Coruscant site deployment

 

Int IP / int IP / int+ext IP / C:IP / ext C / ext C / int+ext C / ext C / C : XP / int XP / int XP

 

A card which allows no battles in the Senate : allowing for people playing with a couple of senators to disrupt the opponent.

 

Shadows Of The Empire                164

 

Dark Side

 

Type

Rare

Uncommon

Common

Admiral’s Order

1

 

 

Characters

40 + 1

15

12

Creatures

 

 

 

Devices

1

1

 

Effects

17

8

4

Epic Events

1

 

 

Force Powers

1

 

 

Interrupts

6

7

5

Objectives

1

 

 

Sites

2

6

7

Starships

10

7

1

Systems

1

2

4

Vehicles

 

1

1

Weapons

3

 

 

Total

85

37

34

 

 

Characters

 

* Admiral Okins (2)                           

Rare Dark Shadows Of The Empire

Admiral serving under Vaders' supervision on the Executor during the few months when Admiral Piett searched the galaxy for the Rebel Fleet aboard the Visage. Leader.

Power : 2  Ability : 2  Deploy : 3  Forfeit : 4

Adds 2 to Power of anything he pilots (3 if Executor). If with Vader in a battle, adds one destiny to power only. Once per game, you may search your reserve deck for a Turbolaser Battery, place in your hand and reshuffle.

Imperial - Pilot - Warrior

 

* Arb Skynxnex (3)

Rare Dark Shadows Of The Empire

Gangster. Leader in the Black Sun organization. Spy for Prince Xizor on Correlia. Sentenced to Kessel for thievery.

Power : 3  Ability : 3  Armor : 5  Deploy : 6  Forfeit : 5 

Deploys -3 with an Undercover card. Adds 2 to power of anything he pilots (3 if an [Independent] starship). If any player retrieves Force by Kessel Run, retrieve 2 Force (4 if Undercover). If undercover when you initiate a battle at same site, add one battle destiny.

Alien - Pilot - Warrior

 

*** ASP-LSD (0)

Rare Dark Shadows Of The Empire   

Looks like the generic ASP serve droid. Programmed with the knowledge of a hundred swordmasters and dozens of fighting styles. Equipped with a lightsaber. Developed with AA-1 verbobrains to better anticipate Vader's movements.

Power : 3  Armor : 4  Deploy : 5  Forfeit : 3

May initiate battle. Permanent weapon is Lightsaber (may target a character for free, draw 2 destiny. If total destiny -1 > defense value, target is hit). Immune to purchase, restraining bolt and attrition < 4.

Droid - Warrior - Permanent Weapon

 

* Avaro Sookcool (3)                                    

Rare Dark Shadows Of The Empire

Rodian uncle of Greedo. Was a bounty hunter in his young years, but retired after a partially botched job. Manager of the Flip of the Credit, a Black Sun casino on Rodia. Has a direct line to Xizor, reporting on his immediate superior Vigo Clezo.

Power : 2  Ability : 2  Deploy : 2  Forfeit : 3

Deploys -2 on Rodia. Power +2 with Greedo. Your gambler present may use weapons as wild cards. Forfeit +2 with Clezo or Xizor.

Alien - Warrior

 

* Bentu Pall Tarlen (3)                                   

Uncommon Dark Shadows Of The Empire

Head of the Imperial Center Construction Contracts Division. On Xizor's payroll. Keeps Black Sun abreast of current bids on construction projects, allowing Xizor's legitimate construction business to underbid.

Power : 2  Ability : 3 Deploy : 4  Forfeit : 6

May deploy only to a Coruscant interior site. Once per turn, if you just deployed a Coruscant site, you may retrieve 3 Force. Your Force generation at same interior Coruscant site is +1 (+2 if you control).

Imperial

 

*** Black Sun Assassin (2)                                       

Uncommon Dark Shadows Of The Empire

The Dark Prince and his criminal organizations make powerful enemies. Several of them had to be eliminated before other projects became profitable.

Power : 3  Ability : 2 Deploy : 5  Forfeit : 3

Deploy –2 with your Black Sun Leader. May fire a character weapon for 1 additional Force during your control phase targetting a smuggler, gangster, information broker or alien leader. Add 1 to his weapon destiny draws. Characters 'hit' by assassin are forfeit –3.

Alien - Warrior

 

Black Sun Bounty Hunter (2)                          

Uncommon Dark Shadows Of The Empire

Black Sun has many bounty hunters on the payroll. Whenever someone displeases the dark

lord, he gets hunted down. Fees are only given for corpses.

Power : 2  Ability : 1  Armor : 3  Deploy : 3  Forfeit : 2

Power +2 if present with a Bounty. Adds 2 to Force retrieved when he completes a bounty.

Alien – Warrior

 

Black Sun Guard (3)                                      

Common Dark Shadows Of The Empire

Common thug in service to Black Sun. Many are slaves sold to Xizor or his predecessors. Can protect against other scum, but are no defense against stormtroopers or a Jedi.

