UNOFFICIAL SW:CCG COMPLETE LIGHT 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Rebel Locations *Alderaan Light System [U2] Set: Premiere Parsec: 2 Icons: Planet Light [1]: Subtract 1 from each of opponent's battle destiny draws here. Dark [0]: If you control, Force drain +1 here. *Anoat Light System [U] Set: Dagobah Parsec: 5 Icons: Planet Light [2]: If opponent initiates a battle here, your starships may move as a 'react' to or from nearest related asteroid sector. Dark [1]: Your Ugnaughts deploy free aboard starships here. If you control, all your Ugnaughts on table are forfeit +2. <><><>Asteroid Field Light Sector [C] Set: Dagobah Icons: Space Light [1]: "Asteroid Rules" in effect here. If you control, may cancel Force drain at related system. Dark [1]: "Asteroid Rules" in effect here. *Bespin Light System [U] Set: Cloud City Parsec: 6 Icons: Planet Light [2]: If you control, opponent's characters and vehicles deploy +1 to Cloud City locations Dark [1]: If you control, your characters and vehicles deploy -1 to Cloud City locations. *Bespin: Cloud City Light Sector [U] Set: Cloud City Icons: Planet Light [2]: If you control, for each of your starships or vehicles here, your total power is +1 in battles at Cloud City sites. Dark [1]: If you control, for each of your starships or vehicles here, your total power is +1 in battles at Cloud City sites. <>Big One Light Sector [U] Set: Dagobah Icons: Space Light [1]: "Asteroid Rules" in effect here. If you control, Force drain +1 here for each Asteroid Field at same system. Dark [0]: "Asteroid Rules" in effect here. If you control, Force drain +1 here. <>Big One: Asteroid Cave or Space Slug Belly Light Site [U] Set: Dagobah Icons: Interior, Exterior, Creature, Planet Light [1]: "Cave Rules" in effect here. If you control, may cancel Force drains at system Related to Big One. Dark [1]: "Cave Rules" in effect here. *Clak'dor VII Light System [R2] Set: A New Hope Parsec: 7 Icons: Planet Light [1]: If you occupy, all Bith characters are destiny +2. Dark [0]: If you control, all Bith characters are destiny -1 and Ghhhk is power +2 in dejarik battles. *Clak'dor VII Light System [R2] Set: A New Hope Parsec: 7 Icons: Planet Light [1]: If you occupy, each Bith character is destiny +2. Dark [0]: If you control, each Bith character is destiny -1 and Ghhhk is power +2 in battles at a holosite. *Clak'dor VII Light System [R2] Set: A New Hope Parsec: 7 Icons: Planet Light [1]: If you occupy, each Bith character is destiny +2. Dark [0]: If you control, each Bith character is destiny -1 and Ghhhk is power +2 in battles at a holosite. *Cloud City: Carbonite Chamber Light Site [U] Set: Cloud City Icons: Interior, Mobile, Scomp Link Light [1]: If you control, Force drain +1 here and may cancel Carbon-Freezing here. Dark [1]: If you control, add 1 to your Carbon-Freezing destiny. *Cloud City: Chasm Walkway Light 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 [1]: If Weather Vane on table, characters 'hit' here are instead immediately relocated there. *Cloud City: Guest Quarters Light Site [R] Set: Cloud City Icons: Interior, Mobile, Scomp Link Light [2]: Leia is deploy -2 here Dark [1]: If you control, Force drain -1 here. *Cloud City: Incinerator Light Site [C] Set: Cloud City Icons: Interior, Mobile, Scomp Link Light [1]: If you occupy, during your control phase, may use 3 Force to retrieve one droid. Dark [1]: If you control without an Ugnaught, Force drain -1 here. *Cloud City: Lower Corridor Light Site [U] Set: Cloud City Icons: Interior, Mobile, Scomp Link Light [1]: Your characters with lightsabers are each power +2 here. Dark [2]: *Cloud City: Platform 327 (Docking Bay) Light Site [C] Set: Cloud City Icons: Exterior, Mobile, Scomp Link Light [1]: Your docking bay transit from here requires 1 Force. Dark [1]: Your docking bay transit from here requires 2 Force. *Cloud City: Upper Plaza Corridor Light Site [C] Set: Cloud City Icons: Interior, Mobile, Scomp Link Light [1]: During your move phase, you may move free between here and any Cloud City site. Dark [0]: If you control, Force drain +1 here. <><><>Clouds Light Sector [C] Set: Cloud City Icons: Planet Light [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. Dark [1]: If you control, Force drain +1 here. Starships are power and maneuver -2 here. *Corellia Light System [R1] Set: A New Hope Parsec: 1 Icons: Planet Light [1]: Your Corellian Corvettes and Millennium Falcon may deploy here as a 'react.' Dark [1]: Your starships are hyperspeed +1 when moving from here. *Corellia Light System [R1] Set: A New Hope Parsec: 1 Icons: Planet Light [1]: Your Falcon (with one pilot) and your Corellian corvettes may deploy here as a 'react.' Dark [1]: Each of your starships are hyperspeed +1 when moving from here. *Corellia Light System [R1] Set: A New Hope Parsec: 1 Icons: Planet Light [1]: Your Falcon (with one pilot) and your Corellian corvettes may deploy here as a 'react.' Dark [1]: Each of your starships are hyperspeed +1 when moving from here. *Corulag Light System [NA] Set: Official Sealed Deck Planet Icons: Parsec: 4 Light [2]: If you control, all non-unique Rebels are power and forfeit +1 and Rebel guards may move. Dark [1]: If you control, Force drain -1 here. *Dagobah Light System [U] Set: Dagobah Parsec: 9 Icons: Planet Light [2]: During your deploy phase, you may deploy one Dagobah site directly from Reserve Deck. Shuffle, cut and replace Dark [2]: Opponent's Force drains here are canceled. You may not Force drain here. *Dagobah: Bog Clearing Light Site [R] Set: Dagobah Icons: Exterior, Planet Light [1]: Your starfighters may deploy here and immune to Awwww, Cannot Get Your Ship Out here. Dark [0]: If you occupy, Force generation +1 for you here. *Dagobah: Jungle Light Site [U] Set: Dagobah Icons: Exterior, Planet Light [1]: No starships or vehicles here. Your creatures are deploy -2 here. Dark [0]: No starships or vehicles here. If you occupy, Force generation +1 for you here. *Dagobah: Swamp Light Site [U] Set: Dagobah Icons: Exterior, Planet Light [1]: At end of your turn, your starships and vehicles here 'sink' to Used Pile Dark [0]: At end of your turn, your starships and vehicles here 'sink' to bottom of Lost Pile *Dagobah: Training Area Light Site [C] Set: Dagobah Icons: Exterior, Planet Light [1]: Once per turn, may search Reserve Deck. Take one Jedi Test into hand. Reshuffle deck. Dark [1]: You may use 1 Force to cancel any Force drain here. *Dagobah: Yoda's Hut Light Site [R] Set: Dagobah Icons: Exterior, Planet Light [2]: If Yoda here, once per turn, may subtract 2 from attrition against you at another location. Dark [0]: If you occupy, opponent's Yoda's Hut game text is canceled. *Dantooine Light System [U1] Set: Premiere Parsec: 5 Icons: Planet Light [1]: Your capitol starships deploy -2 and your starfighters deploy -1 here. Dark [0]: If you control, Force drain +1 here. *Death Star: Detention Block Control Room Light Site [U2] Set: Premiere Icons: Interior, Mobile, Scomp Link Light [0]: If you control, Force Drain +1 here and all captured characters on Death Star are released. Dark [1]: *Death Star: Docking Bay 327 Light Site [C2] Set: Premiere Icons: Interior, Exterior, Mobile, Scomp Link Light [1]: Your docking bay transit from here requires 1 Force. Dark [1]: Your docking bay transit from here requires 1 Force. *Death Star: Level 6 Core Shaft Corridor Light Site [T2] Set: Introductory Two-Player Icons: Interior, Mobile Light [1]: If you control, Luke and Obi-Wan are power +2 on Death Star. Dark [1]: If you control, opponent needs 2 ability to control each Death Star site. *Death Star: Trash Compactor Light Site [U1] Set: Premiere Icons: Interior, Mobile Light [0]: Your may deploy here without presence. If you control, Force drain +1 here. Dark [0]: *Death Star: Trench Light Site [R2] Set: A New Hope Icons: Exterior, Mobile Light [0]: "Trench Rules" in effect and each of your starfighters is maneuver -2 here. Dark [1]: "Trench Rules" in effect, your weapons fire free and Turbolaser Battery may deploy here. *Death Star: Trench Light Site [R2] Set: A New Hope Icons: Exterior, Mobile Light [0]: "Trench Rules" in effect and each of your starfighters is maneuver -2 here. Dark [1]: "Trench Rules" in effect, your weapons fire free and Turbolaser Battery may deploy here. *Death Star: Trench Light Site [R2] Set: A New Hope Icons: Exterior, Mobile Light [0]: "Trench Rules" in effect and your starfighters are maneuver -2 here. Dark [1]: "Trench Rules" in effect, your weapons fire free and Turbolaser Battery may deploy here. *Dejarik Hologameboard Light Site [R1] Set: A New Hope Light [2]: "Dejarik Rules" in effect here Dark [1]: "Dejarik Rules" in effect here. Site converted by Imperial Holotable. *Dejarik Hologameboard Light Site [R1] Set: A New Hope Light [2]: "Dejarik Rules" in effect here Dark [1]: "Dejarik Rules" in effect here. Site converted by Imperial Holotable. *Dejarik Hologameboard Light Site [R1] Set: A New Hope Light [2]: "Dejarik Rules" in effect here Dark [1]: "Dejarik Rules" in effect here. Site converted by Imperial Holotable. *Hoth Light System [U2] Set: Hoth Parsec: 5 Icons: Planet Light [2]: If you control, for each of your starships here, your total power is +1 in battles at Hoth sites. Dark [1]: If you control, for each of your starships here, your total power is +1 in battles at Hoth sites. *Hoth: Defensive Perimeter Light Site [C2] Set: Hoth 3rd Marker Icons: Exterior, Planet Light [1]: Your Echo Base Troopers deploy -1 here. If you control, Force drain +1 here. Dark [1]: If you control, Force drain +1 here. *Hoth: Echo Command Center (War Room) Light Site [U2] Set: Hoth Icons: Underground, Interior, Planet, Scomp Link Light [2]: If you control, with X leaders here, your total power is +X in battles at Hoth locations Dark [0]: If you initiate a battle here, add one battle destiny. If you control, Force drain -1 here. *Hoth: Echo Corridor Light Site [C2] Set: Hoth Icons: Underground, Interior, Planet, Scomp Link Light [1]: If you control, once per turn, may use 4 Force to raise a converted Hoth site to the top. Dark [0]: *Hoth: Echo Docking Bay Light Site [C2] Set: Hoth Icons: Interior, Exterior, Planet, Scomp Link Light [1]: Your docking bay transit from here requires 1 Force Dark [0]: Your docking bay transit from here requires 3 Force. Your transit to here requires +4 Force. *Hoth: Echo Med Lab Light Site [C2] Set: Hoth Icons: Underground, Interior, Planet, Scomp Link Light [1]: Once per turn, one of your medical droids is deploy -2. Dark [0]: If you control, with an imperial present, Force drain +1 here. *Hoth: Main Power Generators Light Site [U2] Set: Hoth 1st Marker Icons: Exterior, Planet Light [1]: "Hoth Energy Shield Rules" in effect. Your artillery weapons here are powered Dark [0]: "Hoth Energy Shield Rules" in effect. If "blown away," Light Side loses 8 Force. *Hoth: North Ridge Light Site [C2] Set: Hoth 4th Marker Icons: Exterior, Planet Light [1]: This site does not count when calculating Epic Events. Dark [1]: This site does not count when calculating Epic Events. *Hoth: Snow Trench Light Site [C2] Set: Hoth 2nd Marker Icons: Exterior, Planet Light [1]: Add 1 to each of your weapon destiny draws here. Dark [1]: If you control, Force generation +1 for you here. *Jabba's Palace: Audience Chamber Light Site [U] Set: Jabba's Palace Icons: Interior, Planet Light [2]: If you control, Scum And Villainy is canceled. May deploy Bo Shuda from Reserve Deck; reshuffle. Dark [1]: Your alien leaders here are immune to attrition. *Jabba's Palace: Entrance Cavern Light Site [U] Set: Jabba's Palace Icons: Interior, Exterior, Planet Light [1]: If you control, Force drain +1 here. Dark [1]: Gamorrean Guards are power and forfeit +1 here. *Kashyyyk Light System [C1] Set: A New Hope Parsec: 6 Icons: Planet Light [2]: Your Wookiees and smugglers deploy -2 here. Dark [1]: Total ability of 6 or more required for you to draw battle destiny here. *Kashyyyk Light System [C1] Set: A New Hope Parsec: 6 Icons: Planet Light [2]: Your Wookiees and smugglers deploy -2 here. Dark [1]: Total ability of 6 or more required for you to draw battle destiny here. *Kashyyyk Light System [C1] Set: A New Hope Parsec: 6 Icons: Planet Light [2]: Your Wookiees and smugglers deploy -2 here. Dark [1]: Total ability of 6 or more required for you to draw battle destiny here. *Kessel Light System [U2] Set: Premiere Parsec: 8 Icons: Planet Light [1]: If you control, Force drain +1 here. Dark [2]: If you control, Kessel Run is prevented (canceled). *Kiffex Light System [R] Set: Jabba's Palace Parsec: 2 Icons: Planet Light [2]: If you occupy with exactly 2 starships, your total power here is +2 and Vul Tazaene anywhere is doubled. Dark [2]: If you occupy with exactly 2 starships, your total power here is +2. *Kirdo III Light System [R] Set: Jabba's Palace Parsec: 1 Icons: Planet Light [1]: If you occupy, once per turn, may search Reserve Deck and take any Desert, Kitonak, or Sandwhirl into hand; reshuffle. Dark [1]: If you control, Force drain -1 here. *Ord Mantell Light System [U2] Set: Hoth Parsec: 7 Icons: Planet Light [1]: If you control, opponent's bounty hunters are forfeit -2. Dark [1]: Your bounty hunter pilots add an additional 1 to power of starships they pilot here. *Raithal Light System [R] Set: Dagobah Parsec: 3 Icons: Planet Light [2]: If you control, all opponent's troopers are forfeit and destiny -1 Dark [1]: If you control, you may raise your converted Raithal system to the top. *Ralltiir Light System [C1] Set: A New Hope Parsec: 3 Icons: Planet Light [1]: Your starships may move here as a 'react.' Dark [1]: Your capital starships deploy -2 here. *Ralltiir Light System [C1] Set: A New Hope Parsec: 3 Icons: Planet Light [1]: Your starships may move here as a 'react.' Dark [1]: Your capital starships deploy -2 here. *Ralltiir Light System [C1] Set: A New Hope Parsec: 3 Icons: Planet Light [1]: Your starships may move here as a 'react.' Dark [1]: Your capital starships deploy -2 here. *Sandcrawler: Loading Bay Light Site [R1] Set: A New Hope Icons: Interior, Vehicle Light [0]: Deploy on your Sandcrawler. Each Jawa is forfeit +2 here. "Nighttime conditions" here. Dark [0]: Your characters may enter/exit here for 1 Force each. "Nighttime conditions" here. *Sandcrawler: Loading Bay Light Site [R1] Set: A New Hope Icons: Interior, Vehicle Light [0]: Deploy on your Sandcrawler. Each Jawa is forfeit +2 here. "Nighttime conditions" here. Dark [0]: Your characters may enter/exit here for 1 Force each. "Nighttime conditions" here. *Sandcrawler: Loading Bay Light Site [R1] Set: A New Hope Icons: Interior, Vehicle Light [0]: Deploy on your Sandcrawler. Jawas forfeit +2 here. "Nighttime conditions" here. Dark [0]: Your characters may enter/exit here for 1 Force each. "Nighttime conditions" here. *Tatooine Light System [C2] Set: Premiere Parsec: 7 Icons: Planet Light [2]: If you control, for each of your starships here, your total power is +1 in battles at Tatooine sites. Dark [1]: If you control, for each of your starships here, your total power is +1 in battles at Tatooine sites. *Tatooine: Cantina Light Site [R2] Set: Premiere Icons: Interior, Planet Light [2]: Your aliens are each power +1. Dark [2]: Your aliens here, except Tusken Raiders, are each forfeit +1. ***Tatooine: Desert Light 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 Light 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 2 Force. *Tatooine: Dune Sea Light Site [C1] Set: Premiere Icons: Exterior, Planet Light [1]: Dark [1]: Total ability of 6 or more required for you to draw battle destiny here. *Tatooine: Hutt Canyon Light Site [U] Set: Jabba's Palace Icons: Exterior, Planet Light [1]: If you occupy with a Jawa, opponent may not draw battle destiny here. Dark [1]: If you occupy with a Tusken Raider, opponent may not draw battle destiny here. *Tatooine: Jawa Camp Light Site [C1] Set: Premiere Icons: Exterior, Planet Light [1]: Your Jawas deploy here for 1 force from you only, for free if Sandcrawler present. Dark [1]: *Tatooine: Jundland Wastes Light Site [NA] Set: Official Sealed Deck Icons: Exterior, Planet Light [1]: If you control, Force drain +1 here (+2 if a Vaporator present). Dark [1]: If you control, with a Tusken Raider present, Force drain +1 here. *Tatooine: Lars' Moisture Farm Light Site [C1] Set: Premiere Icons: Exterior, Planet, Scomp Link Light [2]: Beru Lars and Luke deploy -1 here. Dark [1]: Add 1 to each of your weapon destiny draws here. *Tatooine: Mos Eisley Light Site [U2] Set: Premiere Icons: Exterior, Planet Light [2]: During your control phase, you may move free from here directly to Cantina (or vice versa). Dark [1]: *Tatooine: Obi-Wan's Hut Light Site [R1] Set: Premiere Icons: Exterior, Planet Light [2]: Obi-Wan is deploy -3 here. Dark [0]: If you control, Force drain +1 here. *Tibrin Light System [R] Set: Jabba's Palace Parsec: 2 Icons: Planet Light [1]: If you occupy, during your control phase, may exchange three cards in hand for any one card in your Lost Pile. Dark [1]: If you control, Force drain +1 here. *Yavin 4 Light System [C2] Set: Premiere Parsec: 4 Icons: Planet Light [2]: If you control, for each of your starships here, your total power is +1 in battles at Yavin 4 sites. Dark [1]: If you control, for each of your starships here, your total power is +1 in battles at Yavin 4 sites. *Yavin 4: Briefing Room Light Site [U1] Set: A New Hope Icons: Interior, Planet, Scomp Link Light [1]: If you control, with a leader here, may add 1 to total of Attack Run. Dark [0]: Force drain +1 here. If you control, subtract 1 from total of Attack Run. *Yavin 4: Briefing Room Light Site [U1] Set: A New Hope Icons: Interior, Planet, Scomp Link Light [1]: If you control, with a leader here, may add 1 to total of Attack Run. Dark [0]: Force drain +1 here. If you control, subtract 1 from total of Attack Run. *Yavin 4: Briefing Room Light Site [U1] Set: A New Hope Icons: Interior, Planet, Scomp Link Light [1]: If you control, with a leader here, may add 1 to total of Attack Run. Dark [0]: If you control, Force drain +1 here and subtract 1 from total of Attack Run. *Yavin 4: Docking Bay Light Site [C2] Set: Premiere Icons: Interior, Exterior, Planet, Scomp Link Light [1]: Your docking bay transit from here is free. Dark [1]: Your docking bay transit from here requires 2 Force. *Yavin 4: Jungle Light Site [C1] Set: Premiere Icons: Exterior, Planet Light [1]: A Rebel alone here battles at power +2 and is immune to attrition. Dark [0]: If you control, Force drain +1 here. *Yavin 4: Massassi Ruins Light Site [U1] Set: A New Hope Icons: Exterior, Planet Light [2]: If you control, with a leader here, your starships are each power +1 at Death Star system. Dark [0]: Force drain +1 here. *Yavin 4: Massassi Ruins Light Site [U1] Set: A New Hope Icons: Exterior, Planet Light [2]: If you control, with a leader here, your starships are each power +1 at Death Star system. Dark [0]: Force drain +1 here. *Yavin 4: Massassi Ruins Light Site [U1] Set: A New Hope Icons: Exterior, Planet Light [2]: If you control, with a leader here, your starships are each power +1 at Death Star system. Dark [0]: If you control, Force drain +1 here. *Yavin 4: Massassi Throne Room Light Site [R1] Set: Premiere Icons: Interior, Planet Light [1]: If this is your starting location, Light Side goes first in game. Dark [0]: If you control, Force drain +1 here. *Yavin 4: Massassi War Room Light Site [U2] Set: Premiere Icons: Interior, Planet, Scomp Link Light [2]: If you control with a leader here, all Stormtroopers and TIEs on table are forfeit -1. Dark [0]: If you initiate a battle here, add one battle destiny. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Rebel Characters *2-1B (Too-Onebee) (1) Light Medical Droid [R1] Set: Hoth P:0 D:2 F:5 Lore: Made by Genetech. Unusually independent for a droid. Forced to serve a Moff on Firro, but was liberated by Tiree. Now dedicated to serving the Alliance. Text: Once per turn, one of your non-droid characters lost from same site may go to your Used Pile rather than your Lost Pile. Subtracts 2 from X on you Bacta Tank. 2X-3KPR (Tooex) (3) Light Security Patrol Droid [U1] Set: Premiere P:0 D:2 F:2 Lore: Simple maintenance and diagnostics droid. Activates alarm sensors, security lighting and power fences on remote installations. KPR servant droids built by Lerrimore Droids. Text: Where present under "nighttime condition," each of your Rebels and aliens at same planet site are power +2, and also have immunity to attrition < 3 if a Hydroponics Station is present. *8D8 (5) Light Maintenance Droid [R] Set: Jabba's Palace P:1 D:1 F:3 Lore: Starship maintenance droid. Sold into the service of Jabba. Sympathetic to the droids and aliens it is forced to torture. Hates EV-9D9. Text: May cancel Torture, Aiiii! Aaa! Aggggggggggggg! or Sonic Bombardment targeting a character at same site. If with any imprisoned captives during your turn may draw destiny; if destiny > 3, randomly select one captive there to be released. ***Arcona (3) Light Alien [C2] Set: A New Hope P:1 A:1 D:2 F:2 Lore: Unut Poll is a typical male Arcona. Unlike many other Arcona, he has avoided salt. {Scout} known to cooperate with Alliance operatives. Text: Power +1 under "nighttime conditions." May move away from a battle at same site as a 'react.' ***Arcona (3) Light Alien [C2] Set: A New Hope P:1 A:1 D:2 F:2 Lore: Unut Poll is a typical male Arcona. Unlike many other Arcona, he has avoided salt. {Scout} known to cooperate with Alliance operatives. Text: Power +1 under "nighttime conditions." May move away from a battle at same site as a 'react.' ***Arcona (3) Light Alien [C2] Set: A New Hope P:1 A:1 D:2 F:2 Lore: Unut Poll is a typical male Arcona. Unlike many other Arcona, he has avoided salt. {Scout} known to cooperate with Alliance operatives. Text: Power +1 under "nighttime conditions." May move away from a battle at same site as a 'react.' *Ardon "Vapor" Crell (4) Light Alien [R] Set: Jabba's Palace P:2 A:1 D:2 F:2 Lore: Representative from the Moisture Farmers of Tatooine (local 253). Pays Jabba for protection from Sand People. Text: Deploys free on Tatooine. While on Tatooine, your Force drains are +1 at exterior sites where you have a Vaporator or Hydroponics Station (+2 if both). While present with a Vaporator, each of your characters present is immune to attrition < 3. *Arleil Schous (2) Light Alien [NA] Set: Official Sealed Deck P:1 A:3 D:4 F:5 Force-Attuned Lore: One of the Rebellion's main contacts on Tatooine. Widely regarded as a {leader} in the Mos Eisley alien community. Aging male Defel. Has lost the ability to warp light. 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. *Artoo (1 or 6) Light Astromech Droid [R] Set: Jabba's Palace P:1 D:4 F:5 Lore: Counterpart to C-3PO. {Spy}. Obstinate, headstrong and always full of surprises. R2-D2 was an integral part of Luke Skywalker's rescue plans. Text: During your control phase, may search Reserve Deck, take one Hero Of A Thousand Devices, or A Gift into hand and reshuffle. If with C-3PO at any battleground site, may subtract 1 from each opponent's battle destiny at related sites. *Attark (3) Light Alien [R] Set: Jabba's Palace P:2 A:2 D:3 F:2 Lore: From a mysterious species known as Hoovers. Possesses tremendous technical abilities. Small size allows him to easy manipulate detailed electronic equipment. Text: When at a site you control, allows your Seekers to deploy free there. Attark also allows your Seekers to move for free and to ignore any or all potential target(s) whenever you choose. *Aved Luun (3) Light Alien [R] Set: Jabba's Palace P:1 A:3 D:3 F:2 Force-Attuned Lore: Shaman of her Jawa tribe. Mate of Kalit. Suspects betrayal from her mate's rival, Wittin. Text: Deploys only on Tatooine. During your control phase, may search Reserve Deck, take one 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 Tatooine site or to cancel Control. ***B'omarr Monk (2) Light Alien [C] Set: Jabba's Palace P:0 A:4 D:3 F:4 Force-Sensitive Lore: Members of a mysterious religious sect. Resentful of their monastery being taken over by Jabba. Shed their bodies and have their brains encased in a walking automaton. Text: While at a site, adds Force icons to equalize them for both sides. Cancels opponent's Jabba's Palace game text where present. Can not use vehicles, starships, weapons, or devices. Participates only in defensive battles. Lost if not on Tatooine. ***Baragwin (3) Light Alien [C] Set: Jabba's Palace P:1 A:2 D:2 F:3 Lore: Hunchbacked scavengers. Found in separate groups throughout the galaxy. Good at finding missing items. Make excellent gun runners. Some work with the rebellion. Icons: Warrior Text: Once per turn, if the top card of your Lost Pile is a weapon, device or transport vehicle, may use 1 Force to retrieve it. During your control phase, may exchange one card in hand for one weapon or device in your Lost Pile. *Beru Lars (2) Light Rebel [U2] Set: Premiere P:1 A:1 D:1 F:3 Lore: Wife of Owen Lars and guardian of Luke Skywalker. Quietly lobbied Owen to allow Luke to attend Academy. Maintains Lars' farm hydroponics labs. Text: Forfeit +2 when at same site as Owen Lars or one Hydroponics Station. If lost during the opponent's turn, Luke is power +3 until the end of your next turn. *BG-J38 (4) Light Maintenance Droid [R] Set: Jabba's Palace P:1 D:2 F:2 Lore: Roche J9 worker drone. Undefeated hologame player. Kept by Jabba as a source of entertainment. Hoping for escape or termination. Text: May add 2 to the destiny of each of your holograms and dejariks drawn for battle destiny or weapon destiny. While at a site you control, adds 1 to power of each of your dejariks and holograms at a holosite. *Biggs Darklighter (2) Light Rebel [R2] Set: Premiere P:2 A:2 D:2 F:5 Lore: Piloted Red 3 at Battle of Yavin. Childhood friend of Luke. Led mutiny on Rand Ecliptic and theft of Ecliptic from shipyards on Bestine. Ecliptic Evaders emblem on helmet. Icons: Pilot, Warrior Text: Adds 2 to power of any starship he pilots. On Red 3, also adds 1 to maneuver and draws one battle destiny if not able to otherwise. *BoShek (1) Light Alien [U1] Set: Premiere P:2 A:4 D:4 F:3 Force-Sensitive Lore: Rogue pilot. Outlaw starship tech. Has secret lab in Mos Eisley. He bragged about beating Han Solo's Kessel Run record. Left fringe life behind after meeting Obi-Wan Kenobi. Icons: Pilot Text: Adds 3 to power of any starship he pilots. May make a Kessel Run in place of a smuggler. Immune to attrition < 3. *Brainiac (pi) Light Alien [R1] Set: A New Hope P:* A:3 D:Y F:X Force-Attuned Lore: BoShek nicknamed this male Siniteen 'Brainiac' due to his ability to calculate hyperspace coordinates in his head. "He's the brains, sweetheart!" Icons: Astromech Text: * Power = sqrt(3(X-Y)+2(A-B)+pi) (minimum power=1). X = Dark Side hand cards; Y = Light Side hand cards; A = total number of dark icons in play; B = total number of light icons in play; pi = 3.141592653589793238462643383... *Brainiac (pi) Light Alien [R1] Set: A New Hope P:* A:3 D:Y F:X Force-Attuned Lore: BoShek nicknamed this male Siniteen 'Brainiac' due to his ability to calculate hyperspace coordinates in his head. "He's the brains, sweetheart!" Icons: Astromech Text: * Power = sqrt(3(X-Y)+2(A-B)+pi) (minimum power=1). X = Dark Side hand cards; Y = Light Side hand cards; A = total number of dark icons in play; B = total number of light icons in play; pi = 3.141592653589793238462643383... *Brainiac (pi) Light Alien [R1] Set: A New Hope P:* A:3 D:Y F:X Force-Attuned Lore: BoShek nicknamed this male Siniteen 'Brainiac' due to his ability to calculate hyperspace coordinates in his head. "He's the brains, sweetheart!" Icons: Astromech Text: *Power=sqrt(3(X-Y)+2(A-B)+pi) (minimum power=1). X=Dark Side hand cards, Y=Light Side hand cards A=total number of dark icons in play, B=total number of light icons in play, pi=3.141592653589793238462643383... *C-3PO (See-Threepio) (3) Light Protocol Droid [R1] Set: Premiere P:1 D:3 F:4 Lore: Cybot Galactica 3PO human-cyborg relations droid. Fluent in over six million forms of communication. 112 years old. Has never been memory-wiped...as far as he knows. Text: Total power at same site is +2 for each of your droid/Rebel pairs present, including C-3PO. R2-D2 is forfeit +2 when present. *Cal Alder (2) Light Rebel [U2] Set: Hoth P:2 A:1 D:2 F:3 Lore: An expert {scout} originally from Kai'Shebbol in the Kathol sector. Served with Bren Derlin for many years. Patrols the outer perimeter of Echo Base. Icons: Warrior Text: Power +1 at Defensive Perimeter. Your vehicles move for free if moving toward same site as Cal. *Captain Han Solo (1) Light Rebel [R] Set: Cloud City P:4 A:3 D:4 F:7 Force-Attuned Lore: {Smuggler} and scoundrel. His piloting abilities have become legend in the Rebellion. Intends to leave the Alliance to pay off Jabba the Hutt. Icons: Pilot, Warrior Text: Deploys only on Falcon, Hoth or Cloud City, but may move elsewhere. Adds 3 to power of any starship he pilots. On Falcon, adds one battle destiny and 2 to maneuver. During battle, may use 2 force to cancel one opponent's destiny draw and cause a re-draw. Chadra-Fan (4) Light Alien [C] Set: Jabba's Palace P:1 A:2 D:2 F:2 Lore: Short, intelligent and selfish. Their enhanced vision and smell make them outstanding {Thieves}. Communicate with pheromones and high-pitched squeaks. Text: Power and forfeit +2 while Kabe at Audience Chamber. During your control phase, may glance at one card randomly selected from opponent's hand; if that card is a character weapon, may 'steal' it into your hand. *Chewbacca (1) Light Rebel Alien [R2] Set: A New Hope P:6 A:2 D:4 F:6 Lore: Wookiee {smuggler} from Kashyyyk. Over 200 years old. Top-notch mechanic and pilot. Jabba has large bounty on this "walking carpet." Friends call him Chewie...or Fuzzball. Icons: Pilot, Warrior Text: Power +1 at same location as Han. Adds 2 to power for any starship he pilots. On Millennium Falcon, also adds 1 to maneuver. Your vehicles, starships and droids at same site go to Used Pile (rather than Lost Pile) when they are 'hit.' *Chewbacca (1) Light Rebel Alien [R2] Set: A New Hope P:6 A:2 D:4 F:6 Lore: Wookiee {smuggler} from Kashyyyk. Over 200 years old. Top-notch mechanic and pilot. Jabba has large bounty on this "walking carpet." Friends call him Chewie...or Fuzzball. Icons: Pilot, Warrior Text: Power +1 at same location as Han. Adds 2 to power of anything he pilots. When piloting Falcon, also adds 1 to maneuver. Your vehicles, starships and droids at same site go to Used Pile (rather than Lost Pile) when they are 'hit.' *Chewbacca (1) Light Rebel Alien [R2] Set: A New Hope P:6 A:2 D:4 F:6 Lore: Wookiee {smuggler} from Kashyyyk. Over 200 years old. Top-notch mechanic and pilot. Jabba has large bounty on this "walking carpet." Friends call him Chewie...or Fuzzball. Icons: Pilot, Warrior Text: Power +1 at same location as Han. Adds 2 to power of anything he pilots. When piloting Falcon, also adds 1 to maneuver. Your vehicles, starships and droids at same site go to Used Pile (rather than Lost Pile) when they are 'hit.' *Chewie (1) Light Rebel [T3] Set: Empire Strikes Back Introductory Two-Player P:4 A:2 D:5 F:3 Lore: Loyal Wookiee companion of Captain Han Solo. Co-pilot of the Millennium Falcon. Leia referred to him as a "walking carpet." Icons: Pilot Text: Must deploy on Hoth, but may move elsewhere. May not be deployed if three or more of opponent's unique (*) characters on table. ***Cloud City Technician (2) Light Alien [C] Set: Cloud City P:1 A:1 D:2 F:2 Lore: Former Imperial technician disenchanted with the New Order. Sympathetic to the Alliance. His knowledge of Imperial computer systems makes him a valuable ally. 