Jedi Knights TCG:

Scum and Villainy Card List

Shop for Jedi Knights TCG Scum and Villainy on ebay

Name: He's Worth a Lot to Me
Type: Theme
Theme:
Fett
Theme:
19
Text:
At the start of the game, place Boba Fett • Relentless Tracker in your Theme pile; you may also place up to two weapons in your Theme pile. Draw eight cards for your starting hand.
ID/ Rarity: 1 / 140 - C
Name: Boba Fett • Mercenary for Hire
Type: Character - Hero
Allegiance:
Independent
Destiny:
3
Theme:
Fett
Keywords:
Dark Hero, Bounty Hunter, Pilot
Leadership:
2
Deploy Cost:
3
Force:
7
Defense:
5
Text:
Power +2 at Spaceport sites. When Fett is in a battle your side wins against a leader, you may peek at the top two cards of any draw deck, place one of them on the bottom of that draw deck, and then draw a card from your draw deck.
Lore: More than one of Fett's contracts have involved Jabba the Hutt, in one way or another.
ID/ Rarity: 2 / 140 - R S
Name: Boba Fett • Relentless Tracker
Type: Character - Hero
Allegiance:
Independent
Destiny:
0
Theme:
Fett
Keywords:
Dark Hero, Bounty Hunter, Pilot
Leadership:
1
Deploy Cost:
4
Force:
5
Defense:
4
Text:
Limit one per deck. When Fett leaves play, place him in your Theme pile. During the Deploy Phase, Fett may be played from your Theme pile.
Lore: A man of few words, the ruthless hunter known only as Boba Fett lets his actions speak for him.
ID/ Rarity: 3 / 140 - C
Name: Boba Fett's Blaster Rifle • BlasTech EE-3
Type: Weapon
Allegiance:
Empire
Destiny:
4
Theme:
Fett
Keywords:
Personal, Rifle
Text:
Fett may fire this weapon twice per battle. When Fett fires this weapon, it is +1 to hit. When this weapon is under Fett, if he is hit but has not fired a weapon in this battle, he may fire this weapon once before he is discarded.
Lore: Most of the time, when Boba Fett is pursuing the target of a bounty, disintegrations are perfectly acceptable.
ID/ Rarity: 4 / 140 - R S
Name: Slave I
Type: Starship
Allegiance:
Empire
Destiny:
3
Theme:
Fett
Keywords:
Starfighter
Leadership:
1
Deploy Cost:
1
Power:
6
Defense:
4
Text:
Boba Fett may play aboard for two less credits. Slave I is power +3 while he is aboard. While no opposing starships are here, each of your Bounty Hunters at the site is power +1.
Lore: The sudden, disabling attack by Fett's Firespray-class starfighter is made possible by its powerful jamming equipment.
ID/ Rarity: 5 / 140 - U
Name: Darth Vader • Imperial Enforcer
Type: Character
Allegiance:
Empire
Destiny:
3
Theme:
Fett
Keywords:
Sith, Imperial, Pilot
Leadership:
1
Deploy Cost:
3
Power:
7
Defense:
5
Text:
May play only if your Hero is Jabba or Fett. When a Bounty Hunter is in a battle your side wins, you may peek at the top three cards of an opponent's draw deck, discard two of those cards, and the opponent must reshuffle that deck.
Lore: The complicated agendas of Darth Vader and his Emperor require the Sith Lord to deal with many types of employees.
ID/ Rarity: 6 / 140 - R S
Name: Bossk • Deadly Hunter
Type: Character
Allegiance:
Empire
Destiny:
3
Theme:
Fett
Keywords:
Alien, Bounty Hunter, Pilot
Leadership:
2
Deploy Cost:
2
Power:
6
Defense:
4
Text:
When in battle against a Wookiee, Bossk is power +1. Each time a weapon fired by Bossk hits, select an opponent to choose and discard one card from that opponent's Theme pile (except a Hero or a location).
Lore: Famous for hunting Wookies, the Trandoshan mercenary Bossk was one of many hired by Darth Vader.
ID/ Rarity: 7 / 140 - R S
Name: Hound's Tooth
Type: Starship
Allegiance:
Empire
Destiny:
3
Theme:
Fett
Keywords:
Capital, Freighter
Leadership:
1
Deploy Cost:
1
Power:
7
Defense:
4
Text:
Bossk may play aboard. Hound's Tooth is power +2 while he is aboard. When Hound's Tooth is played, your opponents must reveal their Theme piles and discard any duplicate cards found there.
Lore: A large, modified Corelian freighter is the chosen mode of travel for the dangerous bounty hunter Bossk.
ID/ Rarity: 8 / 140 - R
Name: Bossk's Mortar Gun
Type: Weapon
Allegiance:
Empire
Destiny:
3
Theme:
Fett
Keywords:
Personal, Mortar Gun
Text:
When fired by Bossk, this weapon may target two characters, using the same destiny draw to hit for both.
Lore: Sometimes collateral damage is not a problem, and Bossk simply brings down the building on top of his target.
ID/ Rarity: 9 / 140 - R S
Name: IG-2000
Type: Starship
Allegiance:
Empire
Destiny:
4
Theme:
Fett
Keywords:
Starfighter
Leadership:
1
Power:
5
Defense:
4
Text:
IG-88 may play aboard. IG-2000 is power +2 while he is aboard. IG-2000 may intimidate like a Capital. When IG-2000 intimidates, choose three cards (except a Hero), and opponent must choose one of those to be intimidated.
Lore: The Trilon Aggressor starship is modified by IG-88 to execute high speed maneuvers no human could withstand.
ID/ Rarity: 10 / 140 - R
Name: IG-88 • Assassin Droid
Type: Character
Allegiance:
Empire
Destiny:
3
Theme:
Fett
Keywords:
Droid, Bounty Hunter, Pilot
Deploy Cost:
2
Power:
6
Defense:
5
Text:
When a weapon fired by IG-88 hits a character, choose an opponent to discard a card from their hand. Once per Deploy Phase, IG-88 may fire a weapon at the opponent's character with the lowest defense (then discard that weapon from play).
Lore: The heartless assassin droid never works with anyone, but sometimes pursues the same target as Boba Fett.
ID/ Rarity: 11 / 140 - R S
Name: Arakyd Laser Cannons
Type: Weapon
Allegiance:
Empire
Destiny:
4
Theme:
Fett
Keywords:
Shipboard, Cannon, Typical
Text:
Plays only under a Freighter or Starfighter (except a TIE). This weapon is +2 to hit.
Lore: Trilon Inc, manufacturer of the IG-2000, purchases components such as a weapon system from other shipyards.
ID/ Rarity: 12 / 140 - C
Name: IG-88's Pulse Cannon
Type: Weapon
Allegiance:
Empire
Destiny:
3
Theme:
Fett
Keywords:
Personal, Cannon
Text:
When fired by IG-88, you may discard one weapon under the target (even if this weapon did not hit).
Lore: The complex programming of the IG-88 assassin droid uses precise weapon fire to disarm its targets.
ID/ Rarity: 13 / 140 - R S
Name: Guard Duty
Type: Event
Allegiance:
Independent
Destiny:
3
Keywords:
Support Step
Tactical Bonus:
+3
Text:
Plays if your side's defender is supported by a Guard. Leaders may not support in this battle. Ready any leaders already supporting and remove them from the battle.
Lore: Darth Vader made sure he had adequate security for his trip to Cloud City.
ID/ Rarity: 14 / 140 - C
Name: I Want Them Alive
Type: Event
Allegiance:
Independent
Destiny:
4
Keywords:
Response
Tactical Bonus:
+2
Text:
Plays if you target with a weapon. For each Bounty Hunter you have in play, that weapon is +1 to hit. Discard this Event from play.
