TM & ® 2000 Lucasfilm Ltd. All Rights Reserved. Star Wars and related marks are trademarks of Lucasfilm Ltd. Used under authorization by Decipher Inc. TM, ® & © 2000 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: swccgspoiler@yahoo.com (Chris Gregg)
The original of this document may be found at: http://home.austin.rr.com/cgregg/swccg/
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·Alderaan Premiere U2 | System Parsec: 2 | Planet | Subtract 1 from each of opponent's battle destiny draws here. | If you control, Force drain +1 here. | |
·Anoat Dagobah U | System Parsec: 5 | Planet | If opponent initiates a battle here, your starships may move as a 'react' to or from nearest related asteroid sector. | Your Ugnaughts deploy free aboard starships here. If you control, all your Ugnaughts on table are forfeit +2. | |
·Aquaris Death Star II C | System Parsec:4 | Planet | If you control with a starfighter, generate +3 Force here. | ||
Asteroid Field Dagobah C | Sector | Space | "Asteroid Rules" in effect here. If you control, may cancel Force drain at related system. | "Asteroid Rules" in effect here. | |
·Bespin Cloud City U | System Parsec: 6 | Planet | If you control, opponent's characters and vehicles deploy +1 to Cloud City locations | If you control, your characters and vehicles deploy -1 to Cloud City locations. | |
·Bespin: Cloud City Cloud City U | Sector | Planet | If you control, for each of your starships or vehicles here, your total power is +1 in battles at Cloud City sites. | If you control, for each of your starships or vehicles here, your total power is +1 in battles at Cloud City sites. | |
Big One Dagobah U | Sector | Space | "Asteroid Rules" in effect here. If you control, Force drain +1 here for each Asteroid Field at same system. | "Asteroid Rules" in effect here. If you control, Force drain +1 here. | |
Big One: Asteroid Cave or Space Slug Belly Dagobah U | Site | Interior, Exterior, Creature, Planet | "Cave Rules" in effect here. If you control, may cancel Force drains at system Related to Big One. | "Cave Rules" in effect here. | |
·Bothawui Special Edition F | System Parsec: 2 | Planet | Your spies deploy -1 here and at related sites. If you control, Undercover is immune to Hutt Smooch. | Force drain -X here, where X = number of spies opponent has on table. | |
·Chandrila Endor U | System Parsec: 4 | Planet | If you occupy with a capital starship, Force generation is +2 for you here. Mon Mothma deploys -2 at any Chandrila location. | If you control with two Star Destroyers, Force drain +1 here. If you control with no capital starships, Force drain -1 here. | |
·Clak'dor VII A New Hope R2 | System Parsec: 7 | Planet | If you occupy, each Bith character is destiny +2. | If you control, each Bith character is destiny -1 and Ghhhk is power +2 in battles at a holosite. | |
·Cloud City: Carbonite Chamber Cloud City U | Site | Interior, Mobile, Scomp Link | If you control, Force drain +1 here and may cancel Carbon-Freezing here. | If you control, add 1 to your Carbon-Freezing destiny. | |
·Cloud City: Casino Special Edition U | Site | Exterior, Mobile, Scomp Link | Whenever your gambler present here wins Cloud City Sabacc, retrieve 2 Force (3 if Lando). | Unless you have a gambler here, you may not use wild cards in Cloud City Sabacc. | |
·Cloud City: Chasm Walkway Cloud City C | Site | Interior, Mobile, Scomp Link | If Weather Vane on table, characters 'hit' here are instead immediately relocated there. | If Weather Vane on table, characters 'hit' here are instead immediately relocated there. | |
·Cloud City: Core Tunnel Special Edition U | Site | Interior, Mobile, Scomp Link | Your aliens are power +1 here. If your Lando or your Lobot here, Force drain +1 here. | Your aliens are forfeit -1 here. If you Lando or your Lobot here, Force drain +1 here. | |
·Cloud City: Downtown Plaza Special Edition R | Site | Exterior, Mobile, Scomp Link | Once during each of your control phases, may use 1 Force to retrieve one Cloud City location | If you control, opponent's Downtown Plaza gametext is canaled. | |
·Cloud City: Guest Quarters Cloud City R | Site | Interior, Mobile, Scomp Link | Leia is deploy -2 here | If you control, Force drain -1 here. | |
·Cloud City: Incinerator Cloud City C | Site | Interior, Mobile, Scomp Link | If you occupy, during your control phase, may use 3 Force to retrieve one droid. | If you control without an Ugnaught, Force drain -1 here. | |
·Cloud City: Lower Corridor Cloud City U | Site | Interior, Mobile, Scomp Link | Your characters with lightsabers are each power +2 here. | ||
·Cloud City: North Corridor Special Edition C | Site | Interior, Mobile, Scomp Link | If you control, once per turn may use 1 Force to cancel a Force drain at a Cloud City site. | If you control, once per turn may use 2 Force to cancel a Force drain at a Cloud City site. | |
·Cloud City: Platform 327 (Docking Bay) Cloud City C | Site | Exterior, Mobile, Scomp Link | Your docking bay transit from here requires 1 Force. | Your docking bay transit from here requires 2 Force. | |
·Cloud City: Upper Plaza Corridor Cloud City C | Site | Interior, Mobile, Scomp Link | During your move phase, you may move free between here and any Cloud City site. | If you control, Force drain +1 here. | |
·Cloud City: West Gallery Special Edition C | Site | Interior, Mobile, Scomp Link | Your blasters present may fire at targets at nearest related exterior site. | Force drain -1 here. | |
Clouds Cloud City C | Sector | Planet | If you control, once per turn, may add 1 to a Force drain at a related site. Starships are power and maneuver -2 here. | If you control, Force drain +1 here. Starships are power and maneuver -2 here. | |
·Corellia A New Hope R1 | System Parsec: 1 | Planet | Your Falcon (with one pilot) and your Corellian corvettes may deploy here as a 'react.' | Each of your starships are hyperspeed +1 when moving from here. | |
·Corulag Sealed Deck NA | System Parsec: 4 | Planet | If you control, all non-unique Rebels are power and forfeit +1 and Rebel guards may move. | If you control, Force drain -1 here. | |
·Coruscant Special Edition R | System Parsec: 0 | Planet | Force drain +1 here. If Rebels control this system, Imperials and Imperial starships are deploy +2. | Your starships and pilots deploy -2 here. | |
·Dagobah Dagobah U | System Parsec: 9 | Planet | During your deploy phase, you may deploy one Dagobah site directly from Reserve Deck. Shuffle, cut and replace | Opponent's Force drains here are canceled. You may not Force drain here. | |
·Dagobah: Bog Clearing Dagobah R | Site | Exterior, Planet | Your starfighters may deploy here and immune to Awwww, Cannot Get Your Ship Out here. | If you occupy, Force generation +1 for you here. | |
·Dagobah: Jungle Dagobah U | Site | Exterior, Planet | No starships or vehicles here. Your creatures are deploy -2 here. | No starships or vehicles here. If you occupy, Force generation +1 for you here. | |
·Dagobah: Swamp Dagobah U | Site | Exterior, Planet | At end of your turn, your starships and vehicles here 'sink' to Used Pile | At end of your turn, your starships and vehicles here 'sink' to bottom of Lost Pile | |
·Dagobah: Training Area Dagobah C | Site | Exterior, Planet | Once per turn, may search Reserve Deck. Take one Jedi Test into hand. Reshuffle deck. | You may use 1 Force to cancel any Force drain here. | |
·Dagobah: Yoda's Hut Dagobah R | Site | Exterior, Planet | If Yoda here, once per turn, may subtract 2 from attrition against you at another location. | If you occupy, opponent's Yoda's Hut game text is canceled. | |
·Dantooine Premiere U1 | System Parsec: 5 | Planet | Your capitol starships deploy -2 and your starfighters deploy -1 here. | If you control, Force drain +1 here. | |
·Death Star Special Edition R | System Parsec: X | Mobile | Deploy if Death Star Plans completed and Death Star system not on table. If "blown away," Dark Side loses +8 Force. | X = parsec of current position (starts at 0). Immune to Revolution. You may move Death Star (hyperspeed = 1). | |
·Death Star: Detention Block Control Room Premiere U2 | Site | Interior, Mobile, Scomp Link | If you control, Force Drain +1 here and all captured characters on Death Star are released. | ||
·Death Star: Detention Block Corridor Special Edition C | Site | Interior, Mobile | Force drain +1 here. Whenever you release a captive here, retrieve 1 Force (4 if Leia). | During your deploy phase, IT-O and Hypo may deploy here from Reserve Deck; reshuffle. | |
·Death Star: Docking Bay 327 Premiere C2 | Site | Interior, Exterior, Mobile, Scomp Link | Your docking bay transit from here requires 1 Force. | Your docking bay transit from here requires 1 Force. | |
·Death Star: Level 6 Core Shaft Corridor Premiere Introductory Two Player Game T2 | Site | Interior, Mobile | If you control, Luke and Obi-Wan are power +2 on Death Star. | If you control, opponent needs 2 ability to control each Death Star site. | |
·Death Star: Trash Compactor Premiere U1 | Site | Interior, Mobile | Your may deploy here without presence. If you control, Force drain +1 here. | ||
·Death Star: Trench A New Hope R2 | Site | Exterior, Mobile | "Trench Rules" in effect and each of your starfighters is maneuver -2 here. | "Trench Rules" in effect, your weapons fire free and Turbolaser Battery may deploy here. | |
·Dejarik Hologameboard A New Hope R1 | Site | "Dejarik Rules" in effect here | "Dejarik Rules" in effect here. Site converted by Imperial Holotable. | ||
Desert Special Edition F | Site | Exterior, Planet | May not deploy to Bespin, Coruscant, Dagobah, Hoth or Kessel. Your Jawas may deploy here. Sandwhirl here moves only if on Tatooine | May not deploy to Bespin, Coruscant, Dagobah, Hoth or Kessel. Each of your battle destiny draws is -1 here. Sandwhirl here moves only if on Tatooine. | |
·Endor Endor U | System Parsec: 8 | Planet | Force drain -1 here. To move your starship here from Sullust, Rendezvous Point or Haven requires -1 Force. | If you have no Imperials on Endor, Force drain -1 here. | |
·Endor: Back Door Endor U | Site | Planet, Exterior, Scomp Link | During your move phase, you may move from Back Door to Bunker (or vice versa). | If you control, during your move phase, you may move from Back Door to Bunker (or vice versa). | |
·Endor: Bunker Endor U | Site | Planet, Interior, Scomp Link | Force drain +1 here. If you initiate a battle here, add one battle destiny. | Once per game, you may deploy Endor Shield from Reserve Deck; reshuffle. | |
·Endor: Chief Chirpa's Hut Endor R | Site | Planet, Interior | Your Ewoks are deploy -1 here. Chief Chirpa deploys free here. | If you control Chief Chirpa's Hut, Ewoks at Endor sites are forfeit -1. | |
·Endor: Dense Forest Endor C | Site | Planet, Exterior | No starships or vehicles here except speeder bikes, AT-STs, Ewok gliders and creature vehicles. | No starships or vehicles here except speeder bikes, AT-STs, Ewok gliders and creature vehicles. | |
·Endor: Ewok Village Endor U | Site | Planet, Exterior, Interior | No starships or vehicles here. Ewok devices and Ewok weapons deploy -1 here. | No starships or vehicles here. If no Ewoks on Endor, Force drain +1 here. | |
···Endor: Great Forest Endor C | Site | Planet, Exterior | Your character movement from here (except for Ewoks and scouts) requires +1 landspeed. | Your character movement from here (except for Yuzzum and scouts) requires +1 landspeed. | |
·Endor: Hidden Forest Trail Endor U | Site | Planet, Exterior | During your move phase, your scouts may move between here and any exterior Endor site. | If you occupy, opponent's Hidden Forest Trail game text is canceled. | |
·Endor: Landing Platform (Docking Bay) Endor C | Site | Planet, Exterior, Interior, Scomp Link | Your docking bay transit from here requires 2 Force. | Your docking bay transit from here requires 1 Force (for free if your Imperial present). | |
·Endor: Rebel Landing Site (Forest) Endor R | Site | Planet, Exterior | Your starfighters land here for free. Your droids and Endor icon Rebels are deploy -1 here. | If you occupy, opponent's Rebel Landing Site game text is canceled. | |
Farm Special Edition F | Site | Exterior, Planet | May not deploy to Bespin, Coruscant, Dagobah, Hoth or Kessel. During your deploy phase, Hydroponics Station or Vaporator may deploy here from Reserve Deck; reshuffle. | May not deploy to Bespin, Coruscant, Dagobah, Hoth or Kessel | |
Forest Special Edition F | Site | Exterior, Planet | May not deploy to Bespin, Coruscant, Hoth, Kessel or Tatooine. Your characters present here are immune to attrition. | May not deploy to Bespin, Coruscant, Hoth, Kessel or Tatooine. | |
·Home One: Docking Bay Death Star II C | Site | Interior, Exterior, Starship, Mobile, Scomp Link | Your docking bay transit from here is free. If you occupy, opponent may not move to this site. | Your docking bay transit from here requires 7 Force. Your transit to here requires +9 Force. | |
·Home One: War Room Death Star II R | Site | Interior, Starship, Mobile, Scomp Link | If you control with a Rebel leader, Home One is deploy -5 and power +3. | If you initiate battle here, add one battle destiny. Force drain -1. | |
·Hoth Hoth U2 | System Parsec: 5 | Planet | If you control, for each of your starships here, your total power is +1 in battles at Hoth sites. | If you control, for each of your starships here, your total power is +1 in battles at Hoth sites. | |
·Hoth: Defensive Perimeter Hoth C2 | Site 3rd Marker | Exterior, Planet | Your Echo Base Troopers deploy -1 here. If you control, Force drain +1 here. | If you control, Force drain +1 here. | |
·Hoth: Echo Command Center (War Room) Hoth U2 | Site | Underground, Interior, Planet, Scomp Link | If you control, with X leaders here, your total power is +X in battles at Hoth locations | If you initiate a battle here, add one battle destiny. If you control, Force drain -1 here. | |
·Hoth: Echo Corridor Hoth C2 | Site | Underground, Interior, Planet, Scomp Link | If you control, once per turn, may use 4 Force to raise a converted Hoth site to the top. | ||
·Hoth: Echo Docking Bay Hoth C2 | Site | Interior, Exterior, Planet, Scomp Link | Your docking bay transit from here requires 1 Force | Your docking bay transit from here requires 3 Force. Your transit to here requires +4 Force. | |
·Hoth: Echo Med Lab Hoth C2 | Site | Underground, Interior, Planet, Scomp Link | Once per turn, one of your medical droids is deploy -2. | If you control, with an imperial present, Force drain +1 here. | |
·Hoth: Main Power Generators Hoth U2 | Site 1st Marker | Exterior, Planet | "Hoth Energy Shield Rules" in effect. Your artillery weapons here are powered | "Hoth Energy Shield Rules" in effect. If "blown away," Light Side loses 8 Force. | |
·Hoth: North Ridge Hoth C2 | Site 4th Marker | Exterior, Planet | This site does not count when calculating Epic Events. | This site does not count when calculating Epic Events. | |
·Hoth: Snow Trench Hoth C2 | Site 2nd Marker | Exterior, Planet | Add 1 to each of your weapon destiny draws here. | If you control, Force generation +1 for you here. | |
·Jabba's Palace: Audience Chamber Jabba's Palace U | Site | Interior, Planet | If you control, Scum And Villainy is canceled. May deploy Bo Shuda from Reserve Deck; reshuffle. | Your alien leaders here are immune to attrition. | |
·Jabba's Palace: Entrance Cavern Jabba's Palace U | Site | Interior, Exterior, Planet | If you control, Force drain +1 here. | Gamorrean Guards are power and forfeit +1 here. | |
Jungle Special Edition F | Site | Exterior, Planet | May not deploy to Bespin, Coruscant, Hoth, Kessel or Tatooine. Your aliens and creature vehicles are each power +1 here. | May not deploy to Bespin, Coruscant, Hoth, Kessel or Tatooine. Force drain -1 here. Your attrition against opponent is -2 here. | |
·Kashyyyk A New Hope C1 | System Parsec: 6 | Planet | Your Wookiees and smugglers deploy -2 here. | Total ability of 6 or more required for you to draw battle destiny here. | |
·Kessel Premiere U2 | System Parsec: 8 | Planet | If you control, Force drain +1 here. | If you control, Kessel Run is prevented (canceled). | |
·Kiffex Jabba's Palace R | System Parsec: 2 | Planet | If you occupy with exactly 2 starships, your total power here is +2 and Vul Tazaene anywhere is doubled. | If you occupy with exactly 2 starships, your total power here is +2. | |
·Kirdo III Jabba's Palace R | System Parsec: 1 | Planet | If you occupy, once per turn, may search Reserve Deck and take any Desert, Kitonak, or Sandwhirl into hand; reshuffle. | If you control, Force drain -1 here. | |
·Mon Calamari Death Star II C | System Parsec:6 | Planet | If you occupy with a Star Cruiser, opponent's Star Destroyers may not deploy here. Your Star Cruisers deploy -1 here. | If you control without a Star Destroyer, Force drain -1 here. | |
·Ord Mantell Hoth U2 | System Parsec: 7 | Planet | If you control, opponent's bounty hunters are forfeit -2. | Your bounty hunter pilots add an additional 1 to power of starships they pilot here. | |
·Raithal Dagobah R | System Parsec: 3 | Planet | If you control, all opponent's troopers are forfeit and destiny -1 | If you control, you may raise your converted Raithal system to the top. | |
·Ralltiir A New Hope C1 | System Parsec: 3 | Planet | Your starships may move here as a 'react.' | Your capital starships deploy -2 here. | |
·Rendezvous Point Special Edition R | System Parsec: 13 | Space | Your starships deploy -2 here and are hyperspeed +2 when moving to or from here. Opponent's Force drains here are canceled. You may not Force drain here. | ||
·Roche Special Edition U | System Parsec: 7 | Planet | During your deploy phase, you may deploy Big One and/or Asteroid Cave to this system from Reserve Deck; reshuffle. | Force drain -1 here. If you control, Asteroid Sanctuary at related sector is canceled. | |
·Sandcrawler: Loading Bay A New Hope R1 | Site | Interior, Vehicle | Deploy on your Sandcrawler. Each Jawa is forfeit +2 here. "Nighttime conditions" here. | Your characters may enter/exit here for 1 Force each. "Nighttime conditions" here. | |
Spaceport City Special Edition F | Site | Exterior, Planet | May not deploy to Bespin, Dagobah, Endor, Hoth, Kashyyyk or Yavin 4. If you have a non-unique Rebel leader at same or related site, Force drain +1 here. | May not deploy to Bespin, Dagobah, Endor, Hoth, Kashyyyk or Yavin 4. If your thief or scout present, Force drain +1 here. | |
Spaceport Docking Bay Special Edition F | Site | Exterior, Planet, Scomp Link | May not deploy to Bespin, Dagobah, Endor, Hoth or Yavin 4. Your docking bay transit from here requires 2 Force. Your starfighters deploy -1 (or -2 if freighter) here. | May not deploy to Bespin, Dagobah, Endor, Hoth or Yavin 4. Your docking bay transit from here requires 3 Force. Your pilots deploy +1 here. | |
Spaceport Street Special Edition F | Site | Exterior, Planet | May not deploy to Bespin, Dagobah, Endor, Hoth, Kashyyyk or Yavin 4. During your move phase, may move free between here and any related spaceport site. | May not deploy to Bespin, Dagobah, Endor, Hoth, Kashyyyk or Yavin 4. Imperials are power -1 here. | |
·Sullust Death Star II C | System Parsec:7 | Planet | To move your starship between here and Death Star II, system it orbits, or Mon Calmari requires -1 Force. | Your starships deploy +1 here. | |
Swamp Special Edition F | Site | Exterior, Planet | May not deploy to Bespin, Coruscant, Hoth, Kessel or Tatooine. Once during each of your deploy phases, may deploy one creature here from Reserve Deck; reshuffle | May not deploy to Bespin, Coruscant, Hoth, Kessel or Tatooine. To initiate battle here, you must use +3 Force. You may not 'react' to or from here. | |
·Tatooine Premiere C2 | System Parsec: 7 | Planet | If you control, for each of your starships here, your total power is +1 in battles at Tatooine sites. | If you control, for each of your starships here, your total power is +1 in battles at Tatooine sites. | |
·Tatooine: Anchorhead Special Edition F | Site | Exterior, Planet | During your move phase, may move your characters from here to Mos Eisley. | If you occupy, opponent's Anchorhead game text is canceled. | |
·Tatooine: Beggar's Canyon Special Edition R | Site | Exterior, Planet | T-16s deploy free (and are power +2) here. If you control with a T-16, Force drain +1 here. | Your womp rats, banthas and Tusken Raiders deploy -1 here. | |
·Tatooine: Cantina Premiere R2 | Site | Interior, Planet | Your aliens are each power +1. | Your aliens here, except Tusken Raiders, are each forfeit +1. | |
···Tatooine: Desert Jabba's Palace C | Site | Exterior, Planet | Your character movement from here (except for scouts) requires +1 landspeed. | Your character movement from here (except for scouts) requires +1 landspeed. | |
·Tatooine: Docking Bay 94 Premiere C2 | Site | Interior, Exterior, Planet, Scomp Link | Your docking bay transit from here requires 1 Force. | Your docking bay transit from here requires 2 Force. | |
·Tatooine: Dune Sea Premiere C1 | Site | Exterior, Planet | Total ability of 6 or more required for you to draw battle destiny here. | ||
·Tatooine: Hutt Canyon Jabba's Palace U | Site | Exterior, Planet | If you occupy with a Jawa, opponent may not draw battle destiny here. | If you occupy with a Tusken Raider, opponent may not draw battle destiny here. | |
·Tatooine: Jabba's Palace Special Edition C | Site | Exterior, Planet | If you occupy with an alien, Bo Shuda cannot be canceled. | When deployed, lose 1 Force for each of your Jabba's Palace sites that you do not occupy. | |
·Tatooine: Jawa Camp Premiere C1 | Site | Exterior, Planet | Your Jawas deploy here for 1 force from you only, for free if Sandcrawler present. | ||
·Tatooine: Jawa Canyon Special Edition U | Site | Exterior, Planet | Your Jawas are each power +1 and forfeit +2 here. | Force drain -1 here unless your Jawa is at this site. | |
·Tatooine: Jundland Wastes Sealed Deck NA | Site | Exterior, Planet | If you control, Force drain +1 here (+2 if a Vaporator present). | If you control, with a Tusken Raider present, Force drain +1 here. | |
·Tatooine: Lars' Moisture Farm Premiere C1 | Site | Exterior, Planet, Scomp Link | Beru Lars and Luke deploy -1 here. | Add 1 to each of your weapon destiny draws here. | |
·Tatooine: Mos Eisley Premiere U2 | Site | Exterior, Planet | During your control phase, you may move free from here directly to Cantina (or vice versa). | ||
·Tatooine: Obi-Wan's Hut Premiere R1 | Site | Exterior, Planet | Obi-Wan is deploy -3 here. | If you control, Force drain +1 here. | |
·Tatooine: Tosche Station Special Edition C | Site | Exterior, Planet | You generate +X Force here, where X = power of your highest forfeit character here. | If you occupy, opponent's Tosche Station game text is canceled. | |
·Tibrin Jabba's Palace R | System Parsec: 2 | Planet | If you occupy, during your control phase, may exchange three cards in hand for any one card in your Lost Pile. | If you control, Force drain +1 here. | |
·Yavin 4 Premiere C2 | System Parsec: 4 | Planet | If you control, for each of your starships here, your total power is +1 in battles at Yavin 4 sites. | If you control, for each of your starships here, your total power is +1 in battles at Yavin 4 sites. | |
·Yavin 4: Briefing Room A New Hope U1 | Site | Interior, Planet, Scomp Link | If you control, with a leader here, may add 1 to total of Attack Run. | Force drain +1 here. If you control, subtract 1 from total of Attack Run. | |
·Yavin 4: Docking Bay Premiere C2 | Site | Interior, Exterior, Planet, Scomp Link | Your docking bay transit from here is free. | Your docking bay transit from here requires 2 Force. | |
·Yavin 4: Jungle Premiere C1 | Site | Exterior, Planet | A Rebel alone here battles at power +2 and is immune to attrition. | If you control, Force drain +1 here. | |
·Yavin 4: Massassi Headquarters Special Edition R | Site | Exterior, Planet | May not be separated from interior Yavin 4 sites. If you control, Attack Run total is +2. | May not be separated from interior Yavin 4 sites. If you occupy, Attack Run total is -4. | |
·Yavin 4: Massassi Ruins A New Hope U1 | Site | Exterior, Planet | If you control, with a leader here, your starships are each power +1 at Death Star system. | Force drain +1 here. | |
·Yavin 4: Massassi Throne Room Premiere R1 | Site | Interior, Planet | If this is your starting location, Light Side goes first in game. | If you control, Force drain +1 here. | |
·Yavin 4: Massassi War Room Premiere U2 | Site | Interior, Planet, Scomp Link | If you control with a leader here, all Stormtroopers and TIEs on table are forfeit -1. | If you initiate a battle here, add one battle destiny. |
·2-1B (Too-Onebee) Hoth R1 | Droid | P:0 D:2 F:5 Medical Droid | 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. | 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) Premiere U1 | Droid | P:0 D:2 F:2 Security Patrol Droid | Simple maintenance and diagnostics droid. Activates alarm sensors, security lighting and power fences on remote installations. KPR servant droids built by Lerrimore Droids. | 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 Jabba's Palace R | Droid | P:1 D:1 F:3 Maintenance Droid | Starship maintenance droid. Sold into the service of Jabba. Sympathetic to the droids and aliens it is forced to torture. Hates EV-9D9. | 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. | |
ASP-707 (Ayesspee) Special Edition F | Droid | P:0 D:1 F:4 Automation Droid | Extremely common menial-labor droid. Used for a variety of tasks. Mostly used for transporting heavy objects from one place to another. | Your vehicles and devices deploy -1 here. Once during each of your control phases, may place your weapon, device or non-creature vehicle present on top of Reserve Deck. When on Crash Site Memorial, that Effect is immune to Alter. | |
·Admiral Ackbar Death Star II F | Rebel | P:3 A:3 D:4 F:7 Force-Attuned | Mon Calamari leader of Rebel Fleet. Master military strategist. Eearly prisoner of Grand Moff Tarkin. Convinced his people to join the Alliance. | Pilot Deploys -2 to Home One. Adds 3 to power of any capital starship he pilots. Your capital starships deploy -1 to same system. Once per game, may take one Mon Calamari character or Admiral's Order into hand from Reserve Deck; reshuffle. | |
Alderaan Operative Special Edition C | Alien | P:1 A:1 D:1 F:3 | Many of the Alliance's generals and commanders are from Alderaan. Not all of Alderaan's population are active members of the Rebellion, but most support the cause. | Warrior While at an Alderaan site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your general is on Alderaan) and, once during each of your deploy phases, may deploy one site to Alderaan from Reserve Deck; reshuffle. | |
Anoat Operative Special Edition C | Alien | P:1 A:1 D:1 F:3 | Independent H'nemthe merchants at Anoat coordinate the shipping of supplies to Rebel bases throughout the galaxy. | Warrior While at an Anoat site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your smuggler or Ugnaught is on Anoat) and, once during each of your deploy phases, may deploy one site to Alderaan from Reserve Deck; reshuffle. | |
···Arcona A New Hope C2 | Alien | P:1 A:1 D:2 F:2 | Unut Poll is a typical male Arcona. Unlike many other Arcona, he has avoided salt. Scout known to cooperate with Alliance operatives. | Power +1 under "nighttime conditions." May move away from a battle at same site as a 'react.' | |
·Ardon "Vapor" Crell Jabba's Palace R | Alien | P:2 A:1 D:2 F:2 | Representative from the Moisture Farmers of Tatooine (local 253). Pays Jabba for protection from Sand People. | 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 Sealed Deck NA | Alien | P:1 A:3 D:4 F:5 Force-Attuned | 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. | Pilot, Warrior 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 Jabba's Palace R | Droid | P:1 D:4 F:5 Astromech Droid | Counterpart to C-3PO. Spy. Obstinate, headstrong and always full of surprises. R2-D2 was an integral part of Luke Skywalker's rescue plans. | 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 Jabba's Palace R | Alien | P:2 A:2 D:3 F:2 | From a mysterious species known as Hoovers. Possesses tremendous technical abilities. Small size allows him to easy manipulate detailed electronic equipment. | 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 Jabba's Palace R | Alien | P:1 A:3 D:3 F:2 Force-Attuned | Shaman of her Jawa tribe. Mate of Kalit. Suspects betrayal from her mate's rival, Wittin. | 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 Jabba's Palace C | Alien | P:0 A:4 D:3 F:4 Force-Sensitive | 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. | 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. | |
·BG-J38 Jabba's Palace R | Droid | P:1 D:2 F:2 Maintenance Droid | Roche J9 worker drone. Undefeated hologame player. Kept by Jabba as a source of entertainment. Hoping for escape or termination. | 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. | |
···Baragwin Jabba's Palace C | Alien | P:1 A:2 D:2 F:3 | Hunchbacked scavengers. Found in separate groups throughout the galaxy. Good at finding missing items. Make excellent gun runners. Some work with the rebellion. | Warrior 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. | |
·Ben Kenobi Special Edition R | Rebel | P:5 A:6 D:5 F:9 Jedi Knight | Served Bail Organa during the Clone Wars. Saved Anakin's lightsaber until he was able to give it to Luke. Hasn't gone by the name Obi-Wan for a long time. | Warrior Deploys only on Tatooine. When in a duel, adds 2 to your total. Once per turn, if a battle just ended, may 'revive' (place here from Lost Pile) one character forfeited from same site this turn. Immune to attrition < 5. | |
·Beru Lars Premiere U2 | Rebel | P:1 A:1 D:1 F:3 | Wife of Owen Lars and guardian of Luke Skywalker. Quietly lobbied Owen to allow Luke to attend Academy. Maintains Lars' farm hydroponics labs. | 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. | |
·Biggs Darklighter Premiere R2 | Rebel | P:2 A:2 D:2 F:5 | 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. | Pilot, Warrior 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 Premiere U1 | Alien | P:2 A:4 D:4 F:3 Force-Sensitive | 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. | Pilot Adds 3 to power of any starship he pilots. May make a Kessel Run in place of a smuggler. Immune to attrition < 3. | |
Bothan Spy Special Edition C | Alien | P:1 A:2 D:2 F:3 | Bothans operate the most complex spy network in the galaxy. Discovered the location of the second Death Star. Ambitious. Resourceful. Furry. Tend to die in large numbers. | May be targeted (instead of a droid) by Death Star Plans. When targeted by Death Star Plans, makes that Effect immune to Alter and adds one destiny to Force retrieved with Death Star Plans. May not be targeted by Nabrun Leids. | |
Bothawui Operative Special Edition C | Alien | P:1 A:1 D:1 F:3 | Gran pacifists responsible for maintaining contact with the Bothans. Some are stationed on the Bothan homeworld to help monitor sensitive information. | Warrior While at a Bothawui site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your Bothan is on Bothawui) and, once during each of your deploy phases, may deploy one site to Bothawui from Reserve Deck; reshuffle. | |
·Boussh Enhanced Jabba's Palace NA | Rebel | P:3 A:4 R:4 D:6 F:7 Force-Sensitive | Leia obtained the armor of a notorious mercenary to sneak onto Coruscant. She later assumed the same role to spy on Jabba. Fearless and inventive. Jabba's kind of scum. | Pilot, Warrior Deploys only to a site (-2 on Tatooine or Coruscant) as an Undercover Spy. While undercover at an opponents site, prevents opponent from modifying or cancelling your Force Drains at opponent's related sites. Immune to Attrition < 3. | |
·Brainiac A New Hope R1 | Alien | P:* A:3 D:Y F:X Force-Attuned | BoShek nicknamed this male Siniteen 'Brainiac' due to his ability to calculate hyperspace coordinates in his head. "He's the brains, sweetheart!" | Astromech *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... | |
·Bren Quersey Special Edition U | Rebel | P:2 A:2 D:2 F:4 | Piloted Red 8 at the Battle of Yavin. Dreamed of attending the prestigious Raithal Academy. Trained on X-wings by Wedge Antilles. | Pilot Adds 2 to power of anything he pilots. When piloting Red 6 during battle, adds one destiny to total power only. When at Raithal system, adds 1 to each of your Force drains there. | |
·Bron Burs Special Edition R | Alien | P:2 A:3 D:3 F:3 Force-Attuned | Ugly scars cover this former commando from southern Nentan. Likes to be on his own. Crack shot. Off and on partner of Debnoli. Relies on intuition to survive. | Warrior When alone at a site, draws one battle destiny if not able to otherwise. Adds 1 to each of his weapon destiny draws. Immune to attrition < X where X = number of Imperials present. | |
·C-3PO (See-Threepio) Premiere R1 | Droid | P:1 D:3 F:4 Protocol Droid | 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. | 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. | |
CZ-3 (Seezee-Three) Premiere C1 | Droid | P:1 D:1 F:4 Communications Droid | CZ comm droid built by Serv-O-Droid. Outdated but still commonly in use. Built-in comlink. Sophisticated scramblers and encryption programming. | 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. | |
·Cal Alder Hoth U2 | Rebel | P:2 A:1 D:2 F:3 | 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. | Warrior Power +1 at Defensive Perimeter. Your vehicles move for free if moving toward same site as Cal. | |