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. Cloud City Trooper (3) Light Alien [C] Set: Cloud City P:2 A:1 D:2 F:3 Lore: Recently hired members of the Cloud City Wing Guard are less corrupt than those who served under past administrations. Most new recruits despise the Empire. Icons: Warrior Text: Deploys only on Cloud City, but may move elsewhere. Power -1 when at a site other than a Cloud City site. *Commander Evram Lajaie (2) Light Rebel [C1] Set: A New Hope P:2 A:2 D:2 F:5 Lore: Popular {leader} whose expertise in space defense and orbital battle stations enabled the Alliance to uncover a fatal flaw in the Death Star's design. Text: When at a Yavin 4, Hoth or Endor site, Rebel starships may move to the related system as a 'react'. *Commander Evram Lajaie (2) Light Rebel [C1] Set: A New Hope P:2 A:2 D:2 F:5 Lore: Popular {leader} whose expertise in space defense and orbital battle stations enabled the Alliance to uncover a fatal flaw in the Death Star's design. Text: When at a Yavin 4, Hoth or Endor site, Rebel starships may move to the related system as a 'react'. *Commander Evram Lajaie (2) Light Rebel [C1] Set: A New Hope P:2 A:2 D:2 F:5 Lore: Popular {leader} whose expertise in space defense and orbital battle stations enabled the Alliance to uncover a fatal flaw in the Death Star's design. Text: When at a Yavin 4, Hoth or Endor site, Rebel starships may move to the related system as a 'react'. *Commander Luke Skywalker (1) Light Rebel [R1] Set: Hoth P:4 A:4 D:4 F:7 Force-Sensitive Lore: Hero of Yavin. Promoted to Commander in his third year of military training with the Alliance. Squadron flight {leader} at Echo Base during the Battle of Hoth. Icons: Pilot, Warrior Text: Deploy only on Hoth, but may move elsewhere. Adds three to power of any starship he pilots. On Rogue 1, also adds 2 to maneuver. Immune to attrition < 3. Forfeit +1 to all other Rogue Squadron pilots and gunners at same Hoth site. *Commander Vanden Willard (2) Light Rebel [U2] Set: A New Hope P:2 A:2 D:3 F:4 Lore: {Leader} of Rebel forces on Yavin 4. Formerly Suolriep sector HQ commander. As a Rebel {spy}, aided Princess Leia and Bail Organa in the years prior to the Senate's dissolution. Icons: Warrior Text: When at a war room you control, Rebel starships at related system are power +1. May use 1 Force to cancel Astromech Shortage. *Commander Vanden Willard (2) Light Rebel [U2] Set: A New Hope P:2 A:2 D:3 F:4 Lore: {Leader} of Rebel forces on Yavin 4. Formerly Suolriep sector HQ commander. As a Rebel {spy}, aided Princess Leia and Bail Organa in the years prior to the Senate's dissolution. Icons: Warrior Text: When at a war room you control, adds 1 to power of each Rebel starship at the related system. May use 1 Force to cancel Astromech Shortage. *Commander Vanden Willard (2) Light Rebel [U2] Set: A New Hope P:2 A:2 D:3 F:4 Lore: {Leader} of Rebel forces on Yavin 4. Formerly Suolriep sector HQ commander. As a Rebel {spy}, aided Princess Leia and Bail Organa in the years prior to the Senate's dissolution. Icons: Warrior Text: When at a war room you control, adds 1 to power of each Rebel starship at the related system. May use 1 Force to cancel Astromech Shortage. *Commander Wedge Antilles (3) Light Rebel [PV] Set: Special Edition P:3 A:2 D:3 F:6 Lore: Promoted to commander for his heroism in the Battle of Yavin. {Leader} in charge of training new pilots assigned to Echo Base. Piloted Rogue 3 in the battle of Hoth. Text: Adds 3 to the power on any starship he pilots. On Rogue 3, also adds 2 to manuver and draws one battle destiny if not able to do otherwise. May use 2 force to search through your reserve deck and take 1 "One More Pass" into hand, shuffle, cut and replace. ***Corellian (3) Light Alien [C2] Set: A New Hope P:1 A:1 D:1 F:3 Lore: Brindy Truchong is a typical female Corellian {smuggler}. Her goal in Mos Eisley is to find a quick means of providing supplies to the Rebellion. Text: Once per turn, one weapon or device is deploy -1 (minimum zero) onto a Rebel at same site. ***Corellian (3) Light Alien [C2] Set: A New Hope P:1 A:1 D:1 F:3 Lore: Brindy Truchong is a typical female Corellian {smuggler}. Her goal in Mos Eisley is to find a quick means of providing supplies to the Rebellion. Text: Once per turn, one weapon or device is deploy -1 onto a Rebel at same site. ***Corellian (3) Light Alien [C2] Set: A New Hope P:1 A:1 D:1 F:3 Lore: Brindy Truchong is a typical female Corellian {smuggler}. Her goal in Mos Eisley is to find a quick means of providing supplies to the Rebellion. Text: Once per turn, one weapon or device is deploy -1 onto a Rebel at same site. CZ-3 (Seezee-Three) (3) Light Communications Droid [C1] Set: Premiere P:1 D:1 F:4 Lore: CZ comm droid built by Serv-O-Droid. Outdated but still commonly in use. Built-in comlink. Sophisticated scramblers and encryption programming. Text: If opponent has just initiated a battle or Force drain at CZ-3'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. *Dack Ralter (2) Light Rebel [R2] Set: Hoth P:2 A:2 D:2 F:5 Lore: Born in an Imperial labor camp on Kalist 6. Joined the Rebellion after his escape. Young student of Commander Skywalker. Experienced crack-shot {gunner}. Icons: Warrior Text: If aboard a starship as a passenger, adds 1 to starship's weapon destiny draws (adds 3 if aboard Rogue 1 or with Luke). *Derek 'Hobbie' Kilivan (2) Light Rebel [U1] Set: Hoth P:2 A:2 D:2 F:4 Lore: Defected from the Empire with Biggs Darklighter. Aided in mutiny aboard the transport Rand Ecliptic. Served in the Ecliptic Evaders. Luke's wingman at the Battle of Hoth. Icons: Pilot, Warrior Text: Power +2 when at same site as Biggs. Adds 2 to power if any starship he pilots (3 if a Star Destroyer is present). On Rogue 4, also adds 2 to maneuver. Devaronian (3) Light Alien [C] Set: Jabba's Palace P:1 A:2 D:3 F:2 Lore: Adept at sneaking through corridors and alleyways. Devaronians frequently surprise opponents. Regarded as drunkards, {gamblers} and fools by many species. Icons: Pilot Text: Power +2 at Mos Eisley, any mobile site or any docking bay. Adds 2 to power of any starship he pilots. When playing sabacc, may use clone cards to 'clone' his own destiny number. *Dice Ibegon (2) Light Alien [R2] Set: Premiere P:2 A:3 D:4 F:3 Force-Attuned Lore: Female companion of Lak Sivrak. A Florn lamproid. Dangerous predator with a poison stinger. Rumored to have mysterious time-shifting attunement to the Force. Text: If present where an opponent's character just fired a weapon, may use 1 Force to utilize Dice's poison stinger (once per turn). Target that character and draw destiny. If destiny = ability, target is 'hit.' *Doikk Na'ts (3) Light Alien [U2] Set: A New Hope P:1 A:1 D:2 F:3 Lore: Male Bith {musician}. Plays Fizz (Dorenian Beshniquel) in Figrin D'an's band. Frustrated by sentients, especially humans, he prefers to work with droids. Text: For each other musician at same site, the ability required to draw battle destiny here increases by 1 for both players. *Doikk Na'ts (3) Light Alien [U2] Set: A New Hope P:1 A:1 D:2 F:3 Lore: Male Bith {musician}. Plays Fizz (Dorenian Beshniquel) in Figrin D'an's band. Frustrated by sentients, especially humans, he prefers to work with droids. Text: For each other musician at same site, the ability required to draw battle destiny here increases by 1 for both players. *Doikk Na'ts (3) Light Alien [U2] Set: A New Hope P:1 A:1 D:2 F:3 Lore: Male Bith {musician}. Plays Fizz (Dorenian Beshniquel) in Figrin D'an's band. Frustrated by sentients, especially humans, he prefers to work with droids. Text: For each other musician at same site, the ability required to draw battle destiny here increases by 1 for both players. *Droopy McCool (3) Light Alien [R] Set: Jabba's Palace P:1 A:1 D:2 F:3 Lore: Kitonak {musician}. Lead jizz wailer. Searching for other Kitonak rumored to be living on Tatooine. Rarely uses his real name, Snit Text: Power +2 at any desert or Tatooine site. Immune to Gravel Storm, Sandwhirl and desert landspeed requirements. While at Audience Chamber, all your other Kitonaks are forfeit +2. Immune to attrition < number of your musicians on table. *Dutch (1) Light Rebel [R1] Set: Premiere P:2 A:2 D:2 F:5 Lore: Jon 'Dutch' Vander. Gold Squadron {leader} at Battle of Yavin. Prefers Y-wing fighters. Previously led squadron at Renforra Base. Emblem of Specter Squadron on his helmet. Icons: Pilot, Warrior Text: Adds 2 to power of any starship he pilots. On Gold 1, also adds 1 to maneuver and draws one battle destiny if not able to otherwise. Forfeit +1 to all other Gold Squadron pilots at same location. Echo Base Trooper (3) Light Rebel [C3] Set: Hoth P:2 A:1 D:2 F:3 Lore: The personnel assigned to protect Echo Base are veteran warriors. Troopers such as Jess Allashane are trained to counter Imperial tactics in cold environment. Icons: Warrior Text: Deploy only on Hoth, but may move elsewhere. Power -1 when at a site other than a Hoth site. ***Echo Base Trooper Officer (2) Light Rebel [C1] Set: Hoth P:2 A:2 D:3 F:3 Lore: Like many Rebel specialists, Trey Callum defected from the Imperial officer corps. Trooper officers are masters at stretching the meager resources of the Rebellion. Icons: Warrior Text: Deploy only on Hoth but may move elsewhere. Echo Base Troopers deploy -1 to same site. Your troopers may move to same Hoth site as a 'react.' EG-4 (Eegee-Four) (*) Light Power Droid [C1] Set: Hoth P:0 D:1 F:3 Lore: Very popular droid on inhospitable worlds. Rugged design. Modified top-mounted power sockets. Donated to the Alliance by the Bothan underground. Text: Adds 1 to power of each of your droids 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). Elom (4) Light Alien [C] Set: Jabba's Palace P:1 A:2 D:3 F:3 Lore: Many Elom commit sabotage and theft against the Empire to avenge the invasion of their homeworld. Experts in adapting stolen equipment for use by the Rebellion. Text: Power +3 at same site as Imperial. Allow Plastoid Armor to deploy on any Rebel or alien at same mobile site (as if 'stolen'); that armor is not unique and is immune to Alter for remainder of game. *Figrin D'an (2) Light Alien [U2] Set: Premiere P:1 A:1 D:2 F:4 Lore: A male Bith. {Musician} who leads the Mos Eisley Cantina band, Figrin D'an and the Modal Nodes. Expert {gambler} and card shark. Text: Once each turn during your control phase, you may use 1 Force to make a 'wager.' Draw three destiny. Opponent draws two destiny. Player with highest total may randomly select one card to be retrieved from that player's Lost Pile. ***Florn Lamproid (3) Light Alien [C] Set: Jabba's Palace P:1 A:2 D:3 F:2 Lore: Aggressive, serpent-like colonizers. Found on many jungle and forest planets. Have poison stinger that they use when defending themselves. Text: May deploy as a 'react' to any jungle or forest site. Power and forfeit +2 while Dice Ibegon at Audience Chamber. Poison stinger {cumulatively} adds 1 to attrition against opponent in battles at same site. FX-7 (Effex-Seven) (2) Light Medical Droid [C2] Set: Hoth P:0 D:2 F:3 Lore: Model nicknamed "Fixit" by Rebels at Echo Base. Though obsolete in advanced hospitals, FX-7 droids still operate at many Rebel outposts as assistant surgeons. 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. Cumulatively subtracts 2 from X on your Bacta Tank. *Garon Nas Tal (3) Light Alien [R] Set: Jabba's Palace P:2 A:1 D:2 F:3 Lore: Saurin combat expert. Hired by Jabba to train his Gamorrean guards. Regrets taking the job. Dislikes Jabba and his henchbeings. Plotting to kill Jabba. Icons: Warrior Text: While at Audience Chamber, all your other Saurins are forfeit +2 and all your characters trained by Sai'torr Kal Fas are power and forfeit +1. *Garouf Lafoe (3) Light Alien [U2] Set: A New Hope P:1 A:1 D:3 F:2 Lore: Free-trader who imports ice chunks from rings of Ohann and Adriana, outer planets in Tatoo system. Sales remain cold...due to steep Imperial taxes and bribes. Icons: Pilot Text: Adds 1 to power of any starship he pilots. All your characters at same Tatooine site are forfeit +1. All opponent's characters at same Hoth site are forfeit -1. Game text canceled if at same site as a tax collector. *Garouf Lafoe (3) Light Alien [U2] Set: A New Hope P:1 A:1 D:3 F:2 Lore: Free-trader who imports ice chunks from rings of Ohann and Adriana, outer planets in Tatoo system. Sales remain cold...due to steep Imperial taxes and bribes. Icons: Pilot Text: Adds 1 to power of anything he pilots. Adds 1 to forfeit of each of your characters at same Tatooine site. Subtracts 1 from forfeit of each of opponent's characters at same Hoth site. Game text suspended if at same site as a tax collector. *Garouf Lafoe (3) Light Alien [U2] Set: A New Hope P:1 A:1 D:3 F:2 Lore: Free-trader who imports ice chunks from rings of Ohann and Adriana, outer planets in Tatoo system. Sales remain cold...due to steep Imperial taxes and bribes. Icons: Pilot Text: Adds 1 to power of anything he pilots. Adds 1 to forfeit of each of your characters at same Tatooine site. Subtracts 1 from forfeit of each of opponent's characters at same Hoth site. Game text suspended if at same site as a tax collector. *Geezum (2) Light Alien [R] Set: Jabba's Palace P:2 A:1 D:3 F:2 Lore: Snivvian {scout}. Enjoys exploring new planets and charting difficult terrain. Paid very well by Jabba to do so. Unsure of his employer's motivations. Text: During your control phase, if at an exterior planet site, may use 2 Force to search your Reserve Deck, take a related site into hand and reshuffle. While at Audience Chamber, all your other Snivvians are forfeit +2. *General Carlist Rieekan (1) Light Rebel [R2] Set: Hoth P:2 A:2 D:3 F:5 Lore: One of the original founders of the Rebel Alliance. Former civilian strategist with the House of Organa. Somber {leader} of Echo Base. Icons: Warrior Text: Each Rebel present with him at a Hoth site is power +1. May use 1 Force to cancel Death Squadron. While at an Echo site, opponent must occupy an additional Hoth site to cancel Echo Base Operations. *General Dodonna (2) Light Rebel [U1] Set: Premiere P:2 A:2 D:3 F:5 Lore: Skilled tactician and natural {leader}. Planned attack on Death Star after analyzing technical readouts provided by Princess Leia. Star Destroyer captain during Old Republic. Icons: Warrior Text: Increases Rebel Planners by 1, doubles if at same site. May use 1 Force to cancel Wrong Turn. Each Rebel present with him at a Yavin 4 site is power +1. *Ghoel (4) Light Alien [R] Set: Jabba's Palace P:0 A:2 D:2 F:4 Lore: Wol Cabbasshite. Immobile. Species evolved from parasites. Mistakenly left in Jabba's palace. No one suspects its intelligence. Often tries to lick passersby. Text: Deploys only at interior sites. Cannot move. During a battle at same site, may target one character present. Draw destiny. If destiny +3 > ability, target may not use ability toward drawing battle destiny this turn. ***Gran (2) Light Alien [C] Set: Jabba's Palace P:1 A:1 D:2 F:3 Lore: From an ancient civilization. Pacifists. Those who commit acts of violence are banished from their home planet, Kinyen. Organizes peaceful protests against the Empire. Text: May retrieve 1 Force whenever opponent initiates battle at same or adjacent site (if at same site, retrieved Force may be taken into hand). H'nemthe (2) Light Alien [C] Set: Jabba's Palace P:1 A:2 D:2 F:3 Lore: Starfaring explorers. H'nemthe have a reputation for being sly and unforgiving. Many abandoned their homeworld after the Empire invaded. The females ritually kill their males. Icons: Pilot Text: Adds 2 to power of any starship she pilots. Adds 2 to deploy cost of each opponent's male Imperials when that Imperial is deploying to same or adjacent site. *Han (1) Light Alien [NA] Set: Jedi Pack P:2 A:2 D:4 F:3 Lore: Corellian. Graduated with honors from the Imperial Academy. Dishonorably discharged. Wanders the galaxy building a reputation as a {gambler} and a hot-shot pilot. Icons: Pilot Text: *Han Solo (1) Light Rebel [R1] Set: Premiere P:3 A:3 D:3 F:6 Force-Attuned Lore: {Smuggler}, {gambler} and "freelance law-bender." Crafty Corellian pirate. Rebel hero. Owns Millennium Falcon. Co-pilot Chewbacca promised him "life-debt." Has bounty on head. Icons: Pilot, Warrior Text: Once during battle, may use 1 Force to cancel your previous destiny and draw again. Adds 2 to power of any starship he pilots. On Millennium Falcon, also adds 2 to maneuver and may draw one battle destiny if not able to otherwise. *Het Nkik (3) Light Alien [U2] Set: A New Hope P:1 A:2 D:* F:1 Lore: Jawa {scout}. Wants to avenge deaths of relatives killed in stormtrooper assault on sandcrawler. Reegesk pilfered the powerpack from his blaster at a critical moment. Icons: Warrior Text: * Deploys only on Tatooine for 2 Force from each player's Force Pile. Het is power +1 for each Stormtrooper at same site, unless Reegesk is present. *Het Nkik (3) Light Alien [U2] Set: A New Hope P:1 A:2 D:* F:1 Lore: Jawa {scout}. Wants to avenge deaths of relatives killed in stormtrooper assault on sandcrawler. Reegesk pilfered the powerpack from his blaster at a critical moment. Icons: Warrior Text: * Deploys only on Tatooine for 2 Force from each player's Force Pile. Het is power +1 for each Stormtrooper at same site, unless Reegesk is present. *Het Nkik (3) Light Alien [U2] Set: A New Hope P:1 A:2 D:* F:1 Lore: Jawa {scout}. Wants to avenge deaths of relatives killed in stormtrooper assault on sandcrawler. Reegesk pilfered the powerpack from his blaster at a critical moment. Icons: Warrior Text: Het is power +1 for each Stormtrooper at same site, unless Reegesk is present. *To deploy, requires 2 Force from each player's Force Pile. Cannot deploy otherwise. Deploy only on Tatooine, but may move elsewhere. *Hunchback (3) Light Alien [R1] Set: A New Hope P:4 A:1.5 D:4 F:4 Lore: What hump? Text: On a hunch, if opponent just announced a Force drain at an adjacent site, you may use 1 Force to search through the opponent's Force Pile and cause one card that has 'back' in the title to be placed out of play. Shuffle, cut and replace. *Hunchback (3) Light Alien [R1] Set: A New Hope P:4 A:1.5 D:4 F:4 Lore: What hump? Text: On a hunch, if opponent just initiated a Force drain at an adjacent site, you may use 1 Force to search opponent's Force Pile and place out of play one card there that has 'back' in the title; reshuffle. *Hunchback (3) Light Alien [R1] Set: A New Hope P:4 A:1.5 D:4 F:4 Lore: What hump? Text: On a hunch, if opponent just initiated a Force drain at an adjacent site, you may use 1 Force to search opponent's Force Pile and place out of play one card there that has 'back' in the title; reshuffle. *Ickabel G'ont (3) Light Alien [U2] Set: A New Hope P:1 A:2 D:2 F:3 Lore: Male Bith {musician}. His favorite cantina song is "Tears of Aquanna" (mainly because it features him on Fanfar). Text: Opponent must use X Force when Force draining at any adjacent site, where X=the number of other musicians present with Ickabel. *Ickabel G'ont (3) Light Alien [U2] Set: A New Hope P:1 A:2 D:2 F:3 Lore: Male Bith {musician}. His favorite cantina song is "Tears of Aquanna" (mainly because it features him on Fanfar). Text: Opponent must use X Force when Force draining at any adjacent site, where X=the number of other musicians present with Ickabel. *Ickabel G'ont (3) Light Alien [U2] Set: A New Hope P:1 A:2 D:2 F:3 Lore: Male Bith {musician}. His favorite cantina song is "Tears of Aquanna" (mainly because it features him on Fanfar). Text: Opponent must use X Force when Force draining at any adjacent site, where X=the number of other musicians present with Ickabel. ***Ishi Tib (3) Light Alien [C] Set: Jabba's Palace P:1 A:1 R:3 D:2 F:2 Lore: Extremely efficient organizers. Sought after by transgalactic corporations. Spend a large part of their life underwater. Protected by rough, thick skin. Text: Power +1 at any swamp. During your draw phase, may place one card from your hand on bottom of Used Pile to draw a card from Reserve Deck. ***Ithorian (2) Light Alien [C] Set: Jabba's Palace P:1 A:2 D:2 F:2 Lore: Good natured, optimistic herders from Ithor. Plant trees and reforest areas. Sided with Rebellion at great risk to their home planet. Text: Power and forfeit +2 while Momaw Nadon at Audience Chamber. While at any jungle, swamp, forest or exterior Endor site, adds one [Dark] icon and one [Light] icon. Prevents [selective] creatures from attacking where present. Jawa (3) Light Alien [C2] Set: Premiere P:1 A:1 D:* F:1 Lore: Pesky scavenger species. One meter tall. Trade language nearly unintelligible...unless Jawas wish to be understood. Sometimes build massive stone fortresses. Text: * To deploy, requires 1 Force from each players' Force Pile. Cannot deploy otherwise. Deploy only on Tatooine, but may move elsewhere. *Jek Porkins (2) Light Rebel [U1] Set: Premiere P:2 A:2 D:2 F:4 Lore: Piloted Red 6 at Battle of Yavin. Specializes in strafing runs. Served in Tierfon Yellow Aces squadron at Tierfon Rebel Outpost. Free trader from Bestine system. Icons: Pilot, Warrior Text: Adds 2 to power of any starship he pilots. On Red 6, also adds 1 to maneuver and draws one battle destiny if not able to otherwise. *Jeroen Webb (2) Light Rebel [U1] Set: Hoth P:1 A:2 D:2 F:4 Lore: Native of Ralltiir. {Spy} for Ralltiir's underground network after his homeworld was subjugated. Icons: Pilot Text: Adds 2 to power of any starship he pilots. When in battle with a Rebel leader, subtracts 1 from opponent's total battle destiny. *Jess (1) Light Alien [R] Set: Jabba's Palace P:1 A:2 D:3 F:3 Lore: Popular {musician}. Often seen with Bib Fortuna. Captivates those around her. Hoping to join a band and leave Jabba's palace. Icons: Warrior Text: May retrieve 1 Force each time you deploy a musician to same site. During your turn, may use 1 Force to 'charm' one male alien of ability < 3 present; that male is forfeit = 0 for remainder of turn. *K-3PO (Kay-Threepio) (4) Light Protocol Droid [R1] Set: Hoth P:1 D:2 F:3 Lore: Old-model protocol droid. Learned military tactics while under the ownership of Commander Narra. In charge of the droid pool at Echo Base. Text: May initiate battle and be battled. K-3PO is power +1 for each of your droids at same Hoth or Yavin 4 site. Functions as a leader if present with at least one of your other droids. *Kabe (3) Light Alien [U1] Set: Premiere P:1 A:1 D:2 F:3 Lore: Young female Chadra-Fan. {Thief}. Guardian is Muftak. Abandoned on Tatooine by slavers. Loves intoxicating juri juice. Once robbed Jabba the Hutt's dwelling in Mos Eisley. Text: During your control phase, may target one opponent's weapon or device at same site. Draw destiny. If destiny < target's destiny number, Kabe 'steals' device to use, or weapon to hold and transfer (for free) to a warrior at same site. *Kal'Falnl C'ndros (2) Light Alien [R1] Set: Premiere P:1 A:1 D:0 F:5 Lore: A female Quor'sav, a warm-blooded, avian/monotreme species. 3.5 meters tall. Over-protective mother. Freelance pilot. Has custom-built ship with tall corridors. Lays eggs. Icons: Pilot Text: If both players draw one battle destiny involving Kal, and yours is higher, the opponent's destiny is reduced to zero. Landspeed = 3. Adds 2 to power of capital starships she pilots. Legs too long to board starfighters or enclosed vehicles. *Kalit (2) Light Alien [R] Set: Jabba's Palace P:2 A:2 D:3 F:3 Lore: Jawa {leader}. Seeking to peacefully settle a long standing disagreement with his rival, Wittin. Wants Jabba to mediate their talks. Text: Deploys only on Tatooine. Your Jawa Siesta is not unique (*), is doubled, deploys free (or for 6 Force from each player) and {cumulatively} affects your Jawas' forfeit. While at Audience Chamber or Jawa Camp, all your other Jawas are power +2. *Kebyc (3) Light Alien [U] Set: Cloud City P:1 A:2 D:3 F:5 Lore: Senior accountant for the Cloud City Miner's Guild. Administrates the annual dues and fights corruption among her fellow guild members. Text: When at a site and opponent is losing force from Force drains at cloud sectors on same planet, lost force must come from Reserve Deck, if possible. ***Kitonak (3) Light Alien [C] Set: Jabba's Palace P:1 A:1 D:2 F:2 Lore: Natives of Kirdo III, a desert world, Kitonak possess tough, leathery skin. Many become {musicians}. Very patient. Thousands have been enslaved by the Empire. Text: Power +1 at a Tatooine site, or power +2 at any desert. Immune to Gravel Storm, Sandwhirl and desert landspeed requirements. Immune to attrition < the number of your musicians present. Klatooinian Revolutionary (3) Light Alien [C] Set: Jabba's Palace P:3 A:1 D:4 F:3 Lore: Some Klatooinians escaped enslavement by Hutt organizations. Continually fighting to free their species. Hate all Hutts. Icons: Warrior Text: Power +2 at any Jabba's Palace site. May 'react' by deploying or moving to same site as any Hutt. *Lando Calrissian (1) Light Alien [R] Set: Cloud City P:2 A:3 D:3 F:6 Force-Attuned Lore: {Gambler}. Scoundrel. Former owner of the Millennium Falcon. Despite a notorious past, has become a successful chief administrator of a Tibanna gas mining facility. Icons: Pilot, Warrior Text: Adds 2 to power of starship he pilots (3 on Falcon). Power +1 for every Cloud City location you control. When playing Sabacc, may add 1 to or subtract 1 from your total. *Laudica (3) Light Alien [R] Set: Jabba's Palace P:2 A:2 D:2 F:3 Lore: Corellian gun-runner. Skilled markswoman. Friends with Brindy Truchong and the Tonnika sisters. Romantically involved with Rayc Ryjerd, against her better judgment. Icons: Warrior Text: When in a battle, you may 'react' by deploying any one non-unique blaster (for free) on Laudica from Reserve Deck, reshuffle. When present with your non-unique Corellian at a site, allows your character weapons to transfer for free there. *Leesub Sirln (4) Light Alien [R2] Set: Premiere P:1 A:3 D:3 F:3 Force-Attuned Lore: Leesub is a Qiraash (near-human). Enslaved as child. Limited precognition. Selected by Imperial High Inquisitor Tremayne as Force adept. Escaped and hiding in Mos Eisley. Text: Once each turn during your control phase, may use 1 Force to guess a card type and point to a card in opponent's hand. Card must be shown. If guessed correctly, card is lost. *Leia (1) Light Rebel [NA] Set: Jedi Pack P:2 A:2 D:4 F:3 Lore: Adopted daughter of the Viceroy and First Chairman of Alderaan. Became a political {leader} at a young age. The injustices of the New Order led her to join the Rebellion. Text: *Leia Organa (1) Light Rebel [R1] Set: Premiere P:3 A:3 D:3 F:6 Force-Attuned Lore: Strong-willed princess from Alderaan. Youngest Imperial Senator ever. Used diplomatic immunity to {spy} for Rebels. Led relief effort on Ralltir. Natural {leader}. Icons: Warrior Text: Adds 1 to power of each Rebel present with her at a Death Star site. 'Diplomatic' immunity to attrition < 2. *Leslomy Tacema (3) Light Alien [R] Set: Jabba's Palace P:1 A:2 D:2 F:2 Lore: Female Duros. Expert pilot. Helps run the docking facilities in Mos Eisley. Friends with Ellorrs Madak. Approves all cargo manifests. Forgiving of minor transgressions. Icons: Pilot Text: Adds 3 to power of any starship she pilots. While at Audience Chamber, adds 2 to the power bonus provided by Ellorrs Madak. LIN-V8K (Elleyein-Veeatekay) (3) Light Mining Droid [C1] Set: Premiere P:0 D:2 F:4 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. *Lobot (1) Light Alien [R] Set: Cloud City P:0 A:2 D:2 F:5 Lore: Former criminal. Fitted with a cybernetic device. Now repays his debt to society by ensuring the smooth running of Cloud City. Becomes disoriented when not with a computer. Text: Deploys only as a 'react' to a Cloud City site or to where your Lando is present. When present at a Scomp link, power +2 and opponent's total power is -2 at same site. Your Cloud City Troopers deploy free and are power +1 at same Cloud City site. *Loje Nella (3) Light Alien [R] Set: Jabba's Palace P:1 A:2 D:2 F:3 Lore: Accountant. Descended from a species of cliff boring worms. Reluctant assistant to Mosep. Purposefully mismanages funds to obstruct Jabba's nefarious activities. Text: While at Audience Chamber, suspends Gailid's and Mosep's game text and allows you to activate 1 Force whenever you Force drain with an alien. *Luke (1) Light Rebel [T3] Set: Introductory Two-Player P:2 A:3 D:4 F:4 Force-Attuned Lore: Raised by guardians Owen and Beru Lars on a moisture farm on Tatooine, where Owen wanted him to stay. Nicknamed 'Wormie' by childhood friends Camie and Fixer. Icons: Warrior Text: Must deploy on Tatooine, but may move elsewhere. May not be deployed if two or more of opponent's unique (*) characters on table. Your warriors at same site as Luke, or adjacent sites are forfeit +1. *Luke Skywalker (1) Light Rebel [R1] Set: Premiere P:3 A:4 D:3 F:7 Force-Sensitive Lore: Son of Anakin Skywalker. Student of Obi-Wan Kenobi. Honed piloting skills while bullseyeing womp rats in Beggar's Canyon aboard T-16 skyhopper. Icons: Pilot, Warrior Text: You may activate 1 extra Force each turn if Luke is present at any non-Tatooine location. Adds 3 to power of any starship he pilots. On Red 5, also adds 2 to maneuver. Immune to attrition < 3. M-HYD 'Binary' Droid (2) Light Binary Hydroponics Droid [U1] Set: A New Hope P:2 D:3 F:5 Lore: Pretentious hydroponics droid. Specializes in working with binary load lifters and vaporators. Proficient in a number of languages but prefers to converse only in binary. Text: At any time, any player may use 1 Force to turn M-HYD off (face down) or on again (face up). OFF: Considered out of play. ON: Adds 2 to forfeit of each non-droid character at same and adjacent sites. M-HYD 'Binary' Droid (2) Light Binary Hydroponics Droid [U1] Set: A New Hope P:2 D:3 F:5 Lore: Pretentious hydroponics droid. Specializes in working with binary load lifters and vaporators. Proficient in a number of languages but prefers to converse only in binary. Text: At any time, any player may use 1 Force to turn M-HYD off (face down) or on again (face up). OFF: Considered out of play. ON: Adds 2 to forfeit of each non-droid character at same and adjacent sites. M-HYD 'Binary' Droid (2) Light Binary Hydroponics Droid [U1] Set: A New Hope P:2 D:3 F:5 Lore: Pretentious hydroponics droid. Specializes in working with binary load lifters and vaporators. Proficient in a number of languages but prefers to converse only in binary. Text: At any time, any player may use 1 Force to turn M-HYD off (face down) or on again (face up). OFF: Considered out of play. ON: All non-droid characters at same and adjacent sites are forfeit +2. *Major Bren Derlin (2) Light Rebel [R2] Set: Hoth P:2 A:2 D:2 F:5 Lore: Hero of Nentan. Supervised construction of Echo Base on Hoth. Head of base security. At the Mos Eisley Cantina, everyone knows his name. Icons: Warrior Text: While on Hoth, may use 1 Force to cancel Breached Defenses and opponent may not 'react' to any Echo site. While at Cantina, power +1 and may use 1 Force to cancel Local Trouble. *Max Rebo (2) Light Alien [R] Set: Jabba's Palace P:1 A:1 D:3 F:2 Lore: Ortolan {musician} and {gambler}. Leader of The Max Rebo Band. Signed a lifetime contract to Jabba in exchange for unlimited food. Text: Power +2 on Hoth. If at same site as another of you musicians, you may play Bith Shuffle to cancel a Force drain at an adjacent site. While at Audience Chamber, all your other musicians are deploy -1 and forfeit +3. *Momaw Nadon (3) Light Alien [U2] Set: Premiere P:1 A:3 D:2 F:3 Force-Attuned Lore: Male Ithorian, from a tree-loving race derogatorily nicknamed, 'Hammerheads.' Master of animal husbandry and horticulture. Former herd ship {leader}. Rebel {spy}. Text: During your control phase, may snare (steal) one Bantha, Dewback, Wampa, Rancor, Bubo, or Dragonsnake present at same site. *Mon Mothma (1) Light Rebel [PV] Set: Endor P:2 A:3 D:5 F:8 Force-Attuned Lore: Native of Chandrila. Leader of the Alliance. A former member of the Imperial Senate where she was a formidable opponent of then-Senator Palpatine. Friend of Bail Organa. Text: While at your war room, subtracts 1 from each opponent's battle destiny at all system locations and adds 2 to forfeit of all non-unique rebels. During your deploy phase, may deploy one non-unique Rebel from Reserve Deck and reshuffle. *Nalan Cheel (3) Light Alien [U2] Set: A New Hope P:2 A:1 D:2 F:3 Lore: Male Bith {musician}. Though he enjoys playing his Bandfill in Figrin D'an's band, he misses the bubblink pink swamps of his homeworld, Clak'dor VII. Text: After using Bith Shuffle, 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. *Nalan Cheel (3) Light Alien [U2] Set: A New Hope P:2 A:1 D:2 F:3 Lore: Male Bith {musician}. Though he enjoys playing his Bandfill in Figrin D'an's band, he misses the bubblink pink swamps of his homeworld, Clak'dor VII. Text: After using Bith Shuffle, peek at top X cards of pile or deck just shuffled, where X=number of other musicians at same site. May reshuffle without peeking. *Nalan Cheel (3) Light Alien [U2] Set: A New Hope P:2 A:1 D:2 F:3 Lore: Male Bith {musician}. Though he enjoys playing his Bandfill in Figrin D'an's band, he misses the bubblink pink swamps of his homeworld, Clak'dor VII. Text: After using Bith Shuffle, peek at top X cards of pile or deck just shuffled, where X=number of other musicians at same site. May reshuffle without peeking. *Obi-Wan Kenobi (1) Light Rebel [R1] Set: Premiere P:5 A:6 D:5 F:9 Jedi Knight Lore: Jedi Knight. Trained by Yoda. Friend of Bail Organa. General Kenobi became a hero of the Old Republic during the Clone Wars. Mentor of Anakin and Luke Skywalker. Icons: Warrior Text: When present at the start of a battle, may use 1 Force to cause one opponent's character of ability = 1 (your choice) to move away (for free) or that character is immediately lost. Immune to attrition < 5. *Oola (3) Light Alien [R] Set: Jabba's Palace P:1 A:1 D:2 F:3 Lore: Female Twi'lek {musician}. Became a dancer to live a life of luxury. Has worked for Jabba for only two days. Desperate to escape. 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 Imperials or unique (*) male aliens there are placed in opponent's Used Pile. ***Ortolan (3) Light Alien [C] Set: Jabba's Palace P:1 A:1 D:2 F:2 Lore: Squat, floppy-eared food lovers. Ortolans come from the frigid planet Orto. Communicate above the auditory range of most species. Text: Power and forfeit +2 on Hoth or at Dining Room. While at a marker site, {cumulatively} adds 1 to number of Hoth sites required for opponent to gain a Force drain bonus from Walker Garrison. *Owen Lars (2) Light Rebel [U1] Set: Premiere P:1 A:3 D:2 F:4 Force-Attuned Lore: Guardian of Luke Skywalker. Husband of Beru Lars. Brother of Obi-Wan Kenobi. Farmer of moisture. Disapprover of Luke's desire to leave Tatooine. Text: Deploys free at Lars' Moisture Farm. Power +2 if at same site as Beru Lars or one Vaporator. If lost during the opponent's turn, Luke is power +3 until the end of your next turn. *Palejo Reshad (2) Light Alien [R] Set: Jabba's Palace P:1 A:2 D:2 F:2 Lore: Corellian spice trader. Makes a large profit by selling spice in Jabba's court. Secretly uses part of the profit to help fund the Rebellion. Icons: Pilot Text: Adds 2 to power of any starship he pilots. While at Audience Chamber, all your Corellians are power and forfeit +1 (+2 if non-unique) and your Force generation at the Corellia system is +2. *Pops (2) Light Rebel [U1] Set: Premiere P:2 A:2 D:2 F:4 Lore: Piloted Gold 5 at Battle of Yavin. Real name Davish Krail. Veteran pilot. Flew fighters for two decades. Wingman of Gold Leader. Icons: Pilot, Warrior Text: Adds 2 to power of any starship he pilots. On Gold 5, also adds 1 to maneuver and draws one battle destiny if not able to otherwise. *Princess Leia (1) Light Rebel [R] Set: Cloud City P:3 A:4 D:4 F:7 Force-Sensitive Lore: Prominent {leader} in the struggling Alliance. Former member of the Imperial Senate. Beginning to discover her true heritage. Like scoundrels. Icons: Pilot, Warrior Text: May only deploy on Hoth or Cloud City, but may move elsewhere. Adds 1 to power of any starship she pilots. May deploy (on Hoth or Cloud City) or move as a 'react' to same site as Han or Luke. Immune to attrition < 3. *Princess Leia Organa (1) Light Rebel [R] Set: Jabba's Palace P:3 A:4 D:* F:7 Force-Sensitive Lore: Captured by Jabba. Princess Leia provided a distraction for his henchbeings. Waiting for the first chance to escape. Really made Jabba's tail wiggle. Icons: Pilot, Warrior Text: * Deploys free as an escorted captive of Jabba, or a bounty hunter (you may not initiate battle there on the same turn). While a captive, opponent's unique (*) aliens at same site are forfeit -2. If released, retrieve 5 Force. Immune to attrition < 3. *Pucumir Thryss (2) Light Alien [R] Set: Jabba's Palace P:2 A:1 D:3 F:3 Lore: Former gas miner. One of the Rebellion's contacts on Cloud City before it was taken over by the Empire. Wishes to return to Bespin and retake the floating city. Icons: Warrior Text: While on Cloud City, adds 1 to your Force drains at related sites and adds 4 to destiny of your miners drawn for battle destiny. During your deploy phase, may deploy one non-unique Rebel to same Cloud City site from Reserve Deck; reshuffle. *R'kik D'nec, Hero Of The Dune Sea (1) Light Alien [R] Set: Jabba's Palace P:3 A:1 D:3 F:3 Lore: A tribe of Tusken Raiders, a herd of angry banthas, a raging Krayt Dragon and R'kik. Minutes later, the Jawa emerged from the Dune Sea, a bantha tusk over his shoulder. Icons: Warrior Text: Deploys only on Tatooine. Jawa weapons deploy free on R'kik, when firing one, may add up to 3 to the total weapon destiny just drawn. When he playing Dune Sea Sabacc and wins, wins double. *R-3PO (Ar-Threepio) (3) Light Protocol Droid [R2] Set: Hoth P:1 D:2 F:3 Lore: Designed as a response to the threat of Imperial espionage droids. Joins a droid pool and uncovers spies. Has tattoo reading "Thank The Maker" on left posterior plating. Text: Once each turn, during your control phase, for each opponent's spy present opponent must lose 1 Force (2 if spy is a droid or is Undercover, 4 if both). *R2-D2 (Artoo-Detoo) (2 or 5) Light Astromech Droid [R2] Set: A New Hope P:1 D:3 F:4 Lore: Fiesty. Loyal. Heroic. Insecure. Rebel {spy}. Excels at trouble. Incorrigible counterpart of a mindless philosopher. Has picked up a slight flutter. A bit eccentric. Text: While aboard any starfighter, adds 2 to power, maneuver and hyperspeed (3 on Red 5). If at a Scomp link when opponent draws destiny of: 1-3, you may activate one Force. 4-6, you may draw top card from Reserve Deck. *R2-D2 (Artoo-Detoo) (2 or 5) Light Astromech Droid [R2] Set: A New Hope P:1 D:3 F:4 Lore: Fiesty. Loyal. Heroic. Insecure. Rebel {spy}. Excels at trouble. Incorrigible counterpart of a mindless philosopher. Has picked up a slight flutter. A bit eccentric. Text: While aboard any starfighter, adds 2 to power, maneuver and hyperspeed (3 on Red 5). If at a Scomp link when opponent draws destiny of: 1-3, you may activate one Force; 4-6, you may draw top card from Reserve Deck. *R2-D2 (Artoo-Detoo) (2 or 5) Light Astromech Droid [R2] Set: A New Hope P:1 D:3 F:4 Lore: Fiesty. Loyal. Heroic. Insecure. Rebel {spy}. Excels at trouble. Incorrigible counterpart of a mindless philosopher. Has picked up a slight flutter. A bit eccentric. Text: While aboard any starfighter, adds 2 to power, maneuver and hyperspeed (3 on Red 5). If at a Scomp link when opponent draws destiny of: 1-3, you may activate one Force; 4-6, you may draw top card from Reserve Deck. R2-X2 (Artoo-Extoo) (4) Light Astromech Droid [C2] Set: Premiere P:1 D:1 F:3 Lore: Typical starfighter pilot assistant. Contains ten coordinates for hyperspace jumps. Built-in tools and computer interfaces. R2-X2 was assigned to Red 10 at Yavin Base. Text: While aboard any starfighter, adds 1 to power, maneuver and hyperspeed. R4-E1 (Arfour-Eeone) (4) Light Vehicle Droid [C2] Set: Premiere P:1 D:1 F:3 Lore: One of numerous vehicle computer operation droids, manufactured by Industrial Automation. This unit, R4-E1, is a companion of BoShek. Rambunctious. Fiercely independent. 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-D4 (Arfive-Defour) (4) Light Astromech Droid [C2] Set: A New Hope P:1 D:2 F:3 Lore: Cheap astromech droid commonly referred to as 'Red.' Purposely blew his motivator to prevent splitting up R2-D2 and C-3PO on Tatooine. Poor navigator but skilled mechanic. 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-D4 (Arfive-Defour) (4) Light Astromech Droid [C2] Set: A New Hope P:1 D:2 F:3 Lore: Cheap astromech droid commonly referred to as 'Red.' Purposely blew his motivator to prevent splitting up R2-D2 and C-3PO on Tatooine. Poor navigator but skilled mechanic. 