous swamp forager. Eats insects. Seeks damp, dark environments strong with the Force. Icons: Selective Creature Text: *Ferocity = destiny - 3. Habitat: planet sites (except Hoth and Tatooine) and Dark Waters. {Cumulatively} absorbs (temporarily cancels) one [light] icon present. <>Space Slug (4) Dark Space Creature [U] Set: Dagobah P:* R:3 D:2 F:0 Lore: Gigantic silicon-based lifeform. Exists in the vacuum of space. Devours small vessels whole. Has difficulty keeping its modified light freighters down Text: *Ferocity = two destiny. Habitat: Big One (Asteroid Cave is now Belly). Will attack starfighters (defeated cards are eaten or relocated to Belly, your choice). Once per turn, may open or close mouth. Vine Snake (3) Dark Ophidian Creature [C] Set: Dagobah P:0 R:3 D:2 F:0 Lore: Found on various planets throughout the galaxy. Hides among hanging vines, dropping on unsuspecting travelers that pass beneath. Kills its victims through gradual constriction. Icons: Selective Creature Text: Habitat: planet sites (except Hoth). Attacks by attaching to character. X = 0. Every move phase, draw destiny. Each time destiny > ability, add 1 to X. Character is power - X (eaten if power = 0). Wampa (3) Dark Snow Creature [R2] Set: Hoth P:* R:3 D:4 F:0 Lore: Sly, carnivorous beast which stalks the snow-packed tundra. Wampas frequently drag their prey to an ice cave for storage. They always prefer to devour their victims alive. Text: * Ferocity = 3 + destiny. Habitat: Hoth sites. Deploy only to Wampa Cave or unoccupied marker site. Defeated characters are eaten or relocated to Wampa Cave (opponent of victim chooses). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Imperial Starships *Avenger (1) Dark Starship [R] Capitol: Imperial-Class Star Destroyer Set: Dagobah P:8 R:6 H:3 D:8 F:9 Lore: Key starship used to subjugate Outer Rim worlds. Reassigned to Death Squadron under the command of Captain Needa. Communications ship at the Battle of Endor. Icons: Scomp Link, Pilot, Astromech Text: May add 6 pilots, 8 passengers, 2 vehicles, and 4 TIEs. Has ship-docking capability. Permanent pilot aboard provides ability of 2. Subtract 2 from asteroid destiny draws targeting Avenger. *Black 2 (2) Dark Starship [R1] Starfighter: TIE/ln Set: Premiere P:1 M:4 D:1 F:3 Lore: TIE/ln assigned to pilot DS-61-2. Has 27 'flames' on cockpit, one for each Rebel kill. Control yoke has a holo of Mithels' young son, Rejili. Text: May add 1 pilot. *Black 3 (3) Dark Starship [U1] Starfighter: TIE/ln Set: Premiere P:1 M:3 D:1 F:3 Lore: TIE/ln fighter of pilot DS-61-3. Stylized image of Corellian slice-hound painted on inner hatch. Text: May add 1 pilot. *Black 4 (2) Dark Starship [U2] Starfighter: TIE/ln Set: A New Hope P:2 M:3 D:2 F:3 Lore: TIE fighter flown by DS-61-4 at the Battle of Yavin. Scored a hit on Red 5 during the confrontation. Text: May add 1 pilot. May deploy with a pilot as a 'react' to a battle initiated against a TIE (for free if TIE is Black 2 or 3). *Black 4 (2) Dark Starship [U2] Starfighter: TIE/ln Set: A New Hope P:2 M:3 D:2 F:3 Lore: TIE fighter flown by DS-61-4 at the Battle of Yavin. Scored a hit on Red 5 during the confrontation. Text: May add 1 pilot. May deploy with a pilot as a 'react' to a battle initiated against a TIE (for free if TIE is Black 2 or 3). *Black 4 (2) Dark Starship [U2] Starfighter: TIE/ln Set: A New Hope P:2 M:3 D:2 F:3 Lore: TIE fighter flown by DS-61-4 at the Battle of Yavin. Scored a hit on Red 5 during the confrontation. Text: May add 1 pilot. May deploy with a pilot as a 'react' to a battle initiated against a TIE (for free if TIE is Black 2 or 3). Must have pilot aboard to use power or maneuver. ***Black Squadron TIE (2) Dark Starship [NA] Starfighter: TIE/ln Set: Official Sealed Deck P:1 M:3 D:4 F:4 Lore: Part of Vader's hand-picked squadron stationed at the Death Star. Boasts the latest in Imperial weaponry. Each pilot and starfighter is at the peak of readiness Icons: Pilot Text: Deploy -2 to same location as Darth Vader or at Death Star. Permanent pilot aboard provides ability of 2 and adds 2 to power. Adds 1 to its weapon destiny draws. *Conquest (1) Dark Starship [R1] Capitol: Imperial-Class Star Destroyer Set: A New Hope P:9 R:6 H:3 D:8 F:9 Lore: One of the Imperial cruisers that chased the Millennium Falcon from Tatooine. It scanned the Falcon just before Han punched his starship to lightspeed. Icons: Pilot, Astromech, Scomp Link Text: May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot aboard provides ability of 1. After initiating battle against Falcon, may look at Rebel hand. *Conquest (1) Dark Starship [R1] Capitol: Imperial-Class Star Destroyer Set: A New Hope P:9 R:6 H:3 D:8 F:9 Lore: One of the Imperial cruisers that chased the Millennium Falcon from Tatooine. It scanned the Falcon just before Han punched his starship to lightspeed. Icons: Pilot, Astromech, Scomp Link Text: May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Just after initiating battle against Falcon, may peek at opponent's hand. *Conquest (1) Dark Starship [R1] Capitol: Imperial-Class Star Destroyer Set: A New Hope P:9 R:6 H:3 D:8 F:9 Lore: One of the Imperial cruisers that chased the Millennium Falcon from Tatooine. It scanned the Falcon just before Han punched his starship to lightspeed. Icons: Pilot, Astromech, Scomp Link Text: May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Just after initiating battle against Falcon, may peek at opponent's hand. *Death Star Assault Squadron (1) Dark Starship [PV] Squadron: 1 TIE Advenced x1 and 2 TIE/lns Set: Special Edition P:3 M:3 D:12 F:10 Lore: Notoriety gained during the assaults on Ralltiir and Mon Calamari makes this the most feared squadron in the Empire. Defended the Death Star during the Battle of Yavin. Icons: Vader, Pilot x 2 Text: Permanent pilots aboard are *Darth Vader, *DS-61-2 and *DS-61-3, who provide total ability of 10 and add 9 to total power of *Vader's Custom TIE, *Black 2 and *Black 3. *Devastator (1) Dark Starship [R1] Capitol: Imperial-Class Star Destroyer Set: Premiere P:9 R:6 H:3 D:8 F:9 Lore: Supported the devastating subjugation of Ralltir. While under the command of Darth Vader, chased and captured the traitor Princess Leia Organa aboard the consular ship Tantive IV. Icons: Scomp Link, Pilot, Astromech Text: May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot aboard provides ability of 2. Dreadnaught-Class Heavy Cruiser (3) Dark Starship [NA] Capitol: Dreadnaught-Class Heavy Cruiser Set: Official Sealed Deck P:5 R:4 H:3 D:5 F:5 Lore: Introduced during the Clone Wars. 600 meters long. Some have cargo space converted to TIE hanger bays. Still used to maintain an Imperial presence in the Outer Rim. Icons: Scomp Link, Pilot x 2, Astromech Text: May add 3 pilots, 6 passengers and 4 TIEs. Has ship-docking capability. Permanent pilots aboard provide total ability of 2. Turbolaser Battery may deploy here. Your TIEs present are each power +1. *Executor (1) Dark Starship [R] Capitol: Super-Class Star Destroyer Set: Dagobah P:12 R:12 H:2 D:15 F:15 Lore: Flagship of Death Squadron. Over eight kilometers long. Carries 38,000 troops, Can conquer entire star systems by sheer intimidation and terror. Lord Vader's personal command ship. Icons: Scomp Link, Pilot x 3, Astromech Text: May add unlimited pilots, passengers, vehicles and starfighters. Has ship-docking capability. Permanent pilots aboard provide total ability of 3. Immune to attrition < 12. *Hound's Tooth (2) Dark Starship [R] Capitol: Modified Corellian Freighter Set: Dagobah P:5 R:4 H:4 D:6 F:4 Lore: Controlled by state-of-the-art-voice-activated X10-D computers. Internal sensors and security systems monitor prisoner activity. Modified for Bossk's Trandoshan physiology Icons: Scomp Link, Astromech, Independent Text: May add 1 pilot (must be smuggler or bounty hunter), 6 passengers and 1 vehicle. Immune to attrition < 4 if Bossk piloting. Deploys and moves like a starfighter. Has ship-docking capability. *IG-2000 (4) Dark Starship [R] Starfighter: Trilon Aggressor Set: Dagobah P:3 M:3 H:3 D:4 F:3 Lore: IG-88's assault starfighter. Custom designed. Boasts a Kuat Galaxy-15 engine from a Nebulon-B frigate. Heavy ion cannon often used to disable starships before boarding. Icons: Scomp Link, Astromech, Independent Text: May add 1 pilot (must be a smuggler or bounty hunter) and 2 passengers. Maneuver +3 and immune to attrition < 3 if IG-88 piloting. Ion Cannon may deploy here. Imperial-Class Star Destroyer (1) Dark Starship [U1] Capitol: Imperial-Class Star Destroyer Set: Premiere P:8 R:6 H:3 D:8 F:9 Lore: Mainstay of Imperial Navy. 1.6 kilometers long. Has hangars and facilities for TIE fighter squadrons, shuttles, drop-ships and combat vehicles such as AT-ATs and AT-ATs. Icons: Scomp Link, Pilot, Astromech Text: May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot aboard provides ability of 1. *Mist Hunter (4) Dark Starship [R] Starfighter: Byblos G-1A Transport Set: Dagobah P:2 M:3 H:5 D:4 F:3 Lore: Commissioned by a group of gand venture capitalists headed by Zuckuss. Manufactured by byblos drive yards. Uses repulsor lift technology developed for combat cloud cars. Icons: Scomp Link, Astromech, Independent Text: May add 2 pilots(one must be a smuggler or bounty hunter) and 3 passengers. immune to attrition <3 if Zuckuss is piloting. Has ship docking capability. *Obsidian 7 (2) Dark Starship [R] Starfighter: TIE/ln Set: Cloud City P:1 M:3 D:2 F:3 Lore: TIE fighter modified for upper atmosphere maneuvers. Pilot nicknamed "Winged Gundark" due to the number of kills earned in high-altitude battles. Icons: Pilot Text: Deploy -1 and power +3 at any cloud sector. Permanent pilot aboard provides ability of 2. *Obsidian 8 (3) Dark Starship [R] Starfighter: TIE/ln Set: Cloud City P:1 M:3 D:1 F:3 Lore: Modified TIE fighter. Used most often to pursue raiders attempting to take refuge in the upper atmosphere of nearby planets. Pilot previously stationed aboard Devastator. Icons: Pilot Text: Deploy -1 and power +3 at any cloud sector. Permanent pilot aboard provides ability of 1. ***Obsidian Squadron TIE (2) Dark Starship [NA] Starfighter: TIE/ln Set: Official Sealed Deck P:1 M:3 D:4 F:4 Lore: Modified TIE fighter. Specifically adapted for atmospheric engagement. Some are fitted with high-output solar panels to support improved weaponry. Icons: Pilot Text: Deploy -1 at any cloud sector. Permanent pilot aboard provides ability of 2 and adds 2 to power. Power +2 at non-unique cloud sectors. Boosted TIE Cannon may deploy here and fires free here. *Punishing One (3) Dark Starship [R] Starfighter: Corellian JM 5000 Set: Dagobah P:2 M:5 H:3 D:3 F:3 Lore: Old Corellian Engineering Corporation starfighter. Has outdated Class Three hyperdrive, but high sublight speed capability. Easy to maintain. Owned by Dengar. Icons: Astromech, Independent Text: May add 1 pilot (must be a smuggler or bounty hunter) and 1 passenger. Immune to attrition < 3 if Dengar piloting. Deploy -3 when deploying with Dengar. Boosted TIE Cannon may be deployed here. *Slave I (1) Dark Starship [R] Starfighter: Firespray-Class Attack Ship Set: Cloud City P:4 M:4 H:4 D:5 F:4 Lore: Originally designed as a planetary defense craft. Uses restricted jamming technology, allowing it to appear out of nowhere. Contains many hidden armaments. Icons: Astromech, Independent, Scomp Link Text: May add 1 pilot (must be a bounty hunter) and 3 passengers. May deploy with a pilot as a 'react'. Immune to attrition < 5 if Boba Fett piloting. Has ship-docking capability. *Stalker (1) Dark Starship [R1] Capitol: Imperial-Class Star Destroyer Set: Hoth P:8 R:7 H:3 D:8 F:9 Lore: Originally assigned to search the Outer Rim for new worlds to subjugate. Launched the probe droid that found Echo Base. Later reassigned to Death Squadron. Icons: Scomp Link, Pilot, Astromech Text: May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot aboard provides and ability of 1. Probe Droids deploy free to related sites at same system. *Thunderflare (1) Dark Starship [PV] Capitol: Imperial-Class Star Destroyer Set: Death Star P:9 R:6 H:2 D:7 F:7 Lore: Overpowered Star Destroyer. Energy is transferred from hyperdrive to weapons. Patrol duties in the Core Worlds make it a common first assignment for junior officers. Icons: Pilot, Astromech, Scomp Link Text: May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship docking capability. Permanent pilot aboard provides ability of 1. Turbolaser Batteries deploy and fire free here. TIE Advanced x1 (3) Dark Starship [U2] Starfighter: TIE Advanced x1 Set: Premiere P:2 M:2 D:2 F:3 Lore: TIE advanced x1 fighter boasting improved power plant, stronger shields, armored hull and enhanced weapons. Deployed to elite Imperial Navy pilots. Icons: Pilot Text: Permanent pilot aboard provides ability of 1. TIE Assault Squadron (3) Dark Starship [U1] Squadron: TIE/ln Set: A New Hope P:3 M:3 D:* F:6 Lore: Imperial strategy relies on quantity over quality. Although many of their pilots have low motivation, this is compensated by 'wolfpack' group tactics. Icons: Pilot x 3 Text: * Replaces 3 TIE/lns at one location (TIE/lns go to Used Pile). Permanent pilots provide total ability of 3. TIE Assault Squadron (3) Dark Starship [U1] Squadron: TIE/ln Set: A New Hope P:3 M:3 D:* F:6 Lore: Imperial strategy relies on quantity over quality. Although many of their pilots have low motivation, this is compensated by 'wolfpack' group tactics. Icons: Pilot x 3 Text: * Replaces 3 TIE/lns at one location (TIE/lns go to Used Pile). Permanent pilots provide total ability of 3. TIE Assault Squadron (3) Dark Starship [U1] Squadron: TIE/ln Set: A New Hope P:3 M:3 D:* F:6 Lore: Imperial strategy relies on quantity over quality. Although many of their pilots have low motivation, this is compensated by 'wolfpack' group tactics. Icons: Pilot x 3 Text: *Replaces 3 TIE/lns at one location (TIE/lns go to Used Pile). Permanent pilots aboard provide total ability of 3. TIE Avenger (3) Dark Starship [C] Starfighter: TIE/ad Set: Dagobah P:2 M:4 H:2 D:3 F:2 Lore: Design based on Lord Vader's prototype Advanced x1. Manufactured until replaced by the more economical TIE Interceptor. Equipped with deflector shields and a hyperdrive. Icons: Astromech Text: Deploy -1 to same system as any Imperial capital starship. May add 1 pilot. Boosted TIE Cannon may deploy here. TIE Bomber (0) Dark Starship [U] Starfighter: TIE/sa Set: Dagobah P:1 M:2 D:2 F:2 Lore: Because fleet orbital bombardment often destroyed entire cities, the double-pod TIE surface assault starfighter was developed to allow more precise and controlled targeting. Icons: Pilot Text: Power +2 during a Bombing Run battle. Permanent pilot aboard provides ability of 1. At any time during your turn, may use 1 Force to 'diffuse' (lose or return to hand) any one Orbital Mine present. TIE Fighter (1) Dark Starship [C2] Starfighter: TIE/ln Set: Premiere P:1 M:3 D:1 F:2 Lore: TIE or Twin Ion Engine. TIE/ln model is Empire's most common fighter. Quick and maneuverable. Solar-panel wings supplement power generator. Built by Sienar Fleet Systems. Icons: Pilot Text: Deploy -1 to same system as any Imperial capital starship. Permanent pilot aboard provides ability of 1. TIE Scout (4) Dark Starship [C2] Starfighter: TIE/sr Set: Premiere P:1 M:1 H:5 D:2 F:3 Lore: Limited production, light reconnaissance starship. Minimal armor and weapons. Long-range sensor and communications array. Scouts for Rebel activity. Icons: Pilot, Astromech Text: May add 1 Pilot and 1 passenger, or 2 passengers. Permanent pilot aboard provides ability of 1. TIE Vanguard (3) Dark Starship [C2] Starfighter: TIE/rc Set: A New Hope P:1 M:2 D:2 F:3 Lore: Reconnaissance starfighter. Often deployed first to gather detailed information on enemy starship movement before full fleet engagement. Icons: Pilot Text: Permanent pilot aboard provides ability of 1. If opponent just initiated a battle at same system, you may 'react' by deploying cards (at normal use of the Force) to that system. TIE Vanguard (3) Dark Starship [C2] Starfighter: TIE/rc Set: A New Hope P:1 M:2 D:2 F:3 Lore: Reconnaissance starfighter. Often deployed first to gather detailed information on enemy starship movement before full fleet engagement. Icons: Pilot Text: Permanent pilot provides ability of 1. You may deploy cards to same system or sector as a 'react.' TIE Vanguard (3) Dark Starship [C2] Starfighter: TIE/rc Set: A New Hope P:1 M:2 D:2 F:3 Lore: Reconnaissance starfighter. Often deployed first to gather detailed information on enemy starship movement before full fleet engagement. Icons: Pilot Text: Permanent pilot provides ability of 1. You may deploy cards to same system or sector as a 'react.' *Tyrant (1) Dark Starship [R1] Capitol: Imperial-Class Star Destroyer Set: Hoth P:8 R:6 H:3 D:7 F:9 Lore: Assigned to Admiral Ozzel's Death Squadron. Attempted to capture Rebel starships fleeing the Hoth system. Icons: Scomp Link, Pilot, Astromech Text: May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot aboard provides ability or 1. When using Tractor Beam, adds 1 to destiny draw. *Vader's Custom TIE (2) Dark Starship [R1] Starfighter: TIE Advanced x1 Set: Premiere P:2 M:3 H:2 D:2 F:4 Lore: TIE advanced x1 prototype. First of a limited production run leading to the development of the TIE Interceptor. At Vader's insistence a hyperdrive was installed. Icons: Astromech Text: May add 1 pilot. If Vader is pilot, Custom TIE is immune to attrition < 4. Victory-Class Star Destroyer (2) Dark Starship [U1] Capitol: Victory-Class Star Destroyer Set: A New Hope P:6 R:5 H:4 D:6 F:5 Lore: Commissioned by the Old Republic at end of the Clone Wars, Rendili StarDrive's Victory-class starship is atmosphere-capable but has a low sublight speed. Icons: Pilot, Astromech, Scomp Link Text: May add 4 pilots, 6 passengers, 1 vehicle and 3 TIEs. Has ship-docking capability. Permanent pilot aboard provides ability of 1. Adds 1 to your total power in battles at related planet sites. Victory-Class Star Destroyer (2) Dark Starship [U1] Capitol: Victory-Class Star Destroyer Set: A New Hope P:6 R:5 H:4 D:6 F:5 Lore: Commissioned by the Old Republic at end of the Clone Wars, Rendili StarDrive's Victory-class starship is atmosphere-capable but has a low sublight speed. Icons: Pilot, Astromech, Scomp Link Text: May add 4 pilots, 6 passengers, 1 vehicle and 3 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Adds 1 to your total power in battles at related planet sites. Victory-Class Star Destroyer (2) Dark Starship [U1] Capitol: Victory-Class Star Destroyer Set: A New Hope P:6 R:5 H:4 D:6 F:5 Lore: Commissioned by the Old Republic at end of the Clone Wars, Rendili StarDrive's Victory-class starship is atmosphere-capable but has a low sublight speed. Icons: Pilot, Astromech, Scomp Link Text: May add 4 pilots, 6 passengers, 1 vehicle and 3 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Adds 1 to your total power in battles at related planet sites. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Imperial Vehicles Bantha (3) Dark Creature Vehicle [U2] Set: Premiere P:1 M:2 L:1 D:1 F:3 Lore: Transport, pack animal. Many breeds of different sizes and colors. Three meters tall. Can go weeks without food or water. Found throughout the galaxy. Text: May carry 2 passengers. Bantha ability = 1/2. May move as a 'react' only to a battle or Force drain (if within range). Each Tusken Raider at same exterior site is power +1. Bespin Motors Void Spider THX 1138 (2) Dark Shuttle Vehicle [C2] Set: A New Hope P:1 M:4 L:* D:2 F:4 Lore: This light, {enclosed} shuttle is used for courier runs to large orbiting transports. Icons: Pilot Text: May add 3 passengers. Permanent pilot provides ability of 1. May move as a 'react.' * Landspeed = 3. OR Up to 3 characters may shuttle to or from same site for free. Bespin Motors Void Spider THX 1138 (2) Dark Shuttle Vehicle [C2] Set: A New Hope P:1 M:4 L:* D:2 F:4 Lore: This light, {enclosed} shuttle is used for courier runs to large orbiting transports. Icons: Pilot Text: May add 3 passengers. Permanent pilot provides ability of 1. May move as a 'react.' * Landspeed = 3. OR Up to 3 characters may shuttle to or from same site for free. Bespin Motors Void Spider THX 1138 (2) Dark Shuttle Vehicle [C2] Set: A New Hope P:1 M:4 L:* D:2 F:4 Lore: This light, {enclosed} shuttle is used for courier runs to large orbiting transports. Icons: Pilot Text: May carry 3 passengers. Permanent pilot aboard provides ability of 1. May move as a 'react.' *Landspeed = 3. OR Up to 3 characters may shuttle to or from same site for free. *Blizzard 1 (2) Dark Combat Vehicle: AT-AT [R1] Set: Hoth P:7 R:7 L:1 D:6 F:7 Lore: General Veers' AT-AT. {Enclosed}. Equipped with highly sophisticated communications gear. Employs an experimental targeting system. Icons: Scomp Link Text: May add 2 pilots and 8 passengers. Immune to attrition < 4. When using AT-AT Cannon to target The Main Generator, adds 1 to total. *Blizzard 2 (2) Dark Combat Vehicle: AT-AT [R2] Set: Hoth P:6 R:8 L:1 D:6 F:6 Lore: AT-AT commanded by the treacherous General Nevar before he was assassinated. Fortified with an extra layer of armor by the paranoid general. {Enclosed}. Icons: Scomp Link, Pilot Text: May add 1 pilot and 8 passengers. Immune to attrition < 4. Permanent pilot aboard provides ability of 2. *Blizzard Scout 1 (4) Dark Combat Vehicle: AT-ST [R1] Set: Hoth P:3 R:4 L:3 D:3 F:5 Lore: {Enclosed} All Terrain Scout Transport (AT-ST). Provides flanking support to the AT-ATs of Blizzard Force. Modified for cold weather combat. Icons: Scomp Link, Pilot Text: May add 1 pilot or passenger. May move as a 'react.' Power +1 at any Hoth site. Permanent pilot aboard provides ability of 1. ***Blizzard Walker (1) Dark Combat Vehicle: AT-AT [U2] Set: Hoth P:6 R:7 L:1 D:6 F:6 Lore: {Enclosed} All Terrain Armored Transport. Commonly called an Imperial walker. One of the most terrifying and deadly weapons in the Empire's arsenal. 