·Camie Special Edition R | Alien | P:1 A:2 D:1 F:3 | Friend of Luke and Biggs. Fixer's girlfriend. Lives in Anchorhead. Feels sorry for Luke, but still calls him 'Wormie.' Her parents have underground hydroponics gardens. | Deploys free to Anchorhead. Forfeit +1 when present with Fixer. Once during each of your deploy phases, may deploy Luke (of power < 4), Biggs or Fixer to same Tatooine site from Reserve Deck; reshuffle. | |
·Captain Han Solo Cloud City R | Rebel | P:4 A:3 D:4 F:7 Force-Attuned | Smuggler and scoundrel. His piloting abilities have become legend in the Rebellion. Intends to leave the Alliance to pay off Jabba the Hutt. | Pilot, Warrior 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. | |
·Captain Verrak Death Star II U | Rebel | P:2 A:2 D:2 F:4 | Mon Calmari computer technician. Expert in power systems. His skills are desperately needed by Rebel fleet. Gunner. | Allows your starship weapons at same location to fire and deploy for 1 less Force. While aboard your capital starship, adds 1 to each of its weapon destiny draws (2 when targeting a capital starship). | |
·Captain Yutani Endor U | Rebel | P:3 A:1 D:2 F:3 | Scout and heavy weapons specialist. Carries custom repulsorlift compensators to allow fluid movement with light artillery weapons. | Warrior Once during each of your deploy phases, may deploy one artillery weapon or Portable Fusion Generator to same site from Reserve Deck; reshuffle. May move Medium Repeating Blaster Cannon by himself (for free). | |
Chadra-Fan Jabba's Palace C | Alien | P:1 A:2 D:2 F:2 | Short, intelligent and selfish. Their enhanced vision and smell make them outstanding Thieves. Communicate with pheromones and high-pitched squeaks. | 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 A New Hope R2 | Rebel Alien | P:6 A:2 D:4 F:6 | 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. | Pilot, Warrior 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 of Kashyyyk Endor R | Rebel | P:6 A:2 D:6 F:7 | Wookiee scout. Volunteered for Han's Endor strike team. Keeps his distance, but doesn't look like he's keeping his distance. Always thinks with his stomach. | Pilot, Warrior Deploys -2 on Endor. Adds 2 to power of anything he pilots. When targeted by a weapon, may 'roar' (defense value=4). When on Endor during your deploy phase, may deploy Lumat and/or Wuta for free here from Reserve Deck; reshuffle. | |
·Chewie Empire Strikes Back Introductory Two Player Game T3 | Rebel | P:4 A:2 D:5 F:3 | Loyal Wookiee companion of Captain Han Solo. Co-pilot of the Millennium Falcon. Leia referred to him as a "walking carpet." | Pilot Must deploy on Hoth, but may move elsewhere. May not be deployed if three or more of opponent's unique (·) characters on table. | |
·Chewie With Blaster Rifle Enhanced Cloud City NA | Rebel | P:6 A:2 D:5 F:5 | Wookiee smuggler. "Wraaaaaarw!" | Pilot, Warrior, Permanent Weapon Adds 3 to power of any freighter he pilots. Adds one battle destiny if with C-3P0. Permanent weapon is blaster rifle (may target a character of creature for free; draw destiny; target hit, and its forfeit = 0, if destiny > defense value). | |
·Chief Chirpa Endor R | Alien | P:0 A:2 D:3 F:2 | Leader of Wicket's Ewok tribe for 42 seasons. Head of the Council of Elders. Decided to spare Han's Rebels and join their fight against the Empire. | Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. Once during each of your deploy phases, may deploy one non-unique Ewok to same Endor site from Reserve Deck; reshuffle. | |
Clak'dor VII Operative Special Edition U | Alien | P:1 A:1 D:1 F:3 | Hired by the Alliance after the ecological disaster on Clak'dor VII. Brought food supplies and medicine to the Bith, securing their loyalty to the Rebellion. | Warrior While at a Clak'dor VII site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your musician is on Clak'dor VII) and, once during each of your deploy phases, may deploy one site to Clak'dor VII from Reserve Deck; reshuffle. | |
···Cloud City Technician Cloud City C | Alien | P:1 A:1 D:2 F:2 | Former Imperial technician disenchanted with the New Order. Sympathetic to the Alliance. His knowledge of Imperial computer systems makes him a valuable ally. | 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 Cloud City C | Alien | P:2 A:1 D:2 F:3 | 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. | Warrior Deploys only on Cloud City, but may move elsewhere. Power -1 when at a site other than a Cloud City site. | |
·Colonel Cracken Death Star II R | Rebel | P:3 A:2 D:3 F:4 | Alliance spy and scout. Often flies support missions for General Madine's commandos. | Pilot, Warrior Deploys -2 aboard Tala 1. Adds 2 to power of anything he pilots. When piloting Tala 1, draws one battle destiny if not able to otherwise. When opponent deploy a spy or scout to same (or related) exterior site, opponent loses 1 Force. | |
·Colonel Feyn Gospic Special Edition R | Rebel | P:2 A:3 D:3 F:4 Force-Attuned | One of General Dodonna's chief strategic advisors. Planned the Rebel fleet's approach to the Death Star. | Pilot, Warrior Adds 2 to power of anything he pilots. Power +2 on Yavin 4. When at Massassi War Room, doubles Rebel Tech bonus to Attack Run. While present with Rebel Planners, that Effect applies separately to every system and is immune to Alter. | |
·Colonel Salm Death Star II U | Rebel | P:2 A:2 D:2 F:4 | Leader of Gray Squadron. Prefers to fly venerable Koensayr starfighters instead of newer models because "they've always gotten me home in one piece." | Pilot, Warrior Adds 2 to power of anything he pilots. When he is piloting a Y-wing, once per battle you may cancel and redraw your battle destiny just drawn. While he occupies the Renegade system, Imperial Control is flipped and Imperial Occupation may not be flipped. | |
·Commander Evram Lajaie A New Hope C1 | Rebel | P:2 A:2 D:2 F:5 | 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. | When at a Yavin 4, Hoth or Endor site, Rebel starships may move to the related system as a 'react'. | |
·Commander Luke Skywalker Hoth R1 | Rebel | P:4 A:4 D:4 F:7 Force-Sensitive | 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. | Pilot, Warrior 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 A New Hope U2 | Rebel | P:2 A:2 D:3 F:4 | 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. | Warrior 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 Special Edition R | Rebel | P:3 A:2 D:3 F:6 | 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. | Pilot, Warrior Adds 3 to the power on any starship he pilots. On Rogue 3, also adds 2 to maneuver 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. | |
Corellia Operative Special Edition U | Rebel | P:1 A:1 D:1 F:3 | Many of the Alliance's best engineers are sent to Corellia. The Rebellion maintains a presence on Corellia to ensure and assist in the production of the Alliance's starships. | Warrior While at a Corellia site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your Corellian is on Corellia) and, once during each of your deploy phases, may deploy one site to Corellia from Reserve Deck; reshuffle. | |
···Corellian A New Hope C2 | Alien | P:1 A:1 D:1 F:3 | 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. | Once per turn, one weapon or device is deploy -1 onto a Rebel at same site. | |
·Corporal Beezer Endor U | Rebel | P:2 A:2 D:2 F:3 | Alderaan slicer and technician. Trained by Brooks Carlson to serve as a scout for Alliance commandos. She gets nervous when General Solo tries to hotwire something. | Warrior Prevents opponent from 'reacting' to same site. Once during each of your deploy phases, may deploy one device to same location from Reserve Deck; reshuffle. Rebels of ability < 3 and Endor icon Rebels are immune to Scanning Crew. | |
·Corporal Delevar Endor U | Rebel | P:1 A:2 D:2 F:4 | Veteran of Battle of Hoth. Medic and scout assigned to General Solo's assault force. Prides himself on being an efficient soldier in General Madine's commando organization. | Warrior Prevents your characters from having their forfeit reduced at same location (and at Hoth sites if Delevar is at Echo Med Lab). When with your FX droid, once per turn allows your character just forfeited from same site to be placed in Used Pile. | |
·Corporal Janse Endor U | Rebel | P:2 A:2 D:2 F:4 | Sharpshooter from Ukio. Recently joined the Alliance. Former BlasTech employee who evaluated new weapon designs. Served as a scout on hunting expeditions. | Warrior When firing a character weapon, adds 1 to each weapon destiny draw. When Janse fires an A280 Sharpshooter Rifle at a character at an adjacent site and is using Sorry About The Mess, it is a Used Interrupt. | |
·Corporal Kensaric Endor R | Rebel | P:2 A:2 D:2 F:4 | Scout responsible for covering the tracks of General Solo's strike team. Served under Bren Derlin during the Battle of Hoth. | Warrior When present at an exterior site battleground site with your other scout, adds 2 (or 1 if Goo Nee Tay on table) to deploy cost of opponent's characters, vehicles and starships to same site. | |
·Corporal Marmor Death Star II U | Rebel | P:3 A:2 D:3 F:4 | Corellian dock mechanic. Defected to the Alliance with General Madine. Manages staff of 75 starfighter and 12 star cuiser mechanics in Home One's rear quadrant. | Warrior Reduces X by 3 on Docking And Repair Facilities when a Star Cruiser is held there. When he is at a docking bay where you have just deployed a starfighter, once per turn you may retrieve 1 Force. | |
·Corporal Midge Death Star II U | Rebel | P:2 A:2 D:2 F:3 | Self taught marksman and scout from a rural region of Chandrila. Inspired by Mon Mothma to join the Alliance. Newly recruited into Madine's commandos as a field technician. | Warrior Adds 1 to each of his character weapon destiny draws (2 when firing a rifel and all your other ability here is provided by scouts.) While on Endor adds 1 to your Force drains at all exterior endor sites where you have a scout of ability > 2 (and no ewoks). | |
·Dack Ralter Hoth R2 | Rebel | P:2 A:2 D:2 F:5 | Born in an Imperial labor camp on Kalist 6. Joined the Rebellion after his escape. Young student of Commander Skywalker. Experienced crack-shot gunner. | Warrior If aboard a starship as a passenger, adds 1 to starship's weapon destiny draws (adds 3 if aboard Rogue 1 or with Luke). | |
·Daughter of Skywalker Endor R | Rebel | P:4 A:5 D:7 F:8 Force-sensitive | Scout. Leader. Made friends with Wicket. Negotiated an alliance with the Ewoks. Leia found out the truth about her father from Luke in the Ewok village. | Pilot, Warrior Deploys -3 on Tydirium, Endor or Dagobah. May be deployed instead of Luke by Mind What You Have Learned (that card then targets Leia instead of Luke for remainder of game). While at any exterior site, adds one Light side icon. Immune to attrition < 4. | |
·Debnoli Special Edition R | Alien | P:3 A:2 D:3 F:4 | Good-natured patron of Mos Eisley cantina, until the Empire impounded his starship. Expert marksman. Seeking revenge on the Empire. | Pilot, Warrior Adds 2 to power of anything he pilots, When firing a character weapon, adds 1 to total weapon destiny and characters he 'hits' are forfeit = 0. Immune to attrition < 2 (< 5 while armed with a blaster). | |
·Derek 'Hobbie' Kilivan Hoth U1 | Rebel | P:2 A:2 D:2 F:4 | 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. | Pilot, Warrior 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 Jabba's Palace C | Alien | P:1 A:2 D:3 F:2 | Adept at sneaking through corridors and alleyways. Devaronians frequently surprise opponents. Regarded as drunkards, gamblers and fools by many species. | Pilot 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 Premiere R2 | Alien | P:2 A:3 D:4 F:3 Force-Attuned | Female companion of Lak Sivrak. A Florn lamproid. Dangerous predator with a poison stinger. Rumored to have mysterious time-shifting attunement to the Force. | 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 A New Hope U2 | Alien | P:1 A:1 D:2 F:3 | Male Bith musician. Plays Fizz (Dorenian Beshniquel) in Figrin D'an's band. Frustrated by sentients, especially humans, he prefers to work with droids. | For each other musician at same site, the ability required to draw battle destiny here increases by 1 for both players. | |
Dresselian Commando Endor C | Rebel | P:2 A:2 D:3 F:2 | Dresselians combat their homeworld's subjugation with supplies provided by Bothans. The Alliance uses their talents as resistance fighters. These scouts prefer to work alone. | Warrior Power +1 when at a forest, jungle or exterior Endor site. When in battle at an exterior site against a non-unique alien, adds one destiny to power only, prevents opponent from drawing more than one battle destiny and is immune to attrition < 4. | |
···Droid Merchant Special Edition C | Alien | P:1 A:2 D:1 F:3 | Careful manipulator of funds and Imperial taxation codes. Buys droids from Jawas and sells them to the Alliance. | Cumulatively activates 1 Force each time you deploy a droid (or retrieves 1 Force when you deploy an astromech to a starfighter). Spaceport Speeders may be played at same site (place droid in Used Pile instead of Lost Pile). | |
·Droopy McCool Jabba's Palace R | Alien | P:1 A:1 D:2 F:3 | Kitonak musician. Lead jizz wailer. Searching for other Kitonak rumored to be living on Tatooine. Rarely uses his real name, Snit | 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 Premiere R1 | Rebel | P:2 A:2 D:2 F:5 | 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. | Pilot, Warrior 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. | |
EG-4 (Eegee-Four) Hoth C1 | Droid | P:0 D:1 F:3 Power Droid | Very popular droid on inhospitable worlds. Rugged design. Modified top-mounted power sockets. Donated to the Alliance by the Bothan underground. | 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). | |
Echo Base Trooper Hoth C3 | Rebel | P:2 A:1 D:2 F:3 | The personnel assigned to protect Echo Base are veteran warriors. Troopers such as Jess Allashane are trained to counter Imperial tactics in cold environment. | Warrior Deploy only on Hoth, but may move elsewhere. Power -1 when at a site other than a Hoth site. | |
···Echo Base Trooper Officer Hoth C1 | Rebel | P:2 A:2 D:3 F:3 | Like many Rebel specialists, Trey Callum defected from the Imperial officer corps. Trooper officers are masters at stretching the meager resources of the Rebellion. | Warrior 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.' | |
Elom Jabba's Palace C | Alien | P:1 A:2 D:3 F:3 | 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. | 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. | |
·Elyhek Rue Special Edition U | Rebel | P:2 A:2 D:2 F:4 | Piloted Red 7 at the Battle of Yavin. Part of the Griffon flight wing, a Rebel squadron sent to fight the Imperial subjugation of Ralltiir. | Pilot Adds 2 to power of anything he pilots. When piloting Red 7 during battle, adds one destiny to total power only. When at Ralltiir system, adds 1 to each of your Force drains there. | |
Endor Scout Trooper Endor C | Rebel | P:2 A:1 D:2 F:3 | Rebel troopers receive scout training that helps them to survive combat in harsh environments. Often protect 'specialists' while they accomplish mission tasks. | Warrior Power -1 while not on Endor. While Endor Scout Trooper is on Endor, Lieutenant Page and each of your Rebel scouts of ability < 3 at same and adjacent exterior sites are immune to attrition < 2. | |
Ewok Sentry Endor C | Alien | P:0 A:1 D:1 F:1 | Ewok sentries scout the perimeter of their domain. Their watchful eyes search for both predatory animals and invading stormtroopers. | Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. May deploy as a 'react'. May move as a 'react' (for free) to a battle where you have a unique (·) Ewok. | |
Ewok Spearman Endor C | Alien | P:1 A:1 D:2 F:1 | Ewok fighters train with primitive weapons. Their bravery and careful aim helped defeat the Imperial troops during the Battle of Endor. | Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. When on Endor and present with any other Ewok, draws one battle destiny if not able to otherwise. | |
Ewok Tribesman Endor C | Alien | P:0 A:1 D:1 F:1 | Members of Chief Chirpa's Ewok tribe are courageous in battle. They seek to impress older members of the tribe. | Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. When forfeited at same site as your Ewok of ability > 1, may satisfy all remaining attrition against you. | |
FX-7 (Effex-Seven) Hoth C2 | Droid | P:0 D:2 F:3 Medical Droid | 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. | 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. | |
·Figrin D'an Premiere U2 | Alien | P:1 A:1 D:2 F:4 | A male Bith. Musician who leads the Mos Eisley Cantina band, Figrin D'an and the Modal Nodes. Expert gambler and card shark. | 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. | |
·Firin Moreyy Special Edition U | Rebel | P:2 A:2 D:2 F:4 | Engineer responsible for preparing Red and Gold Squadron starships for battle. Has final launch authority in the Yavin 4 docking bay. | Warrior Subtracts 2 from deploy cost of each of your starfighters to same docking bay. Once during each of your control phases, may take one Advanced Preparation, Rebel Planners or docking bay into hand from Reserve Deck; reshuffle. | |
·First Officer Thaneespi Death Star II R | Rebel | P:2 A:3 D:3 F:5 Force-Attuned | Mon Calamari deck officer. Brilliant tactical analyst. One of several brave leaders of Mon Calamari refugees from Imperial invasion of her planet. | Pilot Adds 3 to power of any capital starship she pilots. If piloting a Star Cruiser with another Mon Calamari, unless opponent's pilots here have total ability > 6, opponent's battle destiny = 0. | |
···Florn Lamproid Jabba's Palace C | Alien | P:1 A:2 D:3 F:2 | Aggressive, serpent-like colonizers. Found on many jungle and forest planets. Have poison stinger that they use when defending themselves. | 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. | |
·Garon Nas Tal Jabba's Palace R | Alien | P:2 A:1 D:2 F:3 | Saurin combat expert. Hired by Jabba to train his Gamorrean guards. Regrets taking the job. Dislikes Jabba and his henchbeings. Plotting to kill Jabba. | Warrior 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 A New Hope U2 | Alien | P:1 A:1 D:3 F:2 | 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. | Pilot 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 Jabba's Palace R | Alien | P:2 A:1 D:3 F:2 | Snivvian scout. Enjoys exploring new planets and charting difficult terrain. Paid very well by Jabba to do so. Unsure of his employer's motivations. | 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 Calrissian Death Star II R | Rebel | P:4 A:3 D:4 F:7 Force-Attuned | Leader. Gambler. Fair Pilot. Lando was given the rank of General for "a little maneuver" at the Battle of Taanab. Willing to lead Rebel starfighters in a crazy attack. | Pilot, Warrior Deploy -2 aboard Falcon. Adds 3 to power of anything he pilots. When piloting a freighter, adds 1 to maneuver and draws one battle destiny if not able to otherwise. When he attmpts to "blow away" Death Star II, adds 2 to total. | |
·General Carlist Rieekan Hoth R2 | Rebel | P:2 A:2 D:3 F:5 | One of the original founders of the Rebel Alliance. Former civilian strategist with the House of Organa. Somber leader of Echo Base. | Warrior 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 Crix Madine Endor R | Rebel | P:3 A:3 D:3 F:6 Force-attuned | Military advisor to Mon Mothma. Leader of commando project. Corellian native. Defected to the Alliance shortly after the Battle of Yavin. Rescued by Rogue Squadron. | Warrior Once during each of your deploy phases, may take one scout of ability < 3 into hand from Reserve Deck; reshuffle. While at your war room or aboard your capital starship, adds 1 to immunity to attrition of all your scouts who have immunity. | |
·General Dodonna Premiere U1 | Rebel | P:2 A:2 D:3 F:5 | Skilled tactician and natural leader. Planned attack on Death Star after analyzing technical readouts provided by Princess Leia. Star Destroyer captain during Old Republic. | Warrior 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. | |
·General McQuarrie Special Edition R | Rebel | P:2 A:2 D:2 F:3 | Commander from Ralltiir. Fled from his homeworld after its occupation by the Empire. Was instrumental in the establishment of the new Rebel base on Hoth. | Warrior While McQuarrie is on Hoth, your Hoth Sentry is not unique (·), is doubled, deploys free, applies all three of its modifiers and is immune to Alter. Power -1 when not on Hoth. | |
·General Solo Endor R | Rebel | P:4 A:3 D:6 F:8 Force-attuned | Scout. Leader of the Rebel strike team on Endor. Needed the cleverness of a Corellian to destroy the Endor control bunker. Discovered the truth about Luke and Leia. | Pilot, Warrior Deploys -2 on Falcon, Tydirium or Endor. Adds 3 to power of anything he pilots. When in battle with Chewie (or another of your scouts at an exterior site), may use 2 Force to cancel one opponent's battle destiny just drawn. Immune to attrition < 3. | |
·General Walex Blissex Death Star II U | Rebel | P:1 A:2 D:2 F:3 | Engineer who worked with Jan Dodonna to design the A-wing starfighter. Given honorary rank due to his service to the Rebellion. | Pilot Deploys -2 aboard your Star Cruiser or to same location as your Admiral. Adds 1 to the power of anything he pilots. Adds 1 to the power and forfeit of each of your A-wings at same and related locations. | |
·Ghoel Jabba's Palace R | Alien | P:0 A:2 D:2 F:4 | Wol Cabbasshite. Immobile. Species evolved from parasites. Mistakenly left in Jabba's palace. No one suspects its intelligence. Often tries to lick passersby. | 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. | |
·Graak Endor R | Alien | P:0 A:1 D:2 F:1 | Cunning Ewok. Led successful attacks, encircling enemies and cutting off their retreats. | Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. When opponent is losing Force from Force drains at same or adjacent Endor site, lost Force must come from Reserve Deck if possible. | |
···Gran Jabba's Palace C | Alien | P:1 A:1 D:2 F:3 | From an ancient civilization. Pacifists. Those who commit acts of violence are banished from their home planet, Kinyen. Organizes peaceful protests against the Empire. | May retrieve 1 Force whenever opponent initiates battle at same or adjacent site (if at same site, retrieved Force may be taken into hand). | |
·Green Leader Death Star II R | Rebel | P: A: D:2 F:4 | Leader. Assigned to fly fighter screen for General Calrissian at Endor. | Pilot Adds 2 to power of anything he pilots. When piloting Green Squadron 1, draws one battle destiny if not able to otherwise. | |
···Green Squadron Pilot Death Star II C | Rebel | P:2 A:2 D:2 F:3 | Many top X-wing pilots transferred to A-wing squadrons when the new starfighter entered service. The best A-wing pilots were selected to fly for Green Squadron at the Battle of Endor. | Pilot Adds 2 to power of anything he pilots. When piloting an A-wing, draws one battle destiny if not able to otherwise and is forfeit +2. | |
Grey Squadron Y-wing Pilot Death Star II C | Rebel | P:2 A:2 D:2 F:3 | Veteran pilots of the reliable Koensayr starfighers were assigned by Ackbar to a key role at Endor. Both the pilots and their venerable Y-wings were up to the task. | Pilot Adds 2 to the power of anything he pilots. When piloting a Y-wing, draws one battle destiny if not able to otherwise. When a starship he pilots fires an ion cannon, once per turn, may draw two weapon destiny and choose one. | |
·Grondorn Muse Special Edition R | Rebel | P:2 A:3 D:2 F:3 Force-Attuned | Formerly belonged to the Corellian militia. Popular musician before the Empire blacklisted his songs for their political content. Joined the Alliance with his wife, Duriet. | Warrior While Grondorn is on Yavin 4, your Yavin 4 Sentry is not unique (·), is doubled, deploys free, applies all three of its modifiers and is immune to Alter. Power -1 when not on Yavin 4. | |
H'nemthe Jabba's Palace C | Alien | P:1 A:2 D:2 F:3 | 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. | Pilot 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 Jedi Pack NA | Alien | P:2 A:2 D:4 F:3 | Corellian. Graduated with honors from the Imperial Academy. Dishonorably discharged. Wanders the galaxy building a reputation as a gambler and a hot-shot pilot. | Pilot | |
·Han Solo Premiere R1 | Rebel | P:3 A:3 D:3 F:6 Force-Attuned | 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. | Pilot, Warrior 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. | |
·Han With Heavy Blaster Pistol Enhanced Premiere Pack NA | Rebel | P:4 A:3 D:4 F:6 Force-Attuned | Scoundrel, smuggler, gambler and risk taker. "Everything's going to be fine. Trust me." | Pilot, Warrior, Permanent Weapon Adds 3 to power of anything he pilots. Adds one battle destiny if with Luke or Chewie. Permanent weapon is ·Han's Heavy Blaster Pilstol (may target a character or creature for free; draw destiny; target hit, and its forfeit = 0, if destiny +1 > defense value). | |
·Harc Seff Special Edition U | Alien | P:2 A:2 R:3 D:2 F:3 | Ishi Tib accountant. Experienced administrator. Freelance consultant. Worked for many planetary governors. Knows how to get the most out of any taxation scheme. | Pilot Power +1 at a swamp. Adds 2 to power of anything he pilots. While at a battleground site, whenever you must lose Force from a Force drain at an adjacent site, may reduce the loss by X by using X Force. | |
·Het Nkik A New Hope U2 | Alien | P:1 A:2 D:* F:1 | 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. | Warrior *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. | |
·Hol Okand Special Edition U | Rebel | P:2 A:2 D:2 F:4 | Piloted Gold 6 at the Battle of Yavin. Flew as Dutch's wingman during an attack on an Imperial supply outpost at Kashyyyk. Befriended by Chewbacca before leaving Yavin 4. | Pilot Adds 2 to power of anything he pilots. When piloting Gold 6 during battle, adds one destiny to total power only. When at Kashyyyk system, adds 1 to each of your Force drains there. | |
·Hunchback A New Hope R1 | Alien | P:4 A:1.5 D:4 F:4 | What hump? | 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 A New Hope U2 | Alien | P:1 A:2 D:2 F:3 | Male Bith musician. His favorite cantina song is "Tears of Aquanna" (mainly because it features him on Fanfar). | Opponent must use X Force when Force draining at any adjacent site, where X=the number of other musicians present with Ickabel. | |
InCom Engineer Special Edition C | Rebel | P:1 A:2 D:2 F:3 | After narrowly escaping the nationalization of Incom by the Empire, many former employees joined the Rebellion. They spent long hours maintaining X-wings and T-47s. | At same and related locations, adds 2 to your total battle destiny where your X-wing, T-47, T-16 or Z-95 is present and makes those vehicles and starships immune to attrition < 3 (< 5 if he is present with your maintenance droid). | |
···Ishi Tib Jabba's Palace C | Alien | P:1 A:1 R:3 D:2 F:2 | Extremely efficient organizers. Sought after by transgalactic corporations. Spend a large part of their life underwater. Protected by rough, thick skin. | 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 Jabba's Palace C | Alien | P:1 A:2 D:2 F:2 | Good natured, optimistic herders from Ithor. Plant trees and reforest areas. Sided with Rebellion at great risk to their home planet. | 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 Premiere C2 | Alien | P:1 A:1 D:* F:1 | Pesky scavenger species. One meter tall. Trade language nearly unintelligible...unless Jawas wish to be understood. Sometimes build massive stone fortresses. | · To deploy, requires 1 Force from each players' Force Pile. Cannot deploy otherwise. Deploy only on Tatooine, but may move elsewhere. | |
·Jek Porkins Premiere U1 | Rebel | P:2 A:2 D:2 F:4 | 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. | Pilot, Warrior 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 Hoth U1 | Rebel | P:1 A:2 D:2 F:4 | Native of Ralltiir. Spy for Ralltiir's underground network after his homeworld was subjugated. | Pilot 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 Jabba's Palace R | Alien | P:1 A:2 D:3 F:3 | Popular musician. Often seen with Bib Fortuna. Captivates those around her. Hoping to join a band and leave Jabba's palace. | Warrior 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. | |
·Joh Yowza Special Edition R | Alien | P:2 A:1 D:2 F:3 | Yuzzum musician and thief. Singer for The Max Rebo Band. Stage name given to him by Sy Snootles. Jabba likes his performance, even though the Hutt despises Yuzzum. | Power +2 on Endor or when present with your musician. When opponent draws destiny, Joh may 'jam' (place that card face down under Joh). Holds one card at a time. If Joh leaves table, place card under Joh in opponent's Used Pile. | |
·K-3PO (Kay-Threepio) Hoth R1 | Droid | P:1 D:2 F:3 Protocol Droid | Old-model protocol droid. Learned military tactics while under the ownership of Commander Narra. In charge of the droid pool at Echo Base. | 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 Premiere U1 | Alien | P:1 A:1 D:2 F:3 | 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. | 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 Premiere R1 | Alien | P:1 A:1 D:0 F:5 | 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. | Pilot 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 Jabba's Palace R | Alien | P:2 A:2 D:3 F:3 | Jawa leader. Seeking to peacefully settle a long standing disagreement with his rival, Wittin. Wants Jabba to mediate their talks. | 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. | |
·Karie Neth Death Star II U | Rebel | P:2 A:2 D:2 F:4 | Grey Squadron 2's gunner at the Battle of Endor. Member of Rogue Squadron. Replaced Bothan pilot lost during secret mission ordered by Rebel command staff. | Pilot Adds 2 to power of anything she pilots. While aboard your starship, adds 1 to each of its weapon destiny draws (2 if Gray Squadron 2 or when with Telsij). | |
Kashyyyk Operative Special Edition U | Alien | P:1 A:1 D:1 F:3 | Following the subjugation of Kashyyyk by the Empire, the Alliance hired merchants to 'purchase' Wookiee slaves to be freed. | Warrior While at a Kashyyyk site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your Wookiee is on Kashyyyk) and, once during each of your deploy phases, may deploy one site to Kashyyyk from Reserve Deck; reshuffle. | |
·Kazak Endor R | Alien | P:0 A:2 D:2 F:1 | Elder Ewok advisor to Chief Chirpa. Studied Imperial patrols and helped plan attacks. | Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. When present at an Endor site, adds 1 to your Force drains at each Endor site where another of your Ewoks is present. | |
·Kebyc Cloud City U | Alien | P:1 A:2 D:3 F:5 | Senior accountant for the Cloud City Miner's Guild. Administrates the annual dues and fights corruption among her fellow guild members. | 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. | |
·Keir Santage Death Star II U | Rebel | P:2 A:2 D:2 F:4 | Rescued from an Imperial detention center by Wedge Antilles. Rogue Squadron veteran. Assigned to Red Squadron at the Battle of Endor. Coordinates with Rebellion procurement. | Pilot Adds 2 to the power of anything he pilots. When at a system, sector, or docking bay, once during each of your deploy phases, may subtract 2 from deploy cost of your unique (·) X-wing deploying here. | |
·Ketwol Special Edition R | Alien | P:2 A:2 D:3 F:3 | Pacithhip scout. From an unknown system on the Outer Rim. Spends most of his time talking to pilots and travelers at local docking bays. | Warrior Adds 2 to power of anything he pilots. Once per turn, may exchange a docking bay from hand with top card of Lost Pile. Your docking bay transit is free when moving to or from same site. | |
Kiffex Operative Special Edition U | Alien | P:1 A:1 D:1 F:3 | Some Snivvians on Kiffex maintain a covert presence and coordinate information to help plan attacks on Imperial convoys. | Warrior While at a Kiffex site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your spy or Vul Tazaene is on Kiffex) and, once during each of your deploy phases, may deploy one site to Kiffex from Reserve Deck; reshuffle. | |
·Kin Kian Death Star II U | Rebel | P:2 A:2 D:2 F:4 | Rogue Squadron pilot. Assinged as gunner aboard Colonel Salm's Y-wing at Battle of Endor, as a part of Gray Squadron. Former member of Agressor Squadron. | Pilot, Warrior Adds 1 to the power of anything he pilots. While aboard your starship, adds 2 to each of its weapon destiny draws. While aboard a unique Gray Squadron Y-wing at a system or sector, adds 1 to each of your Force drains there. | |
Kirdo III Operative Special Edition C | Alien | P:1 A:1 D:1 F:3 | Some traders who run convoys to Kirdo III relay secret information from the Rebel population of Kirdo III. These traders have extensive experience with the Kitonak. | Warrior While at a Kirdo III site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your Kitonak is on Kirdo III) and, once during each of your deploy phases, may deploy one site to Kirdo III from Reserve Deck | |
···Kitonak Jabba's Palace C | Alien | P:1 A:1 D:2 F:2 | Natives of Kirdo III, a desert world, Kitonak possess tough, leathery skin. Many become musicians. Very patient. Thousands have been enslaved by the Empire. | 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 Jabba's Palace C | Alien | P:3 A:1 D:4 F:3 | Some Klatooinians escaped enslavement by Hutt organizations. Continually fighting to free their species. Hate all Hutts. | Warrior Power +2 at any Jabba's Palace site. May 'react' by deploying or moving to same site as any Hutt. | |