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-D4 (Arfive-Defour) (4) Light Astromech Droid [C2] Set: A New Hope P:1 D:2 F:3 Lore: Cheap astromech droid commonly referred to as 'Red.' Purposely blew his motivator to prevent splitting up R2-D2 and C-3PO on Tatooine. Poor navigator but skilled mechanic. 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. R5-M2 (Arfive-Emmtoo) (4) Light Astromech Droid [C2] Set: Hoth P:1 D:1 F:3 Lore: Programmed to pilot sublight tactical courses. R5 units are in high demand for combat starships. R5-M2 helped plan evacuation routes from Echo Base. Owned by Shawn Valdez. Text: When aboard a capital starship, adds 1 to power and hyperspeed and that starship is immune to attrition < 3 RA-7 (Aray-Seven) (4) Light Servant Droid [C2] Set: A New Hope P:1 D:2 F:3 Lore: The RA line of servant droids has fifth-degree primary programming. Low intelligence with capabilities for mental labor only. Common among nobles and high-ranking officials. Text: May transfer character weapons (for free) to or from your other characters present. May carry up to four such weapons at one time. RA-7 (Aray-Seven) (4) Light Servant Droid [C2] Set: A New Hope P:1 D:2 F:3 Lore: The RA line of servant droids has fifth-degree primary programming. Low intelligence with capabilities for mental labor only. Common among nobles and high-ranking officials. Text: May transfer character weapons (for free) to or from your other characters present. May carry up to four such weapons at one time. RA-7 (Aray-Seven) (4) Light Servant Droid [C2] Set: A New Hope P:1 D:2 F:3 Lore: The RA line of servant droids has fifth-degree primary programming. Low intelligence with capabilities for mental labor only. Common among nobles and high-ranking officials. Text: Your characters with weapons may give them to this droid during your deploy phase, for free. RA-7 can carry (but not use) up to four weapons and redeploy to warriors present for free. *Rayc Ryjerd (2) Light Alien [R] Set: Jabba's Palace P:2 A:2 D:3 F:4 Lore: An 'honest' {smuggler}. Working for Jabba to pay off debts for his ship. Rycar's son. Even more of an idiot. Icons: Pilot Text: Adds 2 to power of any starship he pilots (or 4 if trained by Rycar Ryjerd). Any starfighter Rayc pilots is immune to Tallon Roll and is not lost if an asteroid sector is drawn for asteroid destiny. Rebel Commander (2) Light Rebel [C2] Set: A New Hope P:1 A:2 D:3 F:2 Lore: Commander Bob Hudsol. Typical of hard-line Corellian officers known for caution in battle. {Leader} of resistance in Bothan space. Developed strong ties to Bothan spynet. Text: Adds 1 to forfeit of each of your other Rebels (except leaders) at same site. Bothan spies deploy free to same location. Rebel Commander (2) Light Rebel [C2] Set: A New Hope P:1 A:2 D:3 F:2 Lore: Commander Bob Hudsol. Typical of hard-line Corellian officers known for caution in battle. {Leader} of resistance in Bothan space. Developed strong ties to Bothan spynet. Text: Adds 1 to forfeit of each of your other Rebels (except leaders) at same site. Bothan spies deploy free to same location. Rebel Commander (2) Light Rebel [C2] Set: A New Hope P:1 A:2 D:3 F:2 Lore: Commander Bob Hudsol. Typical of hard-line Corellian officers known for caution in battle. {Leader} of resistance in Bothan space. Developed strong ties to Bothan spynet. Text: Other Rebels (except leaders) at same site are forfeit +1. Bothan spies deploy free to same location. Rebel Guard (3) Light Rebel [C2] Set: Premiere P:* A:1 D:2 F:1 Lore: Galen Torg was selected for honor guard duty during ceremony following the Battle of Yavin. He is typical of the hard-working, unsung heros in the Rebel Alliance. Text: Cannot move. * Power = 0 during an offensive battle, but Power = 4 when defending a battle. Rebel Pilot (3) Light Rebel [C2] Set: Premiere P:* A:2 D:2 F:2 Lore: Lt. Wenton Chan, from Corulag, is typical of the new pilots who volunteer for dangerous duty in the Rebellion. Few have Academy training. Most learn piloting on skyhoppers. Icons: Pilot Text: * Power = 0 when at any site, but adds 2 to power of any starship he pilots. ***Rebel Scout (2) Light Rebel [C1] Set: Hoth P:2 A:1 D:2 F:3 Lore: A Rebel {scout} such as Vidar Blin is usually assigned to recon missions. Trained in first-response tactics, many come to the Alliance with prior special forces experience. Icons: Warrior Text: May 'react' (for free) to a battle at an adjacent site where you have a Rebel with ability > 2 or a leader. Rebel Squad Leader (1) Light Rebel [C3] Set: A New Hope P:1 A:1 D:2 F:3 Lore: Lt. Pello Scrambas is a typical veteran officer in the Rebel forces. Loyally served the Organa family for nearly two decades as a guard for the Royal House of Alderaan. Icons: Warrior Text: Adds 1 to forfeit of to each of your other troopers and Rebel Guards at same site. When moving with a 'squad' of exactly three other troopers and/or Rebel Guards, all four move for 1 Force. Rebel Guards at same site may move. Rebel Squad Leader (1) Light Rebel [C3] Set: A New Hope P:1 A:1 D:2 F:3 Lore: Lt. Pello Scrambas is a typical veteran officer in the Rebel forces. Loyally served the Organa family for nearly two decades as a guard for the Royal House of Alderaan. Icons: Warrior Text: Adds 1 to forfeit of to each of your other troopers and Rebel Guards at same site. When moving with a 'squad' of exactly three other troopers and/or Rebel Guards, all four move for 1 Force. Rebel Guards at same site may move. Rebel Squad Leader (1) Light Rebel [C3] Set: A New Hope P:1 A:1 D:2 F:3 Lore: Lt. Pello Scrambas is a typical veteran officer in the Rebel forces. Loyally served the Organa family for nearly two decades as a guard for the Royal House of Alderaan. Icons: Warrior Text: When moving with a 'squad' of exactly three troopers and/or Rebel Guards, all four move for 1 Force. Your troopers and Rebel Guards at same site are forfeit +1. Rebel Guards may move with Rebel Squad Leader (at normal use of the Force). ***Rebel Tech (2) Light Rebel [C1] Set: A New Hope P:1 A:1 D:2 F:3 Lore: Def Goren, typical expert in communications and scanner jamming, served aboard the Rebel privateer corvette Spiral before joining the Alliance High Council. Text: When at one of your war rooms: {Cumulatively} adds 1 to total of Attack Run. OR During your control phase, may send this tech to your Used Pile, search your Reserve Deck and take Death Star:Trench into hand. Shuffle, cut and replace. ***Rebel Tech (2) Light Rebel [C1] Set: A New Hope P:1 A:1 D:2 F:3 Lore: Def Goren, typical expert in communications and scanner jamming, served aboard the Rebel privateer corvette Spiral before joining the Alliance High Council. Text: When at your war room: Cumulatively adds 1 to total of Attack Run. OR During your control phase, may send this tech to your Used Pile and take Death Star:Trench into hand from Reserve Deck; reshuffle. ***Rebel Tech (2) Light Rebel [C1] Set: A New Hope P:1 A:1 D:2 F:3 Lore: Def Goren, typical expert in communications and scanner jamming, served aboard the Rebel privateer corvette Spiral before joining the Alliance High Council. Text: When at your war room: Cumulatively adds 1 to total of Attack Run. OR During your control phase, may send this tech to your Used Pile and take Death Star:Trench into hand from Reserve Deck; reshuffle. Rebel Trooper (1) Light Rebel [C3] Set: Premiere P:1 A:1 D:1 F:2 Lore: Corellian Corvette trooper Ensign Chad Hilse, an Alderaanian, typifies the loyal Rebel volunteers dedicated to defeating the Empire. Trained in starship and ground combat. Icons: Warrior Text: Deploys free to same site as one of your Rebels with ability > 2. Rebel Trooper Recruit (3) Light Rebel [NA] Set: Official Sealed Deck P:1 A:1 D:1 F:1 Lore: New Rebel troopers gain invaluable experience while acting as support for seasoned troops. The Alliance prefers to assign rookies to soldiers on a one-to-one basis. Text: Deploys free to same site as an Rebel leader. Adds 1 to power of one non-unique Rebel warrior present. When forfeited at same site as a Rebel 'veteran' (a leader or non-cadet trooper), also satisfies all remaining attrition against you. *Red Leader (1) Light Rebel [R1] Set: Premiere P:2 A:2 D:2 F:5 Lore: X-wing pilot Garven Dreis. Led Red Squadron at the Battle of Yavin, and fired an unsuccessful shot at the Death Star thermal exhaust port. Served at Dantooine Rebel base. Icons: Pilot, Warrior Text: Adds 2 to power of any starship he pilots. On Red 1, also adds 1 to maneuver and draws one battle destiny if not able to otherwise. Forfeit +1 to all other Red Squadron pilots at same location. *Rennek (2) Light Alien [R] Set: Jabba's Palace P:1 A:1 D:2 F:3 Lore: Nerf herder. Personally oversees the herding of Jabba's nerfs. Scruffy-looking appearance conceals his expertise in unusual combat techniques. Icons: Warrior Text: Creatures at same site (except Sarlacc) do not attack and cannot be attacked. Up to three times per turn, may use 1 Force to {cumulatively} add 1 to his power for remainder of turn. Rogue Gunner (1) Light Rebel [C2] Set: Hoth P:1 A:1 D:1 F:1 Lore: Tailgunners such as Kesin Ommis from Coruscant are posted to aft gunnery stations on vehicles and starships. Highly trained in weapons operations. Icons: Warrior Text: If aboard a starship as a passenger, adds 1 to starship's weapon destiny draws. *Romas "Lock" Navander (3) Light Rebel [U2] Set: Hoth P:1 A:2 D:2 F:3 Lore: Corellian pilot. Defected from the Empire shortly after graduation from the Academy. Tech communications officer at Echo Base. Relays orders to nearby Rebel starships. Icons: Pilot Text: Adds 1 to power and maneuver of any starship he pilots. Opponent may not 'react' to or from same location. *Saelt-Marae (3) Light Alien [R] Set: Jabba's Palace P:2 A:1 D:2 F:3 Lore: Male Yarkora. Mysterious member of Jabba's court. Posing as an alien artifact trader. Associates with the B'omarr monks at Jabba's palace. No one knows his true motivations. Text: During battle, if an opponent's alien present, may use 3 Force to peek at top card of any Reserve Deck. While at Audience Chamber, all your other Yarkora are power and forfeit +2. ***Saurin (3) Light Alien [C2] Set: A New Hope P:2 A:1 D:2 F:3 Lore: Hrchek Kal Fas, a male Saurin from Durkteel, is a typical droid trader. Scours the "invisible market" for the best droid prices. Guarded by his cousin Sai'torr. Icons: Warrior Text: At any time, may use 1 Force to remove (lose) a Restraining Bolt at same site. Receives an extra power +1 when 'protected' by Sai'torr Kal Fas. ***Saurin (3) Light Alien [C2] Set: A New Hope P:2 A:1 D:2 F:3 Lore: Hrchek Kal Fas, a male Saurin from Durkteel, is a typical droid trader. Scours the "invisible market" for the best droid prices. Guarded by his cousin Sai'torr. Icons: Warrior Text: At any time, may use 1 Force to remove (lose) a Restraining Bolt at same site. Receives an extra power +1 when 'protected' by Sai'torr Kal Fas. ***Saurin (3) Light Alien [C2] Set: A New Hope P:2 A:1 D:2 F:3 Lore: Hrchek Kal Fas, a male Saurin from Durkteel, is a typical droid trader. Scours the "invisible market" for the best droid prices. Guarded by his cousin Sai'torr. Icons: Warrior Text: At any time, may use 1 Force to remove (lose) a Retraining Bolt at same site. Receives an extra power +1 when 'protected' by Sai'torr Kal Fas. *Sergeant Doallyn (4) Light Alien [R] Set: Jabba's Palace P:3 A:2 D:3 F:4 Lore: Humanoid mercenary. {Gambler}. Blackmailed into working for Jabba. Friend of Yarna d'al' Gargan. Expert in breathing apparatus. Needs Hydron 3 cartridges to breathe. Icons: Warrior Text: When Doallyn is on Tatooine, Tusken Breath Mask may target one of your characters on Tatooine, is immune to Alter, is not unique, doubles its power and forfeit bonuses and provides protection from Gravel Storm and Sandwhirl. *Shasa Tiel (3) Light Alien [R] Set: Jabba's Palace P:1 A:1 R:3 D:3 F:3 Lore: Ishi Tib accountant. One of Mosep's assistants. Formerly worked for SoroSuub Inc. Blackmailed into working for Jabba. Hates her job. Searching for a means of escape. Text: Power +1 at any swamp. During opponent's control phase, may use 3 Force to examine the cards in opponent's Force Pile, reorder however you wish and replace. While at Audience Chamber, all your other Ishi Tibs are power and forfeit +2. *Shawn Valdez (3) Light Rebel [U1] Set: Hoth P:1 A:2 D:3 F:4 Lore: Experienced evacuation officer. Charismatic {leader} of Echo Base troopers. Trained to expedite the evacuation of Rebel installations with maximum efficiency. Poetic {musician}. Icons: Warrior Text: When you initiate a battle at same site as Shawn, your troopers at adjacent sites who have not already battled this turn may immediately move to same site (at normal use of the Force). ***Shistavanen Wolfman (2) Light Alien [C2] Set: Premiere P:2 A:1 D:3 F:2 Lore: Lak Sivrak is a typical Shistavanen male. Ferocious, but not aggressive. Often trained as {scouts} at Imperial academies, but they despise the ambitions of the New Order. Icons: Warrior Text: May move to an adjacent site as a 'react'. Sic-Six (3) Light Alien [C] Set: Jabba's Palace P:2 A:1 D:2 F:3 Lore: Gifted engineers. Sic-six believe their technology is superior. Have a poison stinger. Spin vast and intricate webs which create a hazard for landing starships. Avoided by pilots. Text: Subtracts 2 from forfeit of each opponent's pilots at same site. Prevents characters from moving to or from same or adjacent sites using Elis Helrot or Nabrun Leids. Snivvian (2) Light Alien [C] Set: Jabba's Palace P:1 A:1 D:2 F:2 Lore: Cadomai is the homeworld of the generally artistic Snivvians. Its cold, dark climate makes them excellent {scouts}. Text: May deploy as a 'react'. Power +2 under "nighttime conditions". When at a site, if opponent cancels Nightfall on related system, causes Effect to go to Used Pile and may retrieve 2 Force. *Son of Skywalker (1) Light Rebel [R] Set: Dagobah P:5 A:5 D:5 F:8 Force-Sensitive Lore: Luke Skywalker. Son of Anakin. Seeker of Yoda. Levitator of rocks. Ignorer of advice. Incapable of impossible. Reckless is he. Icons: Pilot, Warrior Text: Deploys only on Dagobah or Cloud City, but may move elsewhere. Adds 2 to power of any starship he pilots. Once per game, a lightsaber may deploy here (for free) directly from Reserve Deck. Shuffle, cut and replace. Immune to attrition < 4. ***Talz (3) Light Alien [C2] Set: Premiere P:1 A:1 D:1 F:4 Lore: Muftak is a typical male Talz from Alzoc III, a system enslaved by the Empire. A Talz's second pair of eyes provide excellent night vision. Muftak is a friend and protector of Kabe. Text: May forfeit in place of any other character hit by a weapon at same site, restoring that character to normal. Any Talz is power +2 under "nighttime conditions." *Tamizander Rey (2) Light Rebel [U2] Set: Hoth P:1 A:2 D:2 F:3 Lore: A native of Esseles. Resigned from Esselian defense force after the Imperial Senate was disbanded. Senior deck officer of Echo Base responsible for docking bay operations. Icons: Pilot Text: Adds 2 to power of any starship he pilots. Your starships may move from same exterior site for free. While at Echo Docking Bay, once every turn, may allow one character on Hoth to be immune to The Shield Doors Must Be Closed. *Tamtel Skreej (1) Light Alien [R] Set: Jabba's Palace P:3 A:3 D:4 F:6 Force-Attuned Lore: {Gambler}. Lando Calrissian posed as a guard for Jabba in order to {spy} on the Hutt. Feared that he would be recognized by some of Jabba's companions. Icons: Pilot, Warrior Text: Deploys only on Tatooine. Adds 2 to the power of any starship he pilots. Once per game, Undercover may deploy on Tamtel from Reserve Deck; reshuffle. While at a site you control, Rebels are immune to None Shall Pass at that site. *Tanus Spijek (2) Light Alien [R] Set: Jabba's Palace P:2 A:1 D:3 F:3 Lore: Male Elom. Former {spy} for the Rebellion. Hired by the Alliance to carry messages between Alderaan and the Rebel base on Yavin 4. Text: When at a Yavin 4 site, adds 1 to your Force drains at Alderaan system for each Yavin 4 site you control. While at Audience Chamber, all your other Elom are power and forfeit +1. ***Tauntaun Handler (2) Light Rebel [C2] Set: Hoth P:1 A:1 D:2 F:3 Lore: Corman Quien is a typical {scout} at Echo Base. Captured, tanned and trained the native tauntauns. Icons: Warrior Text: Adds 2 to power of any creature vehicle he drives. On a tauntaun, draws one battle destiny if not able to otherwise. *Tedn Dahai (3) Light Alien [NA] Set: Jedi Pack P:1 A:1 D:2 F:4 Lore: Male Bith {musician}. Member in good standing of the Intergalactic Federation of Musicians. Plays the Fanfar in Figrin D'an's band. Once worked for the Empire as a {scout}. Text: For each other musician at same site, during any control phase you may use 1 Force to choose one opponent's alien present. That alien cannot utilize its game text for remainder of that turn. *Tessek (1) Light Alien [R] Set: Jabba's Palace P:1 A:2 D:3 F:3 Lore: Quarien accountant. Embezzling from Jabba. {Leader}. Escaped Mon Calamari after its subjugation by the Empire. Plotting to kill Jabba and free the Hutt's captives. Text: Whenever your opponent deploys a character of destiny 1, you may activate 1 Force. While at Audience Chamber, adds 1 to your Force drains where you have a non-unique alien and all your non-unique aliens are deploy -1. Tibanna Gas Miner (2) Light Alien [C] Set: Cloud City P:1 A:1 D:2 F:2 Lore: Long-time Cloud City resident Willow Hood. Employed by a mining company which is sympathetic to the Rebels and sells them Tibanna gas at a discount. 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. *Tigran Jamiro (3) Light Rebel [U1] Set: Hoth P:2 A:2 D:2 F:4 Lore: Senior logistics officer from Onderon. Left Dantooine to serve on Yavin 4 before coming to Hoth. All personnel entering Echo Base must report to him. Icons: Warrior Text: Deploy only on Yavin 4 or Hoth, but may move elsewhere. Opponent's aliens and Imperials may not move from same site as Tigran to an Echo or an interior Yavin site. *Tiree (2) Light Rebel [U2] Set: A New Hope P:2 A:2 D:2 F:4 Lore: Piloted Gold 2 as defensive cover for Gold Leader during attack run in Death Star trench at the Battle of Yavin. Icons: Pilot, Warrior Text: Adds 2 to power of any starship he pilots. On Gold 2, also adds 1 to maneuver and (when in Death Star: Trench) adds 1 to total of Attack Run. *Tiree (2) Light Rebel [U2] Set: A New Hope P:2 A:2 D:2 F:4 Lore: Piloted Gold 2 as defensive cover for Gold Leader during attack run in Death Star trench at the Battle of Yavin. Icons: Pilot, Warrior Text: Adds 2 to power of anything he pilots. When piloting Gold 2, also adds 1 to maneuver and (when in Death Star: Trench) adds 1 to total of Attack Run. *Tiree (2) Light Rebel [U2] Set: A New Hope P:2 A:2 D:2 F:4 Lore: Piloted Gold 2 as defensive cover for Gold Leader during attack run in Death Star trench at the Battle of Yavin. Icons: Pilot, Warrior Text: Adds 2 to power of anything he pilots. When piloting Gold 2, also adds 1 to maneuver and (when in Death Star: Trench) adds 1 to total of Attack Run. *Toryn Farr (4) Light Rebel [U1] Set: Hoth P:1 A:2 D:2 F:3 Lore: Chief Controller at Echo Command. Responsible for communicating orders to the troops. Personally gives firing orders to Ion Cannon Control. Icons: Pilot Text: Adds 2 to power of any starship she pilots. When at any war room, adds 1 to weapon destiny draws of your Planet Defender Ion Cannon on same planet. *Treva Horme (2) Light Alien [U] Set: Cloud City P:1 A:1 D:2 F:2 Lore: Lutrillian. Primary saleswoman and executive planner for Planet Dreams, Inc. Monitors production schedules and accounting. Really enjoys making a sales pitch. Text: During your control phase, may 'sell' one non-character card from hand. Opponent must use X Force, where X = destiny of that card or entire Force Pile (opponent's choice). Place sold card on opponent's Force Pile and activate X Force. *Trooper Utris M'toc (2) Light Alien [U] Set: Cloud City P:2 A:2 D:3 F:4 Lore: Imzig Cloud City trooper and Wing Guard {leader}. Attempts to protect Cloud City citizens from less reputable members of local constabulary. Never accepts a bribe. Icons: Warrior Text: Deploys only on Cloud City, but may move elsewhere. Deploys free to same Cloud City site as Lando. Power +2 when defending a battle. Your other Cloud City troopers are forfeit +2 where present. *Tzizvvt (3) Light Alien [R2] Set: A New Hope P:2 A:1 D:3 F:1 Lore: This male Brizzit, from the planet Jandoon, is hiding from the Imperials on the remote world Tatooine. He hopes to procure passage to the Outer Rim before the Empire finds him. Text: May 'fly' (move) only during your deploy phase, up to two sites away, for 1 Force. Power +1 at Trash Compactor, any Dagobah site or same site as Dark Waters or Tarkin. *Tzizvvt (3) Light Alien [R2] Set: A New Hope P:2 A:1 D:3 F:1 Lore: This male Brizzit, from the planet Jandoon, is hiding from the Imperials on the remote world Tatooine. He hopes to procure passage to the Outer Rim before the Empire finds him. Text: May 'fly' (move) only during your deploy phase, up to two sites away, for 1 Force. Power +1 at Trash Compactor, any Dagobah site or same site as Dark Waters or Tarkin. *Tzizvvt (3) Light Alien [R2] Set: A New Hope P:2 A:1 D:3 F:1 Lore: This male Brizzit, from the planet Jandoon, is hiding from the Imperials on the remote world Tatooine. He hopes to procure passage to the Outer Rim before the Empire finds him. Text: May 'fly' (move) only during your deploy phase, up to two sites away, for 1 Force. Power +1 at Trash Compactor, any Dagobah site or same site as Dark Waters or Tarkin. *Vul Tazaene (2) Light Alien [R] Set: Jabba's Palace P:2 A:2 D:2 F:2 Lore: Security officer from Kiffex searching for the Tonnika sisters. In love with one of them, he's not sure which. Icons: Pilot Text: Adds 2 to power of any starship he pilots. Twice during battle at same system, may use 2 Force to add 2 to any destiny of 2. If present with Tonnika Sisters, Vul and Tonnika Sisters are lost. *WED-1016 'Techie' Droid (3) Light Maintenance Droid [C1] Set: Hoth P:0 D:2 F:3 Lore: Cybot Galactica starship maintenance droid. Repairs over 5,000 different onboard systems. Used by Rebel Alliance salvage teams. Text: While at an exterior planet site or docking bay, once per turn may lose 1 Force to cause a 'hit' starship or vehicle at same or adjacent site or related system to go to your Used Pile rather than your Lost Pile. WED-9-M1 'Bantha' Droid (4) Light Maintenance Droid [R2] Set: Premiere P:1 D:2 F:3 Lore: Unique treadwell droid cobbled together by Jawas. Now owned by the DeMaals, proprietors of Docking Bay 94. Nicknamed 'bantha' for its slow and stubborn personality. Text: All your vehicles and droids at same location are immune to attrition < 2. Also, if 'bantha' droid is at a docking bay, all of your starfighters at the related system are immune to attrition < 3 and may cancel Lateral Damage. *Wedge Antilles (4) Light Rebel [R1] Set: A New Hope P:2 A:2 D:2 F:6 Lore: Highly decorated Corellian. Piloted Red 2 at the Battle of Yavin. A wealthy orphan, he bought a freighter with his inheritance. First joined the Alliance as a weapons {smuggler}. Icons: Pilot, Warrior Text: Adds 3 to power of any starship he pilots. On Red 2, also adds 2 to maneuver and draws one battle destiny if not able to otherwise. May use 1 Force to search your Reserve Deck and take one Corellian Slip into hand. Shuffle, cut and replace. *Wedge Antilles (4) Light Rebel [R1] Set: A New Hope P:2 A:2 D:2 F:6 Lore: Highly decorated Corellian. Piloted Red 2 at the Battle of Yavin. A wealthy orphan, he bought a freighter with his inheritance. First joined the Alliance as a weapons {smuggler}. Icons: Pilot, Warrior Text: Adds 3 to power of anything he pilots. When piloting Red 2, also adds 2 to maneuver and draws one battle destiny if not able to otherwise. May use 1 Force to take one Corellian Slip into hand from Reserve Deck; reshuffle. *Wedge Antilles (4) Light Rebel [R1] Set: A New Hope P:2 A:2 D:2 F:6 Lore: Highly decorated Corellian. Piloted Red 2 at the Battle of Yavin. A wealthy orphan, he bought a freighter with his inheritance. First joined the Alliance as a weapons {smuggler}. Icons: Pilot, Warrior Text: Adds 3 to power of anything he pilots. When piloting Red 2, also adds 2 to maneuver and draws one battle destiny if not able to otherwise. May use 1 Force to take one Corellian Slip into hand from Reserve Deck; reshuffle. *Wes Janson (2) Light Rebel [R2] Set: Hoth P:2 A:2 D:2 F:5 Lore: Served for many years as a {gunner} with friend Jek Porkins in the Tierlon Yellow Aces. Expert marksmanship helped the Alliance earn some of its earlier victories. Icons: Warrior Text: If aboard a starship as a passenger, adds 1 to starship's weapon destiny draws (adds 3 if aboard Rogue 3 or with Wedge or Jek). *Wiorkettle (2) Light Alien [U] Set: Cloud City P:1 A:1 D:2 F:3 Lore: A Snivvian on Cloud City, working for Planet Dreams, Inc. Terraforms asteroids, creating habitable atmospheres. Responsible for the aesthetics of the created environments. Text: Power +1 if with Zutton. During your control phase, may use 1 Force to place one asteroid sector from hand onto Used Pile, search Reserve Deck, take one site into hand and reshuffle. *Wioslea (5) Light Alien [U1] Set: Premiere P:2 A:1 D:1 F:2 Lore: Bought Luke's landspeeder for Spaceport Speeders. A Vuvrian female. {Gambler} who owes Jabba 1,000 credits in wagering debts. Speaks many languages. Text: Where present, during your control phase, may use 1 Force to target an opponent's vehicle or droid for 'purchase.' Draw destiny. If destiny > target's destiny number, 'pay' (use) Force equal to target's deploy number and take target. *Wyron Serper (2) Light Rebel [U2] Set: Hoth P:1 A:2 D:2 F:3 Lore: Rebel {spy}. Served undercover as a sensor specialist aboard the Star Destroyer Avenger. Assigned to scan for Imperial ships through the meteor activity of the Hoth system. Text: During your control phase, may glance at X cards randomly selected from opponent's hand, where X = number of [dark] icons at same site. Also, when you are drawing destiny, any card with 'scan' in the title is destiny +2 ***Yarkora (3) Light Alien [C] Set: Jabba's Palace P:1 A:1 D:2 F:2 Lore: Mysterious, secretive aliens. Tend to be found as couriers, {scouts} and t'bac farmers. Some have helped the Alliance's efforts at counter-espionage. Text: If at same site as an Undercover spy during your control phase, may draw destiny. Each of your Yarkoras on table may {cumulatively} subtract one from that destiny. Spy's "cover is broken" if destiny = spy's ability. *Yoda (1) Light Jedi Master [R] Set: Dagobah P:2 A:7 D:5 F:9 Jedi Master Lore: Help you I can, yes. For 800 years have I trained Jedi. Judge me by my size do you? Mm? And well you should not! For my ally is the Force... and a powerful ally it is. Text: Deploy on Dagobah I must, but move elsewhere I may, yes. When the mentor, 1 to training destiny I add. Where present am I, battles and attacks happen not unless present a Dark Side character of ability > 3 there is. To attrition, immune am I. *Yoxgit (3) Light Alien [R] Set: Jabba's Palace P:1 A:2 D:2 F:3 Lore: Male Ugnaught. Left Cloud City after the Empire took control. Works for Hermi Odle, helping to supply him with various weaponry. Hopes to someday return to Cloud City. Text: Deploys free to a Cloud City or Jabba's Palace site. Power + 2 on Cloud City. During your control phase, may use 3 Force to search your Lost Pile and take one weapon or device into hand. *Zev Senesca (2) Light Rebel [R2] Set: Hoth P:2 A:2 D:2 F:4 Lore: Born on Kestic Station near the Bestine system. Daring pilot who can fly anything. Found Luke and Han in the Hoth wasteland. Piloted Rogue 2 at the Battle of Hoth. Icons: Pilot, Warrior Text: Adds 2 to power of any starship he pilots. On Rogue 2, also adds 3 to maneuver and may draw one battle destiny if not able to otherwise. *Zutton (2) Light Alien [C1] Set: A New Hope P:2 A:2 D:3 F:2 Lore: Snivvian also known as 'Snaggletooth." A tortured artist who, like most Snivvians, is driven to live out the stories he creates. Text: Where present, just before opponent draws battle destiny, you may use 1 Force to reduce opponent's total battle destiny by 1. *Zutton (2) Light Alien [C1] Set: A New Hope P:2 A:2 D:3 F:2 Lore: Snivvian also known as 'Snaggletooth." A tortured artist who, like most Snivvians, is driven to live out the stories he creates. Text: Where present, just before opponent draws battle destiny, you may use 1 Force to reduce opponent's total battle destiny by 1. *Zutton (2) Light Alien [C1] Set: A New Hope P:2 A:2 D:3 F:2 Lore: Snivvian also known as 'Snaggletooth." A tortured artist who, like most Snivvians, is driven to live out the stories he creates. Text: Where present, just before opponent draws battle destiny, you may use 1 Force to reduce opponent's total battle destiny by 1. (Total battle destiny cannot fall below zero.) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Rebel Creatures Bog-wing (5) Light Avian Creature [C] Set: Dagobah P:* R:2 D:2 F:0 Lore: Large, flying jungle predator. One to five meters long, including tail. Swoops down and grasps victims in its claws. Young are born in mid-flight, as the mother drops from extreme altitude. 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). Mynock (3) Light Space Creature [C] Set: Dagobah P:2 R:3 D:3 F:0 Lore: Starship parasite. Flourishes in vacuum of space. Consumes radiation and other forms of energy. Chews on power cables. Adults have one-meter wingspan. Reproduces by macromiosis. 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). Nudj (2) Light Swamp Creature [C] Set: Dagobah P:* R:1 D:1 F:0 Lore: Tree-nesting reptile. Favors moist caves and marshes. Extremely docile, despite fearsome appearance. Responsive to Force energy Icons: Selective Creature Text: *Ferocity = destiny - 4. Habitat: planet sites (except Hoth and Tatooine) and Dark Waters. {Cumulatively} absorbs (temporarily cancels) one [dark] icon present. <>Space Slug (4) Light Space Creature [R] Set: Dagobah P:* R:3 D:2 F:0 Lore: Immense spaceborn predator. Consumes minerals, mynocks and the occasional passing starfighter. Lives in asteroid caves. Only one meter long at birth. 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) Light Ophidian Creature [C] Set: Dagobah P:0 R:3 D:2 F:0 Lore: Constricts hapless victims. Prey usually struggles at first, then weakens as strength diminishes. Difficult to spot. Common hazard on less-developed worlds. 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). *Worrt (4) Light Guard Creature [U] Set: Jabba's Palace P:3 R:4 D:2 F:0 Lore: Large, froglike creature often used by Jawas and other Tatooine denizens as guards. Keeps raiding parties and other unwelcomed guests at bay Text: Habitat: planet sites (except Hoth). Does not attack your characters. When at a Tatooine site, prevents opponent's characters present from using their landspeed. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Rebel Starships *Bright Hope (3) Light Starship [R] Capitol: Transport Set: Cloud City P:1 R:4 H:4 D:3 F:5 Lore: Modified medium transport. Well armored. Has expanded passenger capacity to facilitate evacuation. The last transport to escape Hoth. Nearly destroyed by the Stalker. Icons: Pilot, Astromech, Scomp Link Text: May add 1 pilot, 6 passengers and 1 vehicle. Deploys and moves like a starfighter. Has ship-docking capability. Permanent pilot aboard provides ability of 1. Corellian Corvette (1) Light Starship [U2] Capitol: Corvette Set: Premiere P:5 R:4 H:3 D:4 F:8 Lore: Multi-purpose Rebel Blockade Runner. Modular interior designed for troop or cargo transport. 