Lore: Lord Vader was forced to resort to unorthedox tactics in his search for the Millennium Falcon.
ID/ Rarity: 15 / 140 - R S
Name: Over Here!
Type: Event
Allegiance:
Independent
Destiny:
4
Keywords:
Battle Phase
Tactical Bonus:
+1
Text:
Plays to rotate up to two Droids and/or Aliens on your side, then ready the same number of characters on your side. Draw a card. Discard this Event from play.
Lore: Threepio was reduced to catching the attention of a sandcrawler full of Jawas - not one of his better moments.
ID/ Rarity: 16 / 140 - U
Name: Control • Emperor
Type: Sith Power
Allegiance:
Empire
Destiny:
5
Keywords:
Deploy Phase, Control
Text:
Plays if the Emperor is in play. Limit one per player. Adds 1 to the Force number of your current Force card.
ID/ Rarity: 17 / 140 - C
Name: Dissipate Energy • Emperor
Type: Sith Power
Allegiance:
Empire
Destiny:
5
Keywords:
Response, Control
Text:
Plays if your opponent plays a Sense or Alter Jedi Power to cancel that card OR Plays if the Emperor is in play and you reveal a Force card. Exchange that Force card with a different card from your Force deck.
ID/ Rarity: 18 / 140 - U
Name: Force Defense • Emperor
Type: Sith Power
Allegiance:
Empire
Destiny:
5
Keywords:
Deploy Phase, Control
Text:
Plays if the Emperor is in play. Reveal the top card of any draw deck. If it has destiny of less than 4, return it to the top of the deck. If it has destiny of 4 or more, discard it; continue to reveal and discard cards until a card is revealed with destiny of less than 4.
ID/ Rarity: 19 / 140 - U
Name: My Kind of Scum
Type: Theme
Theme:
Jabba
Theme:
5
Text:
At the start of the game, place Jabba the Hutt • Devious Crimelord in your Theme pile; you may also place two Aliens in your Theme pile. Draw eight cards for your starting hand.
ID/ Rarity: 20 / 140 - C
Name: Jabba the Hutt • Vile Gangster
Type: Character - Hero
Allegiance:
Independent
Destiny:
4
Theme:
Jabba
Keywords:
Dark Hero, Alien, Gangster, Smuggler
Leadership:
4
Deploy Cost:
3
Force:
7
Defense:
4
Text:
When you initiate a battle with a Bounty Hunter or Smuggler as the attacker, draw a card. Opponent must discard two cards from hand to play a Jedi Power card. When Jabba is the attacker and Han is defeated in a battle, you may ready Jabba.
Lore: The apprentice Luke Skywalker discovered the truth about the legendary Hutt resistence to Jedi mind powers.
ID/ Rarity: 21 / 140 - R S
Name: Jabba the Hutt • Devious Crimelord
Type: Character - Hero
Allegiance:
Independent
Destiny:
0
Theme:
Jabba
Keywords:
Dark Hero, Alien, Gangster
Leadership:
2
Deploy Cost:
4
Force:
5
Defense:
3
Text:
Limit one per deck. When Jabba leaves play, place him in your Theme pile. During the Deploy Phase, Jabba may be played from your Theme pile.
Lore: The galaxy-wide network of connections belonging to the powerful Hutt cemented his position atop the business of crime.
ID/ Rarity: 22 / 140 - C
Name: 4-LOM • Dangerous Rogue Droid
Type: Character
Allegiance:
Empire
Destiny:
4
Theme:
Jabba
Keywords:
Bounty Hunter, Droid
Deploy Cost:
1
Power:
5
Defense:
4
Text:
Once per Deploy Phase, choose three random cards from an opponent's hand. Reveal these cards, and that opponent then chooses one of these cards to discard.
Lore: A droid formely programmed for protocol, 4-LOM is now a master of mayhem.
ID/ Rarity: 23 / 140 - R S
Name: Greedo • Quick Draw
Type: Character
Allegiance:
Empire
Destiny:
3
Theme:
Jabba
Keywords:
Alien, Bounty Hunter
Leadership:
1
Deploy Cost:
2
Power:
5
Defense:
3
Text:
Quickdraw: Blaster
When Greedo enters play, you may play a Blaster under him from your Theme pile or your discard pile. If Greedo is hit, you may transfer a weapon under him to another of your side's characters at the site but not in battle.
Lore: When Greedo left Rodia, he believed that he would someday be a famous bounty hunter in the great Robdian tradition.
ID/ Rarity: 24 / 140 - R
Name: 4-LOM's Concussion Rifle
Type: Weapon
Allegiance:
Empire
Destiny:
4
Theme:
Jabba
Keywords:
Personal, Rifle
Text:
When fired by 4-LOM, this weapon may target a character that is at the site but not in the battle.
Lore: Shortly after he forged an alliance with the Gand bounty hunter Zuckuss, 4-LOM acquired a long-range BlasTech LI-90 rifle.
ID/ Rarity: 25 / 140 - R S
Name: Ponda Baba • Quick Draw
Type: Character
Allegiance:
Empire
Destiny:
3
Theme:
Jabba
Keywords:
Alien, Smuggler
Deploy Cost:
1
Power:
5
Defense:
4
Text:
Quickdraw: Blaster
When Ponda Baba enters play, you may play a Blaster under him from your Theme pile or your discard pile. When Ponda Baba enters play, you may return one Alien to owner's hand from play.
Lore: The Aqualish smuggler was known for picking fights. It was only a matter of time before he picked the wrong one.
ID/ Rarity: 26 / 140 - R
Name: Salacious Crumb • Kowakian Prankster
Type: Character
Allegiance:
Empire
Destiny:
3
Theme:
Jabba
Keywords:
Alien
Deploy Cost:
1
Power:
1
Defense:
4
Text:
When Salacious Crumb is in battle, during the Weapon Step, you may switch the power and defense numbers of all characters in that battle until the end of that battle. Opponent must discard a card from hand to play a Jedi Power card.
Lore: No one knew why Jabba kept the worthless little jester as part of his personal court.
ID/ Rarity: 27 / 140 - R S
Name: Mist Hunter
Type: Starship
Allegiance:
Empire
Destiny:
4
Theme:
Jabba
Keywords:
Starfighter
Deploy Cost:
1
Power:
5
Defense:
4
Text:
Zuckuss and 4-LOM may play aboard. Mist Hunter is power +2 for each character aboard. When your opponent draws a card in the Deploy Phase, you may respond by playing Mist Hunter for free and that opponent must discard two card from their hand.
Lore: The bounty hunting team of Zuckuss and 4-LOM travel aboard a small Byblos G-1A starfighter.
ID/ Rarity: 28 / 140 - R
Name: Zuckuss • Gand Findsman
Type: Character
Allegiance:
Empire
Destiny:
4
Theme:
Jabba
Keywords:
Alien, Bounty Hunter, Pilot, Scout
Leadership:
2
Deploy Cost:
2
Power:
5
Defense:
5
Text:
Zuckuss is power +2 for each Alien supporting him. Once per Deploy Phase, choose an opponent to reveal their hand to you an dthat player then discards down to eight cards if their hand has more than eight.
Lore: Arcane meditation techniques give the mysterious tracker known only as Zuckuss an uncanny, nearly supernatural intuition.
ID/ Rarity: 29 / 140 - R S
Name: Scum and Villainy
Type: Event
Allegiance:
Independent
Destiny:
3
Keywords:
Deploy Phase
Tactical Bonus:
+2
Text:
Limit one per side. Each of your side's Aliens with a Theme icon matching your Hero are power +2. Discard this Event from play in the Draw Phase.
Lore: Everyone from Obi-Wan Kenobi to Jabba the Hutt could find an ally in Mos Eisley - for a price.
