TM & ® 1997 Lucasfilm Ltd. All Rights Reserved. Star Wars and related marks are trademarks of Lucasfilm Ltd. 1997 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.
| Rebel Locations | |||||
| Name | Type | Icons | Force Light/Dark | Light Side Text | Dark Side Text |
|---|---|---|---|---|---|
| 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. | |
| 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. | |
| Clak'dor VII A New Hope R2 | System Parsec: 7 | Planet | If you occupy, all Bith characters are destiny +2. | If you control, all Bith characters are destiny -1 and Ghhhk is power +2 in dejarik battles. | |
| 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: 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: 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. | None. | |
| 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. | |
| 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 Corellian Corvettes and Millennium Falcon may deploy here as a 'react.' | Your starships are hyperspeed +1 when moving from 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: 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. | None. | |
| 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 Introductory Two-Player 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. | None. | |
| Death Star: Trench A New Hope R2 | Site | Exterior, Mobile | "Trench Rules" in effect and your starfighters are 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. | ||
| 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. | None. | |
| 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. | |
| 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). | |
| 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. | |
| Sandcrawler: Loading Bay A New Hope R1 | Site | Interior, Vehicle | Deploy on your Sandcrawler. Jawas forfeit +2 here. "Nighttime conditions" here. | Your characters may enter/exit here for 1 Force each. "Nighttime conditions" 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: Cantina Premiere R2 | Site | Interior, Planet | Your aliens are each power +1. | Your aliens here, except Tusken Raiders, are each forfeit +1. | |
| 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 | None. | Total ability of 6 or more required for you to draw battle destiny here. | |
| Tatooine: Jawa Camp Premiere C1 | Site | Exterior, Planet | Your Jawas deploy here for 1 force from you only, for free if Sandcrawler present. | None. | |
| 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). | None. | |
| Tatooine: Obi-Wan's Hut Premiere R1 | Site | Exterior, Planet | Obi-Wan is deploy -3 here. | 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. | If you control, Force drain +1 here and 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 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. | If you control, 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. | |
| Rebel Characters | |||||
| Name | Type | Destiny | Statistics | Lore | Icons & Game Text |
|---|---|---|---|---|---|
| 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. | |
| 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.' | |
| 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. | |
| 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)+ | |
| 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. | |
| 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. | |
| 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. | |
| Chewbacca A New Hope R2 | RebelAlien | 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 for any starship he pilots. On Millennium Falcon, also adds 1 to maneuver. Your vehicles, starships and droids at same site go to Used Pile (rather than Lost Pile) when they are 'hit.' | |
| Chewie Empire Strikes Back Introductory Two-Player 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. | |
| 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. | |
| 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, Rebel starships at related system are power +1. May use 1 Force to cancel Astromech Shortage. | |
| Commander Wedge Antilles Special Edition PV | 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. | Adds 3 to the power on any starship he pilots. On Rogue 3, also adds 2 to manuver and draws one battle destiny if not able to do otherwise. May use 2 force to search through your reserve deck and take 1 "One More Pass" into hand, shuffle, cut and replace. | |
| Corellian 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 (minimum zero) onto a Rebel at same site. | |
| 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. | |
| 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). | |
| 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. | |
| 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. | |
| 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. | |
| 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.' | |
| 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). | |
| 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. | |
| 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. | |
| 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 any starship he pilots. All your characters at same Tatooine site are forfeit +1. All opponent's characters at same Hoth site are forfeit -1. Game text canceled if at same site as a tax collector. | |
| 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 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. | |
| 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 (no text) | |
| 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. | |
| 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 Het is power +1 for each Stormtrooper at same site, unless Reegesk is present. *To deploy, requires 2 Force from each player's Force Pile. Cannot deploy otherwise. Deploy only on Tatooine, but may move elsewhere. | |
| Hunchback A New Hope R1 | Alien | P:4 A:1.5 D:4 F:4 | What hump? | On a hunch, if opponent just announced a Force drain at an adjacent site, you may use 1 Force to search through the opponent's Force Pile and cause one card that has 'back' in the title to be placed out of play. Shuffle, cut and replace. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | (no text) | |
| 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. | |
| 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. | |
| 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. | |
| Luke Introductory Two-Player 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. | |
| 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: All non-droid characters at same and adjacent sites are forfeit +2. | |