150 meters long. Used by Rebels, pirates, corporations and the Empire. Icons: Scomp Link, Pilot, Astromech Text: May add 3 pilots, 4 passengers and 1 vehicle. Has ship-docking capability. Permanent pilot aboard provides ability of 1. *Gold 1 (3) Light Starship [R2] Starfighter: Y-wing Set: Premiere P:2 M:3 H:4 D:1 F:3 Lore: Lead fighter of Gold Squadron at Battle of Yavin. Flown by Jon 'Dutch' Vander. Designated Specter 1 at Renforra Base. Icons: Scomp Link, Astromech Text: May add 2 pilots or passengers. *Gold 2 (2) Light Starship [U1] Starfighter: Y-wing Set: A New Hope P:2 M:4 H:4 D:1 F:3 Lore: Tiree's Y-wing during the Battle of Yavin. Custom high-power lateral thrusters provide enhanced maneuverability, allowing Gold 2 to better draw and evade enemy fire. Icons: Astromech, Scomp Link Text: May add 2 pilots or passengers. May forfeit in place of any other starfighter hit by a weapon in Death Star:Trench. Must have pilot aboard to use power, maneuver or hyperspeed. *Gold 2 (2) Light Starship [U1] Starfighter: Y-wing Set: A New Hope P:2 M:4 H:4 D:1 F:3 Lore: Tiree's Y-wing during the Battle of Yavin. Custom high-power lateral thrusters provide enhanced maneuverability, allowing Gold 2 to better draw and evade enemy fire. Icons: Astromech, Scomp Link Text: May add 2 pilots or passengers. May forfeit in place of your other starfighter hit in Death Star: Trench, restoring that starighter to normal. *Gold 2 (2) Light Starship [U1] Starfighter: Y-wing Set: A New Hope P:2 M:4 H:4 D:1 F:3 Lore: Tiree's Y-wing during the Battle of Yavin. Custom high-power lateral thrusters provide enhanced maneuverability, allowing Gold 2 to better draw and evade enemy fire. Icons: Astromech, Scomp Link Text: May add 2 pilots or passengers. May forfeit in place of your other starfighter hit in Death Star: Trench, restoring that starighter to normal. *Gold 5 (4) Light Starship [R2] Starfighter: Y-wing Set: Premiere P:2 M:3 H:4 D:1 F:3 Lore: Flown by the veteran Rebel fighter pilot Pops during the Battle of Yavin. He personally supervised all repairs and maintenance. Icons: Scomp Link Text: May add 2 pilots or passengers, and 1 astromech. *Gold Leader In Gold 1 (2) Light Starship [NA] Starfighter: Y-wing Set: Rebel Leader P:2 M:3 H:4 D:5 F:4 Lore: At the Battle of Yavin, Dutch led his squadron of outdated but reliable Y-wings in the first wave of the assault against the Death Star. Icons: Pilot, Astromech Text: May add 1 pilot or passenger. Permanent pilot aboard is *Dutch, who provides ability of 2, adds 2 to power and may draw one battle destiny if not able to otherwise. ***Gold Squadron Y-wing (3) Light Starship [NA] Starfighter: Y-wing Set: Official Sealed Deck P:2 M:3 H:4 D:4 F:3 Lore: Gold Squadron had the best Y-wing pilots in the Alliance. Lead by Jon 'Dutch' Vander. First wave of starfighters to assault the Death Star. Many were lost in the Battle of Yavin. Icons: Scomp Link, Pilot, Astromech Text: Deploy -2 at Yavin 4 or to same location as Dutch. May add 1 pilot or passenger. Permanent pilot aboard provides ability of 2 and adds 2 to power. Adds 1 to its ion cannon weapon destiny draws. Medium Transport (3) Light Starship [U2] Capitol: Transport Set: Hoth P:1 R:3 H:4 D:2 F:4 Lore: Passenger and cargo transport built by Gallofree Yards. Enormous cargo bays can be outfitted to safely accommodate large numbers of troops, munitions or supplies. Icons: Scomp Link, Pilot, Astromech Text: May add 1 pilot, 4 passengers and 1 vehicle. Deploys and moves like a starfighter. Has ship-docking capability. Permanent pilot aboard provides ability of 1. *Millennium Falcon (2) Light Starship [R1] Starfighter: Modified Light Freighter Set: Premiere P:3 M:4 H:6 D:3 F:7 Lore: Modified YT-1300 freighter. Owned by Lando Calrissian until won by Han in a sabacc game. 26.7 meters long. "She may not look like much, but she's got it where it counts." Icons: Scomp Link, Astromech Text: May add 2 pilots and 2 passengers. Immune to attrition < 5 if Han, Chewie or Lando piloting. Has ship-docking capability. Must have pilot aboard to use power, maneuver or hyperspeed. Mon Calamari Star Cruiser (1) Light Starship [PV] Capitol: Mon Calamari Star Cruiser Set: Death Star P:7 R:5 H:3 D:8 F:9 Lore: Mon Cal MC80 cruiser. Originally a civilian ship. Converted to military use following the liberation of Mon Calamari from the Empire. Icons: Pilot, Astromech, Scomp Link Text: Deploys only at Mon Calamari or a rebel base. May add 5 pilots, 6 passengers, 1 vehicle and 3 starfighters. Has ship-docking capability. Permanent pilot aboard provides ability of 2. *Red 1 (2) Light Starship [U1] Starfighter: X-wing Set: Premiere P:3 M:4 H:5 D:2 F:5 Lore: Lead fighter of Red Squadron at Battle of Yavin. Flown by Garven Dreis. Also served at main Rebel base on Dantooine. Icons: Scomp Link, Astromech Text: May add 1 pilot. *Red 2 (2) Light Starship [R1] Starfighter: X-wing Set: A New Hope P:3 M:4 H:5 D:2 F:5 Lore: Wedge's X-wing at Battle of Yavin. Wedge had to nurse the fighter home after a hit in the Death Star trench destroyed its micro-maneuvering controls. Icons: Scomp Link Text: May add 1 pilot and 1 astromech. Immune to attrition < 3 if Wedge piloting. *Red 2 (2) Light Starship [R1] Starfighter: X-wing Set: A New Hope P:3 M:4 H:5 D:2 F:5 Lore: Wedge's X-wing at Battle of Yavin. Wedge had to nurse the fighter home after a hit in the Death Star trench destroyed its micro-maneuvering controls. Icons: Scomp Link Text: May add 1 pilot and 1 astromech. Immune to attrition < 3 if Wedge piloting. *Red 2 (2) Light Starship [R1] Starfighter: X-wing Set: A New Hope P:3 M:4 H:5 D:2 F:5 Lore: Wedge's X-wing at Battle of Yavin. Wedge had to nurse the fighter home after a hit in the Death Star trench destroyed its micro-maneuvering controls. Icons: Scomp Link Text: May add 1 pilot and 1 astromech. Immune to attrition < 3 if Wedge piloting. Must have pilot aboard to use power, maneuver or hyperspeed. *Red 3 (3) Light Starship [R2] Starfighter: X-wing Set: Premiere P:3 M:4 H:5 D:2 F:5 Lore: Biggs Darklighter's fighter at Battle of Yavin. Part of Ecliptic Evaders squadron near Sullust until transferred to Yavin Base. Icons: Scomp Link Text: May add 1 pilot and 1 astromech. *Red 5 (2) Light Starship [R1] Starfighter: X-wing Set: A New Hope P:3 M:4 H:5 D:2 F:5 Lore: Luke's Incom T-65 X-wing at the Battle of Yavin. Instrumentation similarities between Red 5 and the T-16 skyhopper allowed Luke to play a pivotal role in the conflict. Icons: Scomp Link Text: May add 1 pilot and 1 astromech. Immune to attrition < 4 if Luke piloting. Must have pilot aboard to use power, maneuver or hyperspeed. When firing in an Attack Run, adds 1 to total. *Red 5 (2) Light Starship [R1] Starfighter: X-wing Set: A New Hope P:3 M:4 H:5 D:2 F:5 Lore: Luke's Incom T-65 X-wing at the Battle of Yavin. Instrumentation similarities between Red 5 and the T-16 skyhopper allowed Luke to play a pivotal role in the conflict. Icons: Scomp Link Text: May add 1 pilot and 1 astromech. Immune to attrition < 4 if Luke piloting. When firing in an Attack Run, adds 1 to total. *Red 5 (2) Light Starship [R1] Starfighter: X-wing Set: A New Hope P:3 M:4 H:5 D:2 F:5 Lore: Luke's Incom T-65 X-wing at the Battle of Yavin. Instrumentation similarities between Red 5 and the T-16 skyhopper allowed Luke to play a pivotal role in the conflict. Icons: Scomp Link Text: May add 1 pilot and 1 astromech. Immune to attrition < 4 if Luke piloting. When firing in an Attack Run, adds 1 to total. *Red 6 (6) Light Starship [U1] Starfighter: X-wing Set: A New Hope P:3 M:4 H:5 D:2 F:5 Lore: Jek Porkins' X-wing at Battle of Yavin. Instrumental in success of strafing attacks against Death Star. Skipped last inspection of computer and flight control systems. Icons: Scomp Link, Astromech Text: May add 1 pilot. Opponent may add 2 to destiny drawn for I've Got A Problem Here when played against Red 6. Must have pilot aboard to use power, maneuver or hyperspeed. *Red 6 (6) Light Starship [U1] Starfighter: X-wing Set: A New Hope P:3 M:4 H:5 D:2 F:5 Lore: Jek Porkins' X-wing at Battle of Yavin. Instrumental in success of strafing attacks against Death Star. Skipped last inspection of computer and flight control systems. Icons: Scomp Link, Astromech Text: May add 1 pilot. Opponent may add 2 to destiny drawn for I've Got A Problem Here when targeting Red 6. *Red 6 (6) Light Starship [U1] Starfighter: X-wing Set: A New Hope P:3 M:4 H:5 D:2 F:5 Lore: Jek Porkins' X-wing at Battle of Yavin. Instrumental in success of strafing attacks against Death Star. Skipped last inspection of computer and flight control systems. Icons: Scomp Link, Astromech Text: May add 1 pilot. Opponent may add 2 to destiny drawn for I've Got A Problem Here when targeting Red 6. *Red Leader In Red 1 (2) Light Starship [NA] Starfighter: X-wing Set: Rebel Leader P:3 M:4 H:5 D:6 F:5 Lore: Called 'Boss' or 'Chief' by his squadron, Garven Dreis was the first pilot to fire proton torpedoes at the Death Star's exhaust port during the Battle of Yavin. Icons: Pilot, Astromech Text: Permanent pilot aboard is *Red Leader, who provides ability of 2, adds 2 to power and may draw one battle destiny if not able to otherwise. ***Red Squadron X-wing (2) Light Starship [NA] Starfighter: X-wing Set: Official Sealed Deck P:3 M:4 H:5 D:5 F:4 Lore: Most Red Squadron pilots trained under Garven Dreis. Flew top cover during the Battle of Yavin. Became famous for Red 5's historic attack run. Icons: Scomp Link, Pilot, Astromech Text: Deploy -2 at Yavin 4 or to same location as Red Leader. Permanent pilot aboard provides ability or 2 and adds 2 to power. Proton Torpedoes deploy and fire free here. *Redemption (1) Light Starship [R] Capitol: Modified Nebulan-B Frigate Set: Cloud City P:4 R:5 H:4 D:6 F:6 Lore: Nebulon-B frigate used as a mobile medical facility. Extra cargo space and weapon batteries have been modified to allow for more armor and more recovery areas. Icons: Pilot, Astromech, Scomp Link Text: May add 4 pilots and 4 passengers. Has ship-docking capability. Permanent pilot aboard provides ability of 1. Your medical droids and Bacta Tank 'patients' may deploy here for free. *Tantive IV (1) Light Starship [R1] Capitol: Corvette Set: A New Hope P:5 R:4 H:3 D:5 F:8 Lore: Royal House of Alderaan consular ship. Used by Princess Leia for Imperial Senate business (and secret Rebel espionage). Captured by the Devistator over Tatooine. Icons: Scomp Link, Pilot, Astromech Text: May add 3 pilots and 4 passengers. Has ship-docking capability. Permanent pilot aboard provides ability of 2. May be deployed o any system (even with out presence or Force icons). *Tantive IV (1) Light Starship [R1] Capitol: Corvette Set: A New Hope P:5 R:4 H:3 D:5 F:8 Lore: Royal House of Alderaan consular ship. Used by Princess Leia for Imperial Senate business (and secret Rebel espionage). Captured by the Devistator over Tatooine. Icons: Scomp Link, Pilot, Astromech Text: May be deployed even without presence or Force icons. May add 3 pilots and 4 passengers. Has ship-docking capability. Permanent pilot provides ability of 2. *Tantive IV (1) Light Starship [R1] Capitol: Corvette Set: A New Hope P:5 R:4 H:3 D:5 F:8 Lore: Royal House of Alderaan consular ship. Used by Princess Leia for Imperial Senate business (and secret Rebel espionage). Captured by the Devistator over Tatooine. Icons: Scomp Link, Pilot, Astromech Text: May be deployed even without presence or Force icons. May add 3 pilots and 4 passengers. Has ship-docking capability. Permanent pilot provides ability of 2. X-wing (2) Light Starship [C2] Starfighter: X-wing Set: Premiere P:3 M:4 H:5 D:2 F:4 Lore: Model T-65 by Incom Corporation. Delivered to Alliance by defecting design team. 12.5 meters long. Wings deploy in an 'X' position for better weapons coverage. Icons: Scomp Link, Pilot, Astromech Text: Permanent pilot aboard provides ability of 1. X-wing Assault Squadron (2) Light Starship [PV] Squadron: X-wing Set: Special Edition P:9 M:4 H:5 D:* F:12 Lore: A squadron of X-wings ran interference for Y-wings during their assault on the Death Star. Keeping a tight formation dramatically increased the squadron's efficiency. Icons: Scomp Link x 3, Pilot x 3, Astromech x 3 Text: *Replaces 3 X-wings at one location (X-wings go to Used Pile). Permanent pilots aboard provide total ability of 3. Y-wing (3) Light Starship [C2] Starfighter: Y-wing Set: Premiere P:2 M:3 H:4 D:1 F:2 Lore: Rugged Rebel Alliance fighter. BTL-S3 has room for a second pilot to assist weapons operations. 16 meters long. Built by Koensayr. Icons: Scomp Link, Pilot, Astromech Text: May add 1 pilot or passenger. Permanent pilot aboard provides ability of 1. Y-wing Assault Squadron (3) Light Starship [U1] Squadron: Y-wing Set: A New Hope P:6 M:3 H:4 D:* F:6 Lore: The Rebel Alliance deploys starfighters in triangular formations to minimize exposure to enemy fire. Two function as wingmen to cover one leader. Icons: Scomp Link x 3, Pilot x 3, Astromech x 3 Text: * Replaces 3 Y-wings at one location (Y-wings go to Used Pile). May add 3 pilots or passengers. Permanent pilots provide total ability of 3. Y-wing Assault Squadron (3) Light Starship [U1] Squadron: Y-wing Set: A New Hope P:6 M:3 H:4 D:* F:6 Lore: The Rebel Alliance deploys starfighters in triangular formations to minimize exposure to enemy fire. Two function as wingmen to cover one leader. Icons: Scomp Link x 3, Pilot x 3, Astromech x 3 Text: * Replaces 3 Y-wings at one location (Y-wings go to Used Pile). May add 3 pilots or passengers. Permanent pilots provide total ability of 3. Y-wing Assault Squadron (3) Light Starship [U1] Squadron: Y-wing Set: A New Hope P:6 M:3 H:4 D:* F:6 Lore: The Rebel Alliance deploys starfighters in triangular formations to minimize exposure to enemy fire. Two function as wingmen to cover one leader. Icons: Scomp Link x 3, Pilot x 3, Astromech x 3 Text: *Replaces 3 Y-wings at one location (Y-wings go to Used Pile). May add 3 pilots or passengers. Permanent pilots aboard provide total ability of 3. Z-95 Headhunter (3) Light Starship [NA] Starfighter: Z-95 Headhunter Set: Official Sealed Deck P:2 M:4 D:2 F:2 Lore: Developed by Incom/Subpro. Atmospheric fighter adapted for space travel. AF-4 version refitted with Incom 2a fission engines and two Taim & Bak KX5 laser cannons. Icons: Independent, Pilot Text: Permanent pilot aboard provides ability of 1. Power and Maneuver +2 at non-unique cloud sectors. May be carried aboard starships like a vehicle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Rebel Vehicles Cloud Car (2) Light Combat Vehicle: Twin-Pod Cloud Car [C] Set: Cloud City P:2 M:3 L:4 D:2 F:3 Lore: {Enclosed} high altitude vehicle designed by Bespin Motors. Top speed of 1,500 kph. Repulsorlift drives and ion engines allow it to reach the upper atmosphere. 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. Incom T-16 Skyhopper (3) Light Shuttle Vehicle [C2] Set: A New Hope P:1 M:5 L:* D:2 F:4 Lore: {Enclosed} vehicle used for shuttling and hot-rodding. E-16/x ion engine pushes T-16 up to 1200 kph. Icons: Pilot Text: May add 1 passenger. Permanent pilot provides ability of 1. May move as a 'react.' * Landspeed = 4. OR 1 character may shuttle to or from same site for free. Incom T-16 Skyhopper (3) Light Shuttle Vehicle [C2] Set: A New Hope P:1 M:5 L:* D:2 F:4 Lore: {Enclosed} vehicle used for shuttling and hot-rodding. E-16/x ion engine pushes T-16 up to 1200 kph. Icons: Pilot Text: May add 1 passenger. Permanent pilot provides ability of 1. May move as a 'react.' * Landspeed = 4. OR 1 character may shuttle to or from same site for free. Incom T-16 Skyhopper (3) Light Shuttle Vehicle [C2] Set: A New Hope P:1 M:5 L:* D:2 F:4 Lore: {Enclosed} vehicle used for shuttling and hot-rodding. E-16/x ion engine pushes T-16 up to 1200 kph. Icons: Pilot Text: May carry 1 passenger. Permanent pilot aboard provides ability of 1. May move as a 'react.' *Landspeed=4. OR 1 character may shuttle to or from same site for free. Lift Tube (6) Light 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). *Luke's T-16 Skyhopper (4) Light Shuttle Vehicle [NA] Set: Jedi Pack P:2 M:5 L:* D:2 F:4 Lore: {Enclosed} vehicle used by Luke Skywalker for his early pilot training. Often raced with Biggs Darklighter through Beggar's Canyon. Text: Requires 1 pilot to use. May carry 1 passenger. May move as a 'react.' may 'bullseye' one Womp Rat per turn. *Landspeed = 4, OR 1 character may shuttle to or from same site for free. *Luke's X-34 Landspeeder (3) Light Transport Vehicle [U1] Set: Premiere P:1 M:5 L:4 D:2 F:4 Lore: Skywalker's SoroSuub. Common open-air transport. Top speed 250 km per hour. Repulsorlift drive keeps it suspended one meter above ground, even when parked. Text: May carry 3 passengers. Moves free if Luke aboard. Also, may move as a 'react' only to a battle or Force drain (if within range). Rebel Snowspeeder (3) Light Combat Vehicle: T-47 Snowspeeder [T5] Set: Empire Strikes Back Introductory Two-Player P:2 M:3 L:4 D:1 F:2 Lore: Technicians at the Rebel Base on Hoth modified T-47 airspeeders to fly in the frigid atmosphere of the ice planet. {Enclosed}. Icons: Pilot Text: May add 1 pilot or passenger. Permanent pilot aboard provides ability of 1. *Rogue 1 (2) Light Combat Vehicle: T-47 Snowspeeder [R1] Set: Hoth P:3 M:4 L:4 D:2 F:6 Lore: Designated Rogue Leader. Led snowspeeder attack during the Battle of Hoth. {Enclosed}. Piloted by Commander Skywalker, with Dack Ralter as tailgunner. Text: May add 2 pilots or passengers. Immune to attrition < 3 if Luke piloting. May move as a 'react' only to Hoth sites. *Rogue 2 (2) Light Combat Vehicle: T-47 Snowspeeder [R2] Set: Hoth P:3 M:4 L:4 D:2 F:5 Lore: {Enclosed}. First snowspeeder to be successfully adapted to Hoth's environment. Piloted by Zev Senesca. Led team in search of Captian Solo and Commander Skywalker. Text: May add 2 pilots or passengers. Immune to attrition < 3 if Zev piloting. If piloted, may add 2 to search party destiny draws. *Rogue 3 (2) Light Combat Vehicle: T-47 Snowspeeder [R1] Set: Hoth P:3 M:4 L:4 D:2 F:5 Lore: {Enclosed}. Piloted by Commander Wedge Antilles. Successful walker tripper. Abandoned during the Rebel evacuation of Echo Base. Text: May add 2 pilots or passengers. Immune to attrition < 3 if Wedge piloting. May move as a 'react' only to Hoth sites. *Rogue Bantha (4) Light Creature Vehicle [U1] Set: A New Hope P:2 M:2 L:1 D:2 F:3 Lore: Fled into the wilderness after mistreatment by a young Tusken Raider. Raised by moisture farmer. Friendly toward strangers, but attacks Tusken Raiders on sight. Text: May add 2 'riders' (passengers). Bantha ability=1/2. May move as a 'react.' Whenever a battle was just initiated at same site, one Tusken Raider present (your choice) is 'trampled' (lost). *Rogue Bantha (4) Light Creature Vehicle [U1] Set: A New Hope P:2 M:2 L:1 D:2 F:3 Lore: Fled into the wilderness after mistreatment by a young Tusken Raider. Raised by moisture farmer. Friendly toward strangers, but attacks Tusken Raiders on sight. Text: May add 2 'riders' (passengers). Bantha ability=1/2. May move as a 'react.' Whenever a battle was just initiated at same site, one Tusken Raider present (your choice) is 'trampled' (lost). *Rogue Bantha (4) Light Creature Vehicle [U1] Set: A New Hope P:2 M:2 L:1 D:2 F:3 Lore: Fled into the wilderness after mistreatment by a young Tusken Raider. Raised by moisture farmer. Friendly toward strangers, but attacks Tusken Raiders on sight. Text: May carry 2 passengers. Bantha ability=1/2. May move as a 'react.' At start of battle at same exterior site, one Tusken Raider present (your choice) is 'trampled' (immediately lost). Sandcrawler (2) Light Transport Vehicle [R2] Set: Premiere P:3 R:3 L:2 D:3 F:5 Lore: Warren-like {enclosed} homes for Jawa tribes. Protects against Tatooine predators. Originally mining vehicles. Jawas claimed them when mines abandoned. 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) Light Transport Vehicle [C] Set: Jabba's Palace P:3 M:3 L:3 D:3 F:3 Lore: Top speed of 250 kph. Repulsorlift engine. Equipped with two electromagnetic load lifters. Frequently used by shipping companies to transfer cargo between freighters. 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). Snowspeeder (1) Light Combat Vehicle: T-47 Snowspeeder [U2] Set: Hoth P:3 M:4 L:4 D:2 F:4 Lore: Modified Incom T-47 airspeeder. {Enclosed}. Adapted to the cold by installation of regulator coil heaters. Rebels typically nickname converted speeders after the intended environment. Icons: Pilot Text: May add 1 pilot or passenger. Permanent pilot aboard provides ability of 1. May move as a 'react' only to Hoth sites. SoroSuub V-35 Landspeeder (4) Light Transport Vehicle [C2] Set: Premiere P:0 M:4 L:3 D:2 F:3 Lore: Typical old model Courier landspeeder such as the one used by Lars family for trips to Anchorhead. Has cargo compartment. {Enclosed} seating. Text: May carry 4 passengers. Moves free if Owen Lars, Beru Lars, or Luke aboard. Also, may move as a 'react' only to a battle or Force drain (if within range). Tauntaun (4) Light Creature Vehicle [C2] Set: Hoth P:1 M:2 L:2 D:1 F:3 Lore: First native creature found on Hoth. Roam the icy plans in herds. Ill-tempered and easily spooked. Smell bad on the outside. Trained as steeds for Rebel patrols. Text: May carry 1 passenger. Deploy only on Hoth, but may move elsewhere. Ability = 1/4. May move as a 'react' from a battle. May sacrifice (lose) to make passenger immune to Exposure this turn. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Rebel Weapons *Anakin's Lightsaber (1) Light Character Weapon [R1] Set: Hoth Lore: Constructed by Anakin Skywalker. Kept by Obi-Wan Kenobi until given to Luke. Text: Deploy on any Skywalker with ability > 3 (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 its forfeit = 0, if total destiny > ability. Atgar Laser Cannon (5) Light Artillery Weapon [U2] Set: Hoth D:2 F:2 Lore: Atgar 1.4 FD P-tower anti-vehicle cannon. Adapted to operate with minimal performance loss in the extremes of a cold environment. Text: Deploy on an exterior planet site. Cannot be moved. Your warrior present may target at same or adjacent site using 2 Force. Draw destiny. Vehicle 'crashes' if destiny +2 > armor. Vehicle hit if destiny +1 > maneuver. Blaster (3) Light Character Weapon [C2] Set: Premiere Lore: A Merr-Sonn Model 44 blaster pistol. Uses power packs and high-energy blaster gases to shoot 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. Blaster Rifle (3) Light Character Weapon [C1] Set: Premiere Lore: BlasTech E-11 blaster rifle. Standard issue for Imperial forces. So numerous that many have been stolen by Rebels. Extendable stock. Carries energy for 100 shots. 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. Bowcaster (2) Light Character Weapon [R2] Set: A New Hope Lore: Hand-crafted weapon of choice among Wookiees. Fires explosive 'quarrels' (which look like blaster bolts). Requires great strength to use. Extra ammo carried on bandoleers. Text: Use X Force to deploy on any warrior where X=(7-warrior's power). X must be at least 1. May target using X Force. Draw destiny. Character hit if total destiny + 1 > ability. Creature immediately lost if destiny + 2 > defense value. Bowcaster (2) Light Character Weapon [R2] Set: A New Hope Lore: Hand-crafted weapon of choice among Wookiees. Fires explosive 'quarrels' (which look like blaster bolts). Requires great strength to use. Extra ammo carried on bandoleers. Text: Use X Force to deploy on your warrior where X = (7 - warrior's power). X cannot fall below 1. May target a character or creature using X Force. Draw destiny. Add 1 if targeting a character, 2 if targeting a creature. Target hit if total destiny > defense value. Bowcaster (2) Light Character Weapon [R2] Set: A New Hope Lore: Hand-crafted weapon of choice among Wookiees. Fires explosive 'quarrels' (which look like blaster bolts). Requires great strength to use. Extra ammo carried on bandoleers. Text: Use X Force to deploy on your warrior where X = (7 - warrior's power). X cannot fall below 1. May target a character or creature using X Force. Draw destiny. Add 1 if targeting a character, 2 if targeting a creature. Target hit if total destiny > defense value. Cloud City Blaster (2) Light Character Weapon [C] Set: Cloud City Lore: Black market ties make it possible for the Cloud City quartermaster to acquire powerful weapons such as this. Low refraction index provides minimal beam dispersion. 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. Concussion Grenade (3) Light Character Weapon [R1] Set: Hoth Lore: Mier-Lan V-59 grenade. Blows stuff up. Text: Use 2 Force to deploy on any warrior. May 'throw' at same or adjacent site. Draw destiny. All characters, weapons and devices with that destiny number at that site are lost. (Only your warrior is lost if destiny = 0.) Concussion Grenade also lost. Dual Laser Cannon (3) Light Vehicle Weapon [U1] Set: Hoth Lore: Sund x2-100 laser cannon. Popular among outlaw organizations because it is both cheap and powerful. Frequently mounted on T-47 airspeeders. Text: Use 2 Force to deploy on any T-47. May target using 1 Force. Draw destiny. Character hit if destiny -1 > ability. Vehicle hit if destiny +2 > armor or maneuver. Golan Laser Battery (4) Light Artillery Weapon [U1] Set: Hoth D:3 F:3 Lore: Modified Golan Arms DF9 anti-infantry battery. Proton-shielded control cylinder capped by one or more rotating turret-mounted laser cannons. Text: Deploy on any exterior planet site. Cannot be moved. Your warrior present may target at same or adjacent site using 2 Force. Draw destiny. Vehicle hit if destiny > armor or maneuver. Character hit if destiny + 2 > ability. *Han's Heavy Blaster Pistol (2) Light Character Weapon [R2] Set: Premiere Lore: BlasTech DL-44 heavy pistol. Short range, but relatively powerful. Carries energy for 25 shots. Illegal or restricted on most systems. Text: Use 1 Force to deploy on Han, 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 Han, target's forfeit = 0. Infantry Mine (3) Light Automated Weapon [C2] Set: Hoth Lore: Deadly explosive typically planted on the perimeter of strategic sites or high-security installations to prevent Rebel spies and saboteurs from gaining access. 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. Jawa Ion Gun (3) Light Character Weapon [C2] Set: A New Hope Lore: Cobbled-together weapon built from salvaged power cells, droid restraining bolts and an ion accelerator. Fires a stream of ion energy that stuns droids and irritates others. Text: Use 1 Force to deploy on any Jawa, 3 on any warrior. May target using 1 Force. Draw destiny. Droid immediately 'stolen' if destiny + 1 > forfeit. Non-droid character excluded from battle if destiny = ability. Jawa Ion Gun (3) Light Character Weapon [C2] Set: A New Hope Lore: Cobbled-together weapon built from salvaged power cells, droid restraining bolts and an ion accelerator. Fires a stream of ion energy that stuns droids and irritates others. Text: Use 1 Force to deploy on your Jawa, 3 on your warrior. May target a character using 1 Force. Draw destiny. Targeted droid 'stolen' if destiny +1 > forfeit. Targeted non-droid character excluded from battle if destiny = defense value. Jawa Ion Gun (3) Light Character Weapon [C2] Set: A New Hope Lore: Cobbled-together weapon built from salvaged power cells, droid restraining bolts and an ion accelerator. Fires a stream of ion energy that stuns droids and irritates others. Text: Use 1 Force to deploy on your Jawa, 3 on your warrior. May target a character using 1 Force. Draw destiny. Targeted droid 'stolen' if destiny +1 > forfeit. Targeted non-droid character excluded from battle if destiny = defense value. Jedi Lightsaber (2) Light Character Weapon [U1] Set: Premiere Lore: Elegant sword of pure energy. "This is the weapon of a Jedi Knight. Not as clumsy or as random as a blaster. A lightsaber can be dangerous to an unskilled user." 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. *Leia's Sporting Blaster (5) Light Character Weapon [U1] Set: Premiere Lore: Defender sporting blaster, made by Drearian Defense Conglomerate. Intended for personal defense or small-game hunting. Short range. Low power. Carries energy for 50 shots. Text: Use 1 Force to deploy on Leia, 2 on any other warrior. May target for free. Draw destiny. Character hit if destiny - 1 > ability. Vehicle hit if destiny - 1> maneuver or armor. If hit by Leia, target's forfeit = 0. *Luke's Blaster Pistol (3) Light Character Weapon [R] Set: Cloud City Lore: Merr-Sonn Model 57. Part of an arms lot purchased for the Alliance from a black market dealer on Ord Mantell. Carried by Luke as a backup for his father's lightsaber. Text: Use 1 Force to deploy on Luke, 3 on any other warrior. May target using 2 Force. (If targeted by Luke, target loses immunity to attrition for remainder of turn.) Draw destiny. Character hit if destiny +1 > ability. Vehicle hit if destiny > armor or maneuver. *Luke's Hunting Rifle (5) Light Character Weapon [U1] Set: A New Hope Lore: Czerka 6-2Aug2. Extended barrel provides long-range targeting without expensive laser sight. Sturdy construction, but no match for a Tusken Raider's gaderffi stick. Text: Use 1 Force to deploy on Luke or Owen Lars, 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. *Luke's Hunting Rifle (5) Light Character Weapon [U1] Set: A New Hope Lore: Czerka 6-2Aug2. Extended barrel provides long-range targeting without expensive laser sight. Sturdy construction, but no match for a Tusken Raider's gaderffi stick. Text: Use 1 Force to deploy on Luke or Owen Lars, 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. *Luke's Hunting Rifle (5) Light Character Weapon [U1] Set: A New Hope Lore: Czerka 6-2Aug2. Extended barrel provides long-range targeting without expensive laser sight. Sturdy construction, but no match for a Tusken Raider's gaderffi stick. Text: Use 1 Force to deploy on Luke or Owen Lars, 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. Medium Repeating Blaster Cannon (1) Light Artillery Weapon [C1] Set: Hoth D:3 F:1 Lore: Merr-Sonn Mark II repeating blaster. Accepts power cells from a very wide variety of sources, a benefit for Rebels accustomed to scavenging for supplies. Text: Deploy on any site. May be moved by two warriors for 1 additional Force. Your warrior present may target two characters at same or adjacent site using 2 Force. Draw two destiny. Characters hit if total destiny > total ability. Mos Eisley Blaster (5) Light Character Weapon [C] Set: Jabba's Palace Lore: Easily obtained by the Rebellion. Many are copies of the BlasTech DL-18 design. Plentiful on Tatooine. Used for suppressive fire. 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. Motti Seeker (3) Light 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 Motti or pilot of ability < 3, choose one to be immediately lost. Seeker also lost. Motti Seeker (3) Light 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 present with Motti or pilot of ability < 3, choose one to be lost. Seeker also lost. Motti Seeker (3) Light 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 present with Motti or pilot of ability < 3, choose one to be lost. Seeker also lost. *Obi-Wan's Lightsaber (1) Light Character Weapon [R1] Set: Premiere Lore: "An elegant weapon for a more civilized time." Miniaturized power cell. Uses rare crystals to focus the lightblade. This lightsaber was personally built by Obi-Wan. Text: Deploy only on Obi-Wan (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. *Planet Defender Ion Cannon (4) Light Artillery Weapon [R2] Set: Hoth D:4 F:4 Lore: KDY v-150 surface-to-space heavy ion cannon. The most powerful ground-based weapon in the Rebel arsenal. Reserved for strategic installations due to limited supply. Text: Deploy on an exterior site at a Rebel Base. Cannot be moved. During a battle at related system, may target a capital starship there using 2 Force. Draw destiny. if destiny +3 > armor, all weapons aboard target are lost, power = 0 and hyperspeed = 0. Power Harpoon (5) Light Vehicle Weapon [U1] Set: Hoth Lore: High-powered harpoon attached to a retractable flexi-steel tow cable and fusion-head disk designed by Beryl Chiffonage as a reserve defense against Imperial AT-ATs. Text: Use 2 Force to deploy on any combat or shuttle vehicle. May target an AT-AT or AT-ST for 1 Force. Draw destiny. Target 'crashes' if destiny + vehicle's maneuver > 8. Your vehicle 'crashes' if destiny = 0. Proton Torpedoes (4) Light Starship Weapon [C2] Set: Premiere Lore: Powerful ballistic projectiles. Carries proton-scattering energy warheads. Short range. Pierces energy shields, but blocked by particle shields. Text: Use 1 Force to deploy on any X-Wing, Y-Wing or B-Wing. May target using 1 Force. Draw destiny. Capital starship hit if destiny > armor. Starfighter hit if destiny > maneuver. Quad Laser Cannon (4) Light Starship Weapon [U1] Set: Premiere Lore: Starship blaster, often slung in turret mounts to take advantage of light weight and quick targeting motions. Installed on many starships including the Millennium Falcon. Text: Use 2 Force to deploy on Corellian Corvette or Millennium Falcon. May target using 1 Force. Draw destiny. Capital starship hit if destiny > armor. Starfighter hit if destiny + 1 > maneuver. Surface Defense Cannon (5) Light Starship Weapon [R2] Set: Hoth Lore: BlasTech Ax-108 "Ground Buzzer" blaster cannon. Designed to drop from a concealed gun pod on a starship. Targets using proximity motion sensors. Has 360-degree firing arc. Text: Use 1 Force to deploy on any starfighter, free on Millennium Falcon. May target a character at same site using 1 Force. Draw destiny. Character hit if destiny +1 > ability. SW-4 Ion Cannon (5) Light Starship Weapon [R2] Set: A New Hope Lore: ArMek SW-4 turret-mounted ion cannon. Bursts of ionized energy fuse and overload target's mechanical and computer systems. Allows ships to be captured and boarded. Text: Use 1 Force to deploy on any Y-wing or B-wing. May target using 1 Force. Draw destiny. If destiny > target's armor or maneuver, all weapons aboard target are lost, armor or maneuver=0 and hyperspeed=0. SW-4 Ion Cannon (5) Light Starship Weapon [R2] Set: A New Hope Lore: ArMek SW-4 turret-mounted ion cannon. Bursts of ionized energy fuse and overload target's mechanical and computer systems. Allows ships to be captured and boarded. Text: Use 1 Force to deploy on your Y-wing or B-wing. May target a starship using 1 Force. Draw destiny. If destiny > target's defense value, all starship weapons deployed on target are lost, armor or maneuver=0 and hyperspeed=0. SW-4 Ion Cannon (5) Light Starship Weapon [R2] Set: A New Hope Lore: ArMek SW-4 turret-mounted ion cannon. Bursts of ionized energy fuse and overload target's mechanical and computer systems. Allows ships to be captured and boarded. Text: Use 1 Force to deploy on your Y-wing or B-wing. May target a starship using 1 Force. Draw destiny. If destiny > target's defense value, all starship weapons deployed on target are lost, armor or maneuver=0 and hyperspeed=0. Tagge Seeker (3) Light 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 Tagge or warrior of ability<3, choose one to be immediately lost. Seeker also lost. Tarkin Seeker (3) Light 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 Tarkin or alien of ability<3, choose one to be immediately lost. Seeker also lost. Timer Mine (2) Light Automated Weapon [C2] Set: Premiere Lore: A timer-activated explosive device designed to be placed by a mining droid. Typically used in ore and spice mines for demolition. Also has many military applications. 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. Vehicle Mine (3) Light Automated Weapon [C2] Set: Hoth Lore: Mine controlled by microcircuitry calibrated to ignore infantry and creatures. Explodes only when triggered by metallic vehicles. 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) Light Character Weapon [C] Set: Jabba's Palace Lore: Vibrating blade powered by an energy cell hidden within the shaft. Used by many moisture farmers to prod banthas and other animals. 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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Rebel Devices Arc Welder (6) Light Device [U] Set: Jabba's Palace Lore: Used primarily for sealing bulkheads and performing other repair functions. Especially innovative droids use it for other, less conventional purposes. Text: Deploy on any R-unit droid. During your control phase, may use 2 Force to release an escorted captive present. Also, when present at start of a battle, may cause one opponent's character of ability = 1 present to be excluded from that battle. Artillery Remote (4) Light Device [R2] Set: Hoth Lore: Although artillery weapons have a manual firing mechanism, this optional device allows weapons operation from a remote location. Uses coded signals. Text: Use 2 Force to deploy on any warrior. Your artillery weapons anywhere on same planet may fire without a warrior present. Also, once each turn during your control phase, one of your artillery weapons on same planet may be fired (at normal use of the Force). Astromech Translator (3) Light Device [C] Set: Dagobah Lore: Standard technology found on hyperdrive-capable starfighters. Many manufacturers. Converts electronic impulses and high-density electronic languages into readable text. Text: Deploy on any starfighter. While an astromech character is aboard: If not piloted, starfighter may move and may use power, maneuver and hyperspeed. OR if piloted, starfighter is immune to attrition < 3 (<6 if matching pilot aboard). Bionic Hand (7) Light Device [R] Set: Cloud City Lore: Uses state-of-the-art digital processors. Although Luke had lost his hand, the Alliance could rebuild it. They had the technology. They could make it better, stronger, faster. Text: Use 2 Force to deploy on a Disarmed character. Cancels the disarming card. Character is power +1 and adds 1 to weapon destiny when firing character weapons. Device lost if character Disarmed again. (otherwise, may not be removed). Caller (6) Light Device [U2] Set: Premiere Lore: Hand-held device that can remotely command restraining bolt. Each caller can be keyed to specific bolt. Used by many species. Also called "restraining bolt activators." Text: Deploy on a Rebel 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. *Cyborg Construct (4) Light Device [U] Set: Cloud City Lore: Biotech's latest model, the Aj^g, boasts greater storage capacity than all other models combined. Advertised as, "Artificial intelligence worth shaving your head for." Text: Deploy on an alien of ability < 3. Each turn, you may 'store' one card from hand face-down here. Holds up to three cards (six on Lobot). You may play or deploy cards from here as if from hand. Place stored cards in Used Pile if device lost or removed from character. Droid Sensorscope (4) Light Device [C] Set: Dagobah Lore: Full-spectrum transceiver for R-unit droids including electro-photo receptors, DERs and heat and motion detectors. Data is routed directly to droids Intellex IV internal computer. Text: Deploy on one of your R-unit droids. During any control phase, you may use 1 Force to peek at the top card of opponent's Reserve Deck. Also, if on Dagobah, droid may move for free. Echo Trooper Backpack (5) Light Device [C2] Set: Hoth Lore: Rebels carry a variety of equipment to be fully prepared for enemies and the elements. Weather-resistant backpacks keep gear protected and operational. 