15.5 meters tall. Icons: Scomp Link Text: May add 2 pilots and 8 passengers. Immune to attrition < 4. Cloud Car (2) Dark Combat Vehicle: Twin-Pod Cloud Car [C] Set: Cloud City P:2 M:3 L:4 D:2 F:3 Lore: Bespin Motors' {enclosed} upper atmosphere craft. Utilizes a combination of ion engines and powerful repulsorlift drives to gain maximum power at high altitudes. Icons: Pilot Text: May add 1 pilot or passenger. At cloud sectors, power +1, may deploy as a 'react' and may move and be targeted by weapons like a starfighter. Permanent pilot aboard provides ability of 1. Imperial Walker (2) Dark Combat Vehicle: AT-AT [T3] Set: Empire Strikes Back Introductory Two-Player P:4 R:6 L:1 D:4 F:4 Lore: Four-legged, {enclosed} combat vehicle. The monstrous, plodding AT-AT (All Terrain Armored Transport) can carry an entire squadron of armed troops. Icons: Scomp Link, Pilot Text: May add 1 pilot and 8 passengers. Permanent pilot aboard provides ability of 1. *Jabba's Sail Barge (3) Dark Transport Vehicle [R] Set: Jabba's Palace P:5 R:5 L:2 D:5 F:7 Lore: Ubrikkian sail barge. Custom built for Jabba with an armored hull and weaponry. Top speed of 100 kph. Used by the Hutt crimelord on his many trips to Mos Eisley. Icons: Scomp Link Text: Deploys only on Tatooine, you may immediately deploy Passenger Deck from Reserve deck and reshuffle. May add 8 passengers. Your aliens deploy -1 aboard. Lift Tube (6) Dark Transport Vehicle [C2] Set: Premiere P:0 M:1 L:3 D:1 F:1 Lore: System of {enclosed} high-speed vertical and horizontal transport cylinders. Used in space stations, large starships, Death Stars, etc. Text: May carry 4 passengers. Deploy and move only at interior mobile sites. May move without presence aboard. Also, may move as a 'react' only to a battle or Force drain (if within range). Mobquet A-1 Deluxe Floater (4) Dark Transport Vehicle [C2] Set: A New Hope P:2 M:5 L:3 D:2 F:5 Lore: {Enclosed} landspeeder often used by nefarious characters due to its luxury and evasive capabilities. Features include automated steering and fine Corellian leather. Icons: Scomp Link Text: May add 1 driver and 1 passenger. Moves free if Jabba or any bounty hunter aboard. May move for free as a 'react' to a battle where your thief, smuggler or bounty hunter is participating. Mobquet A-1 Deluxe Floater (4) Dark Transport Vehicle [C2] Set: A New Hope P:2 M:5 L:3 D:2 F:5 Lore: {Enclosed} landspeeder often used by nefarious characters due to its luxury and evasive capabilities. Features include automated steering and fine Corellian leather. Icons: Scomp Link Text: May add 1 driver and 1 passenger. Moves free if Jabba or any bounty hunter aboard. May move for free as a 'react' to a battle where your thief, smuggler or bounty hunter is participating. Mobquet A-1 Deluxe Floater (4) Dark Transport Vehicle [C2] Set: A New Hope P:2 M:5 L:3 D:2 F:5 Lore: {Enclosed} landspeeder often used by nefarious characters due to its luxury and evasive capabilities. Features include automated steering and fine Corellian leather. Icons: Scomp Link Text: May carry 2 passengers. Moves free if Jabba or any bounty hunter aboard. Also, may move for free as a 'react' only to a battle where you have a thief, smuggler or bounty hunter. Sandcrawler (2) Dark Transport Vehicle [R2] Set: Premiere P:3 R:3 L:2 D:3 F:5 Lore: Warren-like {enclosed} homes for Jawa tribes. Protect against Tusken Raiders, krayt dragons, etc. 36 meters longs, 17 meters tall. Originally mining vehicles. No two look alike. Text: May carry 8 passengers. must deploy at a Tatooine site. May relocate only to planet sites. Each Jawa at same exterior site is forfeit +1. Skiff (2) Dark Transport Vehicle [C] Set: Jabba's Palace P:3 M:3 L:3 D:3 F:3 Lore: Repulsorlift engine. 9.2 meters long. controlled by two directional steering vanes. Jabba's fleet of skiffs is maintained by Barada. Text: Deploy -1 to a Tatooine site. May add 6 passengers. May move as a 'react.' If lost, any characters aboard may "jump off" (disembark). Ubrikkian 9000 Z001 (2) Dark Transport Vehicle [C2] Set: Premiere P:2 M:6 L:3 D:2 F:4 Lore: {Enclosed} repulsorlift landspeeder. Micro-thrusters placed around spherical hull. Seats three. Extremely maneuverable. Top speed of 160 km per hour. Text: May carry 3 passengers. Also, may move as a 'react' only to a battle or Force drain (if within range). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Imperial Weapons *4-LOM's Concussion Rifle (2) Dark Character Weapon [R] Set: Dagobah Lore: BlasTech LJ-90. Not as accurate as the E-11 Blaster Rifle, but uses the same scope mount and has much better range. Acquired by 4-LOM after teaming up with Zuckuss. Text: Use 4 force to deploy on a warrior, free on 4-LOM. May target for free during a battle at same site or exterior site up to 2 sites away. Draw Destiny. Add 1 if Blaster Scope attached. Character hit if destiny - X > ability, where X = distance to target. Antipersonnel Laser Cannon (4) Dark Vehicle Weapon [U] Set: Jabba's Palace Lore: Rapid-fire weapon. Requires three power cells to operate. Has no stun setting. Lightweight enough to be stored and then quickly mounted when the need arises. Text: Use 3 Force to deploy on any transport vehicle. Your warrior present, if aboard, may target using 3 Force. Draw destiny. Character hit if destiny +2 > Ability. May fire repeatedly for 2 Force each time. Assault Rifle (2) Dark Character Weapon [R2] Set: Premiere Lore: BlasTech model DLT-19 "heavy blaster rifle." Enhanced with extra power packs and greater range. Text: Use 3 Force to deploy on any warrior. May fire during a battle at same site or an adjacent site. Select target involved in battle for 2 Force. Draw destiny. Character hit if destiny + 1 > ability. Vehicle hit if destiny + 1 > maneuver or armor. AT-AT Cannon (3) Dark Vehicle Weapon [U1] Set: Hoth Lore: Laser cannons mounted on the head of an Imperial walker provide devastating coordinated firepower. Effective against a wide variety of targets. Text: Use 2 Force to deploy on any AT-AT. May fire during a battle at same or adjacent site. May select a target only at an adjacent site using 2 Force. Draw destiny. Vehicle hit if destiny +2 > armor or maneuver. Starfighter hit if destiny > 3. Character hit if destiny +1 > ability. Blaster Rifle (3) Dark Character Weapon [C2] Set: Premiere Lore: Stormtrooper BlasTech E-11 blaster rifle. Can convert from a pistol to a rifle configuration by using extendable stock. Carries 100 shots. Military-issue only. Text: Use 2 Force to deploy on any warrior. May target using 2 Force. Draw destiny. Character hit if destiny + 1 > ability. Vehicle hit if destiny + 1 > maneuver or armor. *Boba Fett's Blaster Rifle (1) Dark Character Weapon [R] Set: Cloud City Lore: Sawed off BlasTech EE-3 blaster rifle. Although its barrel is a few centimeters under the legal limit, no one has lived to file an official complaint. Text: Use 1 Force to deploy on Boba Fett, 3 on any other bounty hunter. May deploy as a 'react.' May target using 2 Force. Draw destiny. Character hit if destiny > ability. Vehicle hit if destiny +1 > armor or maneuver. May fire repeatedly for 1 Force each time. Boosted TIE Cannon (4) Dark Starship Weapon [U1] Set: Premiere Lore: Enhanced TIE blaster cannon prototype. Greater range and power. Improved targeting software. Requires more powerful energy cells. Tested by elite TIE squadrons. Text: Use 1 Force to deploy on any TIE advanced x1. May target using 1 Force. Draw destiny. Capital starship hit if destiny - 1 > armor. Starfighter hit if destiny + 1 > maneuver. *Bossk's Mortar Gun (1) Dark Character Weapon [R] Set: Dagobah Lore: Relby-v10 micro grenade launcher. Modified version of the limited range CSPL "Caspel" Projectile Launcher. Blows lots of stuff up. Text: Use 2 Force to deploy on Bossk, 4 on any other warrior. May fire using 2 Force. Draw destiny. If destiny > 0, one card with that destiny number at same site is lost (your choice). If destiny = 0, mortar gun explodes and warrior firing it is lost. Cloud City Blaster (2) Dark Character Weapon [C] Set: Cloud City Lore: Relby-k23 blaster pistol. Inflicts severe pain prior to death. Safety known to fail. Although these blasters are on the civilian restricted list, Imperial agents use them anyway. Text: Use 2 Force to deploy on any warrior at a Cloud City site. May target using 2 Force. Draw destiny. Character hit (and may not be used to satisfy attrition) if destiny > ability. Dark Jedi Lightsaber (2) Dark Character Weapon [U1] Set: Premiere Lore: Multifaceted jewels focus light into a deadly blade. Projects a meter-long beam of pure energy. A lightsaber is constructed personally by a Jedi as a part of training. Text: Use X Force to deploy on any warrior where X = (7 - warrior's ability), and you may then use as follows: Add 1 to Force drain where present. OR Target a Character by using X Force. Draw two destiny. Character hit if total destiny > ability. *Dengar's Blaster Carbine (2) Dark Character Weapon [R] Set: Dagobah Lore: Rugged, reliable Valken-38 carbine. Excellent sniper's weapon in the hands of a competent marksman. Stolen from a victim when Dengar was working as an Imperial Assassin. Text: Use 1 Force to deploy on Dengar, 3 on any other warrior. May target using 1 Force. Draw destiny. Character hit if destiny +1 > ability. Vehicle hit if destiny +1 > maneuver or armor. If hit by Dengar, target's forfeit = 0. *Dengar's Modified Riot Gun (1) Dark Character Weapon [R] Set: Jabba's Palace Lore: Originally at area-effect weapon. Modified by Dengar to concentrate on one target. Induces an extended period of unconsciousness. Text: Use 2 Force to deploy on Dengar, 5 on any other bounty hunter. May target a non-droid character using 3 Force. Draw destiny. Character immediately captured if destiny +3 > ability. Double Laser Cannon (7) Dark Vehicle Weapon [R] Set: Jabba's Palace Lore: Similar power output to the Atgar P-tower. Equipped with a hydrolic coolant system. Effective in dealing with raiding swoop gangs. Text: Use 4 Force to deploy on Jabba's Sail Barge, or a sandcrawler. It is power +3 and immune to attrition < 5. Your warrior present if aboard may target using 2 Force. Draw Destiny. Vehicle hit if destiny +2 > armor of maneuver. E-web Blaster (5) Dark Artillery Weapon [C1] Set: Hoth D:2 F:1 Lore: Massive infantry weapon powerful enough to damage even starfighters. Text: Deploy on any site. May be moved with two warriors for 1 additional Force. Your warrior present may target using 2 Force. Draw destiny. Character or vehicle hit if destiny +1 > ability, armor or maneuver. Starfighter hit if destiny > 4. Enhanced TIE Laser Cannon (5) Dark Starship Weapon [C2] Set: A New Hope Lore: Sienar Fleet Systems' latest laser cannon prototype increases the firepower most Imperial TIEs - but many Moffs consider the weapon too expensive for widespread use. Text: Use 1 Force to deploy on any TIE. May target using 1 Force. Draw Destiny. Capital starship hit if destiny -2 > armor. Starfighter hit if destiny > maneuver. Enhanced TIE Laser Cannon (5) Dark Starship Weapon [C2] Set: A New Hope Lore: Sienar Fleet Systems' latest laser cannon prototype increases the firepower most Imperial TIEs - but many Moffs consider the weapon too expensive for widespread use. Text: Use 1 Force to deploy on your TIE. May target a starship using 1 Force. Draw Destiny. Subtract 2 if targeting a capital starship. Target hit if destiny > defense value. Enhanced TIE Laser Cannon (5) Dark Starship Weapon [C2] Set: A New Hope Lore: Sienar Fleet Systems' latest laser cannon prototype increases the firepower most Imperial TIEs - but many Moffs consider the weapon too expensive for widespread use. Text: Use 1 Force to deploy on your TIE. May target a starship using 1 Force. Draw Destiny. Subtract 2 if targeting a capital starship. Target hit if destiny > defense value. Gaderffi Stick (4) Dark Character Weapon [C2] Set: Premiere Lore: Notorious 'gaffi' weapon favored by Tusken Raiders. Built from scavenged metal. Intimidates and evokes fear. Text: Use 2 Force to deploy on any Tusken Raider. May target for free. If a battle has just been initiated where present, immediately draw two destiny. If total destiny > 5, opponent's weapons are "knocked away" (may not be used this battle). Gamorrean Ax (4) Dark Character Weapon [C] Set: Jabba's Palace Lore: Built by Snogrutt, a Gamorrean engineer. Ax head contains an ultrasonic generator. Jabba's Gamorrean guards sometimes switch the power off to prove their might. Text: Use 1 Force to deploy on any Gamorrean. Adds 1 to power. When present at a site, Gamorrean draws one battle destiny if not able to otherwise. May target for free. Draw destiny. Character hit if destiny > ability. Han Seeker (3) Dark Automated Weapon [R2] Set: Premiere Lore: Military version of a 'remote.' Programmed to stalk specific targets or secondary targets. Heat and light sensors track with fatal accuracy. Can stow away on starships. Text: Use 1 Force to deploy on opponent's side at any unoccupied site. Moves during your control phase, like a character, at normal use of Force. When at same location as Han or alien ability < 3, choose one to be immediately lost. Seeker is also lost. *IG-88's Neural Inhibitor (1) Dark Character Weapon [R] Set: Dagobah Lore: Menotor DAS-430 electromagnetic projectile launcher. Often mistaken for a blaster rifle. Fires small hollow darts filled with neurotoxin which cause temporary paralysis. Text: Deploy on IG-88, or use 2 Force on any other bounty hunter. May target a non-droid character using 3 Force. Draw destiny. If destiny +1>ability, until end of your next turn character is power, forfeit and landspeed=0. *IG-88's Pulse Cannon (1) Dark Character Weapon [R] Set: Dagobah Lore: IG-88's personal favorite for mass destruction. Rapid-fire fusion plasma bursts are extremely effective against multiple targets. Not widely used due to incidental damage. Text: Use 1 Force to deploy on IG-88, 4 on any other warrior. Adds 2 to power. May target X non-droid characters using X Force. Draw destiny for each. If destiny = 0, character is power -1 and forfeit -1 until end of turn. If destiny -1 > ability, character hit. Imperial Blaster (3) Dark Character Weapon [C2] Set: Premiere Lore: A BlasTech DH-17 blaster pistol. Uses power packs and high-energy blaster gases. Shoots bolts of explosive coherent light energy. Text: Use 1 Force to deploy on any warrior. May target using 1 Force. Draw destiny. Character hit if destiny > ability. Vehicle hit if destiny > maneuver or armor. Infantry Mine (3) Dark Automated Weapon [C2] Set: Hoth Lore: Typically stolen by Rebel spies and sabateurs from the perimeter of high-security Imperial installations. Text: Deploy at same exterior site as one of your mining droids. 'Explodes' if a character deploys or moves (without using a vehicle or starfighter) to same site. Draw destiny. Character lost if destiny +2 > ability. Infantry Mine is also lost. Ion Cannon (5) Dark Starship Weapon [U1] Set: Premiere Lore: Fires blasts of ionized energy. Causes massive disruptions in weapon, engine and computer systems aboard a target. Disables starship defenses against tractor beams. Text: Use 2 Force to deploy on any Star Destroyer. May target using 1 Force. Draw destiny. If destiny + 2 > target's armor or maneuver, all weapons aboard target are lost, armor or maneuver = 0 and hyperspeed = 0. Jawa Blaster (4) Dark Character Weapon [C2] Set: A New Hope Lore: Built from scavenged parts, Jawa blaster are not required to adhere to any design standards. An etching on this stock warns "datinni greb zroom." Text: Deploy free on any Jawa. May target for free. Draw destiny. Character hit if destiny -1 > ability. Jawa Blaster explodes, causing it and character firing it to be lost, if destiny = 0. Jawa Blaster (4) Dark Character Weapon [C2] Set: A New Hope Lore: Built from scavenged parts, Jawa blaster are not required to adhere to any design standards. An etching on this stock warns "datinni greb zroom." Text: Deploy on your Jawa. May target a character or creature for free. Draw destiny. If destiny -1 > defense value, target hit. If destiny = 0, Jawa Blaster 'explodes' (weapon and character firing it are lost). Jawa Blaster (4) Dark Character Weapon [C2] Set: A New Hope Lore: Built from scavenged parts, Jawa blaster are not required to adhere to any design standards. An etching on this stock warns "datinni greb zroom." Text: Deploy on your Jawa. May target a character or creature for free. Draw destiny. If destiny -1 > defense value, target hit. If destiny = 0, Jawa Blaster 'explodes' (weapon and character firing it are lost). Laser Projector (3) Dark Automated Weapon [U2] Set: Premiere Lore: Laser system activated by distress signal from guards. Used at security checkpoints and detention block control rooms. Targeting guided by centralized droid controller. Text: Use 2 Force to deploy at an interior sire. Cannot move. May target for free. Draw destiny. Character hit if destiny - 1 > ability. Seeker hit if destiny > 2. Laser Projector may be targeted by another weapon and hit if destiny > 1. Leia Seeker (3) Dark Automated Weapon [R2] Set: A New Hope Lore: Military version of a 'remote.' Programmed to stalk specific targets or secondary targets. Heat and light sensors track with fatal accuracy. Can stow away on starships. Text: Use 1 Force to deploy on opponent's side at any unoccupied site. Moves during your control phase, like a character, at normal use of the Force. When at same location as Leia or warrior of ability < 3, choose one to be immediately lost. Seeker also lost. Leia Seeker (3) Dark Automated Weapon [R2] Set: A New Hope Lore: Military version of a 'remote.' Programmed to stalk specific targets or secondary targets. Heat and light sensors track with fatal accuracy. Can stow away on starships. Text: Use 1 Force to deploy on opponent's side at any unoccupied site. Moves during your control phase, like a character, at normal use of the Force. When at same location as Leia or warrior of ability < 3, choose one to be immediately lost. Seeker also lost. Leia Seeker (3) Dark Character Weapon [R2] Set: A New Hope Lore: Military version of a 'remote.' Programmed to stalk specific targets or secondary targets. Heat and light sensors track with fatal accuracy. Can stow away on starships. Text: Use 1 Force to deploy on opponent's side at any unoccupied site. Moves during your control phase, like a character, at normal use of the Force. When at same location as Leia or warrior of ability < 3, choose one to be immediately lost. Seeker also lost. Light Repeating Blaster Rifle (2) Dark Character Weapon [R1] Set: Premiere Lore: BlasTech model T-21 light repeating blaster. Excellent power, good range. Carries energy for 25 shots. Unlimited firepower when attached to a power generator. Text: Use 2 Force to deploy on any warrior. If a power droid or any fusion generator present, may target using 2 Force. Draw destiny. Character hit if destiny +1 > ability. Vehicle hit if destiny +1 > maneuver or armor. May fire repeatedly for 2 Force each. Luke Seeker (3) Dark Automated Weapon [R2] Set: Premiere Lore: Military version of a 'remote.' Programmed to stalk specific targets or secondary targets. Heat and light sensors track with fatal accuracy. Can stow away on starships. Text: Use 1 Force to deploy on opponent's side at any unoccupied site. Moves during your control phase, like a character, at normal use of the Force. When at same location as Luke or pilot of ability <3, choose one to be immediately lost. Seeker also lost. Mos Eisley Blaster (5) Dark Character Weapon [C] Set: Jabba's Palace Lore: BlasTech DL-18. Carried by Jabba's guards. Typically used for covering fire, to protect a comrade or pin an enemy down. Nicknamed "Mos Eisley Special." Text: Use 1 Force to deploy on any alien warrior (free if on Tatooine). May target for free. Draw destiny. Character is forfeit -2 for remainder of turn if destiny +2 > ability. Probe Droid Laser (3) Dark Character Weapon [U2] Set: Hoth Lore: Although a probe droid's primary defense is stealth, many models can be equipped with a laser cannon to enhance the droid's combat and sabotage capabilities. Text: Deploy on any Probe Droid. May target for free. Draw destiny. Character hit if destiny > ability. Artillery weapon immediately lost if destiny > 5. Proton Bombs (1) Dark Starship Weapon [U] Set: Dagobah Lore: Proton-scattering energy warheads. Especially effective against ray- and energy-shielded targets. Ineffective against particle deflector. Text: Deploy on a bomber: When present during a Force drain, may target a related interior site. Draw destiny. Site 'collapsed' if destiny > 4. OR May fire in a Bombing Run battle. Draw destiny. All characters, starships and vehicles with that destiny number at same site are lost. *Superlaser (3) Dark Deathstar Weapon [R2] Set: A New Hope Lore: The Death Star has more firepower than the combined might the entire Imperial fleet. Enormous generators power the devastating planet-destroying weapon. Text: Deploy on Death Star system at parsec 0. May target a capital starship at Death Star system, or at a system it orbits, using 4 Force. Draw two destiny. Capital starship hit if total destiny > armor. *Superlaser (3) Dark Deathstar Weapon [R2] Set: A New Hope Lore: The Death Star has more firepower than the combined might the entire Imperial fleet. Enormous generators power the devastating planet-destroying weapon. Text: Deploy on Death Star system at parsec 0. May target a capital starship at Death Star system, or at a system it orbits, using 4 Force. Draw two destiny. Target hit if total destiny > defense value. *Superlaser (3) Dark Deathstar Weapon [R2] Set: A New Hope Lore: The Death Star has more firepower than the combined might the entire Imperial fleet. Enormous generators power the devastating planet-destroying weapon. Text: Deploy on Death Star system at parsec 0. May target a capital starship at Death Star system, or at a system it orbits, using 4 Force. Draw two destiny. Target hit if total destiny > defense value. *Thermal Detonator (3) Dark Character Weapon [R] Set: Jabba's Palace Lore: Strictly regulated. Dangerously unstable. Explosive baradium core. Class-A type has blast radius of 20 meters. Can be programmed with a very sensitive deadman's switch. Text: Use 3 Force to deploy on any bounty hunter, when collecting a bounty, adds 3 to Force retrieved. Also, may detonate at same site. draw 3 destiny, all cards (except effects) with any of those destiny numbers at that site are lost. Thermal Detonator is also lost. Timer Mine (2) Dark Automated Weapon [C2] Set: Premiere Lore: A timer-activated explosive device designed to be placed by a mining droid. Originally used in ore and spice mines for demolition. Altered for military use. Text: Deploy on opponent's side at same site as one of your mining droids. 'Explodes' at beginning of your next turn. Draw destiny. That number of opponent's characters there are immediately lost (owner's choice). Timer Mine is also lost. Turbolaser Battery (2) Dark Starship Weapon [R2] Set: Premiere Lore: High-powered blasters. Require power generators, cryogenic cooling units and large crews. More effective against capital starships than starfighters. Text: Use 3 Force to deploy on any Star Destroyer or any mobile system. May target using 2 Force. Draw two destiny. Capital starship hit if total destiny - 2 > armor. Starfighter hit if total destiny - 5 > maneuver. *URoRRuR'R'R's Hunting Rifle (5) Dark Character Weapon [U1] Set: A New Hope Lore: Owning a hunting rifle is an important status symbol in Tusken culture. URoRRuR'R'R scavenged this weapon from a starship wreck near Anchorhead. Text: Use 1 Force to deploy on URoRRuR'R'R or Chief Bast, 3 on any non-droid character (even if not a warrior). May target using 1 Force. Draw destiny. Character hit if destiny -1 > ability. Creature immediately lost if destiny +2 > defense value. *URoRRuR'R'R's Hunting Rifle (5) Dark Character Weapon [U1] Set: A New Hope Lore: Owning a hunting rifle is an important status symbol in Tusken culture. URoRRuR'R'R scavenged this weapon from a starship wreck near Anchorhead. Text: Use 1 Force to deploy on URoRRuR'R'R or Chief Bast, 3 on your non-droid character. May target a character or creature using 1 Force. Draw destiny. Subtract 1 if targeting a character. Add 2 if targeting a creature. Target hit if total destiny > defense value. *URoRRuR'R'R's Hunting Rifle (5) Dark Character Weapon [U1] Set: A New Hope Lore: Owning a hunting rifle is an important status symbol in Tusken culture. URoRRuR'R'R scavenged this weapon from a starship wreck near Anchorhead. Text: Use 1 Force to deploy on URoRRuR'R'R or Chief Bast, 3 on your non-droid character. May target a character or creature using 1 Force. Draw destiny. Subtract 1 if targeting a character. Add 2 if targeting a creature. Target hit if total destiny > defense value. *Vader's Lightsaber (1) Dark Character Weapon [R1] Set: Premiere Lore: Custom-built by Darth Vader. After the Clone Wars, he wielded this weapon while hunting down the last of the Jedi. Cuts through almost anything except another lightsaber blade. Text: Deploy only on Vader (for free), and you may then use as follows: Add 1 to Force drain where present. OR Target a character for free. Draw two destiny. Character hit, and it's forfeit = 0, if total destiny > ability. Vehicle Mine (3) Dark Automated Weapon [C2] Set: Hoth Lore: Launches and detonates when activated by a passing metallic mass or the repulsorlift field of an approaching speeder. The shrapnel can hit even the quickest craft. Text: Deploy at same exterior site as one of your mining droids. 