Power : 2  Ability : 1  Deploy : 2  Forfeit : 3

Power and forfeit +2 when defending a battle at Xizor's palace or when defending a battle with your Black Sun leader.

Alien – Warrior

 

Black Sun Smuggler (3)                                             

Common Dark Shadows Of The Empire

Fringe people have either worked for or are going to work for Black Sun. Most work as smugglers, but several also work as mercenaries for the Dark Prince.

Power : 1  Ability : 2  Deploy : 2  Forfeit : 3

Adds 2 to Power of anything he pilots ( 3 if [Independent] starship). If you retrieve Force by Slaving Run he completed, add 2 to Force retrieved.

Alien – Pilot

 

* Boba Fett, Bounty Hunter Survivor (1)                    

Rare Dark Shadows Of The Empire

Bounty hunter who occasionaly works for Black Sun. Scout trained by Jango Fett. Blew away the Sarlacc and was saved from thousand years of digestion by Dengar.

Power : 5  Ability : 3  Armor : 5  Deploy : 6  Forfeit : 6

Deploys -2 on Tatooine. Adds 3 to power and 1 to maneuver of anything he pilots. Adds one battle destiny if with Dengar. Add 1 to his character weapon destiny draws (3 if targetting a creature). May fly (landspeed = 3). Immune to attrition < 3.

Alien - Warrior - Pilot

 

* Boussh (1)                                                  

Rare Dark Shadows Of The Empire

Ubese bounty hunter. Tried to ask more than his usual fee when he found a quarry for Black

Sun. Won't make that mistake again.

Power : 3  Ability : 2  Armor : 4  Deploy : 4  Forfeit : 3

Adds 2 to Power and 1 to maneuver of anything he pilots. Power +2 when escorting a captive. When collecting a bounty, add 3 to Force retrieved. Draw destiny, if result = 0, lose Boussh.

Alien - Pilot – Warrior

 

* Calliose (1)                                                             

Rare Dark Shadows Of The Empire

Kajain'sa'Nikto who was Skahtul's partner during the hunt for Luke Skywalker. Collected a group of bounty hunters to join the Barabels, but ordered his men to fire on Skahtul when Luke escaped. Ambushed and captured by Skahtul, who discovered he had a bounty on his head.

Power : 3  Ability : 3  Deploy : 3  Forfeit : 4

Your Nikto here are power +1 and count as bounty hunters. Adds 2 to power of anything he pilots. During your control phase, you may use 3 Force to retrieve one Collateral Damage into hand.

Alien – Pilot - Warrior

 

* Captain Averen (1)

Uncommon Dark Shadows Of the Empire                  

Leader of the Monarch. Senior officer of the Coruscant defense fleet after Isard had evacuated most of the other star destroyers stationed at Imperial Center. Surrendered his starship to Admiral Ackbar. 

Power : 2  Ability : 3  Deploy : 3  Forfeit : 5

Deploys –1 aboard the Monarch. Adds 2 to power of anything he pilots. If opponent initiates a battle here if he's piloting your only capital starship present, you may place all your starships and cards deployed there in your used pile. You may lose one Force to cancel Surrender.

Imperial - Pilot

 

Commando Stormtrooper (2)

Uncommon Dark Shadows Of The Empire

Stormtroopers trained in assasination and cell-structure. Spy for the Empire on worlds allied to the Rebellion. Equipped with green-black armor for better camouflage.

Power : 2  Ability : 2  Armor : 4  Deploy : 4  Forfeit : 3

Deploys for free if Sleeper Cell Jenth-44 on table. May deploy and move as a react for 1 additional Force. Power +1 at opponents site. Once per turn, may use 2 Force to 'assassinate' one character just hit by his blaster or rifle.

Imperial - Warrior

 

** Construction Droid (2)

Uncommon Dark Shadows Of The Empire

Death Star's little brother. Computer-controlled wrecking machines. Recycle rubble into material for new constructions.

Power : 4  Armor : 5  Deploy : 6  Forfeit : 5

If at a site with a scomp link, you may use X Force to rearrange all related scomp link sites, where X = number of those sites. Once per turn, if at a site, you may use 1 Force to deploy a related scomp link site from reserve deck, reshuffle. Immune to attrition < 5.

Droid

 

*** Customs Official   (2)

Common Dark Shadows Of the Empire

Bureaucrats checking for illegal smuggling attempts. Enforce the rules and regulations regarding interstellar trade, and the transport of goods across system and sector boundaries.

Power : 1  Ability : 1  Deploy : 3  Forfeit : 3

If present at a docking bay, opponent's docking bay transit to or from here is cumulatively +1. Opponent may not use Nabrun Leids to move to or from a related site. Weapons and devices are cumulatively deploy +1 at same site.

Imperial

 

Cyborrean Battle Dog (3)

Common Dark Shadows Of the Empire

Originally bred by the Cyborrean people as a hunting beast, but eventually used during the wars which spread across the planet. Electronically controlled by a remote control device.