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. Electrobinoculars (3) Light Device [C2] Set: Premiere Lore: Enhances distant targets using a computer-assisted zoom technology. Provides range information. Works in low-light. Rugged case protects the internal systems. Text: Use 1 Force to deploy on any warrior. At any time, you may peek at the top card of your Reserve Deck by using 2 Force. You may choose to move that card to the top of your Force Pile. Fire Extinguisher (5) Light Device [U2] Set: A New Hope Lore: Among the various special devices on droids like R2 units are gas-based fire extinguishers. Effective against electrical fires and can cause confusion during battle. Text: Deploy on any astromech droid. Cancels Lateral Damage, an exploding Program Trap or the effects of an Ion Cannon where present. Also, if deployed on R2-D2, may cancel a battle where present at a site, after which extinguisher is lost. Fire Extinguisher (5) Light Device [U2] Set: A New Hope Lore: Among the various special devices on droids like R2 units are gas-based fire extinguishers. Effective against electrical fires and can cause confusion during battle. Text: Deploy on your astromech droid. Cancels Lateral Damage, an 'exploding' Program Trap or effects of an Ion Cannon where present. Also, if deployed on R2-D2, may lose Fire Extinguisher to cancel a battle just initiated where present at a site. Fire Extinguisher (5) Light Device [U2] Set: A New Hope Lore: Among the various special devices on droids like R2 units are gas-based fire extinguishers. Effective against electrical fires and can cause confusion during battle. Text: Deploy on your astromech droid. Cancels Lateral Damage, an 'exploding' Program Trap or effects of an Ion Cannon where present. Also, if deployed on R2-D2, may lose Fire Extinguisher to cancel a battle just initiated where present at a site. Fusion Generator Supply Tanks (4) Light Device [C2] Set: Premiere Lore: Uses standard fusion technology. Provides starships with energy for hyperspace travel. Installed at docking bays and throughout the Outer Rim Territories. Text: Deploy on any starship at a system where a related docking bay site is on table. Adds 1 to hyperspeed, power and maneuver. *Han's Toolkit (4) Light Device [R] Set: Dagobah Lore: Experienced pilots keep a well equipped toolkit. Horizontal boosters, alluvial dampers and hydrospanners aid in performing high-tech repairs aboard starships. Text: Use 1 force to deploy on one of you characters, vehicles or starships (free if on the Millennium Falcon or Han). While aboard a vehicle or starship, you may use 1 force to cancel any interrupt or effect which targets that vehicle or starship. Hidden Compartment (5) Light Device [U] Set: Jabba's Palace Lore: Standard astromech internal cargo area measures 20 centimeters by 8 centimeters. Some models have a custom compressed-air launcher for shooting flares. Text: Deploy on any R-unit droid. At start of a battle, you may 'react' by deploying one character weapon (at normal use of the Force) from Reserve Deck on a warrior present; reshuffle. Holoprojector (4) Light Device [U] Set: Jabba's Palace Lore: Common feature on astromechs. Displays technical information. Sometimes used by princesses to send distress calls to old Jedi Knights, but not often. Text: Deploy on any R-unit droid. During your control phase, may use 1 Force to search your Reserve Deck, take one hologram or dejarik card into hand and reshuffle. Hoth Survival Gear (4) Light Device [C2] Set: Hoth Lore: Cold-weather gear worn and carried by Echo Base troops. Enhances their ability to function and survive in Hoth's hostile environment. Text: Deploy on any Rebel or warrior. While on Hoth, that character is power and forfeit +1 and is immune to Frostbite, Exposure and Ice Storm. Hydroponics Station (4) Light Device [U2] Set: Premiere Lore: Grows fruits and vegetables. Very efficient water use. Often underground. Feeds moisture farm families, but excess vegetables are often sold at markets. Text: Use 1 Force to deploy on any exterior Tatooine site. Cannot be moved. When activating Force, the first card may be drawn directly into your hand. If a Vaporator is on the table, the second card may also be drawn directly into your hand. **Landing Claw (2) Light Device [R] Set: Dagobah Lore: Special modification for starfighters. Size may vary depending on mass of starship. Allows a stable connection to a spacedock, uneven terrain or even another starship Text: Deploy on one of you starfighters. During any control phase, may target one opponent's capital starship present. Starfighter attaches to target (automatically moves with target and is 'concealed'). May detach at any time (even as target begins to move). *Lando's Wrist Comlink (4) Light Device [U] Set: Cloud City Lore: Easily concealed device used by Lando to remain in contact with his subordinates. Directly connected to Cloud City's central computer. Text: Deploy on a character. When at a Cloud City site, Lobot and your Cloud City troopers may deploy or move here as a 'react.' *Luke's Backpack (6) Light Device [R] Set: Dagobah Lore: Made on Dantooine. Luke used the many pockets in his gundark-skin backpack to carry supplies while on patrol. Text: Deploy on any character. May carry and use any number of devices. May also carry Yoda, Kabe or any one Jawa or Ewok (as if riding a creature vehicle). Adds 1 to training destiny when carrying the Mentor. Magnetic Suction Tube (3) Light Device [R2] Set: A New Hope Lore: Retractable tube originally designed to collect mined materials for transport to refining facilities. Jawas now use it to suck up droids (and anything else that's not nailed down). Text: Deploy on your Sandcrawler. During you 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) Light Device [R2] Set: A New Hope Lore: Retractable tube originally designed to collect mined materials for transport to refining facilities. Jawas now use it to suck up droids (and anything else that's not nailed down). Text: Deploy on your Sandcrawler. During you 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) Light Device [R2] Set: A New Hope Lore: Retractable tube originally designed to collect mined materials for transport to refining facilities. Jawas now use it to suck up droids (and anything else that's not nailed down). Text: Deploy on your Sandcrawler. During you 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). Portable Fusion Generator (3) Light Device [C] Set: Dagobah Lore: Lardanis Survival Systems MFCR-200 Power Generator. Used by smugglers and Rebel agents. Highly portable. Powers and charges a wide range of equipment. 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. R2 Sensor Array (6) Light Device [C2] Set: Hoth Lore: Popular R2 astromech accessory manufactured by Industrial Automation. Can monitor radiation levels and detect nearby lifeforms. Text: Deploy on any R-unit droid. Your character present may move as a 'react' from a creature attack. Also, adds 3 to search party destiny draws at same and adjacent sites. Rebel Flight Suit (5) Light Device [C] Set: Dagobah Lore: Pilot fatigues feature digital technology which can be customized for particular starfighters. Increases interface efficiency with a newly assigned craft Text: Deploy on any pilot. While aboard any starfighter, that character is considered to be the "matching pilot" (pilot adds at least 2 to maneuver and draws one battle destiny if not able to otherwise). Rectenna (3) Light Device [C2] Set: A New Hope Lore: Fabritech communications and sensor array. Features active/passive scanners, powerful jamming system, ship-to-ship transmitters and short-range target acquisition program. Text: Use 1 Force to deploy on any starship. If opponent just initiated a battle at same system, you may 'react' by deploying cards (at normal use of the Force) to that system. Rectenna (3) Light Device [C2] Set: A New Hope Lore: Fabritech communications and sensor array. Features active/passive scanners, powerful jamming system, ship-to-ship transmitters and short-range target acquisition program. Text: Use 1 Force to deploy on your starship. You may deploy cards as a 'react' to a battle at same system or sector. Rectenna (3) Light Device [C2] Set: A New Hope Lore: Fabritech communications and sensor array. Features active/passive scanners, powerful jamming system, ship-to-ship transmitters and short-range target acquisition program. Text: Use 1 Force to deploy on your starship. You may deploy cards as a 'react' to a battle at same system or sector. Remote (4) Light Device [C2] Set: A New Hope Lore: Tshhhh. Tshhhh. Zap! "Look...good against remotes is one thing. Good against the living, that's something else." Text: Use 1 Force to deploy at any site. Moves like a character at normal use of the Force. During your control phase, may: Select on character present to be power or forfeit +1 for remainder of turn. OR Use 2 Force to cancel any seeker present. Remote (4) Light Device [C2] Set: A New Hope Lore: Tshhhh. Tshhhh. Zap! "Look...good against remotes is one thing. Good against the living, that's something else." Text: Use 1 Force to deploy at any site. Moves like a character at normal use of the Force. Once during each of your control phases, may: Select on character present to be power or forfeit +1 for remainder of turn. OR Use 2 Force to cancel any seeker present. Remote (4) Light Device [C2] Set: A New Hope Lore: Tshhhh. Tshhhh. Zap! "Look...good against remotes is one thing. Good against the living, that's something else." Text: Use 1 Force to deploy at any site. Moves like a character at normal use of the Force. Once during each of your control phases, may: Select on character present to be power or forfeit +1 for remainder of turn. OR Use 2 Force to cancel any seeker present. Restraining Bolt (6) Light Device [C2] Set: Premiere Lore: Fits in a special socket on a droid's body. When installed, restricts actions of droids, forcing them to follow orders. Can be operated remotely by a 'caller.' 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 transferred (for free) to another droid at same site. Retractable Arm (4) Light Device [C] Set: Dagobah Lore: 2 kilo lifting capacity and .85 meter reach. Better than 1 micrometer placement accuracy. Feisty Rebel droids can use this tool for sneaky purposes. Text: Deploy on any R-unit droid to give that droid {thief} skill. Once during each of your control phases, you may use 1 Force to target a weapon or device present. Draw destiny. If destiny > 2, target is 'stolen.' Target may then be transferred for free. Droid is immune to Disarmed. *Sensor Panel (3) Light Device [U1] Set: A New Hope Lore: Monitors all nearby traffic in exterior locations. Takes advantage of multiple backup systems to minimize breakdowns under harsh conditions. Text: Use 1 Force to deploy on any non-creature vehicle. Adds 1 to power and landspeed. Once per turn, when you play Radar Scanner, you may use 1 Force to move one additional Effect or Interrupt card found in opponent's hand to Used Pile. *Sensor Panel (3) Light Device [U1] Set: A New Hope Lore: Monitors all nearby traffic in exterior locations. Takes advantage of multiple backup systems to minimize breakdowns under harsh conditions. Text: Use 1 Force to deploy on your non-creature vehicle. Adds 1 to power and landspeed. Once per turn, when you play Radar Scanner, you may use 1 Force to move one additional Effect or Interrupt card found in opponent's hand to Used Pile. *Sensor Panel (3) Light Device [U1] Set: A New Hope Lore: Monitors all nearby traffic in exterior locations. Takes advantage of multiple backup systems to minimize breakdowns under harsh conditions. Text: Use 1 Force to deploy on your non-creature vehicle. Adds 1 to power and landspeed. Once per turn, when you play Radar Scanner, you may use 1 Force to move one additional Effect or Interrupt card found in opponent's hand to Used Pile. Targeting Computer (3) Light Device [U1] Set: Premiere Lore: Specially designed for use on Rebel starfighters. Assists pilots on torpedo runs. Automatically locks on pre-programmed target points. Text: Use 2 Force to deploy on any starship. Adds 1 to starship's maneuver. If this starship is using a weapon during a battle, you may fire that weapon twice, separately or combined. Subtract 1 from each destiny draw when firing. Tatooine Utility Belt (4) Light Device [C2] Set: Premiere Lore: Survival gear, food and tools are stored in small compartments. Made from bantha hide. Used by Luke and other Tatooine inhabitants. Text: Use 1 Force to deploy on any Rebel or alien. While on Tatooine, that character's power and forfeit are +2. Vaporator (4) Light Device [C2] Set: Premiere Lore: Essential for life on desert planets. Condenses water vapor from atmosphere. Has purification filters and coolant tanks. Protects against drought and harsh conditions. Text: Use 1 Force to deploy on any Tatooine site. Cannot be moved. Protects all characters at same site, or an adjacent site, from Gravel Storm. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Rebel Events *Attack Run (0) Light Epic Event [R2] Set: A New Hope Text: Deploy on Death Star:Trench. During your move phase, you may make an Attack Run as follows: {Enter Trench:} Move up to 3 of your starfighters into trench (for free). Dark Side may immediately follow with up to 3 TIEs (for free). {Provide Cover:} Identify your lead starfighter (Proton Torpedoes* required) and wingmen (if any). Turbolaser Batteries and TIEs with weapons may now target your starfighters (wingmen first, then lead if no wingmen remaining). Hit starfighters are immediately lost. {It's Away!:} Draw two destiny. {Pull Up!:} All starfighters now move to Death Star system (for free). If (total destiny + X + Y - Z) > 15, Death Star is "blown away." X = ability of lead pilot or 3 if Targeting Computer is present. Y = total sites at largest Rebel Base (Yavin 4 or Hoth). Z = highest ability of TIE pilots in trench. * Your Proton Torpedoes are immune to Overload. *Attack Run (0) Light Epic Event [R2] Set: A New Hope Text: Deploy on Death Star:Trench. During your move phase, you may make an Attack Run as follows: {Enter Trench:} Move up to 3 of your starfighters into trench (for free). Dark Side may immediately follow with up to 3 TIEs (for free). {Provide Cover:} Identify your lead starfighter (Proton Torpedoes* required) and wingmen (if any). Turbolaser Batteries and TIEs with weapons may now target your starfighters (wingmen first, then lead if no wingmen remaining). Hit starfighters are immediately lost. {It's Away!:} Draw two destiny. {Pull Up!:} All starfighters now move to Death Star system (for free). If (total destiny + X + Y - Z) > 15, Death Star is "blown away." X = ability of lead pilot or 3 if Targeting Computer is present. Y = total sites at largest Rebel Base (Yavin 4 or Hoth). Z = highest ability of TIE pilots in trench. * Your Proton Torpedoes are immune to Overload. *Attack Run (0) Light Epic Event [R2] Set: A New Hope Text: Deploy on Death Star:Trench. During your move phase, you may make an Attack Run as follows: {Enter Trench:} Move up to 3 of your starfighters into trench (for free). Dark Side may immediately follow with up to 3 TIEs (for free). {Provide Cover:} Identify your lead starfighter (Proton Torpedoes* required) and wingmen (if any). Turbolaser Batteries and TIEs with weapons may now target your starfighters (wingmen first, then lead if no wingmen remaining). Hit starfighters are immediately lost. {It's Away!:} Draw two destiny. {Pull Up!:} All starfighters now move to Death Star system (for free). If (total destiny+X+Y-Z) > 15, Death Star is "blown away." X=ability of lead pilot or 3 if Targeting Computer is present. Y=total sites at largest Rebel Base (Yavin 4 or Hoth). Z=highest ability of TIE pilots present. *Immune to Overload during Attack Run. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Rebel Jedi Tests A Jedi's Strength (2) Light Jedi Test #2 [U] Set: Dagobah Text: *{Deploy} on an unoccupied Dagobah site. At the beginning of each of your move phases, opponent may relocate this Jedi Test to an adjacent site. *{Target} a mentor on Dagobah and an apprentice who has completed Jedi Test #1. Apprentice may move only by using personal landspeed. *{Attempt} when apprentice is present at the beginning of your control phase. Draw training destiny. If destiny + apprentice's ability > 13, test completed: *{Place} on apprentice. Apprentice is power +1 and may move normally. Total ability of 6 or move is required for opponent to draw battle destiny. Domain Of Evil (3) Light Jedi Test #3 [U] Set: Dagobah Text: *{Deploy} on Dagobah: Jungle or Dagobah: Cave. *{Target} a mentor on Dagobah and an apprentice who has completed Jedi Test #2. {Attempt} when apprentice is present at the end of your turn and none of your cards participated in battles, Force drains or Jedi Tests during that turn. Draw training destiny. If destiny + apprentice's ability > 14, test completed. *{Place} on apprentice. You may subtract 1 from each of opponent's destiny draws. Great Warrior (1) Light Jedi Test #1 [C] Set: Dagobah Text: *{Deploy} on a Dagobah site. *{Target} a mentor here. Also, target or deploy (regardless of location deployment restrictions) an apprentice here. *{Attempt} when targets are present at the beginning of your control phase. Draw training destiny. If destiny + apprentice's ability > 12, test completed: *{Place} on apprentice. All opponent's Force drain bonuses everywhere are ignored. [Mentor: One of your characters of ability > 2. Apprentice: One of your non-droid, non-Jedi characters of lesser ability than mentor. Each time you complete any Jedi Test, you may exchange one card in hand for one Jedi Test in your Lost Pile.] It Is The Future You See (5) Light Jedi Test #5 [R] Set: Dagobah Text: *{Deploy} on a Dagobah site. *{Target} a mentor on Dagobah and an apprentice who has completed Jedi Test #4. *{Attempt} when apprentice is present at the beginning of your control phase. Turn apprentice upside down (cannot move and power=0). At the end of your next turn, turn apprentice right side up (restored): *{Place} on apprentice. Immune to attrition < 4. Reveal the top two cards of your Reserve Deck and place one upside down on apprentice. Whenever you are about to draw a card for destiny, you may instead use the upside-down card (which remains on apprentice for re-use). Size Matters Not (4) Light Jedi Test #4 [R] Set: Dagobah Text: *{Deploy} on Dagobah: Swamp or Dagobah: Bog Clearing. *{Target} a mentor on Dagobah and an apprentice who has completed Jedi Test #3. *{Attempt} when apprentice is present at the beginning of your control phase. Draw training destiny. If destiny + apprentice's ability > 15, test completed: *{Place} on apprentice. Immune to attrition < 3. Once during each of your control phases, you may use 2 Force to search your Reserve Deck and take any one card you find there into hand. Shuffle, cut and replace. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Rebel Interrupts A Few Maneuvers (6) Light Used Interrupt [C2] Set: Premiere Lore: "...I know a few maneuvers. We'll lose them." Boosted shields and fancy flying are necessary to escape Imperial weapon fire until hyperspace jump can be made. Text: Add 2 to hyperspeed and maneuver of any starfighter for the remainder of this turn. (Interrupt may even affect the result immediately after a destiny draw targeting the starfighter's maneuver.) Advance Preparation (6) Light Used or Lost Interrupt [U1] Set: A New Hope Lore: Early warning and careful planning allow the Rebels to achieve maximum readiness while still maintaining optimal flexibility. Text: USED: Place out of play any one of the following from your hand: Attack Run, You're All Clear Kid, Death Star: Trench or Rebel Tech. Retrieve 1 Force. LOST: Use 3 Force to retrieve Attack Run from your Lost Pile. Advance Preparation (6) Light Used or Lost Interrupt [U1] Set: A New Hope Lore: Early warning and careful planning allow the Rebels to achieve maximum readiness while still maintaining optimal flexibility. Text: USED: Place out of play any one of the following from your hand: Attack Run, You're All Clear Kid, Death Star: Trench or Rebel Tech. Retrieve 1 Force. LOST: Use 3 Force to retrieve Attack Run. Advance Preparation (6) Light Used or Lost Interrupt [U1] Set: A New Hope Lore: Early warning and careful planning allow the Rebels to achieve maximum readiness while still maintaining optimal flexibility. Text: USED: Place out of play any one of the following from your hand: Attack Run, You're All Clear Kid, Death Star: Trench or Rebel Tech. Retrieve 1 Force. LOST: Use 3 Force to retrieve Attack Run. Alter (4) Light Used Interrupt [U1] Set: Premiere Lore: A user of the Force can alter the environment to affect the minds of others. "The Force can have a strong influence on the weak-minded." 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. Alternatives To Fighting (3) Light Lost Interrupt [U1] Set: A New Hope Lore: The Rebellion's limited resources force it to consider the wisdom of any military encounter. In many cases, retreat or deception is a preferable recourse. Text: Use 3 Force to cancel a battle just initiated at a system or sector. OR Cancel Besieged. OR Release (move for free) all your characters from a captured starship to your side of any docking bay site. Alternatives To Fighting (3) Light Lost Interrupt [U1] Set: A New Hope Lore: The Rebellion's limited resources force it to consider the wisdom of any military encounter. In many cases, retreat or deception is a preferable recourse. Text: Use 3 Force to cancel a battle just initiated at a system or sector. OR Cancel Besieged. OR Release (move for free) all your characters from a captured starship to your side of any docking bay site. Alternatives To Fighting (3) Light Lost Interrupt [U1] Set: A New Hope Lore: The Rebellion's limited resources force it to consider the wisdom of any military encounter. In many cases, retreat or deception is a preferable recourse. Text: Use 3 Force to cancel any starship battle. OR Cancel Besieged. OR Release (move for free) all your characters from a captured starship to your side of any docking bay site. *Ambush (3) Light Lost Interrupt [R] Set: Cloud City Lore: "Well done. Hold them in the security tower, and keep it quiet. Move." Text: During your turn, target a site where your total power is more than double opponent's total power. Unless opponent has a Dark Jedi or character weapon there, place each opponent character, vehicle and starship there (and cards on them) in owner's Used Pile. Armed And Dangerous (4) Light Lost Interrupt [U] Set: Cloud City Lore: The ability to retrieve his weapon by use of the Force was now second nature to Luke. Text: If a battle or duel was just initiated at a site, search your hand or Reserve Deck for one unique character weapon matching one of your participating characters. Immediately deploy that weapon (for free) on that character and reshuffle (if from Reserve Deck). *Artoo, Come Back At Once! (4) Light Used or Lost Interrupt [R] Set: Cloud City Lore: "You haven't finished with me yet!" Text: USED: Search your Reserve Deck, take one Hero Of A Thousand Devices into hand and reshuffle. LOST: If R2-D2 is lost, use 1 Force to retrieve him. OR Use 3 Force to search your Reserve Deck, take R2-D2 into hand and reshuffle. *Artoo, I Have A Bad Feeling About This (3) Light Lost Interrupt [U] Set: Jabba's Palace Lore: "He says our instructions are to give it only to Jabba himself. I'm terrible sorry. I'm afraid he's ever so stubborn about these sort of things." Text: If you are about to draw a battle destiny, instead use the destiny number of one of your droids in that battle. OR Add 1 to attrition against opponent for each droid you have in that battle. OR If R2-D2 and C-3PO are in battle together, opponent draws no battle destiny. As Good As Gone (3) Light Lost Interrupt [C] Set: Cloud City Lore: Han's habit of leaving during a crisis was offset by his tendency to return when his friends needed him the most. Text: During your move phase, use 2 Force to return one of your smugglers, gamblers or thieves on table (unless captured or missing) to your hand. Attack Pattern Delta (3) Light Lost Interrupt [U1] Set: Hoth Lore: Snowspeeder attack plan devised by Commander Skywalker and Rebel tactician Beryl Chifonage. Single-file formation protects the squadron as the leader draws fire. Text: If a battle was just initiated at a site, identify your lead T-47 there. For remainder of this turn, all other T-47s at same site are power +1, are immune to attrition and cannot be targeted by weapons. *Away Put Your Weapon (5) Light Used or Lost Interrupt [U] Set: Dagobah Lore: "I mean you no harm." 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 your devices and character weapons on table in your Used Pile. *Beru Stew (4) Light Lost Interrupt [U2] Set: Premiere Lore: Moisture farmers grow enough food to sustain Tatooine's population. Beru Lars has devised many dishes using herbs and roots naturally found in Tatooine's desert. Text: Each player must immediately activate 2 Force. Also, you may activate 1 additional Force for each Beru Lars, Owen Lars or Hydroponics Station on table. Blast The Door, Kid! (4) Light Lost Interrupt [C2] Set: A New Hope Lore: When Vader turned his attention to the escaping Rebels, Han immediately offered Luke some sage advice. 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. Blast The Door, Kid! (4) Light Lost Interrupt [C2] Set: A New Hope Lore: When Vader turned his attention to the escaping Rebels, Han immediately offered Luke some sage advice. 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). Blast The Door, Kid! (4) Light Lost Interrupt [C2] Set: A New Hope Lore: When Vader turned his attention to the escaping Rebels, Han immediately offered Luke some sage advice. 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). *Blasted Varmints (5) Light Used Interrupt [C] Set: Dagobah Lore: "I just got this bucket back together. I'm not gonna let something tear it apart." Text: Use 1 Force to cause all Mynocks or Vine Snakes to detach from one starfighter or character. OR Cause one Mynock attached to any starfighter to be lost. OR After creature has selected a target character, cancel that selection and select again. *Blaster Deflection (4) Light Used or Lost Interrupt [R] Set: Jabba's Palace Lore: A Jedi can anticipate the actions of his opponent and let the force control his actions, causing him to effortlessly deflect an opponent's attacks. Text: USED: Cancel an attempt to use a character weapon to target your character of ability > 4. LOST: If your character of ability > 4 with a lightsaber was just targeted by a blaster, use 3 Force to re-target that blaster to an opponent's character present. *Blaster Proficiency (2) Light Used or Lost Interrupt [C] Set: Cloud City Lore: Some people think that hokey religions and ancient weapons are no match for a good blaster at your side. Text: USED: If you just targeted with a blaster, add 3 to your weapon destiny. LOST: Lose 1 Force to cause one opponent's character just 'hit' to be immediately placed in Lost Pile. OR Cancel Levitation Attack. *Blue Milk (4) Light Used or Lost Interrupt [C2] Set: A New Hope Lore: Nutrient-rich beverage common in moisture farm communities. Rumored to have medicinal qualities. Popular in cantinas among those who can't hold their juri juice. Text: USED: Select a player to activate 1 Force. LOST: Cancel Juri Juice or Hypo. *Blue Milk (4) Light Used or Lost Interrupt [C2] Set: A New Hope Lore: Nutrient-rich beverage common in moisture farm communities. Rumored to have medicinal qualities. Popular in cantinas among those who can't hold their juri juice. Text: USED: Select a player to activate 1 Force. LOST: Cancel Juri Juice or Hypo. *Blue Milk (4) Light Used or Lost Interrupt [C2] Set: A New Hope Lore: Nutrient-rich beverage common in moisture farm communities. Rumored to have medicinal qualities. Popular in cantinas among those who can't hold their juri juice. Text: USED: Select a player to activate 1 Force. LOST: Cancel Juri Juice or Hypo. Cantina Brawl (5) Light Lost Interrupt [R1] Set: Premiere Lore: "...watch your step. This place can be a little rough." The Mos Eisley Cantina harbors smugglers, thieves, cutthroats, criminals and bounty hunters! Text: Use 2 Force to cause a fight to break out in the Cantina. Both players draw destiny. All characters in Cantina with an ability number matching either destiny draw are lost. *Captive Fury (4) Light Used or Lost Interrupt [U] Set: Cloud City Lore: Chewie's life debt to Han forced him to act, retaliating unexpectedly against his captors. Text: USED: Cancel Force drain bonus from IT-O this turn. LOST: During your battle phase, any of your escorted captives at same site may initiate and participate in one battle (they may not use weapons or devices and you may not voluntarily forfeit or relocate them). Captive Pursuit (4) Light Used or Lost Interrupt [C] Set: Cloud City Lore: Han could have used a hand. Fortunately, Luke still had one to give. Text: USED: If a battle was just initiated at a site, target a captive present. Captive released if you win battle. LOST: Cancel Aiiii! Aaa! Aggggggggggggg!, Sonic Bombardment, Interrogation Array, This Is Some Rescue or Special Delivery. Choke (4) Light Lost Interrupt [C] Set: Jabba's Palace Lore: Reaching out with the Force, Luke rendered Ortugg unconscious without doing the Gamorrean any actual harm. Text: During your control phase, cancel the game text of one unique (*) alien for remainder of turn. OR If you just forfeited an alien, cancel all remaining attrition against you. *Clash Of Sabers (3) Light Lost Interrupt [U] Set: Cloud City Lore: Weooww - bzzzzt - bzt - weoww - bzzzt - weoww - weow - bzt - bzt - bzt - weow - bzzzzzt! Text: Use 2 Force to target a character present with your warrior with a lightsaber. Target cannot move or battle until the end of your next turn. OR Use 1 Force to search your Reserve Deck, take one Uncontrollable Fury into hand and reshuffle. OR Cancel Presence Of The Force. *Closer?! (6) Light Used Interrupt [U] Set: Dagobah Lore: "I'm going in closer to one of those big ones." "Closer?!" "Closer?!" "Graarg?!" Text: During your move phase, use 1 force to relocate one of your starships from a planet system to any related asteroid sector (or vice versa). This movement is free if a smuggler is on board. OR Cancel Rogue Asteroid or Close Call. *Cloud City Sabacc (3) Light Used Interrupt [U] Set: Cloud City Lore: The current administrator of Cloud City was rumored to have won his position by playing this version of sabacc. 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. Collision! (4) Light Lost Interrupt [C2] Set: Premiere Lore: High-speed collisions are a constant danger during chaotic starfighter dogfights. Scanners can be jammed. Pilots rely on vision, increasing the chances of such accidents. Text: Use 1 Force to play at a system where opponent has at least two starships. Draw destiny. If destiny < number of opponent's starships there, one is lost (opponent's choice). Combined Attack (4) Light Lost Interrupt [C2] Set: Premiere Lore: Efficient cooperation allowed the Rebels to coordinate the attack of their small starfighters effectively at the Battle of Yavin. Text: During a battle at any system, target one starship by combining the destiny draws of two or more of your starship weapons at same system. Computer Interface (3) Light Used or Lost Interrupt [C] Set: Cloud City Lore: Lobot's direct link with the Cloud City central computer allowed him to efficiently manipulate the floating city's resources. Text: USED: Cancel Limited Resources. LOST: Use 2 Force (free if Lobot on table) to examine the top card of your Reserve Deck, Force Pile and Used Pile. Return one of those three cards to the top of each deck or pile. Control (2) Light Lost Interrupt [U] Set: Dagobah Lore: Mystical Jedi power. Covers power of inner mind and body. Allows Jedi to exist in harmony with nature. You must learn this. Text: Cancel one Sense or Alter card. (Immune to Sense.) OR Cancel one Immediate Effect, Mobile Effect or Force drain. *Corellian Retort (5) Light Used or Lost Interrupt [U] Set: Jabba's Palace Lore: "Threepio, you tell that slimy piece of worm-ridden filth he'll get no such pleasure from us!" Text: USED: Search your Reserve Deck, take one Captive Fury or Captive Pursuit into hand and reshuffle. LOST: If a bounty hunter (or gangster) and Han are involved in the same battle, you may add one battle destiny (add two if gangster is Jabba). Corellian Slip (4) Light Used Interrupt [C2] Set: A New Hope Lore: First perfected by Corellian starship battle tacticians, this dangerous counter-maneuver has saved numerous hot-shot pilots in life-or-death situations. Text: If opponent just initiated a Tallon Roll, add you maneuver + ability of one pilot on you targeted starfighter to your total. OR Decrease the maneuver of an opponent's starfighter by 1 for remainder of this turn. Corellian Slip (4) Light Used Interrupt [C2] Set: A New Hope Lore: First perfected by Corellian starship battle tacticians, this dangerous counter-maneuver has saved numerous hot-shot pilots in life-or-death situations. Text: If opponent just initiated a Tallon Roll, add you maneuver + ability of one pilot on you targeted starfighter to your total. OR Decrease the maneuver of an opponent's starfighter by 1 for remainder of this turn. Corellian Slip (4) Light Used Interrupt [C2] Set: A New Hope Lore: First perfected by Corellian starship battle tacticians, this dangerous counter-maneuver has saved numerous hot-shot pilots in life-or-death situations. Text: If opponent just initiated a Tallon Roll, add you maneuver + ability of one pilot on you targeted starfighter to your total. OR Decrease the maneuver of an opponent's starfighter by 1 for remainder of this turn. *Courage Of A Skywalker (2) Light Lost Interrupt [R] Set: Cloud City Lore: Despite being alone, trapped and desperately outmatched, Luke continued his battle with the Dark Lord of the Sith. Text: One of your Skywalkers present during a battle at a site, for remainder of turn, loses immunity to attrition but adds ability to power (he or she may not apply ability toward drawing battle destiny). OR During a duel, add one destiny to your total. Dark Approach (4) Light Lost Interrupt [R] Set: Cloud City Lore: "The Force is with you, young Skywalker. But you are not a Jedi yet." Text: If opponent just initiated a battle, you may do one of the following: Add one destiny to 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. Dark Dissension (3) Light Used or Lost Interrupt [R1] Set: Hoth Lore: The huge Imperial officers corps, with its high rate of turnover, is ripe with competitiveness and ambition. Advancement comes at the expense of another's career. Text: USED: Cancel Dark Collaboration or Lone Pilot. LOST: If two Imperials each with ability > 2 are in a battle together, use 2 Force to draw two destiny. Subtract that amount from opponent's attrition and total power (cannot fall below zero). *Dash (4) Light Used Interrupt [C] Set: Cloud City Lore: See Luke run. Run Luke, run! Text: Use 2 Force to increase a character's or creature vehicle's landspeed by 1 for remainder of turn. OR Use 3 Force to move one of your characters are a 'react' (free if character is a scout). Desperate Reach (5) Light Used Interrupt [U] Set: Cloud City Lore: If only someone had given Luke a hand. Text: During your move phase, relocate one of your characters (unless Disarmed) from Weather Vane to any Cloud City site. Character may not move for remainder of turn. OR Cancel Imperial Barrier or The Shield Doors Must Be Closed. *Dodge (3) Light Lost Interrupt [C] Set: Cloud City Lore: Normally parents try to prevent their children from falling down the stairs. Text: If one of your characters of ability > 2 was just targeted by a weapon, subtract 3 from each destiny draw. OR If opponent just initiated a battle at a site against one of your lone characters present, move that character away as a 'react' (for free). *Don't Forget The Droids (6) Light Used or Lost Interrupt [C] Set: Jabba's Palace Lore: "We're on our way!" Text: USED: Cancel 3,720 To 1 if it was just inserted or revealed. (Immune to Sense.) LOST: Cancel one opponent's battle destiny just drawn by sacrificing (losing) one of your droids in that battle. *Don't Get Cocky (5) Light Lost Interrupt [R1] Set: Premiere Lore: Luke and Han made an effective team when defending the Millennium Falcon with its quad laser cannons against attacking TIE fighters. "Great kid! Don't get cocky." Text: If Luke and Han are in a battle together, you may add two battle destiny. OR if the opponent just initiated a battle at any system, destroy (lose) one TIE Fighter of your choice at that system. Don't Underestimate Our Chances (4) Light Lost Interrupt [C1] Set: Premiere Lore: "Stand-by alert. Death Star approaching. Estimated time to firing range, fifteen minutes." Text: If an opponent has just initiated a battle, triple the resulting battle damage for the eventual loser. OR Triple the result of You Overestimate Their Chances. Double Agent (6) Light Lost Interrupt [R2] Set: A New Hope Lore: Typical of impersonators, Shada double-crossed everyone. Her true affiliations still remain a mystery. Text: If both players have a spy at same site, draw destiny. Add 2 if opponent's spy is Undercover. Opponent's spy is lost if destiny > 2. OR Opponent's Tonnika Sisters present at a site cross to your side. Double Agent (6) Light Lost Interrupt [R2] Set: A New Hope Lore: Typical of impersonators, Shada double-crossed everyone. Her true affiliations still remain a mystery. Text: If both players have a spy at same site, draw destiny. Add 2 if opponent's spy is Undercover. Opponent's spy is lost if destiny > 2. OR Opponent's Tonnika Sisters present at a site cross to your side. Double Agent (6) Light Lost Interrupt [R2] Set: A New Hope Lore: Typical of impersonators, Shada double-crossed everyone. Her true affiliations still remain a mystery. 