LIN-V8K (Elleyein-Veeatekay) Premiere C1 | Droid | P:0 D:2 F:4 Mining Droid | 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. | Lays mines. OR At any time during your turn, may use 1 Force to 'diffuse' (lose) any one mine at same site. | |
·Lando Calrissian Cloud City R | Alien | P:2 A:3 D:3 F:6 Force-Attuned | Gambler. Scoundrel. Former owner of the Millennium Falcon. Despite a notorious past, has become a successful chief administrator of a Tibanna gas mining facility. | Pilot, Warrior 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. | |
·Lando With Blaster Pistol Enhanced Cloud City NA | Alien | P:3 A:3 D:4 F:5 Force-Attuned | Smuggler, gambler and leader. "Yeah, I'm responsible these days. It's the price you pay for being successful." | Pilot, Warrior, Permanent Weapon Adds 2 to power of anything he pilots. Adds one battle destiny if with your other alien on Cloud City. Permanent weapon is blaster pistol (may target a character for free; draw destiny; target hit, and its forfeit = 0, if destiny +1 > defense value). | |
·Laudica Jabba's Palace R | Alien | P:2 A:2 D:2 F:3 | Corellian gun-runner. Skilled markswoman. Friends with Brindy Truchong and the Tonnika sisters. Romantically involved with Rayc Ryjerd, against her better judgment. | Warrior 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 Premiere R2 | Alien | P:1 A:3 D:3 F:3 Force-Attuned | 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. | 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 Jedi Pack NA | Rebel | P:2 A:2 D:4 F:3 | 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. | ||
·Leia Organa Premiere R1 | Rebel | P:3 A:3 D:3 F:6 Force-Attuned | Strong-willed princess from Alderaan. Youngest Imperial Senator ever. Used diplomatic immunity to spy for Rebels. Led relief effort on Ralltir. Natural leader. | Warrior Adds 1 to power of each Rebel present with her at a Death Star site. 'Diplomatic' immunity to attrition < 2. | |
·Leia With Blaster Rifle Enhanced Premiere Pack NA | Rebel | P:3 A:4 D:4 F:6 Force-Sensitive | Spirited leader. "I am not a committee!" | Pilot, Warrior, Permanent Weapon Adds 1 to power of anything she pilots. Adds one battle destiny if with Han. Permanent weapon is ·Leia's Blaster Rifle (may target a character or creature for free; draw destiny; target hit, and its forfeit = 0, if destiny +1 > defense value). | |
·Leslomy Tacema Jabba's Palace R | Alien | P:1 A:2 D:2 F:2 | Female Duros. Expert pilot. Helps run the docking facilities in Mos Eisley. Friends with Ellorrs Madak. Approves all cargo manifests. Forgiving of minor transgressions. | Pilot Adds 3 to power of any starship she pilots. While at Audience Chamber, adds 2 to the power bonus provided by Ellorrs Madak. | |
·Lieutenant Blount Death Star II R | Rebel | P:2 A:2 D:2 F:4 | Wingman of Colonel Cracken. Spy and scout. Former agent of the Imperial Security Bureau. Defected and joined Rebel Intelligence. Seasoned combat veteran. | Pilot, Warrior Adds 2 to power of anything he pilots. When piloting Tala 2, draws one battle destiny if not able to otherwise. While he occupies any Coruscant location, Empire's Sinister Agents is flipped and ISB Operations may not be flipped. | |
·Lieutenant Greeve Endor R | Rebel | P:3 A:2 D:2 F:4 | Scout. Famous guide who was recruited for Madine's commando unit from the forests of Kashyyyk. Sharpshooter who uses one of the BlasTech rifles brought by Corporal Janse. | Warrior Adds 1 to each of his character weapon destiny draws (characters he 'hits' are forfeit -3). When firing an A280 Sharpshooter Rifle, may fire repeatedly at same target for 2 Force each time. | |
·Lieutenant Lepira Special Edition U | Rebel | P:2 A:2 D:2 F:4 | Piloted Gold 4 at the Battle of Yavin. Learned to fly a starfighter by racing through the Anoat system. | Pilot Adds 2 to power of anything he pilots. When piloting Gold 4 during battle, adds one destiny to total power only. When at Anoat system, adds 1 to each of your Force drains there. | |
·Lieutenant Naytaan Special Edition U | Rebel | P:2 A:2 D:2 F:4 | Piloted Red 9 at the Battle of Yavin. Led the relief effort of Clak'dor VII in the Mayagil sector. Became an 'ace' in only two missions. | Pilot Adds 2 to power of anything he pilots. When piloting Red 9 during battle, adds one destiny to total power only. When at Clak'dor VII system, adds 1 to each of your Force drains there. | |
·Lieutenant Page Endor R | Rebel | P:3 A:3 D:3 F:4 Force-attuned | Scout who served under General Veers' command. Defected and was recruited by General Madine's commando organization. Works closely with Colonel Cracken. | Warrior Adds 1 to each of your battle destiny draws when with Derlin, Cracken or Madine at a site (or when with at least two of your other scouts at an exterior planet site). Your Rebel scouts deploy -1 to same exterior site (except Rebel Landing Site). | |
·Lieutenant Tarn Mison Special Edition R | Rebel | P:1 A:2 D:2 F:4 | Former Imperial pilot. Joined the Alliance shortly after the Battle of Yavin. Flew cover for Bright Hope during the evacuation of Hoth. Expert marksman. | Pilot Deploys -1 aboard your unique (·) Rebel starfighter. Adds 2 to power of anything he pilots. When starfighter he pilots fires a starship weapon, characters aboard target are forfeit = 0 for remainder of turn. | |
·Lieutenant Telsij Death Star II U | Rebel | P:2 A:2 D:2 F:4 | One of only four attackers who survived the raid on the Imperial Academy at Carida. Grey Squadron pilot. | Pilot Adds 2 to power of anything he pilots. When at a system, sector or docking bay, once during each of your deploy phases, may subtact 2 from deploy cost of your unique (A) Y-wing deploying there. | |
·Lieutenant s'Too Vees Death Star II U | Rebel | P:3 A:1 D:2 F:3 | Dock mechanic. Installs starfighters cannons. Gambler. Followed Lando from Cloud City. Turned down assignment in rear guard to work on General Calrissian's starship. | Warriot When in battle at a site with Lando or Marmor, adds one destiny to total power only. When he is at a docking bay, once during each of your deploy phases, you may deploy one starship weapon from Reserve Deck on your starfighter present; reshuffle. | |
·Lobot Cloud City R | Alien | P:0 A:2 D:2 F:5 | 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. | 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. | |
·Logray Endor R | Alien | P:0 A:2 D:2 F:1 | Ewok tribal shaman and medicine man. Musician. Wears the skull of a great Churi bird. Suspicious of outsiders. Revered for his wisdom. | Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. When on Endor, adds 1 to total battle destiny wherever you have any Ewok at an Endor site. | |
·Loje Nella Jabba's Palace R | Alien | P:1 A:2 D:2 F:3 | Accountant. Descended from a species of cliff boring worms. Reluctant assistant to Mosep. Purposefully mismanages funds to obstruct Jabba's nefarious activities. | 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 Premiere Introductory Two Player Game T3 | Rebel | P:2 A:3 D:4 F:4 Force-Attuned | 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. | Warrior 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 Premiere R1 | Rebel | P:3 A:4 D:3 F:7 Force-Sensitive | Son of Anakin Skywalker. Student of Obi-Wan Kenobi. Honed piloting skills while bullseyeing womp rats in Beggar's Canyon aboard T-16 skyhopper. | Pilot, Warrior 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. | |
·Luke Skywalker, Jedi Knight Death Star II UR | Rebel | P:6 A:6 D:8 F:9 Jedi Kinght | Scout trained in the ways of the Force. Key figure for both the Alliance and the Empire. Desired by Vader as an ally, by Palpatine as a servant and by the Alliance as its savior. | Pilot, Warrior Deploys -3 to Home One or Endor. Adds 2 to power of anything he pilots. Power +2 when armed with a lightsaber. Subtracts 3 from any attempt to cross him over (even if captured). Immune to attrition < 5 (< 6 if alone or armed with a lightsaber, < 7 if both). | |
·Luke With Lightsaber Enhanced Premiere Pack NA | Rebel | P:5 A:5 D:5 F:7 Force-Sensitive | "I've taken care of everything." | Pilot, Warrior, Permanent Weapon Adds 2 to power of anything he pilots. Permanent weapon is ·Luke's Lightsaber (may target a character or creature for free; draw two destiny; target hit, and its forfeit = 0, if total destiny > defense value). | |
·Lumat Endor U | Alien | P:0 A:1 D:1 F:1 | Ewok archer. Wood carver. Tribal elder that advises Chief Chirpa. Crafts and maintains weapons. | Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. When on Endor, adds 1 to total weapon destiny whenever you have any Ewok using an Ewok weapon at an Endor site. | |
M-HYD 'Binary' Droid A New Hope U1 | Droid | P:2 D:3 F:5 Binary Hydroponics Droid | 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. | 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. | |
·Major Bren Derlin Hoth R2 | Rebel | P:2 A:2 D:2 F:5 | Hero of Nentan. Supervised construction of Echo Base on Hoth. Head of base security. At the Mos Eisley Cantina, everyone knows his name. | Warrior 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. | |
·Major Haash'n Death Star II U | Rebel | P:2 A:2 D:2 F:3 | Mon Calamari master engineer. Joined the Alliance to fulfill his personal goal of piloting star cruisers. | Pilot Deploys -2 to any Star Cruiser. Adds 2 to the power of any capital ship he pilots. When piloting a Star Cruiser, adds 1 to hyperspeed and armor and cancels Lateral Damage targeting a starship at same system. | |
·Major Olander Brit Death Star II U | Rebel | P:2 A:1 D:2 F:3 | Communications expert. Staff monitors entire spectrum of electromagnetic signals. Politically minded. Followed Panno to the Alliance. | Pilot Power and forfiet +1 while present with Major Panno. When with Major Panno at a site, adds one battle destiny. When present with a Scomplink, cancels Counter Assault at a related site where you have a spy or scout. | |
·Major Palo Torshan Special Edition R | Rebel | P:2 A:3 D:3 F:4 Force-Attuned | Coordinator of Rebel base security. Served under General Dodonna at Yavin 4. Sat in on conferences planning the Battle of Yavin. Developed counterintelligence techniques. | Warrior Deploys -2 on a Rebel Base. While at your war room, adds 1 to your Attack Run total. Once during each of your control phases, may use 1 Force to take one Double Agent or Sabotage into hand from Reserve Deck; reshuffle. | |
·Major Panno Death Star II U | Rebel | P:2 A:2 D:2 F:4 | Male Dresselian scout. Former commando. Tactician. Works with General Madine to plan logistics of strike operations. | Warrior While at a system or an exterior battleground site, allows you to activate up to 2 additional Force for each related exterior battleground site you occupy with a scout (limit 4 additional Force). | |
·Master Luke Enhanced Jabba's Palace NA | Rebel | P:6 A:5 D:7 F:7 Force-Sensitive | Until being reunited with Yoda, Luke suspected that he had completed his training. Has a strong influence on the weak minded. | Pilot, Warrior Deploys -2 on Tatooine. Power -2 when present with Vader. Adds 2 to power of anything he pilots. When in battle, may target one opponent's alien present. Draw destiny. Target returns to opponent's hand if destiny > ability. Immune to attrition < 4. | |
·Max Rebo Jabba's Palace R | Alien | P:1 A:1 D:3 F:2 | Ortolan musician and gambler. Leader of The Max Rebo Band. Signed a lifetime contract to Jabba in exchange for unlimited food. | 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. | |
·Melas Special Edition R | Alien | P:2 A:4 D:3 F:4 Force-Sensitive | Sarkan smuggler. Smokes an Essoomian gruu pipe to heighten awareness. Exiled from his home planet of Sarka for displaying curiosity in other aliens. Misses his homeworld. | Pilot Adds 2 to power of anything he pilots. Power +2 under "nighttime conditions." Immune to attrition < X, where X = number of your aliens present (including himself). | |
Moisture Farmer Special Edition C | Alien | P:1 A:2 D:2 F:3 | Many native Tatooine citizens shun larger settlements. Form small communities in the desert. Their vaporators harvest water from the atmosphere. | Deploy -1 to a farm or exterior Tatooine site. Power and forfeit +1 when Ardon Crell at Audience Chamber. Once during each of your control phases, may take one Hydroponics Station or Vaporator into hand from Reserve Deck; reshuffle. | |
·Momaw Nadon Premiere U2 | Alien | P:1 A:3 D:2 F:3 Force-Attuned | Male Ithorian, from a tree-loving race derogatorily nicknamed, 'Hammerheads.' Master of animal husbandry and horticulture. Former herd ship leader. Rebel spy. | During your control phase, may snare (steal) one Bantha, Dewback, Wampa, Rancor, Bubo, or Dragonsnake present at same site. | |
·Mon Mothma Endor R | Rebel | P:2 A:3 D:5 F:8 Force-Attuned | 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. | 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 A New Hope U2 | Alien | P:2 A:1 D:2 F:3 | 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. | 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. | |
·Neb Dulo Special Edition U | Alien | P:2 A:2 D:3 F:3 | Disciple of Davrilat, a complicated religion based on the sanctity of harmonics. Originally from the desert planet Tocoya. Strong protective instincts. | Warrior Power +3 when present with your musician. When a battle was just initiated where present, may choose one opponent's character of ability < X to move away for free (or that character is lost), where X = number of your musicians present. | |
·Nien Numb Death Star II R | Rebel | P:2 A:2 D:2 F:4 | Brilliant navigator. Former SoroSuub employee. Turned to pirating when that corporation backed the Empire. Tall for a Sullustan. | Pilot Adds 2 to the power of anything he pilots. When at a mobile sector, once per turn you may peek at the top card of your Reserve Deck; you may place that card on top of your used pile. When with General Calrissian, may add one battle destiny. | |
·Obi-Wan Kenobi Premiere R1 | Rebel | P:5 A:6 D:5 F:9 Jedi Knight | 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. | Warrior 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. | |
·Obi-Wan With Lightsaber Enhanced Premiere Pack NA | Rebel | P:5 A:6 D:5 F:8 Jedi Knight | "The Force will be with you... always." | Warrior, Permanent Weapon Permanent weapon is ·Obi-Wan's Lightsaber (may target a character or creature for free; draw two destiny; target hit, and its forfeit = 0, if total destiny > defense value). | |
·Oola Jabba's Palace R | Alien | P:1 A:1 D:2 F:3 | Female Twi'lek musician. Became a dancer to live a life of luxury. Has worked for Jabba for only two days. Desperate to escape. | 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. | |
·Orrimaarko Endor R | Rebel | P:4 A:4 D:5 F:4 Force-sensitive | Dresselian scout and resistance leader. Worked tirelessly to combat the subjugation of his homeworld before Bothans brought him into contact with the Alliance. | Warrior When Orrimaarko is in a battle you just won against an Imperial, opponent must lose 2 Force. Immune to attrition < 3 (or < 4 when present at a forest, jungle or exterior Endor site). | |
···Ortolan Jabba's Palace C | Alien | P:1 A:1 D:2 F:2 | Squat, floppy-eared food lovers. Ortolans come from the frigid planet Orto. Communicate above the auditory range of most species. | 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 Premiere U1 | Rebel | P:1 A:3 D:2 F:4 Force-Attuned | Guardian of Luke Skywalker. Husband of Beru Lars. Brother of Obi-Wan Kenobi. Farmer of moisture. Disapprover of Luke's desire to leave Tatooine. | 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 Jabba's Palace R | Alien | P:1 A:2 D:2 F:2 | 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. | Pilot 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. | |
·Paploo Endor U | Alien | P:0 A:2 D:2 F:1 | Ewok scout. Son of Warok. Brave, adventurous thief. Stole an Imperial speeder bike to create a diversion. "Not bad for a little furball." | Pilot Deploys only on Endor. Power and forfeit +1 for each light side icon at same Endor site. May pilot only speeder bikes. Once during each of your control phases, may take one Free Ride into hand from Reserve Deck; reshuffle. | |
·Pops Premiere U1 | Rebel | P:2 A:2 D:2 F:4 | Piloted Gold 5 at Battle of Yavin. Real name Davish Krail. Veteran pilot. Flew fighters for two decades. Wingman of Gold Leader. | Pilot, Warrior 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 Cloud City R | Rebel | P:3 A:4 D:4 F:7 Force-Sensitive | Prominent leader in the struggling Alliance. Former member of the Imperial Senate. Beginning to discover her true heritage. Like scoundrels. | Pilot, Warrior 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 Jabba's Palace R | Rebel | P:3 A:4 D:* F:7 Force-Sensitive | Captured by Jabba. Princess Leia provided a distraction for his henchbeings. Waiting for the first chance to escape. Really made Jabba's tail wiggle. | Pilot, Warrior *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. | |
·Princess Organa Special Edition R | Rebel | P:3 A:3 D:3 F:7 Force-Attuned | Adopted by Bail Organa. Former senator of Alderaan. Natural leader. Helped steal the Death Star plans. A key figure in the Rebel Alliance. | Pilot, Warrior While at a Rebel Base location, subtracts 1 from opponent's Force drains at related locations. Once during each of your deploy phases, may deploy one Leia Of Alderaan, Reflection or leader of ability < 3 to same location from Reserve Deck; reshuffle. | |
·Prisoner 2187 Third Anthology NA | Rebel | P:4 A:3 D:0 F:6 Force-Attuned | Princess Leia Organa. Alderaanian senator. Targeted by Vader for capture and interrogation. The Dark Lord of the Sith wanted her alive. | Warrior Deploys only if Rescue The Princess on table. May not be transferred while imprisoned. Adds 2 to your Force drains here. For remainder of game, your objective cannot be placed out of play and, if Leia not on table, flip Sometimes I Amaze Even Myself. | |
·Pucumir Thryss Jabba's Palace R | Alien | P:2 A:1 D:3 F:3 | 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. | Warrior 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 Jabba's Palace R | Alien | P:3 A:1 D:3 F:3 | 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. | Warrior 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) Hoth R2 | Droid | P:1 D:2 F:3 Protocol Droid | 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. | 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) A New Hope R2 | Droid | P:1 D:3 F:4 Astromech Droid | Fiesty. Loyal. Heroic. Insecure. Rebel spy. Excels at trouble. Incorrigible counterpart of a mindless philosopher. Has picked up a slight flutter. A bit eccentric. | 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) Premiere C2 | Droid | P:1 D:1 F:3 Astromech Droid | 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. | While aboard any starfighter, adds 1 to power, maneuver and hyperspeed. | |
·R3-A2 (Arthree-Aytoo) Special Edition R | Droid | P:1 D:2 F:3 Astromech Droid | Special-purpose astromech capable of coordinating piloting coordinates and approach angles during combat. | Astromech When in battle aboard your capital starship at a system or sector, adds 1 to total attrition against opponent for each of your piloted starfighters present in that battle. | |
·R3-T2 (Arthree-Teetoo) Special Edition U | Droid | P:1 D:2 F:3 Astromech Droid | Expanded memory capacity. Escaped from pirates based in Mos Eisley. Programmed with the ability to both enhance and sabotage hyperdrive systems. | Astromech While aboard a capital starship, adds 1 to power and 2 to hyperspeed, and that starship is immune to attrition < 4. While at Central Core, Death Star requires +2 Force to move. | |
R4-E1 (Arfour-Eeone) Premiere C2 | Droid | P:1 D:1 F:3 Vehicle Droid | One of numerous vehicle computer operation droids, manufactured by Industrial Automation. This unit, R4-E1, is a companion of BoShek. Rambunctious. Fiercely independent. | 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) A New Hope C2 | Droid | P:1 D:2 F:3 Astromech Droid | 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. | 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-M2 (Arfive-Emmtoo) Hoth C2 | Droid | P:1 D:1 F:3 Astromech Droid | 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. | When aboard a capital starship, adds 1 to power and hyperspeed and that starship is immune to attrition < 3 | |
RA-7 (Aray-Seven) A New Hope C2 | Droid | P:1 D:2 F:3 Servant Droid | 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. | May transfer character weapons (for free) to or from your other characters present. May carry up to four such weapons at one time. | |
·Rabin Endor U | Alien | P:0 A:1 D:2 F:1 | Ewok. Tamer of beasts. Thief. Loner. Hunter. Survivor. | Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. Where present, may substitute for a character just selected to be attacked by a creature. When attacking or being attacked, power +2 and may add one destiny. | |
Ralltiir Freighter Captain Special Edition F | Alien | P:1 A:2 D:2 F:3 | After Ralltiir's fall to the Empire, many former members of its defense force became smugglers and scouts. Hoping to liberate their planet. | Pilot Power +2 at a Ralltiir site. Adds 2 to power and 1 to maneuver of anything he pilots. When piloting a starship and Ralltiir on table, may draw one battle destiny if not able to otherwise. When making a Kessel Run from Ralltiir, doubles X. | |
Ralltiir Operative Special Edition C | Alien | P:1 A:1 D:1 F:3 | During the Battle of Ralltiir, many Alliance soldiers participated in the defense of the planet from the Empire. Many of Ralltiir's population feel indebted to the Rebellion. | Warrior While at a Ralltiir site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your trooper is on Ralltiir) and, once during each of your deploy phases, may deploy one site to Ralltiir from Reserve Deck; reshuffle. | |
·Rayc Ryjerd Jabba's Palace R | Alien | P:2 A:2 D:3 F:4 | An 'honest' smuggler. Working for Jabba to pay off debts for his ship. Rycar's son. Even more of an idiot. | Pilot 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 A New Hope C2 | Rebel | P:1 A:2 D:3 F:2 | 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. | Adds 1 to forfeit of each of your other Rebels (except leaders) at same site. Bothan spies deploy free to same location. | |
Rebel Guard Premiere C2 | Rebel | P:* A:1 D:2 F:1 | 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. | Cannot move. *Power = 0 during an offensive battle, but Power = 4 when defending a battle. | |
Rebel Pilot Premiere C2 | Rebel | P:* A:2 D:2 F:2 | 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. | Pilot *Power = 0 when at any site, but adds 2 to power of any starship he pilots. | |
···Rebel Scout Hoth C1 | Rebel | P:2 A:1 D:2 F:3 | 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. | Warrior 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 A New Hope C3 | Rebel | P:1 A:1 D:2 F:3 | 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. | Warrior 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 Tech A New Hope C1 | Rebel | P:1 A:1 D:2 F:3 | Def Goren, typical expert in communications and scanner jamming, served aboard the Rebel privateer corvette Spiral before joining the Alliance High Council. | 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 Premiere C3 | Rebel | P:1 A:1 D:1 F:2 | Corellian Corvette trooper Ensign Chad Hilse, an Alderaanian, typifies the loyal Rebel volunteers dedicated to defeating the Empire. Trained in starship and ground combat. | Warrior Deploys free to same site as one of your Rebels with ability > 2. | |
Rebel Trooper Recruit Sealed Deck NA | Rebel | P:1 A:1 D:1 F:1 | 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. | 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 Premiere R1 | Rebel | P:2 A:2 D:2 F:5 | 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. | Pilot, Warrior 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 Jabba's Palace R | Alien | P:1 A:1 D:2 F:3 | Nerf herder. Personally oversees the herding of Jabba's nerfs. Scruffy-looking appearance conceals his expertise in unusual combat techniques. | Warrior 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 Hoth C2 | Rebel | P:1 A:1 D:1 F:1 | Tailgunners such as Kesin Ommis from Coruscant are posted to aft gunnery stations on vehicles and starships. Highly trained in weapons operations. | Warrior If aboard a starship as a passenger, adds 1 to starship's weapon destiny draws. | |
·Romas "Lock" Navander Hoth U2 | Rebel | P:1 A:2 D:2 F:3 | Corellian pilot. Defected from the Empire shortly after graduation from the Academy. Tech communications officer at Echo Base. Relays orders to nearby Rebel starships. | Pilot Adds 1 to power and maneuver of any starship he pilots. Opponent may not 'react' to or from same location. | |
·Romba Endor R | Alien | P:0 A:1 D:1 F:1 | Proud Ewok scout. Defended his tribe against the Empire's war machines and stormtroopers. | Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. When on Endor, adds 1 to your Force generation at each Endor site with an Ewok present. | |
·Ryle Torsyn Special Edition U | Rebel | P:2 A:2 D:2 F:4 | Piloted Gold 3 at the Battle of Yavin. Recruited by Garven Dreis. Found hidden Imperial tracking device that forced the evacuation of Rebel base on Dantooine. | Pilot Adds 2 to power of anything he pilots. When piloting Gold 3 during battle, adds one destiny to total power only. When at Dantooine system, adds 1 to each of your Force drains there. | |
·Saelt-Marae Jabba's Palace R | Alien | P:2 A:1 D:2 F:3 | 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. | 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 A New Hope C2 | Alien | P:2 A:1 D:2 F:3 | 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. | Warrior 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. | |
·See-Threepio Enhanced Jabba's Palace NA | Droid | P:1 D:3 F:4 Protocol Droid | C-3PO was Jabba's "khan chita," or translator. Survived more battles than most members of the Alliance. Wasn't informed of R2-D2's role in the rescue of Han. | Deploys only to a Jabba's Palace site. Once per game, when replacing another C-3PO, retrieve 3 Force. When in battle with your other droid and a Rebel, adds one battle destiny. R2-D2 deploys and moves for free to same location. | |
·Sergeant Brooks Carlson Endor R | Rebel | P:3 A:2 D:2 F:3 | Veteran pathfinder. Defected with General Madine. Recruited as a scout for the newly-formed commando unit. | Warrior Landspeed=2. Allows your other scouts present at same exterior site to move with him (using landspeed=2) for free. Adds 1 to immunity to attrition of all your scouts present at same exterior site who have immunity. | |
·Sergeant Bruckman Endor R | Rebel | P:2 A:1 D:1 F:3 | Corellian scout who served as point man for General Solo's strike team. Recruited by General Madine for the Alliance commando unit. | Warrior When opponent has just initiated a battle at same exterior site and all your ability here is provided by scouts, may reveal top card of Reserve Deck. If that card is a scout, may deploy it here for free (otherwise, replace on top of Reserve Deck). | |
·Sergeant Doallyn Jabba's Palace R | Alien | P:3 A:2 D:3 F:4 | Humanoid mercenary. Gambler. Blackmailed into working for Jabba. Friend of Yarna d'al' Gargan. Expert in breathing apparatus. Needs Hydron 3 cartridges to breathe. | Warrior 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. | |
·Sergeant Edian Special Edition U | Alien | P:2 A:1 D:2 F:3 | Veteran of the Cloud City security forces. Loyal to Administrator Calrissian. Disdainful of the corruption of other Cloud City troopers. | Warrior Deploys for free on Cloud City if your Lando is at a related location. Power +2 on Cloud City. When in battle at a Cloud City site, adds 1 to your total battle destiny for each of your other Cloud City troopers in that battle. | |
·Sergeant Hollis Special Edition R | Rebel | P:2 A:2 D:2 F:3 | Trooper stationed at Echo Base during the Battle of Hoth. Distinguished himself with several acts of valor, earning the Kenobi Medallion. | Warrior When in battle with another Echo Base trooper, adds one battle destiny. Once during each of your control phases, may take one Rebel Ambush into hand from Reserve Deck; reshuffle. Power -1 when not on Hoth. | |
·Sergeant Junkin Endor U | Rebel | P:3 A:2 D:3 F:4 | Demolitions expert and scout. Supervises explosives preparations for covert operations. Consulted with General Madine to plan placement of explosives within control bunker. | Warrior When at Bunker, adds 1 to Deactivate The Shield Generator total for each Explosive Charge here. When Junkin uses a Concussion Grenade, all your characters are immune to that grenade and you may add or subtract 1 from weapon destiny draw. | |
·Shasa Tiel Jabba's Palace R | Alien | P:1 A:1 R:3 D:3 F:3 | 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. | 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 Hoth U1 | Rebel | P:1 A:2 D:3 F:4 | Experienced evacuation officer. Charismatic leader of Echo Base troopers. Trained to expedite the evacuation of Rebel installations with maximum efficiency. Poetic musician. | Warrior 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 Premiere C2 | Alien | P:2 A:1 D:3 F:2 | 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. | Warrior May move to an adjacent site as a 'react'. | |
Sic-Six Jabba's Palace C | Alien | P:2 A:1 D:2 F:3 | 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. | 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 Jabba's Palace C | Alien | P:1 A:1 D:2 F:2 | Cadomai is the homeworld of the generally artistic Snivvians. Its cold, dark climate makes them excellent scouts. | 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 Dagobah R | Rebel | P:5 A:5 D:5 F:8 Force-Sensitive | Luke Skywalker. Son of Anakin. Seeker of Yoda. Levitator of rocks. Ignorer of advice. Incapable of impossible. Reckless is he. | Pilot, Warrior 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. | |
·Soth Petitkkin Special Edition R | Alien | P:1 A:3 D:3 F:4 Force-Attuned | Persuasive recruiter from Tefau. Possesses limited precognition. Used his contacts in Jabba's desert stronghold to find support for the Rebellion. | Once during each of your control phases, when at a Jabba's Palace site you control, may use 1 Force to take one alien that is a smuggler, scout, thief or spy into hand from Reserve Deck; reshuffle. | |
·TK-422 Special Edition R | Rebel | P:3 A:3 R:5 D:3 F:6 Force-Attuned | Corellian smuggler. Spy. Han stole the armor and identity of an enemy soldier that boarded the Millennium Falcon. Bluffed his way into the detention area. | Pilot, Warrior Deploys only as an Undercover spy at same site as an Imperial. While Undercover, Imperials are deploy +1 at related sites. May voluntarily "break cover" only during your move phase by using 3 Force. Captured if "cover broken" by opponent. | |
···Talz Premiere C2 | Alien | P:1 A:1 D:1 F:4 | 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. | 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 Hoth U2 | Rebel | P:1 A:2 D:2 F:3 | 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. | Pilot 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 Jabba's Palace R | Alien | P:3 A:3 D:4 F:6 Force-Attuned | 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. | Pilot, Warrior 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 Jabba's Palace R | Alien | P:2 A:1 D:3 F:3 | Male Elom. Former spy for the Rebellion. Hired by the Alliance to carry messages between Alderaan and the Rebel base on Yavin 4. | 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 Hoth C2 | Rebel | P:1 A:1 D:2 F:3 | Corman Quien is a typical scout at Echo Base. Captured, tanned and trained the native tauntauns. | Warrior Adds 2 to power of any creature vehicle he drives. On a tauntaun, draws one battle destiny if not able to otherwise. | |
·Tawss Khaa Special Edition R | Alien | P:3 A:4 D:3 F:3 Force-Sensitive | Female Nimbanel fortune teller. Roams the wastes of Tatooine. Trained in the ways of a Sakiyan hunter. Now tracks them for the Alliance. Risk-taker. | If you just initiated a battle where present, predicts the winner. If correct, randomly retrieve 1 Force. If incorrect, lose 1 Force. Power +3 when present with opponent's alien of ability > 3. Immune to attrition < 3. | |
·Tedn Dahai Jedi Pack NA | Alien | P:1 A:1 D:2 F:4 | 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. | 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. | |
·Teebo Endor R | Alien | P:1 A:1 D:2 F:1 | Ewok watcher of the stars. Musician and poet at heart. Wears a horned Gurreck skull decorated with Churi feathers. Carries a stone hatchet. Student of Logray. | Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. While on Endor, adds 1 (or 2 if present with Logray) to forfeit of each of your Ewoks at Endor sites. | |
·Ten Numb Death Star II R | Rebel | P:2 A:2 D:2 F:4 | Sullustan gunner. Pilot of Blue 5. Ordered to head a B-wing attack against Imperial command ships at the Battle Of Endor. | Pilot Deploys -2 aboard Blue Squadron 5. Adds 2 to power of anything he pilots. Adds 2 to total weapon destiny of any B-wing he pilots. | |
·Tessek Jabba's Palace R | Alien | P:1 A:2 D:3 F:3 | 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. | 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. | |
·Thedit Special Edition R | Alien | P:1 A:2 D:2 F:3 | Organizes perimeter patrols for Kalit's territory. Inspiring leader. Keeps a watchful eye for krayt dragons, Tusken Raiders, and Wittin's bandits. | Deploys only on Tatooine. When in a battle with at least two of your other Jawas, adds one battle destiny. When your total battle destiny at Thedit's site is greater than opponent's total battle destiny, Thedit reduces attrition against you by 3. | |