ID/ Rarity: 30 / 140 - C
Name: Zuckuss' Snare Rifle
Type: Weapon
Allegiance:
Empire
Destiny:
3
Theme:
Jabba
Keywords:
Personal, Rifle
Text:
Once per Deploy Phase, Zuckuss may fire this weapon, but a target that is hit is rotated instead of discarded.
Lore: The Gand findsman Zuckuss uses a Merr-Sonn GRS-1 to subdue his prey and complete his contracts.
ID/ Rarity: 31 / 140 - R S
Name: You'd Probably Short Circuit
Type: Event
Allegiance:
Independent
Destiny:
2
Keywords:
Deploy Phase
Tactical Bonus:
+3
Text:
Opposing side's leaders may not be supported by characters with a Theme that does not match the Theme of that leader. Discard this Event from play after the next Control Check.
Lore: Artoo and Threepio showed their unwavering support for Luke by taking great risks. Probably against their better judgement.
ID/ Rarity: 32 / 140 - C
Name: Elis Helrot • Underworld Smuggler
Type: Character
Allegiance:
Independent
Destiny:
3
Theme:
Jabba
Keywords:
Alien, Smuggler, Pilot
Deploy Cost:
1
Power:
4
Defense:
3
Text:
When Elis Herlot enters play, if Nabrun Leids is in play, discard Nabrun Leids. Nabrun Leids may not be played. During the Deploy Phase, you may rotate Elis to rotate an Alien.
Lore: Competition between indepenedent smugglers is often fierce... sometimes deadly.
ID/ Rarity: 33 / 140 - R S
Name: No Love for the Empire
Type: Event
Allegiance:
Independent
Destiny:
3
Keywords:
Response
Tactical Bonus:
+3
Text:
Plays if your Smuggler is targeted by a weapon, before destiny is drawn. That Smuggler is defense +3. Draw a card. Discard this Event from play.
Lore: Not many smugglers sign on with the Alliance. Imperial entanglements are very bad for business.
ID/ Rarity: 34 / 140 - C
Name: Tessek • Jabba's Lieutenant
Type: Character
Allegiance:
Independent
Destiny:
3
Theme:
Jabba
Keywords:
Alien
Leadership:
3
Deploy Cost:
2
Power:
4
Defense:
3
Text:
Plays for free at a Spaceport or Jabba's Palace site. Once during the Weapon Step, you may reveal the top X cards of any draw deck, where X is the number of JabbaTheme characters supporting Tessek, and replace them in any order.
Lore: Escaping the Imperial tyranny on his homeworld of Mon Calamari, Tessek became accountant to Jabba the Hut.
ID/ Rarity: 35 / 140 - R S
Name: A Real Bargain
Type: Event
Allegiance:
Independent
Destiny:
0
Keywords:
Starting
Tactical Bonus:
+0
Text:
During the Deploy Phase, you may play this Event from your Theme pile. No player may draw more than three cards during a Deploy Phase. When any player has more than ten cards in hand, that player must discard down to ten.
Lore: Droids - and the secrets they carry - can be purchased for a good price if you know the right Jawas.
ID/ Rarity: 36 / 140 - C
Name: Rancor
Type: Event
Allegiance:
Independent
Destiny:
3
Keywords:
Response
Tactical Bonus:
+3
Text:
Plays if your opponent plays a card from their hand to the Final Conflict. That opponent must discard that card. Discard this Event from play.
Lore: Rancors are widely known for their ability to crush opponents, as well as their voracious appetite.
ID/ Rarity: 37 / 140 - R S
Name: Come Here My Little Friend
Type: Theme
Theme:
2
Text:
At the start of the game, place Obi-Wan Kenobi • Alliance Agent in your Theme pile; you may also place up to two Aliens in your Theme pile. Draw eight cards for your starting hand.
ID/ Rarity: 38 / 140 - C
Name: Obi-Wan Kenobi • Alliance Agent
Type: Character - Hero
Allegiance:
Alliance
Destiny:
0
Theme:
Obi-Wan
Keywords:
Hero, Jedi, Rebel
Leadership:
1
Deploy Cost:
4
Force:
5
Defense:
4
Text:
Limit one per deck. When Obi-Wan leaves play, place him in your Theme pile. During the Deploy Phase, Obi-Wan may be played from your Theme pile.
Lore: Obi-Wan knows when to use a warrior's skills and when to use a more subtle approach.
ID/ Rarity: 39 / 140 - C
Name: Obi-Wan Kenobi • Jedi Guardian
Type: Character - Hero
Allegiance:
Alliance
Destiny:
4
Theme:
Obi-Wan
Keywords:
Hero, Jedi, Rebel
Leadership:
2
Deploy Cost:
3
Force:
8
Defense:
5
Text:
Once per Deploy Phase, you may exchange the topmost Jedi Power card from your discard pile with a card in your hand. Once per turn when Obi-Wan is in a battle, you may discard a card to cause a player to discard a weapon destiny and redraw.
Lore: The brilliant careet of General Obi-Wan Kenobi spans decades and includes service to the Old Republic.
ID/ Rarity: 40 / 140 - R
Name: Obi-Wan's Lightsaber • An Elegant Weapon
Type: Weapon
Allegiance:
Alliance
Destiny:
4
Theme:
Obi-Wan
Keywords:
Personal, Lightsaber
Deploy Cost:
1
Text:
Plays only under Obi-Wan. This weapon is +3 to hit. When this weapon hits, you may discard it to choose an opponent who must discard one character or starship from their Theme pile (except a Hero).
Lore: Obi-Wan used his lightsaber to defend Luke In the Mos Eisley cantina. The powerful weapon of a Jedi Knight.
ID/ Rarity: 41 / 140 - R
Name: Yoda • Jedi Teacher
Type: Character
Allegiance:
Alliance
Destiny:
3
Theme:
Obi-Wan
Keywords:
Jedi
Leadership:
1
Deploy Cost:
3
Power:
5
Defense:
5
Text:
May not support. May be supported only by Jedi. May not be targeted by a weapon. Tactical bonuses played under your Jedi are power +2.
Lore: The teachings of Master Yoda provide opportunities for success to those who follow them.
ID/ Rarity: 42 / 140 - R S
Name: Luke Skywalker • Quick Draw
Type: Character
Allegiance:
Alliance
Destiny:
2
Theme:
Obi-Wan
Keywords:
Rebel, Pilot, Red Squadron, Apprentice
Leadership:
2
Deploy Cost:
3
Power:
6
Defense:
4
Text:
When Luke enters play, you may play a Blaster under him from your Theme pile or your discard pile. Your Jedi play for one less credit.
Lore: When Luke remembered the teachings of Obi-Wan, he became capable of tremendous feats.
ID/ Rarity: 43 / 140 - R
Name: R2-D2 • My Little Friend
Type: Character
Allegiance:
Alliance
Destiny:
3
Theme:
Obi-Wan
Keywords:
Rebel, Droid, Spy
Deploy Cost:
1
Power:
1
Defense:
4
Text:
May not play weapons under here. During the Support Step, R2-D2 may be played from hand for free to support either Luke or Obi-Wan (rotate R2-D2).
Lore: Even though Obi-Wan didn't remember owning a droid, Princess Leia's desperate message still reached him.
ID/ Rarity: 44 / 140 - R S
Name: Ellorrs Madak • Quick Draw
Type: Character
Allegiance:
Independent
Destiny:
3
Theme:
Obi-Wan
Keywords:
Alien, Scout, Pilot
Deploy Cost:
1
Power:
3
Defense:
1
Text:
Quickdraw: Blaster
When Ellorrs Madak enters play, you may play a Blaster under him from your Theme pile or your discard pile. Once per Deploy Phase, you may play the topmost Shipboard weapon or Starfighter from your discard pile.