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. OR Tonnika Sisters cross to your side. Use as you own. Droid Shutdown (6) Light Used Interrupt [C2] Set: Premiere Lore: If low on energy and unable to recharge, a droid can shutdown active systems to conserve power. Text: Cancel any attempt to steal, destroy or capture one of your droids. Droid is protected for remainder of this turn. *Dune Sea Sabacc (5) Light Used Interrupt [U] Set: Jabba's Palace Lore: R'kik D'nec remains undefeated in this version of sabacc. Or at least there are no witnesses to the contrary. 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. Effective Repairs (4) Light Used or Lost Interrupt [R] Set: Dagobah Lore: When the nav computer maintenance program failed to auto-repair the hyperdrive, Han decided to take matters into his own hand. Text: USED: Cancel Limited Resources. LOST: Use 3 Force to search your Lost Pile and take one Effect, Utinni Effect, Mobile Effect or Immediate Effect into hand. *Egregious Pilot Error (4) Light Lost Interrupt [R] Set: Dagobah Lore: Details of the notorious "Incident at Anoat" are required reading at the Imperial Academy of Raithal, where the pilots' names are posthumously displayed. Text: During opponent's control phase, if opponent has two or more capital starships at same system, draw destiny. If destiny - 1 < number of opponent's capital starships there, those starships may not move or participate in battle until end of your next turn. Escape Pod (6) Light Used Interrupt [U2] Set: Premiere Lore: Capital starships have emergency escape pods. Equipped with food, water, flares, medpacs, hunting blaster and tracking beacon. (R2-D2 deactivated this one's beacon) Text: Save all characters, weapons, and devices aboard any just-lost capital starship. Relocate them to any planet site. Fall Back! (5) Light Lost Interrupt [C2] Set: Hoth Lore: "K-one zero...all troops disengage." Text: If opponent just initiated a battle at an exterior site with more than double your total power, use 1 Force to cancel the battle and move all your characters there to an adjacent site where the opponent has no presence. *Fall Of The Empire (3) Light Lost Interrupt [U] Set: Cloud City Lore: "Aaaaah!" Text: At the end of a battle that you won at an interior site where you have a character of ability > 3 present, relocate one opponent's character present to an adjacent site. (If on Cloud City, character may be relocated to Weather Vane instead.) *Fall Of The Legend (6) Light Used Interrupt [U] Set: Cloud City Lore: Luke had a falling out with his estranged father. Text: If you just lost a character during a battle or duel at a Cloud City site, use 2 Force to relocate that character to Weather Vane instead of your Lost Pile. OR Search your Reserve Deck, take one Weather Vane into hand and reshuffle. *Fallen Portal (4) Light Used Interrupt [U] Set: Jabba's Palace Lore: Jabba ordered the two-meter thick door to keep the rancor in. He never thought it would be the instrument of the rancor's demise. Text: Target one creature or up to two characters that just initiated an attack or battle against you at Back Door, Rancor Pit, Tatooine: Jabba's Palace or any docking bay. Draw destiny. Target(s) immediately lost if destiny +2 > defense value or total ability. Found Someone You Have (3) Light Lost Interrupt [U] Set: Dagobah Lore: "I'm looking for someone." "Looking? Found someone you have I would say." Text: If you have a character of ability > 4 on table, use 3 Force to find one of your missing characters (your choice). OR During any control phase, examine the top card of your Lost Pile. If that card is a character of ability < 3, take that character into hand. Friendly Fire (4) Light Lost Interrupt [C2] Set: Premiere Lore: Overcrowding in heavy fire zones increases chances of accidentally shooting one's own comrades. Stormtroopers never let accuracy get in the way of victory. 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.) *Full Throttle (4) Light Lost Interrupt [R2] Set: Premiere Lore: Rebel pilots use visual scanning to supplement sensors for an edge against Imperial fighter pilots. Natural instincts allow lone Rebels to overcome superior numbers. Text: If any pilot (or permanent pilot) is defending a battle alone at a system add one battle destiny. OR If Luke is defending a battle alone at a system, add 1 to power and add one battle destiny. *Gambler's Luck (4) Light Lost Interrupt [R] Set: Cloud City Lore: Works every time. Text: If any gambler is defending a battle alone at a site, add one battle destiny (draw two destiny, and choose one). OR if your Lando is defending a battle alone at a site, add two battle destiny (draw three and choose two). Gift Of The Mentor (5) Light Lost Interrupt [R1] Set: Premiere Lore: Luke relied on Obi-Wan's knowledge and advice to learn the ways of the Force. Obi-Wan continued to counsel Luke long after the old Jedi's apparent 'death.' Text: If Luke and Obi-Wan or Yoda are in a battle together, you may add two battle destiny. OR Use 1 Force to search through your Reserve Deck and take any one lightsaber into your hand. Shuffle deck, cut and replace. *Glancing Blow (3) Light Lost Interrupt [R] Set: Cloud City Lore: It had been decades since Vader had felt the sting of an enemy's blade. Text: If you have a character with a lightsaber present in a battle with Vader, lose 1 Force to reduce Vader's power to zero. OR If you have a character with a lightsaber in a duel, cancel one opponent's destiny draw immediately after it is revealed. *Grimtaash (2) Light Used or Lost Interrupt [C2] Set: A New Hope Lore: {Dejarik} representation of mythical Molator guardian. The spirit of Grimtaash is said to protect Alderaanian royalty from corruption and betrayal. Text: USED: If opponent has 13 or more cards in hand, place all but 8 (random selection) in Used Pile. LOST: Cancel Molator (even at a holosite). OR Use 4 Force to reveal opponent's hand. All cards opponent has two or more of in hand are lost. *Grimtaash (2) Light Used or Lost Interrupt [C2] Set: A New Hope Lore: {Dejarik} representation of mythical Molator guardian. The spirit of Grimtaash is said to protect Alderaanian royalty from corruption and betrayal. Text: USED: If opponent has 13 or more cards in hand, place all but 8 (random selection) in Used Pile. LOST: Cancel Molator (even at a holosite). OR Use 4 Force to reveal opponent's hand. All cards opponent has two or more of in hand are lost. *Grimtaash (2) Light Used or Lost Interrupt [C2] Set: A New Hope Lore: {Dejarik} representation of mythical Molator guardian. The spirit of Grimtaash is said to protect Alderaanian royalty from corruption and betrayal. Text: USED: If opponent has 13 or more cards in hand, place all but 8 (random selection) in Used Pile. LOST: Cancel Molator. OR Use 4 Force to cause opponent to reveal hand. All cards opponent has two or more of are lost. Han's Back (3) Light Lost Interrupt [U2] Set: Premiere Lore: "Didn't we just leave this party?" Text: If Han is lost, use 1 Force to retrieve him from the Lost Pile. OR Use 3 Force to search through your Reserve Deck and take Han into your hand. Shuffle deck, cut and replace. Han's Dice (3) Light Used Interrupt [C2] Set: Premiere Lore: A pair of dice dangling above Millennium Falcon's cockpit, for luck. "I've never seen anything to make me believe there's one, all-powerful Force controlling everything." Text: If one of your characters of ability > 2 is in a battle, use 1 Force to draw another battle destiny instead of the one you just drew. Hear Me Baby, Hold Together (5) Light Used Interrupt [C2] Set: Premiere Lore: Smuggler and Rebel starships use black market armor plating and deflector shields to withstand enemy fire. Expensive but life-saving modifications. Text: If the opponent just fired one starship weapon against one of your starships, each opponent's weapon destiny draws involved is reduced by 2. Help Me Obi-Wan Kenobi (3) Light Used Interrupt [R1] Set: Premiere Lore: Leia sent a {hologram} plea, "General Kenobi, years ago you served my father in the Clone Wars. Now he begs you to help him in his struggle against the Empire." Text: If Obi-Wan is at a site you control, he may apply any amount of his ability toward drawing a battle destiny at any other location. Ability he uses this way cannot be used again this turn. OR One Rebel may move as a 'react' to an adjacent battle site. *Higher Ground (2) Light Used or Lost Interrupt [R] Set: Cloud City Lore: Using his position to his advantage, Luke managed to hold off Vader's onslaught, if only for a few seconds. Text: USED: During a battle at a site, instead of firing one of your character weapons at a target, cause that target 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. *Hit And Run (3) Light Lost Interrupt [PV] Set: Special Edition Lore: Many pilots for the Rebellion learned their skills using modified T-47s and other airspeeders. Being able to weave in and out of combat has become second nature to them. Text: Just after the weapons phase of a battle, you may move any of all of your starships there away, at normal use of the Force. ('Hit' cards must still be lost.) Houjix (1) Light Lost Interrupt [C2] Set: A New Hope Lore: {Dejarik} creature. These ferocious-looking beasts are gentle, loyal, and often domesticated as guard animals or pets on Kinyen, the Gran homeworld. incendiary Text: If you just forfeited all your cards that participated in a battle you lost, cancel all the remaining battle damage from that battle. (Immune to Sense.) OR Cancel Sunsdown. Houjix (1) Light Lost Interrupt [C2] Set: A New Hope Lore: {Dejarik} creature. These ferocious-looking beasts are gentle, loyal, and often domesticated as guard animals or pets on Kinyen, the Gran homeworld. incendiary Text: If you just forfeited all your cards that participated in a battle you lost, cancel all the remaining battle damage from that battle. (Immune to Sense.) OR Cancel Sunsdown. Houjix (1) Light Lost Interrupt [C2] Set: A New Hope Lore: {Dejarik} hologram creature. These ferocious-looking beasts are gentle, loyal, and often domesticated as guard animals or pets on Kinyen, the Gran homeworld. incendiary 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 Sunsdown. How Did We Get Into This Mess? (4) Light Used Interrupt [U2] Set: Premiere Lore: Stranded in the Dune Sea, R2-D2 insisted on heading into rocky canyons where he thought settlements were likely to exist. Threepio had other ideas. Text: If one of your droids is at the Dune Sea or where there is a Scomp link, use 1 Force to discard your entire hand to your Used Pile. Draw the same number of cards from your Reserve Deck. Draw one extra card if droid is C-3PO or R2-D2. Hyper Escape (5) Light Used Interrupt [C2] Set: Premiere Lore: "We'll be safe enough once we make the jump to hyperspace." A starship in hyperspace cannot be tracked unless a homing beacon has been hidden aboard. Text: Cancel a battle just initiated at any system by moving all your starships there away (at normal use of the Force). *I Don't Need Their Scum, Either (5) Light Used or Lost Interrupt [R] Set: Cloud City Lore: Of all the scum and villainy Lando had dealt with (pirates, smugglers, con-artists, thieves, swindlers, politicians and Imperial lackeys), he hated bounty hunters the most. Text: USED: Search your Reserve Deck, take one We Don't Need Their Scum into hand and reshuffle. LOST: If a bounty hunter and your Lando are involved in the same battle, you may add one battle destiny (add two if bounty hunter is Boba Fett). I Have A Bad Feeling About This (3) Light Lost Interrupt [R] Set: Dagobah Lore: "This grounds sure feels strange. Doesn't feel like rock. I don't know..." 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. I Have A Very Bad Feeling About This (3) Light Used Interrupt [C2] Set: A New Hope Lore: "Look at him, he's heading for that small moon." Luke became apprehensive when Obi-Wan informed him, "That's no moon. It's a space station." 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. I Have A Very Bad Feeling About This (3) Light Used Interrupt [C2] Set: A New Hope Lore: "Look at him, he's heading for that small moon." Luke became apprehensive when Obi-Wan informed him, "That's no moon. It's a space station." 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. I Have A Very Bad Feeling About This (3) Light Used Interrupt [C2] Set: A New Hope Lore: "Look at him, he's heading for that small moon." Luke became apprehensive when Obi-Wan informed him, "That's no moon. It's a space station." 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. I Thought They Smelled Bad On The Outside (7) Light Used Interrupt [R1] Set: Hoth Lore: "Hang on, kid. This may smell bad, kid...but it'll keep you warm...until I can get the shelter built..." Text: Sacrifice (lose) one of your creature vehicles to cause one character at same site to be immune to Exposure, Ice Storm, Frostbite or Gravel Storm this turn. (Two characters are immune if sacrificing a Ronto.) OR double Tzizvvt's power until he moves. I'm Here To Rescue You (6) Light Used Interrupt [U1] Set: A New Hope Lore: "Huh?" Text: If you have a spy at the Detention Block Corridor, attempt to rescue a captive there. Draw destiny. If destiny + ability of spy > ability of captive, it is released. Otherwise, spy is captured. OR Cancel Spice Mines Of Kessel (releasing targeted captive). I'm Here To Rescue You (6) Light Used Interrupt [U1] Set: A New Hope Lore: "Huh?" Text: If you have a spy present at the Detention Block Corridor, target a captive there. Draw destiny. If destiny + ability of spy > ability of captive, target is released. Otherwise, spy is captured. OR Cancel Spice Mines Of Kessel (releasing targeted captive). I'm Here To Rescue You (6) Light Used Interrupt [U1] Set: A New Hope Lore: "Huh?" Text: If you have a spy present at the Detention Block Corridor, target a captive there. Draw destiny. If destiny + ability of spy > ability of captive, target is released. Otherwise, spy is captured. OR Cancel Spice Mines Of Kessel (releasing targeted captive). I've Got A Bad Feeling About This (4) Light Used Interrupt [C2] Set: Premiere Lore: Han's smuggling adventures in Corporate Sector and Hutt Space put him in many tight scrapes. He's about to be in another. Text: Despite your bad feelings, initiate a battle at a location where you have less power than the opponent. If you lose the battle, no result. If you win the battle, opponent's losses are double. (If Han is present, losses are tripled.) *Impressive, Most Impressive (6) Light Lost Interrupt [R] Set: Cloud City Lore: "Obi-Wan has taught you well." Text: If opponent just attempted to 'freeze' a character using Carbon-Freezing or All Too Easy, draw destiny. Add character's ability. If total destiny > 7, effect canceled. Character released (if captive) and 'hides' (may not participate in battle) for remainder of turn. Innocent Scoundrel (3) Light Used or Lost Interrupt [U] Set: Cloud City Lore: "Well, that was a long time ago. I'm sure he's forgotten about that." Since he needed Calrissian's help, Han regretted having introduced Lando to the Tonnika sisters. Text: USED: If opponent just targeted one of your gamblers, opponent must choose to select a new target or lose 2 Force. LOST: Cancel any Effect (except those immune to Alter) deployed on Han or your Lando. Into The Garbage Chute, Flyboy (6) Light Used Interrupt [R2] Set: Premiere Lore: Leia led an unorthodox escape into a "garbage masher" on the detention level. "What an incredible smell you've discovered!" Text: If Trash Compactor is on table, cancel any battle just initiated at another Death Star site by moving (for free) all your characters involved to the Trash Compactor. Into The Ventilation Shaft, Lefty (6) Light Lost Interrupt [R] Set: Cloud City Lore: "Aaaaaaaaaaaaaaaaaaaaaaaaaaa . . ." Text: Relocate one of your characters from a Cloud City site to Weather Vane. May be played even after a battle has just been initiated. *It Can Wait (2) Light Lost Interrupt [C2] Set: Hoth Lore: "Sir, might I suggest that you - It can wait." 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). It Could Be Worse (4) Light Used Interrupt [C2] Set: Premiere Lore: After escaping Detention Block AA-23. Rebels found themselves in the trash compactor. Leia point out, "It could be worse." It soon was. Text: If you must lose Force for any reason, reduce the loss by X amount by using X Force. *It's a Hit! (3) Light Used or Lost Interrupt [NA] Set: Official Sealed Deck Lore: Red Leader fired the first shot in the Death Star trench, causing massive internal damage. The spectacular near-miss inspired Red Squadron to double their efforts. Text: USED: Cancel a Force drain at a site related to a system you control. LOST: Cancel Counter Assault, It's Worse, Elis Helrot, Tallon Roll, Limited Resources or Scanning Crew. OR Use 3 Force to search your Lost Pile and take one non-unique starfighter into hand. *It's A Trap! (3) Light Lost Interrupt [U] Set: Cloud City Lore: Luke's decision to ignore Leia's warning about the trap cost him an arm and a. . . well, just a hand actually. Text: USED: Cancel Sniper or Blasted Droid. LOST: Use 3 force to cancel any battle just initiated at a site. (Immune to Sense.) *Jabba's Palace Sabacc (3) Light Lost Interrupt [U] Set: Jabba's Palace Lore: Jabba could lick anyone at sabacc. Text: {Requirements}: A 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 clone cards as 4's.) {Stakes}: One character weapon or non-unique alien. Jedi Levitation (4) Light Lost Interrupt [R] Set: Dagobah Lore: A Jedi can adjust the force within and around an object, causing it to move as the Jedi wills. Text: Use X force, where X=(7- ability of your highest ability character on table). Search through your Used Pile and take one card into hand. Shuffle, Cut and replace. *Jedi Mind Trick (3) Light Used or Lost Interrupt [R] Set: Jabba's Palace Lore: "You will bring Captain Solo and the Wookiee to me." Text: USED: Cancel a Force drain at a site if Luke is at an adjacent site. LOST: If your character of ability > 4 is present with an opponent's leader, release a captive from a related prison (canceled if opponent loses 2 Force). Jedi Presence (3) Light Lost Interrupt [R1] Set: Premiere Lore: Jedi Knights inspired allies on the battlefield through bravery and heroism. Obi-Wan's presence encouraged the Rebels and gave them a chance to escape the Death Star. Text: If one of your Jedi is present during any battle, use 1 Force to cause all other Rebels there to battle at double power. Ke Chu Ke Kakuta? (5) Light Used Interrupt [C] Set: Jabba's Palace Lore: "Balka. Hachu ma blinki?" Text: If opponent just deployed an Imperial to a Jabba's Palace site (and you have no Rebels at any Jabba's Palace site), return Imperial to opponent's hand. Any Force used to deploy that Imperial remains used and Imperial may not be deployed for remainder of turn. Keep Your Eyes Open (5) Light Used Interrupt [C] Set: Cloud City Lore: "Look, don't worry. Everything's gonna be fine. Trust me." Text: If a battle was just initiated where you have two smugglers, you may move any or all of your characters, vehicles and starships away (at normal use of the Force). OR Glance at the cards in any Lost Pile and replace unshuffled. *Krayt Dragon Howl (4) Light Lost Interrupt [R1] Set: Premiere Lore: Using Jedi skill, Obi-Wan Kenobi imitated perfectly the mournful howl of the dangerous krayt dragon to scare Tusken Raiders away from Luke Skywalker. Text: If Obi-Wan is defending a battle alone at a site, add 1 to power and add one battle destiny. OR If any other Rebel with ability > 2 is defending a battle alone at a site, add one battle destiny. Leia's Back (3) Light Lost Interrupt [U2] Set: Premiere Lore: "It's not over yet!" Text: If Leia is lost, use 1 Force to retrieve her from the Lost Pile. OR Use 3 Force to search through your Reserve Deck and take Leia into your hand. Shuffle deck, cut and replace. *Let The Wookiee Win (5) Light Lost Interrupt [R1] Set: A New Hope Lore: "It's not wise to upset a Wookiee." "But sir, nobody worries about upsetting a droid." "That's cause a droid don't pull people's arms out of their sockets when they lose." Text: During a "dejarik battle," add one battle destiny. OR If a Wookiee survived a battle you just lost, deploy on one opponent's character of ability < 5 present. Character is Disarmed (power -1 and may no longer carry weapons). *Let The Wookiee Win (5) Light Lost Interrupt [R1] Set: A New Hope Lore: "It's not wise to upset a Wookiee." "But sir, nobody worries about upsetting a droid." "That's cause a droid don't pull people's arms out of their sockets when they lose." Text: During a battle at a holosite, add one battle destiny. OR If a Wookiee survived a battle you just lost, deploy on one opponent's character of ability < 5 present. Character is Disarmed (power -1 and may no longer carry weapons). *Let The Wookiee Win (5) Light Lost Interrupt [R1] Set: A New Hope Lore: "It's not wise to upset a Wookiee." "But sir, nobody worries about upsetting a droid." "That's cause a droid don't pull people's arms out of their sockets when they lose." Text: During a battle at a holosite, add one battle destiny. OR If a Wookiee survived a battle you just lost, deploy on one opponent's character of ability < 5 present. Character is Disarmed (power -1 and may no longer carry weapons). Levitation (6) Light Used or Lost Interrupt [U] Set: Dagobah Lore: Telekinesis is one of the powers awakened during a Jedi's apprenticeship. Using this ability, a student of the Force can learn to levitate objects. Text: USED: Cancel Silence is Golden or Shut Him Up Or Shut Him Down. LOST: Search your Used Pile and take any one droid, device or Stone Pile you find there into hand. Shuffle, cut and replace. *Life Debt (3) Light Lost Interrupt [R] Set: Jabba's Palace Lore: "I'm all right, pal. I'm all right." Text: If Han and Chewie are in a battle together, add two battle destiny. OR Search your Reserve Deck, take Falcon into hand, and reshuffle. OR If Han is defending a battle alone, you may 'react' by deploying Chewie there (for free) from your Reserve deck; reshuffle. *Lift Tube Escape (5) Light Used Interrupt [C] Set: Cloud City Lore: First floor: parasols and powdered blue milk. Second floor: bantha skin rugs, bog-wing drapes and juri juice tables. Third floor: a squadron of Imperial stormtroopers. Text: If opponent just initiated a battle, one of your Lift Tubes present may move as a 'react' from that battle. OR Place one of your unoccupied Lift Tubes on table in your Used Pile. OR Search your Reserve Deck, take one Lift Tube into hand and reshuffle. Light Maneuvers (3) Light Used Interrupt [R] Set: Dagobah Lore: Rookie TIE pilots often fail to grasp the gravity of their situation and are easily lured into compromising positions. Text: Cancel Dark Maneuvers, Emergency Deployment, Lone Pilot, I Want That Ship, Defensive Fire, Rogue Asteroid or Take Evasive Action. OR Double Special Modifications until end of turn. Lone Rogue (4) Light Lost Interrupt [T3] Set: Empire Strikes Back Introductory Two-Player Lore: The pilots at the Rebel Base on Hoth are trained to respond quickly to the Empire's forces. Many Rebels feel that they could take on the whole Empire themselves. Text: If one of your pilots is at an exterior Hoth site, use 2 force to search your Reserve Deck and take one T-47 into your hand. OR If any piloted T-47 is defending a battle alone at a site, add 1 battle destiny. Lost Relay (5) Light Used Interrupt [C] Set: Dagobah Lore: Asteroid fields require starfighters to act as comm relays, forwarding orders to the squadron via subspace AE-35 Transceivers. If ships are lost, communications break down. Text: Target one opponent''s starfighter present with one of your starships at an asteroid sector, before asteroid destiny is drawn this turn. If target lost this turn due to asteroid destiny, opponent also loses Force equal to target's forfeit value. Lucky Shot (4) Light Used or Lost Interrupt [U1] Set: Hoth Lore: AT-Ats are nearly impervious to infantry fire, but occasionally a blaster bolt hits between the plating. It's one shot in a million, but such odds are a familiar to the Rebellion. Text: Add X to one weapon destiny (before weapon destiny is drawn) when targeting a combat vehicle. USED: X = 1. LOST: X = 3. Luke's Back (3) Light Lost Interrupt [U2] Set: Premiere Lore: "It looks like I'm going nowhere." Text: If Luke is lost, use 1 Force to retrieve him from the Lost Pile. OR Use 3 Force to search through your Reserve Deck and take Luke into your hand. Shuffle deck, cut and replace. *Mandalorian Mishap (5) Light Used Interrupt [U] Set: Jabba's Palace Lore: Most space-faring adventurers meet their fate with a calm, quiet dignity. Text: If Boba Fett is defending a battle, draw one battle destiny. Subtract that amount from opponent's attrition and total power (cannot fall below zero). OR Cancel, for the remainder of the turn, the game text of Jet Pack or any weapon that may fire repeatedly. Move Along... (3) Light Used Interrupt [R1] Set: Premiere Lore: Obi-Wan used Jedi "affect mind" power to convince stormtroopers, "These aren't the droids you're looking for." Text: Use 1 Force to temporarily suspend a battle just initiated at a site where one of your Jedi is present. Draw destiny. That number of opponent's characters with ability = 1 (your choice) must move away (for free), or are lost. Battle continues. *Moving To Attack Position (4) Light Lost Interrupt [C] Set: Dagobah Lore: Sometimes the best defense is an insane offense Text: Target one starfighter participating in a battle at a system. For remainder of turn, starfighter may not move, is immune to attrition and, if piloted by any Corellian, is power +2 Nabrun Leids (4) Light Used Interrupt [U2] Set: Premiere Lore: Four-armed smuggler and pilot for hire. A Morseerian male. Breathes methane. Former fighter pilot. He can take you anywhere for the right price. Text: Any or all of your characters at one site may attempt to hire transport to any other one site. Draw destiny to determine Nabrun's asking price. Accept transport by using that much Force. Decline transport and Nabrun leaves (to Lost Pile). *Nar Shaddaa Wind Chimes (5) Light Used Interrupt [U] Set: Jabba's Palace Lore: One of the few possessions Jabba brought with him from Nar Shaddaa, the smugglers moon orbiting Nal Hutta. A symbol of renewal in Hutt Society. 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. Narrow Escape (5) Light Used Interrupt [C2] Set: Premiere Lore: Blast doors seal off compartments during battles, hull ruptures or as security measures. Thick doors repel blaster rifle shots. Text: Cancel a battle just initiated at a site where any Rebel of ability > 2 is present, by moving all your characters there away (at normal use of the Force). Nice Of You Guys To Drop By (5) Light Used Interrupt [C2] Set: Hoth Lore: "Echo Base, this is Rogue 2. I've found them. Repeat. I've found them." Text: Send one of your missing characters at same site as one of your piloted or driven vehicles to your Used Pile. OR Cancel any attempt by one character to 'hide' from a battle. Noble Sacrifice (3) Light Lost Interrupt [R2] Set: Premiere Lore: "You can't win Darth. If you strike me down I shall become more powerful than you can possibly imagine." Obi-Wan's sacrifice gave the Rebels time to escape. Text: If opponent just deployed a character, sacrifice (out of play) from table one of your characters with the same power (even a captured character). You may retrieve Force from Lost Pile equal to your sacrificed character's forfeit value. NOOOOOOOOOOOO! (5) Light Used or Lost Interrupt [R] Set: Cloud City Lore: Sometimes, the truth isn't very pretty. Text: USED: If you just answered 'no' to a Hypo question, opponent loses 3 Force. LOST: Cancel Why Didn't You Tell Me? or I Am Your Father. OR If Luke is about to cross to the Dark Side, he is lost instead. *Off The Edge (2) Light Lost Interrupt [R] Set: Cloud City Lore: Despite the brutal attacks of the Dark Lord, dying on Cloud City was not Luke's destiny. Text: Target one of your characters at a Cloud City site. Draw destiny. If destiny > character's destiny number, retrieve Force equal to the distance. If destiny < character's destiny number, lose difference. If destiny = character's destiny number, character is lost. Old Ben (3) Light Lost Interrupt [C2] Set: Premiere Lore: "That old man's just a crazy wizard." Obi-Wan lived in Tatooine's deserts for years...ready for the right moment to act. Text: Use 1 Force if any of your characters (except Obi-Wan) was just forfeited from a Tatooine site. Mysterious "crazy wizard" steps in and revives (re-deploy for free) that character back to same site. *Old Pirates (5) Light Lost Interrupt [R] Set: Cloud City Lore: "How you doing, you old pirate? So good to see you." Text: If a battle was just initiated involving Han and any Lando, the eventual loser of the battle may not lose cards from Life Force to satisfy battle damage while that player has any cards in hand. OR Cancel Double-Crossing, No-Good Swindler. On The Edge (2) Light Lost Interrupt [R2] Set: Premiere Lore: Luke and Leia nearly fell over the retracted bridge across the Death Star's central core while trying to elude stormtroopers. They were soon trapped on the precipice. Text: Use 1 Force and target one Rebel (on table) of ability > 2. Choose a number from 1 to 6. You may retrieve that amount from your Lost Pile if you now draw destiny > chosen number. If you fail, Rebel is lost. *One More Pass (5) Light Used Interrupt [U1] Set: Hoth Lore: "Cable out. Let 'er go!" Text: Add ability of pilot to Power Harpoon weapon destiny (before weapon destiny is drawn). Out Of Commission (5) Light Used Interrupt [U2] Set: A New Hope Lore: "I hope that old man got the tractor beam out of commission or this is gonna be a real short trip." Text: During your control phase, use 2 Force to release a starship held by any Tractor Beam. (Not effective on Death Star Tractor Beam if Central Core in play.) OR Randomly select one card from opponent's Lost Pile or Blaster Rack and place out of play. Out Of Commission (5) Light Used Interrupt [U2] Set: A New Hope Lore: "I hope that old man got the tractor beam out of commission or this is gonna be a real short trip." Text: During your control phase, use 2 Force to release a starship held by any Tractor Beam. (Not effective on Death Star Tractor Beam if Central Core in play.) OR Randomly select one card from opponent's Lost Pile or Blaster Rack and place out of play. Out Of Commission (5) Light Used Interrupt [U2] Set: A New Hope Lore: "I hope that old man got the tractor beam out of commission or this is gonna be a real short trip." Text: During your control phase, use 2 Force to release a starship held by any Tractor Beam. (Not effective on Death Star Tractor Beam if Central Core in play.) OR Randomly select one card from opponent's Lost Pile or Blaster Rack and place out of play. Out Of Nowhere (5) Light Used Interrupt [U2] Set: Premiere Lore: Black market sensor-stealth arrays can be used to hide starships from enemy sensor scans. Stellar interference can naturally shield a starship for surprise attacks. Text: If opponent has just initiated a battle at a system where you have a starship with maneuver > 3, use 1 Force to add one battle destiny. *Out Of Somewhere (4) Light Used Interrupt [U] Set: Cloud City Lore: When the ghost-like image of Obi-Wan failed to appear, another came out of the light to rescue Luke. Text: If opponent just initiated a battle with more than double your total power, search your Reserve Deck. Any one character you find there may deploy as a 'react' (at normal use of the Force). Reshuffle. Panic (4) Light Used Interrupt [U1] Set: Premiere Lore: Cornered by Imperial troops, Han's gambler reflexes led him to do what comes naturally - attack! Surprise assaults work...sometimes. 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. *Path Of Least Resistance (5) Light Lost Interrupt [C] Set: Cloud City Lore: Yoda didn't say anything bad about taking the "quick and easy corridor." Text: Cancel Rite of Passage. OR Relocate one of your characters at an interior mobile site to a related interior mobile site. Perimeter Scan (4) Light Used Interrupt [C2] Set: Hoth Lore: "It's a good bet the Empire knows we're here." Text: Use 1 Force to glance at any one card which is face-down at a location. OR Use 1 Force to glance at opponent's hand. You may move each droid spy and Infantry Mine you find there to opponent's Used Pile. OR Cancel Probe Telemetry. *Protector (4) Light Lost Interrupt [R] Set: Cloud City Lore: "Chewie, this won't help me. Hey! Save your strength. There'll be another time. The princess...you have to take care of her." Text: If Leia and Chewie are in a battle together, you may add two battle destiny. OR If Leia is participating in a battle, you may lose Chewie from hand to satisfy all battle damage and attrition against you. OR Cancel I'd Just As Soon Kiss A Wookiee or Frustration. *Punch It! (4) Light Lost Interrupt [R] Set: Cloud City Lore: Ever since Lando's 'little' maneuver at the Battle of Taanab, his piloting skills had become legendary. Text: If Han or your Lando is piloting a starfighter which is defending a battle at a system, add one battle destiny (add two if starfighter is Millennium Falcon). Also, starfighter is immune to attrition for remainder of turn. *Put That Down (4) Light Used Interrupt [C] Set: Cloud City Lore: Lord Vader interceded between the trigger happy mercenary and his target. Text: If one of your characters was just targeted during a battle, use 3 Force to cancel the targeting. OR Cancel Double Back or Res Luk Ra'auf. Quite A Mercenary (5) Light Used Interrupt [C2] Set: A New Hope Lore: Smugglers and other rogues frequent spaceports along trade routes. "Your friend is quite a mercenary. I wonder if he really cares about anything, or anybody." Text: If Elis Helrot just completed a transport, use 2 Force. Elis and all character transported are lost. (Immune to Sense.) OR Prevent a just-deployed smuggler from moving this turn. Quite A Mercenary (5) Light Used Interrupt [C2] Set: A New Hope Lore: Smugglers and other rogues frequent spaceports along trade routes. "Your friend is quite a mercenary. I wonder if he really cares about anything, or anybody." Text: If Elis Helrot just completed a transport, use 2 Force. Elis and all character transported are lost. (Immune to Sense.) OR Prevent a just-deployed smuggler from moving this turn. Quite A Mercenary (5) Light Used Interrupt [C2] Set: A New Hope Lore: Smugglers and other rogues frequent spaceports along trade routes. "Your friend is quite a mercenary. I wonder if he really cares about anything, or anybody." Text: If Elis Helrot just completed a transport, use 2 Force. Elis and all character transported are lost. (Immune to Sense.) OR Prevent a just-deployed smuggler from moving this turn. Radar Scanner (3) Light Used Interrupt [C2] Set: Premiere Lore: Sensor on Luke's landspeeder. Many possible settings. Can scan for life forms, movement or concentrations of metal. Used for traffic control on settled worlds. Text: If you have at least one vehicle or starship on table, use 1 Force to glance at the cards in the opponent's hand for 10 seconds. You may move each Jawa (except Dathcha) and Tusken Raider you find there to opponent's Used Pile. *Rapid Deployment (5) Light Lost Interrupt [PV] Set: Endor Lore: General Solo's strike team was made up of the Alliance's finest ground troops. Text: At the beginning of your deploy phase, if you occupy an Endor or rebel base site, deploy up to 5 troopers there from Reserve Deck(those troopers deploy -1) and reshuffle. You may not deploy any other characters or starships this turn. Rebel Barrier (4) Light Used Interrupt [C2] Set: Premiere Lore: While being chased through the Death Star, Luke and Leia disabled the blast doors behind them in order to slow down pursuing stormtroopers. 