Power : 3  Armor : 3  Deploy : 2  Forfeit : 0

Moves and attacks as a creature if you have no non-droid characters present. Does not attack your characters. If attacking an alien, add two destinies to power.

Droid

 

Dealer Droid (4)

Common Dark Shadows Of The Empire

Cylindrical automaton uses several appendages to deal sabacc and other games. Two of its arms are "cheater prods," with specialized sensors to detect the presence of skifters. The other arms function as card dealers and pot collectors.

Power : 0  Deploy : 2  Forfeit : 2

Deploy only at a Casino. May not move. Cumulatively add 1 to your Sabacc total, or subtract 1 from your opponent's Sabacc total. Opponent may not play Skifter if participating in a Sabacc game at same site. When you play a Sabacc interrupt, you may use twice X Force. Winner of this Sabacc round retrieves X Force.

Droid

 

* Dellis Yuls (2)                                                         

Uncommon Dark Shadows Of The Empire

Quarren leader of Security for Ororo Transportation. Since Ororo started competition with Black Sun for spice trade, he fears retribution from the Dark Prince. The last 20 humanoids who called him squidhead ate their ears.

Power : 3  Ability : 3  Deploy : 3  Forfeit : 4 

Your non-unique aliens may deploy as a react here. When opponent initiates battle here, he may use 1 Force to insult Yuls with one of his rebels. Draw destiny, if result = targets' ability, target is immediately lost. Otherwise, Yuls is excluded from battle.

Alien - Warrior

 

* Durga The Hutt (1)

Rare Dark Shadows Of The Empire

Only offspring of Aruk The Hutt. Disformed by a green birthmark. Gangster. Leader of the Besadii clan. Indebted to Prince Xizor, and eventually became one of the vigo's of Black Sun.

Power : 2  Ability : 4  Deploy : 4  Forfeit : 5

Once per turn, you may search your reserve deck for a Slaving Run or Kessel Run, place in hand and reshuffle. Power and forfeit +1 at same location as your other Hutt, Vigo or Xizor. Your total Power is +1 at systems with parsec > 5. Immune to attrition < 3.

Alien

 

Falleen (2)                                                    

Common Dark Shadows Of The Empire

Reptilian humanoids characterized by cool, calculating manner. Despise mammal races as inferior. Scales change color by their emotions. Exude pheromones to attract the other gender. Other humanoids are also affected by them. Live in a feudal society. Introvert.

Power : 2  Ability : 1  Deploy : 3  Forfeit : 2

Power +1 and forfeit +2 if Xizor at Audience Chamber. Opponents females at same site are cumulatively power and forfeit -1. Add one battle destiny if all your ability in a battle is provided by Falleen.

Alien

 

* Father Of Skywalker (1)                                         

Rare Dark Shadows Of The Empire

Turned to the Dark Side before knowing his wife was pregnant. Feels cheated out of his fatherhood. Hopes to convert his son … or his daughter to destroy the Emperor and become leader of the galaxy.

Power : 7  Ability : 6  Deploy : 8  Forfeit : 8

Deploy –3 with a Skywalker of ability >4. Adds 3 to power of anything he pilots. During an attempt to turn a Skywalker or Vader, add 2 to total destiny draw. Immune to attrition <6, Vader's Weakness and Uncontrollable Fury.

Imperial – Pilot - Warrior

 

Flight Controller (3)

Common Dark Shadows Of The Empire

John Durrack is a typical star destroyer flight controller. Many rose through the ranks of TIE pilots, but were grounded due to injuries. Coordinate fighter deployment.

Power : 1  Ability : 1  Deploy : 1  Forfeit : 3

Adds 1 to power of anything he pilots. Your TIEs deploy –1 at same site. If at a docking bay or aboard a capital starship, your landing and taking off to related locations is free.

Imperial - Pilot

 

Gand (2)

Uncommon Dark Shadows Of The Empire

Sentient lifeform from Gand. Can survive in many gaseous atmospheres, not including oxygen. Many have an inherent Force scout skill, and are named Findsmen. During the Empire's New Order, many findsmen became bounty hunters.

Power : 2  Ability : 3  Deploy : 4  Forfeit : 3

Power and forfeit +1 if Zuckuss at Audience Chamber. Once per battle, if opponent forfeits a character, you may lose 1 Force to capture that character. May move as a react for 2 additional Force.

Alien - Warrior

 

* General Carvin (1)                                                              

Rare Dark Shadows Of The Empire

Leader of the Imperial Ruling Council after the death of Sate Pestage. Refused to believe Isard's claims that Pestage was a traitor, but was overruled by the other members of the Council. Deposed from Imperial Command when Isard made her coup. Imprisoned at Lusankya.

Power : 4  Ability : 3  Politics : 2  Deploy : 4  Forfeit : 5

Adds 2 to power of combat vehicle he pilots. If he is the leader targetted by Imperial Ruling Council, he adds 1 to X. If Palpatine not on table, your non-unique warriors are power and forfeit +1. Once per game, you may take Imperial Command into hand from reserve deck, reshuffle.