Lore: A gifted pilot, Madak learned to use a blaster on his journeys to uncharted planets.
ID/ Rarity: 45 / 140 - R
Name: Corporal Kuep • Quick Draw
Type: Character
Allegiance:
Independent
Destiny:
1
Keywords:
Trooper, Guard
Deploy Cost:
1
Power:
4
Defense:
2
Text:
Quickdraw: Blaster Rifle
When Corporal Kuep enters play, you may play a Blaster Rifle under him from your Theme pile or your discard pile and also select an opponent who must choose to either discard a card from hand or rotate one of their characters, if possible.
Lore: His part-time mining job allows for convenient meeting times with the smugglers at Cloud City.
ID/ Rarity: 46 / 140 - U
Name: Lieutenant Neff • Quick Draw
Type: Character
Allegiance:
Independent
Destiny:
2
Theme:
Leia
Keywords:
Trooper
Deploy Cost:
2
Power:
4
Defense:
2
Text:
Quickdraw: Blaster Rifle
When Lieutenant Neff enters play, you may play a Blaster Rifle under her from your Theme pile or your discard pile. While Lieutenant Neff is at a Spaceport site, each opponent's Alien plays for one more credit there.
Lore: Her job is to know everyone who enters and leaves Cloud City. She is very good at her job.
ID/ Rarity: 47 / 140 - U
Name: Control • Obi-Wan
Type: Jedi Power
Allegiance:
Alliance
Destiny:
5
Keywords:
Deploy Phase, Control
Text:
Plays if Obi-Wan is in play. Limit one per player. Adds 1 to the Force number of your current Force card.
ID/ Rarity: 48 / 140 - C
Name: Battle Focus • Obi-Wan
Type: Jedi Power
Allegiance:
Alliance
Destiny:
5
Keywords:
Response, Control
Text:
Plays if your opponent plays a Sense or Control Sith Power to cancel that card OR Plays if Obi-Wan targets with a Lightsaber for the first time in this battle. That Lightsaber is +2 to hit, but it may not be swung again in this battle.
ID/ Rarity: 49 / 140 - U
Name: Force Defense • Obi-Wan
Type: Jedi Power
Allegiance:
Alliance
Destiny:
5
Keywords:
Deploy Phase, Control
Text:
Plays if Obi-Wan is in play. Reveal the top card of any draw deck. If it has destiny of less than 4, return it to the top of the deck. If it has destiny of 4 or more, discard it; continue to reveal and discard cards until a card is revealed with destiny of less than 4.
ID/ Rarity: 50 / 140 - U
Name: Alter • Yoda
Type: Jedi Power
Allegiance:
Alliance
Destiny:
5
Keywords:
Deploy Phase, Alter
Text:
Plays if Yoda is in play. Limit one per player. Adds 1 to the credit number of your current Force card.
ID/ Rarity: 51 / 140 - C
Name: Heal Another • Yoda
Type: Jedi Power
Allegiance:
Alliance
Destiny:
5
Keywords:
Character Battle Phase, Alter
Text:
Plays if Yoda is in play. Ready a character who has not been the attacker in a battle this turn.
ID/ Rarity: 52 / 140 - U
Name: Levitation • Yoda
Type: Jedi Power
Allegiance:
Alliance
Destiny:
5
Keywords:
Response, Alter
Text:
Plays if your opponent plays a Sense or Control Sith Power to cancel that card OR Plays if Yoda is in play and any player peeks at the cards in any draw deck. Shuffle that deck. You may draw a card.
ID/ Rarity: 53 / 140 - U
Name: I Am Not a Committee
Type: Theme
Allegiance:
Theme:
Leia
Theme:
18
Text:
At the start of the game, place Leia Organa • Senator in your Theme pile; you may also place up to two Troopers or up to two weapons in your Theme pile. Draw eight cards for your starting hand.
ID/ Rarity: 54 / 140 - C
Name: Leia Organa • Princess of Alderaan
Type: Character - Hero
Allegiance:
Alliance
Destiny:
3
Theme:
Leia
Keywords:
Hero, Rebel
Leadership:
4
Deploy Cost:
3
Force:
5
Defense:
5
Text:
During the Support Step, Leia may replace any LeiaTheme character as the defender, but may not be supported again in that Step. When Leia is in battle, your side takes the first action in the Weapons Step, Leia is power +2 for each Rebel supporting her.
Lore: The young senator from Alderaan proved her worth in combat against the Empire on more than one occasion.
ID/ Rarity: 55 / 140 - R
Name: Leia Organa • Senator
Type: Character - Hero
Allegiance:
Alliance
Destiny:
0
Theme:
Leia
Keywords:
Hero, Rebel
Leadership:
2
Deploy Cost:
4
Force:
5
Defense:
4
Text:
Limit one per deck. When Leia leaves play, place her in your Theme pile. During the Deploy Phase, Leia may not be played from your Theme pile.
Lore: Her royal stature as Princess of Alderaan belied Leia's true nature as a secret warrior of the Rebel Alliance.
ID/ Rarity: 56 / 140 - C
Name: Leia's Blaster • Senatorial Sidearm
Type: Weapon
Allegiance:
Alliance
Destiny:
4
Theme:
Leia
Keywords:
Personal, Pistol
Text:
When fired by Leia, this weapon is +2 to hit and you may play the topmost Event from your discard pile as a tactical bonus if you have not already played one in this battle.
Lore: The fine craftsmanship of Leia's personal blaster makes it more accurate despite its smaller power circuits.
ID/ Rarity: 57 / 140 - R
Name: C-3PO • Goldenrod
Type: Character
Allegiance:
Alliance
Destiny:
2
Theme:
Leia
Keywords:
Rebel, Droid
Deploy Cost:
1
Power:
1
Defense:
5
Text:
May not play weapons under here. While C-3PO is supporting alongside R2-D2, your leader in this battle is power +4. Once per Weapon Step, you may rotate or discard C-3PO (even if he is not in the battle) to shuffle any draw deck or discard pile.
Lore: The purpose of a protocal droid is facilitate the cooperation of working sentients... including during combat.
ID/ Rarity: 58 / 140 - R S
Name: Security Check
Type: Event
Allegiance:
Independent
Destiny:
2
Keywords:
Response
Tactical Bonus:
+3
Text:
Plays if opponent plays a character (except a Hero) and this is not the Final Conflict. That opponent reveals their Theme pile. If that character is also in their Theme pile, that opponent must discard both copies of that character.
Lore: Cloud City guards attempt to maintain control by restricting passage to and from the station. Success is limited.
ID/ Rarity: 59 / 140 - C
Name: Sense • Leia
Type: Jedi Power
Allegiance:
Alliance
Destiny:
5
Keywords:
Deploy Phase, Sense
Text:
Plays if you have Leia in play. Limit one per player. Adds 1 to the Draw number of your current Force card.
ID/ Rarity: 60 / 140 - C
Name: Telepathy • Leia
Type: Jedi Power
Allegiance:
Alliance
Destiny:
5
Keywords:
Deploy Phase, Sense
Text:
Plays if Leia is in play. Choose an opponent and name a card title (except a Hero). Opponent reveal their hand and discards all copies of that card.
ID/ Rarity: 61 / 140 - U
Name: She's Fast Enough for You, Old Man
Type: Theme
Theme:
Han
Theme:
20
Text:
At the start of the game, place Han Solo • Smuggler for Hire in your Theme pile. During the Final Conflict your Smugglers play from your Theme pile for free. Draw eight cards for your starting hand.