'Explodes' if starfighter or non-creature vehicle deploys or moves to or across same site. Draw destiny. Vehicle lost if destiny +2 > armor or maneuver. Starfighter lost if destiny > 3. Vehicle Mine is also lost.. Vibro-Ax (4) Dark Character Weapon [C] Set: Jabba's Palace Lore: SoroSuub BD-1 Cutter vibro-ax. Powered by an ultrasonic generator concealed in the shaft. Jabba's skiff guards use them to prod victims into the Sarlacc's nest. Text: Use 3 Force to deploy on any alien warrior. Adds 1 to power. May target using 1 Force. Both players draw destiny. Target immediately excluded from battle if warrior's power + your destiny > target's power + opponent's destiny. *Zuckuss' Snare Rifle (1) Dark Character Weapon [R] Set: Dagobah Lore: Merr-Sonn Munitions, Inc. GRS-1 Snare Rifle. Shoots liquefied shockstun mist up to 150 meters. Liquid spraynet Hardens into a translucent web, confining the stunned target. Text: Deploy on Zuckuss, or use 1 Force to deploy on any other bounty hunter. May target using 2 Force. Draw destiny. Character may be immediately captured if destiny -1 > ability. Creature immediately lost if destiny > defense value. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Imperial Devices Binders (6) Dark Device [C] Set: Cloud City Lore: Because standard binders are durable but not easily adaptable, bounty hunters often carry special binders which automatically tighten around a captive's appendages. Text: Deploy on one of your warriors or bounty hunters. May now escort any number of captives. If device removed from your character, select one captive escorted by that character to remain and release all others. Blaster Scope (4) Dark Device [U1] Set: Premiere Lore: The effectiveness of a blaster can sometimes be enhanced through an electronic targeting scope mounted on top, especially for long range targets. Text: Deploy on an Imperial Blaster or Blaster Rifle. Where present during battle, scope allows that weapon to target any Character or vehicle at an adjacent site. Caller (6) Dark Device [U2] Set: Premiere Lore: Hand-held device that commands restraining bolt. Each caller can be keyed to a specific bolt. Used throughout the galaxy. Also called 'owners.' Text: Deploy on Imperial or Jawa. During your control phase, may steal one droid at same site if it is controlled by a Restraining Bolt. After droid is stolen, Restraining Bolt returns to owner's hand. *Carbonite Chamber Console (4) Dark Device [U] Set: Cloud City Lore: Most often used to freeze Tibanna gas for transport. Modified by Ugloste to work on humans. Intended to capture Luke Skywalker, the Emperor's prize. Text: Deploy on Carbonite Chamber. Adds 3 to Carbon-Freezing destiny. Also, during your turn, you may use 1 Force to search your Reserve Deck, take one Ugnaught, Prepare The Chamber or Carbon-Freezing into hand and reshuffle. Comlink (3) Dark Device [C1] Set: Premiere Lore: Hand-held communication device. Military comlinks have scrambling and variable frequency programming for secure communication during battles or emergencies. Text: Use 1 Force to deploy on any character. If opponent has just initiated a battle or Force drain at Comlink's location or an adjacent site, you may 'react' by deploying cards (at normal use of the Force) to that battle or Force drain location. Death Star Tractor Beam (3) Dark Device [R2] Set: A New Hope Lore: "Why are we moving towards it?" Text: Use 2 Force to deploy on Docking Bay 327. At the end of a battle at a Death Star system, may target a starship present (except a Mon Calamari Star Cruiser) using 2 Force. Draw two destiny. Target captured if total destiny > defense value. Death Star Tractor Beam (3) Dark Device [R2] Set: A New Hope Lore: "Why are we moving towards it?" Text: Use 2 Force to deploy on Docking Bay 327. At the end of a battle at a Death Star system, may target a starship present (except a Mon Calamari Star Cruiser) using 2 Force. Draw two destiny. Target captured if total destiny > defense value. Death Star Tractor Beam (3) Dark Device [R2] Set: A New Hope Lore: "Why are we moving towards it?" Text: Use 2 Force to deploy on Docking Bay 327. At the end of a battle at a Death Star system, may target a starship there (except Mon Calamari Star Cruiser) using 2 Force. Draw two destiny. Starship captured if total destiny > armor or maneuver. Deflector Shield Generators (4) Dark Device [U2] Set: Hoth Lore: Located atop the superstructure of a Star Destroyer, the generator towers create an energy shield which repels solid objects and weapons fire. Text: Use 3 Force to deploy on any Star Destroyer. Adds 2 to armor. If starship has immunity to attrition, also adds 2 to immunity. Droid Detector (5) Dark Device [C2] Set: Premiere Lore: To keep out the mechanicals he so detested, Wuher installed an automatic droid detector at the entrance to the Mos Eisley Cantina. Text: Deploy at any interior site. Cannot be moved. All droids there must move away (at normal use of the Force) by the end of the opponent's next turn, or they are lost. Droids may not deploy to same site and are lost if present at end of any turn. Electro-Rangefinder (6) Dark Device [U1] Set: Hoth Lore: Long-range stereoscopic sighting device connected to the cannons of an Imperial walker. Calibrated to allow the AT-AT commander to accurately fire at distant targets. Text: Use 2 Force to deploy on any AT-AT Cannon. It may fire at targets two sites away. Also, when used to Target The Main Generator, adds 1 to total. Fusion Generator Supply Tanks (4) Dark Device [C2] Set: Premiere Lore: Installed at many facilities throughout the Empire to provide power to the Imperial spacefleet. Supplies starships with energy necessary for sub-light and hyperspace travel. Text: Deploy on any starship at a system where a related docking bay site is on table. Adds 1 to hyperspeed, power and maneuver. Hypo (5) Dark Device [R1] Set: A New Hope Lore: Truth drugs like Bavo Six decrease resistance to interrogation. The enormous needle adds psychological pressure, facilitating the interrogation process. Text: Deploy on IT-O. If present with a captive during your control phase: You may ask one yes-or-no question about the cards in opponent's hand. Opponent must tell the truth or refuse to answer by losing 1 Force. OR Increase Force Drain by 1. Hypo (5) Dark Device [R1] Set: A New Hope Lore: Truth drugs like Bavo Six decrease resistance to interrogation. The enormous needle adds psychological pressure, facilitating the interrogation process. Text: Deploy on your IT-O. Once during each of your control phases, if present with a captive: You may ask one yes-or-no question about cards in opponent's hand. Opponent must must answer truthfully or lose 1 Force. OR May add 1 to Force Drain where present. Hypo (5) Dark Device [R1] Set: A New Hope Lore: Truth drugs like Bavo Six decrease resistance to interrogation. The enormous needle adds psychological pressure, facilitating the interrogation process. Text: Deploy on your IT-O. Once during each of your control phases, if present with a captive: You may ask one yes-or-no question about cards in opponent's hand. Opponent must must answer truthfully or lose 1 Force. OR May add 1 to Force Drain where present. *Interrogation Array (4) Dark Device [R] Set: Cloud City Lore: Torture rack so visually frightening it sometimes yields the desired results without even being switched on. Text: Deploy on a prison. During your control phase, opponent loses 1 Force for each captive of ability > 2 here. Also, during your control phase, may use 1 Force to search your Reserve Deck, take one Torture or Aiiii! Aaa! Agggggggggg! into hand and reshuffle. ***Jet Pack (4) Dark Device [U] Set: Jabba's Palace Lore: Mitrinomon Z-6 jet pack. Exhaust vents are used to maneuver in mid-flight. Gyro-stabilizer automatically applies counterthrust when landing. Text: Use 3 Force to deploy on any alien (except Boba Fett or Jabba). May 'fly' (landspeed = 3). May use 2 Force to move as a 'react'. **Laser Gate (4) Dark Device [U2] Set: A New Hope Lore: Security corridors are guarded by a grid of laser emplacements which can be activated upon demand to seal off sensitive areas from intrusion. Text: Deploy between any two interior mobile sites. To pass, a character must have (power + ability) > 4 or use a Lift Tube (all other vehicles are blocked). Laser Gate armor = 3. May be targeted by a character weapon from either site. **Laser Gate (4) Dark Device [U2] Set: A New Hope Lore: Security corridors are guarded by a grid of laser emplacements which can be activated upon demand to seal off sensitive areas from intrusion. Text: Deploy between any two interior mobile sites. To pass, a character must have (power + ability) > 4 or use a Lift Tube (all other vehicles are blocked). Laser Gate defense value = 3. May be targeted by a character weapon from either site. **Laser Gate (4) Dark Device [U2] Set: A New Hope Lore: Security corridors are guarded by a grid of laser emplacements which can be activated upon demand to seal off sensitive areas from intrusion. Text: Deploy between any two interior mobile sites. To pass, a character must have (power + ability) > 4 or use a Lift Tube (all other vehicles are blocked). Laser Gate defense value = 3. May be targeted by a character weapon from either site. Magnetic Suction Tube (3) Dark Device [R2] Set: A New Hope Lore: 'Slurp.' Text: Deploy on your Sandcrawler. During your control phase, may target one character present. Draw destiny. If destiny > character's ability, "suck up" character (relocate to related interior Sandcrawler site or owner's Used Pile). Magnetic Suction Tube (3) Dark Device [R2] Set: A New Hope Lore: 'Slurp.' Text: Deploy on your Sandcrawler. Once during each of your control phases, may target one character present. Draw destiny. If destiny > character's ability, "suck up" character (relocate to related interior Sandcrawler site or owner's Used Pile). Magnetic Suction Tube (3) Dark Device [R2] Set: A New Hope Lore: 'Slurp.' Text: Deploy on your Sandcrawler. Once during each of your control phases, may target one character present. Draw destiny. If destiny > character's ability, "suck up" character (relocate to related interior Sandcrawler site or owner's Used Pile). *Mandalorian Armor (3) Dark Device [R] Set: Cloud City Lore: Contains wrist lasers, rocket dart launchers, a flame projector, a projectable grappling hook, a concussion grenade launcher, four kinds of sensors and a broad band antenna. Text: Use 3 Force to deploy on any Imperial or alien (except Vader or Boba Fett). Character is power +2, has armor = 5 and is immune to attrition < 3. Observation Holocam (3) Dark Device [U2] Set: Premiere Lore: Remote surveillance viewers with droid controllers supplement security. Can activate alarms and automated weapons when needed, bringing help to endangered locations. Text: Deploy at any site. Cannot be moved. You may either: Add 1 to weapon destiny for each of your automated weapons there or at adjacent sites. OR A character at an adjacent site you control may add its power to a battle at holocam's site. Portable Fusion Generator (3) Dark Device [C2] Set: Hoth Lore: Larger assault weapons require troops to carry their own power sources. Both light and efficient, these units produce ample power for most combat needs. Text: Deploy on any warrior. When that warrior fires a blaster rifle or artillery weapon, adds 1 to each of that weapon's destiny draws. Also, may add 1 to power of one droid present. Probe Antennae (4) Dark Device [U2] Set: Hoth Lore: A probe droid encodes and scrambles messages before using its telescoping antennae to transmit information through hyperspace. Text: Deploy on any Probe Droid. Adds 2 to X. OR Use 1 Force to deploy on one of your other droids. When at a site you control, once each turn during your control phase, you may glance at one card randomly selected from opponent's hand. Restraining Bolt (6) Dark Device [C2] Set: Premiere Lore: Affixed to droid's special recessed socket by using a fusion welder. Bolts can override a droid's circuits, freezing it in place if the droid tries to disobey orders. Text: Deploy on any droid at any site. Droid cannot move and cannot utilize its "game text." During your deploy phase, Restraining Bolt may be transfered (for free) to another droid at same site. Stormtrooper Backpack (5) Dark Device [C2] Set: Premiere Lore: Standard-issue Imperial equipment with full survival and encampment gear, plus ammunition and food for an extended deployment. Makes each trooper self-sufficient. Text: Deploy on any trooper. May carry and use any number of weapons and devices. Trooper is immune to attrition < 3 when at a planet site. Stormtrooper Utility Belt (4) Dark Device [C2] Set: Premiere Lore: Standard Imperial issue for stormtroopers. Contains grappling hook, rope, and other miscellaneous emergency tools. Rebels have been known to steal and use them. Text: Use 1 Force to deploy on any Imperial or alien. Character's power and forfeit are +1. If on Death Star, power and forfeit are +2. Tractor Beam (3) Dark Device [U1] Set: A New Hope Lore: Captures enemy vessels for boarding. When used in conjunction with an ion cannon, tractor beams can ensnare even the most maneuverable starships. Text: Use 2 Force to deploy on a Star Destroyer. At the end of a battle, may target a starship present (except Mon Calamari Star Cruiser) using 2 Force. Draw destiny. Starship captured if destiny > armor or maneuver Tractor Beam (3) Dark Device [U1] Set: A New Hope Lore: Captures enemy vessels for boarding. When used in conjunction with an ion cannon, tractor beams can ensnare even the most maneuverable starships. Text: Use 2 Force to deploy on your Star Destroyer. At the end of a battle at same system or sector, may target an opponent's starship present (except Mon Calamari Star Cruiser) using 2 Force. Draw destiny. Target captured if destiny > defense value. Tractor Beam (3) Dark Device [U1] Set: A New Hope Lore: Captures enemy vessels for boarding. When used in conjunction with an ion cannon, tractor beams can ensnare even the most maneuverable starships. Text: Use 2 Force to deploy on your Star Destroyer. At the end of a battle at same system or sector, may target an opponent's starship present (except Mon Calamari Star Cruiser) using 2 Force. Draw destiny. Target captured if destiny > defense value. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Imperial Events Commence Primary Ignition (0) Dark Epic Event [R2] Set: A New Hope Text: During your control phase, fire Superlaser as follows: {Name the System:} Use X Force to target a planet system Death Star is orbiting. {You May Fire When Ready:} Draw Destiny {Stand By:} If (destiny+Y-Z) > 8, target system is "blown away" and this card is lost. Otherwise, this card is used and one Death Star Gunner on table is lost (your choice). X=total sites at target. Y=total Death Star sites where opponent has no presence. Z=opponent's choice of X or total sites at one Rebel Base (Yavin 4 or Hoth). Commence Primary Ignition (0) Dark Epic Event [R2] Set: A New Hope Text: During your control phase, fire superlaser as follows: {Name the System:} Use X Force to target a planet system Death Star is orbiting. {You May Fire When Ready:} Draw destiny {Stand By:} If (destiny + Y - Z) > 8, target system is "blown away" and this card is lost. Otherwise, this card is used and one Death Star Gunner on table is lost (your choice). X = total sites at target. Y = total Death Star sites where opponent has no presence. Z = opponent's choice of X or total sites at one Rebel Base (Yavin 4 or Hoth). Commence Primary Ignition (0) Dark Epic Event [R2] Set: A New Hope Text: During your control phase, fire superlaser as follows: {Name the System:} Use X Force to target a planet system Death Star is orbiting. {You May Fire When Ready:} Draw destiny {Stand By:} If (destiny + Y - Z) > 8, target system is "blown away" and this card is lost. Otherwise, this card is used and one Death Star Gunner on table is lost (your choice). X = total sites at target. Y = total Death Star sites where opponent has no presence. Z = opponent's choice of X or total sites at one Rebel Base (Yavin 4 or Hoth). *Epic Duel (0) Dark Epic Event [R] Set: Cloud City Text: Deploy on your side of table. The Circle Is Now Complete or Vader's Obsession may be played to initiate an epic duel as follows: If Vader is present with specified target, each player draws two destiny (add 1 to each destiny draw if using a lightsaber). Add character's ability. If {Vader} loses, place him out of play. You lose 6 Force (9 if dueling Luke). If {Obi-Wan} loses, place him out of play. Opponent loses 9 Force. If {Luke} loses, opponent must choose: Cross Luke to the Dark Side and lose X Force, Where X = Luke's ability. OR Lose Luke and lose triple X Force. Target The Main Generator (0) Dark Epic Event [R2] Set: Hoth Text: During your control phase, fire your AT-AT Cannon (if within rage of the Main Power Generators) as follows: {Prepare To Target The Main Generator}: Draw destiny. {Maximum Firepower!}: if (destiny + X + Y) > 8, Main Power Generators site is "blown away" and this card is lost. Otherwise this card is used. X = ability of one of AT-AT's pilots. Y = total Hoth sites you control. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Imperial Interrupts *A Dangerous Time (3) Dark Used or Lost Interrupt [C] Set: Dagobah Lore: "This is a dangerous time for you, when you will be tempted by the dark side of the Force." Text: USED: Examine the cards in opponent's Force pile. Reorder however you wish and replace. LOST: Search your Reserve Deck and take one Dark Forces into hand. Shuffle, cut and replace. *A Dark Time For The Rebellion (4) Dark Lost Interrupt [C1] Set: Hoth Lore: Absolute control wielded by the Emperor enables the Imperial forces to dominate planetary systems before the Rebel Alliance can gain a foothold. Text: If opponent just deployed a planet site, search through your Reserve Deck for the related system and immediately deploy it. Shuffle, cut and replace. *Abyssin Ornament (5) Dark Used Interrupt [U] Set: Jabba's Palace Lore: The Abyssins are known for their regenerative abilities. Jabba keeps several statue heads of Abyssin creatures on his repulsor sled. Text: Once per game, target one non-unique character on table. Draw destiny. If destiny is less than X, retrieve X Force, where X equals the number of copies of that card you have on table (immune to Sense). OR search your Reserve Deck and take one non-unique alien into hand; reshuffle. *Aiiii! Aaa! Aggggggggggggg! (4) Dark Lost Interrupt [R] Set: Cloud City Lore: "They never even asked me any questions." Text: If you have a Rebel of ability > 1 captive at a prison you control, opponent loses X Force, where X = the number of opponent's characters with ability > 2 on table. Alter (4) Dark Used Interrupt [U1] Set: Premiere Lore: A user of the Force can subjugate the will of others or alter the environment at a distance, as when Vader 'disciplines' those whose lack of faith disturbs him. Text: Cancel one Effect (or Utinni Effect) by drawing a destiny < ability of your highest-ability Character on table. OR Cancel one Sense card just played. *Apology Accepted (6) Dark Used Interrupt [C] Set: Dagobah Lore: "I shall assume full responsibility for losing them and apologize to Lord Vader." Needa discovered that Vader was only slightly more forgiving than the Emperor. Text: At the end of any battle phase, lose one of your Imperials of ability < 6 who survived a battle you lost this turn. Activate Force up to either that character's forfeit value or the amount of your battle damage in that battle. *Atmospheric Assault (5) Dark Lost Interrupt [R] Set: Cloud City Lore: The TIEs patrolling Cloud City took advantage of Bespin's dense cloud cover. Text: If you just initiated a battle at a Cloud City sector, add one battle destiny. OR Deploy one TIE Assault Squadron for free (no replacement is necessary). Bantha Fodder (4) Dark Used Interrupt [C] Set: Jabba's Palace Lore: "Uu a'kingsa riika pagh bagla bis kachata weenow con bantha poodoo." Text: Cancel As Good As Gone or Innocent Scoundrel. OR Search your Reserve Deck and take one bantha, Tusken Raider, Taym Dren-garen or Weequay into hand; reshuffle. *Blasted Droid (3) Dark Used Interrupt [C] Set: Cloud City Lore: "Oh my! Oh, uh, I'm, I'm terribly sorry. I. . . I didn't mean to intrude. No, no, no, please don't get up. No!" Text: During your control phase, fire (for free) one of your blasters carried by a trooper or one of your automated weapons. Hit target is immediately lost. Boring Conversation Anyway (5) Dark Used Interrupt [R1] Set: Premiere Lore: "Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?" Text: Cancel either: Report To Lord Vader, Scomp Link Access, Rebel Planners, Rebel Reinforcements, Gift of the Mentor, Panic, Don't Get Cocky, Skywalkers, Demotion, Combined Attack or Surprise Assault. *Brief Loss Of Control (3) Dark Lost Interrupt [R] Set: Cloud City Lore: Eliciting fear from the opponent gives the dark side a powerful advantage. Text: Just after the weapons phase of a battle, use 2 Force to cause each player to target one of that player's characters involved in the battle. Target characters cannot apply their ability toward drawing battle destiny this turn. Charming To The Last (5) Dark Lost Interrupt [R2] Set: Premiere Lore: "You're far too trusting. Dantooine is too remote to make an effective demonstration. But don't worry...We will deal with your Rebel friends soon enough." Text: If Tarkin and a Rebel with ability > 2 are involved in the same battle, you may add one battle destiny (add two destiny if Rebel is Leia). *Close Call (2) Dark Used or Lost Interrupt [C] Set: Dagobah Lore: If this little one doesn't pulverize you, the next one just might. Text: USED: Cancel one asteroid destiny and cause it to be drawn again. LOST: Lose 1 Force. Opponent must reveal the top card of Reserve Deck, Force Pile and Used Pile. Card(s) with lowest destiny number greater than zero are lost. *Cloud City Sabacc (3) Dark Used Interrupt [U] Set: Cloud City Lore: Sabacc variant popular among the miners. Ugnaughts and chief administrators of Bespin's city in the clouds. Text: {Requirements:} a gambler, thief or smuggler on Cloud City. {Wild cards (1-6):} Lando and Weather Vane. {Clone cards:} Locations and Ugnaughts. (Gamblers may use clone cards as zeroes.) {Stakes:} One starfighter, weapon or device. Cold Feet (5) Dark Used Interrupt [C2] Set: Hoth Lore: Wampas pack snow around the appendages of captured prey, making use of Hoth's cold environment o immobilize them. Text: Target a character at any marker site. Draw destiny. If site under "nighttime conditions," add 2 to destiny draw. If total destiny > ability, character may not move for remainder of turn. *Collapsing Corridor (2) Dark Lost Interrupt [R2] Set: Hoth Lore: Most of Echo Base was tunneled out of a huge glacier by Rebel engineers. Its icy passageways could not withstand Imperial shelling. Text: If you just moved an AT-AT to innermost marker, target one underground site on Hoth. Draw