Imperial – Warrior – Pilot

 

* General Sendo (1)                                       

Rare Dark Shadows Of The Empire

Do-nothing leader in the Intelligence Security Bureau's Destabilization Branch. Information broker on Black Sun's payroll for reporting all pertinent information to Black Sun.

Power : 3  Ability : 3  Deploy : 3  Forfeit : 5

If Destabilization Taskforce on table, opponent's rebels at related sites are forfeit –1 (-3 if your Black Sun leader present here). Your total battle destiny here is +X (X = number of black sun agents present here – 2 [can go below 0])

Imperial

 

Givin (2)                                                                                            

Common Dark Shadows Of The Empire

Insectoid race from Yag'Dhul. Exoskeleton protects them from pressure changes on their homeplanet. Live in hermetically sealed cities. Have a reputation of being proficient mathematicians. Many givin are smugglers for the Hutts.

Power : 1  Ability : 1  Armor : 3  Deploy : 2  Forfeit : 2

Adds 2 to power of anything he pilots. Brainiac and astromechs are power -1 here. Power and forfeit +2 if Captain Helrot at Audience Chamber.

Alien - Pilot

 

* Grand Moff Kintaro (1)                                          

Rare Dark Shadows Of The Empire

Grand Moff of the Bajic Sector. Leader in command of billions of Imperial Citizens. Although he is a politician, he is also supreme commander of his sector fleet.

Power : 4  Ability : 3  Politics : 3  Deploy : 4  Forfeit : 5

Your imperial characters, vehicles and starships deploy -1 here. You may only draw battle destiny here if Vader, Jade, Palpatine or your Moff present here.

Imperial

 

*** Gun Runner (2)

Common Dark Shadows Of The Empire

Many smugglers are gun-runners, acquiring weapons and explosives for criminal organizations. With many Old Republic laws against acceptable personal weaponry still standing, their jobs are many and very different in scope.

Power : 2  Ability : 1  Deploy : 3  Forfeit : 2

Deploy –2 aboard a freighter. Adds 2 to power of freighter he pilots. Your weapons and devices are deploy –1 here (-2 if your gangster leader present).

Alien – Pilot – Warrior

 

* Guri, Xizor's Envoy   (1)                             

Rare Dark Shadows Of The Empire

Human replica droid who can fool most scanners. Purchased by prince Xizor. One of a kind since Xizor killed her creator. Xizor's right hand, enforcing the gangster's wishes and maintaining the continuity of Black Sun.

Power : 6  Armor : 5  Deploy : 7  Forfeit : 7

Adds 3 to Power of anything she pilots. May initiate battle. If with Xizor during your control phase, you may retrieve one Force. Once per turn, you may target a character present. Draw destiny. If result > defense value, lose target. If result = 0, lose Guri. If present with opponent’s alien leader, opponent must use 3 Force or lose 1 Force during his control phase.

Droid - Pilot – Warrior

 

* High Admiral Teradoc (1)                

Rare Dark Shadows Of The Empire

Leader who served the Empire until it lost Coruscant, and then only served himself. Most of his Imperial duty stations were rimward. Self-proclaimed High Admiral. Tyrannical despote. Sought to restore the New Order. Virulently anti-Rebel.

Power : 3  Ability : 3  Deploy : 4  Forfeit : 6

Adds 2 to Power and 1 to armor of anything he pilots. Your victory-class star destroyers are deploy –1 and forfeit +1 here. Your Force Drains are +1 at battleground systems with parsec > 5.

Warlord - Imperial - Pilot – Warrior

 

* Howzmin (2)                                               

Rare Dark Shadows Of The Empire

Xizors' Majordomo. Bald. Not very intelligent. In charge of recruiting men from Black

Sun's pool to the Palace Guard. Has a paging device implanted in his body.

Power : 2  Ability : 1  Deploy : 3  Forfeit : 4

Deploys for free on Coruscant or at same location as Xizor. Once per turn, if with your Black Sun Leader, you may retrieve one non-unique alien. May move as a react with any number of non-unique Black Sun agents present to same site as Xizor.

Alien - Warrior

 

** Human Replica Droid (0)                                      

Rare Dark Shadows Of The Empire

Built by Project Decoy to resemble humans. Extremely expensive. Can be purchased with additional programming, like a private entrance key or assassin programs.

Power : 5  Armor : 4  Deploy : 6  Forfeit : 4

Deploy –2 if Project Decoy on table. May initiate battle. Draw one battle destiny if not able to otherwise. Immune to restraining bolt and purchase. Devices deploy free here.

Droid - Warrior

 

Imperial Sector Ranger (2)                                                     

Uncommon Dark Shadows Of The Empire

Law enforcement agency. Spy used by the Empire when it could not use blunt military force. Scout sent in to establish order by eliminating rebel activity.

Power : 3  Ability : 2  Deploy : 3  Forfeit : 4

If in a battle with a rebel where you have no other imperials present (except spies), you may add one battle destiny. Power –1 if you have an imperial (except spies) at a related location.