·Theron Nett Special Edition U | Rebel | P:2 A:2 D:2 F:4 | Experienced smuggler from Ord Mantell. Piloted Red 10 at the Battle of Yavin. Long-time wingman of Garven Dreis. | Adds 2 to power of anything he pilots. When piloting Red 10 during battle, adds one destiny to total power only. When at Ord Mantell system, adds 1 to each of your Force drains there. | |
·Threepio Endor R | Droid | P:1 D:4 F:5 Protocol Droid | Against his programming to impersonate a deity. Worshiped by the Ewoks. "Aaaahhhhh-uuuuhhhhh. Aaaahhhhh-uuuuhhhhh. Aaaahhhhh-uuuuhhhhh." | Deploys -2 on Endor. Adds 1 to attrition against opponent for each Ewok in battle at same site. If just lost from table during battle, may go to Used Pile. At same and related sites, Cloud city icon, Jabba's Palace icon, and Endor icon characters are immune to Bad Feeling Have I. | |
Tibanna Gas Miner Cloud City C | Alien | P:1 A:1 D:2 F:2 | 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. | 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. | |
Tibrin Operative Special Edition C | Alien | P:1 A:1 D:1 F:3 | To disrupt the enslavement of the Ishi Tib by the Empire, some Rodian hunters were sent to harass Imperial troop movements on Tibrin. | Warrior While at a Tibrin site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your Ishi Tib is on Tibrin) and, once during each of your deploy phases, may deploy one site to Tibrin from Reserve Deck; reshuffle. | |
·Tigran Jamiro Hoth U1 | Rebel | P:2 A:2 D:2 F:4 | 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. | Warrior 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 A New Hope U2 | Rebel | P:2 A:2 D:2 F:4 | Piloted Gold 2 as defensive cover for Gold Leader during attack run in Death Star trench at the Battle of Yavin. | Pilot, Warrior 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 Hoth U1 | Rebel | P:1 A:2 D:2 F:3 | Chief Controller at Echo Command. Responsible for communicating orders to the troops. Personally gives firing orders to Ion Cannon Control. | Pilot 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 Cloud City U | Alien | P:1 A:1 D:2 F:2 | Lutrillian. Primary saleswoman and executive planner for Planet Dreams, Inc. Monitors production schedules and accounting. Really enjoys making a sales pitch. | 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 Cloud City U | Alien | P:2 A:2 D:3 F:4 | 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. | Warrior 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. | |
·Tycho Celchu Death Star II R | Rebel | P:2 A:2 D:3 F:4 | Spy fighting for the memory of his homeworld of Alderaan. Rogue Squadron pilot. Volunteered to fly an A-wing at the Battle of Endor. Former TIE fighter pilot. | Pilot Deploys -2 aboard Green Squadron 3. Adds 3 to power of any starfighter he pilots. When piloting Green Squadron 3 or any X-wing, draws one battle destiny if not able to otherwise. | |
·Tzizvvt A New Hope R2 | Alien | P:2 A:1 D:3 F:1 | 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. | 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. | |
·Uutkik Special Edition R | Alien | P:2 A:2 D:2 F:3 | Experienced Jawa thief. Pilfers equipment and hijacks vehicles from unwary bystanders in Mos Eisley. Het Nkik's ugliest cousin. | Deploys only on Tatooine. Once during each of your control phases, may lose 1 Force to steal into hand one transport vehicle, character weapon or device from opponent's Lost Pile. | |
·Vul Tazaene Jabba's Palace R | Alien | P:2 A:2 D:2 F:2 | Security officer from Kiffex searching for the Tonnika sisters. In love with one of them, he's not sure which. | Pilot 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 Hoth C1 | Droid | P:0 D:2 F:3 Maintenance Droid | Cybot Galactica starship maintenance droid. Repairs over 5,000 different onboard systems. Used by Rebel Alliance salvage teams. | 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 Premiere R2 | Droid | P:1 D:2 F:3 Maintenance Droid | 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. | 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 A New Hope R1 | Rebel | P:2 A:2 D:2 F:6 | 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. | Pilot, Warrior 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, Red Squadron Leader Death Star II R | Rebel | P:3 A:3 D:3 F:6 | Corellian commander and leader of Rogue Squadron. Chose to have Rogue Squadron reclaim the designation "Red Squadron" at the battle of Endor. | Pilot, Warrior Adds 3 to power of anything he pilots. When piloting draws one battle destiny if not able to otherwose (if Red 2 also adds 2 to maneuver.) When in battle with another Red or Rogue squadron pilot, once per battle may cancel one battle destiny just drawn. | |
·Wes Janson Hoth R2 | Rebel | P:2 A:2 D:2 F:5 | 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. | Warrior 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). | |
·Wicket Endor R | Alien | P:1 A:2 D:3 F:2 | Ewok scout. Son of Shodu and Deej. Found Leia and befriended her. Persuaded his tribe to help. | Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. When in battle, may target one opponent's character present. Draw destiny. Target excluded from battle if destiny > ability. | |
·Wiorkettle Cloud City U | Alien | P:1 A:1 D:2 F:3 | A Snivvian on Cloud City, working for Planet Dreams, Inc. Terraforms asteroids, creating habitable atmospheres. Responsible for the aesthetics of the created environments. | 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 Premiere U1 | Alien | P:2 A:1 D:1 F:2 | Bought Luke's landspeeder for Spaceport Speeders. A Vuvrian female. Gambler who owes Jabba 1,000 credits in wagering debts. Speaks many languages. | 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. | |
Wookiee Special Edition F | Alien | P:4 A:1 D:4 F:4 | Wookiees are known to be fierce warriors. Combine high technology with a primitive lifestyle. Escaped Imperial slavery after the Battle of Endor. | Warrior Power +1 at a jungle, forest or Kashyyyk site. Also, power +1 at same site as any Imperial. Wookiee Strangle is a Used Interrupt. When Bowcaster is deployed on or fired by this Wookiee, X = 1. Adds 3 to destiny of each of your bowcasters. | |
·Wuta Endor U | Alien | P:0 A:2 D:2 F:1 | Ewok explorer. Scout. Searches for fallen trees to make tools. Tracks predators. First to notice the Imperial presence on Endor. | Deploys only on Endor. Power and forfeit +1 for each Light Force Icon at same Endor site. Once during each of your deploy phases, if at an exterior Endor site, may use 2 Force to deploy an Endor site from Reserve Deck; reshuffle. | |
·Wyron Serper Hoth U2 | Rebel | P:1 A:2 D:2 F:3 | 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. | 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 Jabba's Palace C | Alien | P:1 A:1 D:2 F:2 | Mysterious, secretive aliens. Tend to be found as couriers, scouts and t'bac farmers. Some have helped the Alliance's efforts at counter-espionage. | 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. | |
Yavin 4 Trooper Special Edition F | Rebel | P:2 A:1 D:2 F:3 | Elite troop force assigned to Massassi Base in the jungles of Yavin 4. Responsible for monitoring the perimeter of the Rebel outpost. | Warrior Deploys only to a Yavin 4 site or any jungle. Power -1 when not at a Yavin 4 site. Warrior's Courage and Blast The Door, Kid! played at same site are Used Interrupts. Forfeit +2 when present with a Rebel leader. | |
·Yoda Dagobah R | Jedi Master | P:2 A:7 D:5 F:9 Jedi Master | 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. | 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 Jabba's Palace R | Alien | P:1 A:2 D:2 F:3 | 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. | 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 Hoth R2 | Rebel | P:2 A:2 D:2 F:4 | 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. | Pilot, Warrior 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 A New Hope C1 | Alien | P:2 A:2 D:3 F:2 | Snivvian also known as 'Snaggletooth." A tortured artist who, like most Snivvians, is driven to live out the stories he creates. | Where present, just before opponent draws battle destiny, you may use 1 Force to reduce opponent's total battle destiny by 1. |
Bog-wing Dagobah C | Avian Creature | P:* R:2 D:2 F:0 | 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. | Selective Creature *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 Dagobah C | Space Creature | P:2 R:3 D:3 F:0 | 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. | Selective Creature 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 Dagobah C | Swamp Creature | P:* R:1 D:1 F:0 | Tree-nesting reptile. Favors moist caves and marshes. Extremely docile, despite fearsome appearance. Responsive to Force energy | Selective Creature *Ferocity = destiny - 4. Habitat: planet sites (except Hoth and Tatooine) and Dark Waters. Cumulatively absorbs (temporarily cancels) one dark icon present. | |
Scurrier Special Edition F | Scavenger Creature | P:2 R:2 D:2 F:0 | Considered to be a nuisance. Feeds on garbage. Its only defense is its speed. Nasty bite attack when surprised or cornered. Grow as big as 1.2 meters long. | Selective Creature Habitat: planet sites. Landspeed = 2. Ferocity +2 when present at Mos Eisley or any spaceport site. | |
Space Slug Dagobah R | Space Creature | P:* R:3 D:2 F:0 | Immense spaceborn predator. Consumes minerals, mynocks and the occasional passing starfighter. Lives in asteroid caves. Only one meter long at birth. | *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 Dagobah C | Ophidian Creature | P:0 R:3 D:2 F:0 | Constricts hapless victims. Prey usually struggles at first, then weakens as strength diminishes. Difficult to spot. Common hazard on less-developed worlds. | Selective Creature 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 Jabba's Palace U | Guard Creature | P:3 R:4 D:2 F:0 | Large, froglike creature often used by Jawas and other Tatooine denizens as guards. Keeps raiding parties and other unwelcomed guests at bay | Habitat: planet sites (except Hoth). Does not attack your characters. When at a Tatooine site, prevents opponent's characters present from using their landspeed. |
A-wing Death Star II C | Starfighter: A-wing | P:3 M:5 H:4 D:2 F:3 | Created by General Dodonna and Rebel engineer Walex Blissex. Desingned to combat the speed and maneuverability of the TIE interceptor. Jamming suite disrupts enemy communications. | Pilot, Astromech, Scomp Link Permanent pilot provides ability of 1. Opponent may not 'react' to or frm here. Power -1 when opponent has a starfighter present with higher maneuver. | |
·Artoo-Detoo In Red 5 Third Anthology NA | Starfighter: X-wing | P:3 M:4 H:5 D:4 F:5 | R2-D2 saved Luke and his starfighter more times than the young pilot could count. | Astromech, Scomp Link May add 1 pilot. Permanent astromech aboard is ·R2-D2, who adds 2 to power, maneuver and hyperspeed. Luke of ability < 5 deploys free aboard. Immune to attrition < 5 when Luke piloting. | |
B-wing Attack Fighter Special Edition F | Starfighter: B-wing | P:4 M:2 H:3 D:3 F:9 | First models designed in Roche asteroid field by Admiral Ackbar's team of Verpine engineers. Early design equipped to detect and neutralize Imperial orbital mines. | Scomp Link, Pilot, Astromech Permanent pilot provides ability of 1. May fire two or more weapons during battle. Each of its weapon destiny draws is +1. During your turn, may use 1 Force to `defuse' (lose) an Orbital Mine present. | |
B-wing Attack Squadron Death Star II R | Squadron: B-wing | P:12 M:2 H:3 D:* F:4 | Utilizes dense formations on attack mission to concentrate firepower. This tactic is particulary effective in defeating deflector shields. | Pilot x 3, Astromech x 3, Scomp Link x 3 · Replaces 3 B-Wings at one location (B-wings go to Used Pile). Permanent pilots provide total ability of 3. Each of its weapon destiny draws is +1. | |
B-wing Bomber Death Star II C | Starfighter: B-wing | P:4 M:2 H:3 D:3 F:4 | Carries weapon systems capable of taking on escort frigates and capital starships. Armed with high-powered ion cannon used to disable deflector shields. | Pilot, Astromech, Scomp Link May add 1 pilot (suspends permanent pilot). Permanent pilot provides ability of 1. May fire two or more weapons during battle. Each of its ion cannon weapon destiny draws is +3. | |
·Blue Squadron 5 Death Star II U | Starfighter: B-wing | P:4 M:2 H:3 D:2 F:4 | Blue Squadron B-Wing. Ordered to lead attack on Executor. Drew enemy fighters away from strike force led by General Calrissian and Commander Antilles. | Astromech, Scomp Link May add 1 pilot. May fire two or more weapons during battle. Each of its weapon destiny draws is +2. Immune to attrition < 4 when Ten Numb piloting. | |
···Blue Squadron B-wing Death Star II R | Starfighter: B-wing | P:4 M:2 H:3 D:5 F:4 | B-wings ordered to attack Imperial command starships at Battle of Endor. Armed with armor-penetrating missiles. Maintained by Verpine mechanics. | Pilot, Astromech, Scomp Link Deploy -2 to Roche. Permanent pilot provides ability of 2 and adds 1 to power. May fire two or more weapons during battle. Each of its weapon destiny draws is +2. | |
·Bright Hope Cloud City R | Capital: Transport | P:1 R:4 H:4 D:3 F:5 | Modified medium transport. Well armored. Has expanded passenger capacity to facilitate evacuation. The last transport to escape Hoth. Nearly destroyed by the Stalker. | Pilot, Astromech, Scomp Link 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 Premiere U2 | Capital: Corvette | P:5 R:4 H:3 D:4 F:8 | Multi-purpose Rebel Blockade Runner. Modular interior designed for troop or cargo transport. 150 meters long. Used by Rebels, pirates, corporations and the Empire. | Scomp Link, Pilot, Astromech May add 3 pilots, 4 passengers and 1 vehicle. Has ship-docking capability. Permanent pilot aboard provides ability of 1. | |
·Defiance Death Star II R | Capital: Mon Calamari Star Cruiser | P:8 R:6 H:3 D:9 F:10 | Fleet rear guard. Weapon batteries hard-wired to central targeting processor. Coordinates vicious crossfire against enemy captial starships. | Pilot, Astromech, Scomp Link May add 5 pilots, 6 passengers, 1 vehicle and 3 starfighters. Has ship-docking capability. Permanent pilot aboard provides ability of 2. Each of it's weapon destiny draws are +2. Capital starships it hits are power -5. | |
·Gold 1 Premiere R2 | Starfighter: Y-wing | P:2 M:3 H:4 D:1 F:3 | Lead fighter of Gold Squadron at Battle of Yavin. Flown by Jon 'Dutch' Vander. Designated Specter 1 at Renforra Base. | Scomp Link, Astromech May add 2 pilots or passengers. | |
·Gold 2 A New Hope U1 | Starfighter: Y-wing | P:2 M:4 H:4 D:1 F:3 | 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. | Astromech, Scomp Link 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 3 Special Edition U | Starfighter: Y-wing | P:2 M:3 H:4 D:1 F:3 | Part of Pops' Y-wing squadron at the Rebel base on Dantooine. Led evacuation efforts from the base. Piloted by Ryle Torsyn. | Scomp Link, Astromech If deployed to Dantooine, may retrieve 1 Force. May add 2 pilots or passengers. Proton Torpedoes deploy and fire free aboard. Immune to attrition < 4 when matching pilot aboard. | |
·Gold 4 Special Edition U | Starfighter: Y-wing | P:2 M:3 H:4 D:1 F:3 | Point starfighter for Gold Squadron during the approach to the Death Star. Impact scars on its hull caused by small asteroids. | Scomp Link, Astromech If deployed to Anoat, may retrieve 1 Force. May add 2 pilots or passengers. SW-4 Ion Cannon deploys and fires free aboard. Immune to attrition < 4 when matching pilot aboard. | |
·Gold 5 Premiere R2 | Starfighter: Y-wing | P:2 M:3 H:4 D:1 F:3 | Flown by the veteran Rebel fighter pilot Pops during the Battle of Yavin. He personally supervised all repairs and maintenance. | Scomp Link May add 2 pilots or passengers, and 1 astromech. | |
·Gold 6 Special Edition U | Starfighter: Y-wing | P:2 M:3 H:4 D:1 F:3 | Led an attack on an Imperial outpost at Kashyyyk. Disabled the outpost's shields with ion cannons. Flown by Hol Okand during the Battle of Yavin. | Scomp Link, Astromech If deployed to Kashyyyk, may retrieve 1 Force. May add 2 pilots or passengers. SW-4 Ion Cannon deploys and fires free aboard. Immune to attrition < 4 when matching pilot aboard. | |
·Gold Leader In Gold 1 Rebel Leader NA | Starfighter: Y-wing | P:2 M:3 H:4 D:5 F:4 | 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. | Pilot, Astromech 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 1 Death Star II R | Starfighter: Modified Light Freighter | P:3 M:5 H:6 D:5 F:8 | The Millennium Falcon relies on heavily upgraded speed and maneuverability to survive in combat. General Calrissian's starship at Battle of Endor. | Astromech, Scomp Link Deploys -2 to Endor. May add 2 pilots and 2 passengers. Immune to attrition < 4 if Lando or Nien Numb piloting, < 6 if both. | |
···Gold Squadron Y-wing Sealed Deck NA | Starfighter: Y-wing | P:2 M:3 H:4 D:4 F:3 | 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. | Scomp Link, Pilot, Astromech 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. | |
···Green Sqaudron A-wing Death Star II R | Starfighter: A-wing | P:3 M:5 H:4 D:4 F:3 | A-wing starfighters from Green Squadron. Assigned mission of screening Rebel capital starships from enemy fighters and bombers. | Pilot, Astromech, Scomp Link Deploy -1 to Sullust or same system or sector as Green Leader. Permanent pilot provides ability of 2 and adds 2 to power. Power -1 when opponent has a starfighter present with a higher manuever. | |
·Green Squadron 1 Death Star II R | Starfighter: A-wing | P:3 M:5 H:4 D:2 F:4 | Constructed at Chardaan Shipyards, a zero-gravity facility. Typically used as an escort for Y-wings or B-wings on critical attack missions. | Astromech, Scomp Link May add 1 pilot. Power -1 when opponent has a starfighter present with higher maneuver. Immune to attrition < 4 when Green Leader piloting. | |
·Green Squadron 3 Death Star II R | Starfighter: A-wing | P:3 M:5 H.4 D:2 F:3 | Flown by Tycho Celchu at the Battle of Endor. Modified canopy improves pilot vision in tight confines. Assigned to fly top cover for Millennium Falcon. | Astromech, Scomp Link May add 1 pilot. Power -1 when opponent has a starfighter present with higher maneuver. Maneuver +2 at a Death Star II sectors. Immune to attrition < 4 when Tycho Celchu piloting. | |
·Grey Squadron 1 Death Star II U | Starfighter: Y-wing | P:2 M:3 H:4 D:2 F:3 | Y-wing flown by Colonel Salm at the battle of Endor. Ordered to disable capital starships between the Death star and General Calrissian. | Astromech, Scomp Link May add 2 pilots or passengers. Ion cannons may fire free aboard. Each of it's ion cannon destiny draws is +2. Immune to attrition <4 when Salm or Kian piloting. | |
·Grey Squadron 2 Death Star II U | Starfighter: Y-wing | P:2 M:3 H:4 D:1 F:2 | Flown by Lieutenant Telsij as Colonel Salm's wingman. Part of gray squadron at the battle of Endor. | Astromech, Scomp Link May add 2 pilots or passengers. Immune to attrition < 3 when Lieutenant Telsij or Karie Neth piloting (when both immune to attrition < 5 and adds one destiny to power only). | |
·Home One Death Star II R | Capital: Mon Calamari Star Cruiser | P:9 R:8 H:3 D:12 F:12 | Command ship of the Rebel fleet. 1200 meters long. Masterpiece of aesthetic form. Most heavily armed and armored ship in the fleet. Admiral Ackbar's personal flagship. | Pilot x 2, Astromech, Scomp Link May add unlimited pilots, passengers, vehicles and starfighters. Has ship-docking capability. Permanent pilots provide total ability of 4. Immune to attrition < 8 (< 10 when Ackbar piloting). | |
·Independence Death Star II R | Capital: Mon Calamari Star Cruiser | P:8 R:6 H:3 D:9 F:10 | Communications starship. Often hosts first assignment for top prospects from among newly commissioned officers. | Pilot, Astromech, Scomp Link May add 5 pilots, 6 passengers, 3 starfighters and 1 vehicle and. Has ship-docking capability. Permanent pilot provides ability of 2. Immune to attrition >3 ( >4 if rebel leader aboard), | |
·Lando In Millennium Falcon Enhanced Cloud City NA | Starfighter: Modified Light Freighter | P:3 M:3 H:5 D:5 F:6 | Heavily modified Corellian YT-1300 freighter. "She's the fastest hunk of junk in the galaxy." | Independent, Pilot, Astromech, Scomp Link May add 1 pilot and 2 passengers. Permanent pilot is ·Lando, who provides ability of 3 and adds 3 to power. May not be piloted by Han unless he won a hand of sabbac this game. Immune to attrition < 5. | |
·Liberty Death Star II R | Capital: Mon Calamari Star Cruiser | P:8 R:7 H:5 D:8 F:9 | Winged star cruiser. Military transport for techinical units. Afforded special care by the Alliance's top engineers. | Pilot, Astromech, Scomp Link May add 5 pilots, 6 passengers, 3 starfighters and 1 vehicle. Has ship-docking capability. Permanent pilot provides ability of 2. May go to Used Pile instead of Lost Pile when forfeited (unless 'hit'). | |
·Luminous Death Star II U | Capital: Modified Transport | P:1 M:3 H:5 D:3 F:4 | Medium transport with boosted hyperdrive. Armor and capacity diminished. Crew trained for reconnaissance and swift intergalatic transport. | Pilot, Astromech, Scomp Link Deploys and moves like a starfigher. May add 1 pilot and 6 passengers. Has ship-docking capability. Permanent pilot provides ability of 2. May use Covert Landing like a shuttle or starfighter. | |
·Masanya Death Star II R | Capital: Corellian Corvette | P:5 R:4 H:3 D:5 F:8 | Frequently escorts Mon Calamari star crusiers. Personally assigned by Ackbar to main Rebel fleet. Advanced scanners continuosly disrupt target acquistion signals. | Pilot, Astromech, Scomp Link Deploys -4 to same system as any non-unique Star Cuiser. May add 3 pilots, 4 passengers and 1 vehicle. Has ship docking capability. Permanent pilot provides ability of 1. Cannot be 'hit' by missiles. | |
Medium Bulk Freighter Special Edition U | Capital: YV-Class Freighter | P:3 R:4 H:4 D:3 F:4 | Modern Corellian design. Length 100 meters. Features engine system similar to that of a Corellian corvette. Dorsal hatch reveals hangar bay. | Scomp Link, Independent, Pilot, Astromech Deploys and moves like a starfighter. May add 2 pilots, 8 passengers and 1 vehicle. Permanent pilot provides ability of 1. Has ship-docking capability. Quad Laser Cannon may deploy aboard. | |
Medium Transport Hoth U2 | Capital: Transport | P:1 R:3 H:4 D:2 F:4 | Passenger and cargo transport built by Gallofree Yards. Enormous cargo bays can be outfitted to safely accommodate large numbers of troops, munitions or supplies. | Scomp Link, Pilot, Astromech 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 Premiere R1 | Starfighter: Modified Light Freighter | P:3 M:4 H:6 D:3 F:7 | 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." | Scomp Link, Astromech 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 Unknown:D PV | Capital: Mon Calamari Star Cruiser | P:7 R:5 H:3 D:8 F:9 | Mon Cal MC80 cruiser. Originally a civilian ship. Converted to military use following the liberation of Mon Calamari from the Empire. | Pilot, Astromech, Scomp Link 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. | |
Mon Calamari Star Cruiser Death Star II R | Capital: Mon Calamari Star Cruiser | P:7 R:5 H:3 D:8 F:9 | Mon Cal MC80 cruiser. Originally a civilian ship. Converted to military use following the liberation of Mon Calamari from the Empire. | Pilot, Astromech, Scomp Link 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. | |
Nebulon-B Frigate Death Star II U | Capital: Nebulon-B Frigate | P:4 R:5 H:5 D:5 F:6 | Product of Imperial Kuat Drive Yards. Several captured by Alliance. Imperial crews promptly defected. Can be outfitted for a variety of missions requiring mid-size capital starships. | Pilot, Astromech, Scomp Link May add 4 pilots, 4 passangers, and 2 starfighters. Has ship-docking capability. Permanent pilot provides ability of 1. Turbolaser batteries and laser cannons may deploy aboard for free. | |
·Red 1 Premiere U1 | Starfighter: X-wing | P:3 M:4 H:5 D:2 F:5 | Lead fighter of Red Squadron at Battle of Yavin. Flown by Garven Dreis. Also served at main Rebel base on Dantooine. | Scomp Link, Astromech May add 1 pilot. | |
·Red 10 Special Edition U | Starfighter: X-wing | P:3 M:4 H:5 D:2 F:5 | Theron Nett's X-wing. Assigned to be Red Leader's wingman during the second attack run on the Death Star. | Scomp Link, Astromech Deploys free to Ord Mantell. May add 1 pilot. Proton Torpedoes deploy and fire free aboard. Immune to attrition < 4 when matching pilot aboard. | |
·Red 2 A New Hope R1 | Starfighter: X-wing | P:3 M:4 H:5 D:2 F:5 | 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. | Scomp Link May add 1 pilot and 1 astromech. Immune to attrition < 3 if Wedge piloting. | |
·Red 3 Premiere R2 | Starfighter: X-wing | P:3 M:4 H:5 D:2 F:5 | Biggs Darklighter's fighter at Battle of Yavin. Part of Ecliptic Evaders squadron near Sullust until transferred to Yavin Base. | Scomp Link May add 1 pilot and 1 astromech. | |
·Red 5 A New Hope R1 | Starfighter: X-wing | P:3 M:4 H:5 D:2 F:5 | 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. | Scomp Link 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 A New Hope U1 | Starfighter: X-wing | P:3 M:4 H:5 D:2 F:5 | 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. | Scomp Link, Astromech May add 1 pilot. Opponent may add 2 to destiny drawn for I've Got A Problem Here when targeting Red 6. | |
·Red 7 Special Edition U | Starfighter: X-wing | P:3 M:4 H:5 D:2 F:4 | Flown by Elyhek Rue. X-wing that participated in an attack on the Devastator at Ralltiir. | Scomp Link, Astromech Deploys free to Ralltir. May add 1 pilot. Proton Torpedoes deploy and fire free aboard. Immune to attrition < 4 when matching pilot aboard. | |
·Red 8 Special Edition U | Starfighter: X-wing | P:3 M:4 H:5 D:2 F:5 | X-wing assigned to Bren Quersey by Wedge Antilles. Scored a hit on Black 2. | Scomp Link, Astromech Deploys free to Raithal. May add 1 pilot. Adds 1 to total weapon destiny when firing X-wing Laser Cannons. Immune to attrition < 4 when matching pilot aboard. | |
·Red 9 Special Edition U | Starfighter: X-wing | P:3 M:4 H:5 D:2 F:5 | Part of the relief fleet sent to Clak'dor VII. Had extra cargo room installed. Flown by Lieutenant Naytaan. | Scomp Link, Astromech Deploys free to Clak'dor VII. May add 1 pilot. Adds 1 to total weapon destiny when firing X-wing Laser Cannons. Immune to attrition < 4 when matching pilot aboard. | |
·Red Leader In Red 1 Rebel Leader NA | Starfighter: X-wing | P:3 M:4 H:5 D:6 F:5 | 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. | Pilot, Astromech 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 1 Death Star II R | Starfighter: X-wing | P:3 M:4 H:5 D:3 F:5 | Flown by Wedge Antilles as Red 2 at the Battle of Yavin. Redesinated at Endor. Rugged Incom fighter. Victory markers show it role in the attack on the first Death Star. | Astromech, Scomp Link May add 1 pilot. DSII Wedge deploys -2 aboard (for free if deploying to Endor). When Wedge piloting, immune to attrition < 5 and adds 6 to total when targeted by Tallon Roll. | |
·Red Squadron 4 Death Star II U | Starfighter: X-wing | P:3 M:4 H:5 D:2 F:5 | Flown by Derek 'Hobbie' Klivian during the attack on the second Death Star. Second-highest mission total of any X-wing in service for the Alliance. | Astromech, Scomp Link May add 1 pilot. Hobbie deploys -2 aboard. When firing X-wing Laser Cannons, may use 2 Force to make X = 3. When Hobbie piloting, maneuver +2 and immune to attrition < 4. | |
·Red Squadron 7 Death Star II U | Starfighter: X-wing | P:3 M:4 H:5 D:2 F:4 | Incom starfighter flown by Keir Santage. Flew twelve sorties against Imperial shipyards at Fondor. | Astromech, Scomp Link May add 1 pilot. Keir Santage deploys -2 aboard. Your other Red Squadron starfighters at same location are manuever +1. | |
···Red Squadron X-wing Sealed Deck NA | Starfighter: X-wing | P:3 M:4 H:5 D:5 F:4 | 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. | Scomp Link, Pilot, Astromech 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 Cloud City R | Capital: Modified Nebulan-B Frigate | P:4 R:5 H:4 D:6 F:6 | 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. | Pilot, Astromech, Scomp Link 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. | |
·Spiral Special Edition R | Capital: Corellian Corvette | P:5 R:5 H:3 D:5 F:7 | Has conducted several successful ambushes on Imperial convoys. Veteran crew. Has a a reputation for arriving when least expected. | Scomp Link, Pilot, Astromech May deploy -3 as a 'react.' May add 3 pilots, 4 passengers and 1 vehicle. Has ship-docking ability. Permanent pilot provides ability of 2. | |
·Tala 1 Death Star II R | Starfighter: Modified Z-95 Headhunter | P:2 M:4 H:3 D:2 F:3 | Heavily modified Headhunter. Operationally assigned to support Madine's commando team. Hyperdrive added to allow it to operate independently of capital starship support. | Astromech, Scomp Link May add 1 pilot. May be carried like a vehicle. Power and maneuver +2 at opponent's system (except battlegrounds) or at any sector. Immune to attrition < 4 when Colonel Cracken piloting. | |
·Tala 2 Death Star II R | Starfighter: Modified Z-95 Headhunter | P:2 M:4 H:3 D:1 F:3 | Equipped with sophisticated sensor suite to monitor Imperial activity during Rebel commando operations. Hyperdrive allows long-range reconnaissance. | Astromech, Scomp Link May add 1 pilot. May be carried like a vehicle. When your spy aboard, opponent's spies and scouts are deploy +2 to related sites. Immune to attrition < 4 when Lieutenant Blount piloting. | |
·Tantive IV A New Hope R1 | Capital: Corvette | P:5 R:4 H:3 D:5 F:8 | Royal House of Alderaan consular ship. Used by Princess Leia for Imperial Senate business (and secret Rebel espionage). Captured by the Devistator over Tatooine. | Scomp Link, Pilot, Astromech 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. | |
·Tydirium Endor R | Starfighter: Lambda-class Shuttle | P:2 M:2 H:3 D:2 F:4 | Stolen Imperial Lambda-class shuttle. Supposedly carried parts and technical crew. Delivered General Solo's crack team of Rebel scouts to the forest moon of Endor. | Astromech, Scomp Link May deploy (and your characters may deploy aboard) even without presence of Force icons. May add 2 pilots and 6 passengers. While Tydirium is at a system location, your scouts deploy -1 aboard. | |
X-wing Premiere C2 | Starfighter: X-wing | P:3 M:4 H:5 D:2 F:4 | 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. | Scomp Link, Pilot, Astromech Permanent pilot aboard provides ability of 1. | |
X-wing Assault Squadron Special Edition R | Squadron: X-wing | P:9 M:4 H:5 D:* F:12 | 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. | Scomp Link x 3, Pilot x 3, Astromech x 3 ·Replaces 3 X-wings at one location (X-wings go to Used Pile). Permanent pilots aboard provide total ability of 3. | |
Y-wing Premiere C2 | Starfighter: Y-wing | P:2 M:3 H:4 D:1 F:2 | Rugged Rebel Alliance fighter. BTL-S3 has room for a second pilot to assist weapons operations. 16 meters long. Built by Koensayr. | Scomp Link, Pilot, Astromech May add 1 pilot or passenger. Permanent pilot aboard provides ability of 1. | |
Y-wing Assault Squadron A New Hope U1 | Squadron: Y-wing | P:6 M:3 H:4 D:* F:6 | The Rebel Alliance deploys starfighters in triangular formations to minimize exposure to enemy fire. Two function as wingmen to cover one leader. | Scomp Link x 3, Pilot x 3, Astromech x 3 · 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. | |
YT-1300 Transport Endor C | Starfighter: Modified Light Freighter | P:2 M:3 H:5 D:3 F:5 | Reliable and durable. Widely used freighter made by Corellian Engineering Corporation. Sales have dramatically increased in proportion to the fame of Han Solo's ship. | Independent, Pilot, Astromech, Scomp Link May add 1 pilot, 2 passengers and 1 vehicle. Has ship-docking capability. Permanent pilot provides ability of 1. Quad Laser Cannon and Surface Defense Cannon may deploy (and fire free) aboard. | |
···Z-95 Bespin Defense Fighter Enhanced Cloud City NA | Starfighter: Modified Z-95 Headhunter | P:2 M:4 H:2 D:2 F:3 | Used to combat pirate activity in and around Cloud City. Top speed in atmosphere 1,150 kph. Hyperdrive installed by Bespin Motors. | Independent, Pilot, Astromech, Scomp Link Permanent pilot provides ability of 1 and adds 1 to power. May add one alien pilot (suspends permanent pilot). Power +2 at Bespin locations. May be carried aboard starships like a vehicle. | |
Z-95 Headhunter Sealed Deck NA | Starfighter: Z-95 Headhunter | P:2 M:4 D:2 F:2 | 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. | Independent, Pilot Permanent pilot aboard provides ability of 1. Power and Maneuver +2 at non-unique cloud sectors. May be carried aboard starships like a vehicle. |
Air-2 Racing Swoop Special Edition C | Transport Vehicle | P:0 M:5 L:* D:2 F:2 | Features maneuvering flaps and repulsorlift engines. High speed and sensitive controls make swoops hard to drive. Outracing slavers on Bonadan, Han escaped on an Air-2. | May add 1 driver and 1 passenger. *Landspeed = driver's ability, and once per turn, may follow an opponent's vehicle or character that just moved from same site (if within range). | |
·Chewie's AT-ST Endor R | Combat Vehicle: AT-ST | P:3 R:4 L:3 D:2 F:5 | Enclosed Chewie's daring capture of an Imperial AT-ST helped turn the tide in the Battle of Endor. | Scomp Link Deploy only to Endor or same site as Chewie or opponent's AT-ST. May add 2 pilots or passengers. Subtracts 1 from power of other AT-STs at same site. Immune to attrition < 4 when Chewie piloting. | |