destiny. Target 'collapsed' if destiny > marker number. Collateral Damage (4) Dark Lost Interrupt [C2] Set: Premiere Lore: Blast vests and helmets with blast shields cannot protect Rebel soldiers from grenades, panel explosions and other combat hazards. Text: An accident occurs at the beginning of a battle at any site where opponent has at least two characters and one weapon. Draw destiny. If destiny < number of opponent's characters at that site, one is lost. (Opponent's choice.) ComScan Detection (4) Dark Used Interrupt [C2] Set: Hoth Lore: The Imperial Nacy boasts the best communications network in the galaxy. Sophisticated control technology allows the Empire to dispatch armed forces without delay. Text: If opponent just moved a character, vehicle or starship as a 'react' to a location, you may immediately move one vehicle or starship, if within range, to that location (at normal use of Force). Control (2) Dark Lost Interrupt [U] Set: Dagobah Lore: Users of the Force can mysteriously manipulate their own physiology and psychology. Control allows rapid healing and provides some immunity to pain, poison and disease. Text: Cancel one Sense or Alter card. (Immune to Sense.) OR Cancel one Immediate Effect, Mobile Effect or Force drain. Counter Assault (3) Dark Lost Interrupt [C1] Set: Premiere Lore: Imperial stormtroopers use tactical training to regroup and mount a surprise counterattack, such as when they halted Han Solo's wild pursuit. Text: Use 1 Force to cancel a Force drain at one location. Draw one destiny for each character, starship and vehicle the opponent has present. Compare your destiny total to opponent's power total. Player with lowest total loses Force equal to the difference. Crash Landing (4) Dark Used Interrupt [U1] Set: Hoth Lore: AT-AT weapons are rarely quick enough to score a direct hit on a fast-moving snowspeeder. They are more likely to wing a craft, causing a forced landing. Text: If you have a piloted AT-AT at a site, target a non-creature vehicle at same or adjacent exterior site. Draw destiny. If that AT-AT has a vehicle weapon, add 1 to destiny draw. Target 'crashes' if total destiny > 3. *Dark Collaboration (5) Dark Lost Interrupt [R1] Set: Premiere Lore: Imperial leaders are ruthlessly effective when working together. Tarkin, Motti and Tagge presented a deadly combination as they plotted to "crush the Rebellion." Text: If Tarkin and either Tagge or Motti are in a battle together, you may add two battle destiny. OR Cancel Restricted Deployment or Rebel Barrier. Dark Jedi Presence (3) Dark Lost Interrupt [R1] Set: Premiere Lore: A Dark Lord's presence motivates Imperial troops. "See to it personally, Commander." Text: If one of your Dark Jedi is present during any battle, use 1 Force to cause all other Imperials there to battle at double power. Dark Maneuvers (6) Dark Used Interrupt [C2] Set: Premiere Lore: Imperial TIE fighters, while easily damaged, are very fast and agile. Sophisticated tactics are executed to take advantage of Rebel X-wing and Y-wing weaknesses. Text: Add 2 to maneuver and 1 to power of any starfighter for the remainder of this turn. If it has hyperdrive, also add 2 to hyperspeed. (Interrupt may even affect the result immediately after a destiny draw targeting the starfighter's maneuver.) *Dark Strike (2) Dark Lost Interrupt [C] Set: Cloud City Lore: Many have experienced the awesome power of the Dark Lord in battle. Few have lived to tell about it. Text: If you just targeted with a lightsaber, add 3 to your weapon destiny. OR Cancel Swing-And-A-Miss. OR Lose 1 Force to cause one opponent's character just 'hit' to be immediately placed in Lost Pile. Dead Jawa (5) Dark Lost Interrupt [C2] Set: Premiere Lore: Many Jawas were killed by stormtroopers searching for R2-D2. They used banthas and gaffi sticks to feign a Tusken Raider attack, but Obi-Wan saw through the ruse. Text: If two or more Stormtroopers are present where the opponent has Jawas, target as many Jawas there as desired. Draw destiny. If destiny > the number of Jawas you targeted, they are immediately lost. Debris Zone (5) Dark Used Interrupt [R2] Set: Hoth Lore: A reactor core explosion in a destroyed AT-AT causes a plasma release which shatters its armor, showering the immediate area with molten projectiles. Text: If an AT-AT, an AT-ST, Jabba's Sail Barge or Planet Defender Ion Cannon has just been lost at a site, draw destiny. All cards with that destiny number at that site are lost. *Defensive Fire (3) Dark Used Interrupt [C] Set: Dagobah Lore: 275 gunners manning 60 turbolaser batteries provide a wide firing arc. Even so, asteroids are a challenge due to the sluggish recharge rates of the high-powered blasters. Text: Cancel Rogue Asteroid, OR Randomly select one card from opponent's hand and place it, unseen, in Used Pile. Direct Hit (4) Dark Used or Lost Interrupt [U1] Set: Hoth Lore: Snowspeeders move much faster than AT-AT cannons can track, but if approaching on a poor attack vector, the snowspeeder is at the mercy of the well-trained AT-AT gunner. Text: Add X to one weapon destiny (before weapon destiny is drawn) when targeting a combat vehicle. USED: X = 1. LOST: X = 3. Double Back (3) Dark Lost Interrupt [U] Set: Cloud City Lore: Having lost sight of Boba Fett, Luke was surprised by his sudden reappearance. Text: If a Bounty Hunter is lost, use 1 Force to retrieve one bounty hunter from your Lost Pile. OR Use 3 force to search your Reserve Deck, take one bounty hunter into hand and reshuffle. Double-Crossing, No-Good Swindler (3) Dark Lost Interrupt [C] Set: Cloud City Lore: "You've got a lot of guts coming here. . . after what you pulled." Text: If Han and your Lando are at same site, opponent loses 3 Force. OR If Nabrun Leids just completed a transport, Nabrun is lost and you may immediately deploy cards to that site from hand (at normal use of the Force, but troopers deploy free). *Dune Sea Sabacc (5) Dark Used Interrupt [U] Set: Jabba's Palace Lore: Popular among Tatooine's native population. Apart from the Jawas, no one else seems to understand the rules. Text: {Requirements}: A Jawa at a Tatooine site. {Wild cards (0-7)}: sandcrawler sites, Magnetic Suction Tube, Jawa Siesta and Jawa Pack. {Clone cards}: Tatooine locations, sandcrawlers, Jawa weapons, and Utinni! {Stakes}: One device or droid with out armor. E Chu Ta (3) Dark Used Interrupt [C] Set: Cloud City Lore: "How rude!" Text: One of your protocol droids 'insults' one character present, canceling that character's game text for remainder of turn. OR During your battle phase, initiate a battle where both players have droids (but no presence or spies). Both sides add one battle destiny. Elis Helrot (4) Dark Used Interrupt [U2] Set: Premiere Lore: A Givin pilot who can seal his joints to withstand the vacuum of space. Makes slaving and spike runs to Kala'uun. Has made many special modifications to his ship, the Hinthra. Text: Any or all of your characters at one site may attempt to hire transport to any one other site. Draw destiny to determine Elis' asking price. Accept transport by using that much Force. Decline transport and Elis leaves (to Lost Pile). Emergency Deployment (3) Dark Used Interrupt [U1] Set: Premiere Lore: TIE fighters are stored in large racks far above the hangar deck. Catapulted into space by powerful tractor beam generators, TIEs can quickly scramble to engage the enemy. Text: If opponent just initiated a battle where opponent has more than double your power, draw up to 3 cards from your Reserve Deck. Of those 3, deploy anywhere (for free) any Characters, starships, vehicles, devices or weapons. Any others are lost. *End This Destructive Conflict (2) Dark Used or Lost Interrupt [R] Set: Cloud City Lore: "Join me, and together we can rule the galaxy as father and son." Text: USED: During a battle at a site, instead of firing one character weapon, cause one opponent's character present to be power -4 until end of turn. LOST: During a battle at a site, before battle destiny is drawn, use 3 Force to cancel one battle destiny. Evacuate? (6) Dark Used Interrupt [U2] Set: Premiere Lore: Escape pods are on many starships allowing those in peril to flee, an act considered cowardly by Imperial officers. "We've analyzed their attack, sir, and there is a danger." Text: Unless Tarkin is aboard, save all characters, weapons and devices aboard any just-lost capital starship. Relocate them to any one planet site or one of your capital starships. Evader (4) Dark Used or Lost Interrupt [U1] Set: A New Hope Lore: A panic move by Black 2 send Vader spinning wildly from the Death Star trench-ironically sparing his life. His destiny would be fulfilled another time. Text: USED: Cancel all Revolutions in play (owner loses 1 Force for each). LOST: If Vader or Vader's Custom TIE was just lost, move that card to Used Pile instead. OR Save to your Used Pile one Imperial just lost from any death Star Location. Evader (4) Dark Used or Lost Interrupt [U1] Set: A New Hope Lore: A panic move by Black 2 send Vader spinning wildly from the Death Star trench-ironically sparing his life. His destiny would be fulfilled another time. Text: USED: Cancel all Revolutions in play (owner loses 1 Force for each). LOST: If Vader or Vader's Custom TIE was just lost, relocate that card to Used Pile. OR Relocate to Used Pile one Imperial just lost from any Death Star location. Evader (4) Dark Used or Lost Interrupt [U1] Set: A New Hope Lore: A panic move by Black 2 send Vader spinning wildly from the Death Star trench-ironically sparing his life. His destiny would be fulfilled another time. Text: USED: Cancel all Revolutions in play (owner loses 1 Force for each). LOST: If Vader or Vader's Custom TIE was just lost, relocate that card to Used Pile. OR Relocate to Used Pile one Imperial just lost from any Death Star location. *Exhaustion (5) Dark Lost Interrupt [U2] Set: Hoth Lore: "Sir, the temperature's dropping too rapidly." "That's right, and my friend's out in it." Text: Opponent must lose 1 Force for each of opponent's missing characters on table. OR Select one missing character under "nighttime conditions" to be lost. Exposure (2) Dark Lost Interrupt [U1] Set: Hoth Lore: "Artoo says the chances of survival are 125 to 1." Text: Use X Force during your control phase, where X = the total number of characters (whether present or missing) at exterior marker sites under "nighttime conditions." Those characters are lost. *Fear (2) Dark Lost Interrupt [C] Set: Dagobah Lore: "I'm not afraid." "Oh. You will be." One of the lessons Luke learned was that fear of the unknown can be stronger than fear of the known. Text: Opponent must choose to lose either 2 Force from hand or 1 Force from top of Reserve Deck. *Flight Escort (4) Dark Lost Interrupt [R] Set: Cloud City Lore: "Rather touchy, aren't they?" Text: During your move phase, if you have at least two combat vehicles at same cloud sector, relocate one starfighter present to a related docking bay or system. OR If one of your combat vehicles is defending a battle at a cloud sector, add one battle destiny. *Focused Attack (2) Dark Lost Interrupt [R] Set: Cloud City Lore: Not since his duel with Obi-Wan had Vader unleashed the raw power of the dark side. Text: If Vader is present during a battle at a site, for remainder of turn, he loses his immunity to attrition, but adds ability to power (he may not apply ability toward drawing battle destiny). OR During a duel, add one destiny to your total. *Force Field (4) Dark Used or Lost Interrupt [R] Set: Cloud City Lore: Han was fast. Vader was faster Text: USED: Cancel an attempt to target a Dark Jedi with a character weapon. LOST: If one of your characters was just targeted during a battle, use 3 Force to cancel the targeting. *Frustration (3) Dark Lost Interrupt [R] Set: Dagobah Lore: "Rrraaaarrr!" Text: During your control phase, glance at opponent's hand and target one non-interrupt card you find there that has a deploy cost < total number [light] icons on table. Opponent must deploy target by the end of your next turn, or it is lost. Full Scale Alert (3) Dark Lost Interrupt [U2] Set: Premiere Lore: Imperial stormtroopers adopt strict security measures. Excellent communications and sheer numbers can hinder Rebel movement across entire territories. Text: Use 2 Force. Draw Destiny. If destiny < number of Stormtroopers on the table, all opponent's movement is blocked for the remainder of this turn (except for smugglers and the starships they are aboard). Furry Fury (6) Dark Used or Lost Interrupt [R2] Set: Hoth Lore: "All right, don't lose your temper." Hoth hath no fury like a Wookiee scorned. Text: USED: Cancel Wookiee Roar or Han's Back or Life Debt. LOST: If Han and Chewie are in a battle together, draw two destiny. Subtract total from opponent's attrition and total power (cannot fall below zero). Ghhhk (1) Dark Lost Interrupt [C2] Set: A New Hope Lore: {Dejarik} hologram of creature from Clak'dor VII. Ghhhk rise with the dawn, screeching their mating calls across the jungle. Locals use their skin oils as a healing salve. Text: If you just lost a battle and after having forfeited all cards from the battle location still have battle damage remaining, cancel all the remaining battle damage. (Immune to Sense.) OR Cancel Nightfall. Ghhhk (1) Dark Lost Interrupt [C2] Set: A New Hope Lore: {Dejarik} of creature from Clak'dor VII. Ghhhk rise with the dawn, screeching their mating calls across the jungle. Locals use their skin oils as a healing salve. Text: If you just forfeited all your cards that participated in a battle you lost, cancel all the remaining battle damage. (Immune to Sense.) OR Cancel Nightfall. Ghhhk (1) Dark Lost Interrupt [C2] Set: A New Hope Lore: {Dejarik} of creature from Clak'dor VII. Ghhhk rise with the dawn, screeching their mating calls across the jungle. Locals use their skin oils as a healing salve. Text: If you just forfeited all your cards that participated in a battle you lost, cancel all the remaining battle damage. (Immune to Sense.) OR Cancel Nightfall. Gravel Storm (3) Dark Lost Interrupt [U2] Set: Premiere Lore: Tatooine's twin suns cause turbulent storms that strike with little or no warning. Strong winds whip rocks through the air with enormous force. Text: Strikes at Dune Sea, Jundland Wastes, Beggar's Canyon, Lars' Moisture Farm, Jawa Camp, or Mos Eisley. Target one opponent's character at that site. Draw destiny. Target lost if destiny > ability. *Gravity Shadow (4) Dark Lost Interrupt [NA] Set: Jedi Pack Lore: "Traveling through hyperspace ain't like dustin' crops, boy!" Gravititational phenomena cast shadows in hyperspace, posing a serious threat to lightspeed navigation. Text: If opponent's starship has just begun to move through hyperspace, draw destiny. If destiny > pilot's ability, starship must return to original location and may not move this turn. If destiny = pilot's ability, starship is lost. He Hasn't Come Back Yet (4) Dark Lost Interrupt [C2] Set: Hoth Lore: "Princess Leia is wondering about Master Luke...She doesn't know where he is." "I don't know where he is." "Nobody knows where he is." Text: During your control phase, target any character alone at one of your exterior planet sites (except a docking bay). Draw destiny. Target is missing if destiny + 3 > ability. He's All Yours, Bounty Hunter (4) Dark Used or Lost Interrupt [R] Set: Cloud City Lore: Once Skywalker had taken the bait, Han was of no use to the Empire. Text: USED: Cancel Captive Pursuit. LOST: During your move phase, transfer an escorted captive to another bounty hunter or warrior present. Heart Of The Chasm (3) Dark Lost Interrupt [U] Set: Cloud City Lore: The Cloud City chasm's central fin was engineered with a tensile strength unsurpassed by anything in the region, save the silk of the Kashyyyk treeworm. Text: During your deploy phase, use X Force to rearrange all Cloud City sites, where X = total number of those sites. All cards at a given site move along with that site. OR Cancel Off The Edge. OR Search your Reserve Deck, take one Weather Vane into hand and reshuffle. *Hidden Weapons (2) Dark Used Interrupt [U] Set: Jabba's Palace Lore: Boba Fett's Mandalorian armor was so versatile that his opponents never knew what to expect. Text: If Boba Fett, or your character with Mandalorian Armor is present during the weapons phase of a battle, target one opponent's character present. Draw Destiny: (0-1) no effect (2-3) character immediately captured (4-5) character is hit (6+) character immediately lost. **HoloNet Transmission (2) Dark Used or Lost Interrupt [U] Set: Dagobah Lore: The Empire uses a real-time {hologram} communication network. Provides extensive coordination in battles, blockades and searches. Allows rapid deployment and reinforcement. Text: USED: Cancel Transmission Terminated. LOST: Search your Used Pile and take one Imperial or Visage Of The Emperor into hand. Shuffle, cut and replace. *Human Shield (5) Dark Used or Lost Interrupt [C] Set: Cloud City Lore: A shining example of Imperial honor and bravery. Text: USED: If an opponent's weapon just 'hit' an Imperial present with a captive being escorted, the captive is 'hit' instead. LOST: During a battle at a site, you may forfeit any or all captives present. *Hutt Smooch (2) Dark Lost Interrupt [U] Set: Jabba's Palace Lore: "We have powerful friends. You're gonna regret this." "Rota go ma namatota." Text: Capture one opponents undercover spy ("cover is broken"). Or if opponent just deployed a spy to a site where opponent has no presence or Force icons, return spy to hand. Any Force used to deploy the spy remains used, and spy may not spy this turn. I Have You Now (5) Dark Lost Interrupt [R2] Set: Premiere Lore: "Several fighters have broken off from the main group. Come with me." Darth Vader targets his TIE fighter's fire-linked blaster cannons at the Rebel pilots in the trench. Text: If a Dark Jedi and a Rebel with ability >2 are involved in the same battle, you may add one battle destiny (add two destiny if Rebel is Luke) *I'd Just As Soon Kiss A Wookiee (2) Dark Lost Interrupt [C2] Set: Hoth Lore: "I can arrange that. You could USE a good kiss!" Text: If opponent just deployed a card, use 3 Force to return it to opponent's hand. Any Force used to deploy that card remains used. On opponent's next turn, that card must be deployed (if possible) to same location (for free). *I'm On The Leader (3) Dark Lost Interrupt [R1] Set: A New Hope Lore: In the defense of the Death Star at the Battle of Yavin, Darth Vader took the lead attacker, supported by his wingmen Black 2 and Black 3. Text: Target any starfighter making an Attack Run. Draw destiny and add 1 for each TIE you have in the Death Star:Trench. If total > maneuver, starfighter is lost. OR Add 1 to weapon destiny draws of any starfighter for remainder of this turn. *I'm On The Leader (3) Dark Lost Interrupt [R1] Set: A New Hope Lore: In the defense of the Death Star at the Battle of Yavin, Darth Vader took the lead attacker, supported by his wingmen Black 2 and Black 3. Text: Target opponent's starfighter making an Attack Run. Draw destiny. Add 1 for each of your TIEs in Death Star: Trench. If total destiny > maneuver, starfighter is lost. OR Add 1 to weapon destiny draws of any starfighter for remainder of this turn. *I'm On The Leader (3) Dark Lost Interrupt [R1] Set: A New Hope Lore: In the defense of the Death Star at the Battle of Yavin, Darth Vader took the lead attacker, supported by his wingmen Black 2 and Black 3. Text: Target opponent's starfighter making an Attack Run. Draw destiny. Add 1 for each of your TIEs in Death Star: Trench. If total destiny > maneuver, starfighter is lost. OR Add 1 to weapon destiny draws of any starfighter for remainder of this turn. I've Got A Problem Here (4) Dark Lost Interrupt [C2] Set: Premiere Lore: Debris fragments damaged Jek Porkins' X-wing, causing a cascade of computer and flight control failures. Text: Use 1 Force to target an opponent's starfighter at a system where a battle just finished. Draw destiny. Starfighter immediately lost if destiny > maneuver. *Imbalance (4) Dark Used Interrupt [U] Set: Dagobah Lore: "ConcentraaAAATE!" Text: If opponent just retrieved Force, opponent must lose X Force, where X = one-half the number of cards retrieved (round up). Imperial Barrier (4) Dark Used Interrupt [C2] Set: Premiere Lore: As is often the case with a hasty plan, a quick heroic escape from the Death Star was temporarily thwarted by the magnetically sealed door in the trash compactor. Text: Use 1 Force to prevent any character or starship just deployed by the opponent from battling or moving for the remainder of this turn. Imperial Code Cylinder (4) Dark Used Interrupt [C2] Set: Premiere Lore: Imperial officers are issued coded cylinders which access computer information via Scomp links. Each cylinder is coded to the officer's own security clearance. Text: If any Imperial leader is present with a Scomp link, you may: Glance at the cards in any Reserve Deck for 20 seconds. Shuffle, cut and replace. OR If also at a Death Star site, cancel Scomp Link Access or Into The Garbage Chute, Flyboy. Imperial Reinforcements (4) Dark Lost Interrupt [C1] Set: Premiere Lore: Imperial stormtroopers deploy in 8-10 trooper squads. Reinforcements are typically held in reserve according to standard Imperial operating procedures. Text: If opponent outnumbers you in total characters and starships on table, use 1 Force to draw destiny. That number of Stormtroopers and/or TIE fighters may be retrieved from Lost Pile. *Imperial Supply (3) Dark Used or Lost Interrupt [C1] Set: Hoth Lore: The Empire's efficient, fear-driven logistical systems can quickly divert weapons and equipment from one conflict to another, focusing on regions of highest strategic priority. Text: USED: Lose 1 Force to activate 2 Force. LOST: Lose 1 Force to activate 4 Force. Informant (6) Dark Used Interrupt [U1] Set: A New Hope Lore: The Empire's network of spies and petty informants allows Imperial operatives to discover and react to Rebel assaults before they occur. Text: Any of your characters at sites adjacent to one of your Undercover spies may move as a 'react Informant (6) Dark Used Interrupt [U1] Set: A New Hope Lore: The Empire's network of spies and petty informants allows Imperial operatives to discover and react to Rebel assaults before they occur. Text: If a battle was just initiated at same site as your Undercover spy, your characters at adjacent sites may move there as a 'react' (for free). OR Cancel Sabotage. Informant (6) Dark Used Interrupt [U1] Set: A New Hope Lore: The Empire's network of spies and petty informants allows Imperial operatives to discover and react to Rebel assaults before they occur. Text: If a battle was just initiated at same site as your Undercover spy, your characters at adjacent sites may move there as a 'react' (for free). OR Cancel Sabotage. It's Worse (6) Dark Lost Interrupt [C2] Set: Premiere Lore: Things went from bad to worse when Luke was attacked by a dianoga, a parasitic predator native to the planet Vodran. Text: If It Could Be Worse was just played, it is canceled and you may use X Force to raise damage against opponent by X amount. OR If opponent just lost Force from a battle, play to increase loss by 1 Force. *Jabba's Palace Sabacc (3) Dark Lost Interrupt [U] Set: Jabba's Palace Lore: Jabba has won the service of many of his guards and other henchbeings through games of chance. Text: {Requirements}: Gambler, gangster, smuggler or information broker at a Jabba's Palace site. {Wild cards (1-6)}: Passenger Deck and deserts. {Clone cards}: Aliens and Jabba's Palace sites (gamblers and Jabba may use clones as 4). {Stakes}: One character weapon or non-unique alien. Kintan Strider (3) Dark Lost Interrupt [C1] Set: Premiere Lore: A {dejarik} hologram of a ferocious creature with incredible healing abilities. Extinct on the homeworld of Kintan, but used as a guard beasts by many Hutt gangsters. Text: If opponent just forfeited or lost a character, use 1 Force to regenerate one of your own characters. Retrieve the character closest to the top of your Lost Pile into your hand. Lando System? (4) Dark Lost Interrupt [R] Set: Dagobah Lore: "Lando's not a system, he's a man." Regardless of where Rebels flee, dark agents are sure to follow. Text: During your control phase, use 1 Force to move any one of your [Dagobah] icon characters of ability > 1 to any [Cloud City] icon location where you have presence. If moving to a Cloud City site, this movement is free and you do not need presence. *Levitation Attack (4) Dark Used Interrupt [U] Set: Cloud City Lore: Vader used his mastery of the Force to levitate objects from around the room. This calculated attack was designed to break Luke's spirit as well as his body. Text: If a battle was just initiated where you have a character of ability > 3 present, search your Used Pile for one device which deploys on a character. Add device's destiny number to your total power, then place device on top of Used Pile. Lightsaber Deficiency (5) Dark Used Interrupt [U1] Set: Hoth Lore: "Ah...Uh..." Text: Cancel Lightsaber Proficiency. OR Target a character with ability < 4 using a lightsaber in a battle or a Force drain. Draw destiny. Target lost if destiny > ability. Lightsaber lost if destiny = ability. *Limited Resources (5) Dark Lost Interrupt [U2] Set: Premiere Lore: The Empire dominates consumption of resources. Despite being efficient, Rebel logistical and maintenance officers often are compelled to expend emergency reserves. Text: If the opponent has two cards or less in hand, opponent must immediately lost 2 Force (4 Force if it is your turn). If the opponent has Fusion Generator Supply Tanks aboard a starship, loss is reduced by 2. Local Trouble (4) Dark Lost Interrupt [R1] Set: Premiere Lore: "Look like somebody's beginning to take an interest in your handiwork." Imperial stormtroopers coerce local residents to assist them in the apprehension of Rebel scum. Text: Use 1 force at the beginning of your battle phase to allow any two Stormtroopers in the Cantina to battle any one opponent's character (your choice). You may add one battle destiny. No other battles may occur in Cantina this turn. *Lone Pilot (4) Dark Lost Interrupt [R2] Set: Premiere Lore: One lone TIE fighter, acting as a scout near the Death Star, suddenly encountered the Millennium Falcon. Text: If any pilot (or permanent pilot) is defending a battle alone at a system, add one battle destiny. OR If Motti is defending a battle alone at a system, add two battle destiny. *Lone Warrior (4) Dark Lost Interrupt [R2] Set: Premiere Lore: Though generally deployed in squads, all Imperial warriors are trained in the close combat techniques and have a reputation for ferocity when cornered. Text: If any warrior is defending a battle alone at a site, add one battle destiny. OR If Tagge is defending a battle alone at a site, add two battle destiny. Look Sir, Droids (3) Dark Lost Interrupt [R1] Set: Premiere Lore: Trooper 1124, Davin Felth, discovered droid plating dropped by R2-D2 and C-3PO when exiting escape pod. Text: Use 1 Force to search through the opponent's Used Pile and move any droids you find there to opponent's Lost Pile. OR Use X Force to destroy any one droid on table where X = droid's deploy cost. *Moment Of Triumph (4) Dark Lost Interrupt [R2] Set: Premiere Lore: A ruthless ruler of Outer Rim Territories. Grand Moff Tarkin used the Death Star to destroy Alderaan, creating the doctrine of rule by fear. Text: If Tarkin is defending a battle alone, add two battle destiny. OR If any alien is defending a battle alone, add one battle destiny. Monnok (2) Dark Used or Lost Interrupt [C2] Set: A New Hope Lore: {Dejarik} creature. Savage predator from remote deserts of Soccorro. Respected and honored by Soccorran hunters, considered "good luck" by superstitious smugglers. Text: USED: If opponent has 13 or more cards in hand, place all but 8 (random selection) in Used Pile. LOST: Use 4 Force to cause opponent to reveal hand. All cards opponent has two or more of are lost. Monnok (2) Dark Used or Lost Interrupt [C2] Set: A New Hope Lore: {Dejarik} creature. Savage predator from remote deserts of Soccorro. Respected and honored by Soccorran hunters, considered "good luck" by superstitious smugglers. Text: USED: If opponent has 13 or more cards in hand, place all but 8 (random selection) in Used Pile. LOST: Use 4 Force to reveal opponent's hand. All cards opponent has two or more of in hand are lost. Monnok (2) Dark Used or Lost Interrupt [C2] Set: A New Hope Lore: {Dejarik} creature. Savage predator from remote deserts of Soccorro. Respected and honored by Soccorran hunters, considered "good luck" by superstitious smugglers. Text: USED: If opponent has 13 or more cards in hand, place all but 8 (random selection) in Used Pile. LOST: Use 4 Force to reveal opponent's hand. All cards opponent has two or more of in hand are lost. Nevar Yalnal (6) Dark Lost Interrupt [R2] Set: Premiere Lore: Immense Ranat scavenger from Aralia. Slyly spies for anyone willing to pay his price. Outcast. Works as a laborer for Hrchek, the Saurin droid trader. Text: If both players have a spy at the same site, draw destiny. Opponent's spy is lost if destiny > 2. If spy is Undercover, it is lost if destiny > 0. Ng'ok (3) Dark Used Interrupt [C2] Set: A New Hope Lore: {Dejarik} hologram of a Ng'ok war beast. Foul temper gives rise to bad feelings. Has razor-sharp retractable claws. Used in many systems to frighten off potential attackers. Text: If opponent just deployed four or more characters at same location this turn, prevent all of those characters from battling this turn. OR if opponent just 'reacted' to a battle, cancel the battle. Ng'ok (3) Dark Used Interrupt [C2] Set: A New Hope Lore: {Dejarik} of a Ng'ok war beast. Foul temper gives rise to bad feelings. Has razor-sharp retractable claws. Used in many systems to frighten off potential attackers. Text: If opponent just deployed four or more characters to same location this turn, prevent all of those characters from battling this turn. OR if opponent just 'reacted' to a battle, cancel the battle. Ng'ok (3) Dark Used Interrupt [C2] Set: A New Hope Lore: {Dejarik} of a Ng'ok war beast. Foul temper gives rise to bad feelings. Has razor-sharp retractable claws. Used in many systems to frighten off potential attackers. Text: If opponent just deployed four or more characters to same location this turn, prevent all of those characters from battling this turn. OR if opponent just 'reacted' to a battle, cancel the battle. None Shall Pass (5) Dark Used Interrupt [C] Set: Jabba's Palace Lore: Jabba's Gamorrean guards keep a watchful eye for unwelcome guests. Text: If opponent just deployed a Rebel to a Jabba's Palace site, (and you have no Imperials at a Jabba's Palace site), return Rebel to opponents hand. Any Force used to deploy that Rebel remains used, and Rebel may not be deployed for the remainder of the turn. Oh, Switch Off (6) Dark Used Interrupt [C2] Set: Hoth Lore: Mindless philosophy for an overweight glob of grease. Text: Cancel any attempt to steal, destroy or capture one of your droids. Droid is protected for remainder of this turn. OR Switch OFF any binary droid for remainder of this turn. Ommni Box (5) Dark Used Interrupt [C2] Set: Premiere Lore: Difficult-to-play instrument which enhances music. Tech Mo'r plays one for Figrin D'an and the Modal Nodes in the Mos Eisley Cantina. Text: Shuffle any player's Reserve Deck or Lost Pile or Used Pile. Oo-ta Goo-ta, Solo? (5) Dark Used Interrupt [C2] Set: A New Hope Lore: Greedo cheskopokuta klees ruya Solo. Hoko yanee boopa gush Cantina. Cheeco wa Solo's anye nyuma Greedo vakee. Jabba kul steeka et en anpaw. Text: If Nabrun Leids just completed a transport, use 2 Force. Nabrun is lost and all Rebels transported are captured. (Immune to Sense.) OR Prevent a just-deployed smuggler from moving this turn. OR Cancel a Kessel Run. Oo-ta Goo-ta, Solo? (5) Dark Used Interrupt [C2] Set: A New Hope Lore: Greedo cheskopokuta klees ruya Solo. Hoko yanee boopa gush Cantina. Cheeco wa Solo's anye nyuma Greedo vakee. Jabba kul steeka et en anpaw. Text: If Nabrun Leids just completed a transport, use 2 Force. Nabrun is lost and all Rebels transported are captured. (Immune to Sense.) OR Prevent a just-deployed smuggler from moving this turn. OR Cancel a Kessel Run. Oo-ta Goo-ta, Solo? (5) Dark Used Interrupt [C2] Set: A New Hope Lore: Greedo cheskopokuta klees ruya Solo. Hoko yanee boopa gush Cantina. Cheeco wa Solo's anye nyuma Greedo vakee. Jabba kul steeka et en anpaw. Text: If Nabrun Leids just completed a transport, use 2 Force. Nabrun is lost and all Rebels transported are captured. (Immune to Sense.) OR Prevent a just-deployed smuggler from moving this turn. OR Cancel a Kessel Run. Our First Catch Of The Day (6) Dark Used Interrupt [C2] Set: Hoth Lore: "Sir, Rebel ships are coming into our sector." Text: Add 2 to a tractor beam destiny draw. OR Cancel The First Transport Is Away! or Hyper Escape. Overload (4) Dark Lost Interrupt [C2] Set: Premiere Lore: Weapons like lightsabers, turbolasers and blasters run on powerful energy cells or generators. Occasionally, these cells overheat causing the weapon to unexpectedly explode. Text: Target any weapon (except a Gaderffii Stick or any Ewok weapon). Draw destiny. Weapon lost if destiny < weapon's destiny number. If destiny = 0, the character or starship carrying weapon is also lost. Physical Choke (3) Dark Lost Interrupt [R1] Set: Premiere Lore: Darth Vader often used physical means of 'persuasion' to get information. Captain Antilles of Tantive IV chose to die rather than reveal the location of the stolen Death Star plans. Text: Cause one Rebel Trooper to be immediately lost. OR If a Dark Jedi is present at a battle you have just won, use 1 Force to attempt to choke any opposing character present. Draw destiny. If destiny > target's ability, target is lost. Point Man (5) Dark Lost Interrupt [R] Set: Cloud City Lore: In a military situation, on a regional or galactic scale, commands sometimes get misinterpreted. A local commander giving orders is far more reliable. Text: Cancel Demotion, Restricted Deployment, Commence Recharging, Logistical Delay, They're On Dantooine, Asteroid Sanctuary, Scramble, Order To Engage, No Disintegrations, Asteroids Do Not Concern Me, Report To Lord Vader or What Is Thy Bidding, My Master? Precise Attack (4) Dark Lost Interrupt [C2] Set: Premiere Lore: "Only Imperial stormtroopers are so precise." Text: During a battle at any site, target one character or vehicle by combining the destiny draws of two or more of your weapons at same site. *Prepare The Chamber (4) Dark Used or Lost Interrupt [U] Set: Cloud City Lore: Coolant emitted by the TCF32 Carbonite Encasement Apparatus is rumored to have a mildly euphoric effect on Ugnaughts. Individuals on TCF32 duty are regarded with envy. Text: USED: Add 2 to Carbon Freezing destiny. LOST: If one of your Ugnaughts is defending in a battle, add one battle destiny. Probe Telemetry (4) Dark Used Interrupt [C2] Set: Hoth Lore: Probe droids use electromagnetic, seismic, acoustic, olfactory and optical sensors. They report their findings using an omnisignal unicode. Text: Use 2 Force to search any Lost Pile and place X non-unique cards there out of play, where X = number of Probe Droids on table. OR If your only character on a planet is a Probe Droid, your cards are deploy -1 to related sites for remainder of turn. *Projective Telepathy (3) Dark Used Interrupt [U] Set: Cloud City Lore: "Luke." "Father." "Son, come with me." Text: Cancel Anger, Fear Aggression when it is inserted or revealed. OR A player who just initiated a battle or Force drain must use 2 Force or it is canceled. *Release Your Anger (4) Dark Lost Interrupt [R] Set: Cloud City Lore: "Only your hatred can destroy me." Text: If opponent just initiated a battle, you may do one of the following: Add one destiny to your total power only. OR if you have a character weapon present, select one opponent's character present to lose all immunity to attrition for remainder of battle. *Res Luk Ra'auf (4) Dark Lost Interrupt [R] Set: Dagobah Lore: Rek guza kias n'ek kriesuk zief. Rek res fesruk T'doshok kulesuk luk g'razzurg koref selukra fes k'nel. Kren'ef, T'doshok res luk rek grien forek res fel luraken. Text: If any bounty hunter is defending a battle alone, add one battle destiny. OR If Bossk, Greedo or Boba Fett is defending a battle alone, add two battle destiny. Retract the Bridge (3) Dark Lost Interrupt [R1] Set: A New Hope Lore: Strategically retracted bridges can frustrate enemy movement, forcing routing plans to be rearranged. Text: During your deploy phase, use X Force to rearrange all interior Death Star sites, where X = total number of those sites. All cards at a given site move along with that site. OR Cancel On The Edge. Retract the Bridge (3) Dark Lost Interrupt [R1] Set: A New Hope Lore: Strategically retracted bridges can frustrate enemy movement, forcing routing plans to be rearranged. Text: During your deploy phase, use X Force to rearrange all interior Death Star sites, where X = total number of those sites. All cards at a given site move along with that site. OR Cancel On The Edge. Retract the Bridge (3) Dark Lost Interrupt [R1] Set: A New Hope Lore: Strategically retracted bridges can frustrate enemy movement, forcing routing plans to be rearranged. Text: During your deploy phase, use X Force to rearrange all interior Death Star sites, where X=total number of those sites. All cards at a given site move along with that site. OR Cancel On The Edge. *Rite Of Passage (4) Dark Used Interrupt [C] Set: Cloud City Lore: There are many different paths to becoming a Jedi, each with its own risks and consequences. A student must choose wisely. Text: At the beginning of opponent's move phase, target an opponent's character alone at a mobile site and select an adjacent site. Opponent must choose to move target there for free (target cannot move for remainder of turn), lose target or lose 2 Force. Scanning Crew (3) Dark Used Interrupt [C2] Set: Premiere Lore: Imperials use sensitive equipment to search captured ships for shielded compartments. Scanning crew BT-445 planned to search the Millennium Falcon. Text: Use 1 Force to glance at the cards in the opponent's hand for 10 seconds. You may move any one Rebel you find there to the top of opponent's Used Pile. Scruffy-Looking Nerf Herder (6) Dark Used or Lost Interrupt [R2] Set: Hoth Lore: "But you didn't see us alone in the south passage. She expressed her true feelings for me." "My...Why you stuck-up, half-witted, scruffy-looking NERF HERDER!" Text: USED: Cancel Solo Han or Warrior's Courage or I Know. LOST: If Han and Leia are in a battle together, draw two destiny. Subtract that amount from opponent's attrition and total power (cannot fall below zero). Self-Destruct Mechanism (4) Dark Used Interrupt [U1] Set: Hoth Lore: "'Fraid there's not much left...I didn't hit it that hard. It musta had a self-destruct." Text: Sacrifice (forfeit) a droid to cancel all attrition against you at same site this turn. OR Re-target an opponent's weapon to one of your droids at same site. If droid is lost, use original target's forfeit number. Sense (3) Dark Used Interrupt [U1] Set: Premiere Lore: "I sense something. A presence I've not felt since..." Text: Cancel one Interrupt (or one 'react') by drawing a destiny < ability of your highest-ability Character on table. OR Cancel one Alter card just played. Set For Stun (2) Dark Lost Interrupt [C2] Set: Premiere Lore: "...bring me the passengers. I want them alive!" Imperial soldiers use blaster stun settings to intimidate or to capture prisoners for questioning and interrogation. Text: Use 2 Force to target one opponent's character. Draw destiny. If destiny > character's ability, character immediately returns to opponent's hand. (Also, any cards deployed on character return to owners' hands.) *Shattered Hope (3) Dark Lost Interrupt [U] Set: Cloud City Lore: Using the power of the dark side, Vader caused Luke to lose his confidence and question his sense of direction. Text: If you just won a battle at an interior site where you have a character of ability > 3 present, after all forfeiting has occurred, relocate one opponent's character present to an adjacent site. (If on Cloud City, may relocate that character to Weather Vane instead.) *Shocking Revelation (5) Dark Used Interrupt [C] Set: Cloud City Lore: "Well, don't blame me. I'm an interpreter. I'm not supposed to know a power socket from a computer terminal." Text: Target a location. Scomp Links there cannot be used for remainder of turn. OR If opponent is about to scan or otherwise look through your hand (unless using Grimtaash), opponent continues but must lose 4 Force plus the card allowing the scan. *Shut Him Up Or Shut Him Down (6) Dark Used Interrupt [U] Set: Dagobah Lore: Some droids are disliked due to their annoying personality. Several highly publicized berserk assassin droid incidents haven't helped their public image. Text: Cancel Death Star Plans, The Professor, Bacta Tank, How Did We Get Into This Mess?, Shoo! Shoo! or Thank The Maker. *Slip Sliding Away (3) Dark Used Interrupt [R] Set: Cloud City Lore: Luke got the shaft. Text: Relocate a card from the top of any Deck or Pile to the bottom (without looking). OR if you have a droid at a Scomp link on Cloud City, cancel Into The Ventilation Shaft, Lefty. OR use 3 Force to cause a character at Weather vane to be lost. *Sniper (3) Dark Lost Interrupt [U1] Set: A New Hope Lore: Tusken Raiders often attack lone desert travelers at long range. Their cowardly nature leads them to rely on surprise attacks rather than direct engagement. Text: During your control phase, fire one of your weapons (at normal use of the Force). If URoRRuR'R'R firing, add 2 to destiny draw. (A seeker may be targeted by a character weapon as if it has maneuver of 4.) Hit target is immediately lost. *Sniper (3) Dark Lost Interrupt [U1] Set: A New Hope Lore: Tusken Raiders often attack lone desert travelers at long range. Their cowardly nature leads them to rely on surprise attacks rather than direct engagement. Text: During your control phase, fire one of your weapons. If URoRRuR'R'R firing, may add 2 to each weapon destiny draw. (A seeker may be targeted by a character weapon using a defense value of 4.) Any 'hit' targets are immediately lost. *Sniper (3) Dark Lost Interrupt [U1] Set: A New Hope Lore: Tusken Raiders often attack lone desert travelers at long range. Their cowardly nature leads them to rely on surprise attacks rather than direct engagement. Text: During your control phase, fire one of your weapons. If URoRRuR'R'R firing, may add 2 to each weapon destiny draw. (A seeker may be targeted by a character weapon using a defense value of 4.) Any 'hit' targets are immediately lost. Something Hit Us! (3) Dark Used Interrupt [U] Set: Dagobah Lore: "That was no laser blast..." Text: During a battle, lose 1 Force. {Cumulatively} adds 1 to attrition against opponent. *Sonic Bombardment (4) Dark Used or Lost Interrupt [U] Set: Cloud City Lore: Ooui ooui ooui ooui ooui ooui ooui ooui ooui ooui ooui ooui ooui ooui ooui ooui ooui ooui ooui ooui ooui ooui -- Text: USED: Search your Reserve Deck, take any one prison into hand and reshuffle. LOST: If you have an opponent's alien captive at a prison, opponent loses 3 Force. Stop Motion (6) Dark Used Interrupt [C2] Set: Hoth Lore: "Your tauntaun'll freeze before you reach the first marker." Text: Target one creature vehicle at any marker site. Draw destiny. If site under "nighttime conditions," add 2 to destiny draw. Tauntaun lost if total destiny > 5. Other creature vehicle lost if total destiny > 3. Stunning Leader (4) Dark Lost Interrupt [C2] Set: A New Hope Lore: Stormtroopers are trained to stun, not kill, priority targets in order to split enemy forces and hold the leaders for interrogation. Stun effects wear off, requiring efficient action. Text: After a battle at an interior site is initiated, use 1 Force to cause all leaders and all characters with ability > 2 (on both sides) to be completely excluded from that battle. Stunning Leader (4) Dark Lost Interrupt [C2] Set: A New Hope Lore: Stormtroopers are trained to stun, not kill, priority targets in order to split enemy forces and hold the leaders for interrogation. Stun effects wear off, requiring efficient action. Text: If a battle was just initiated at an interior site, use 1 Force to exclude from that battle all characters of ability > 2 and all leaders (on both sides). Stunning Leader (4) Dark Lost Interrupt [C2] Set: A New Hope Lore: Stormtroopers are trained to stun, not kill, priority targets in order to split enemy forces and hold the leaders for interrogation. Stun effects wear off, requiring efficient action. Text: If a battle was just initiated at an interior site, use 1 Force to exclude from that battle all characters of ability > 2 and all leaders (on both sides). Surprise (3) Dark Lost Interrupt [R] Set: Cloud City Lore: Boba Fett shifted his attention from Han to the pursuing Jedi initiate. Luke was unaware until the last second that he was being targeted. Text: Use 3 Force: Retarget an Interrupt or Utinni Effect which specifies a target to another appropriate target on the same side of the Force. OR Relocate any Effect (except those immune to Alter) deployed on a location to another appropriate location. *Tactical Support (4) Dark Lost Interrupt [R2] Set: Hoth Lore: Highly organized Imperial infantry units can mobilize with incredible speed, often putting their surprised adversaries on the defensive. Text: Lose 1 Force to search through your Reserve Deck and take up to three troopers into your hand. Shuffle, cut and replace. *Take Evasive Action (4) Dark Lost Interrupt [C] Set: Dagobah Lore: Aoooga! Aoooga! Text: Cancel Egregious Pilot Error, Out Of Nowhere, Collision! or Don't Get Cocky. OR Use 1 Force to subtract 3 from all asteroid destiny draws against you for remainder of turn. Takeel (3) Dark Lost Interrupt [C2] Set: Premiere Lore: Takeel, a burned-out Snivvian mercenary known as a double-crosser. Spice addicted. Frequents the Cantina looking for work, but has also turned lawbreakers over to the Empire. Text: If both players just drew one battle destiny, use 1 Force to switch numbers. Tallon Roll (4) Dark Used Interrupt [C2] Set: Premiere Lore: Maneuver named after Adar Tallon, tactician of the Old Republic who revolutionized starfighter combat. Pursuing fighter rolls and turns, maintaining speed and target lock. Text: Target two starfighters at same system (one Rebel, one Imperial). Each player draws destiny. Opponent totals destiny and starship's power. You total destiny, starship's power and starship's maneuver. Lowest total immediately loses starfighter. *Tarkin's Orders (4) Dark Used or Lost Interrupt [NA] Set: Official Sealed Deck Lore: "Put all sections on alert!" Text: USED: Cancel a Force drain at a site related to a system you control. LOST: Cancel Surprise