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. Rebel Reinforcements (4) Light Lost Interrupt [C1] Set: Premiere Lore: Rebels rely on hidden 'cells' of undercover operatives. Striking from hidden bases, troops or starfighters can arrive in a battle zone at any time. Text: If opponent outnumbers you in total characters and starships on table, use 1 Force to draw destiny. That number of Rebel Troopers and/or Y-wings may be retrieved from Lost Pile. Recoil In Fear (3) Light Lost Interrupt [C] Set: Dagobah Lore: In combat, a bold and unexpected move can change the entire situation. 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. Rendezvous Point On Tatooine (4) Light Lost Interrupt [R] Set: Cloud City Lore: "When we find Jabba the Hutt and that bounty hunter, we'll contact you." Text: During your control phase, use 1 Force to move one of your [Cloud City] characters of ability > 1 to any [Jabba's Palace] location where you have presence. If moving to any Jabba's Palace site, this movement is free and you do not need presence. *Rescue In The Clouds (5) Light Used or Lost Interrupt [C] Set: Cloud City Lore: "I know where Luke is." Text: USED: If you have a character on Weather Vane, place that character on your Used Pile. LOST: Deploy one or more vehicles, starfighters and pilots (at normal use of the Force) as a 'react' to a cloud sector. Return Of A Jedi (3) Light Lost Interrupt [U2] Set: Premiere Lore: "Where did you dig up that old fossil?" "I don't think he exists anymore." "Surely he must be dead by now." "I can't believe he's gone." "Oh, he's not dead, not yet." Obi's back! Text: If Obi-Wan is lost, use 1 Force to retrieve him from the Lost Pile. OR Use 3 Force to search through your Reserve Deck and take Obi-Wan into your hand. Shuffle deck, cut and replace. *Revealed (3) Light Lost Interrupt [U] Set: Jabba's Palace Lore: "Where am I?" "Jabba's palace." "Who are you?" Text: Place one opponent's Undercover spy in opponent's Used Pile. 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 spy remains used and that card may not deploy this turn. *Rug Hug (4) Light Lost Interrupt [R1] Set: Hoth Lore: Wookiees are known to be creatures of great emotion and are very protective of family and friends. Chewbacca has come to treat Luke as a member of his own family. Text: If Luke an Chewie are in a battle together, you may add two battle destiny. OR If you have a Rebel and an alien in a battle together, you may add 4 to power only. *Run Luke, Run! (6) Light Lost Interrupt [T3] Set: Introductory Two-Player Lore: After seeing Vader strike down Obi-Wan, Luke attacked recklessly until he heard the old Jedi Master's voice warn, "Run Luke, Run!" Text: At any time, move Luke (for free) to a battle just initiated at an adjacent site. Luke is power +2 during that battle, unless Vader is present or adjacent to the battle site. OR You may cancel Vader's Obsession. *Sabotage (5) Light Used Interrupt [U1] Set: A New Hope Lore: Poorly equipped Rebels must rely on clandestine strikes against the massive Imperial military. Computer 'slicing' and system tampering have proven most effective. Text: During your control phase, target one weapon, device or vehicle at same site as one of your Undercover spies. Draw destiny. If destiny > target's deploy cost, target is lost (may be stolen instead if spy also a thief). OR Cancel Informant. *Sabotage (5) Light Used Interrupt [U1] Set: A New Hope Lore: Poorly equipped Rebels must rely on clandestine strikes against the massive Imperial military. Computer 'slicing' and system tampering have proven most effective. Text: During your control phase, target one weapon, device or vehicle at same site as your Undercover spy. Draw destiny. If destiny > target's deploy cost, target is lost (may be stolen instead if spy also a thief). OR Cancel Informant. *Sabotage (5) Light Used Interrupt [U1] Set: A New Hope Lore: Poorly equipped Rebels must rely on clandestine strikes against the massive Imperial military. Computer 'slicing' and system tampering have proven most effective. Text: During your control phase, target one weapon, device or vehicle at same site as your Undercover spy. Draw destiny. If destiny > target's deploy cost, target is lost (may be stolen instead if spy also a thief). OR Cancel Informant. Scomp Link Access (3) Light Used Interrupt [C2] Set: Premiere Lore: A computer connection access port used mainly by droids to plug into database networks and locate information, evaluate threats, execute diagnostics or perform maintenance. Text: If one of your 'R' unit droids is at any 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 We're All Gonna Be A Lot Thinner or Boring Conversation Anyway. Sense (3) Light Used Interrupt [U1] Set: Premiere Lore: Users of the Force can sense impending danger by feeling the way the Force flows in others. Cataclysmic events can be sensed (as when Obi-Wan felt Alderaan's destruction). 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. Shocking Information (5) Light Used Interrupt [C] Set: Cloud City Lore: "R2-D2, you know better than to trust a strange computer." 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 Monnok), opponent continues but must lose 4 Force plus the card allowing the scan. *Shoo! Shoo! (6) Light Used Interrupt [U] Set: Dagobah Lore: "Oh! Go away! Go away! Beastly thing!" Text: If you have a droid on table: Cancel an attack just initiated by a creature. OR Immediately move one opponent's creature (except an attached creature) to an adjacent location (habitat permitting). *Skull (4) Light Used Interrupt [U] Set: Jabba's Palace Lore: Bidlo Kwerve was involved in both the procurement and (posthumously) the loss of the rancor. Text: During a battle or attack, place out of play one non-droid character, creature or creature vehicle from your Lost Pile. Add its destiny number to your total power. OR Search your Reserve Deck, take Fallen Portal or Blast the Door, Kid! into hand and reshuffle. *Skywalkers (5) Light Lost Interrupt [R1] Set: Premiere Lore: Luke and Leia escaped to an unused portion of the Death Star, evading security checkpoints. At a retracted bridge, they swung across on a grappling line through enemy fire. Text: If Luke and Leia are in a battle together, you may add two battle destiny OR Cancel Imperial Barrier or Wrong Turn or Retract The Bridge. *Smoke Screen (3) Light Lost Interrupt [R] Set: Cloud City Lore: Warning: The Alderaanian Medical Association has determined that inhaling carbon-freezing smoke can be hazardous to your health. Text: During a battle at a site, if you are about to draw a card for battle destiny, you may instead use the ability number of one of your characters involved in the battle. *Solo Han (4) Light Lost Interrupt [R2] Set: Premiere Lore: As a smuggler, Solo must always be alert for trouble, even when appearing relaxed. Bounty hunters are eager to claim the price on the Corellian pirate's head. Text: If Han is defending a battle alone at a site, add two battle destiny. OR If any alien is defending a battle alone at a site, add one battle destiny. Someone Who Loves You (4) Light Used Interrupt [U] Set: Jabba's Palace Lore: Han's appreciation toward his mysterious liberator was rather quickly overcome. Text: If Han was just lost and Leia is on table (or vice versa), place the just-lost character on your Used Pile instead. OR If Leia is present at a site where Han is captive, release Han. OR Cancel a Force drain at a prison. *Somersault (3) Light Lost Interrupt [C] Set: Cloud City Lore: Luke's sudden reversal of fortune allowed him to turn the tables on Vader Text: During a battle at a site, just before drawing battle destiny, if opponent has less than double your total power, use 4 Force to switch your total power with opponent's. OR If both players just drew one battle destiny, use 1 Force to switch numbers. *Sorry About The Mess (4) Light Lost Interrupt [U1] Set: A New Hope Lore: "I've been looking forward to this for a long time." "Yes, I'll bet you have." Han abruptly ended his conversation with Greedo and flipped Wuher a credit to pay for the cleanup. Text: During your control phase, fire one of your weapons (at normal use of the Force). If Han firing, may add 1 to destiny draw. (A seeker may be targeted by a character weapon as if it has maneuver of 4.) Hit target is immediately lost. *Sorry About The Mess (4) Light Lost Interrupt [U1] Set: A New Hope Lore: "I've been looking forward to this for a long time." "Yes, I'll bet you have." Han abruptly ended his conversation with Greedo and flipped Wuher a credit to pay for the cleanup. Text: During your control phase, fire one of your weapons. If Han firing, may add 1 to each weapon destiny draw. (A seeker may be targeted by a character weapon using defense value of 4.) Any 'hit' targets are immediately lost. *Sorry About The Mess (4) Light Lost Interrupt [U1] Set: A New Hope Lore: "I've been looking forward to this for a long time." "Yes, I'll bet you have." Han abruptly ended his conversation with Greedo and flipped Wuher a credit to pay for the cleanup. Text: During your control phase, fire one of your weapons. If Han firing, may add 1 to each weapon destiny draw. (A seeker may be targeted by a character weapon using defense value of 4.) Any 'hit' targets are immediately lost. Spaceport Speeders (6) Light Used Interrupt [U2] Set: Premiere Lore: Spacesport Speeders buys, trades and sells floater. Wioslea is known as a shrewd bargainer. Luke got 2,000 credits for his X-24 speeder. Text: Sell one of your vehicles or droids at Mos Eisley or same site as Wioslea. Draw two destiny (three destiny if vehicle is Luke's X-34 Landspeeder). The total is the 'offer,' which you must accept. Activate that much Force; then vehicle or droid is lost. Starship Levitation (5) Light Used Interrupt [U] Set: Dagobah Lore: A Jedi can move large objects with the power of the mind. Text: USED: Cancel Awwww, Cannot Get Your Ship Out. LOST: Use 1 Force to draw destiny. If destiny < ability of you highest-ability character on table, search your Used Pile and take one starship into hand. Shuffle, card and replace. *Strangle (7) Light Lost Interrupt [R] Set: Jabba's Palace Lore: "Aacccck!" Text: Target an escort alone and its captive. Draw destiny. Escort lost if destiny + captive's power > escort's ability + power. OR During a battle at a site where Leia is an escorted captive, add one battle destiny. Surprise Assault (3) Light Lost Interrupt [C1] Set: Premiere Lore: Imperial troops with strict orders are often caught off-guard by innovative Rebel ambushes, sneak attacks, or sabotage efforts. 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. Surreptitious Glance (4) Light Lost Interrupt [R] Set: Cloud City Lore: After working together for a long time, Lando and Lobot developed a speechless form of communication. Text: If Lobot and your Lando are in a battle together, cancel one opponent's destiny draw immediately after it is revealed OR use 4 Force to cancel Dark Deal. ***Swing-And-A-Miss (3) Light Used Interrupt [U] Set: Cloud City Lore: It's the bottom of the ninth level of Cloud City. Vader steps up to the platform. Here's the delivery. . . oooh, he took a big cut there! The Force sure wasn't with him on that one! Text: If opponent just used a lightsaber to target, draw one destiny and subtract that amount from opponent's weapon destiny. OR Cancel one Mostly Armless card just played. OR Cancel Dark Strike, End This Destructive Conflict or Focused Attack. Thank The Maker (3) Light Lost Interrupt [R2] Set: Premiere Lore: Reference to "One Who Creates," used by droids in an almost-religious way. C-3PO used phrase upon getting a much-needed cleansing oil bath. Text: Use 1 Force during opponent's control phase if you have a droid on the table and were drained of at least 5 Force. Draw destiny. That number of cards are randomly selected and retrieved from your Lost Pile. The Bith Shuffle (5) Light Used Interrupt [C2] Set: Premiere Lore: Figrin D'an and the Modal Nodes play at the Cantina with a distinctive rocking motion. When Luke arrived, they were playing one of their favorite songs, "Mad About Me." Text: Shuffle any player's Reserve Deck or Lost Pile or Used Pile. The Force Is Strong With This One (5) Light Lost Interrupt [R2] Set: Premiere Lore: Luke's piloting skills and Force abilities made his X-wing a difficult target for Darth Vader as they raced down the Death Star trench. Text: If Luke and an Imperial with ability > 2 are involved in the same battle, you may add one battle destiny (add 2 if Imperial is Vader). *The Signal (5) Light Used or Starting Interrupt [C] Set: Jabba's Palace Lore: With a quick motion of his hand, Luke signaled Artoo and dramatically changed the situation. 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. *They'd Be Crazy To Follow Us (4) Light Used Interrupt [C] Set: Dagobah Lore: Flying into an asteroid field is considered to be certain death except by Han Solo, Rycar Ryjerd and the terminally insane. Text: Use 1 Force to target a starship at an asteroid sector or a "blown away" system. For remainder of turn, you may add 2 to destiny totals targeting the armor or maneuver of that starship. This Is All Your Fault (4) Light Used Interrupt [U1] Set: Premiere Lore: "We seem to be made to suffer. It's our lot in life." 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. *This Is Even Better (3) Light Lost Interrupt [R] Set: Cloud City Lore: It took escape from Hoth, asteroids, slugs, capture, refreshments with Vader, torture and the inevitable carbon-freezing to get Leia to reveal her true feelings for Han. Text: If Han and Leia are together in a battle you just lost, forfeit one of them to satisfy all battle damage and attrition against you. OR If Han is a captive and a battle was just initiated where you have Leia (or vice versa), add one battle destiny. OR Cancel This Is Still Wrong. This Is More Like It (3) Light Used Interrupt [R] Set: Dagobah Lore: "You like me because I'm a scoundrel. There aren't enough scoundrels in your life." "I happen to like nice men." "I'm a nice man." "No you're not, you're ..." Text: During a battle, lose X Force to reduce attrition against you by X. OR Cancel This Is Just Wrong. This Is No Cave (5) Light Used Interrupt [R] Set: Dagobah Lore: The largest space slug on record was 900 meters long. Han suspected he had discovered one that was somewhat larger. Text: Relocate one starfighter from a Big One to the related site (or vice versa) for free (opens Slug's mouth if closed). If smuggler aboard, starfighter is immune to attrition and subtracts 5 from asteroid destiny until end of your next turn. OR Cancel Corrosive Damage. Through The Force Things You Will See (3) Light Lost Interrupt [R] Set: Dagobah Lore: One training exercise for a Jedi's apprentice is to invert one's view to see things from a different perspective. "The future, the past. Old friends long gone." Text: At the end of any player's draw phase, cause that player to place Used Pile face up on top of Reserve Deck. Shuffle, cut, and replace. When face up cards are removed from Reserve Deck, they are treated as normal (no longer face up). *Tight Squeeze (3) Light Lost Interrupt [R] Set: Dagobah Lore: Rebel pilots often join the Rebellion from Outer Rim worlds. Bush pilots fly by the seat of their pants, giving them a huge advantage in close quarters. Text: If you have a lone vehicle or starfighter in a battle or Attack Run at Beggar's Canyon, Cloud City, Death Star: Trench or an asteroid sector, use 1 Force. At the end of that battle or Attack Run, opponent must forfeit two participating vehicles or starfighters. Transmission Terminated (5) Light Lost Interrupt [U] Set: Dagobah Lore: After the mission, the Death Squadron HoloNet communications system reported fifteen system errors: ten computer malfunctions, four power failures and one asteroid. Text: Cancel one hologram. OR Use 3 Force. Draw destiny. Add 1 to destiny for each asteroid sector on table. If total destiny > 3, Imperial Holotable site is "blown away" (opponent loses 4 Force). Tunnel Vision (3) Light Lost Interrupt [U] Set: Dagobah Lore: Han could always see the light at the end of the tunnel. Text: Search your Force Pile and take one card into hand. Shuffle, cut and replace. Under Attack (6) Light Used Interrupt [U1] Set: Hoth Lore: With the Rebels' limited resources and small numbers, desperate strategies are often required. Text: During your control phase, target a vehicle with armor at same site as one of your warriors. Draw destiny. If warrior has a Concussion Grenade or a lightsaber, add 3 to destiny draw (7 if both). Vehicle (and grenade) lost if total destiny > armor. Unfriendly Fire (5) Light Used Interrupt [R] Set: Jabba's Palace Lore: "Get the gun! Point it at the deck!" 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. Utinni! (4) Light Used Interrupt [R1] Set: Premiere Lore: Jawa trade language word for "Come here!" Jawas work communally and scavenge for equipment. 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. **Visored Vision (3) Light Used or Lost Interrupt [C] Set: Dagobah Lore: It's 15 parsecs to Kessel, we've replaced the negative power coupling, it's dark and we're wearing welding goggles. Hit it. 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 Sighting (3) Light Lost Interrupt [U2] Set: Hoth Lore: "Echo station, 3TA. We have spotted Imperial walkers." A Rebel tactic is to put as much ground as possible between walkers and Rebel troops, allowing time to prepare a defense. Text: If opponent just moved or deployed an AT-AT to a planet site, search your Reserve Deck for up to three exterior sites of that planet an immediately deploy them. Shuffle, cut and replace. *Warrior's Courage (4) Light Lost Interrupt [R2] Set: Premiere Lore: Each Rebel soldier is driven by bravery and a belief in the Rebel Alliance's ideal of freedom. Courageous and quick-thinking Rebels often defeat Imperial legions. Text: If any warrior is defending a battle alone at a site, add one battle destiny. OR If Leia is defending a battle alone at a site, add two battle destiny. *We Can Still Outmaneuver Them (3) Light Used or Lost Interrupt [R] Set: Dagobah Lore: They're as clumsy as they are stupid. Text: USED: Search your Reserve Deck. Take on Collision! or Egregious Pilot Error into hand. Shuffle, cut and replace. LOST: If opponent just initiated a battle with at least two capital starships at a system where you have a lone starfighter, add two battle destiny. We Don't Need Their Scum (2) Light Used or Lost Interrupt [R] Set: Dagobah Lore: Bounty Hunters. Independent contractors. Highly competitive loners. Powerful. Deadly. Scum Text: USED: Cancel Res Luk Ra'auf. LOST: If two bounty hunters (or an Imperial and a bounty hunter) are in a battle together, use 2 Force to draw two destiny. Subtract total from opponent's attrition and total power (cannot fall below zero). *We'll Find Han (4) Light Used Interrupt [R] Set: Cloud City Lore: "I promise." "Auuuuuug!" Text: Deploy Han to same site as Chewie or your Lando (regardless of deployment restrictions). OR If Chewie and your Lando are in a battle together, subtract 3 from all attrition (cannot not fall below zero). OR Cancel I Had No Choice. We're Doomed (5) Light Used Interrupt [C2] Set: Premiere Lore: Threepio's many misadventures often threatened his continued operation. The luckless protocol droid developed a healthy sense of cynicism, and a keen grasp of the obvious. Text: If you have less than 15 Life Force, play during opponent's control phase. For remainder of turn, each time you must lose Force, the loss is cut in half (round up). If R2-D2 or C-3PO on table, round down. *Weapon Levitation (4) Light Lost Interrupt [U] Set: Jabba's Palace Lore: A Jedi is taught to use the anger of his opponents (and their weapons) against them. Text: USED: Search your Used Pile, take one weapon into hand and reshuffle. LOST: Cancel You Are Beaten. OR If a battle was just initiated, one of your characters of ability > 3 present may steal one character weapon present. WHAAAAAAAAAOOOOW! (7) Light Used Interrupt [R] Set: Dagobah Lore: "You're lucky you don't taste very good." Text: If one of your characters was just defeated by a Dragonsnake, Rancor, Sarlacc, Dianoga or Wampa, instead of being 'eaten' that character is 'hurled' (relocated) to an adjacent site, if possible. Who's Scruffy-Looking? (6) Light Used Interrupt [R1] Set: Hoth Lore: "I must've hit pretty close to the mark to get her all riled up like that, huh kid?" Text: Cancel Scruffy-Looking Nerf Herder or I'd Just As Soon Kiss A Wookiee r Furry Fury or This Is Just Wrong or Death Mark or Mournful Roar or Takeel or Ket Maliss. OR Double Rennek's power for remainder of turn. *Wookiee Roar (3) Light Lost Interrupt [R1] Set: A New Hope Lore: "GHRRRRAARRRRH!" Text: If Chewbacca is defending a battle alone at a site, add two battle destiny. OR Use 3 Force to search through your Reserve Deck and take Chewbacca into your had. Shuffle deck, cut and replace. OR Scare off (lose) one 'mouse' droid on table. *Wookiee Roar (3) Light Lost Interrupt [R1] Set: A New Hope Lore: "GHRRRRAARRRRH!" Text: If Chewie is defending a battle alone at a site, add two battle destiny. OR Use 3 Force to take Chewie into hand from Reserve Deck; reshuffle. OR Scare off (lose) one 'mouse' droid on table. *Wookiee Roar (3) Light Lost Interrupt [R1] Set: A New Hope Lore: "GHRRRRAARRRRH!" Text: If Chewie is defending a battle alone at a site, add two battle destiny. OR Use 3 Force to take Chewie into hand from Reserve Deck; reshuffle. OR Scare off (lose) one 'mouse' droid on table. *Wookiee Strangle (3) Light Lost Interrupt [R] Set: Cloud City Lore: Wookiees have been known to dislocate more than just arms. Text: Use 2 Force to target an opponent's non-droid character present with one of your Wookiees. Both players draw destiny. Add ability and power. Target is lost if Wookiee's total destiny > target's total destiny. *Yoda Stew (3) Light Used Interrupt [U] Set: Dagobah Lore: "For the Jedi it is time to eat as well." Text: During opponent's turn, take up to four cards from your hand and place them on top of your force pile. *Yoda, You Seek Yoda (4) Light Lost Interrupt [R] Set: Dagobah Lore: "Take you to him I will" Text: If Yoda is lost, use 1 Force to retrieve him from the Lost Pile. OR Use 3 Force to search through your Reserve Deck and take Yoda into your hand. Shuffle, cut and replace. *You Do Have Your Moments (2) Light Lost Interrupt [U] Set: Dagobah Lore: Sarcastic, Sardonic, Irreverent. Impertinent. Exasperating. Disrespectful. Outrageous and charming. Han was a scoundrel but Leia began to realize that she loved him. Text: During a battle, before any cards have been forfeited, cause all attrition for both sides to be reduced to zero. You Have Failed Me For The Last Time (5) Light Lost Interrupt [R1] Set: Hoth Lore: "Lord Vader, the fleet has moved out of lightspeed and we're preparing to aah...ukh...uh...uuuuukkk!" Text: If Vader is on table when opponent has just initiated a battle, target one opponent's leader of ability < 6 involve in that battle. If opponent does not win battle, target is forfeit = 0 and is immediately lost (placed out of play if Ozzel). You Will Go To The Dagobah System (4) Light Lost Interrupt [R1] Set: Hoth Lore: "There you will learn from Yoda, the Jedi Master who instructed me." Text: During your control phase, use 1 Force to move any one of your [Hoth Expansion] icon characters of ability > 1 to any [Dagobah Expansion] icon location where you have presence. If moving to a Dagobah site, this movement is free and you do not need presence. *You Will Take Me To Jabba Now (5) Light Used Interrupt [C] Set: Jabba's Palace Lore: "Et tu taka bu Jabba now." Text: If Jabba is at a Jabba's Palace site, relocate one of your characters to that location from a related site. OR During your deploy phase, deploy one alien (at normal use of the Force) from Reserve Deck to the Audience Chamber, reshuffle. *You're All Clear Kid! (3) Light Used Interrupt [R1] Set: A New Hope Lore: "Now let's blow this thing and go home!" Text: Cancel I'm On The Leader. (Immune to Sense.) OR Use 1 Force during and Attack Run. Move one TIE in Death Star: Trench (your choice) to Death Star system for free. Add 1 to total of Attack Run if lead starfighter has matching pilot aboard. *You're All Clear Kid! (3) Light Used Interrupt [R1] Set: A New Hope Lore: "Now let's blow this thing and go home!" Text: Cancel I'm On The Leader. (Immune to Sense.) OR Use 1 Force during and Attack Run. Move one TIE in Death Star: Trench (your choice) to Death Star system for free. Add 1 to total of Attack Run if lead starfighter has matching pilot aboard. *You're All Clear Kid! (3) Light Used Interrupt [R1] Set: A New Hope Lore: "Now let's blow this thing and go home!" Text: Cancel I'm On The Leader. (Immune to Sense.) OR Use 1 Force during and Attack Run. Move one TIE in Death Star: Trench (your choice) to Death Star system for free. Add 1 to total of Attack Run if lead starfighter has matching pilot aboard. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Rebel Effects *A Gift (4) Light Immediate Effect [U] Set: Jabba's Palace Lore: "As a token of my good will, I present to you a gift: these two droids. Both are hardworking and will serve you well." Text: If you just moved a droid to Audience Chamber, deploy on the droid. Droid is an Undercover spy. Wherever opponent has an alien, opponent's battle destiny draws are -2 and Force drains are -1. Immediate Effect canceled if droid leaves Tatooine. (Immune to Control.) *A Tremor In The Force (3) Light Effect [U1] Set: Premiere Lore: "Stand By..." Text: During your deploy phase, 'insert' (face down) in 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.) Access Denied (4) Light Effect [C] Set: Cloud City Lore: The doors on Cloud City use a special computer controlled locking system, making them difficult to bypass without altering the security codes. Text: Insert in your Reserve Deck. When Effect reaches 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. *Advantage (4) Light Immediate Effect [R] Set: Cloud City Lore: With only a few Jedi remaining in the galaxy, each confrontation between them has far reaching consequences. Text: If you just won a battle or duel where an opponent's character of ability > 3 was lost, deploy on one of your warriors involved. Warrior is power +2. During each of opponent's move phases, opponent loses 1 Force (2 if character was a Dark Jedi). (Immune to Control.) *Affect Mind (5) Light Effect [R1] Set: Premiere Lore: "What was that?" The Jedi power known as "affect mind" is often used to create minor distractions, allowing Jedi to elude enemies rather than engage them in battle. Text: Use 1 Force to deploy on one of your Jedi. Unless a Dark Jedi is also present, opponent's total ability at same location is reduced by 2. *All My Urchins (3) Light Effect [R] Set: Cloud City Lore: One little, two little, three little Bespinites. Text: Use 2 Force to deploy at any site where you have presence. Moves like a single character at normal use of the Force. Before initiating a battle where present, a player must first lose 2 Force. Effect lost if you initiate a battle where present. *Anger, Fear, Aggression (4) Light Effect [C] Set: Dagobah Lore: "The dark side of the Force are they. Easily they flow, quick to join you in a fight." Text: Insert in opponent's Reserve Deck. When Effect reaches top it is lost, but opponent must initiate a battle by the end of opponent's next battle phase or lose 4 Force. (Immune to Alter) <>Asteroid Sanctuary (3) Light Effect [C] Set: Dagobah Lore: Smugglers and other criminals sometimes hide in asteroids to avoid capture. The larger the asteroid field, the more resources have to be devoted to the pursuit. Text: Deploy on any asteroid sector you control. During each of your control phases, opponent loses X Force, where X = total number of asteroid sectors at same system that are not occupied by opponent. Effect canceled if opponent controls this location. *Asteroids Do Not Concern Me (4) Light Utinni Effect [R] Set: Dagobah Lore: The personal fears of Vader's minions do not affect his priorities. Text: Deploy on any asteroid sector. Target one opponent's capital starship. Pilots aboard target may not use ability to draw battle destiny. Subtract 4 from asteroid destiny when targeting that starship. Utinni Effect canceled when reached by target. *At Peace (3) Light Immediate Effect [R] Set: Dagobah Lore: To recover from the strenuous Jedi training routine and revitalize the mind and body, an apprentice must rest to be calm and at peace. Text: Deploy on any apprentice at the beginning of your turn. Apprentice 'rests' (may not attempt Jedi Tests) until end of your next turn, then relocate Immediate Effect to Jedi Test. When attempting this test, that apprentice adds 3 to training destiny. (Immune to Control.) *Bacta Tank (3) Light Effect [R2] Set: Hoth Lore: Medical wonder invented centuries ago by the Vratix insectoid species. Gelatinous red bacta is suspended in a synthetic solution to create a healing bacterial medium. Text: Use 4 Force to deploy on your side of table. A non-droid character you just lost may be placed here instead of Lost Pile. Holds 1 'patient' at a time. During your deploy phase, may use X Force to bring 'patient' to hand, where X = deploy cost of 'patient.' *Bargaining Table (4) Light Effect [U] Set: Jabba's Palace Lore: The alcoves of Jabba's palace are good places to make deals and place bets. Jabba gets a cut of the profits, of course. 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). *Beggar (3) Light Effect [R1] Set: Premiere Lore: Many Mos Eisley citizens, once swindled and robbed, become destitute. Unable to afford off-planet passage, they live in the streets and do odd jobs or beg. Text: Use 3 Force to deploy on any exterior Tatooine site (free at Beggar's Canyon). You may use any amount of Force in the opponent's Force Pile during your turns. However, if you use more than 1 of the opponent's Force in a turn, Beggar is lost. *Beldon's Eye (6) Light Effect [R] Set: Cloud City Lore: Symbol for the Cloud City Miner's Guild (not affiliated with the Galactic Miner's Guild). Named after the beldons, giant creatures who generate Tibanna gas. Text: Deploy on Cloud City. Your Tibanna Gas Miners deploy free to Cloud City sites and double the Force they activate. *Bo Shuda (5) Light Effect [U] Set: Jabba's Palace Lore: In order to remain a successful crime lord, Jabba must ensure the safety of all those who seek to do business with him. Text: Deploy on Audience Chamber. If you have an alien here, no battles or Force drains may take place here and your aliens cannot be targeted by Trap Door. Effect canceled if opponent occupies this site without an alien. (Immune to Alter.) *Cell 2187 (5) Light Utinni Effect [R1] Set: A New Hope Lore: "Aren't you a little short for a stormtrooper?" Text: Deploy on any Death Star site except Docking Bay 327. Target one of you spies or leaders not on Death Star. When target reaches Utinni Effect, draw destiny. Release that many captives from the Detention Block Corridor. Lose Utinni Effect. *Cell 2187 (5) Light Utinni Effect [R1] Set: A New Hope Lore: "Aren't you a little short for a stormtrooper?" Text: Deploy on any Death Star site except Docking Bay 327. Target your spy or leader not on Death Star. When target reaches Utinni Effect, draw destiny. Release that many captives from the Detention Block Corridor. Lose Utinni Effect. *Cell 2187 (5) Light Utinni Effect [R1] Set: A New Hope Lore: "Aren't you a little short for a stormtrooper?" Text: Deploy on any Death Star site except Docking Bay 327. Target your spy or leader not on Death Star. When target reaches Utinni Effect, draw destiny. Release that many captives from the Detention Block Corridor. Lose Utinni Effect. Chasm (4) Light Effect [U] Set: Cloud City Lore: At Cloud City, Luke came face to face with his own destiny. Looking into the abyss, he made his decision. 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.) *Civil Disorder (3) Light Effect [C] Set: Cloud City Lore: "Attention. This is Lando Calrissian. The Empire has taken control of the city. I advise everyone to leave before more Imperial troops arrive." 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.) *Commence Recharging (5) Light Effect [R2] Set: A New Hope Lore: The huge strain on the little-tested power generator matrix of the superlaser's fusion reactor can require full recharging before the system can be used again. Text: Deploy on Superlaser. To fire Superlaser at a planet, opponent must first 'charge' it by accumulating 8 Force cards here. When fired, Effect is canaled. If Effect is canceled, accumulated Force is placed in Used Pile. *Commence Recharging (5) Light Effect [R2] Set: A New Hope Lore: The huge strain on the little-tested power generator matrix of the superlaser's fusion reactor can require full recharging before the system can be used again. Text: Deploy on a superlaser. May not fire at a planet until 'recharged.' Opponent may use Force (stacking it here); accumulating 8 Force recharges superlaser. When fired at a planet, Effect is canceled. If Effect canceled, accumulated Force is placed in Used Pile. *Commence Recharging (5) Light Effect [R2] Set: A New Hope Lore: The huge strain on the little-tested power generator matrix of the superlaser's fusion reactor can require full recharging before the system can be used again. Text: Deploy on a superlaser. May not fire at a planet until 'recharged.' Opponent may use Force (stacking it here); accumulating 8 Force recharges superlaser. When fired at a planet, Effect is canceled. If Effect canceled, accumulated Force is placed in Used Pile. Crack Shot (3) Light Effect [U] Set: Cloud City Lore: Imperial recruits are repeatedly assured that small cracks between the plates of their armor pose little risk from laser fire. Their first day of battle often tells a different story. Text: Use 3 Force to deploy on table. Any card which is 'hit' may not be used to satisfy attrition. (Immune to Alter.) *Crash Site Memorial (5) Light Effect [U1] Set: Premiere Lore: Mos Eisley was built around wreckage of the colony ship Dowager Queen. The wreck remains as a monument where residents leave junk for Jawa scavengers. Text: Deploy on your side of table. You may place lost vehicles, droids, weapons and devices here instead of Lost Pile. Once each turn, during your deploy phase, you may exchange any one hand card with one card from your 'memorial.' *Death Star Plans (6) Light Utinni Effect [R1] Set: Premiere Lore: "What's so important? What's he carrying?" "The technical readouts of that battle station. I only hope that when the data is analyzed, a weakness can be found." Text: Deploy on any Death Star site(except docking bay). Target one of your droids(not on Death Star). When target reaches Utinni Effect, 'steal' plans. If target then moves to any Yavin 4 site, draw 3 destiny. Retrieve that much lost Force. Lose Utinni Effect. Demotion (3) Light Effect [R2] Set: Premiere Lore: Repercussions for failure are severe in the Imperial military. Many officers prefer demotion to "alternative" punishment from Darth Vader. Text: Use 2 force to deploy on any Imperial except Darth Vader, Emperor Palpatine or Stormtrooper. That Imperial is power -2 and cannot use its "game text". *Descent Into The Dark (4) Light Immediate Effect [R] Set: Dagobah Lore: Jedi training is a journey into the depths of an apprentice's subconscious, where one must learn to use the Force wisely. "A Jedi's strength flows from the Force." Text: If either player just placed a card in a Used Pile, deploy on table. All Used Piles are immediately re- circulated. When any player place one or more cards in a Used Pile, those cards are immediately re-circulated. Disarmed (5) Light Effect [R1] Set: Premiere Lore: When Dr. Evazan and Ponda Baba confronted Luke in the Cantina, Obi-Wan pointed out, "This little one isn't worth the effort." A brawl ensued. Text: If both players have a character with a weapon at same site, deploy on the opponent's character during any control phase (even opponent's control phase). Character loses weapon, is power -1 and may no longer carry any weapons. (Immune to Alter.) Disarming Creature (6) Light Immediate Effect [R1] Set: Hoth Lore: Luke's defensive maneuver put him out of arm's way. Text: If you have a character with a weapon at same site as any creature (except Space Slug), deploy on that creature during any deploy phase, Creature is Disarmed (each time ferocity is calculated, draw destiny, subtract that amount). (Immune to Control.) *Dismantle On Sight (3) Light Effect [R] Set: Cloud City Lore: After losing control of several extremely powerful and deadly assassin droids, the Empire issued a decree ordering their immediate destruction. Text: Use 4 Force to deploy on a droid with armor (free on IG-88). At end of any opponent's turn, droid is immediately lost if present with an Imperial (or with a bounty hunter if droid is IG-88). Do, Or Do Not (4) Light Effect [C] Set: Dagobah Lore: A Jedi may choose to intervene in the natural course of events, but must accept responsibility for the consequences. Text: Deploy on table. Sense and Alter are now Lost Interrupts. Also, when and player makes a destiny draw for Sense or Alter, and that destiny draw is successful, that player loses 2 Force. (Immune to Alter.) *Echo Base Operations (2) Light Effect [R2] Set: Hoth Lore: Following the Battle of Yavin, the Alliance garnered the support of systems ready to oppose the Empire. Echo Base provides a command center for focusing that support. Text: Deploy on Main Power Generators if you occupy at least three Echo sites. At every system location, you deploy is -1, your Force drains are +2 and your total power is +3 in battles. Effect canceled if opponent occupies five Hoth sites. (Immune to Alter). Eject! Eject! (4) Light Effect [C2] Set: A New Hope Lore: The Guiderhouser ejection seat has saved many pilots from their exploding starships. However, system malfunctions have sometimes caused spontaneous ejection. 