Imperial - Warrior

 

Kian'thar (2)                                                  

Common Shadows Of The Empire

Humanoid race from Shaum Hii. Aquatic reptiles. Skin is formed from tough, scale-like plates. Highly perceptive race. Content with their lots in life.

Power : 3  Ability : 1  Armor : 3  Deploy : 4  Forfeit : 2

Power +1 at an [underwater] location. During your movement phase, if none of your Kian’thar on table participated in a battle or attack this turn you may draw destiny. If result >3, you may retrieve one Force.

Alien

 

* Kohvrekhar  (3)                                                     

Rare Dark Shadows Of The Empire

Noghri accompanying Vader during his search for Luke Skywalker. Scout sent to Jabba's Palace to ensure that Jabba the Hutt and his henchmen didn't kill Skywalker.

Power : 4  Ability : 2  Deploy : 4  Forfeit : 3

Adds 1 to power of anything he pilots. May 'dodge' when targetted by a character weapon (defense value =4). If Luke is at same site, Luke may not be targetted unless Vader present here. Luke is power and forfeit –2 if Vader present. If at Audience Chamber, your Noghri are power and forfeit +1.

Alien – Warrior - Pilot

 

* Limmer (3)                                                  

Uncommon Dark Shadows Of The Empire

Financial leader of Ororo Transportation. Was the instigator of the idea to start smuggling spice from Kessel, interfering with Black Sun. Was immediately supported by Tuyay, who wanted to get out of Black Sun's Hook.

Power : 1  Ability : 3  Deploy : 3  Forfeit : 3

During your deploy phase, you may place X random cards from hand on top of Force pile. Adds 1 to power and maneuver of starship he pilots.

Alien - Pilot

 

* Lord Palpatine (1)

Ultra-Rare Dark Shadows Of The Empire

Former Chancellor of the Old Republic. Master of Darth Maul, Darth Tyrranus and Darth Vader. Leader of the known galaxy. Controls the minds of the commander of his navy, turning them helpless when he is occupied by other business.

Power : 4  Ability : 7  Politics : 7  Deploy : 6  Forfeit : 9

Deploys –3 on Coruscant. May only deploy at a non-battleground location you control. When lost from table, you lose 7 Force. Your Imperials, vehicles and non-[independent] starships are deploy –1 (-2 at same location). Adds one battle destiny in batles you initiate if at a location you control. Immune to attrition.

Dark Jedi Master

 

* Mayth Duvel (3)                                                     

Rare Dark Shadows Of The Empire

Sublieutenant in Black Sun. Aide of Prince Xizor. One of the only sentient, living beings that Xizor trusts. Betrayed Xizor's knowledge of the extermination of his parents to Lord Vader. Excellent shot.

Power : 3  Ability : 2  Deploy : 3  Forfeit : 4 

If at same site as Prince Xizor, your black sun characters may deploy as a react here. Add one destiny to power only if with Xizor. Add 1 to each of his weapon destiny draws.

Alien – Warrior

 

Message Droid (4)                                         

Uncommon Dark Shadows Of The Empire

Cybot Galactica Message droid. Designed for quick and efficient transportation of recorded information without relying on communications systems. Has a small repulsorlift engine. Programmed with several encryption and security routines to validate the receiver's identity.

Power : 0  Deploy : 0  Forfeit : 2

May move to sector and system locations. Hyperspeed, sector speed and Landspeed = 3. When at same location as your character of ability > 2, once per turn, you may either search your reserve deck, used pile or Force pile for a hologram or dejarik and place it in your hand (reshuffle) or cancel one hologram or dejarik (except those immune to sense or alter).

Droid – Nav Computer

 

* Moff Flirry Vorru (1)

Rare Dark Shadows Of The Empire

Planetary governor of Correlia, under whose administration smuggling and piracy proliferated. Exiled to Kessel by manipulations of Prince Xizor. Liberated by Rogue Squadron. Leader of the new Black Sun. Gangster working for Ysanne Isard, plotting to become the new Emperor.

Power : 2  Ability : 4  Politics : 3  Deploy : 5  Forfeit : 5

Adds 1 to power and maneuver of anything he pilots. If at a battleground site you control, your Force Drains at related sites you control with a smuggler, gangster or Black Sun Agent are +1 (+2 if present at Correlia or Coruscant). Immediately lost if at same site a Xizor.

Alien - Imperial - Warrior – Pilot

 

* Moruth Doole (2)    

Rare Dark Shadows Of The Empire

Rybet leader of the Kessel spice mines. Once a minor official in the prison complex, he took command over the inmates when they had killed their imperial guards. Deals with many gangster cartels.

Power : 3  Ability : 3  Deploy : 4  Forfeit : 4

If at a Kessel location, and a captive arrives at Kessel system, you may relocate that character to a spice mine (If captive was targetted by Spice Mines Of Kessel, you may retrieve two additional Force). If at a prison, characters imprisoned there may not be released.