Assault, It Could Be Worse, Nabrun Leids, Collision! or Hyper Escape. OR Lose 1 Force to search your Lost Pile and take one non-unique starfighter into hand. That's It, The Rebels Are There! (4) Dark Used Interrupt [U2] Set: Hoth Lore: "That is the system and I'm sure Skywalker is with them." Text: During your control phase, move one of your starships at normal use of the Force (if within range) to a system where you have a Probe Droid at a related site. That starship cannot move again this turn. The Circle Is Now Complete (6) Dark Lost Interrupt [R1] Set: Premiere Lore: Vader and Obi-Wan Kenobi fought a final lightsaber duel near Hangar Bay 327 on the Death Star. "When I left you I was but the learner; now I am the master." Text: If Vader and Obi-Wan are at same site, use 1 Force initiate a duel between them. Either Jedi is power +2 if they have a lightsaber. Loser of battle is out of play, and he (the same persona) may not be deployed for the remainder of the game. The Empire's Back (3) Dark Lost Interrupt [U1] Set: Premiere Lore: "No star system will dare oppose the Emperor now." Text: If Vader, Tarkin, Motti or Tagge is lost, use 2 Force to retrieve one of them from the Lost Pile. OR Use 4 Force to search through your Reserve Deck and take Vader, Tarkin, Motti, or Tagge into your hand. Shuffle deck, cut and replace. This Is Some Rescue! (6) Dark Used Interrupt [U1] Set: A New Hope Lore: "When you came in here, didn't you have a plan for getting out?" Text: Cancel I'm Here To Rescue You, Plastoid Armor, Out Of Commission, Alternatives To Fighting, Cell 2187 or Ewok Rescue. This Is Some Rescue! (6) Dark Used Interrupt [U1] Set: A New Hope Lore: "When you came in here, didn't you have a plan for getting out?" Text: Cancel I'm Here To Rescue You, Plastoid Armor, Out Of Commission, Alternatives To Fighting, Cell 2187 or Ewok Rescue. This Is Some Rescue! (6) Dark Used Interrupt [U1] Set: A New Hope Lore: "When you came in here, didn't you have a plan for getting out?" Text: Cancel I'm Here To Rescue You, Plastoid Armor, Out Of Commission, Alternatives To Fighting, Cell 2187 or Ewok Rescue. *This Is Still Wrong (5) Dark Used Interrupt [R] Set: Cloud City Lore: Han: 2. Luke: 2. Chewie: 0. Text: If a battle was just initiated where opponent has a female targeted by This Is Just Wrong, add one battle destiny. OR Search your Reserve Deck, take one This Is Just Wrong into hand and reshuffle. OR Cancel This Is More Like It. Those Rebels Won't Escape Us (3) Dark Used or Lost Interrupt [C] Set: Dagobah Lore: "I don't know how we're gonna get out of this one." Text: USED: Cancel Nabrun Leids. LOST: During your move phase, cancel Landing Claw. OR Cancel Hyper Escape, Closer?! or one 'react.' *TIE Sentry Ships (5) Dark Lost Interrupt [C] Set: Cloud City Lore: Several TIEs were assigned to patrol Cloud City prior to the Imperial occupation of Bespin. Their instructions were to herd any vessels attempting to escape toward the Executor. Text: If opponent just initiated a Force drain at a system, cloud sector or asteroid sector, you may 'react' by deploying TIEs and pilots to that location (at normal use of the Force). *Torture (6) Dark Used or Lost Interrupt [C] Set: Jabba's Palace Lore: "We have been without an interpreter since our master got angry with our last protocol droid and disintegrated him." Text: Cancel Never Tell Me The Odds if it was just inserted or revealed. (Immune to Sense). LOST: Target a droid at Droid Workshop that you have captured or stolen. Droid is lost. Retrieve Force equal to droid's forfeit (doubled if stolen). Trample (4) Dark Used Interrupt [R1] Set: Hoth Lore: The enormous feet of a walker are designed for mobility on many types of terrain. They also can be used by merciless pilots to crush the Rebellion. Text: Target a character, 'crashed' vehicle or unpiloted vehicle with maneuver at same exterior site as one of your piloted AT-ATs or AT-STs. Draw destiny. Character lost if destiny > ability. Vehicle lost if destiny < 7. *Trap Door (5) Dark Used Interrupt [U] Set: Jabba's Palace Lore: "Boscka!" Text: If you have no characters in the rancor pit at the end of your deploy phase, target a character (even a captive) at audience chamber. Draw destiny. If destiny +2 is greater than ability, target relocated to rancor pit, and, if captive, released to the LS of the rancor pit (not used pile). Trinto Duaba (5) Dark Used Interrupt [U1] Set: Premiere Lore: A Stennes Shifter, a near-human race. Have ability to blend unnoticed into crowds. Trinto profits from turning lawbreakers over to Imperial authorities. Text: If there are cards in the opponent's Used Pile during your battle phase, draw one destiny. All cards there with the same destiny number are lost. Trooper Assault (5) Dark Used Interrupt [C] Set: Cloud City Lore: An assault of stormtroopers caused Leia, Chewie and Lando to retreat. When working together, the troopers' powerful onslaught can appear unstoppable. Text: If a battle was just initiated at a site, each of your troopers present is power +2 and immune to attrition until end of turn. Trooper Charge (6) Dark Lost Interrupt [U2] Set: Premiere Lore: Imperial troopers are fearless and totally indoctrinated. Backed by the most powerful weapons and starships in the galaxy, they tend to consider themselves invincible. Text: Select one of your troopers in a battle to make a 'charge.' If that trooper is a Death Star Trooper, it is power +3 the battle. If any other trooper, power +2. However, that trooper must be forfeited at end of battle. Turn It Off! Turn It Off! (5) Dark Used or Lost Interrupt [C1] Set: Hoth Lore: "Turn it off! Turn it off! Off! TURN IT OFF!" Text: USED: Cancel any attempt to place a 'hit' starship, vehicle or droid in the Used Pile rather than the Lost Pile. OR Cancel Han's Toolkit. LOST: Cancel Crash Site Memorial. Tusken Scavengers (5) Dark Lost Interrupt [C2] Set: Premiere Lore: "Sand People always ride single file to hide their numbers." They frequently attack strangers as they scavenge for useful equipment. Looted Luke's landspeeder. Text: Use 1 Force to draw destiny. If destiny < the number of Tusken Raiders on table, you may scavenge (search through) the opponent's Used Pile. All vehicles, weapons or devices you find there are lost. *Twi'lek Advisor (5) Dark Used or Starting Interrupt [C] Set: Jabba's Palace Lore: "He's no Jedi." Text: USED: Use 3 Force to search your Reserve Deck and take one Effect of any kind into hand; reshuffle. STARTING: Deploy from your Reserve Deck one Effect which has no deploy cost; reshuffle. Place Interrupt in the Lost Pile. Uncertain Is The Future (3) Dark Lost Interrupt [C] Set: Dagobah Lore: Even a Jedi cannot always foresee future events. Text: Use 3 Force. Each player counts cards in hand, then places entire hand and Used Pile onto Reserve Deck. Shuffle, cut and replace. Each player then draws from Reserve Deck the counted number of cards to create a new hand. *Unexpected Interruption (2) Dark Lost Interrupt [R] Set: Dagobah Lore: "Sir! Sir! I've isolated the reverse power flux coupling!" Text: Use 2 Force to search your Reserve Deck and take one Interrupt into hand. Shuffle, cut and replace. Utinni! (4) Dark Used Interrupt [R1] Set: Premiere Lore: The Jawa who shot R2-D2 with an ionization gun called to his companions, "Utinni!", the Jawa word for "come here!" Text: If one of your Jawas is at the same location as any Utinni Effect, "steal" that Utinni Effect into your hand, to use or lose as your own. OR Cancel any Interrupt or Effect with "Jawa" in the card name. *Vader's Eye (4) Dark Lost Interrupt [R1] Set: Premiere Lore: Darth Vader's armored mask and life-support system provide him with extraordinary physical protection in duels and battles, in addition to his Dark Jedi combat skill. Text: If Vader is defending a battle alone at a site, add 1 to power and add one battle destiny. OR If any other Imperial with ability > 2 is defending a battle alone at a site, add one battle destiny. *Vader's Obsession (6) Dark Lost Interrupt [T3] Set: Introductory Two-Player Lore: Vader sought to hunt down and destroy all Jedi. After completing the circle with Obi-Wan, he turned his attention to the young Skywalker Text: During your move phase, if Vader moves to Luke's site from an adjacent site, begin a duel between them. Each adds two destiny to power. Winner retrieves lost Force equal to the difference. Loser loses same amount of Force, plus the character. **Voyeur (3) Dark Used or Lost Interrupt [C] Set: Dagobah Lore: As there are very few local authorities on Dagobah, peeping astromechs can get away with just about anything. Text: Name an Interrupt card. Opponent must reveal entire Used Pile, without shuffling. Then you choose: USED: Opponent must lose 1 Force for each copy of that Interrupt found there. LOST: Each copy of that interrupt found there is lost. Walker Barrage (5) Dark Used Interrupt [U1] Set: Hoth Lore: Before an AT-AT's troops can disembark to engage the enemy, the walker must first destroy the Rebel traitors' defensive emplacements. Text: If you have a piloted AT-AT at a site, target an artillery weapon at same or adjacent exterior site. Draw destiny. Target lost if destiny +1 > forfeit. Also, one opponent's character at same site as target (random selection) lost if lost if destiny + 1 > 6. Walker Garrison (4) Dark Lost Interrupt [T3] Set: Empire Strikes Back Introductory Two-Player Lore: When efficiently deployed, a squadron of AT-ATs can quickly take control of a wide area, making it easy for imperial forces to dominate a planet. Text: If Veers is at an exterior Hoth site, use 2 force to search your Reserve Deck and take one AT-AT into your hand. OR If you have 3 AT-ATs at three different Hoth sites, your force drains are +2 at Hoth locations this turn. Wall Of Fire (5) Dark Lost Interrupt [U1] Set: Hoth Lore: Walkers are capable of incinerating entire infantry units in seconds. Rebel troops refer to the deadly barrage as the "wall of fire." Text: If you have a piloted AT-AT at a site, target as many troopers together at same or adjacent exterior site as desired. Draw destiny. if destiny > the number of troopers you targeted, they are immediately lost. We Have A Prisoner (3) Dark Lost Interrupt [C2] Set: A New Hope Lore: "You are part of the Rebel Alliance, and a traitor. Take her away!" Text: Use 1 Force if opponent just lost or forfeited a character from battle. Character is captured instead. OR Use X Force to capture all characters aboard a captured starship, where X = twice the number of characters. We Have A Prisoner (3) Dark Lost Interrupt [C2] Set: A New Hope Lore: "You are part of the Rebel Alliance, and a traitor. Take her away!" Text: Use 1 Force if opponent just lost or forfeited a character from battle. Character is captured instead. OR Use X Force to capture all characters aboard a captured starship, where X = twice the number of characters. We Have A Prisoner (3) Dark Lost Interrupt [C2] Set: A New Hope Lore: "You are part of the Rebel Alliance, and a traitor. Take her away!" Text: Use 1 Force if opponent just lost or forfeited a character from battle. It is captured instead. OR Use X Force to capture all characters on board a captured starship, where X=twice the number of characters. We're All Gonna Be A Lot Thinner! (6) Dark Lost Interrupt [R1] Set: Premiere Lore: Trash compactors crush waste before it is jettisoned into space. Magnetically sealed to prevent leakage. R2-D2 saved the day by shutting down compactor 3263827. Text: Everything in Trash Compactor is crushed (Lost). *Weapon Levitation (4) Dark Used or Lost Interrupt [U] Set: Cloud City Lore: Vader confiscated Han's blaster, his ship, his Wookiee, his girl and his only hope of escape. Text: USED: Search your Used Pile, take one weapon into hand and reshuffle. LOST: If a battle was just initiated, one of your characters of ability > 3 present may 'steal' one character weapon present. *Weapon Of An Ungrateful Son (5) Dark Used or Lost Interrupt [U] Set: Cloud City Lore: When Vader dueled Luke at Cloud City, he fought a son trained by his former master and a weapon constructed by his former self. Text: USED: If a lightsaber was just used to enhance a Force drain, place it in owner's Used Pile. LOST: Place any or all of you devices and character weapons on table in your Used Pile. *Why Didn't You Tell Me? (4) Dark Used or Lost Interrupt [R] Set: Cloud City Lore: Lacking foresight, Luke suffered the consequences of rushing into battle unprepared. Text: USED: Cancel Noble Sacrifice, Gift Of The Mentor or Old Ben. LOST: If Luke is defending a battle, draw one destiny. Subtract that amount from opponent's attrition and total power (cannot fall below zero). *Wounded Wookiee (2) Dark Lost Interrupt [U] Set: Jabba's Palace Lore: When blaster fire from the barge's gun hit Chewie's skiff, his leg was injured by shrapnel. This setback distracted the Rebels, causing them to momentarily lose their advantage. Text: During a battle, if opponent drew more than two battle destiny, cancel all but two of those destiny draws (your choice). OR If your non-unique alien is in a battle, cancel game text of one Rebel present for remainder of turn. OR Cancel Clash Of Sabers. Yaggle Gakkle (6) Dark Used Interrupt [R2] Set: Hoth Lore: "Steady. Hey! Steady, girl. Hey, what's the matter? You smell something?" Text: Target a creature vehicle at same site as a creature. If ferocity > target's maneuver + landspeed, creature vehicle is eaten, cumulatively adding 2 to creature's ferocity. *You Are Beaten (3) Dark Lost Interrupt [U] Set: Cloud City Lore: "It is useless to resist. Don't let yourself be destroyed as Obi-Wan did." Text: Use 2 force to target a character present with your warrior with a lightsaber. Target cannot move or battle until end of your next turn. OR Use 1 Force to search your Reserve Deck, take one I Am Your Father into hand and reshuffle. OR cancel Uncontrollable Fury. You Overestimate Their Chances (4) Dark Lost Interrupt [C1] Set: Premiere Lore: "Evacuate? In our moment of triumph?" Text: If an opponent has just initiated a battle, triple the resulting battle damage for the eventual loser. OR Triple the result of Don't Underestimate Our Chances. Your Powers Are Weak, Old Man (5) Dark Lost Interrupt [R1] Set: Premiere Lore: "You should not have come back." Text: During any battle involving both Vader and Obi-Wan, you may add one battle destiny. OR Destroy (cancel) either: Return Of A Jedi, Jedi Lightsaber, Jedi Presence or Old Ben. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Imperial Effects *3,720 To 1 (3) Dark Effect [C] Set: Dagobah Lore: What are the odds of having a Corellian, a Wookiee and a protocol droid together with an Alderaanian princess who happens to be the daughter of the Dark Lord of the Sith? Text: Insert in opponent's Reserve Deck. When Effect reaches top it is lost and up to the three lowest destiny numbers of each player's characters on table are totaled. Player with lower total loses Force equal to the difference. (Immune to Alter.) *A Disturbance In The Force (3) Dark Effect [U1] Set: Premiere Lore: The destruction of Alderaan caused a great disturbance in the Force "...as if millions of voices suddenly cried out in terror and were suddenly silenced." Text: During your deploy phase, 'insert' (face down) into opponent's Reserve Deck. Shuffle. Opponent cuts deck without looking. When effect reaches top it is immediately lost, but opponent may not activate any more Force that turn. (Immune to Alter.) Ability, Ability, Ability (3) Dark Effect [C] Set: Cloud City Lore: "Ben. . . Ben, please! Ben. . . Leia! Hear me, Leia!" Text: Deploy on opponent's side of table. During opponent's deploy phase, opponent must choose to deploy a card with ability or lose 2 Force. Effect lost if opponent has more cards with ability on table than you. (Immune to Alter.) Abyss (4) Dark Effect [U] Set: Cloud City Lore: Careless abuse of the Force by a young Jedi trainee can have dire consequences. When hanging from the weather vane of Cloud City, Luke's balance was his only hope. Text: Deploy on table. If a unique (*) card is drawn for destiny and a duplicate is on table, destiny card is lost (destiny = 0). If duplicated card is a character, it loses immunity to attrition for rest of turn and player must lose 2 Force or lose that character. (Immune to Alter.) *All Too Easy (5) Dark Immediate Effect [R] Set: Cloud City Lore: "Perhaps you are not as strong as the Emperor thought." Text: If an opponent's character at the Carbonite Chamber was just 'hit' by a lightsaber, deploy on that character. Character is instead immediately captured and 'frozen.' If captive released, lose Immediate Effect. (Immune to Control.) *All Wrapped Up (2) Dark Effect [U] Set: Jabba's Palace Lore: A capture cable is a quick and effective way for bounty hunters to suddenly snare their target. Text: Deploy on your side of the table. We Have A Prisoner and Oo-ta Goo-ta Solo? play for free and are immune to Sense. Also, whenever opponent forfeits a character, your bounty hunter present may capture that character. (Immune to Alter.) *Astromech Shortage (3) Dark Effect [U2] Set: A New Hope Lore: Imperial pilots often target astromech aboard Rebel starfighters in an attempt to prevent hyper-escapes. Scarcity of undamaged astromechs can delay starfighter deployment. Text: Use 3 Force to deploy on opponent's side of table. All opponent's starships with a {astromech} icon are deploy +1. *Astromech Shortage (3) Dark Effect [U2] Set: A New Hope Lore: Imperial pilots often target astromech aboard Rebel starfighters in an attempt to prevent hyper-escapes. Scarcity of undamaged astromechs can delay starfighter deployment. Text: Use 3 Force to deploy on opponent's side of table. All opponent's starships with a {astromech} icon are deploy +1. *Astromech Shortage (3) Dark Effect [U2] Set: A New Hope Lore: Imperial pilots often target astromech aboard Rebel starfighters in an attempt to prevent hyper-escapes. Scarcity of undamaged astromechs can delay starfighter deployment. Text: Use 3 Force to deploy on opponent's side of the table. All opponent's starships with an astromech or nav computer icon are deploy +1 Awwww, Cannot Get Your Ship Out (4) Dark Effect [C] Set: Dagobah Lore: "Listen, friend, we didn't mean to land in that puddle, and if we could get our ship out, we would, but we can't so why don't you just..." Text: Deploy on a landed starship (not at a docking bay). Starship may not move. OR Deploy on a starship or vehicle on Dagobah. Starship or vehicle may not move. At the start of you next control phase, starship or vehicle 'sinks' to the Used Pile. *Bad Feeling Have I (3) Dark Effect [R] Set: Dagobah Lore: "Ready are you? What know you of ready?" Text: Deploy on opponent's side of table. Luke, Leia, Han, Chewie, Lando, Yoda, and Obi-Wan are deploy +2. Also, opponent may not play any cards with the words "bad feeling" in the title. Baniss Keeg (5) Dark Effect [C2] Set: Premiere Lore: Duros are famous spacers and starship engineers. Many are forced to work for the Empire. Some, like Baniss Keeg, train pilots for deep space missions. Text: Deploy on any non-pilot character (except droids) to give that character [Pilot] skill. Adds 2 to power of any starship that character pilots. OR Deploy on any pilot. Adds 1 to power of any starship that character pilots. (Immune to Alter.) Besieged (5) Dark Effect [R2] Set: A New Hope Lore: Stormtroopers blasted through the main airlock of the Tantive IV. The Rebel soldiers' attempt to defend the intrusion was no match for the Empire's superior firepower. Text: Deploy on a captured starship. Your characters on your Star Destroyer (or in Docking Bay 327) may battle opponent's characters on captured starship, as if at a site. If your characters are eliminated, starship escapes. Besieged (5) Dark Effect [R2] Set: A New Hope Lore: Stormtroopers blasted through the main airlock of the Tantive IV. The Rebel soldiers' attempt to defend the intrusion was no match for the Empire's superior firepower. Text: Deploy on a captured starship. Your characters present with captured starship may battle opponent's characters aboard (as if present together at a site). Effect canceled when starship escapes or is stolen. Besieged (5) Dark Effect [R2] Set: A New Hope Lore: Stormtroopers blasted through the main airlock of the Tantive IV. The Rebel soldiers' attempt to defend the intrusion was no match for the Empire's superior firepower. Text: Deploy on a captured starship. Your characters present with captured starship may battle opponent's characters aboard (as if present together at a site). Effect canceled when starship escapes or is stolen. *Blast Door Controls (5) Dark Effect [U2] Set: Premiere Lore: Panels control blast doors and key security lock-downs during alerts. Luke destroyed one, locking Imperial forces out of Hangar Bay 327. Text: Deploy on your side of table. Cancels: Into The Garbage Chute, Flyboy; Narrow Escape; Blast The Door, Kid!; and Rebel Barrier. Blaster Rack (3) Dark Effect [U1] Set: Premiere Lore: Imperial facilities like the Death Star and garrison bases have blaster racks at key locations to equip soldiers with weapons like blaster rifles and thermal detonators. Text: Deploy on your side of table. At any time, you may move one of your Character weapons from any site to the Blaster Rack. During your deploy phase, weapon may be re-deployed for an expenditure of Force equal to the weapon's deploy cost. <>Bombing Run (6) Dark Mobile Effect [R] Set: Dagobah Lore: Bombers can sometimes slip past orbital defenses. Making a low-altitude bombing run allows "surgical strikes," even in cramped situations such as canyons and city streets. Text: Deploy on a non-interior planet site (except Dagobah). May move to an adjacent non-interior site at start of your move phase. Your bombers at a related system you control may move to this site. Bombers must return to system at end of your battle phase (if possible). Bounty (4) Dark Effect [C] Set: Cloud City Lore: One of the most profitable occupations in the galaxy is hunting down and capturing wanted beings. The more notable the quarry, the more profitable the venture. Text: Deploy on a non-droid character. If subsequently captured by a bounty hunter and then transferred to a prison, retrieve Force equal to character's forfeit -2 and place Effect in Used Pile. (Immune to Alter.) *Breached Defenses (4) Dark Immediate Effect [U2] Set: Hoth Lore: "Imperial troops have entered the base! Imperial troops have entered-" Text: If an Imperial just moved to an Echo site, deploy on your side of table. While you have presence at an Echo site, your total power is +1 in battles at Hoth sites. *Broken Concentration (3) Dark Effect [R] Set: Dagobah Lore: To effectively use the Force, a Jedi is required to learn concentration. A Jedi who gives in to distraction places both himself and his friends in peril. Text: Deploy on your side of table. Apprentices subtract X from training destiny, where X = ability - Jedi Test number (minimum zero). Also, once per turn, you may use 2 force to move the top card of opponent's Force pile to the top of opponent's Reserve Deck. Cane Adiss (4) Dark Immediate Effect [U] Set: Jabba's Palace Lore: Adventurous pilot. Boasts to Jabba that he has traveled to every uncharted planet in the galaxy. Has been hired by the Empire to keep an eye out for Rebel activity. Text: If opponent just initiated a Force drain at a non-shielded planet location, deploy on that location. Your characters, starships and vehicles may