| 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. | |
| 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. | |
| 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 re-shuffle without peeking. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| 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. If on a starship hit by an Ion Cannon, restores armor/maneuver and hyperspeed during your next control phase. | |
| 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. | Your characters with weapons may give them to this droid during your deploy phase, for free. RA-7 can carry (but not use) up to four weapons and redeploy to warriors present for free. | |
| 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. | Other Rebels (except leaders) at same site are forfeit +1. 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 When moving with a 'squad' of exactly three troopers and/or Rebel Guards, all four move for 1 Force. Your troopers and Rebel Guards at same site are forfeit +1. Rebel Guards may move with Rebel Squad Leader (at normal use of the Force). | |
| Rebel Tech 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 one of your war rooms: Cumulatively adds 1 to total of Attack Run. OR During your control phase, may send this tech to your Used Pile, search your Reserve Deck and take Death Star:Trench into hand. Shuffle, cut and replace. | |
| Rebel 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. | |
| 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. | |
| 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. | |
| 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 Retraining Bolt at same site. Receives an extra power +1 when 'protected' by Sai'torr Kal Fas. | |
| 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'. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| 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 any starship he pilots. On Gold 2, also adds 1 to maneuver and (when in Death Star: Trench) adds 1 to total of Attack Run. | |
| 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. | |
| 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. | |
| 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 any starship he pilots. On Red 2, also adds 2 to maneuver and draws one battle destiny if not able to otherwise. May use 1 Force to search your Reserve Deck and take one Corellian Slip into hand. Shuffle, cut and replace. | |
| 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). | |
| 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. | |
| 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 | |
| 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. | |
| 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. (Total battle destiny cannot fall below zero.) | |
| Rebel Creatures | |||||
| Name | Type | Destiny | Statistics | Lore | Icons & Game Text |
|---|---|---|---|---|---|
| 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. | |
| 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). | |
| Rebel Starships | |||||
| Name | Type | Destiny | Statistics | Lore | Icons & Game Text |
|---|---|---|---|---|---|
| Bright Hope Cloud City R | Capitol: 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 | Capitol: 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. | |
| 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 any other starfighter hit by a weapon in Death Star:Trench. Must have pilot aboard to use power, maneuver or hyperspeed. | |
| 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 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. | |
| Medium Transport Hoth U2 | Capitol: 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. | |
| 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 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. Must have pilot aboard to use power, maneuver or hyperspeed. | |
| 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. Must have pilot aboard to use power, maneuver or hyperspeed. 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 played against Red 6. Must have pilot aboard to use power, maneuver or hyperspeed. | |
| 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. | |
| Redemption Cloud City R | Capitol: 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. | |
| Tantive IV A New Hope R1 | Capitol: 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 add 3 pilots and 4 passengers. Has ship-docking capability. Permanent pilot aboard provides ability of 2. May be deployed o any system (even with out presence or Force icons). | |
| 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 PV | 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 aboard provide total ability of 3. | |
| Rebel Vehicles | |||||
| Name | Type | Destiny | Statistics | Lore | Icons & Game Text |
|---|---|---|---|---|---|
| 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. | |
| 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 carry 1 passenger. Permanent pilot aboard provides ability of 1. May move as a 'react.' *Landspeed=4. OR 1 character may shuttle to or from same site for free. | |
| Lift Tube 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). | |
| Rebel Snowspeeder Empire Strikes Back Introductory Two-Player 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 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 carry 2 passengers. Bantha ability=1/2. May move as a 'react.' At start of battle at same exterior site, one Tusken Raider present (your choice) is 'trampled' (immediately lost). | |
| Sandcrawler 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. | |
| 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). | |
| 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. | |
| Rebel Weapons | |||||
| Name | Type | Destiny | Statistics | Lore | Game Text |
|---|---|---|---|---|---|
| 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. | |
| 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 any warrior where X=(7-warrior's power). X must be at least 1. May target using X Force. Draw destiny. Character hit if total destiny + 1 > ability. Creature immediately lost if destiny + 2 > defense value. | ||
| 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. | ||
| 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. | ||
| 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. | ||
| 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. | ||
| 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 any Jawa, 3 on any warrior. May target using 1 Force. Draw destiny. Droid immediately 'stolen' if destiny + 1 > forfeit. Non-droid character excluded from battle if destiny = ability. | ||
| 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. | ||