Cloud Car Cloud City C | Combat Vehicle: Twin-Pod Cloud Car | P:2 M:3 L:4 D:2 F:3 | 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. | Pilot 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. | |
Ewok Glider Endor C | Transport Vehicle | P:1 M:2 L:2 D:1 F:2 | Primitive flying vehicle used by Ewoks. Used to drop rocks on Imperial troops during the Battle of Endor. | May add 1 driver (must be an Ewok). Once per turn, when in battle, may target a character or creature present. Draw destiny. Target hit if destiny -1 > defense value. | |
Incom T-16 Skyhopper A New Hope C2 | Shuttle Vehicle | P:1 M:5 L:* D:2 F:4 | Enclosed vehicle used for shuttling and hot-rodding. E-16/x ion engine pushes T-16 up to 1200 kph. | Pilot 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. | |
·Kalit's Sandcrawler Special Edition R | Transport Vehicle | P:3 R:3 L:2 D:3 F:5 | Provides enclosed shelter from harsh Tatooine climate, Tusken Raiders and krayt dragons. Kalit offers sanctuary to others when traveling (even members of enemy Jawa tribes). | Deploys only on Tatooine. May add 1 driver and 7 passengers. While your Jawa is aboard this vehicle and your Jawas at same site are immune to attrition < 3 (< 6 if Kalit at same site). | |
Lift Tube Premiere C2 | Transport Vehicle | P:0 M:1 L:3 D:1 F:1 | System of enclosed high-speed vertical and horizontal transport cylinders. Used in space stations, large starships, Death Stars, etc. | 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 Jedi Pack NA | Shuttle Vehicle | P:2 M:5 L:* D:2 F:4 | Enclosed vehicle used by Luke Skywalker for his early pilot training. Often raced with Biggs Darklighter through Beggar's Canyon. | 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 Premiere U1 | Transport Vehicle | P:1 M:5 L:4 D:2 F:4 | 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. | 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). | |
Patrol Craft Special Edition C | Transport Vehicle | P:1 M:3 L:3 D:1 F:3 | Small, lightly armed, enclosed vehicle widely used throughout the galaxy. Sometimes used as a pleasure craft by wealthy eccentrics. | Power +1 at Coruscant or Bespin. May add 1 driver and 1 passenger. May deploy or move as a 'react.' At cloud sectors, may move and be targeted by weapons like a starfighter. | |
Rebel Snowspeeder Empire Strikes Back Introductory Two Player Game T5 | Combat Vehicle: T-47 Snowspeeder | P:2 M:3 L:4 D:1 F:2 | Technicians at the Rebel Base on Hoth modified T-47 airspeeders to fly in the frigid atmosphere of the ice planet. Enclosed. | Pilot May add 1 pilot or passenger. Permanent pilot aboard provides ability of 1. | |
·Rogue 1 Hoth R1 | Combat Vehicle: T-47 Snowspeeder | P:3 M:4 L:4 D:2 F:6 | Designated Rogue Leader. Led snowspeeder attack during the Battle of Hoth. Enclosed. Piloted by Commander Skywalker, with Dack Ralter as tailgunner. | May add 2 pilots or passengers. Immune to attrition < 3 if Luke piloting. May move as a 'react' only to Hoth sites. | |
·Rogue 2 Hoth R2 | Combat Vehicle: T-47 Snowspeeder | P:3 M:4 L:4 D:2 F:5 | 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. | 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 Hoth R1 | Combat Vehicle: T-47 Snowspeeder | P:3 M:4 L:4 D:2 F:5 | Enclosed. Piloted by Commander Wedge Antilles. Successful walker tripper. Abandoned during the Rebel evacuation of Echo Base. | May add 2 pilots or passengers. Immune to attrition < 3 if Wedge piloting. May move as a 'react' only to Hoth sites. | |
·Rogue 4 Special Edition R | Combat Vehicle: T-47 Snowspeeder | P:3 M:4 L:4 D:2 F:5 | Enclosed snowspeeder piloted by Derek 'Hobbie' Klivian. Wingman of Rogue Leader at the Battle of Hoth. Laser cannons modified for improved recharge rate. | May add 2 pilots or passengers. May move as a 'react' only to Hoth sites. Dual Laser Cannon deploys and fires free aboard. Immune to attrition < 3 when Hobbie piloting. | |
·Rogue Bantha A New Hope U1 | Creature Vehicle | P:2 M:2 L:1 D:2 F:3 | Fled into the wilderness after mistreatment by a young Tusken Raider. Raised by moisture farmer. Friendly toward strangers, but attacks Tusken Raiders on sight. | 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). | |
Ronto Special Edition C | Creature Vehicle | P:3 R:3 L:2 D:2 F:3 | Creatures used as beasts of burden by Jawas. Tremendous strength makes them excellent pack animals. Very skittish around repulsorlift vehicles. | May add 2 'riders' (passengers). Ability = 1/4. When 'ridden' by a Jawa, moves for free and draws one battle destiny if not able to otherwise. | |
Sandcrawler Premiere R2 | Transport Vehicle | P:3 R:3 L:2 D:3 F:5 | Warren-like enclosed homes for Jawa tribes. Protects against Tatooine predators. Originally mining vehicles. Jawas claimed them when mines abandoned. No two look alike. | 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. | |
Sandspeeder Special Edition F | Combat Vehicle: T-47 Sandspeeder | P:3 M:4 L:4 D:2 F:4 | Enclosed Incom T-47 airspeeder adapted for use in hot, dry conditions. Maximum speed 600 kilometers per hour. Drive section left exposed for easier maintenance. | Pilot May add 1 pilot or passenger. Permanent pilot provides ability of 1. May move as a `react' only to Tatooine or desert sites. | |
Skiff Jabba's Palace C | Transport Vehicle | P:3 M:3 L:3 D:3 F:3 | Top speed of 250 kph. Repulsorlift engine. Equipped with two electromagnetic load lifters. Frequently used by shipping companies to transfer cargo between freighters. | 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 Hoth U2 | Combat Vehicle: T-47 Snowspeeder | P:3 M:4 L:4 D:2 F:4 | 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. | Pilot 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 Premiere C2 | Transport Vehicle | P:0 M:4 L:3 D:2 F:3 | Typical old model Courier landspeeder such as the one used by Lars family for trips to Anchorhead. Has cargo compartment. Enclosed seating. | 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). | |
Speeder Bike Endor C | Combat Vehicle: Speeder Bike | P:1 M:5 L:5 D:1 F:3 | Aratech speeder bikes often found their way into Rebel hands. Stolen from troops operating far from Imperial maintenance facilities. | May add 1 pilot and 1 passenger. May move as a 'react'. When piloted, vehicle and scouts aboard are immune to attrition < 4. Pilot's power = 0. If lost, characters aboard may "jump off" (disembark). | |
Tauntaun Hoth C2 | Creature Vehicle | P:1 M:2 L:2 D:1 F:3 | 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. | 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. |
A-wing Cannon Death Star II C | Starship Weapon | Equipped with targeting sensor system. Weapon mounts pivot up to 60 degrees to improve targeting. | Deploy on your A-wing. May target a starfighter or squadron for free. Draw destiny. Add your starship's maneuver. Target hit if total destiny > twice target's defense value. | ||
··A280 Sharpshooter Rifle Endor R | Character Weapon | BlasTech sharpshooter rifle accurate to 500 meters. Corporal Janse brought several A280s with him when he left BlasTech. | Use 2 Force to deploy on your scout warrior. May target a character, creature or vehicle at same or adjacent site for free. Draw destiny. Add 2 if warrior is alone and target is at an adjacent site. Target hit if total destiny > defense value. | ||
·Anakin's Lightsaber Hoth R1 | Character Weapon | Constructed by Anakin Skywalker. Kept by Obi-Wan Kenobi until given to Luke. | 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 Hoth U2 | Artillery Weapon | D:2 F:2 | Atgar 1.4 FD P-tower anti-vehicle cannon. Adapted to operate with minimal performance loss in the extremes of a cold environment. | 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. | |
BlasTech E-11B Blaster Rifle Endor C | Character Weapon | Modified by Alliance armorers who defected from the BlasTech corporation. Expensive cooling system incorporated to allow higher fire rate. | Use 2 Force to deploy on your scout warrior. May target a character, creature or vehicle using 1 Force. Draw destiny. Target hit if destiny > defense value. May fire repeatedly for 2 Force each time. | ||
Blaster Premiere C2 | Character Weapon | A Merr-Sonn Model 44 blaster pistol. Uses power packs and high-energy blaster gases to shoot bolts of explosive coherent light energy. | 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 Premiere C1 | Character Weapon | 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. | 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 A New Hope R2 | Character Weapon | 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. | 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. | ||
·Chewbacca's Bowcaster Endor R | Character Weapon | Specially modified by Chewbacca. Fires larger bolts with more accuracy. Superior targeting at long distances. | Deploy on Chewie, or use 4 Force to deploy on your other Wookiee. May target a character, creature or vehicle using 3 Force (for free if Chewie firing). Draw two destiny. Target hit if total destiny > defense value. If hit by Chewie, target's forfeit = 0. | ||
Cloud City Blaster Cloud City C | Character Weapon | 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. | 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 Hoth R1 | Character Weapon | Mier-Lan V-59 grenade. Blows stuff up. | 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. | ||
Concussion Missiles Death Star II C | Starship Weapon | Used by veteran smugglers. Defend transports from maneuverable TIE fighters. Frequently used to arm Rebellion transports and freighters. | Use 1 Force to deploy on your bomber, A-wing, freighter, or transport. May target a starship for free. Draw destiny. Add 1 if targetting a starfighter or squadron. Target hit if total destiny > defense value. | ||
Disruptor Pistol Special Edition F | Character Weapon | Illegal weapon easily purchased by Rebel suppliers on the black market. Rechargeable energy packs make it a cost-effective weapon. | Use 2 Force to deploy on your warrior (1 on your non-unique warrior). May target a character or creature using 2 Force (for free if on your non-unique warrior). Draw destiny. Target lost if destiny > defense value. | ||
Dual Laser Cannon Hoth U1 | Vehicle Weapon | Sund x2-100 laser cannon. Popular among outlaw organizations because it is both cheap and powerful. Frequently mounted on T-47 airspeeders. | 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. | ||
Echo Base Trooper Rifle Special Edition C | Character Weapon | BlasTech A295 blaster rifle. Standard-issue longarm at Echo Base. Highly accurate with good range. Favored by marksmen and snipers in a hostile environment. | Use 3 Force to deploy on your warrior (free on your Echo Base trooper). May target a character, creature or vehicle at same or adjacent site using 2 Force (1 if fired by an Echo Base trooper). Draw destiny. Target hit if destiny + 1 > defense value. | ||
Enhanced Proton Torpedoes Death Star II C | Starship Weapon | Often modified by Rebel technicians. Heavy warhead provides increased armor penetration. Decreased maneuverability and effectiveness against starfighters. | Deploy on your X-wing, Y-wing or B-wing. May target a starship for 1 Force. Add 1 if targetting a capital starship. Otherwise, subtract 1. Target hit if total destiny > defense value. | ||
Ewok Bow Endor C | Character Weapon | Primitive weapon. Effective in large volleys. Imperial troops are not prepared for such simple tactics. | Use 1 Force to deploy on your Ewok. May target a character or creature using 1 Force. Draw destiny. Add 1 for each other Ewok present who is armed with an Ewok Bow. Target hit if total destiny > defense value. | ||
Ewok Catapult Endor U | Artillery Weapon | D:2 F:4 | Crowning achievement of Chirpa's engineers. Heavy stones from these weapons distracted Imperial AT-ST walkers. | Deploy on an exterior Endor site. Does not require a power source. Your Ewok present may target a vehicle with armor at same or adjacent site for free. Draw destiny. Add 1 for each Ewok present. Target crashes if total destiny > defense value. | |
Ewok Spear Endor C | Character Weapon | Chosen weapon of most Ewok warriors. Pointed tip made of stone or animal horn. | Use 2 Force to deploy on your Ewok (free on Ewok Spearman). Adds 1 to power. May target a character or creature using 1 Force. Both players draw destiny. Target's power or ferocity for remainder of turn if your destiny + Ewok's power > opponent's destiny. | ||
Explosive Charge Endor U | Automated Weapon | Standard explosive charge carried by Rebel commandos. When used in multiple, these charges have the explosive capacity to level a heavily armored structure. | Deploy on an interior site you occupy. Immune to Overload. Place in Used Pile if opponent controls this site. If you just lost a battle opponent initiated here, may draw destiny. All cards (except Effects) here are lost if destiny > 4 (otherwise, Charge lost). | ||
Golan Laser Battery Hoth U1 | Artillery Weapon | D:3 F:3 | Modified Golan Arms DF9 anti-infantry battery. Proton-shielded control cylinder capped by one or more rotating turret-mounted laser cannons. | 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 Premiere R2 | Character Weapon | BlasTech DL-44 heavy pistol. Short range, but relatively powerful. Carries energy for 25 shots. Illegal or restricted on most systems. | 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. | ||
Heavy Turbolaser Battery Death Star II C | Starship Weapon | Built to penetrate the armor of the toughest Star Destroyers. Cooling technology pilfered from the Empire. | Use 4 Force to deploy on your Star Cruiser. Adds 2 to power. May target a starship using 2 Force. Draw two destiny. Subtract 1 when targeting a capital starship. Otherwise, subtract 6. Target hit if total destiny > defense value. | ||
Infantry Mine Hoth C2 | Automated Weapon | Deadly explosive typically planted on the perimeter of strategic sites or high-security installations to prevent Rebel spies and saboteurs from gaining access. | 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. | ||
Intruder Missile Special Edition F | Starship Weapon | Prototype missile developed by Slayn & Korpil. Ionizing warhead disrupts onboard systems. Capable of destroying capital starships by overloading shield generators. | Deploy on your B-wing, Z-95, YT-class freighter or Falcon. May target a capital starship for free. Draw destiny. Add 3 if that capital starship was targeted by another weapon this turn. Target hit if total destiny > defense value. After firing, place Missile in Used Pile. | ||
Jawa Ion Gun A New Hope C2 | Character Weapon | 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. | 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 Premiere U1 | Character Weapon | 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." | 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. | ||
·Lando's Blaster Rifle Special Edition R | Character Weapon | Standard-issue Imperial blaster rifle appropriated by Lando from a stormtrooper. Used by Calrissian to pin down stormtroopers as he made his escape from Cloud City. | Deploy on your Lando or use 3 Force to deploy on your other warrior. May target a character, creature or vehicle using 1 Force. If Lando targeting a character, target is power -2 for remainder of turn. Draw destiny Target hit if destiny + 1 > defense value. | ||
·Leia's Blaster Rifle Special Edition R | Character Weapon | Standard production blaster rifle issued at Echo Base. Modified by Rebel engineers for Leia's use. Has less recoil and a higher recharge rate. | Deploy on Leia or use 3 Force to deploy on your other warrior. May target a character, creature or vehicle using 1 Force. Draw destiny. Target hit if destiny + 1 > defense value. If hit by Leia, target is lost. | ||
·Leia's Sporting Blaster Premiere U1 | Character Weapon | 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. | 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 Cloud City R | Character Weapon | 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. | 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 A New Hope U1 | Character Weapon | 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. | 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 Lightsaber Death Star II R | Character Weapon | Weapon of a truly powerful warrior. Constructed by Luke as part of his training. | Deploy on Luke. Adds 1 to defense value and training destiny. May add 1 to Force drain where present. May target a character, creature, speeder bike, or swoop for free. Draw 2 destiny. Target hit, ad its forfeit = 0 if total destiny > defense value. | ||
Medium Repeating Blaster Cannon Hoth C1 | Artillery Weapon | D:3 F:1 | 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. | 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 Jabba's Palace C | Character Weapon | Easily obtained by the Rebellion. Many are copies of the BlasTech DL-18 design. Plentiful on Tatooine. Used for suppressive fire. | 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 A New Hope R2 | Automated Weapon | 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. | 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 Premiere R1 | Character Weapon | "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. | 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. | ||
Orbital Mine Death Star II C | Automated Weapon | Often stolen from the Empire. Used by the Rebellion to protect key spaceports. Can be released to cover the retreat of a fleeing strike force. | Deploy at the same system as a bomber. "Explodes" if an opponent's starship deploys or moves here. Draw destiny. Add 2 when targeting a capital starship. Starship lost if total destiny > defense value. Orbital mine is also lost. | ||
·Planet Defender Ion Cannon Hoth R2 | Artillery Weapon | D:4 F:4 | 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. | 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 Hoth U1 | Vehicle Weapon | 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. | 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 Premiere C2 | Starship Weapon | Powerful ballistic projectiles. Carries proton-scattering energy warheads. Short range. Pierces energy shields, but blocked by particle shields. | 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 Premiere U1 | Starship Weapon | 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. | 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. | ||
SW-4 Ion Cannon A New Hope R2 | Starship Weapon | 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. | 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. | ||
Surface Defense Cannon Hoth R2 | Starship Weapon | 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. | 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. | ||
Tagge Seeker Premiere R2 | Automated Weapon | 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. | 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 Premiere R2 | Automated Weapon | 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. | 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 Premiere C2 | Automated Weapon | 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. | 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 Hoth C2 | Automated Weapon | Mine controlled by microcircuitry calibrated to ignore infantry and creatures. Explodes only when triggered by metallic vehicles. | 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 Jabba's Palace C | Character Weapon | Vibrating blade powered by an energy cell hidden within the shaft. Used by many moisture farmers to prod banthas and other animals. | 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. | ||
X-wing Laser Cannon Special Edition C | Starship Weapon | Quad Taim & Bak KX9 laser cannon. Fires singly or linked in groups of two or four. Smart pilots conserve energy and select only the cannons needed to score a hit. | Deploy on your X-wing. May target a starfighter using X Force, where X = 0 to 3. Draw destiny. If destiny + X > defense value, target hit (lost instead if X = 3). |
Arc Welder Jabba's Palace U | Device | Used primarily for sealing bulkheads and performing other repair functions. Especially innovative droids use it for other, less conventional purposes. | 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 Hoth R2 | Device | Although artillery weapons have a manual firing mechanism, this optional device allows weapons operation from a remote location. Uses coded signals. | 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 Dagobah C | Device | Standard technology found on hyperdrive-capable starfighters. Many manufacturers. Converts electronic impulses and high-density electronic languages into readable 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 Cloud City R | Device | 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. | 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 Premiere U2 | Device | 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." | 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 Cloud City U | Device | 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." | 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 Dagobah C | Device | 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. | 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 Hoth C2 | Device | Rebels carry a variety of equipment to be fully prepared for enemies and the elements. Weather-resistant backpacks keep gear protected and operational. | 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 Premiere C2 | Device | Enhances distant targets using a computer-assisted zoom technology. Provides range information. Works in low-light. Rugged case protects the internal systems. | 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 A New Hope U2 | Device | 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. | 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 Premiere C2 | Device | Uses standard fusion technology. Provides starships with energy for hyperspace travel. Installed at docking bays and throughout the Outer Rim Territories. | 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 Dagobah R | Device | Experienced pilots keep a well equipped toolkit. Horizontal boosters, alluvial dampers and hydrospanners aid in performing high-tech repairs aboard starships. | 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 Jabba's Palace U | Device | Standard astromech internal cargo area measures 20 centimeters by 8 centimeters. Some models have a custom compressed-air launcher for shooting flares. | 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 Jabba's Palace U | Device | Common feature on astromechs. Displays technical information. Sometimes used by princesses to send distress calls to old Jedi Knights, but not often. | 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 Hoth C2 | Device | Cold-weather gear worn and carried by Echo Base troops. Enhances their ability to function and survive in Hoth's hostile environment. | 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 Premiere U2 | Device | Grows fruits and vegetables. Very efficient water use. Often underground. Feeds moisture farm families, but excess vegetables are often sold at markets. | 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 Dagobah R | Device | 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 | 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 Cloud City U | Device | Easily concealed device used by Lando to remain in contact with his subordinates. Directly connected to Cloud City's central computer. | 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 Dagobah R | Device | Made on Dantooine. Luke used the many pockets in his gundark-skin backpack to carry supplies while on patrol. | 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 A New Hope R2 | Device | 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). | 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 Dagobah C | Device | Lardanis Survival Systems MFCR-200 Power Generator. Used by smugglers and Rebel agents. Highly portable. Powers and charges a wide range of equipment. | 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. | ||
Portable Scanner Special Edition C | Device | Cryoncorp EnhanceScan general-purpose scanner. 1,500-meter lifeform detection range. Motion sensor and metal detection sensors optimized for up to 500 meters. | Deploy on your Rebel. Adds 2 to your search party destiny draws where present. Also, once during each of your control phases, may take one device or weapon (except a lightsaber) into hand from Reserve Deck; reshuffle. | ||
R2 Sensor Array Hoth C2 | Device | Popular R2 astromech accessory manufactured by Industrial Automation. Can monitor radiation levels and detect nearby lifeforms. | 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 Dagobah C | Device | Pilot fatigues feature digital technology which can be customized for particular starfighters. Increases interface efficiency with a newly assigned craft | 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 A New Hope C2 | Device | Fabritech communications and sensor array. Features active/passive scanners, powerful jamming system, ship-to-ship transmitters and short-range target acquisition program. | Use 1 Force to deploy on your starship. You may deploy cards as a 'react' to a battle at same system or sector. | ||
Remote A New Hope C2 | Device | Tshhhh. Tshhhh. Zap! "Look...good against remotes is one thing. Good against the living, that's something else." | 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 Premiere C2 | Device | 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.' | 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 Dagobah C | Device | 2 kilo lifting capacity and .85 meter reach. Better than 1 micrometer placement accuracy. Feisty Rebel droids can use this tool for sneaky purposes. | 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 A New Hope U1 | Device | Monitors all nearby traffic in exterior locations. Takes advantage of multiple backup systems to minimize breakdowns under harsh conditions. | 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 Premiere U1 | Device | Specially designed for use on Rebel starfighters. Assists pilots on torpedo runs. Automatically locks on pre-programmed target points. | 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 Premiere C2 | Device | Survival gear, food and tools are stored in small compartments. Made from bantha hide. Used by Luke and other Tatooine inhabitants. | Use 1 Force to deploy on any Rebel or alien. While on Tatooine, that character's power and forfeit are +2. | ||
Vaporator Premiere C2 | Device | Essential for life on desert planets. Condenses water vapor from atmosphere. Has purification filters and coolant tanks. Protects against drought and harsh conditions. | 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. | ||
Wrist Comlink Special Edition C | Device | Favored by scouts and troopers over the hand-held model. Easy to operate in difficult environments. | Use 1 Force to deploy on your Rebel. Your characters and vehicles at related sites may move as a 'react' to same or adjacent site. |
A Jedi's Strength Dagobah U | Jedi Test #2 | ·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 Dagobah U | Jedi Test #3 | ·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 Dagobah C | Jedi Test #1 | ·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 Dagobah R | Jedi Test #5 | ·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 Dagobah R | Jedi Test #4 | ·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. | |||
You Must Confront Vader Death Star II R | Jedi Test #6 | ·Deploy on Table. Target a Skywalker who has completed Jedi Test #5. While Target on Dagobah, "Move Phase" on Save You It Can may be treated as "Deploy Phase". Until Jedi Test completed, battles you initiate at Vader's site are canceled and opponnet loses 2 Force at start of your turn unless Vader is at a battleground site. Attempt during your move phase when Vader with Target (even as a non-frozen captive). Vader and target duel: Each player draws destiny. Add ability. Highest total wins. If target wins, test completed: Leave on table. Add one battle destiny in every battle. Also, target is immune to attrition <5. |
·Attack Run A New Hope R2 | Epic Event | 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. | |||
Deactivate The Shield Generator Endor R | Epic Event | Deploy on Bunker. During your control phase, if you control Bunker with a Rebel, attempt to "blow away" Bunker as follows: Charges! Come On, Come On!: Draw two destiny. Add 3 to total for each Explosive Charge on Bunker. Move! Move! Move!: If total destiny > 12, your characters here may relocate to Back Door for free, Bunker and Landing Platform (if on table) are "blown away," opponent loses 8 Force and this card is lost. |
Dantooine Base Operations/More Dangerous Than You Realize Special Edition R | Objective | Deploy Dantooine system. While this side up, once during each of your deploy phases, may deploy from Reserve Deck to Dantooine one site or non-unique Rebel; reshuffle. At Dantooine locations, each Imperial is deploy +2. Flip this card if Rebels control at least three Dantooine sites and opponent controls no Dantooine locations. Place out of play if Dantooine is "blown away." | While this side up, opponent's Force drains are -1. At Dantooine locations, each Imperial is deploy +2. Your squadrons may deploy to Dantooine (deploy cost = squadron's power -3), are immune to attrition < 4 and may draw one battle destiny if not able to otherwise. Your Force drains are +1 at systems where you have a squadron present. Flip this card if opponent controls at least two Dantooine locations. Place out of play if Dantooine is "blown away." | ||
Hidden Base/Systems Will Slip Through Your Fingers Special Edition R | Objective | Deploy Rendezvous Point. Place a planet system (with a parsec number from 1 to 8) from Reserve Deck face down on your side of table (not in play); that card indicates the planet where your "Hidden Base" is located. While this side up, once during each of your deploy phases, may deploy one system from Reserve Deck; reshuffle. Opponent loses no more than 1 Force from each of your Force drains at systems and sectors. Flip this card any time after the system matching your "Hidden Base" indicator has been deployed. | While this side up, to draw a card from Force Pile, opponent must first use 1 Force. For each battleground system you control, you may cancel one opponent's Force drain (limit twice per turn). You may not deploy any systems. At each system opponent occupies during any draw phase, opponent may 'probe' there by placing one card from hand face down beneath that system. Place out of play if "Hidden Base" system is 'probed;' Dark Side places 'probe' cards in Used Pile (and may retrieve 1 Force for each Probe Droid used to 'probe'). | ||
Local Uprising/Liberation Special Edition R | Objective | Deploy any planet system and one site to that system. This system is the Subjugated planet. While this side up, once during each of your deploy phases, you may deploy one × site to the Subjugated planet from Reserve Deck; reshuffle. Flip this card if your matching operatives control at least three battleground sites related to the Subjugated planet. | While this side up, opponent's Force drains are -1. You may retrieve 1 Force whenever you deploy a matching operative to the Subjugated planet. Your matching operatives on that planet are each forfeit +2 and, when at same site as an Imperial or AT-AT, are each power +2. When you have at least one matching operative in a battle on the Subjugated planet, you may add one battle destiny. Flip this card if you do not occupy at least two battleground sites related to the Subjugated planet. | ||
Massassi Base Operations/One In A Million Third Anthology NA | Objective | Deploy Yavin 4 system and Yavin 4: Docking Bay. For remainder of game, you may not play Revolution or Force drain at Yavin 4 sites or sectors. While this side up, you generate no more than 1 Force from each Yavin 4 site. Once during each of your deploy phases, may deploy one Yavin 4 site from Reserve Deck; reshuffle. Each Imperial is deploy +2 to Yavin 4. Flip this card if you control three Yavin 4 sites. Place out of play if Yavin 4 is "blown away." | While this side up, may deploy Death Star system without completing Death Star Plans. Once during each of your deploy phases, may take one Rebel Tech, Death Star system, Attack Run or Proton Torpedoes into hand from Reserve Deck; reshuffle. Your total power is +3 in battles at systems. If Death Star is "blown away," adds 3 to Force lost for each opponent's Death Star site and, for remainder of game, your Force drains at battleground systems where you have a starfighter present with a pilot character aboard are each +2. | ||
Mind What You Have Learned/Save You It Can Special Edition R | Objective | Deploy Dagobah system (may not be converted). While this side up, during your deploy phase, may deploy Luke, Yoda (deploy -2), Yoda's Hope, At Peace and/or Luke's Backpack to Dagobah from Reserve Deck; reshuffle. Whenever you draw training destiny, draw two and choose one. Place Luke's completed Jedi Tests on table. Your cards at Dagobah may not Force drain or contribute to Force retrieval. Add 4 to each player's destiny draw for Sense and Alter. Flip this card when Luke completes Jedi Test #5. | Immediately retrieve 10 Force and place destiny card from Jedi Test #5 on that Jedi Test. While this side up, during your move phase, may use 3 Force to take Luke into hand from a location you control (cards on Luke go to owner's Used Pile). Luke's Jedi Tests are suspended (not lost) whenever Luke not on table. Luke may ignore location deployment restrictions. Opponent may not play Sense or Alter. Place out of play if you Force drain at Dagobah or if Luke is placed out of play. Cancel Luke's Jedi Tests. | ||