ID/ Rarity: 62 / 140 - U
Name: Nabrun Leids • Fringe Smuggler
Type: Character
Allegiance:
Independent
Destiny:
4
Theme:
Han
Keywords:
Alien, Smuggler, Pilot
Leadership:
1
Deploy Cost:
1
Power:
3
Defense:
3
Text:
When Nabrun Leids enters play, if Elis Helrot is in play, discard Elis Helrot. Elis Helrot may not be played. When Nabrun Leids is in a battle your side wins, you may reveal a weapon from your hand and exchange that with a weapon from your Theme pile.
Lore: The Morseerian pilot Nabrun Leids has long-running feud with competing businessman Elis Helrot.
ID/ Rarity: 63 / 140 - R S
Name: 2-1B • Medical Droid
Type: Character
Allegiance:
Alliance
Destiny:
3
Theme:
Han
Keywords:
Rebel, Droid
Deploy Cost:
1
Power:
1
Defense:
3
Text:
May not play weapons under here. When you must discard any other character from play, you may rotate 2-1B or discard 2-1B from play to take that character into hand instead.
Lore: Due to their limited resources, the Rebels made good use of medical assistance from droids like 2-1B.
ID/ Rarity: 64 / 140 - R
Name: Outrider
Type: Starship
Allegiance:
Alliance
Destiny:
4
Theme:
Han
Keywords:
Starfighter, Freighter
Leadership:
1
Deploy Cost:
1
Power:
6
Defense:
4
Text:
Dash Rendar may play aboard. Outrider is power +2 while he is aboard. When Outrider enters play, each of your opponents with more than seven cards in hand must discard down to seven.
Lore: Interstellar rogue Dash Rendar flies a Corellian YT-2400 modified light freighter.
ID/ Rarity: 65 / 140 - R S
Name: Put In for Repairs
Type: Event
Allegiance:
Alliance
Destiny:
0
Keywords:
Starting
Tactical Bonus:
+0
Text:
During the Starship or Character Battle Phase, if your Hero is Han and this is not the Final Conflict, you may play this Event from your Theme pile. While this Event enters play, rotate or ready one starship or character.
Lore: There may be no love lost between smugglers, but their profession creates a bond each of them understands.
ID/ Rarity: 66 / 140 - R
Name: Masanya
Type: Starship
Allegiance:
Alliance
Destiny:
4
Keywords:
Capital, Corvette
Leadership:
2
Deploy Cost:
2
Power:
8
Defense:
5
Text:
While at Endor, each Rebel at the site is power +1 and during a Control Check you side's power is +3. The draw number of your current Force card is +1.
Lore: The most powerful asset available to the Alliance before the liberation of Mon Calamari was the corvette built at Corellia.
ID/ Rarity: 67 / 140 - R S
Name: A Jedi Like My Father
Type: Theme
Theme:
Luke
Theme:
10
Text:
At the start of the game, place Luke Skywalker • Moisture Farmer in your Theme pile. During the Final Conflict, Luke and Yoda may play from your Theme pile for free. Draw nine cards for your opening hand.
ID/ Rarity: 68 / 140 - U
Name: Luke's Lightsaber • Weapon of a Jedi
Type: Weapon
Allegiance:
Alliance
Destiny:
4
Theme:
Luke
Keywords:
Personal, Lightsaber
Deploy Cost:
1
Text:
Plays only under Luke. This weapon is +3 to hit. Once per Deploy Phase, choose an opponent who must discard the top card of their draw deck.
Lore: Owen's fear did not prevent Obi-Wan from giving Luke the weapon his father, Anakin Skywalker, wanted him to have.
ID/ Rarity: 69 / 140 - R
Name: Looks Like I'm Going Nowhere
Type: Event
Allegiance:
Alliance
Destiny:
0
Keywords:
Starting
Tactical Bonus:
+0
Text:
During the Deploy Phase, if the planet is Tatooine and your Hero is Luke, you may play this Event from your Theme pile. When this Event enters play, reveal the top five cards of your draw deck, play up to two characters from there for free and discard the rest.
Lore: Luke lemented that his life on Tatooine had him tied down. He knew little of the fate that awaited him.
ID/ Rarity: 70 / 140 - R
Name: Han Solo • Quick Draw
Type: Character
Allegiance:
Alliance
Destiny:
2
Theme:
Luke
Keywords:
Rebel, Pilot, Smuggler
Leadership:
2
Deploy Cost:
3
Power:
6
Defense:
5
Text:
Quickdraw: Blaster
When Han enters play, you may play a Blaster under him from your Theme pile or your discard pile. During the Character Battle Phase, you may rotate Millennium Falcon to ready Han or Luke.
Lore: Solo can draw and fire a blaster pistol faster than most bounty hunters. That's what keeps him alive.
ID/ Rarity: 71 / 140 - R
Name: Death Star Trench
Type: Event
Allegiance:
Alliance
Destiny:
3
Keywords:
Starship Battle Phase
Tactical Bonus:
+3
Text:
Death Star is defense -3.
Lore: The thermal exhaust port of the first Death Star was its fatal flaw, revealed by Rebel spies and exploited by Alliance starfighters.
ID/ Rarity: 72 / 140 - R
Name: You're All Clear, Kid!
Type: Event
Allegiance:
Alliance
Destiny:
3
Keywords:
Response
Tactical Bonus:
+3
Text:
Plays if a starship on your side fires a weapon. Draw two cards for that weapon's destiny, choose one to use, and then take both cards into your hand.
Lore: The Rebellion often had to depend on fortune and timing. Han's unexpected return changed the outcome of the Battle of Yavin.
ID/ Rarity: 73 / 140 - C
Name: Deflection • Luke
Type: Jedi Power
Allegiance:
Alliance
Destiny:
5
Keywords:
Response, Sense
Text:
Plays if your opponent plays an Alter or Control Sith Power to cancel that card OR Plays if Luke is in play and your opponent reveals a Force card. Opponent reveals another card and you choose one for opponent to use (the other is placed back into their Force deck).
ID/ Rarity: 74 / 140 - U
Name: Farseeing • Luke
Type: Jedi Power
Allegiance:
Alliance
Destiny:
5
Keywords:
Deploy Phase, Sense
Text:
Plays if Luke is in play. Reveal the top card of your draw deck. If it has destiny of 4 or more, return it to the top of the deck. If it has destiny of less than 4, discard it and continue to reveal and discard cards until a card is revealed with destiny of 4 or more.
ID/ Rarity: 75 / 140 - U
Name: Sense • Luke
Type: Jedi Power
Allegiance:
Alliance
Destiny:
5
Keywords:
Deploy Phase, Sense
Text:
Plays if Luke is in play. Limit one per player. Adds 1 to the draw number of your current Force card.
ID/ Rarity: 76 / 140 - C
Name: End This Destructive Conflict
Type: Theme
Theme:
Vader
Theme:
15
Text:
At the start of the game, place Darth Vader • Agent of the Empire in your Theme pile. Your side is power +3 during Control Checks. Draw eight cards for your starting hand.
ID/ Rarity: 77 / 140 - U
Name: Vader's Lightsaber
Type: Weapon
Allegiance:
Empire
Destiny:
3
Keywords:
Personal, Lightsaber
Deploy Cost:
1
Text:
Plays only under Vader. This weapon is +3 to hit. When in a battle against a Jedi or Apprentice, Vader is power +2.
Lore: Like all Sith lords, Darth Vader is a master of personal combat and has won many duels with his handmade lightsaber.
ID/ Rarity: 78 / 140 - R S
Name: DS-61-3 • Vader's Wingman
Type: Character
Allegiance:
Empire
Destiny:
3
Theme:
Vader
Keywords:
Imperial, Pilot
Deploy Cost:
1
Power:
3
Defense:
2
Text:
When DS-61-3 is aboard Black Three and in a battle, your side takes the first action in the Weapons Step. That's No Moon may not be played.