| 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 any non-droid character (even if not a warrior). May target using 1 Force. Draw destiny. Character hit if destiny -1 > ability. Creature immediately lost if destiny + 2 > defense value. | ||
| 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. | |
| 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 at same location as Motti or pilot of ability < 3, choose one to be immediately 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. | ||
| 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. | ||
| 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. | ||
| 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 any Y-wing or B-wing. May target using 1 Force. Draw destiny. If destiny > target's armor or maneuver, all weapons aboard target are lost, armor or maneuver=0 and hyperspeed=0. | ||
| Tagge Seeker Premiere R | 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. | ||
| Rebel Devices | |||||
| Name | Type | Destiny | Lore | Game Text | |
|---|---|---|---|---|---|
| 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 any astromech droid. Cancels Lateral Damage, an exploding Program Trap or the effects of an Ion Cannon where present. Also, if deployed on R2-D2, may cancel a battle where present at a site, after which extinguisher is lost. | ||
| 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. | ||
| 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. | ||
| 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 any starship. If opponent just initiated a battle at same system, you may 'react' by deploying cards (at normal use of the Force) to that system. | ||
| 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. During your control phase, may: Select on character present to be power or forfeit +1 for remainder of turn. OR Use 2 Force to cancel any seeker present. | ||
| 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 any non-creature vehicle. Adds 1 to power and landspeed. Once per turn, when you play Radar Scanner, you may use 1 Force to move one additional Effect or Interrupt card found in opponent's hand to Used Pile. | ||
| 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. | ||
| Rebel Epic Events | |||||
| Name | Type | Destiny | Game Text | ||
|---|---|---|---|---|---|
| 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 present. *Immune to Overload during Attack Run. | |||
| Rebel Jedi Tests | |||||
| Name | Type | Destiny | Game Text | ||
|---|---|---|---|---|---|
| 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. | |||
| Rebel Interrupts | |||||
| Name | Type | Destiny | Lore | Game Text | |
|---|---|---|---|---|---|
| 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 from your Lost Pile. | ||
| 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 any starship battle. OR Cancel Besieged. OR Release (move for free) all your characters from a captured starship to your side of any docking bay site. | ||
| Ambush 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. | ||
| 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. | ||
| 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. | ||
| 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. | After a battle at an interior site is initiated, use 1 Force to cause all leaders and all characters with ability > 2 (on both sides) to be completely exclude from that battle. | ||
| 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 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. | ||
| 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 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. | ||
| 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). | ||
| 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. | ||
| 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 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 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 the same site, draw destiny. Opponent's spy is lost if destiny > 2. If spy is Undercover, it is lost if destiny > 0. OR Tonnika Sisters cross to your side. Use as you own. | ||
| Droid Shutdown 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. | ||
| 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. | ||
| 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. | ||
| 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. | ||
| 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. | ||
| 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). | ||
| 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. OR Use 4 Force to cause opponent to reveal hand. All cards opponent has two or more of 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. | ||
| 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. | ||
| 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 PV | 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 hologram 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 lost a battle and after having forfeited all cards from the battle location still have battle damage remaining, cancel all the remaining battle damage. (Immune to Sense.) OR Cancel Sunsdown. | ||
| How Did We Get Into This Mess? 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 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 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 at the Detention Block Corridor, attempt to rescue a captive there. Draw destiny. If destiny + ability of spy > ability of captive, it is released. Otherwise, spy is captured. OR Cancel Spice Mines Of Kessel (releasing targeted captive). | ||
| I'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. | ||
| 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.) | ||
| 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 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. | ||
| 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 "dejarik battle," add one battle destiny. OR If a Wookiee survived a battle you just lost, deploy on one opponent's character of ability < 5 present. Character is Disarmed (power -1 and may no longer carry weapons). | ||
| 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. | ||
| 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. | ||
| Lone Rogue Empire Strikes Back Introductory Two-Player 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 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. | ||
| 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 | ||
| 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). | ||
| 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. | ||
| 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. | ||