Alien - Warrior

 

* Pike Sisters (1)                                           

Rare Dark Shadows Of The Empire

Modelled themselves after the Tonnika Sisters. Completely amoral assassins. Available to the highest bidder. Sometimes work as bounty hunters. Worked for Prince Xizor during his hunt for Luke Skywalker. Later worked for Spinda Caveel during her attempt to recover Guri.

Power : 8  Ability : 4  Reflexes : 6  Deploy :  8  Forfeit : 6

Deploy –4 if Scum and Villainy or Black Sun organization on table.  Add 4 to Power of anything they pilot. Add 1 to each of their weapon destiny draws. If they have a 6 as weapon destiny draw, target is immediately lost. Immune to attrition < 4.

Alien x2 - Pilot x2 - Warrior x2

 

* Prefect Barris (2)                                                    

Rare Dark Shadows Of The Empire

Subordinate of Governor Tadrin. Leader of the Garqi colony while his governor was off-planet. Framed by Corran Horn as a traitor to the Empire.

Power : 3  Ability : 3  Deploy : 3  Forfeit : 5

Deploy –2 on Garqi. Once per control phase, your imperial warrior present may capture one smuggler present. Immediately lost if present with Corran Horn.

Imperial

 

*** Prison Guard Detachment Leader (2)      

Uncommon Dark Shadows Of The Empire

Sergeant-major Traxan is a typical prison guard. Takes a sadistical pleasure in seeing rebels detained in his detention corridor. Inspires moral in his trooper detachment.

Power : 3  Ability : 2  Deploy : 3  Forfeit : 3

Your warriors with prison in lore are deploy –1 here. Power –2 if not at a prison. If your Imperial imprisons a captive here, retrieve 1 Force (2 if a rebel of ability >2).

Imperial - Warrior

 

* Sate Pestage (1)                                          

Rare Dark Shadows Of The Empire

Palpatine's Grand Vizier. Leader of the Eidolon Project. Assumed control of the Empire after the Battle of Endor. Ousted from control of the Imperial Ruling Council by Ysanne Isard after meeting with Leia Organa on Axxila.

Power : 2  Ability : 4  Politics : 3  Deploy : 5 Forfeit : 6

Deploys -3 to Coruscant or same site as Emperor. Once per turn, you may reveal top card of your reserve deck. If it is an Imperial, place it in your hand. Otherwise, place it in your lost pile. If Emperor not on table, once per turn, you may retrieve one Force.

Imperial

 

*** Shield Generator Technician (2)                                      

Common Dark Shadows Of The Empire

Conscript responsible for the proper working of the energy shield protecting his assigned base.

Power : 1  Ability : 2  Deploy : 2  Forfeit : 3

If present at a Shield Generator, shield rules are in effect at same site (if present with another shield generator technician, they cumulatively add one related site to be shielded, but site must be adjacent to a shielded site).

Imperial

 

* Simonelle The Ingoian (3)                            

Rare Dark Shadows Of The Empire

Thief who stole the plans from the Alliance's Project Decoy. Scientist who created Guri and other HRD droids with these plans. With the credits from Black Sun he created a replica droid of himself, which was subsequently killed by Xizor.

Power : 2  Ability : 3  Deploy : 4  Forfeit : 5

Your droids are deploy –1 here. Once per game, you may search your reserve deck for Project Decoy and take it into your hand, reshuffle. If 'hit' by a weapon, you may use 4 Force to return him to normal status.

Alien

 

* Skahtul (1)                                                  

Rare Dark Shadows Of The Empire

Barabel bounty hunter. Captured Luke Skywalker on Kothlis. Has deep respect for Jedi, but business is business. When she heard that both Xizor and Vader wanted Luke, she tried to heighten the bounty, which allowed Luke to escape. Tracked Guri to Doctor Thrumble.

Power : 3  Ability : 3  Armor : 4  Deploy : 4  Forfeit : 3

Adds 2 to Power of anything she pilots. May not escort a Jedi unless Jedi is target of a bounty. Other bounty hunters are deploy -1 here. Adds one battle destiny if with another bounty hunter.

Alien - Pilot – Warrior

 

* Snoova, Wookiee Bounty Hunter (1)                      

Rare Dark Shadows Of The Empire

Sometimes partners with Boussh. Occasionally works for Black Sun. Learned bounty hunting while enslaved to Asteria, but eventually earned his freedom. Captured by Vigo Lonay when Chewbacca had to be disguised by Black Sun during the Hunt for Skywalker.

Power : 4  Ability : 2  Armor : 4  Deploy : 5  Forfeit : 3

While in battle, may strangle one character present. Draw destiny. Add Snoova's power and subtract targets' power. If result > target's defense value, target is immediately lost. Power +1 for each of your bounty hunters present.

Alien – Warrior

 

* Son Of Cradossk (1)

Rare Dark Shadows Of The Empire

Highly-skilled Wookiee hunter. Leader of the Guild Reform Committee. Hates Boba Fett for embarassing him before other bounty hunters. Killed Hal Horn on Correlia. Barely survived a swoop gang shootout between Black Sun and Corran Horn on Coruscant.