Quiet Mining Colony/Independent Operation Enhanced Cloud City NA | Objective | Deploy Bespin system and one Cloud City battleground site. While this side up, once during each of your deploy phases, may use 1 Force to deploy a site (or cloud sector) to Bespin from Reserve Deck; reshuffle. Opponent loses no more than 1 Force from each of your Force drains at Bespin locations. Flip this card if opponent controls no Bespin locations and you control Bespin: Cloud City and at least two Cloud City sites (one if Lando or Lobot on Cloud City). Place out of play if Bespin is "blown away". | While this side up, your aliens, cloud cars and independent starships are immune to attrition < 4. At each Bespin location you control with an alien, your Force drains may not be modified or canceled by opponent. Your independent starships are deploy -1. Once during each of your deploy phases, you may deploy one docking bay from Reserve Deck; reshuffle. Flip this card if opponent controls Bespin system (or three Cloud City sites and/or Bespin cloud sectors). Place out of play if Bespin is "blown away". | ||
Rebel Strike Team/Garrison Destroyed Endor R | Objective | Deploy Endor system and Rebel Landing Site. While this side up, opponent loses no more than 1 Force from each of your Force drains at Endor locations. Once during each of your deploy phases, may use 2 Force to take one Bunker or Deactivate The Shield Generator into hand; reshuffle. Flip this card if Bunker "blown away" or if, during your move phase, you control three exterior Endor sites (with two Rebel scouts at each). Place out of play if Endor "blown away." | While this side up, at each Endor site where you have a Rebel scout, your Force drains may not be modified or canceled by opponent, except by a 'react'. Rebel scouts are immune to attrition < 4. Once during each of your draw phases, may retrieve one Rebel scout of ability < 3. Your Epic Event destiny draws are each +2. Flip this card (unless Bunker "blown away") if, during an opponent's move phase, opponent controls three exterior Endor sites or Endor system. Place out of play if Endor is "blown away". | ||
Rescue The Princess/Sometimes I Amaze Even Myself Special Edition R | Objective | Deploy Detention Block Corridor (with Leia of ability < 4 imprisoned there), Docking Bay 327, Yavin 4: Docking Bay and Yavin 4: War Room. While this side up, your spies, 8D8, Revolution, Death Star Plans and Detention Block Control Room may not deploy to Death Star. Cards that release captives are immune to Sense and Alter. May not play Nabrun Leids. Flip this card if you move Leia to Yavin 4: War Room. Place out of play if Leia is lost from table (you may not deploy Death Star Plans for remainder of game). | While this side up, for opponent to initiate a Force drain, opponent must use +1 Force. During battle, opponent's unique (·) characters, vehicles and starships lost from table are placed out of play; Leia adds one battle destiny; attrition against opponent is +2; and Imperials, Dark Jedi and Imperial starships lose all immunity to attrition. Flip this card if Leia is captured. Place out of play if Leia is lost from table. | ||
·There Is Good In Him/I Can Save Him Death Star II R | Objective | Deploy Chief Chirpa's Hut (with DSII Luke and Luke's Lightsaber there), Endor: Landing Platform and I Feel The Conflict.For remainder of game, you may not play Alter, Strangle, or Captive Fury. While this side up, your Force generation is +2 at Luke's site. While an Imperial is at Landing Platform, you may not Force drain or generate Force at Luke's location. When any Imperial is at Luke's site, Luke is captured (seized by an Imperial, if possible, even if not a warrior). Flip this card if Luke captured. | While this side up, at end of each of opponent's turns, opponent loses 2 Force unless Vader is escorting Luke. At any time, an Imperial escorting Luke may transfer Luke to Vader, if present. Vader may not transfer Luke. Once during each of your turns, if Vader present with Luke (even as a non-frozen captive), may shuffle Reserve Deck and draw destiny. If destiny > 14, Vader crosses to Light Side, totally depleting opponent's Life Force. Flip if Luke neither present with Vader nor a captive. | ||
You Can Either Profit By This.../Or Be Destroyed Enhanced Jabba's Palace NA | Objective | Deploy Tatooine:Jabba's Palace and Audience Chamber (with Han frozen there, he may not be moved when frozen). Opponent may deploy up to 2 aliens at Audience Chamber. While this side up, opponent may not Force Drain at Audience Chamber and you may not force drain at Tatooine locations. You may not play Frozen Assets. Luke, C-3PO and R2-D2 are deploy -2 at Jabba's Palace sites. Master Luke deploys for free. Flip this card if Han is on Tatooine and not a captive. Place out of play it Tatooine is blown away. | Immediately retrieve 5 Force (or 10 if Han has power < 4) once per game. While this side up, cancels the text of Bad Feeling Have I. Your unpiloted starfighters may deploy to exterior Tatooine locations. During your control phase, opponent loses 1 Force for each battleground location occupied by Han, Luke, Leia, Chewie, or Lando. Flip this card if Han is captured or not on table. Place out of play if Tatooine is blown away. |
·Capital Support Death Star II R | Admiral's Order | Each pilot deploys -1 (or -2 if with an admiral) aboard a capital starship. Each capital starship with a pilot character aboard is immune to attrition < 4 (or adds 2 to immunity). During each of your control phases, opponent loses 1 Force for each battleground site your general or commander controls that is related to a system you occupy. | |||
·Combined Fleet Action Death Star II R | Admiral's Order | At each system where any player does not have both a starfighter and a capital starship present that player's starships there are power -2. At sites related to systems you occupy, during each battle opponent may draw no more than one battle destiny. Once during each of your deploy phases, you may deploy one combat vehicle from Reserve Deck; reshuffle. | |||
·Concentrate All Fire Death Star II R | Admiral's Order | Each starfighter that fires a weapon in battle is power +3 for the remainder of battle. Once per turn you may cancel and redraw your starship weapon destiny just drawn. At sites related to systems you occupy, your characters who have immunity to attrition each add 2 to immunity and 1 to each of that character's weapon destiny draws. | |||
·I'll Take The Leader Death Star II R | Admiral's Order | Unique (·) starfighters without permanent pilots are immune to attrition < 4 (or add 2 to immunity if starfighter already has immunity). Starships without pilot characters aboard are power -2. At docking bays related to systems you occupy, your Force drains are +1. Once per turn, your starfighter just lost from a system may be relocated to a related docking bay. | |||
·Taking Them With Us Death Star II R | Admiral's Order | Each player, if that player has a capital starship armed with a starship weapon in battle, draws one battle destiny if not able to otherwise and once per battle, may reduce the defense value of one opponent's capital starship present by 4 for remainder of the battle. At sites related to systems you occupy, your non-pilot warriors are deploy -1, defense value +2 and forfiet +1. |
A Few Maneuvers Premiere C2 | Used Interrupt | "...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. | 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 A New Hope U1 | Used Or Lost Interrupt | Early warning and careful planning allow the Rebels to achieve maximum readiness while still maintaining optimal flexibility. | 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. | ||
·All Wings Report In Special Edition R | Used Interrupt | "Red 10 standing by." "Red 7 standing by." "Red 3 standing by." "Red 6 standing by." "Red 9 standing by." "Red 2 standing by." "Red 11 standing by." "Red 5 standing by." | Once per game, target one non-unique starfighter on table. Draw destiny. If destiny < X, retrieve X Force, where X = number of copies of that card you have on table. (Immune to Sense.) OR Take one non-unique starfighter into hand from Reserve Deck; reshuffle. | ||
Alter Premiere U1 | Used Interrupt | 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." | 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 A New Hope U1 | Lost Interrupt | 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. | 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. | ||
·Ambush Cloud City R | Lost Interrupt | "Well done. Hold them in the security tower, and keep it quiet. Move." | 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. | ||
Anakin Skywalker Death Star II R | Lost Interrupt | "You were right about me. Tell your sister ... you were right." | If Luke is about to cross over to the Dark Side, draw destiny. Add 6 if Emperor present. If total destiny > 12, Vader instead crosses to the Light Side, opponent loses 6 Force, and Emperor is lost. | ||
·Antilles Maneuver Special Edition C | Used Interrupt | As their war with the Empire continued, Rebel pilots learned ways to counter standard Imperial tactics such as the Tallon Roll. | Take one Corellian Slip into hand from Reserve Deck; reshuffle. OR If Luke and Wedge are in a battle together at a system or sector, exclude from that battle one opponent's starfighter or combat vehicle present. | ||
Armed And Dangerous Cloud City U | Lost Interrupt | The ability to retrieve his weapon by use of the Force was now second nature to Luke. | 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! Cloud City R | Used Or Lost Interrupt | "You haven't finished with me yet!" | 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 Jabba's Palace U | Lost Interrupt | "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." | 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 Cloud City C | Lost Interrupt | Han's habit of leaving during a crisis was offset by his tendency to return when his friends needed him the most. | 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 Hoth U1 | Lost Interrupt | Snowspeeder attack plan devised by Commander Skywalker and Rebel tactician Beryl Chifonage. Single-file formation protects the squadron as the leader draws fire. | 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 Dagobah U | Used Or Lost Interrupt | "I mean you no harm." | 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. | ||
·Balanced Attack Special Edition U | Used Interrupt | Alliance starfighter pilots cross-train with other starship types to maximize combat efficiency. | If you have more than once class of "snub fighter" (Z-95, A-wing, B-wing, X-wing or Y-wing) in a battle, for each different class, add 1 to attrition against opponent (add 2 more if Falcon present). OR Take one admiral or general into hand from Reserve Deck; reshuffle. | ||
·Beru Stew Premiere U2 | Lost Interrupt | 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. | 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! A New Hope C2 | Lost Interrupt | When Vader turned his attention to the escaping Rebels, Han immediately offered Luke some sage advice. | 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 Dagobah C | Used Interrupt | "I just got this bucket back together. I'm not gonna let something tear it apart." | 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 Jabba's Palace R | Used Or Lost Interrupt | 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. | 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 Cloud City C | Used Or Lost Interrupt | Some people think that hokey religions and ancient weapons are no match for a good blaster at your side. | 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 A New Hope C2 | Used Or Lost Interrupt | 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. | USED: Select a player to activate 1 Force. LOST: Cancel Juri Juice or Hypo. | ||
Cantina Brawl Premiere R1 | Lost Interrupt | "...watch your step. This place can be a little rough." The Mos Eisley Cantina harbors smugglers, thieves, cutthroats, criminals and bounty hunters! | 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 Cloud City U | Used Or Lost Interrupt | Chewie's life debt to Han forced him to act, retaliating unexpectedly against his captors. | 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 Cloud City C | Used Or Lost Interrupt | Han could have used a hand. Fortunately, Luke still had one to give. | 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. | ||
·Careful Planning Endor C | Used Or Starting Interrupt | Alliance troops on planet must plan ahead to achieve success in military operations. | USED: If a battle was just initiated, draw destiny and activate up to that much Force. STARTING: If you have not deployed an Objective, deploy from Reserve Deck one battleground site (or two sites) related to your starting location. Place Interrupt in Reserve Deck. | ||
Choke Jabba's Palace C | Lost Interrupt | Reaching out with the Force, Luke rendered Ortugg unconscious without doing the Gamorrean any actual harm. | 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 Cloud City U | Lost Interrupt | Weooww - bzzzzt - bzt - weoww - bzzzt - weoww - weow - bzt - bzt - bzt - weow - bzzzzzt! | 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?! Dagobah U | Used Interrupt | "I'm going in closer to one of those big ones." "Closer?!" "Closer?!" "Graarg?!" | 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 Cloud City U | Used Interrupt | The current administrator of Cloud City was rumored to have won his position by playing this version of sabacc. | 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! Premiere C2 | Lost Interrupt | 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. | 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 Premiere C2 | Lost Interrupt | Efficient cooperation allowed the Rebels to coordinate the attack of their small starfighters effectively at the Battle of Yavin. | 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 Cloud City C | Used Or Lost Interrupt | Lobot's direct link with the Cloud City central computer allowed him to efficiently manipulate the floating city's resources. | 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 Dagobah U | Lost Interrupt | Mystical Jedi power. Covers power of inner mind and body. Allows Jedi to exist in harmony with nature. You must learn this. | Cancel one Sense or Alter card. (Immune to Sense.) OR Cancel one Immediate Effect, Mobile Effect or Force drain. | ||
·Corellian Retort Jabba's Palace U | Used Or Lost Interrupt | "Threepio, you tell that slimy piece of worm-ridden filth he'll get no such pleasure from us!" | 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 A New Hope C2 | Used Interrupt | First perfected by Corellian starship battle tacticians, this dangerous counter-maneuver has saved numerous hot-shot pilots in life-or-death situations. | 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 Cloud City R | Lost Interrupt | Despite being alone, trapped and desperately outmatched, Luke continued his battle with the Dark Lord of the Sith. | 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. | ||
·Covert Landing Endor U | Used Or Lost Interrupt | The stolen code allowed the Rebels to land their strike team on Endor surface undetected -- or so they thought. | USED: If your shuttle (including a shuttle vehicle) is in battle, add one battle destiny. LOST: If your starfighter just landed at a site where opponent has no presence, deploy scouts (and weapons on those scouts) aboard it (capacity permitting) from Reserve Deck; reshuffle. | ||
Critical Error Revealed Death Star II C | Used Interrupt | Hologram technology allows effecient communication of complex intelligence during war room briefings. | If you have a leader at your war room, peek at the top card of opponent's Reserve Deck. You may place it on bottom of that Reserve Deck. | ||
Dark Approach Cloud City R | Lost Interrupt | "The Force is with you, young Skywalker. But you are not a Jedi yet." | 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 Hoth R1 | Used Or Lost Interrupt | 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. | 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). | ||
·Darklighter Spin Special Edition C | Lost Interrupt | Biggs improvised this maneuver shortly after joining the Alliance. By spinning his starfighter while firing all four cannons, he was able to destroy multiple incoming targets. | During a battle at a system or sector, if you are about to draw a card for battle destiny, you may instead use the maneuver number of your starfighter in that battle. | ||
·Dash Cloud City C | Used Interrupt | See Luke run. Run Luke, run! | 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 Cloud City U | Used Interrupt | If only someone had given Luke a hand. | 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. | ||
·Desperate Tactics Special Edition C | Used Interrupt | Members of the Rebel Alliance are willing to make a perilous frontal attack for their cause. | If your vehicle weapon was just fired during a battle, add one battle destiny. OR During a battle at a site where you have an artillery weapon or vehicle weapon, cancel all opponent's immunity to attrition for remainder of battle. | ||
·Direct Assault Special Edition C | Used Interrupt | "I got 'im! I got 'im!" | If you have a piloted starship armed with a starship weapon, select one opponent's starship present to lose all immunity to attrition for remainder of turn. OR Cancel Dark Maneuvers. | ||
·Dodge Cloud City C | Lost Interrupt | Normally parents try to prevent their children from falling down the stairs. | 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 Jabba's Palace C | Used Or Lost Interrupt | "We're on our way!" | 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 Premiere R1 | Lost Interrupt | 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." | 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 Tread On Me Special Edition R | Used Or Starting Interrupt | Han did not take kindly to Jabba's posturing. | USED: Add 1 to your just-drawn weapon destiny. STARTING: If you have deployed a battleground, deploy Ultimatum, Scrambled Transmission and/or Do, Or Do Not from Reserve Deck. Place Interrupt in Reserve Deck. | ||
Don't Underestimate Our Chances Premiere C1 | Lost Interrupt | "Stand-by alert. Death Star approaching. Estimated time to firing range, fifteen minutes." | 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 A New Hope R2 | Lost Interrupt | Typical of impersonators, Shada double-crossed everyone. Her true affiliations still remain a mystery. | 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. | ||
Droid Shutdown Premiere C2 | Used Interrupt | If low on energy and unable to recharge, a droid can shutdown active systems to conserve power. | Cancel any attempt to steal, destroy or capture one of your droids. Droid is protected for remainder of this turn. | ||
·Dune Sea Sabacc Jabba's Palace U | Used Interrupt | R'kik D'nec remains undefeated in this version of sabacc. Or at least there are no witnesses to the contrary. | 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 Dagobah R | Used Or Lost Interrupt | When the nav computer maintenance program failed to auto-repair the hyperdrive, Han decided to take matters into his own hand. | 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 Dagobah R | Lost Interrupt | Details of the notorious "Incident at Anoat" are required reading at the Imperial Academy of Raithal, where the pilots' names are posthumously displayed. | 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. | ||
·Endor Celebration Endor R | Used Interrupt | The Rebel presence on Endor meant that the Ewoks would be able to live free from the Empire's tyranny. | Cancel Tatooine Occupation, Cloud City Occupation or Rebel Base Occupation. (Immune to Sense.) OR During your activate phase, activate 1 Force for each Endor battleground you occupy. | ||
Escape Pod Premiere U2 | Used Interrupt | Capital starships have emergency escape pods. Equipped with food, water, flares, medpacs, hunting blaster and tracking beacon. (R2-D2 deactivated this one's beacon) | Save all characters, weapons, and devices aboard any just-lost capital starship. Relocate them to any planet site. | ||
·Ewok And Roll Endor C | Used Interrupt | Even an All Terrain Scout Transport cannot stand on all terrain. | If opponent's creature vehicle or AT-ST just deployed or moved to where your Ewok is present, draw destiny. Creature vehicle lost if destiny > defense value. AT-ST crashed if destiny + 2 > armor. OR If your Ewok is defending a battle, add 2 to your total power. | ||
·Ewok Log Jam Endor C | Used Interrupt | Any problem can be solved by the proper application of the principles of mass and velocity. | If opponent's transport vehicle or AT-ST just deployed or moved to an Endor site, draw destiny. Add 1 for each of your Ewoks present. Vehicle lost if destiny - 1 > defense value. OR Lose 1 Force to take into hand a card you just drew for battle or weapon destiny. | ||
Ewok Rescue Endor C | Used Interrupt | Ewoks used superior knowledge of Endor's forested terrain to free commandos captured by Imperial stormtroopers. | If your Ewok is present with an escorted captive, draw destiny. Add 2 if Ewok is a scout. If total destiny > escort's defense value, captive is released. OR If your Ewok is defending a battle, up to three of your Ewoks at one exterior site may move as a 'react' (for free). | ||
Fall Back! Hoth C2 | Lost Interrupt | "K-one zero...all troops disengage." | 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 Cloud City U | Lost Interrupt | "Aaaaah!" | 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 Cloud City U | Used Interrupt | Luke had a falling out with his estranged father. | 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 Jabba's Palace U | Used Interrupt | 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. | 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. | ||
Firefight Endor C | Used Interrupt | Lieutenant Page effectively deployed his attachment of Rebel commandos during the attack at the control bunker. | During a battle, if you have weapons at both sites adjacent to that battle, add 3 to your total power and add one battle destiny. OR For remainder of turn, your scout at an exterior site is power +1 and adds 1 to each of that character's weapon destiny draws. | ||
·First Aid Special Edition F | Used Interrupt | The Alliance used stolen medical droids to help carry on the battle against the Empire. | If your character's forfeit was just reduced to 0, restore it to normal. OR Reduce your battle damage by 5 by losing from hand a starship, vehicle, or character. (Immune to Sense.) | ||
·Fly Casual Endor R | Used Or Lost Interrupt | As a smuggler, Han had years of experience at avoiding Imperial detection. He chose the approach to Endor's moon as the time to pass some of that knowledge on to Chewie. | USED: Cancel Early Warning Network or It's An Older Code. OR During your deploy phase, deploy one starship (deploy -1) and/or one pilot to a system even without presence or Force icons. LOST: Take one Tydirium or Tantive IV into hand from Reserve Deck; reshuffle. | ||
Found Someone You Have Dagobah U | Lost Interrupt | "I'm looking for someone." "Looking? Found someone you have I would say." | 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. | ||
·Free Ride Endor U | Used Interrupt | To prevent biker scouts from reaching their base, Luke and Leia "borrowed" some nearby transportation. | If you control a location where opponent has a speeder bike, AT-ST or skiff, steal that vehicle (any characters aboard are lost). OR Peek at one card randomly selected from opponent's hand. If that card is a speeder bike, AT-ST or skiff, steal it into hand. | ||
Friendly Fire Premiere C2 | Lost Interrupt | Overcrowding in heavy fire zones increases chances of accidentally shooting one's own comrades. Stormtroopers never let accuracy get in the way of victory. | 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 Premiere R2 | Lost Interrupt | Rebel pilots use visual scanning to supplement sensors for an edge against Imperial fighter pilots. Natural instincts allow lone Rebels to overcome superior numbers. | 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 Cloud City R | Lost Interrupt | Works every time. | 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). | ||
·Get Alongside That One Endor U | Used Interrupt | Versatility is key to the Rebellion. The Rebel's ability to adapt to any situation is well-known. | Target two non-creature vehicles with maneuver (one yours, one opponent's) present at same site. Both players draw destiny, add your vehicle's maneuver to your total. Lowest total loses vehicle. OR Your speeder bike piloted by Luke or a scout adds one battle destiny. | ||
Gift Of The Mentor Premiere R1 | Lost Interrupt | 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.' | 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 Cloud City R | Lost Interrupt | It had been decades since Vader had felt the sting of an enemy's blade. | 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 A New Hope C2 | Used Or Lost Interrupt | Dejarik representation of mythical Molator guardian. The spirit of Grimtaash is said to protect Alderaanian royalty from corruption and betrayal. | 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. | ||
Han's Back Premiere U2 | Lost Interrupt | "Didn't we just leave this party?" | 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 Premiere C2 | Used Interrupt | 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." | 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. | ||
·Harvest Special Edition R | Lost Interrupt | "Harvest is when I need you the most. It's only one season more. This year we'll make enough on the harvest that I'll be able to hire some more hands." | If Luke is in a battle with Owen or Beru, add one battle destiny (two if both). OR If Owen or Beru is on table, retrieve any one card (two if both, four if both present at Lars' Moisture Farm). | ||
Head Back To The Surface Death Star II C | Used Interrupt | "And see if you can get a few of those TIE fighters to follow you." | If your piloted unique starfighter is present with opponent's piloted starfighter during your move phase at a non-cloud sector, relocate both to related system. OR Target your starfighter in battle. During this battle, your other starships may not be targeted by weapons. | ||
·Heading For The Medical Frigate Death Star II C | Used Or Starting Interrupt | At the Battle of Endor, Rebel starships fought to defend key capital starships, such as the Redemption. | USED: Add 1 to your battle destiny just drawn. STARTING: Deploy up to three effects if each of them deploys for free, is always immune to alter and has "deploy on table" (or "deploy on your side of table") in its game text. Place interrupt in lost pile. | ||
Hear Me Baby, Hold Together Premiere C2 | Used Interrupt | Smuggler and Rebel starships use black market armor plating and deflector shields to withstand enemy fire. Expensive but life-saving modifications. | 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 Premiere R1 | Used Interrupt | 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." | 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. | ||
·Here We Go Again Endor R | Lost Interrupt | C-3PO had been through enough battles that many of the Rebels in the strike team considered him a good luck charm. That isn't what Han considers him. | If a battle that opponent initiated just ended, initiate a new battle at same location. 'Reacts' are allowed only for opponent, but cards may not 'react' away or hide from battle. Loser ignores battle damage. If your droid present there, add one battle destiny (two if C-3PO). | ||
·Heroes Of Yavin Special Edition R | Used Interrupt | The three Rebels proved to be a deadly combination time and time again. | If Luke, Chewie and Han are in a battle together, draw destiny and subtract that amount from opponent's attrition and total power. OR If Red 5 and Falcon are in a battle together, add one battle destiny. | ||
·Higher Ground Cloud City R | Used Or Lost Interrupt | Using his position to his advantage, Luke managed to hold off Vader's onslaught, if only for a few seconds. | 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 Special Edition R | Lost Interrupt | 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. | 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 A New Hope C2 | Lost Interrupt | Dejarik creature. These ferocious-looking beasts are gentle, loyal, and often domesticated as guard animals or pets on Kinyen, the Gran homeworld. incendiary | 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. | ||
How Did We Get Into This Mess? Premiere U2 | Used Interrupt | 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. | 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 Premiere C2 | Used Interrupt | "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. | 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 Cloud City R | Used Or Lost Interrupt | 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. | 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 Dagobah R | Lost Interrupt | "This grounds sure feels strange. Doesn't feel like rock. I don't know..." | 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 Really Bad Feeling About This Endor C | Used Interrupt | "I'm rather embarrassed, General Solo, but it appears you are to be the main course at a banquet in my honor." | If opponent just initiated a battle where opponent has more than double your power, target your highest-ability character in that battle. Draw destiny. If destiny < target's ability, deploy one character there from hand (for free). | ||
I Have A Very Bad Feeling About This A New Hope C2 | Used Interrupt | "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." | 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 Know Endor R | Lost Interrupt | Han and Leia chose unusual times to express their true feelings for each other. | If Leia and Han are in a battle together, add two battle destiny. OR If opponent just initiated a battle against Han, you may 'react' by deploy there (for free) Leia and/or her matching weapon from hand and/or Reserve Deck; reshuffle. | ||
I Thought They Smelled Bad On The Outside Hoth R1 | Used Interrupt | "Hang on, kid. This may smell bad, kid...but it'll keep you warm...until I can get the shelter built..." | 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 A New Hope U1 | Used Interrupt | "Huh?" | 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 Premiere C2 | Used Interrupt | Han's smuggling adventures in Corporate Sector and Hutt Space put him in many tight scrapes. He's about to be in another. | 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 Cloud City R | Lost Interrupt | "Obi-Wan has taught you well." | 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 Cloud City U | Used Or Lost Interrupt | "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. | 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. | ||
·Insertion Planning Death Star II C | Used Interrupt | The Rebellion employes every advantage it has over Imperial machines. A corps of well-trained scouts can elude detection in proper terrain. | If your scout is in battle at an exterior planet site, subtract 3 from opponent's total battle destiny. OR Target opponent's character aboard an open vehicle moving to your scout's site. Draw destiny. If destiny +2 > ability, target goes to Used Pile. | ||
Into The Garbage Chute, Flyboy Premiere R2 | Used Interrupt | Leia led an unorthodox escape into a "garbage masher" on the detention level. "What an incredible smell you've discovered!" | 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 Cloud City R | Lost Interrupt | "Aaaaaaaaaaaaaaaaaaaaaaaaaaa . . ." | 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 Hoth C2 | Lost Interrupt | "Sir, might I suggest that you - It can wait." | 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 Premiere C2 | Used Interrupt | After escaping Detention Block AA-23. Rebels found themselves in the trash compactor. Leia point out, "It could be worse." It soon was. | If you must lose Force for any reason, reduce the loss by X amount by using X Force. | ||
·It's A Trap! Cloud City U | Lost Interrupt | Luke's decision to ignore Leia's warning about the trap cost him an arm and a. . . well, just a hand actually. | USED: Cancel Sniper or Blasted Droid. LOST: Use 3 force to cancel any battle just initiated at a site. (Immune to Sense.) | ||
·It's Not My Fault Special Edition F | Used Interrupt | "It's not fair! The transfer circuits are working!" | If opponent just initiated a battle at a site, use X Force to make your character present immune to attrition for remainder of battle, where X = that character's ability (free if Han or Lando). | ||
·It's a Hit! Sealed Deck NA | Used Or Lost Interrupt | 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. | 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. | ||