Lore: DS-61-3 keeps his edge in combat by using constant pressure to force the enemy into making a fatal mistake.
ID/ Rarity: 79 / 140 - R
Name: Sergeant Barich • Imperial Scout
Type: Character
Allegiance:
Empire
Destiny:
1
Theme:
Vader
Keywords:
Imperial, Trooper, Scout, Guard
Deploy Cost:
1
Power:
2
Defense:
3
Text:
Power +3 at an Exterior site. May support an Imperial leader on Endor even it rotated.
Lore: Though assigned to a scout trooper unit, Barich dreams of flying a starfighter. You can tell by the way he pilots a speeder bike.
ID/ Rarity: 80 / 140 - R S
Name: TK-104 • Loyal Stormtrooper
Type: Character
Allegiance:
Empire
Destiny:
1
Theme:
Vader
Keywords:
Imperial, Trooper, Guard
Deploy Cost:
1
Power:
5
Defense:
1
Text:
May support your leader even if rotated.
Lore: Many stormtroopers tried to distinquish themselves in service to Lord Vader in the hope of receiving his notice and favor.
ID/ Rarity: 81 / 140 - R
Name: Imperial March
Type: Event
Allegiance:
Empire
Destiny:
0
Keywords:
Starting
Tactical Bonus:
+0
Text:
During the Deploy Step, if your Hero is Vader, you may play this Event from your Theme pile. When this Event enters play, play one Imperial from your draw deck, and then reshuffle that deck.
Lore: Officers in Palpatine's Empire believed that associating with Vader would bring them glory. To many, it brought early death.
ID/ Rarity: 82 / 140 - R S
Name: RGA-972 • Quick Draw
Type: Character
Allegiance:
Empire
Destiny:
1
Theme:
Vader
Keywords:
Imperial, Trooper
Deploy Cost:
1
Power:
3
Defense:
2
Text:
Quickdraw: E-Web Repeating Blaster
When RGA-972 enters play, you may play an E-Web Blaster under him from your Theme pile or your discard pile. While RGA-972 is supporting Vader, once per Power Step you may draw destiny and add that destiny number to Vader's power.
Lore: Assault snowtroopers train in the use of many heavy weapons, such as the E-Web blaster.
ID/ Rarity: 83 / 140 - U
Name: Biker Scout • Endor Patrol
Type: Character
Allegiance:
Empire
Destiny:
1
Keywords:
Imperial, Trooper, Scout, Typical
Deploy Cost:
1
Power:
2
Defense:
3
Text:
During the Character Battle Phase at an Exterior site, you may discard this character from play to play a character from your hand for free.
Lore: Recon troops don't perform their function if they don't get back with the information - and themselves - intact.
ID/ Rarity: 84 / 140 - R
Name: Interrogator Droid • Mind Probe
Type: Character
Allegiance:
Empire
Destiny:
2
Keywords:
Droid
Deploy Cost:
1
Power:
1
Defense:
3
Text:
Once per Draw Phase, choose an opponent and name a card title (except a character card title). That opponent must reveal their hand and discard any cards with the title you named.
Lore: Few can resist chemical and physical persuassion provided by an interrogator droid.
ID/ Rarity: 85 / 140 - U
Name: Alter • Vader
Type: Sith Power
Allegiance:
Empire
Destiny:
5
Theme:
Vader
Keywords:
Deploy Phase, Alter
Text:
Plays if Vader is in play. Limit one per player. Adds 1 to the credit number of your current Force card.
ID/ Rarity: 86 / 140 - C
Name: Control • Vader
Type: Sith Power
Allegiance:
Empire
Destiny:
5
Theme:
Vader
Keywords:
Deploy Phase, Control
Text:
Plays if Vader is in play. Adds 1 to the Force number of your current Force card.
ID/ Rarity: 87 / 140 - C
Name: Dissipate Energy • Vader
Type: Sith Power
Allegiance:
Empire
Destiny:
5
Theme:
Vader
Keywords:
Response, Control
Text:
Plays if your opponent plays a Sense or Alter Jedi Power to cancel that card OR Plays if Vader is in play and you reveal a Force card. Exchange that Force card for another from your Force deck.
ID/ Rarity: 88 / 140 - R
Name: Force Choke • Vader
Type: Sith Power
Allegiance:
Empire
Destiny:
5
Theme:
Vader
Keywords:
Response, Alter
Text:
Plays if your opponent plays a Sense or Control Jedi Power to cancel that card OR Plays if Vader is in battle and opponent plays a tactical bonus. Discard that tactical bonus.
ID/ Rarity: 89 / 140 - U
Name: Lightsaber Defense • Vader
Type: Sith Power
Allegiance:
Empire
Destiny:
5
Theme:
Vader
Keywords:
Response, Control
Text:
Plays if your opponent plays a Sense or Alter Jedi Power to cancel that card OR Plays if Vader is armed with a Lightsaber and targeted by a weapon. Opponent draw two weapon destiny. Choose one to use and discard the other.
ID/ Rarity: 90 / 140 - U
Name: Lightsaber Frenzy • Vader
Type: Sith Power
Allegiance:
Empire
Destiny:
5
Theme:
Vader
Keywords:
Response, Alter
Text:
Plays if your opponent plays a Sense or Control Jedi Power to cancel that card OR Plays if Vader hits with his Lightsaber. Choose an opponent who must choose a character (except a Hero) to discard from their Theme pile.
ID/ Rarity: 91 / 140 - R
Name: A Moment of Triumph
Type: Theme
Theme:
Tarkin
Theme:
13
Text:
At the start of the game, place Grand Moff Tarkin • Imperial Bureacrat in your Theme pile. During the Final Conflict, your Troopers play from your Theme pile for free. Draw eight cards for your starting hand.
ID/ Rarity: 92 / 140 - U
Name: Death Star
Type: Starship
Allegiance:
Empire
Destiny:
7
Theme:
Tarkin
Keywords:
Capital, Battlestation
Leadership:
4
Deploy Cost:
4
Power:
10
Defense:
7
Text:
When a character is intimidated by Death Star, discard that character. May only be targeted by Proton Torpedoes. May be targeted even if supported. Proton Torpedoes fired by Red Five are +4 to hit when targeting Death Star.
Lore: The inhabitants of Alderaan paid the ultimate price for the utmost expression of Imperial power.
ID/ Rarity: 93 / 140 - R
Name: You May Fire When Ready
Type: Event
Allegiance:
Empire
Destiny:
0
Keywords:
Starting
Tactical Bonus:
+0
Text:
During the Deploy Phase, if the Death Star is in play and your Hero is Tarkin, you may play this Event from your Theme pile. When this Event enters play, switch the system with the site, flipping both (the site enters play again).
Lore: Only Grand Moff Tarkin could be heartless enough to give the order to destroy an entire planet.
ID/ Rarity: 94 / 140 - R
Name: AF-119 • Quick Draw
Type: Character
Allegiance:
Empire
Destiny:
1
Theme:
Fett
Keywords:
Imperial, Trooper
Deploy Cost:
1
Power:
2
Defense:
3
Text:
Quickdraw: Blaster Rifle
When AF-119 enters play, you may play a Blaster Rifle under him from your Theme pile or your discard pile. May support any Bounty Hunter even if rotated.
Lore: Even the Cloud City casinos lose their attraction when a trooper is stationed there for an extended period.
ID/ Rarity: 95 / 140 - U
Name: Sergeant Baysden • Sandtrooper
Type: Character
Allegiance:
Empire
Destiny:
3
Keywords:
Imperial, Trooper
Leadership:
2
Deploy Cost:
2
Power:
5
Defense:
2
Text:
Power +1 for each Trooper supporting him. During the Character Battle Phase, you may rotate Sergeant Baysden to ready up to two other Troopers.