Power : 4  Ability : 2  Armor : 4  Deploy : 5  Forfeit : 3

Deploy –2 on Hound's Tooth or with your other Bounty Hunter. Adds 2 to power of [independent] freighter he pilots. Adds one battle destiny if with Boba Fett or Horn. Opponent's wookiees present are power and forfeit –1 (-2 if Bossk is armed with a blaster or grenade launcher).

Alien – Pilot - Warrior

 

* Spiker (2)                                                               

Uncommon Dark Shadows Of The Empire

Swoop mercenary. Leader of Jabba's gun-runner swoop gang who attacked Luke on Xizor's bequest. Killed while trying to steal Solo's carbon-frozen body from Boba Fett. Revived by the B'omarr monks.

Power : 2  Ability : 2  Deploy : 2  Forfeit : 4

Adds 2 to power of anything he pilots or drives (when driving a swoop, adds 3 to power and landspeed). Adds one battle destiny when driving a swoop. Adds 1 to your  total battle destiny for each of your swoop mercenaries and piloted swoops here.

Alien - Warrior – Pilot

 

* The Dark Prince (1)                                    

Rare Dark Shadows Of The Empire

Leader of Black Sun. Advisor to Emperor Palpatine. Gangster. Hates Vader for the death of his family. Third most-powerful being in the galaxy, but struggling to become the second. Hunting for Luke Skywalker. Constantly surrounded by bodyguards.

Power : 5  Ability : 3  Deploy : 5  Forfeit : 7

Adds 2 to power of anything he pilots. Your Force generation is +1 for each of your Black Sun agents present with a Black Sun leader. Luke Skywalker is forfeit +6 where present. Adds one battle destiny if in a battle with your leader. Immune to attrition < 7.

Alien - Pilot - Warrior

 

* Thix (2)                                                                  

Common Dark Shadows Of The Empire

Black Sun Guard. Condemned to sewer guard control because of a mistake in smuggling run XOA#577803, when he shot 2 elite stormtroopers who were boarding his ship due to glitterstim paranoia. Guards sector 1138.

Power : 3  Ability : 2  Deploy : 3  Forfeit : 4

Power and forfeit +1 when defending a battle at Xizor's palace. Counts as a leader when with your other Black Sun Guard. If at an interior site you control, opponent cannot move there using personal landspeed.

Alien – Warrior

 

* Tuyay (1)                                                                

Rare Dark Shadows Of The Empire

Well-muscled human. Ororo Transportation's Chief Operating Officer. Leader of the new spice trade operation undercutting Black Sun's monopoly.

Power : 5  Ability : 3  Deploy : 4  Forfeit : 4

Draws one battle destiny if not able to otherwise. Adds 2 to power of anything he pilots. Adds 2 to X on your completed Kessel Runs starting from Tenloss Syndicate system. Immune to attrition <3 (<5 if Tenloss Syndicate on table and Black Sun Organization not on table).

Alien – Warrior - Pilot

 

Veteran TIE Pilot (3)

Uncommon Dark Shadows Of The Empire

Only very few pilots survive their Tour of duty, which lasts a year. These pilots either go up in hierarchy, becoming a capital starship crewer, or become starfighter wing commanders.

Power : 1  Ability : 2  Deploy : 3  Forfeit : 3

Deploy –1 aboard a TIE (for free if a TIE/Ln). Adds 3 to power of TIE he pilots. If targetted by  Tallon Roll, opponent may not play Corellian Slip. During a dogfight he adds 2 to your total.

Imperial - Pilot

 

* Vice-admiral Thrawn (1)                             

Rare Dark Shadows Of The Empire

Became overlord of the Noghri when Vader started his search for Skywalker. Leader of a new starfighter design team, in which position he oversaw the construction of the Missile Gunboat and the Scimitar assault bomber. Promoted after saving Palpatine's life during Zaarin's revolt.

Power : 2  Ability : 4  Deploy : 4  Forfeit : 6

Adds 3 to power of capital starship he pilots (if piloting Chimaera or Inexorable, also adds 2 to armor and immunity to attrition). Your scimitar assault bombers and missile boats are deploy –1 (-2 at same location). Once per turn, you may deploy a Noghri to same or related site. Adds one battle destiny if with Palpatine and opponent initiates a battle here.

Imperial – Pilot - Warrior

 

* Vigo Clezo (2)                                                        

Rare Dark Shadows Of The Empire

Rodian leader in Black Sun Organization. Member of Prince Xizors' core councilor group.

Not flashy or cruel. Has ties to many bounty hunting organizations.

Power : 2  Ability : 3  Deploy : 3  Forfeit : 4

If at Audience Chamber, your other rodians are power and forfeit +1 (+2 if non-unique). Your Force generation here is +2 if you control. Twice per game, you may deploy a bounty hunter at same location (for –2 if as a react).