deploy here regardless of presence and location deployment restrictions. (Immune to Control.) Carbon-Freezing (3) Dark Effect [U] Set: Cloud City Lore: "Oh, they've encased him in carbonite. He should be quite well protected. If he survived the freezing process, that is." Text: Deploy on Carbonite Chamber. During your control phase, may target one captive present. Draw destiny. If destiny < 5, captive lost. If destiny > 10, place on captive. Captive is 'frozen' and opponent loses 8 Force. If captive released, lose Effect. (Immune to Alter.) Come With Me (4) Dark Effect [C2] Set: A New Hope Lore: Pilots are often reassigned at the last minute for a variety of tactical reasons. Darth Vader ordered DS-61-2 and DS-61-3 to accompany him to the Battle of Yavin. Text: Use 1 Force to attempt to eliminate a starfighter's permanent pilot. Draw destiny. If destiny > 2, deploy on starfighter to remove permanent pilot. May now add 1 pilot. Must have pilot aboard to use power, maneuver or hyperspeed. (Immune to Alter.) Come With Me (4) Dark Effect [C2] Set: A New Hope Lore: Pilots are often reassigned at the last minute for a variety of tactical reasons. Darth Vader ordered DS-61-2 and DS-61-3 to accompany him to the Battle of Yavin. Text: Use 1 Force to target a starfighter's permanent pilot. Draw destiny. If destiny > 2, deploy on starfighter to remove permanent pilot (otherwise, Effect is lost). May add 1 pilot. (Immune to Alter.) Come With Me (4) Dark Effect [C2] Set: A New Hope Lore: Pilots are often reassigned at the last minute for a variety of tactical reasons. Darth Vader ordered DS-61-2 and DS-61-3 to accompany him to the Battle of Yavin. Text: Use 1 Force to target a starfighter's permanent pilot. Draw destiny. If destiny > 2, deploy on starfighter to remove permanent pilot (otherwise, Effect is lost). May add 1 pilot. (Immune to Alter.) <>Corrosive Damage (5) Dark Effect [R] Set: Dagobah Lore: The interior or a space slug's maw is mildly acidic. Long-term exposure to this corrosive environment can cause considerable damage. Text: Deploy on space slug belly. At the end of each player's turn, for every character and starship that player has present, that player must lose 1 Force. Effect canceled if space slug lost. *Dark Deal (3) Dark Effect [R] Set: Cloud City Lore: "Perhaps you think you're being treated unfairly?" "No." "Good. It would be unfortunate if I had to leave a garrison here." Text: Deploy on Bespin: Cloud City if you control that sector and at least three related sites. At each Cloud City site, your total power is +4 and your Force drains are +2. Effect canceled if opponent occupies four Bespin locations. (Immune to Alter.) *Dark Forces (4) Dark Effect [NA] Set: Jedi Pack Lore: "The ability to destroy a planet is insignificant next to the power of the Force." Text: Deploy on your side of table. When Surprise Assault is played, may use 1 Force to add one destiny to your total. Also, when Sense or Alter is played, may use X Force to exclude X Jedi from being the "highest-ability character." ***Dark Hours (4) Dark Effect [U2] Set: Premiere Lore: After surviving Tarkin's extortion, kidnapping, threats of execution and the assault of the Interceptor droid, Princess Leia was asleep when her rescuers came. Text: Select one site under "nighttime conditions." Target every character there (except droids) and draw one destiny each. If destiny > ability, character 'sleeps' (power, forfeit and ability = 0, "game text" unusable) until the end of your next turn. Dark Waters (2) Dark Effect [R2] Set: A New Hope Lore: Swamp predators require damp and cluttered environments to enhance their camouflage and stealth. "Something just moved past my leg." Text: Deploy on any exterior planet site (except Hoth) or any interior vehicle site. Opponent's Force drains are -1 here. (Immune to Alter when a swamp creature is present.) Dark Waters (2) Dark Effect [R2] Set: A New Hope Lore: Swamp predators require damp and cluttered environments to enhance their camouflage and stealth. "Something just moved past my leg." Text: Deploy on any exterior planet site (except Hoth) or any interior vehicle site. Opponent's Force drains are -1 here. (Immune to Alter when a swamp creature is present.) Dark Waters (2) Dark Effect [R2] Set: A New Hope Lore: Swamp predators require damp and cluttered environments to enhance their camouflage and stealth. "Something just moved past my leg." Text: Deploy on any exterior planet site (except Hoth) or any interior vehicle site. Opponent's Force drains are -1 here. (Immune to Alter when a swamp creature is present.) *Death Mark (5) Dark Effect [R1] Set: Hoth Lore: "A death mark's not an easy thing to live with. You're a good fighter, Solo. I hate to lose you." Text: Use 3 Force to deploy on any exterior planet site. Target an opponent's smuggler. Each turn opponent must lose 1 Force at beginning of opponent's control phase. Utinni Effect canceled when reached by target (target goes to Used Pile). *Death Squadron (3) Dark Effect [U1] Set: Hoth Lore: "Make ready to land our troops beyond their energy field and deploy the fleet so that nothing gets off the system." Text: Deploy on any system. Adds X to total power of your starships at the system, where X = the number of your starships present. Your troopers and combat vehicles may be shuttled to related sites for free. *Death Star Sentry (3) Dark Effect [U1] Set: Premiere Lore: Death Star troopers on sentry duty observe and direct incoming starships and monitor other critical sites. They perform sensor scans for life forms and weapons. Text: Use 2 Force to deploy on any Death Star site. Declare one of the following to affect that site and adjacent sites while 'sentry' present: Opponent's deploy +1. OR Opponent's ability required for battle destiny +1. OR Your total power +1. *Den Of Thieves (4) Dark Effect [U] Set: Jabba's Palace Lore: Jabba's palace is considered a safe haven to many on the run. It is also widely known to provide luxurious accommodations to its welcomed guests. Text: Deploy on your side of the table. Once per turn, you may cancel a Force drain by placing here from hand, one non unique alien. Aliens may deploy from here as if from hand. (if effect canceled by opponent, any aliens here may immediately deploy for free). *Despair (6) Dark Immediate Effect [R] Set: Cloud City Lore: The carbonite froze more than just Han's body. Text: If a Rebel was just captured or 'frozen,' deploy on another Rebel. That Rebel may not apply ability toward drawing battle destiny (if Leia, she is also excluded from being the "highest-ability character"). If captive released, lose Immediate Effect. Disarmed (5) Dark Effect [R1] Set: Premiere Lore: C-3PO's arm was pulled off by attacking Tusken Raiders. "I don't think I can make it. You go on, Master Luke...I'm done for." Text: If both players have a character with a weapon at same site, deploy on that opponent's character during any control phase (even opponent's control phase). Character loses weapon, is power -1 and may no longer carry weapons. (Immune to Alter.) *Expand The Empire (3) Dark Effect [R1] Set: Premiere Lore: The Emperor disbanded the Imperial Senate "for the duration of the emergency," seizing absolute power. He planned to extend rule by terrorizing planets into submission. Text: Deploy on any site. 'Expands' your "game text" for that site to add to your "game text" at the adjacent sites. *Failure At The Cave (4) Dark Utinni Effect [R] Set: Dagobah Lore: "That place is strong with the dark side of the Force. A domain of evil it is. In you must go." Text: Deploy on Dagobah: Cave. Target an apprentice. All Jedi Test game text is suspended. If target present during any battle phase, opponent draws destiny. If destiny<4, you retrieve 2 Force (also, if destiny=0, target is lost). Otherwise, Utinni Effect canceled. Fear Will Keep Them In Line (4) Dark Effect [R2] Set: Premiere Lore: "The regional governors now have direct control over their territories. Fear will keep the local systems in line. Fear of this battle station." Text: Deploy on any capital starship. When that starship is at a system you control, your total power is +1 in battles at related sites. Field Promotion (4) Dark Effect [R] Set: Dagobah Lore: Imperial officers are fiercely competitive, especially on the Executor. Lord Vader's flagship is a place where devious political calculation prospers. The naive are doomed to failure. Text: Deploy on an Imperial of ability < 5 present with Vader, Emperor Palpatine or one of your admirals, generals, or moffs. Imperial gains {leader} skill, is power +1, and is immune to Demotion, Report to Lord Vader, and What is Thy Bidding, My Master?. (Immune to Alter). *Flagship (3) Dark Effect [R] Set: Dagobah Lore: After the Battle of Yavin, it was politically necessary to demonstrate the unstoppable might of the Empire. The Executor and Death Squadron ensured this objective. Text: Use 2 Force to deploy on one of your Star Destroyers. Your other starships may move as a 'react' to same system (for free). If starship lost, you lose X Force, where X=starship's armor. (Immune to your Alter) *Flagship Operations (5) Dark Effect [PV] Set: Death Star Lore: "There's too many of them!" Text: Deploy on any Star Destroyer if at least 5 Executor sites on table. Your TIEs are deploy -1, forfeit +2 and destiny +2. At systems where you have a TIE, your Imperial capital starships are deploy -3 and your battle destiny draws are +1 each. (If on Executor, immune to Alter). Forced Landing (5) Dark Utinni Effect [R] Set: Cloud City Lore: "You will not deviate from your present course. . . Permission granted to land on platform three-two-seven." Text: Deploy on a docking bay. Target an opponent's starfighter at the related system or a related cloud sector. Target may not move away from Utinni Effect. Utinni Effect canceled when reached by target. *Forced Servitude (4) Dark Effect [NA] Set: Official Sealed Deck Lore: The Empire often uses droids for nefarious purposes. Imperials compel droids to do jobs that are repugnant to humans. An automaton has no ethical conscience. Text: Deploy on an opponent's location. Whenever you lose a droid from hand or Life Force, it satisfies Force loss up to its forfeit value. Once per turn, you may play Imperial Code Cylinder to cancel a Force drain where you have a droid. Effect canceled if opponent controls this location. Frostbite (4) Dark Effect [C2] Set: Hoth Lore: "Luke! Luke! Don't do this. C'mon, gimme a sign here." Text: Deploy on Hoth system. At the end of each player's turn, for every character that player has present at a marker site under "nighttime conditions," that player must lose 1 Force (2 if character is missing). Frozen Dinner (6) Dark Immediate Effect [R1] Set: Hoth Lore: Freeze dried and ready to serve, a tasty, wholesome Rebel makes a nutritious meal for the whole wampa clan. They're Gr-r-reat! Text: Deploy on any character alone at Wampa Cave. Character is power = 0 and may not move. May be canceled if opponent has a lightsaber or total ability > 4 present. If character eaten by a creature, cumulatively adds 2 to ferocity. He Is Not Ready (4) Dark Effect [C] Set: Dagobah Lore: "All his live has he looked away. To the future, to the horizon. Never his mind on where he was! Hmm? What he was doing! Hm." Text: Deploy on any character. Subtracts 2 from that character's training destiny draws. OR Deploy on an opponent's pilot at a site. During each of opponent's move phases, opponent must choose to move that character, lose that character or lose 1 Force. *High Anxiety (3) Dark Effect [R1] Set: Hoth Lore: When a Rebel is missing, ranking members of the Alliance express a professional yet dispassionate concern. Some are not so dispassionate. Text: If an opponent's character with ability > 2 has just become missing, deploy on a Rebel with ability > 2 on same planet. Rebel is completely excluded from battles. Immediate Effect canceled if missing character is found or lost. *Hutt Bounty (5) Dark Effect [R] Set: Jabba's Palace Lore: "Chissaa, picha gawanki Chewbacca. Yupon cogorato kama walpa kyess kashung kawa Wookiee." Text: Deploy on a smuggler, gambler, or thief. If subsequently captured by a bounty hunter and then transfered to Jabba's Palace Dungeon, retrieve Force equal to character's forfeit. (+6 if Han) and lose effect. (Immune to Alter.) Hyperwave Scan (5) Dark Effect [U1] Set: A New Hope Lore: Full Imperial scans include full-spectrum transceivers, dedicated energy receptors, crystal gravfield traps, and hyperwave signal interceptors. Text: Deploy on your side of table. Scanning Crew is immune to Sense. If Scanning Crew is played against an opponent who has 13 or more cards in hand, opponent also loses all cards with 'Rebel' in the title found there. Hyperwave Scan (5) Dark Effect [U1] Set: A New Hope Lore: Full Imperial scans include full-spectrum transceivers, dedicated energy receptors, crystal gravfield traps, and hyperwave signal interceptors. Text: Deploy on your side of table. Scanning Crew is immune to Sense. If Scanning Crew is played against an opponent who has 13 or more cards in hand, opponent also loses all cards with 'Rebel' in the title found there. Hyperwave Scan (5) Dark Effect [U1] Set: A New Hope Lore: Full Imperial scans include full-spectrum transceivers, dedicated energy receptors, crystal gravfield traps, and hyperwave signal interceptors. Text: Deploy on your side of table. Scanning Crew is now immune to Sense. If Scanning Crew is played against an opponent who has 13 or more cards in hand, opponent also loses all cards with 'Rebel' in card name found there. *I Am Your Father (6) Dark Immediate Effect [R] Set: Cloud City Lore: "Search your feelings, you know it to be true." Text: If Vader just won a battle or duel against a Luke of ability < 6, deploy on Luke. During each of your move phases, opponent loses 2 Force. Also, when at same location as Vader, Luke is power and forfeit = 0 and does not add power to any starships he pilots. I Find Your Lack Of Faith Disturbing (5) Dark Effect [R1] Set: Premiere Lore: Darth Vader ruthlessly used the Force to strike down enemies and soldiers who displeased him. He could choke victims from afar without touching them. Text: Use 1 Force to deploy on one of your Dark Jedi. Opponent's total ability at same location is reduced by 2, unless an opponent's Jedi is also present. *I Had No Choice (3) Dark Effect [R] Set: Cloud City Lore: Gamblers are vulnerable to bribery, extortion and other forms of manipulation. Their notorious dealings can be easily taken advantage of. Text: Deploy on an opponent's gambler. Gambler's game text may not be utilized. Also, whenever a battle is initiated, you may use X Force to prevent gambler from participating in the battle, where X = gambler's ability. *I Want That Ship (4) Dark Effect [R] Set: Dagobah Lore: Like nerf herders herding nerfs, Imperial commanders often use TIE fighters to drive fleeing Rebel ships into tractor beam range. Text: Deploy on one opponent's unique (*) starship at a location you do not occupy. When starship is targeted by any tractor beam or ion cannon, subtract 2 from maneuver. If starship is captured or lost, lose Effect and opponent must lose 3 Force (5 if Falcon). I've Lost Artoo! (5) Dark Effect [U1] Set: Premiere Lore: "WHAAAAAAAAAOOOOW!" Text: Use 1 Force to attempt to knockout a starship's astromech or nav computer Draw destiny. If destiny > 1, deploy on starship to reduce hyperspeed to zero. *Ice Storm (3) Dark Mobile Effect [U1] Set: Hoth Lore: Among the gravest dangers in the harsh environment of Hoth are frequent quick-moving ice storms. Text: Deploy at outermost marker. All characters present at same exterior site are missing. Each turn, during your control phase, storm moves to next marker, reversing direction if at innermost marker. Mobile Effect lost when moved beyond outermost marker. *Image Of The Dark Lord (6) Dark Effect [R2] Set: Hoth Lore: Vader's {hologram} exacts loyalty from his legions. Text: Use 4 Force to deploy at any site if opponent is generating at least 3 Force more than you. At that site, adjacent sites and same site as Vader, players activate Force only if they have presence. Imperial Decree (4) Dark Effect [U] Set: Cloud City Lore: To Imperial command personnel: The Rebellion must be crushed! Minor acts of sedition are to be ignored. The destruction of the Alliance is your primary goal. Text: Deploy on your side of table. Whenever you control any two Rebel Base locations, or any one planet site and two systems, the effects of Revolution and all opponent's Force drain bonuses everywhere are ignored. (Immune to Alter.) **Imperial Domination (5) Dark Effect [U1] Set: Hoth Lore: When Vader's forces impose the New Order upon a region, Rebel resources and lifelines are quickly eliminated. Text: Deploy on any location. Whenever you control this location during your control phase but do not Force drain here, opponent generates no Force here on opponent's next turn. Imperial Justice (3) Dark Effect [C2] Set: A New Hope Lore: "There's nothing you could have done Luke, had you been there. You'd have been killed too." Text: If opponent is generating at least 4 more Force than you, deploy on a location to cancel all Force generation at that location. OR Deploy on a location. It is now immune to Revolution. Imperial Justice (3) Dark Effect [C2] Set: A New Hope Lore: "There's nothing you could have done Luke, had you been there. You'd have been killed too." Text: If opponent is generating at least 4 more Force than you, deploy on a location to cancel all Force generation at that location. OR Deploy on a location. It is now immune to Revolution. Imperial Justice (3) Dark Effect [C2] Set: A New Hope Lore: "There's nothing you could have done Luke, had you been there. You'd have been killed too." Text: If opponent is generating at least 4 more Force than you, deploy on a location to cancel all Force generation at that location. OR Deploy on a location. It is now immune to Revolution. *Information Exchange (5) Dark Effect [U] Set: Jabba's Palace Lore: "Chisa nyooda ishaley. Kun Jabba neguda len Malta." "Ikkit ui! Yobbit, yobbiy. Nelan tui ke bada." Text: Deploy on your side of the table. Whenever you have an information broker at a location where you just initiated a battle, you may examine the top four cards of opponent's Reserve Deck. You may then lose 1 Force to immediately cancel the battle. *Jabba's Influence (3) Dark Effect [PV] Set: Special Edition Lore: Jabba makes offers one cannot refuse. Smugglers, thieves and competitors who do not acquiesce have been rumored to wake up with a bantha's head in their bed. Text: Deploy on one of your gangsters or bounty hunters. Once during each of your control phases, if present with an opponent's smuggler or character of ability = 1, may use 3 Force. Opponent must use 5 Force or that character returns to opponent's hand. *Jawa Pack (3) Dark Effect [U1] Set: Premiere Lore: Jawas travel in packs for protection. They use ambush tactics against unwary droids in the canyons of the Jundland Wastes. "Aeeeyaa!" Text: To deploy (on your side of table), requires 3 Force from both players' Force Piles. Cannot deploy otherwise. All your Jawas are forfeit +1. *Juri Juice (4) Dark Utinni Effect [R2] Set: Premiere Lore: Popular beverage served in many cantinas and tapcafes. Has intoxicating effect on many species. Favorite drink of Kabe, Chadra-Fan thief of Mos Eisley. Text: Deploy on any alien if Cantina, Mos Eisley or Jabba's Sail Barge on table. That alien may not use ability in battles (if Kabe, she also cannot 'steal'). Utinni Effect canceled by moving that alien to one of those sites without 'driving' a vehicle. Ket Maliss (4) Dark Effect [C2] Set: Premiere Lore: Assassins are highly valued by Jabba the Hutt and other gangsters. Prince Xizor's "shadow killer," has unknown but undoubtably lethal business in Mos Eisley. Text: Deploy on any non-warrior character (except droids) to give that character [Warrior] skill. OR Deploy on any warrior. That character is power +1. (Immune to Alter.) *Knowledge And Defense (4) Dark Effect [C] Set: Dagobah Lore: "A Jedi uses the Force for knowledge and defense, never for attack." Text: Insert in opponent's Reserve Deck. When Effect reaches top it is lost, but opponent may not initiate any battles for remainder of turn. (Immune to Alter.) *Krayt Dragon Bones (3) Dark Effect [U1] Set: A New Hope Lore: Tusken Raiders, Jawas and other desert dwellers believe that krayt dragon bones possess mystical powers that can bring good or bad luck. Text: Use 1 Force to deploy on table. Each opponent's destiny draw, you do the following: (0) Put top used card in hand (1) lose 1 Force (2) activate 1 Force (3) lose this Effect (4) retrieve top lost card (5) deploy a character for free (6+) nothing. *Krayt Dragon Bones (3) Dark Effect [U1] Set: A New Hope Lore: Tusken Raiders, Jawas and other desert dwellers believe that krayt dragon bones possess mystical powers that can bring good or bad luck. Text: Use 1 Force to deploy on table. Each opponent's destiny draw, you do the following: (0) Put top used card in hand; (1) lose 1 Force; (2) activate 1 Force; (3) lose this Effect; (4) retrieve 1 Force; (5) deploy a character for free; (6+) nothing. *Krayt Dragon Bones (3) Dark Effect [U1] Set: A New Hope Lore: Tusken Raiders, Jawas and other desert dwellers believe that krayt dragon bones possess mystical powers that can bring good or bad luck. Text: Use 1 Force to deploy on table. Each opponent's destiny draw, you do the following: (0) Put top used card in hand; (1) lose 1 Force; (2) activate 1 Force; (3) lose this Effect; (4) retrieve 1 Force; (5) deploy a character for free; (6+) nothing. *Lateral Damage (4) Dark Utinni Effect [R2] Set: Premiere Lore: Starships can become damaged in combat and rendered ineffective until they can be repaired and re-outfitted. Text: Deploy on any system. Target an opponent's starship. Target's power and forfeit = 0. When target reaches Utinni Effect, target draws one destiny. Utinni Effect canceled if destiny > 2. Otherwise, draw again next move phase, etc. *Location, Location, Location (2) Dark Effect [R] Set: Dagobah Lore: "Mudhole? Slimy? My home this is!" Text: Deploy on table. During each player's deploy phase, that player must choose to either deploy a location or lose 1 Force. Effect canceled if any player deploys three or more locations in a single turn. Lost In Space (4) Dark Immediate Effect [R] Set: Dagobah Lore: Congratulations on purchasing the TIE/ln starfighter by Sienar. Equipped with a jettison device and distress beacon, it should provide you with years of worry-free subjugation. Text: Deploy on one pilot aboard a starfighter just lost at a system. Pilot drifts' without presence at that system (until captured or rescued by a capital starship) and does not participate in battles or attacks, but may be targeted by starship weapons (maneuver=0). *Luke? Luuuuke! (4) Dark Utinni Effect [U1] Set: Premiere Lore: "All right. I'll be right there, Aunt Beru." Text: Deploy on any Tatooine site. Target any Rebel. Target is power and forfeit -1 (-3 if target is Luke). If Rebel's forfeit reaches zero, Rebel is lost. Utinni Effect canceled when reached by target. Macroscan (3) Dark Effect [C2] Set: Premiere Lore: Electrobinocular view. Readouts list object's true and relative azimuth, elevation and range. Built-in night vision. Text: Use 2 Force to deploy near opponent's Reserve Deck. At any time, you may use 1 Force to peek at the top card of that