Lore: The sandtroopers that Captain Alma brought to Tatooine were led by seasoned veterans like Baysden.
ID/ Rarity: 96 / 140 - R S
Name: Reassigned
Type: Event
Allegiance:
Independent
Destiny:
3
Keywords:
Deploy Phase
Tactical Bonus:
+2
Text:
Choose one opponent to reveal their Theme pile. Discard one character card (except a Typical character) from play if you find another copy of that character card in that Theme pile. Discard this Event from play.
Lore: Couriers like the mouse droid deliver bad news to military personnel, including discharge and relocation orders.
ID/ Rarity: 97 / 140 - U
Name: NT-311 • Quick Draw
Type: Character
Allegiance:
Empire
Destiny:
1
Keywords:
Imperial, Trooper
Deploy Cost:
1
Power:
4
Defense:
2
Text:
Quickdraw: Blaster Rifle
When NT-311 enters play, you may play a Blaster Rifle under him from your Theme pile or your discard pile. During the Starship Battle Phase, you may rotate NT-311 to ready a Star Destroyer.
Lore: Squad leaders stay in touch with orbiting capital starships to maintain unit cohesion.
ID/ Rarity: 98 / 140 - U
Name: Out of Action
Type: Event
Allegiance:
Independent
Destiny:
3
Keywords:
Deploy Phase
Tactical Bonus:
+3
Text:
Limit one per side. When opposing side wins a Control Check, put their non-Hero characters on top of this card (instead of in their Theme pile). Discard this Event from play after third Control Check and place the cards here in their owner's Theme piles.
Lore: Rebel tactics include hit and fade missions designed to upset Imperial lines of supply and cut off reinforcements.
ID/ Rarity: 99 / 140 - C
Name: Private Alain • Quick Draw
Type: Character
Allegiance:
Alliance
Destiny:
1
Theme:
Leia
Keywords:
Rebel, Trooper
Deploy Cost:
1
Power:
4
Defense:
2
Text:
Quickdraw: Blaster Rifle
When Private Alain enters play, you may play a Blast Rifle under him from your Theme pile or your discard pile. Your opponents may play only weapon cards from their discard pile.
Lore: Fighting against oppression can be dangerous business. Opressors carry blasters, and so does Alain.
ID/ Rarity: 100 / 140 - U
Name: Camouflage
Type: Event
Allegiance:
Alliance
Destiny:
2
Keywords:
Response
Tactical Bonus:
+2
Text:
Play if your side's character is targeted by a weapon. Any bonus to hit for that weapon is ignored.
Lore: It was easier for the Rebels to blend into the natural environment of Endor's forest moon.
ID/ Rarity: 101 / 140 - C
Name: Freeze!
Type: Event
Allegiance:
Alliance
Destiny:
3
Keywords:
Deploy Phase
Tactical Bonus:
+1
Text:
Select an opposing character (except a Hero). That character's owner must choose to either place that character in their Theme pile or discard two cards from their hand. Discard this Event from play.
Lore: Though Imperial troopers performed poorly at the Battle of Endor, they were more effective in other types of conflicts.
ID/ Rarity: 102 / 140 - C
Name: It's Supposed to Be Freezing
Type: Event
Allegiance:
Alliance
Destiny:
3
Keywords:
Deploy Phase
Tactical Bonus:
+3
Text:
Limit one per side. While this site is Frozen, opposing characters (except Imperial Troopers) are power -1 (power -2 if your side hasn't won a Control Check and opposing side has). Discard this Event from play after the third Control Check.
Lore: The Alliance chose Hoth as a place to regroup and organize their rebellion efforts.
ID/ Rarity: 103 / 140 - C
Name: Rebel Firepower
Type: Event
Allegiance:
Alliance
Destiny:
3
Keywords:
Deploy Phase
Tactical Bonus:
+3
Text:
Limit one per player. Your side's Starfighters are power +1 for each of your side's Capitals at the system.
Lore: The Rebels couldn't match the Empire's sheer power, so they combined their resources wheenver possible.
ID/ Rarity: 104 / 140 - U
Name: Nebulon-B Frigate
Type: Starship
Allegiance:
Independent
Destiny:
4
Keywords:
Capital, Frigate, Typical
Leadership:
1
Deploy Cost:
1
Power:
4
Defense:
5
Text:
When you have not won a Control Check and your opponent has, if any opponent has more than seven cards in hand, that opponent must discard down to seven.
Lore: Although manufactured at the Kuat Drive Yards, many Nebulon-B frigates were acquired by the Rebel Alliance.
ID/ Rarity: 105 / 140 - R
Name: They're Moving to Attack Position!
Type: Event
Allegiance:
Alliance
Destiny:
3
Keywords:
Weapon Step
Tactical Bonus:
+3
Text:
Rotate your starship. Your attacker or defender is power +3.
Lore: Han maneuvered the Millennium Falcon to escape the firepower of Imperial starships.
ID/ Rarity: 106 / 140 - R S
Name: Y-wing
Type: Starship
Allegiance:
Alliance
Destiny:
1
Keywords:
Starfighter, Y-wing, Typical
Power:
2
Defense:
2
Text:
When your side's starship fires a weapon, you may rotate this Y-wing to add +1 to hit.
Lore: Koensayr's twin-engine starfighter is renowned for its ruggedness and stability as a firing platform.
ID/ Rarity: 107 / 140 - C
Name: Prepare Your Troops
Type: Event
Allegiance:
Empire
Destiny:
4
Keywords:
Deploy Phase
Tactical Bonus:
+4
Text:
Limit one per side. During the next Control Check, your side's total power is +1 for each of your side's Capitals and Imperial leaders in play. Discard this Event from play after that Control Check.
Lore: The Empire used brute force and sheer numbers to keep insurrections to a minimum.
ID/ Rarity: 108 / 140 - R
Name: Avenger
Type: Starship
Allegiance:
Empire
Destiny:
1
Keywords:
Capital, Star Destroyer
Leadership:
2
Deploy Cost:
3
Power:
9
Defense:
5
Text:
While at Endor, each Imperial at the site is power +2 and during a Control Check, your side's power is +3.
Lore: A Star Destroyer casts a large shadow on the planet it orbits in more ways than one.
ID/ Rarity: 109 / 140 - R S
Name: TIE Interceptor
Type: Starship
Allegiance:
Empire
Destiny:
1
Keywords:
Starfighter, TIE, Typical
Deploy Cost:
1
Power:
3
Defense:
3
Text:
When your character or starship is targeted with a weapon, you may rotate this Tie to add +1 defense to that character or starship.
Lore: The improved design of the TIE interceptor is meant to counter the threat of superior Rebel starfighters.
ID/ Rarity: 110 / 140 - R S
Name: Force 1 - Black
Type: Force
Force:
1
Credits:
12
Draw:
1
ID/ Rarity: 111 / 140 - R
Name: Force 2 - Black
Type: Force
Force:
2
Credits:
10
Draw:
3
ID/ Rarity: 112 / 140 - R
Name: Force 3 - Black
Type: Force
Force:
3
Credits:
9
Draw:
3
ID/ Rarity: 113 / 140 - R
Name: Force 4 - Black
Type: Force
Force:
4
Credits:
8
Draw:
3
ID/ Rarity: 114 / 140 - R
Name: Force 2 - Green (game text)
Type: Force
Force:
2
Credits:
10
Draw:
1
Text:
Once per Deploy Phase, you may spend up to two credits to draw the same number of cards.
ID/ Rarity: 115 / 140 - U
Name: Force 8 - Green (game text)
Type: Force
Force:
8
Credits:
4
Draw:
3
Text:
Once per Deploy Phase, when you play a leader, you may draw a card.