·Jabba's Palace Sabacc Jabba's Palace U | Lost Interrupt | Jabba could lick anyone at sabacc. | 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 Dagobah R | Lost Interrupt | A Jedi can adjust the force within and around an object, causing it to move as the Jedi wills. | 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 Jabba's Palace R | Used Or Lost Interrupt | "You will bring Captain Solo and the Wookiee to me." | 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 Premiere R1 | Lost Interrupt | 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. | 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? Jabba's Palace C | Used Interrupt | "Balka. Hachu ma blinki?" | 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 Cloud City C | Used Interrupt | "Look, don't worry. Everything's gonna be fine. Trust me." | 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 Premiere R1 | Lost Interrupt | Using Jedi skill, Obi-Wan Kenobi imitated perfectly the mournful howl of the dangerous krayt dragon to scare Tusken Raiders away from Luke Skywalker. | 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 Premiere U2 | Lost Interrupt | "It's not over yet!" | 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 A New Hope R1 | Lost Interrupt | "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." | 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 Dagobah U | Used Or Lost Interrupt | 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. | 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 Jabba's Palace R | Lost Interrupt | "I'm all right, pal. I'm all right." | 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 Cloud City C | Used Interrupt | 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. | 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 Dagobah R | Used Interrupt | Rookie TIE pilots often fail to grasp the gravity of their situation and are easily lured into compromising positions. | 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. | ||
·Local Defense Special Edition U | Used Interrupt | Even seasoned smugglers respect a well-planned, well-armed defense. | Take one cloud car or starship into hand from Reserve Deck; reshuffle. OR If opponent just initiated a battle at a sector where none of your ability comes from Rebels or Rebel starships, add one battle destiny. | ||
Lone Rogue Empire Strikes Back Introductory Two Player Game T3 | Lost Interrupt | 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. | 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 In The Wilderness Endor R | Lost Interrupt | Survival training becomes essential when an Imperial scout trooper is separated from his speeder bike. | Cancel a Force drain at an exterior planet site where opponent has no vehicles or starships. Draw destiny. If destiny > number of opponent's characters at that site, choose one of those characters to be missing. | ||
Lost Relay Dagobah C | Used Interrupt | 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. | 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 Hoth U1 | Used Or Lost Interrupt | 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. | 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 Premiere U2 | Lost Interrupt | "It looks like I'm going nowhere." | 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 Jabba's Palace U | Used Interrupt | Most space-faring adventurers meet their fate with a calm, quiet dignity. | 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... Premiere R1 | Used Interrupt | Obi-Wan used Jedi "affect mind" power to convince stormtroopers, "These aren't the droids you're looking for." | 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 Dagobah C | Lost Interrupt | Sometimes the best defense is an insane offense | 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 | ||
NOOOOOOOOOOOO! Cloud City R | Used Or Lost Interrupt | Sometimes, the truth isn't very pretty. | 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. | ||
Nabrun Leids Premiere U2 | Used Interrupt | Four-armed smuggler and pilot for hire. A Morseerian male. Breathes methane. Former fighter pilot. He can take you anywhere for the right price. | 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 Jabba's Palace U | Used Interrupt | 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. | 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 Premiere C2 | Used Interrupt | Blast doors seal off compartments during battles, hull ruptures or as security measures. Thick doors repel blaster rifle shots. | 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 Hoth C2 | Used Interrupt | "Echo Base, this is Rogue 2. I've found them. Repeat. I've found them." | 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 Premiere R2 | Lost Interrupt | "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. | 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. | ||
·Off The Edge Cloud City R | Lost Interrupt | Despite the brutal attacks of the Dark Lord, dying on Cloud City was not Luke's destiny. | 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 Premiere C2 | Lost Interrupt | "That old man's just a crazy wizard." Obi-Wan lived in Tatooine's deserts for years...ready for the right moment to act. | 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 Cloud City R | Lost Interrupt | "How you doing, you old pirate? So good to see you." | 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. | ||
·Old Times Special Edition R | Used Interrupt | "I'll be right up there with you! And, have I got stories to tell you..." | If Luke and Biggs are defending a battle together (or are in any battle together at Tatooine), add one battle destiny. OR If Luke and Biggs are making an Attack Run, add one destiny to your Attack Run total. | ||
·On Target Special Edition C | Used Interrupt | Some Imperial starfighters are equipped with sensors, informing the pilot when an enemy craft has targeted him. The pilot's evasive maneuvers cost him time, but save his life. | If you have a piloted capital starship armed with a starship weapon, use 2 Force to target an opponent's starship present. Until end of your next turn, target cannot move and its pilots may not apply ability toward drawing battle destiny. | ||
On The Edge Premiere R2 | Lost Interrupt | 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. | 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 Hoth U1 | Used Interrupt | "Cable out. Let 'er go!" | Add ability of pilot to Power Harpoon weapon destiny (before weapon destiny is drawn). | ||
Organized Attack Special Edition C | Used Or Lost Interrupt | "Hold up here and wait for my signal to start your run." | USED: If a battle was just initiated, each of your X-wings and Y-wings present is power +1 and immune to attrition for remainder of turn. LOST: Lose 1 Force to take up to three non-unique X-wings and/or non-unique Y-wings into hand from Reserve Deck; reshuffle. | ||
·Our Only Hope Death Star II U | Used Or Lost Interrupt | "The Emperor knew, as I did, if Anakin were to have any offspring, they would be a threat to him." | USED: If your Rebel of ability > 2 just won a battle or duel, randomly take into hand one card stacked on Insignificant Rebellion. (Immune to Sense.) LOST: If Luke is in battle (except with Vader), subtract 2 from each of opponent's battle destiny draws. | ||
Out Of Commission A New Hope U2 | Used Interrupt | "I hope that old man got the tractor beam out of commission or this is gonna be a real short trip." | 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 Premiere U2 | Used Interrupt | 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. | 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 Cloud City U | Used Interrupt | When the ghost-like image of Obi-Wan failed to appear, another came out of the light to rescue Luke. | 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 Premiere U1 | Used Interrupt | Cornered by Imperial troops, Han's gambler reflexes led him to do what comes naturally - attack! Surprise assaults work...sometimes. | 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 Cloud City C | Lost Interrupt | Yoda didn't say anything bad about taking the "quick and easy corridor." | Cancel Rite of Passage. OR Relocate one of your characters at an interior mobile site to a related interior mobile site. | ||
Perimeter Scan Hoth C2 | Used Interrupt | "It's a good bet the Empire knows we're here." | 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. | ||
·Power Pivot Special Edition C | Lost Interrupt | Using lateral thrusters, an X-wing can suddenly change direction, rotating around to fire at a pursuing ship. | If your piloted starship armed with a starship weapon is in battle, lose 1 Force to reduce the power of one opponent's starship in that battle to zero. OR Place one opponent's starship just 'hit' in Lost Pile. | ||
·Precise Hit Special Edition C | Used Or Lost Interrupt | "Luke, trust me." | USED: During a battle at a system or sector, instead of firing one of your starship weapons at a target, reduce that target's power by 4 until end of turn. LOST: During a battle at a system or sector, use 3 Force to cancel one battle destiny just drawn. | ||
·Protector Cloud City R | Lost Interrupt | "Chewie, this won't help me. Hey! Save your strength. There'll be another time. The princess...you have to take care of her." | 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! Cloud City R | Lost Interrupt | Ever since Lando's 'little' maneuver at the Battle of Taanab, his piloting skills had become legendary. | 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 Cloud City C | Used Interrupt | Lord Vader interceded between the trigger happy mercenary and his target. | 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 A New Hope C2 | Used Interrupt | 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." | 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 Premiere C2 | Used Interrupt | 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. | 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 Endor R | Lost Interrupt | General Solo's strike team was made up of the Alliance's finest ground troops. | 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. | ||
Rapid Fire Special Edition C | Used Interrupt | Rebel engineers at Echo Base quickly armed T-47 snowspeeders with harpoon guns in preparation for the impending attack. | If a battle was just initiated, deploy (for free) a vehicle weapon or starship weapon from hand (or Reserve Deck; reshuffle) on your participating vehicle or starship. | ||
Rebel Ambush Special Edition C | Used Interrupt | Entrenched Rebel troops defend their ground with surprising fierceness. | If a battle was just initiated at a site, each of your troopers present is power +1 (+2 if at a Rebel Base site) and immune to attrition for remainder of turn. | ||
Rebel Barrier Premiere C2 | Used Interrupt | While being chased through the Death Star, Luke and Leia disabled the blast doors behind them in order to slow down pursuing stormtroopers. | 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 Leadership Death Star II R | Used Interrupt | In times of greatest need, the Rebellion relies on the brilliant leadership provided by commanders fighting for freedom. | Each of your admirals and generals is foreit +1 for remainder of turn. OR If your admiral is in battle at a system (or your general, except Obi-Wan, is in battle at a site), you may either add one battle destiny or prevent opponent from drawing more that one battle destiny. | ||
Rebel Reinforcements Premiere C1 | Lost Interrupt | Rebels rely on hidden 'cells' of undercover operatives. Striking from hidden bases, troops or starfighters can arrive in a battle zone at any time. | 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 Dagobah C | Lost Interrupt | In combat, a bold and unexpected move can change the entire situation. | 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 Cloud City R | Lost Interrupt | "When we find Jabba the Hutt and that bounty hunter, we'll contact you." | 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 Cloud City C | Used Or Lost Interrupt | "I know where Luke is." | 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 Premiere U2 | Lost Interrupt | "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! | 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 Jabba's Palace U | Lost Interrupt | "Where am I?" "Jabba's palace." "Who are you?" | 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 Hoth R1 | Lost Interrupt | 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. | 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! Premiere Introductory Two Player Game T3 | Lost Interrupt | After seeing Vader strike down Obi-Wan, Luke attacked recklessly until he heard the old Jedi Master's voice warn, "Run Luke, Run!" | 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 A New Hope U1 | Used Interrupt | Poorly equipped Rebels must rely on clandestine strikes against the massive Imperial military. Computer 'slicing' and system tampering have proven most effective. | 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 Premiere C2 | Used Interrupt | A computer connection access port used mainly by droids to plug into database networks and locate information, evaluate threats, execute diagnostics or perform maintenance. | 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 Premiere U1 | Used Interrupt | 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). | 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 Cloud City C | Used Interrupt | "R2-D2, you know better than to trust a strange computer." | 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! Dagobah U | Used Interrupt | "Oh! Go away! Go away! Beastly thing!" | 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 Jabba's Palace U | Used Interrupt | Bidlo Kwerve was involved in both the procurement and (posthumously) the loss of the rancor. | 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 Premiere R1 | Lost Interrupt | 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. | 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. | ||
·Slight Weapons Malfunction Special Edition C | Used Interrupt | Han was gifted in the art of understatement. | If your weapon (except a lightsaber) was just fired during a battle, add one battle destiny. | ||
·Smoke Screen Cloud City R | Lost Interrupt | Warning: The Alderaanian Medical Association has determined that inhaling carbon-freezing smoke can be hazardous to your health. | 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 Premiere R2 | Lost Interrupt | 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. | 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 Jabba's Palace U | Used Interrupt | Han's appreciation toward his mysterious liberator was rather quickly overcome. | 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 Cloud City C | Lost Interrupt | Luke's sudden reversal of fortune allowed him to turn the tables on Vader | 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 A New Hope U1 | Lost Interrupt | "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. | 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. | ||
·Sound The Attack Endor C | Used Or Lost Interrupt | Ewok warriors on patrol use primitive animal horns to coordinate their defenses. | USED: Use 1 Force to take into hand one vehicle, weapon or interrupt with 'Ewok' in the title from Reserve Deck; reshuffle. | ||
Spaceport Speeders Premiere U2 | Used Interrupt | Spacesport Speeders buys, trades and sells floater. Wioslea is known as a shrewd bargainer. Luke got 2,000 credits for his X-24 speeder. | 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. | ||
·Star Destroyer! Special Edition R | Used Interrupt | Leia's perception increased as she became more attuned to the Force. She attained the uncanny ability to spot objects at long distances. | If opponent just deployed or moved a Star Destroyer, say "Star Destroyer!" After placing Interrupt on Used Pile, may place Used Pile on top of Reserve Deck. | ||
Starship Levitation Dagobah U | Used Interrupt | A Jedi can move large objects with the power of the mind. | 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. | ||
·Stay Sharp! Special Edition U | Used Interrupt | "Ha haaaaaa!" | During your control phase, fire one of your starship weapons (for free). If Han or any gunner is aboard that starship, may add 2 to destiny draw. 'Hit' target is lost. OR If you just fired a weapon in battle, add that weapon's destiny number to your total power. | ||
·Steady Aim Special Edition C | Used Or Lost Interrupt | Although unfamiliar with the quad laser turrets on the Falcon, Luke quickly scored two hits. | Add X to one starship weapon destiny (before destiny is drawn) when targeting opponent's starship. USED: X = 2. LOST: X = 4. | ||
·Strangle Jabba's Palace R | Lost Interrupt | "Aacccck!" | 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. | ||
·Suppressive Fire Special Edition C | Used Interrupt | Echo Base heavy weapons units provided covering fire, allowing Alliance personnel to escape Hoth. | During your control phase, fire (for free) one of your blasters carried by a trooper or one of your automated weapons. 'Hit' target is lost. | ||
Surprise Assault Premiere C1 | Lost Interrupt | Imperial troops with strict orders are often caught off-guard by innovative Rebel ambushes, sneak attacks, or sabotage efforts. | 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. | ||
Surprise Counter Assault Endor R | Lost Interrupt | Chief Chirpa led his Ewok warriors in a counterattack that captured many Imperial soldiers outside the Endor control bunker. | Cancel Counter Assault. OR Use 4 Force to cancel opponent's Force drain at an exterior Endor site. Deploy (for free) from Reserve Deck any number of non-unique Ewoks to that site (Dark Side characters, vehicles, and starships here may 'escape' to Used Pile). | ||
Surreptitious Glance Cloud City R | Lost Interrupt | After working together for a long time, Lando and Lobot developed a speechless form of communication. | 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 Cloud City U | Used Interrupt | 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! | 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. | ||
T-47 Battle Formation Special Edition R | Lost Interrupt | Airspeeders operate in coordinated patrols, supporting Rebel ground troops and denying infiltration of key planets. | If your T-47s occupy three battleground sites on same planet, your Force drains at same and related battlegrounds this turn are +1 (or +2 if at Hoth). OR Cancel a Force drain at a site if your T-47 occupies an adjacent site. OR Cancel Walker Garrison. | ||
·Take The Initiative Endor C | Used Or Lost Interrupt | The ability to think and act independently gave the Rebels an advantage over their Imperial foes. | USED: If all your ability in a battle is provided by scouts and/or spies, they each add 1 to your total battle destiny (limit +6). LOST: For remainder of turn, your unique (·) scouts and unique (·) spies are each power +1 (or +2 while being attacked by a creature). | ||
Thank The Maker Premiere R2 | Lost Interrupt | 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. | 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 Premiere C2 | Used Interrupt | 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." | Shuffle any player's Reserve Deck or Lost Pile or Used Pile. | ||
The Force Is Strong With This One Premiere R2 | Lost Interrupt | 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. | 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 Jabba's Palace C | Used Or Starting Interrupt | With a quick motion of his hand, Luke signaled Artoo and dramatically changed the situation. | 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 Dagobah C | Used Interrupt | Flying into an asteroid field is considered to be certain death except by Han Solo, Rycar Ryjerd and the terminally insane. | 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. | ||
·They're Tracking Us Special Edition C | Lost Interrupt | "Not this ship, sister." | If opponent just deployed a planet site, deploy the related system from your Reserve Deck; reshuffle. OR Cancel one opponent's 'react' unless opponent uses 2 additional Force. | ||
·This Is Absolutely Right Endor R | Used Interrupt | "He's my brother." | If Han and Leia are present together at a battleground site (and neither is undercover), choose one of the following: Your Force drain is +1 at that site this turn. OR Opponent's Force drains at related locations are -1 next turn. OR Cancel This Is Still Wrong. | ||
This Is All Your Fault Premiere U1 | Used Interrupt | "We seem to be made to suffer. It's our lot in life." | 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 Cloud City R | Lost Interrupt | 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. | 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 Dagobah R | Used Interrupt | "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 ..." | During a battle, lose X Force to reduce attrition against you by X. OR Cancel This Is Just Wrong. | ||
This Is No Cave Dagobah R | Used Interrupt | The largest space slug on record was 900 meters long. Han suspected he had discovered one that was somewhat larger. | 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 Dagobah R | Lost Interrupt | 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." | 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). | ||
·Throw Me Another Charge Endor U | Used Interrupt | Han knew that it was urgent that he quickly finished his assignment. | Take one automated weapon into hand from Reserve Deck; reshuffle. OR Add 1 to Deactivate The Shield Generator total. OR Cancel Trooper Charge, Blasted Droid, Trooper Assault or Dark Jedi Presence. | ||
·Tight Squeeze Dagobah R | Lost Interrupt | 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. | 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 Dagobah U | Lost Interrupt | After the mission, the Death Squadron HoloNet communications system reported fifteen system errors: ten computer malfunctions, four power failures and one asteroid. | 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). | ||
·Trooper Sabacc Special Edition F | Used Interrupt | Troopers stationed at various outposts play this sabacc variant to pass the time between assignments. | Requirements: A gambler or trooper at a site. Wild cards (2-7): Imperial and Rebel leaders. (Troopers may use weapons as wild cards.) Clone cards: Locations and droids. Stakes: One transport vehicle without armor or one character weapon. | ||
Tunnel Vision Dagobah U | Lost Interrupt | Han could always see the light at the end of the tunnel. | Search your Force Pile and take one card into hand. Shuffle, cut and replace. | ||
Under Attack Hoth U1 | Used Interrupt | With the Rebels' limited resources and small numbers, desperate strategies are often required. | 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 Jabba's Palace R | Used Interrupt | "Get the gun! Point it at the deck!" | 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! Premiere R1 | Used Interrupt | Jawa trade language word for "Come here!" Jawas work communally and scavenge for equipment. | 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 Dagobah C | Used Or Lost Interrupt | It's 15 parsecs to Kessel, we've replaced the negative power coupling, it's dark and we're wearing welding goggles. Hit it. | 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. | ||
WHAAAAAAAAAOOOOW! Dagobah R | Used Interrupt | "You're lucky you don't taste very good." | 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. | ||
·Walker Sighting Hoth U2 | Lost Interrupt | "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. | 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 Premiere R2 | Lost Interrupt | 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. | 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 Dagobah R | Used Or Lost Interrupt | They're as clumsy as they are stupid. | 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 Dagobah R | Used Or Lost Interrupt | Bounty Hunters. Independent contractors. Highly competitive loners. Powerful. Deadly. Scum | 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 Cloud City R | Used Interrupt | "I promise." "Auuuuuug!" | 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 Premiere C2 | Used Interrupt | 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. | 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 Jabba's Palace U | Lost Interrupt | A Jedi is taught to use the anger of his opponents (and their weapons) against them. | 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. | ||
Were You Looking For Me? Endor R | Used Or Lost Interrupt | For the second time in the Endor mission, C-3PO saved the day. | USED: Take one or two communications or protocol droids (or one of each) into hand from Reserve Deck; reshuffle. LOST: Retrieve C-3PO, OR If C-3PO is in battle at a site, add one battle destiny (or two if with three Ewoks). | ||
Who's Scruffy-Looking? Hoth R1 | Used Interrupt | "I must've hit pretty close to the mark to get her all riled up like that, huh kid?" | 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 Guide Endor C | Used Interrupt | Chewie felt right at home in the forests of Endor, which closely resemble the environment on his homeworld of Kashyyyk. | Add 1 to landspeed of your scout at an exterior planet site for remainder of turn. OR If Han is with Leia or Chewie in battle, draw one destiny and subtract if from opponent's attrition against you. | ||
·Wookiee Roar A New Hope R1 | Lost Interrupt | "GHRRRRAARRRRH!" | 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 Cloud City R | Lost Interrupt | Wookiees have been known to dislocate more than just arms. | 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 Dagobah U | Used Interrupt | "For the Jedi it is time to eat as well." | 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 Dagobah R | Lost Interrupt | "Take you to him I will" | 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 Dagobah U | Lost Interrupt | Sarcastic, Sardonic, Irreverent. Impertinent. Exasperating. Disrespectful. Outrageous and charming. Han was a scoundrel but Leia began to realize that she loved him. | 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 Hoth R1 | Lost Interrupt | "Lord Vader, the fleet has moved out of lightspeed and we're preparing to aah...ukh...uh...uuuuukkk!" | 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 Hoth R1 | Lost Interrupt | "There you will learn from Yoda, the Jedi Master who instructed me." | 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 Jabba's Palace C | Used Interrupt | "Et tu taka bu Jabba now." | 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! A New Hope R1 | Used Interrupt | "Now let's blow this thing and go home!" | 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. | ||
·Yub Yub! Endor C | Used Or Lost Interrupt | "You're a jittery little thing, aren't you?" | USED: Adds 1 to forfeit of each of your Ewoks for remainder of turn. LOST: Retrieve one card with 'Ewok' in the title. OR Cancel Dead Ewok, Imperial Tyranny or Empire's New Order. |
·A Gift Jabba's Palace U | Immediate Effect | "As a token of my good will, I present to you a gift: these two droids. Both are hardworking and will serve you well." | 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 New Secret Base Third Anthology NA | Effect | Due to constant Imperial pursuit, Alliance engineers became adept at constructing new facilities quickly. | Deploy on 1st marker. Yavin 4 locations do not count for Imperial Decree. S-foils and your 'insert' cards are canceled. Once during each of your turns, may take up to two sites (or one site and one Effect) with 'Echo' in title or one planet system with two Light icons into hand from Reserve Deck; reshuffle. (Immune to Alter.) | ||
·A Tremor In The Force Premiere U1 | Effect | "Stand By..." | 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 Cloud City C | Effect | The doors on Cloud City use a special computer controlled locking system, making them difficult to bypass without altering the security codes. | 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 Cloud City R | Immediate Effect | With only a few Jedi remaining in the galaxy, each confrontation between them has far reaching consequences. | 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 Premiere R1 | Effect | "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. | 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. | ||
·Aim High Endor R | Effect | The destruction of a command vehicle negatively impacts Imperial battle efficiency. | Deploy on table. When you fire two weapons (except lightsabers) in a battle, your total power is +5. Also, whenever opponent retrieves X cards, opponent must first use X Force or that retrieval is canceled. (Immune to Alter.) | ||
·All My Urchins Cloud City R | Effect | One little, two little, three little Bespinites. | 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 Dagobah C | Effect | "The dark side of the Force are they. Easily they flow, quick to join you in a fight." | 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 Dagobah C | Effect | 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. | 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 Dagobah R | Utinni Effect | The personal fears of Vader's minions do not affect his priorities. | 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 Dagobah R | Immediate Effect | To recover from the strenuous Jedi training routine and revitalize the mind and body, an apprentice must rest to be calm and at peace. | 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 Hoth R2 | Effect | 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. | 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 Jabba's Palace U | Effect | The alcoves of Jabba's palace are good places to make deals and place bets. Jabba gets a cut of the profits, of course. | 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). | ||
·Battle Plan Endor U | Effect | Even though the landing of the stolen shuttle was successful, the Rebel strike team on Endor was forced to rethink their plans when Leia disappeared. | Deploy on table. You may initiate battles for free. Also, for either player to initiate a Force drain, that player must first use 3 Force unless that player occupies a battleground site (except a holosite) and a battleground system. (Immune to Alter.) | ||
·Beggar Premiere R1 | Effect | 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. | 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 Cloud City R | Effect | 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. | Deploy on Cloud City. Your Tibanna Gas Miners deploy free to Cloud City sites and double the Force they activate. | ||
·Bo Shuda Jabba's Palace U | Effect | In order to remain a successful crime lord, Jabba must ensure the safety of all those who seek to do business with him. | 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 A New Hope R1 | Utinni Effect | "Aren't you a little short for a stormtrooper?" | 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 Cloud City U | Effect | At Cloud City, Luke came face to face with his own destiny. Looking into the abyss, he made his decision. | 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 Cloud City C | Effect | "Attention. This is Lando Calrissian. The Empire has taken control of the city. I advise everyone to leave before more Imperial troops arrive." | 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.) | ||
·Close Air Support Death Star II C | Effect | Attack plans for General Madine's commandos often require coordinated air support. A number of Z-95 headhunters have been modified to operate in this role. | Deploy on table. While your Z-95 occupies a system or cloud sector, once per turn your scout at a related exterior site may add one battle destiny (if Z-95 is Tala 1 or Tala 2, may also add one destiny to total power only). | ||
·Cloud City Celebration Special Edition R | Effect | The merchants on Cloud City fear Imperial occupation. Many on the floating station long for the day that the Empire is overthrown. | Deploy on Bespin system if you occupy at least two Cloud City battleground sites. During each of your control phases, retrieve 1 Force for each Cloud City battleground site you occupy. Canceled if opponent controls this system. (Immune to Alter.) | ||
·Commando Training Endor C | Effect | Han's Rebel strike team on the forest moon of Endor was highly trained in the use of blasters and explosives. | Deploy on your side of table. Each of your non-unique Rebels armed with a non-unique blaster is forfeit +2, adds 1 to his total weapon destiny and, where present, cumulatively adds 1 to total battle destiny. (Immune to Alter while your non-unique blaster is on table.) | ||
·Commence Recharging A New Hope R2 | Effect | 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. | 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. | ||
·Corellian Engineering Corperation Special Edition R | Effect | Only one of the 'Big Three' starship manufacturers to sell primarily to civilians. CEC employees take great delight in calling their highly modifiable designs 'stock'. | Deploy on Corellia system. All your freighters are deploy -1 and hyperspeed +1. Also, all your Quad Laser Cannons deploy free and add 2 to each of their weapon destiny draws. Suspended while opponent controls Corellia. (Immune to Alter.) | ||