deck. If "nighttime conditions" exist anywhere on table, you may peek at the top three cards. *Maneuver Check (4) Dark Effect [R2] Set: A New Hope Lore: "Luke, at that speed will you be able to pull out in time?" Text: Deploy on Death Star:Trench. Opponent must make maneuver check for starfighters leaving the trench. For each starfighter, owner draws destiny. If destiny + maneuver < 5, starfighter is lost. *Maneuver Check (4) Dark Effect [R2] Set: A New Hope Lore: "Luke, at that speed will you be able to pull out in time?" Text: Deploy on Death Star:Trench. Opponent must make maneuver check for starfighters leaving the trench. For each starfighter, owner draws destiny. If destiny + maneuver < 5, starfighter is lost. *Maneuver Check (4) Dark Effect [R2] Set: A New Hope Lore: "Luke, at that speed will you be able to pull out in time?" Text: Deploy on Death Star:Trench. Opponent must make maneuver check for starfighters leaving the trench. For each starfighter, owner draws destiny. If destiny + maneuver < 5, starfighter is lost. *Meteor Impact? (4) Dark Utinni Effect [R1] Set: Hoth Lore: "There's a meteorite that hit the ground near here. I wanna check it out. Won't take long." Text: Use 2 Force to deploy on an exterior planet site. Target a character on same planet. Character may not leave planet or move away from Utinni Effect. Utinni Effect canceled when reached by target. *Molator (3) Dark Effect [R1] Set: Premiere Lore: Creature in {dejarik} hologame drawn from Alderaanian mythology. Stories describe molators as powerful, enchanted protectors of Alderaanian kings and queens. Text: Deploy on your side of table. For each unit of ability you have present during a battle, you may use 1 Force to raise your total power by 1. Ability used in this way cannot also be used to draw destiny. *Mostly Armless (3) Dark Immediate Effect [R] Set: Cloud City Lore: One lesson learned in Jedi training is that when you have been injured, don't panic. Text: If your character with a lightsaber just won a battle, deploy on an opponent's character present. Character is Disarmed (power -1 and may no longer carry weapons). Opponent loses 1 Force at the end of each opponent's turns. (Immune to Control.) *Mournful Roar (7) Dark Immediate Effect [R1] Set: Hoth Lore: With the thought of losing Han, Chewbacca let out an anguished, sorrowful, lamenting, mournful, angst-ridden, tormented, agonizing roar. Text: Deploy on Chewie just after Han is lost or missing. Opponent cannot play Let The Wookiee Win or Wookiee Roar. Opponent must also lose 1 Force at end of every player's turn. Effect canceled if Han is deployed again or found. *Much Anger In Him (3) Dark Effect [R] Set: Dagobah Lore: "Adventure, heh. Excitement, heh. A Jedi craves not these things. You are reckless." Text: Deploy on a Rebel. At the end of each opponent's battle phases, if you have presence at the location where that Rebel has presences and a battle did not take place there, opponent loses 4 Force. *Organa's Ceremonial Necklace (4) Dark Utinni Effect [R1] Set: Premiere Lore: Necklace worn by Princess Leia during the awards ceremony after the Battle of Yavin. A powerful artifact in the Alderaanian royal family for dozens of generations. Text: Deploy on any Yavin 4 site. Target one Imperial. When Imperial reaches target site, 'steal' necklace. Whenever necklace is present during Force drain: add 1 to Force drain and may then pass (for free) to an adjacent site you control (if any), and so on. *Precision Targeting (3) Dark Effect [U] Set: Dagobah Lore: "Sir, we just lost the main rear deflector shield. One more direct hit on the back quarter and we're done for!" Text: Use 3 Force to deploy on table. Any card which is 'hit' may not be used to satisfy attrition. (Immune to Alter.) **Presence Of The Force (2) Dark Effect [R1] Set: Premiere Lore: A location is affected by the history of the events which occur there. The Force "...binds the galaxy together" and has an ebb and flow. Text: Deploy on any location to add one Dark Force Icon and one Light Force Icon. *Program Trap (4) Dark Effect [U1] Set: A New Hope Lore: Imperial slicers imbed a secret command in a droid's primary performance banks. A predetermined trigger causes a power overload, destroying the droid and anything nearby. Text: Use 2 Force to deploy on an opponent's droid (except R2-D2 and C-3PO), 1 on your droid. The next time either player draws a destiny matching the number of characters at same site, droid explodes, causing all characters present to be lost. *Program Trap (4) Dark Effect [U1] Set: A New Hope Lore: Imperial slicers imbed a secret command in a droid's primary performance banks. A predetermined trigger causes a power overload, destroying the droid and anything nearby. Text: Use 2 Force to deploy on an opponent's droid (except R2-D2 and C-3PO), 1 on your droid. When either player draws a destiny matching the number of characters at same site, droid 'explodes' (all characters present are lost). *Program Trap (4) Dark Effect [U1] Set: A New Hope Lore: Imperial slicers imbed a secret command in a droid's primary performance banks. A predetermined trigger causes a power overload, destroying the droid and anything nearby. Text: Use 2 Force to deploy on an opponent's droid (except R2-D2 and C-3PO), 1 on your droid. When either player draws a destiny matching the number of characters at same site, droid 'explodes' (all characters present are lost). Quick Reflexes (3) Dark Effect [C] Set: Jabba's Palace Lore: Boba Fett's helmet has infrared capabilities, a motion tracking system, a macrobinocular viewer, an internal comlink and a broadband antenna. He doesn't miss a thing. Text: Deploy on your side of table. During your draw phase, you make use 2 Force to search through your Lost Pile. Take one Hidden Weapons into hand or take any one blaster and immediately deploy it (for free). Reactor Terminal (3) Dark Effect [U2] Set: Premiere Lore: The Death Star has many terminals coupled to the main reactor for power distribution throughout the immense space station. Text: Use 1 Force to deploy on your side of table. During your control phase, you may return any cards from your hand to the top of your Used Pile. *Resistance (4) Dark Effect [U] Set: Jabba's Palace Lore: Oola had to choose between giving in to Jabba's constant advances or resisting him and inciting his wraith. Text: Deploy on your side of table. While you occupy at least 3 battlegrounds or opponent occupies no battle grounds, you lose no more than 2 Force from each Force drain or insert card. (Immune to Alter.) *Responsibility Of Command (5) Dark Utinni Effect [R1] Set: Hoth Lore: "Headquarters personnel, report to command center." Text: Use 2 Force to deploy on any war room at a Rebel Base, Target a Rebel with forfeit > 4 or an opponent's leader. Opponent may not initiate a battle or Force drain where target is present. Utinni Effect canceled when reached by target. Restricted Access (4) Dark Effect [C] Set: Cloud City Lore: In an effort to direct Luke toward Vader, Captain Bewil used his control of hatchways and lift tubes to cut off Luke's support, limiting his options and resources. Text: Insert in your Reserve Deck. When Effect reached the top, it is lost, along with all opponent's insert cards there. Reshuffle. (Immune to Alter.) OR Deploy between two mobile sites. Opponent's characters may pass only if aboard a Lift Tube or opponent uses +1 Force each. <>Rogue Asteroid (4) Dark Mobile Effect [C] Set: Dagobah Lore: "We're gonna get pulverized if we stay out here much longer." Text: Deploy on an asteroid sector and specify starting direction. Every move phase, moves to next adjacent asteroid sector (reversing direction as necessary). Where present, adds 2 to asteroid destiny. May be targeted by starship weapons (armor = 3). <>Sandwhirl (4) Dark Mobile Effect [U] Set: Jabba's Palace Lore: Called "Teeth Of The Wind" by Tusken Raiders. Only those familiar with Tatooine's vast deserts can navigate successfully during its furious onslaught. Text: Deploy on a Desert. Specify starting direction. All characters (except Jawas and Tusken Raiders) present at same non-interior site are missing. During your control phase, moves to next adjacent site (reversing directions as necessary), but lost if at an interior site. *Scum And Villainy (4) Dark Effect [R] Set: Jabba's Palace Lore: A relief in Nal Hutta sandstone. Hand-carved by slaves of the great Hutt artist Dreyba. Commissioned by Jabba to illustrate his vast influence. Titled "Ne Ganna Dateel Jabba." Text: Deploy on Audience Chamber. While all your ability on table is provided by aliens and independent starship pilots, your aliens and starships deploy -1 and you retrieve 2 Force whenever you initiate battle. (Immune to Alter if you control at least three Jabba's Palace sites.) *Send A Detachment Down (4) Dark Utinni Effect [R1] Set: Premiere Lore: Vader sent Imperial stormtroopers to the surface of Tatooine in search of the stolen Death Star plans. "There'll be no one to stop us this time." Text: Use 2 Force to deploy on any Tatooine site (except docking bay). Target any trooper on Death Star. When target reaches Utinni Effect, attrition +1 against opponent in all Tatooine battles as long as target remains at same site as Utinni Effect. *Shot In The Dark (4) Dark Effect [U] Set: Dagobah Lore: To test his theory that he was not in a cave, Han blasted the floor. He was right. Text: Deploy on your side of table. Once per turn time, you may lose 1 Force to draw the top card of your Reserve Deck into your hand. If that card is a space creature, you may immediately deploy it for free. Silence Is Golden (3) Dark Effect [U2] Set: Hoth Lore: "Excuse me, sir, might I in--" Text: Use 2 Force to deploy on your side of table. Neither player may move or deploy cards as a 'react' to a location where a droid is present. May be canceled by Scomp Link Access. *Special Delivery (4) Dark Effect [C] Set: Cloud City Lore: Because bounty hunters are untrustworthy, the Empire relies on its troopers for efficient prisoner delivery. Text: Deploy on a prison. When one of your troopers delivers a captive here, you may search your Lost Pile, take any one card into hand and then lose effect. *Spice Mines Of Kessel (4) Dark Utinni Effect [R1] Set: A New Hope Lore: Captives sent to the Kessel spice mines spend the rest of their lives digging for glitterstim, a spice sold throughout the galaxy by smugglers and crime lords. Text: Deploy on Kessel (may not be moved). target one captive and one trooper to escort captive. When target reaches Utinni Effect, retrieve lost Force equal to captive's forfeit (captive and Utinni Effect lost). If trooper lost enroute, captive released. *Spice Mines Of Kessel (4) Dark Utinni Effect [R1] Set: A New Hope Lore: Captives sent to the Kessel spice mines spend the rest of their lives digging for glitterstim, a spice sold throughout the galaxy by smugglers and crime lords. Text: Deploy on Kessel (may not be moved). target one captive and one trooper to escort captive. When targets reach Utinni Effect, retrieve Force equal to captive's forfeit (captive and Utinni Effect lost). *Spice Mines Of Kessel (4) Dark Utinni Effect [R1] Set: A New Hope Lore: Captives sent to the Kessel spice mines spend the rest of their lives digging for glitterstim, a spice sold throughout the galaxy by smugglers and crime lords. Text: Deploy on Kessel (may not be moved). target one captive and one trooper to escort captive. When targets reach Utinni Effect, retrieve Force equal to captive's forfeit (captive and Utinni Effect lost). Sudden Impact (3) Dark Effect [U] Set: Dagobah Lore: An asteroid looming in one's path can force a quick decision. One must choose, but choose wisely. This pilot chose poorly. Text: Deploy on any Effect or Utinni Effect (except those immune to Alter). During each of owner's draw phases, if you occupy an asteroid sector, owner must choose to either lose 1 Force or voluntarily cancel that Effect or Utinni Effect. (Immune to Alter.) Sunsdown (3) Dark Effect [U1] Set: Premiere Lore: When the twin suns of Tatooine set. "Sand People or worse" become a threat, and battles are more dangerous. On Hoth, temperatures drop to deadly extremes. Text: Deploy on any planet system to cause "nighttime conditions" at related sites. During battles there, both sides add one destiny to power only. Spies deploy free to sites under "nighttime conditions." Swilla Corey (4) Dark Effect [C2] Set: A New Hope Lore: Petty criminals throughout the galaxy often earn extra money by teaching their trade to intiates. Thievery has become more popular as the Empire tightens its grip. Text: Deploy on any non-thief to give that character thief skill, During your control phase, may target one device at same site. Draw destiny. If destiny < target's destiny number, it is 'stolen.' OR Deploy on a weapon to prevent theft. (Immune to Alter.) Swilla Corey (4) Dark Effect [C2] Set: A New Hope Lore: Petty criminals throughout the galaxy often earn extra money by teaching their trade to intiates. Thievery has become more popular as the Empire tightens its grip. Text: Deploy on your non-thief to give that character {thief} skill. Once during each of your control phases, may target one device at same site. Draw destiny. If destiny < target's destiny number, it is stolen. OR Deploy on a weapon to prevent theft. (Immune to Alter.) Swilla Corey (4) Dark Effect [C2] Set: A New Hope Lore: Petty criminals throughout the galaxy often earn extra money by teaching their trade to intiates. Thievery has become more popular as the Empire tightens its grip. Text: Deploy on your non-thief to give that character {thief} skill. Once during each of your control phases, may target one device at same site. Draw destiny. If destiny < target's destiny number, it is stolen. OR Deploy on a weapon to prevent theft. (Immune to Alter.) *Tactical Re-Call (4) Dark Utinni Effect [R2] Set: Premiere Lore: Sophisticated communication equipment hidden in the ruins of the extinct Massassi race is used to coordinate forces and to re-call Rebel officers for debriefing and orders. Text: Deploy on any Yavin 4 site immediately after winning a battle elsewhere. Target a warrior involved in that battle. Target's power and forfeit are -2 (-3 if Leia) until target reaches this Utinni Effect (which is then canceled). Tentacle (5) Dark Immediate Effect [C2] Set: A New Hope Lore: Dianogas use their seven tentacles for both locomotion and catching food. The few survivors of such attacks claim that a dianoga tentacle has the strength of a hydro-clamp. Text: If opponent just played an Interrupt, use 1 Force to deploy on table. That Interrupt is played out but is then 'grabbed' (played here but is out of play). Any new Interrupts of the same name are unique (*). (Immune to Control.) Tentacle (5) Dark Immediate Effect [C2] Set: A New Hope Lore: Dianogas use their seven tentacles for both locomotion and catching food. The few survivors of such attacks claim that a dianoga tentacle has the strength of a hydro-clamp. Text: If opponent just played an Interrupt, use 1 Force to deploy on table. That Interrupt is played out but is then 'grabbed' (played here but is out of play). Any new Interrupts of the same name are unique (*). (Immune to Control.) Tentacle (5) Dark Immediate Effect [C2] Set: A New Hope Lore: Dianogas use their seven tentacles for both locomotion and catching food. The few survivors of such attacks claim that a dianoga tentacle has the strength of a hydro-clamp. Text: Use 1 Force to deploy on table just after opponent has played any Interrupt. That Interrupt is still played but is then 'grabbed' (played here but is out of play). Any new Interrupts of the same name are now unique (*). (Immune to Control.) The Dark Path (5) Dark Effect [R] Set: Dagobah Lore: "If once you start down the dark path, forever will it dominate your destiny. Consume you it will, as it did Obi- Wan's apprentice." Text: Deploy on your side of table. Once per turn, you may peek at the top three cards of your Reserve Deck. Place any two of those three in your Lost pile. *The Emperor's Prize (6) Dark Utinni Effect [R] Set: Cloud City Lore: Vader thought that by capturing Luke, he would crush the Alliance's last hope. But, there was another... Text: If Luke was just 'frozen,' deploy on Emperor Palpatine or Detention Block Corridor. Target Luke and Vader. When reached by targets, place Utinni Effect on Luke and opponent must lose half of Life Force (round down). If Luke released, lose Utinni Effect. (Immune to Alter.) The Shield Doors Must Be Closed (5) Dark Effect [U1] Set: Hoth Lore: "Your highness, there's nothing more we can do tonight. The shield doors must be closed." Text: Deploy between Echo Docking Bay and innermost marker site. When under "nighttime conditions," no movement is allowed to or from Echo Docking Bay unless it is to or from an Echo site. *There Is No Try (4) Dark Effect [C] Set: Dagobah Lore: "Always with you what cannot be done." Text: Deploy on table. Sense and Alter are now Lost Interrupts. Also, when any player makes a destiny draw for Sense or Alter, and that destiny draw is successful, that player loses 2 Force. (Immune to Alter.) ***There'll Be Hell To Pay (3) Dark Immediate Effect [U2] Set: A New Hope Lore: Luke's dream of joining the Academy often distracted him from his chores, sometimes resulting in his having to pay the price for his impatience. Text: Use 3 Force to deploy on table and stack one just-played Interrupt here. To play any new Interrupt of the same name, player must first stack it here and use +1 Force for each Interrupt in stack, even if Interrupt is normally free. (Immune to Control.) ***There'll Be Hell To Pay (3) Dark Immediate Effect [U2] Set: A New Hope Lore: Luke's dream of joining the Academy often distracted him from his chores, sometimes resulting in his having to pay the price for his impatience. Text: Use 3 Force to deploy on table and stack one just-played Interrupt here. To play any new Interrupt of the same name, player must first stack it here and use +1 Force for each Interrupt in stack, even if Interrupt is normally free. (Immune to Control.) ***There'll Be Hell To Pay (3) Dark Immediate Effect [U2] Set: A New Hope Lore: Luke's dream of joining the Academy often distracted him from his chores, sometimes resulting in his having to pay the price for his impatience. Text: Use 3 Force to deploy on table and stack one just-played Interrupt here. To play any new Interrupt of the same name, player must first stack it here and use +1 Force for each Interrupt in stack, even if Interrupt is normally free. (Immune to Control.) *This Is Just Wrong (5) Dark Utinni Effect [R1] Set: Hoth Lore: "Why, I guess you don't know everything about women yet." Text: Deploy on any male character. Target a female character on table. Target is power -2. Utinni Effect canceled when present with target. Too Cold For Speeders (4) Dark Effect [U1] Set: Hoth Lore: "We're having some trouble adapting them to the cold." Text: Use 2 Force to deploy on your side of table. Non-creature vehicles at marker sites under "nighttime conditions" are power = 0, maneuver = 0 and landspeed = 0. Undercover (5) Dark Effect [U2] Set: A New Hope Lore: The Empire maintains a network of spies attempting to infiltrate the Rebel Alliance or misinform their operatives. Text: Deploy on your spy at a site and cross spy to opponent's side. Spy is now Undercover. During your deploy phase, may voluntarily "break cover" (lose Effect) if at a site. (Immune to Alter.) Undercover (5) Dark Effect [U2] Set: A New Hope Lore: The Empire maintains a network of spies attempting to infiltrate the Rebel Alliance or misinform their operatives. Text: Deploy on your spy at a site and cross spy to opponent's side. Spy is now Undercover. During your deploy phase, may voluntarily "break cover" (lose Effect) if at a site. (Immune to Alter.) Undercover (5) Dark Effect [U2] Set: A New Hope Lore: The Empire maintains a network of spies attempting to infiltrate the Rebel Alliance or misinform their operatives. Text: Deploy on your spy at a site and cross spy to opponent's side. Spy is now Undercover. If at a site during your deploy phase, may voluntarily "break cover" (lose Effect). Immune to Alter. *Vader's Bounty (4) Dark Effect [R] Set: Cloud City Lore: "We would be honored if you would join us." Text: Deploy on a Rebel of ability > 2. If subsequently captured by a bounty hunter and then transferred to a prison where Vader is present, retrieve Force equal to character's forfeit (+4 if Luke) and lose Effect. (Immune to Alter.) *Vader's Cape (3) Dark Effect [R] Set: Cloud City Lore: A symbol of the Dark Lord of the Sith, and of the seductive power of the dark side. Text: Use 3 Force to deploy on one of your Imperials or aliens. Immune to attrition < 5. When in battle, adds 1 to each of your battle destiny draws. *Visage Of The Emperor (7) Dark Effect [R] Set: Dagobah Lore: Palpatine's {hologram}. Imposing. Ominous. Intimidating. Instrument for the evil Emperor's sinister reach across the galaxy. Used on a secret frequency of the Imperial HoloNet. Text: Lose 2 Force to deploy on Executor: Holotheatre or Death Star: Conference Room. At the end of each player's turn, each player must lost 1 Force. Effect canceled if opponent controls this site. (Immune to Alter.) *We're The Bait (7) Dark Utinni Effect [R] Set: Cloud City Lore: "He doesn't want you at all, he's after somebody called, uh...Skywalker." "Luke?" "Lord Vader has set a trap for him." "And we're that bait!" "Yeah, well, he's on his way." Text: Deploy on Han, Leia or Chewie if captured or 'frozen.' Target Luke. Luke may not attempt Jedi Tests. Also, during each of opponent's draw phases, opponent loses 2 Force (3 if captive is 'frozen'). Utinni Effect canceled when reached by target. (Immune to Alter.) Weapon Malfunction (4) Dark Utinni Effect [R1] Set: Hoth Lore: "Luke, we've got a malfunction in fire control. I'll have to cut in the auxiliary." Text: Deploy on any docking bay. Target a weapon deployed on a starfighter or vehicle. That weapon cannot be fired. Utinni Effect canceled when reached by target. *Weather Vane (4) Dark Effect [U] Set: Cloud City Lore: Not a good place to hang around. Text: Deploy on table. Any character here may be captured or rescued by a player's starship or vehicle controlling Cloud City during that player's control phase. Character here lost if new character arrives. Effect lost if Cloud City lost. (Immune to Alter.) *Well Guarded (6) Dark Effect [U] Set: Jabba's Palace Lore: Most of Jabba's guards had been sold to the Hutt and were too scared (or too dumb) to leave. Jabba assigned his best guards to watch over his most prized possessions. Text: Deploy on you side of table. While you have fewer than 13 cards in your hand, your non-unique cards in hand (except effects of any kind and any interrupts) are immune to Grimtaash. (Immune to Alter while you occupy 2 battlegrounds). *Wrong Turn (3) Dark Effect [U1] Set: Premiere Lore: Imperial troopers use tactics to strand and cut off fugitives. Only daring and unpredictable actions gave Luke and Leia a chance to escape. Text: Use 3 Force to deploy on opponent's side of table. All opponent's warriors are deploy +1. Your Eyes Can Deceive You (5) Dark Effect [U1] Set: Premiere Lore: "With this blast shield down, I can't even see. How am I supposed to fight?" Text: Deploy beside either player's Lost Pile. That pile is turned face down. Cards from that player's Life Force may not be viewed when they are lost.