ID/ Rarity: 116 / 140 - U
Name: Force 1 - Orange
Type: Force
Force:
1
Credits:
11
Draw:
1
ID/ Rarity: 117 / 140 - C
Name: Force 2 - Orange
Type: Force
Force:
2
Credits:
4
Draw:
4
ID/ Rarity: 118 / 140 - C
Name: Force 3 - Orange
Type: Force
Force:
3
Credits:
11
Draw:
1
ID/ Rarity: 119 / 140 - C
Name: Force 4 - Orange
Type: Force
Force:
4
Credits:
4
Draw:
4
ID/ Rarity: 120 / 140 - C
Name: Force 5 - Orange
Type: Force
Force:
5
Credits:
11
Draw:
1
ID/ Rarity: 121 / 140 - C
Name: Force 6 - Orange
Type: Force
Force:
6
Credits:
4
Draw:
4
ID/ Rarity: 122 / 140 - C
Name: Force 7 - Orange
Type: Force
Force:
7
Credits:
11
Draw:
1
ID/ Rarity: 123 / 140 - C
Name: Force 8 - Orange
Type: Force
Force:
8
Credits:
4
Draw:
4
ID/ Rarity: 124 / 140 - C
Name: Force 1 - Orange (game text)
Type: Force
Force:
1
Credits:
10
Draw:
1
Text:
When you play a Capital starship, you may draw a card.
ID/ Rarity: 125 / 140 - U
Name: Force 3 - Orange (game text)
Type: Force
Force:
3
Credits:
10
Draw:
1
Text:
Your Hero is power +1 and defense +1.
ID/ Rarity: 126 / 140 - U
Name: Force 6 - Orange (game text)
Type: Force
Force:
6
Credits:
3
Draw:
4
Text:
When you play a Starfighter, you may draw a card.
ID/ Rarity: 127 / 140 - U
Name: Force 8 - Orange (game text)
Type: Force
Force:
8
Credits:
3
Draw:
4
Text:
Your tactical bonuses are power +1.
ID/ Rarity: 128 / 140 - U
Name: Rebel Spies
Type: Event
Allegiance:
Alliance
Destiny:
3
Keywords:
Deploy Phase
Tactical Bonus:
+2
Text:
Plays if you have more than one Capital starship at the system. You gain 1 credit for each Capital starship there. Discard this Event from play.
Lore: Princess Leia's starship, despite being overmatched by an Imperial Star Destroyer, put up a valiant defense.
ID/ Rarity: 129 / 140 - U
Name: Corellian Laser Cannon
Type: Weapon
Allegiance:
Alliance
Destiny:
3
Keywords:
Shipboard, Cannon, Typical
Text:
Plays only under a Corvette or the Falcon. This weapon is +1 to hit for each of your side's Starfighters orbiting the system.
Lore: Most Corellian starships, including Corvettes, come equipped with cannons. Some, like the Falcon, add them later.
ID/ Rarity: 130 / 140 - U
Name: Tantive IV
Type: Starship
Allegiance:
Alliance
Destiny:
4
Keywords:
Capital, Corvette
Leadership:
2
Deploy Cost:
2
Power:
7
Defense:
5
Text:
Tantive IV is power +1 for each X-win or Y-wing supporting it. While there are no opposing starships here, each Rebel at the site is power +2. Your side's Spies play for one less credit at the site.
Lore: Even with modified shield generators. Princess Leia's personal transport was no match for the Devastator's weaponry.
ID/ Rarity: 131 / 140 - C
Name: Turbolaser Battery
Type: Weapon
Allegiance:
Empire
Destiny:
3
Keywords:
Shipboard, Cannon, Typical
Text:
Plays only under a Star Destroyer. This weapon is +1 to hit for each Star Destroyer orbiting the system.
Lore: This massive cannon supercharges each pulse before firing. The resulting blast shreds both shields and armor.
ID/ Rarity: 132 / 140 - U
Name: Devastator
Type: Starship
Allegiance:
Empire
Destiny:
1
Keywords:
Capital, Star Destroyer
Leadership:
3
Deploy Cost:
3
Power:
8
Defense:
5
Text:
While there are no opposing starships here, each Imperial at the site is power +1 and during a Control Check, your side's power is +5.
Lore: Structurally altered to hold increased armaments and munitions. Responsible for capture of Tantive IV. Assigned to Darth Vader.
ID/ Rarity: 133 / 140 - C
Name: Naval Support
Type: Event
Allegiance:
Empire
Destiny:
3
Keywords:
Deploy Phase
Tactical Bonus:
+2
Text:
Plays if your have more than one Star Destroyer at the system. You gain 1 credit for each Star Destroyer there. Discard this Event from play.
Lore: The Emperor tasked Vader with recovering the stolen Death Star plans. He had the Imperial Navy at his disposal.
ID/ Rarity: 134 / 140 - U
Name: Stay on Target
Type: Event
Allegiance:
Independent
Destiny:
5
Keywords:
Weapon Step
Tactical Bonus:
+1
Text:
Plays if your Hero is attacking or defending. Place up to four cards from your hand with a Theme matching your Hero on this Event. Your Hero is power +1 for each card placed here. Discard all cards here when this Event is discarded.
Lore: Focusing on the main objective allows the Rebellion to continue fighting, even when they constantly face annihlation.
ID/ Rarity: 135 / 140 - C
Name: Taim & Bak IX4 Laser Cannons
Type: Weapon
Allegiance:
Alliance
Destiny:
2
Keywords:
Shipboard, Cannon, Typical
Text:
Plays only under a Y-wing. This weapon is +2 to hit.
Lore: The twin IX4 cannons helped Koensayr's utilitarian snubfighter keep up with the formidable Incom X-wing.
ID/ Rarity: 136 / 140 - U
Name: Gold Two
Type: Starship
Allegiance:
Alliance
Destiny:
4
Keywords:
Starfighter, Y-wing
Deploy Cost:
1
Power:
4
Defense:
2
Text:
Tiree may play aboard. Gold Two is power +2 while he is aboard. Gold Two may fire twice per battle. When a weapon fired by Gold Two hits an opponent's starship, that opponent must discard one card from hand or top three cards of draw deck.
Lore: Tiree made Gold Two famous in a raid on Corellia, where he helped save engineers who proved invaluable to the Rebellion.
ID/ Rarity: 137 / 140 - U
Name: They Came From Behind
Type: Event
Allegiance:
Independent
Destiny:
3
Keywords:
Deploy Phase
Tactical Bonus:
+4
Text:
Plays if the opposing side has won a Control Check and your side has not. Either draw three cards or gain 3 credits or exchange a Force card from your Force deck with a Force card under your current Force card. Discard this Event from play.
Lore: The early success of the Alliance starfighters at the Battle of Yavin was quickly countered by Vader's contingency plan.
ID/ Rarity: 138 / 140 - C
Name: SFS L-s7.2 TIE Cannon
Type: Weapon
Allegiance:
Empire
Destiny:
4
Keywords:
Shipboard, Cannon, Typical
Text:
Plays only under a TIE. This weapon is +1 to hit while a character is aboard that TIE.
Lore: Sienar Fleet System's standard weapon; coolant modifications to these cannons solved the overheating issue with the Ls-1.
ID/ Rarity: 139 / 140 - U
Name: Shadow Three
Type: Starship
Allegiance:
Empire
Destiny:
3
Keywords:
Starfighter, TIE
Power:
2
Defense:
2
Text:
PS-29-3 may play aboard. Shadow Three is power +3 while he is aboard. Once per Weapons Step when Shadow Three is a battle, you may look at the top three cards of any draw deck and replace them in any order.
Lore: Shadow Three is equipped with a command system capable of coordinating the combined power of the entire Shadow wing.
ID/ Rarity: 140 / 140 - U