·Coruscant Celebration Special Edition R | Effect | Despite Imperial propaganda, the citizens of Coruscant very much wish for the collapse of the Empire. | Deploy on Coruscant system if you occupy at least two Coruscant battleground sites. During each of your control phases, retrieve 1 Force for each Coruscant battleground site you occupy. Canceled if opponent controls this system. (Immune to Alter.) | ||
·Count Me In Endor R | Effect | Leia couldn't let Han out of her sight. | Deploy on Leia if That's One is on table. I Know is a Used Interrupt. Once per battle, when Leia is battling with Han and Chewie and you are about to draw a card for battle or weapon destiny, you may instead use Leia's ability number. | ||
Crack Shot Cloud City U | Effect | 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. | 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 Premiere U1 | Effect | 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. | 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 Premiere R1 | Utinni Effect | "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." | 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 Premiere R2 | Effect | Repercussions for failure are severe in the Imperial military. Many officers prefer demotion to "alternative" punishment from Darth Vader. | 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 Dagobah R | Immediate Effect | 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." | 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 Premiere R1 | Effect | 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. | 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 Hoth R1 | Immediate Effect | Luke's defensive maneuver put him out of arm's way. | 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 Cloud City R | Effect | After losing control of several extremely powerful and deadly assassin droids, the Empire issued a decree ordering their immediate destruction. | 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 Dagobah C | Effect | A Jedi may choose to intervene in the natural course of events, but must accept responsibility for the consequences. | 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.) | ||
·Docking And Repair Facilities Special Edition R | Effect | Most Rebel frigates are equipped with repair facilities for damaged or disabled starfighters. Capital ships are serviced at larger spaceports. | Use 4 Force to deploy on your side of table. A starship you just lost may be placed here. Holds one starship at a time. During your deploy phase, may use X Force to bring starship to hand, where X = deploy cost of that starship. | ||
·Down With The Emperor Special Edition U | Effect | News of Imperial defeat inspires the citizens of the galaxy. A major loss seriously undermines the Empire's ability to function. | If no Dark Jedi is on table, deploy on Death Star system. If Death Star "blown away," relocate to opponent's side of table: each Imperial and Imperial starship is deploy +8 and loses immunity to attrition. Canceled if a Dark Jedi is deployed. (Immune to Alter.) | ||
·Draw Their Fire Special Edition U | Effect | "I'm going to cut across the axis and try and draw their fire." | Deploy on your side of table. Whenever a battle is initiated, player initiating battle retrieves 1 Force and defender loses 1 Force. Also, during a battle you initiate, each time opponent plays an interrupt, opponent must first use 1 Force. (Immune to Alter.) | ||
·Echo Base Garrison Third Anthology NA | Effect | "All troop carriers will assemble at the North Entrance. The heavy Transport ships will leave as soon as they're loaded." | Deploy on table. Rogue T-47s are immune to attrition < 4 (or < 6 if matching pilot aboard). Once during each of your turns, may take one maintenance droid, Bacta Tank, Lone Rogue, Hoth Luke, Special Edition Wedge, Zev or Hobbie into hand from Reserve Deck; reshuffle. | ||
·Echo Base Operations Hoth R2 | Effect | 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. | 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! A New Hope C2 | Effect | The Guiderhouser ejection seat has saved many pilots from their exploding starships. However, system malfunctions have sometimes caused spontaneous ejection. | 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 Premiere C2 | Effect | 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. | 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 Dagobah C | Effect | 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. | 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. | ||
·Entrenchment Special Edition R | Effect | As the Empire advances, Rebels retreat to fortified positions to marshal their resources and redeploy the troops. | Deploy on your side of table. Once per turn, you may cancel a Force drain by placing here from hand any non-unique Rebel. Rebels may deploy from here as if from hand (if Effect canceled by opponent, any Rebels here may immediately deploy for free). | ||
Evacuation Control Hoth U1 | Effect | "Give the evacuation code signal...and get to your transports!" | 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 Premiere U1 | Effect | "I don't like the look of this." | 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 Sealed Deck NA | Effect | 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. | 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 Dagobah U | Effect | Occasionally Han was capable of such feats, even without Threepio there to tell him these things. | 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 Jedi Pack NA | Effect | Before swinging across the treacherous abyss, Leia gave Luke a kiss for luck. Despite an incessant storm of laserblasts, they made it. | 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 Hoth C2 | Effect | "Then I'll see you in hell!" | 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 Cloud City R | Effect | 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. | 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. | ||
·Goo Nee Tay Special Edition R | Effect | "Nah nah nah. Ohhhh! Louwa! GOO NEE TAY!" | Deploy on opponent's side of table. All opponent's characters of ability > 2 are deploy +2. Also, opponent may not play Surprise and may not use M'iiyoom Onith's game text. | ||
Grappling Hook A New Hope C2 | Immediate Effect | 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. | 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.) | ||
Grounded Starfighter Dagobah U | Effect | "If you're saying coming here was a bad idea. I'm beginning to agree with you." | 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 Cloud City R | Effect | 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. | 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 Cloud City U | Effect | Left to his own devices, Artoo used his spunk and creativity to save his companions' lives time and time again. | 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). | ||
·Heroic Sacrifice Special Edition U | Immediate Effect | The Alliance lost many fine soldiers at conflicts such as the Battle of Hoth. The Rebel High Command is aware of the cost of freedom from Imperial tyranny. | If you just forfeited a Rebel of ability > 2 from a battle at a battleground, deploy on that location; place that Rebel out of play and retrieve 2 Force for each Heroic Sacrifice on table. Immediate Effect canceled if opponent controls this location. (Immune to Control.) | ||
·Hiding In The Garbage Dagobah R | Effect | Rebels often exploit loopholes in Imperial procedures to gain an advantage. | 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 Cloud City R | Effect | "I'm backwards! You fleabitten furball...only an overgrown mophead like you would be stupid enough--" | 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.) | ||
·Honor Of The Jedi Death Star II U | Effect | The final act of Luke's ascension to Jedi Knighthood was sending off his father, draped in the garb of Vader. | Deploy on table. Unless opponent occupies three battlegrounds, each time you must lose Force (except from your card, battle damage or a Force drain at a battleground), reduct the loss by 2. (immune to alter while you occupy any battleground). | ||
·Hopping Mad Cloud City R | Effect | "I'm standing here in pieces and you're having delusions of grandeur!" | 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. | ||
·Hoth Sentry Special Edition U | Effect | "Reroute all power to the energy shield. We've got to hold them till all transports are away." | Use 2 Force to deploy at any Hoth 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. | ||
·I Feel The Conflict Death Star II U | Effect | "I know there is good in you. The Emperor hasn't driven it from you fully." | Use 2 Force to deploy on table. Each time you win a battle or duel, opponent loses 1 Force (cannot be reduced) and stacks lost card here face down. When attempting to cross Vader over, add 3 to total destiny for each card in stack. (Immune to Alter.) | ||
·I Hope She's All Right Endor U | Effect | "I'm afraid that Artoo's sensors can find no trace of Princess Leia." | Deploy on table. Your non-unique scouts are forfeit +1. During every draw phase, unless opponent's character of destiny < 4 occupies a battleground site, opponent loses 1 Force. Effect canceled unless your characters of destiny < 4 occupy two battleground sites. | ||
·I Must Be Allowed To Speak Jabba's Palace R | Effect | "Jedi mod spienko eek." | 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.) | ||
·I Wonder Who They Found Endor U | Effect | "General Solo, is your strike team assembled?" | Deploy on Han or your war room. Once during each of your deploy phases, may take one That's One, Count Me In or I'm With You Too into hand from Reserve Deck; reshuffle. While Han is at an exterior battleground site, he is immune to attrition < 4. | ||
·I'm With You Too Death Star II R | Effect | Luke completes the legendary foursome. | Deploy on Luke if That's One and Count Me In are on table. When Han, Chewie, Leia and Luke are involved in the same battle, you may double your total battle destiny and Han, Chewie, Leia and Luke are immune to attrition. Don't Get Cocky is a Used Interrupt. | ||
·Ice Storm Hoth U1 | Mobile Effect | The intensity of a Hoth ice storm is exacerbated by its speed and erratic movement across the frozen planet. | 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. | ||
Imperial Atrocity Special Edition R | Immediate Effect | The Empire's ruthless tactics at times unintentionally create support for the cause of the Rebel Alliance. | If you occupy at least two battlegrounds and just lost more than 2 Force to a Force drain at a location, deploy on that location (limit one per Force drain). Opponent loses 2 Force for each Imperial Atrocity on table. | ||
·Incom Corporation Special Edition R | Effect | Incom's core design team defected to the Alliance with the plans for the famed X-wing fighter. Once with the Alliance, many former Incom test pilots flew for the Rebellion. | Deploy on a Rebel Base interior site. Your ability-1 permanent pilots aboard T-16s, T-47s, Z-95s and X-wings (except squadrons) are replaced by ability-2 permanent pilots who add 1 to power. Canceled if opponent controls this site. (Immune to Alter.) | ||
Ineffective Maneuver Dagobah U | Effect | To succeed in the Imperial Navy, an officer must be willing to take risks. Difficult choices must be made. | 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.) | ||
·Insurrection Endor U | Effect | Rebel insurgents and local activists are the first step in breaking the Imperial stranglehold on a world. | Deploy on table. Unique (·) Rebels of ability < 3 are forfeit +2. Nabrun Leids and Elis Helrot are limited to owner's move phase and exterior sites. Once during each of your deploy phases, may deploy one docking bay from Reserve Deck; reshuffle. (Immune to Alter.) | ||
·Jawa Siesta Premiere U1 | Effect | Three Jawas take a cool, energy-saving nap in the noon-day suns at Mos Eisley. | 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 Premiere R1 | Effect | 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. | 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 Premiere R2 | Utinni Effect | Planet Kessel has infamous glitterstim spice mines attracting smugglers and pirates. A "Kessel run" is a long, dangerous hyper-route they must travel quickly. | 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. | ||
·Koensayr Manufacturing Special Edition R | Effect | Company responsible for design of the rugged Y-wing snub fighter. Maintains sales offices on many planets. Koensayr parts often find their way into a variety of ships. | Deploy on Ralltiir system. Once during each of your control phases, you may retrieve one Y-wing. Also, Special Modifications is not unique (·) and makes its target immune to attrition < 4. Suspended while opponent controls Ralltiir system. (Immune to Alter.) | ||
Launching The Assault Death Star II R | Effect | By recruiting the Mon Calamari, a race of master shipwrights, the Rebel starfleet gained capital starships rivaling the dreaded Imperial Star Destroyers. | Deploy on any system. Once per game, may take Home One into hand from Reserve Deck; reshuffle. Your Force drains are +1 at battleground systems where you have a Star Cruiser piloted by a character. Effect canceled when Rendezvous Point on table. (Immune to Alter.) | ||
Legendary Starfighter Special Edition C | Immediate Effect | The Millennium Falcon's well-known reputation is favorable not only for its captain and first mate, but for the Alliance as well. | If you just won a battle in which opponent lost a starship, deploy on your participating starfighter. Once during each of opponent's move phases, opponent loses 1 Force (2 if starfighter is Falcon or Red 5). Also, that starfighter is power +2 (Immune to Alter.) | ||
·Leia Of Alderaan Cloud City R | Effect | The face that launched a thousand starships. | 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. | ||
·Let's Keep A Little Optimism Here Death Star II C | Effect | The heroes of the Rebellion know that where there is life, there is hope. | Deploy on table. While you occupy a Renegade planet location, operatives are forfeit = 0, operatives do not add to Force drains and your Force drains may not be reduced. At any time, you may place Effect out of play to retrieve 1 Force. (Immune to Alter.) | ||
·Lightsaber Proficiency Premiere R1 | Effect | A Jedi learns not only to wield a lightsaber, but how to channel the Force to increase skill and control the lightsaber's damage. | 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 A New Hope U2 | Effect | The Empire's tremendous military machine requires extensive coordination at every level. Slight errors in any step can quickly escalate supply delays. | Use 3 Force to deploy on opponent's side of table. All opponent's TIEs are deploy +1. | ||
·Luke's Cape A New Hope R1 | Effect | A symbol of the adventurous pilot and the awakening of his destiny. "You've taken your first step into a larger world." | 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. | ||
Maneuvering Flaps Special Edition C | Effect | Enhanced steering mechanisms on Rebel T-47s provide increased maneuverability in planetary atmospheres. | Deploy on your side of table. Once during each of your control phases, may use 1 Force: your combat vehicles and shuttle vehicles are power and forfeit +2, maneuver +1 and landspeed = 0 until start of your next turn. (Immune to Alter if Luke or Zev on table.) | ||
·Mantellian Savrip Premiere R2 | Effect | Dejarik game uses holograms of mythological and real creatures from across the galaxy. The hulking Mantellian savrip is a nasty predator from Ord Mantell. | 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. | ||
·Mechanical Failure Special Edition R | Utinni Effect | The massive war machines of the Empire require tremendous effort to maintain combat readiness. | Deploy on an exterior site. Target an opponent's combat vehicle at a related site. Target's power and forfeit = 0. When target reaches Utinni Effect, target draws one destiny. Utinni Effect canceled if destiny > 2. Otherwise, draw again next move phase, etc. | ||
·Meditation Special Edition R | Effect | To prepare for the inevitable conflict with Jabba's minions, Luke entered a calm state of mental preparation. | Deploy on your character of ability > 3 (Effect lost if that character battles this turn). On a subsequent turn, if in a battle at a site, character's total weapon destiny is +3 and character adds one battle destiny. Effect lost at end of that battle. | ||
·Menace Fades Death Star II C | Effect | As the Executor crashed into the Death Star, hope surged throughout the ranks of the outmanned Rebel fleet. | Deploy on table. While you control three Coruscant, Death Star and/or Death Star II locations, or any battleground site and one battleground system, all opponents Force drain bonuses everywhere are cancelled. (Immune to Alter.) | ||
Merc Sunlet A New Hope C2 | Effect | 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. | 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 Dagobah C | Effect | "You said you wanted to be around when I made a mistake, well, this could be it, sweetheart." | 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.) | ||
·Nick Of Time Special Edition U | Effect | Luke barely escaped being crushed by the AT-AT's massive footpad during the Battle of Hoth. | Deploy on your side of table. During a battle, you may place out of play from hand a copy of any unique (·) card participating in that battle to reduce attrition against you by that card's forfeit value. (Immune to Alter while you occupy a battleground.) | ||
Nightfall Premiere U1 | Effect | 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. | 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! Dagobah R | Effect | "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." | 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 Dagobah R | Effect | "Luminous beings are we, not this crude matter." The inner consciousness of a Jedi can transcend even death. | 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 Premiere R1 | Effect | A symbol of the noble Jedi and his mysterious powers. | 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 Dagobah R | Effect | 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. | 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 Premiere R1 | Utinni Effect | 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. | 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 Premiere U2 | Utinni Effect | 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. | 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 Dagobah R | Effect | Imbalance in a converter's inverse energy field can improperly polarize the negative axis, causing hyperdrive failure. Replacement often requires an inverted engineer. | 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 Jabba's Palace U | Effect | "Greetings, Exalted One. Allow me to introduce myself. I am Luke Skywalker, Jedi Knight and friend to Captain Solo." Hologram. | 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 Dagobah C | Effect | It's high noon on Dagobah, his droid's reined in and Luke's got a fistful of credits. | 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 Fleet Special Edition R | Effect | To avoid unnecessary Imperial entanglements, the Rebel fleet is continuously on the move. | Deploy on your side of table. Once per turn, you may cancel a Force drain by placing here from hand any non-unique starfighter. Starfighters may deploy from here as if from hand (if Effect canceled by opponent, any starfighters here may immediately deploy for free). | ||
·Rebel Planners Premiere R2 | Effect | Rebel strategists worked under master tactician General Dodonna. They devised an unorthodox battle plan to destroy the Death Star at the Battle of Yavin. | 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 Dagobah R | Effect | 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. | 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 Dagobah R | Utinni Effect | An evil Lord of the Sith, Darth Vader used fear as a powerful motivational factor. The Emperor demanded results. Vader settled for no less. | 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 Premiere U1 | Effect | The Empire is too bureaucratic to deploy troops efficiently except under favorable circumstances. Rebel actions across the galaxy force Imperials to split their forces. | Use 3 Force to deploy on opponent's side of table. All opponent's warriors are deploy +1. | ||
Revolution Premiere R1 | Effect | Spies and informants gave Rebels vital data to plan strategic turnabouts, create local insurgencies, and hamper Imperial activities. | 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 Dagobah C | Mobile Effect | "Considering the amount of damage we've sustained, they must have been destroyed." | 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 Premiere U1 | Effect | A Bimm trader and smuggler of starship weapons. Trusts no one. Does business with anyone. Teaches smuggler apprentices. Has mastered Jawa language. | 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 Dagobah R | Utinni Effect | The infamous smuggler Rycar Ryjerd does this all the time. He's an idiot. | 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. | ||
·S-Foils Special Edition C | Effect | "Lock S-foils in attack position." | Deploy on table. Once during each of your control phases, may use 1 Force: until beginning of your next turn, each of your X-wings and B-wings is power +2 and hyperspeed = 0, and adds 1 to each weapon destiny. (Immune to Alter if Red Leader on table.) | ||
Sai'torr Kal Fas Premiere C2 | Effect | Saurin female from planet Durkteel. Bodyguard of Hrchek, a Saurin droid trader. Sai'torr will teach battle skills to those who prove themselves worthy. | 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 Jabba's Palace U | Mobile Effect | 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. | 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 A New Hope U1 | Effect | Specialized scanner technicians examine scanner output to identify the presence of life forms. Experienced operators can even identify species and gender. | 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. | ||
·Scramble Dagobah U | Effect | 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. | 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. | ||
·Scrambled Transmission Special Edition U | Effect | The Rebel Alliance employs sophisticated jamming technology to block Imperial communications. | Deploy on your side of table. Shocking Information is immune to Sense. Any Interrupt that examines cards in your Used or Force Pile is lost. Once during each of your control phases, may take one Shocking Information into hand from Reserve Deck; reshuffle. (Immune to Alter.) | ||
·Slayn & Korpil Facilities Special Edition R | Effect | Based in the Roche Asteroid Field. Worked with Admiral Ackbar to develop the B-wing fighter. Verpine owned, and that means quality. | Deploy on Roche system. Once during each of your deploy phases, you may deploy a starship weapon from Reserve Deck on your B-wing; reshuffle. Also, retrieve 2 Force whenever your starfighter or vehicle 'hits' an opponent's starship or vehicle. (Immune to Alter.) | ||
·Smuggler's Blues Dagobah R | Effect | 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. | 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 A New Hope C2 | Effect | 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. | 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 Premiere U1 | Effect | Han's "special modifications" for the Millennium Falcon included security mechanisms, deflector shields, hull plating, faster hyperdrive and enhanced weapons. | 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. | ||
·Squadron Assignmenst Death Star II C | Effect | Rebel starfighter squadrons take great pride in their proficiency and dedication. Alliance pilots train relentlessly until man and machine function as one. | Deploy on table. During your deploy phase, you may reveal one unpiloted starfighter from hand to take its matching pilot character into hand from Reserve Deck (or vice versa) and deploy both simultaneously; reshuffle. (Immune to Alter.) | ||
·Staging Areas Death Star II C | Effect | The Alliance carefully chooses docking bays from which to launch limited offensives. | Deploy on table. Your Force generation is +1 at each docking bay you occupy (or +2 if you control). Your non-unique Star Cruisers are deploy -1 and may deploy to same battleground system as any rebel starship. (Immune to Alter.) | ||
··Stone Pile Dagobah R | Effect | "Use the Force. Yes... Now, the stone. Feel it." | 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. | ||
Strike Planning Death Star II R | Effect | "General Solo, is your strike team assembled?" | Deploy on table. Opponent's Force generation at the Endor system is canceled unless Endor Operations on table. Twice per game, you may search your Reserve Deck and take any general (except Obi-Wan) into hand; reshuffle. (Immune to Alter.) | ||
·Strikeforce Death Star II C | Effect | Admiral Ackbar's hit-and-fade tactics force the Imperial Navy to spread throughout the galaxy in a futile attempt to engage the Rebels. | Deploy on table. While you control a battleground site, your Force drain may not be modified or canceled at a system where you have a Star Cruiser or unique(·) starfighter, except by a 'react.' Place Effect in Used Pile if you lose a battle at a system. | ||
·Superficial Damage Death Star II C | Effect | Veteran Rebel engineers know that weapon systems positioned for adequate coverage are vulnerable themselves. | Deploy on table. Each turn, each of your characters, vehicles, and starships may forfeit one of its weapons (except a lightsaber) using forfeit value = 3. Also, your forfeited weapons go to Used Pile. (Immune to Alter.) | ||
·Tatooine Celebration Special Edition R | Effect | Even in the Outer Rim, many fear the wrath of the Empire and pray for its destruction. | Deploy on Tatooine system if you occupy at least two Tatooine battleground sites. During each of your control phases, retrieve 1 Force for each Tatooine battleground site you occupy. Canceled if opponent controls this system. (Immune to Alter.) | ||
·Tauntaun Bones Hoth U1 | Effect | 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. | 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. | ||
·That's One Endor R | Effect | Considering the life debt he owed to Han and his personal commitment to the Rebel Alliance, Chewie quickly volunteered to fly the stolen shuttle to Endor. | Deploy on Chewie. He is immune to attrition < 4 at exterior sites. Visored Vision is immune to Sense. While at same battleground site as Han, Chewie adds 1 to each of his weapon destiny draws and Life Debt is a Used Interrupt during a battle there. | ||
·The First Transport Is Away! Hoth R1 | Utinni Effect | "When you've gotten past the energy shield, proceed directly to the rendevouz point. Understood? Good luck!" | 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 Planet That It's Farthest From Special Edition U | Effect | The Rebellion operates freely in many Outer Rim territories, allowing them to ignore Imperial activities in the core systems. | Deploy on Tatooine system or Dagobah system. Target another system. At locations related to target system, opponent's force drain modifiers are canceled. Effect canceled if opponent controls this system. (Immune to Alter.) | ||
·The Professor Dagobah R | Effect | Protocol droids are programmed to interface with a variety of computer technologies. Quick and precise interpretation can dramatically increase operational efficiency. | 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). | ||
The Time For Our Attack Has Come Death Star II C | Immediate Effect | "With the Imperial Fleet spread throughout the galaxy in a vain effort to engage us, it is relatively unprotected." | If you just initiated a second battle this turn, deploy on table. When you lose a battle, you may place Immediate Effect in Used Pile to cancel all battle damage against you, unless Draw Their Fire on table. (Immune to Control.) | ||
The Way Of Things Death Star II C | Effect | "When nine hundred years old you reach, look as good you will not. Hmmm?" | Deploy on table. If Yoda is on Dagobah and Jedi Test #3 is present with target apprentice, it is completed. Also, you may not play Surprise Assault. Each apprentice on Dagobah is landspeed = 2 and may not be targeted by Set For Stun. (Immune To Alter.) | ||
They're On Dantooine A New Hope R1 | Utinni Effect | "You would prefer another target? A military target? Then name the system!" | 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 Premiere U2 | Effect | Expert traffic controllers coordinate launches faster than automated launch systems. Rebel bases scramble fighters quickly during Imperial attacks. | 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 Premiere U1 | Utinni Effect | 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. | 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. | ||
Twilight Is Upon Me Death Star II R | Effect | When a Jedi dies, the spirit spreads through the Force and touches the living. | Deploy on table. Once per turn, may take The Force Is Strong With This One or Anakin Skywalker into hand from Reserve Deck; reshuffle. May use 2 Force to cancel Dark Jedi Presence or You Are Beaten (unless canceling Uncontrollable Fury). (Immune to Alter.) | ||
·Uh-oh! Special Edition U | Effect | Imperial law had no place in the Hutt's domain. | Deploy on your side of table. While no Rebels are at any Jabba's Palace sites, at all such sites: Imperials are deploy +2, Bo Shuda may not be canceled, Expand The Empire is canceled and your non-unique aliens are each forfeit +1. (Immune to Alter.) | ||
·Ultimatum Jabba's Palace U | Effect | "Jabba! This is your last chance. Free us or die." | 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 Cloud City R | Effect | The rage of the Dark Lord. | 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 A New Hope U2 | Effect | Alliance Intelligence expends considerable resources to infiltrate the Imperial military bureaucracy, but the ISB's security sweeps make these shadowy operations dangerous. | 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.) | ||
·Wars Not Make One Great Dagobah U | Effect | 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. | 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. | ||
·Weapons Display Special Edition C | Effect | The X-wing's display panel allows for different firing patterns for different weapons. This gives the pilot the ability to switch weapon types with minimum time and energy loss. | Deploy on your side of table. Each of your starships with two or more starship weapons aboard is power +2. Once during each of your deploy phases, you may use 2 Force to deploy from Lost Pile one starship weapon, vehicle weapon or artillery weapon (for free). | ||
·Weather Vane Cloud City U | Effect | 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. | 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? Dagobah R | Utinni Effect | Reaching across the galaxy, the Emperor uses his vast powers to require immediate submission and obedience. His minions frequently find this inconvenient. | 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? A New Hope U2 | Immediate Effect | Moisture farmers like Own Lars must be on the lookout for repeated (and blatant) ploys by Jawas. | 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.) | ||
·Wise Advice Special Edition U | Effect | The guidance of experienced Jedi allowed Luke to confront Vader. | Deploy on your side of table. Your training destiny draws are each +1. Your Immediate Effects may deploy for free. Whenever opponent cancels your card with Sense or Alter, place that canceled card in Used Pile. (Immune to Alter.) | ||
·Wokling Endor R | Effect | Every Ewok is taught to be protective of the younger members of their clan. | Use 2 Force to deploy on an Endor site where you have an Ewok. Moves like a character. Adds one Light side icon while your Ewok is present. Effect lost if you initiate a battle here or opponent controls this location. | ||
·Yarna d'al' Gargan Jabba's Palace U | Effect | Female dancer from Askajia. Very protective mother. Makes sure that all those she cares about are protected. | 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 Premiere U2 | Effect | 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. | 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 Premiere U1 | Utinni Effect | 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. | 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 Dagobah R | Effect | A symbol of the Jedi Master and his ancient wisdom. Speak softly you may but a big stick you must carry, yes. | 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 Dagobah U | Effect This Is | "You must feel the Force around you. Here, between you, me, the tree, the rock, everywhere! Yes, even between the land and the ship." | 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. | ||
·Your Insight Serves You Well Death Star II U | Effect | Luke knew that while the dark side was quicker and more seductive, eventually evil would turn on itself. | Deploy on table. Opponent's Dark Jedi are defense value -1. Scanning Crew and 3,720 To 1 are canceled. You may place Effect in Lost Pile to take one Endor or DSII Effect that deploys for free into hand from Reserve Deck; reshuffle. (Immune to Alter.) |