| 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. | ||
| 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). | ||
| 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. | ||
| 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. | ||
| 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 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. | ||
| 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! Introductory Two-Player 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 one of your Undercover spies. Draw destiny. If destiny > target's deploy cost, target is lost (may be stolen instead if spy also a thief). OR Cancel Informant. | ||
| 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). | ||
| 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. | ||
| 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. | ||
| 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 (at normal use of the Force). If Han firing, may add 1 to destiny draw. (A seeker may be targeted by a character weapon as if it has maneuver of 4.) Hit target is immediately lost. | ||
| 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. | ||
| 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. | ||
| 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. | ||
| 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. | ||
| 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). | ||
| 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. | ||
| 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). | ||
| 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). | ||
| 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. | ||
| 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. | ||
| 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. | ||
| 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. | ||
| 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 Roar A New Hope R1 | Lost Interrupt | "GHRRRRAARRRRH!" | If Chewbacca is defending a battle alone at a site, add two battle destiny. OR Use 3 Force to search through your Reserve Deck and take Chewbacca into your had. Shuffle deck, cut and replace. OR Scare off (lose) one 'mouse' droid on table. | ||
| Wookiee 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'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. | ||
| Rebel Effects | |||||
| Name | Type | Destiny | Lore | Game Text | |
|---|---|---|---|---|---|
| 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. | ||
| 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.' | ||
| 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. | ||
| 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 one of you spies or leaders not on Death Star. When target reaches Utinni Effect, draw destiny. Release that many captives from the Detention Block Corridor. Lose Utinni Effect. | ||
| 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.) | ||
| 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 Superlaser. To fire Superlaser at a planet, opponent must first 'charge' it by accumulating 8 Force cards here. When fired, Effect is canaled. If Effect is canceled, accumulated Force is placed in Used Pile. | ||
| 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.) | ||
| 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 attempt to eliminate a starfighter's permanent pilot. Draw destiny. If destiny > 2, deploy on starfighter to remove permanent pilot. May now add 1 pilot. Must have pilot aboard to use power, maneuver or hyperspeed. (Immune to Alter.) | ||
| 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. | ||
| 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. | ||
| 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. | ||
| 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. | Use 1 Force to deploy on table just after opponent has played any Interrupt. That Interrupt is still played out but is then 'grappled' (placed here but is out of play). Any new Interrupts of the same name are now unique (). (Immune to Control.) | ||
| Grounded Starfighter 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). | ||
| 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.) | ||
| 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. | ||
| 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. | ||
| 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.) | ||
| 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. | ||
| 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. | ||
| 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 the 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. Immune to attrition < 3. Also, you may activate 1 extra Force each turn if Luke's Cape is present at any non-Tatooine location. | ||
| 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. | ||
| 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 any non-thief to give that character thief skill. During your control phase, may target one device at same site. Draw destiny. If destiny < target's destiny number, it is 'stolen.' OR Deploy on a weapon to prevent theft. (Immune to Alter) | ||
| 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.) | ||
| 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. | ||
| Quick Draw Dagobah C | Effect | It's high moon 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 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. | ||
| 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.) | ||
| 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 now immune to Sense. If Radar Scanner is played against an opponent who has more than 13 cards in hand, opponent loses all Jawas, Tusken Raiders and Stormtroopers found there. | ||
| Scramble 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. | ||
| 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 any warrior to give that warrior scout skill. That warrior may now move to an adjacent site as a 'react.' OR Deploy on any scout that scout is power +2 when 'reacting.' (Immune to Alter.) | ||
| 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. | ||
| 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. | ||
| 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. | ||
| 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 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). | ||
| 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. | ||
| 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. If at a site during your deploy phase, may voluntarily "break cover" (lose Effect). | ||
| 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. | ||
| 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.) | ||
| 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. | ||