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.) Eject! Eject! (4) Light Effect [C2] Set: A New Hope Lore: The Guiderhouser ejection seat has saved many pilots from their exploding starships. However, system malfunctions have sometimes caused spontaneous ejection. 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.) Eject! Eject! (4) Light Effect [C2] Set: A New Hope Lore: The Guiderhouser ejection seat has saved many pilots from their exploding starships. However, system malfunctions have sometimes caused spontaneous ejection. 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.) Ellorrs Madak (5) Light Effect [C2] Set: Premiere Lore: Like many Duros, Madak has natural piloting and navigation skill. Former scout. Freelance instructor. Makes runs to important trade worlds Celanon, Byblos and Yaga Minor. 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.) <>Encampment (3) Light Effect [C] Set: Dagobah Lore: Pirates, smugglers and Rebels operate from tiny camps which can be set up quickly and relocated at a moment's notice. A surprise visitor made Luke an unhappy camper. Text: Use 2 Force to deploy on any exterior planet site where you have a Rebel or alien. You may deploy characters at this site, even without presence, regardless of location deployment restrictions. Evacuation Control (3) Light Effect [U1] Set: Hoth Lore: "Give the evacuation code signal...and get to your transports!" Text: Deploy on one of your war rooms. Once per turn, your Planet Defender Ion Cannon at same planet may fire during your move phase. Also, you Medium Transports at same planet are hyperspeed +2, are immune to attrition < 3 and may move for free. Eyes In The Dark (5) Light Effect [U1] Set: Premiere Lore: "I don't like the look of this." 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. *Faithful Service (4) Light Effect [NA] Set: Official Sealed Deck Lore: Unlike the Empire, the Alliance treats their droids with respect. Many droids volunteered to share the risk of battle and aid the Rebellion's assault on the Death Star. 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 Scomp Link Access to cancel a Force drain where you have a droid. Effect canceled if opponent controls this location. *Flash Of Insight (4) Light Effect [U] Set: Dagobah Lore: Occasionally Han was capable of such feats, even without Threepio there to tell him these things. Text: Deploy on your side of table. At any time, you may use 3 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. *For Luck (4) Light Effect [NA] Set: Jedi Pack Lore: Before swinging across the treacherous abyss, Leia gave Luke a kiss for luck. Despite an incessant storm of laserblasts, they made it. Text: Deploy on your side of table. When Counter 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." *Frostbite (4) Light Effect [C2] Set: Hoth Lore: "Then I'll see you in hell!" 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 Assets (5) Light Effect [R] Set: Cloud City Lore: Molten carbonite is released into the chamber and then flash frozen, releasing a blast of air. The subject is instantly covered in the newly solidified material. Text: Deploy on your side of table. At every site where there is a 'frozen' captive, your Rebels deploy -2 and are power +2 in battle. OR Deploy on top of opponent's Force Pile. Force below this card may not be drawn or used. Effect lost at end of opponent's next turn. Grappling Hook (5) Light Immediate Effect [C2] Set: A New Hope Lore: Stormtrooper utility belts contain basic tools such as a grappling hook to grab onto protrusions. The hook can also be used to ensnare escaping targets. Text: If opponent just played an Interrupt, use 1 Force to deploy on table. That Interrupt is played out but is then 'grappled' (placed here but is out of play). Any new Interrupts of the same name are now unique (*). (Immune to Control.) Grappling Hook (5) Light Immediate Effect [C2] Set: A New Hope Lore: Stormtrooper utility belts contain basic tools such as a grappling hook to grab onto protrusions. The hook can also be used to ensnare escaping targets. Text: If opponent just played an Interrupt, use 1 Force to deploy on table. That Interrupt is played out but is then 'grappled' (placed here but is out of play). Any new Interrupts of the same name are now unique (*). (Immune to Control.) Grappling Hook (5) Light Immediate Effect [C2] Set: A New Hope Lore: Stormtrooper utility belts contain basic tools such as a grappling hook to grab onto protrusions. The hook can also be used to ensnare escaping targets. Text: Use 1 Force to deploy on table just after opponent has played any Interrupt. That Interrupt is still played out but is then 'grappled' (placed here but is out of play). Any new Interrupts of the same name are now unique (*). (Immune to Control.) Grounded Starfighter (4) Light Effect [U] Set: Dagobah Lore: "If you're saying coming here was a bad idea. I'm beginning to agree with you." 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 your next control phase, starship or vehicle 'sinks' to bottom of the Lost Pile. *Haven (3) Light Effect [R] Set: Cloud City Lore: After pursuit, asteroids, a slug, Jedi training, capture, torture, escape, a duel, losing Han and losing a hand, Luke and Leia finally made it to the Alliance's rendezvous point. Text: Deploy on Rendezvous Point, Hoth, Yavin 4, Alderaan or Sullust. Your starships deploy -2 and your pilots deploy -1 here. When battling here, you may add one battle destiny. Effect canceled if opponent controls this system. (Immune to Alter.) Hero Of A Thousand Devices (5) Light Effect [U] Set: Cloud City Lore: Left to his own devices, Artoo used his spunk and creativity to save his companions' lives time and time again. Text: Deploy on one of your droids. During your deploy phase, may use 1 Force to search your Reserve Deck, take one device that deploys on a droid into hand and reshuffle. Also, you may forfeit devices deployed on this droid (forfeit value = destiny number). *Hiding In The Garbage (3) Light Effect [R] Set: Dagobah Lore: Rebels often exploit loopholes in Imperial procedures to gain an advantage. Text: Use 2 Force to deploy on your side of table. At any time, you may declare a card type. Use Force one by one, revealing each card used, until a card of that type is revealed (take it into hand) or Force Pile is depleted. *Hindsight (5) Light Effect [R] Set: Cloud City Lore: "I'm backwards! You fleabitten furball...only an overgrown mophead like you would be stupid enough--" Text: Deploy on C-3PO. Eyes In The Dark, The Professor, Mantellian Savrip and Hopping Mad are immune to Alter. Also, at the end of every turn, unless C-3PO is present with a Wookiee, you may examine the cards in your Used Pile. (Immune to Alter.) *Hopping Mad (6) Light Effect [R] Set: Cloud City Lore: "I'm standing here in pieces and you're having delusions of grandeur!" Text: Deploy on one of your droids. During your control phase, may use 1 Force to search your Reserve Deck, take one Droid Shutdown, The Professor, We're Doomed, Scomp Link Access, This Is All Your Fault or Shocking Information into hand and reshuffle. *I Must Be Allowed To Speak (4) Light Effect [R] Set: Jabba's Palace Lore: "Jedi mod spienko eek." Text: Deploy on a Jabba's Palace site. Luke may deploy at this site regardless of presence or location deployment restrictions. When he is deployed here, relocate Effect to Luke, he is immune to attrition while on Tatooine. (Immune to Alter.) *Ice Storm (3) Light Mobile Effect [U1] Set: Hoth Lore: The intensity of a Hoth ice storm is exacerbated by its speed and erratic movement across the frozen planet. 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 at innermost marker. Mobile Effect lost when moved beyond outermost marker. Ineffective Maneuver (3) Light Effect [U] Set: Dagobah Lore: To succeed in the Imperial Navy, an officer must be willing to take risks. Difficult choices must be made. 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.) *Jawa Siesta (3) Light Effect [U1] Set: Premiere Lore: Three Jawas take a cool, energy-saving nap in the noon-day suns at Mos Eisley. 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. *K'lor'slug (3) Light Effect [R1] Set: Premiere Lore: {Dejarik} hologram of venomous swamp creature from Noe'ha'on. Keen senses of smell and vision. Dangerous hunter. Lays eggs - hundreds of ravenously hungry hatchlings. 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. *Kessel Run (5) Light Utinni Effect [R2] Set: Premiere Lore: Planet Kessel has infamous glitterstim spice mines attracting smugglers and pirates. A "Kessel run" is a long, dangerous hyper-route they must travel quickly. Text: Deploy on Kessel. Target one of your smugglers at another system. X=parsec distance between the two systems. When target reaches Kessel, opponent draws destiny. If = 0, starship lost. Otherwise, by returning to first system, 'retrieve' X Lost Force. *Leia Of Alderaan (3) Light Effect [R] Set: Cloud City Lore: The face that launched a thousand starships. Text: Deploy on Leia. While at any Rebel Base site, your Rebels, except unique (*) Rebels, are deploy -2 and power +2 at same and adjacent sites. While at any system, your starfighters, except unique (*) starfighters, are deploy -2 there. *Lightsaber Proficiency (4) Light Effect [R1] Set: Premiere Lore: A Jedi learns not only to wield a lightsaber, but how to channel the Force to increase skill and control the lightsaber's damage. Text: Deploy on any character with ability > 2 and a lightsaber. That character is power +3 in battles or may add 1 to Force drain where present. Effect is lost if character loses lightsaber. *Logistical Delay (3) Light Effect [U2] Set: A New Hope Lore: The Empire's tremendous military machine requires extensive coordination at every level. Slight errors in any step can quickly escalate supply delays. Text: Use 3 Force to deploy on opponent's side of table. All opponent's TIEs are deploy +1. *Logistical Delay (3) Light Effect [U2] Set: A New Hope Lore: The Empire's tremendous military machine requires extensive coordination at every level. Slight errors in any step can quickly escalate supply delays. Text: Use 3 Force to deploy on opponent's side of table. All opponent's TIEs are deploy +1. *Logistical Delay (3) Light Effect [U2] Set: A New Hope Lore: The Empire's tremendous military machine requires extensive coordination at every level. Slight errors in any step can quickly escalate supply delays. Text: Use 3 Force to deploy on opponent's side of the table. All opponent's TIEs are deploy +1. *Luke's Cape (4) Light Effect [R1] Set: A New Hope Lore: A symbol of the adventurous pilot and the awakening of his destiny. "You've taken your first step into a larger world." Text: Use 2 Force to deploy on a Rebel or alien. Immune to attrition < 3. Also, you may activate 1 extra Force each turn if Luke's Cape is present at any non-Tatooine location. *Luke's Cape (4) Light Effect [R1] Set: A New Hope Lore: A symbol of the adventurous pilot and the awakening of his destiny. "You've taken your first step into a larger world." Text: Use 2 Force to deploy on a Rebel or alien. You may activate 1 extra Force each turn if Luke's Cape is not at a Tatooine location. That character is immune to attrition < 3. *Luke's Cape (4) Light Effect [R1] Set: A New Hope Lore: A symbol of the adventurous pilot and the awakening of his destiny. "You've taken your first step into a larger world." Text: Use 2 Force to deploy on a Rebel or alien. You may activate 1 extra Force each turn if Luke's Cape is not at a Tatooine location. That character is immune to attrition < 3. *Mantellian Savrip (3) Light Effect [R2] Set: Premiere Lore: {Dejarik} game uses holograms of mythological and real creatures from across the galaxy. The hulking Mantellian savrip is a nasty predator from Ord Mantell. Text: Use 3 Force to deploy on your side of table (free if C-3PO on table). After losing any battle: characters, starships and vehicles may be forfeited directly from your hand (for forfeit value) to reduce attrition or battle damage. Merc Sunlet (4) Light Effect [C2] Set: A New Hope Lore: A crafty purloiner from Tirac Munda with a heart of gold. Often hired to advise the wealthy on how to protect their own property. Well traveled and skilled in many languages. 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) Merc Sunlet (4) Light Effect [C2] Set: A New Hope Lore: A crafty purloiner from Tirac Munda with a heart of gold. Often hired to advise the wealthy on how to protect their own property. Well traveled and skilled in many languages. 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) Merc Sunlet (4) Light Effect [C2] Set: A New Hope Lore: A crafty purloiner from Tirac Munda with a heart of gold. Often hired to advise the wealthy on how to protect their own property. Well traveled and skilled in many languages. 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) *Never Tell Me The Odds (3) Light Effect [C] Set: Dagobah Lore: "You said you wanted to be around when I made a mistake, well, this could be it, sweetheart." 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.) Nightfall (3) Light Effect [U1] Set: Premiere Lore: Tatoo I and Tatoo II, twin suns of Tatooine, create a harsh desert environment, but provide spectacular sunsets. At night, many dangers emerge from the shadows. 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." *No Disintegrations! (4) Light Effect [R] Set: Dagobah Lore: "There will be a substantial reward for the one who finds the Millennium Falcon. You are free to use any methods necessary, but I want them alive." Text: Use 2 Force to deploy on your side of table. If a Rebel of ability >2 is lost (not captured) during a battle involving an opponent's bounty hunter, opponent loses 3 Force. If Vader on table, one bounty hunter involved in that battle (your choice) is also lost. *Obi-Wan's Apparition (6) Light Effect [R] Set: Dagobah Lore: "Luminous beings are we, not this crude matter." The inner consciousness of a Jedi can transcend even death. Text: Use 4 Force to deploy on any site if opponent is generating at least 3 Force more than you. At that site, adjacent sites and same sites as Obi-Wan, players activate Force only if they have presence. *Obi-Wan's Cape (4) Light Effect [R1] Set: Premiere Lore: A symbol of the noble Jedi and his mysterious powers. Text: Use 2 Force to deploy on a Rebel or alien. Immune to attrition < 5. Also, when present at the start of a battle, may use 1 Force to cause one opponent's character of ability = 1 (your choice) to move away(for free), or that character is immediately lost. *Order To Engage (4) Light Effect [R] Set: Dagobah Lore: Political pressure forced the Empire to join battle with the Alliance in otherwise tactically poor situations. Failure to engage the enemy was considered tantamount to treason. Text: Use 2 Force to deploy on opponent's side of table. At the end of each of opponent's battle phases, if a battle did not take place at every location where both players have presence at the end of that phase, opponent loses 3 Force. *Our Most Desperate Hour (6) Light Utinni Effect [R1] Set: Premiere Lore: Following her father Bail Organa's instructions, Leia placed the Death Star plans into R2-D2, hoping that they could be delivered safely to Alderaan by Obi-Wan Kenobi. Text: Deploy on Alderaan. Target one Rebel at Tatooine. When Target reaches Utinni Effect, retrieve one lost Force for each Force-Attuned character you have on table, two for each Force-Sensitive or Jedi. Lose Utinni Effect. *Plastoid Armor (5) Light Utinni Effect [U2] Set: Premiere Lore: Luke and Han took the armor suits from fallen stormtroopers and used them as both protection and disguise to penetrate the detention cell block aboard the Death Star. Text: Deploy on a Death Star site where a Stormtrooper was just lost. Target one of your characters not on Death Star. When target reaches Utinni Effect, steal 'armor.' Character gains Spy skill, power +2, forfeit +2 and immunity to weapon destiny < 6. Polarized Negative Power Coupling (4) Light Effect [R] Set: Dagobah Lore: Imbalance in a converter's inverse energy field can improperly polarize the negative axis, causing hyperdrive failure. Replacement often requires an inverted engineer. Text: Deploy on table. Turn every Used Pile face up. All subsequent cards placed in Used Piles are also turned face up. (Players must commit to using cards before revealing them.) Turn used cards face down whenever they are re-circulated. **Projection Of A Skywalker (5) Light Effect [U] Set: Jabba's Palace Lore: "Greetings, Exalted One. Allow me to introduce myself. I am Luke Skywalker, Jedi Knight and friend to Captain Solo." {Hologram}. Text: Deploy on your side of table. Your Force drains are +1 at holosites and opponent must lose an additional 1 Force to draw a card with Shot In The Dark. (Immune to Alter.) OR Deploy on any planet site. Opponent's Force drains are -1 here. Quick Draw (3) Light Effect [C] Set: Dagobah Lore: It's high noon on Dagobah, his droid's reined in and Luke's got a fistful of credits. Text: Deploy on your side of table. Once during each of your draw phases, you may use 2 Force to search your Lost Pile. Take any one blaster you find there and immediately deploy it (for free). *Rebel Planners (4) Light Effect [R2] Set: Premiere Lore: Rebel strategists worked under master tactician General Dodonna. They devised an unorthodox battle plan to destroy the Death Star at the Battle of Yavin. Text: Use 1 Force to deploy at Massassi War Room or any docking bay. Adds X to total power of your starships at the related system, where X = the number of your starships present. *Reflection (3) Light Effect [R] Set: Dagobah Lore: It was hard to imagine the enormous losses the Alliance suffered during the Battle of Hoth. Leia contemplated what she could do to help the Rebellion recover. Text: Deploy on Leia. Once during each of your control phases, you may use 3 Force to retrieve one card from your Lost Pile. Also, when an apprentice, adds 1 to her training destiny. *Report To Lord Vader (4) Light Utinni Effect [R] Set: Dagobah Lore: An evil Lord of the Sith, Darth Vader used fear as a powerful motivational factor. The Emperor demanded results. Vader settled for no less. Text: If you just won a battle, deploy on Vader. Target an Imperial involved in that battle. Vader and target are power and forfeit -4. When target reaches Vader, lose Utinni Effect and draw destiny. If destiny > 2, target lost. *Restricted Deployment (3) Light Effect [U1] Set: Premiere Lore: The Empire is too bureaucratic to deploy troops efficiently except under favorable circumstances. Rebel actions across the galaxy force Imperials to split their forces. Text: Use 3 Force to deploy on opponent's side of table. All opponent's warriors are deploy +1. Revolution (3) Light Effect [R1] Set: Premiere Lore: Spies and informants gave Rebels vital data to plan strategic turnabouts, create local insurgencies, and hamper Imperial activities. Text: Use 3 Force to deploy on any location. Rotate the location so that icons and game texts switch direction. (If Expand the Empire present, it also switches.) If Revolution later canceled, location rotates back again. <>Rogue Asteroid (4) Light Mobile Effect [C] Set: Dagobah Lore: "Considering the amount of damage we've sustained, they must have been destroyed." 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). Rycar Ryjerd (4) Light Effect [U1] Set: Premiere Lore: A Bimm trader and smuggler of starship weapons. Trusts no one. Does business with anyone. Teaches smuggler apprentices. Has mastered Jawa language. Text: Deploy on any non-smuggler to give that character Smuggler skill. OR Deploy on any smuggler. That character is power +1. (Immune to Alter.) *Rycar's Run (4) Light Utinni Effect [R] Set: Dagobah Lore: The infamous smuggler Rycar Ryjerd does this all the time. He's an idiot. Text: Deploy on a Big One. X = twice the number of asteroid sectors at that system. Target a starfighter at related planet system. When reached by target, relocate Utinni Effect to planet system. When target returns to system, lose Utinni Effect. Retrieve X Force. Sai'torr Kal Fas (4) Light Effect [C2] Set: Premiere Lore: Saurin female from planet Durkteel. Bodyguard of Hrchek, a Saurin droid trader. Sai'torr will teach battle skills to those who prove themselves worthy. 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.) <>Sandwhirl (4) Light Mobile Effect [U] Set: Jabba's Palace Lore: Jawa shamans often predict when and where a sandstorm is going to take place. Even when caught in such a storm, the Jawas know how to avoid misfortune. 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. Scanner Techs (5) Light Effect [U1] Set: A New Hope Lore: Specialized scanner technicians examine scanner output to identify the presence of life forms. Experienced operators can even identify species and gender. Text: Deploy on your side of table. Radar Scanner is immune to Sense. If Radar Scanner is played against an opponent who has more than 13 cards in hand, opponent loses all Jawas, Tusken Raiders and stormtroopers found there. Scanner Techs (5) Light Effect [U1] Set: A New Hope Lore: Specialized scanner technicians examine scanner output to identify the presence of life forms. Experienced operators can even identify species and gender. Text: Deploy on your side of table. Radar Scanner is immune to Sense. If Radar Scanner is played against an opponent who has more than 13 cards in hand, opponent loses all Jawas, Tusken Raiders and stormtroopers found there. Scanner Techs (5) Light Effect [U1] Set: A New Hope Lore: Specialized scanner technicians examine scanner output to identify the presence of life forms. Experienced operators can even identify species and gender. Text: Deploy on your side of table. Radar Scanner is now immune to Sense. If Radar Scanner is played against an opponent who has more than 13 cards in hand, opponent loses all Jawas, Tusken Raiders and Stormtroopers found there. *Scramble (3) Light Effect [U] Set: Dagobah Lore: Pilots at ground bases throughout the Empire were immediately recalled to their ships to assist in the capture of the Rebels fleeing Echo Base on Hoth. Text: Deploy on opponent's side of table. Opponent's pilots (except Vader) present at sites may not use ability to draw battle destiny. Effect canceled when opponent has no pilots at sites. *Smuggler's Blues (3) Light Effect [R] Set: Dagobah Lore: It's the lure of easy credits. It's got a very strong appeal. Perhaps you'd understand better wearing my flight suit. It's the ultimate special modification, it's the smuggler's blues. Text: Deploy on a smuggler. May use 2 Force to cancel Limited Resources. Also, if 'trained' by Rycar Ryjerd and piloting as starship when that starship completes Kessel Run, Rycar's Run or The First Transport Is Away, any retrieved Force may be taken into hand. Solomahal (4) Light Effect [C2] Set: A New Hope Lore: Veteran officer of the Old Republic who retired from active duty after the Clone Wars. Makes a living in the Outer Rim Territories passing on his scouting expertise. Text: Deploy on any warrior to give that warrior scout skill. That warrior may now move to an adjacent site as a 'react.' OR Deploy on any scout that scout is power +2 when 'reacting.' (Immune to Alter.) Solomahal (4) Light Effect [C2] Set: A New Hope Lore: Veteran officer of the Old Republic who retired from active duty after the Clone Wars. Makes a living in the Outer Rim Territories passing on his scouting expertise. Text: Deploy on your warrior to give that warrior {scout} skill. That warrior may move as a 'react.' OR Deploy on your scout. When that scout 'reacts,' it is power +2 for remainder of turn. (Immune to Alter.) Solomahal (4) Light Effect [C2] Set: A New Hope Lore: Veteran officer of the Old Republic who retired from active duty after the Clone Wars. Makes a living in the Outer Rim Territories passing on his scouting expertise. Text: Deploy on your warrior to give that warrior {scout} skill. That warrior may move as a 'react.' OR Deploy on your scout. When that scout 'reacts,' it is power +2 for remainder of turn. (Immune to Alter.) *Special Modifications (3) Light Effect [U1] Set: Premiere Lore: Han's "special modifications" for the Millennium Falcon included security mechanisms, deflector shields, hull plating, faster hyperdrive and enhanced weapons. Text: Use 1 Force to deploy on any starship to add 2 to its armor or maneuver. If on Millennium Falcon with Han, Lando or Chewie piloting, also adds 2 to power and forfeit. **Stone Pile (2) Light Effect [R] Set: Dagobah Lore: "Use the Force. Yes... Now, the stone. Feel it." Text: Use 2 Force to deploy on any Dagobah site. Randomly select two cards from opponent's hand and place them, unseen, face down beneath Stone Pile. If opponent occupies this site, Effect canceled. If Effect canceled, cards return to opponent's hand. *Tauntaun Bones (3) Light Effect [U1] Set: Hoth Lore: The bones of a tauntaun represent both death and life: death for the prey, life for the predator. A symbol of the ebb and flow of the Force through all things. 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. *The First Transport Is Away! (4) Light Utinni Effect [R1] Set: Hoth Lore: "When you've gotten past the energy shield, proceed directly to the rendevouz point. Understood? Good luck!" Text: Deploy on any system (except Hoth). Target a Medium Transport at a Hoth site. When reached by target: Retrieve X Force, where X = twice the number of passengers. Relocate Utinni Effect to Hoth system. Your total power is +2 in battles at Hoth sites. *The Professor (4) Light Effect [R] Set: Dagobah Lore: Protocol droids are programmed to interface with a variety of computer technologies. Quick and precise interpretation can dramatically increase operational efficiency. Text: Use 3 Force to deploy on your side of the table (free if C-3PO on table). If you have a protocol droid aboard a starship or vehicle in a battle, you may use X Force to reduce the battle damage against you by X (by X+1 if a astromech character is also aboard). They're On Dantooine (5) Light Utinni Effect [R1] Set: A New Hope Lore: "You would prefer another target? A military target? Then name the system!" Text: Once per game, use 2 Force to deploy on Dantooine. Target Death Star. Opponent may not play Commence Primary Ignition until target reaches Dantooine, canceling Utinni Effect. They're On Dantooine (5) Light Utinni Effect [R1] Set: A New Hope Lore: "You would prefer another target? A military target? Then name the system!" Text: Once per game, use 2 Force to deploy on Dantooine. Target Death Star. Opponent may not play Commence Primary Ignition until target reaches Dantooine, canceling Utinni Effect. They're On Dantooine (5) Light Utinni Effect [R1] Set: A New Hope Lore: "You would prefer another target? A military target? Then name the system!" Text: Once per game, use 2 Force to deploy on Dantooine. Target Death Star. Opponent may not play Commence Primary Ignition until target reaches Dantooine, canceling Utinni Effect. Traffic Control (3) Light Effect [U2] Set: Premiere Lore: Expert traffic controllers coordinate launches faster than automated launch systems. Rebel bases scramble fighters quickly during Imperial attacks. 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. *Tusken Breath Mask (4) Light Utinni Effect [U1] Set: Premiere Lore: Sand People use a special mask to reclaim exhaled moisture in the hot, harsh environment of Tatooine. Protects by filtering blowing sand and dispersing excess heat. Text: Deploy on any Tatooine site where you have just won a battle. Target one of your characters not at Tatooine. Upon reaching, target takes mask. While on Tatooine, target's power and forfeit are +2 and has immunity to attrition of exactly 3. *Ultimatum (4) Light Effect [U] Set: Jabba's Palace Lore: "Jabba! This is your last chance. Free us or die." 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.) *Uncontrollable Fury (2) Light Effect [R] Set: Cloud City Lore: The rage of the Dark Lord. Text: Deploy on Vader. He is power +2, but neither adds 1 to battle destiny nor allows Tarkin to cancel destiny. Opponent loses 2 Force at end of each of opponent's turns in which Vader did not battle and you had a character of ability > 3 on table. (Immune to Alter.) Undercover (5) Light Effect [U2] Set: A New Hope Lore: Alliance Intelligence expends considerable resources to infiltrate the Imperial military bureaucracy, but the ISB's security sweeps make these shadowy operations dangerous. Text: Deploy on your spy at a site ad 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) Light Effect [U2] Set: A New Hope Lore: Alliance Intelligence expends considerable resources to infiltrate the Imperial military bureaucracy, but the ISB's security sweeps make these shadowy operations dangerous. Text: Deploy on your spy at a site ad 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) Light Effect [U2] Set: A New Hope Lore: Alliance Intelligence expends considerable resources to infiltrate the Imperial military bureaucracy, but the ISB's security sweeps make these shadowy operations dangerous. Text: Deploy on your spy at a site ad 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. *Wars Not Make One Great (4) Light Effect [U] Set: Dagobah Lore: A Jedi seeks nonviolent solutions to problems, but may fight to preserve the existence of life. An apprentice must learn which battles to fight and which to avoid. Text: Deploy on any location. For either player to initiate a battle or Force drain anywhere, that player must use +1 Force. Effect canceled if opponent controls this location. *Weather Vane (4) Light Effect [U] Set: Cloud City Lore: The metal rods extending from the bottom of Cloud City are part of the city's flotation system. Sensors detect the velocity of wind and the content of local clouds. 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.) *What Is Thy Bidding, My Master? (3) Light Utinni Effect [R] Set: Dagobah Lore: Reaching across the galaxy, the Emperor uses his vast powers to require immediate submission and obedience. His minions frequently find this inconvenient. Text: Deploy on Emperor Palpatine or any system. Target one character whose lore uses the word `Emperor.' Target cannot use ability to draw battle destiny and is excluded from being the "highest-ability character." Utinni Effect canceled when reached by target. ***What're You Tryin' To Push On Us? (3) Light Immediate Effect [U2] Set: A New Hope Lore: Moisture farmers like Own Lars must be on the lookout for repeated (and blatant) ploys by Jawas. 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.) ***What're You Tryin' To Push On Us? (3) Light Immediate Effect [U2] Set: A New Hope Lore: Moisture farmers like Own Lars must be on the lookout for repeated (and blatant) ploys by Jawas. 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.) ***What're You Tryin' To Push On Us? (3) Light Immediate Effect [U2] Set: A New Hope Lore: Moisture farmers like Own Lars must be on the lookout for repeated (and blatant) ploys by Jawas. 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.) *Yarna d'al' Gargan (6) Light Effect [U] Set: Jabba's Palace Lore: Female dancer from Askajia. Very protective mother. Makes sure that all those she cares about are protected. Text: Deploy on your side of the table. While you have fewer than 13 cards in hand, your non-unique cards in hand (except Effects of any kind and Interrupts) are immune to Monnok. (Immune to Alter while you occupy 2 battlegrounds). *Yavin Sentry (3) Light Effect [U2] Set: Premiere Lore: Rebel sentries are stationed on raised sensor platforms. On watch for Imperial scouts and other hazards, they supplement data gathered by Yavin Base's main sensors. Text: Use 2 Force to deploy at any Yavin 4 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. *Yerka Mig (3) Light Utinni Effect [U1] Set: Premiere Lore: An Imperial bureaucrat with high security clearance who resigned and fled in remorse after the occupation of his home planet, Ralltir. Now a fugitive from the ISB. Text: Deploy at any location. You may move Mig like a character. Target an opponent's character, who may apprehend (cancel) Mig by reaching same location. Until then, during all battles at same and adjacent sites to Mig, opponent's total power is -1. *Yoda's Gimer Stick (3) Light Effect [R] Set: Dagobah Lore: A symbol of the Jedi Master and his ancient wisdom. Speak softly you may but a big stick you must carry, yes. Text: Deploy on Yoda. You may initiate battles and attacks where present. OR use 2 force to deploy on one of your characters of ability > 3. Immune to attrition. Where present, no battles or attacks may be initiated unless an opponent's character of ability > 3 present. *Yoda's Hope (4) Light Effect This Is [U] Set: Dagobah Lore: "You must feel the Force around you. Here, between you, me, the tree, the rock, everywhere! Yes, even between the land and the ship." Text: Deploy on a character. When on the mentor, adds 1 to training destiny draws. If on Yoda, you may lose Effect to search your Reserve Deck and take into hand one card with 'levitation' in the title. Shuffle, cut and replace.