Alien - Warrior

 

* Vigo Green (2)                                                       

Rare Dark Shadows Of The Empire

Human leader of a spy network for Black Sun. Specialized in blackmail and threats. Very competent. Schemed to betray Black Sun, but eliminated by Guri.

Power : 3  Ability : 3  Deploy : 3  Forfeit : 5

Adds 2 to Power of anything he pilots. Double Agent targetting him is a Used Interrupt (except when undercover). If undercover, your spies and Black Sun agents deploy –1 to related sites. Once per turn, you may threaten opponent's character present here. Opponent must either use 3 Force or place target in used pile.

Alien - Pilot - Warrior

 

* Vigo Kreet'ah (1)                                                    

Rare Dark Shadows Of The Empire

Inherited his mother's position as leader in Black Sun. Among his assets were a wide-ranging information network and a wealth of corporate contacts and spies.

Power : 4  Ability : 2  Armor : 5  Deploy : 4  Forfeit : 5

Deploy –2 on Shaum Hii. During your move phase, you may activate 1 Force for each of your spies who has not moved or battled this turn (2 if spy at a battleground location opponent occupies).

Alien - Warrior

 

* Vigo Lonay   (2)

Rare Dark Shadows Of The Empire

Sly, clevery but cowardly leader in the Black Sun criminal organization. Prefers gaudy jewels to subtle clothing. Removed the 'daal honorific from his name because he considers himself part of no clan. Attempted to resurrect Black Sun after Xizor's death.

Power : 3  Ability : 2  Deploy : 3  Forfeit : 4

May be targetted as Xizor only for flipping of Vengeance Of The Dark Prince. If your total power is less than opponents total power, you may only initiate battle by using X additional Force, adding X to your total power. (X = any number >3).

Alien

 

* Vigo Perit (3)                                                          

Rare Dark Shadows Of The Empire

Leader in Black Sun. Former slave in service to Sienar Fleet Systems. Learned management by observation. Discovered by Xizor while infiltrating SFS's datafiles. Controls a wealth of technology and information brokers.

Power : 2  Ability : 2  Deploy : 4  Forfeit : 4

Deploy –2 if Sienar Fleet Systems on table or at a location with a scomp link. Once per turn, if present with a scomp link, you may use 1 Force to search your opponents' reserve deck for a card. Draw destiny. If destiny = target's destiny number, target is lost. Otherwise, place target in owners' used pile.

Alien

 

* Vigo Sprax (2)                                                        

Rare Dark Shadows Of The Empire

Dark furred nalroni. Recruited into Black Sun as a youth. Became leader of the Jatayus Trading Consortium. Became a vigo after developing a large conglomeration of smugglers, ship thiefs, black marketeers, and corrupt business executives.

Power : 2  Ability : 3  Deploy : 4  Forfeit : 6

Deploy –2 with Xizor. Once per game, you may search your reserve deck for Black Sun organization or Black Market, place in hand and reshuffle. Your non-unique Black Sun agents are deploy –1 here. Immune to attrition <3.

Alien

 

* Vigo Vekker (1)                                                     

Rare Dark Shadows Of The Empire

Quarren who worked for another vigo until he attempted to assassinate Xizor. After his master's execution, Vekker took his place as Black Sun leader. Content with his position of power. Doesn't want to rise anymore. Controls Black Sun's gambling sites.

Power : 2  Ability : 3  Deploy : 4  Forfeit : 4 

If with Xizor in a battle, Power +2 and may be forfeited to cancel all attriton and battle damage against you. If a player plays a Sabacc interrupt at one of your casino's, you may retrieve one Force and you are always supposed to have a gambler participating.

Alien

 

* Vigo Wumdi (2)                                                      

Rare Dark Shadows Of The Empire

Etti leader and councillor of Black Sun. Controls a criminal empire within the Corporate Sector. Brought a wealth of credits to Black Sun.

Power : 3  Ability : 3  Deploy : 5  Forfeit : 6

Deploy –3 if Corporate Sector on table. If Corporate Sector on table, it is immune to alter and once per turn you may use 3 Force to deploy a battleground system location of parsec >6 from reserve deck, reshuffle.

Alien

 

* Warlord Zsinj (1)                                        

Rare Dark Shadows Of The Empire

Fondor leader who defected from the Empire after the death of the Emperor during the Battle of Endor. Took control of the Quelli sector. Captured the Iron Fist, his true power. Harasses Rebel convoys, reinforcing his fleet from the Dathomir Rancor Base.

Power : 3  Ability : 3  Deploy : 5  Forfeit : 7

Deploy –2 on Fondor or aboard Iron Fist. Adds 2 to power of anything he pilots. If piloting the Iron Fist, adds 3 to power and during a battle you may cancel one destiny draw immediately after it is revealed. Opponent's non-[Independent] starships are hyperspeed –3 when moving away from here.

Warlord - Imperial - Pilot – Warrior

 

* Wendell Wright-Sims (3)                                        

Uncommon Dark Shadows Of The Empire

Spice trader. Often provides complimentary spice to Prince Xizor, as an insurance payment. Hopes to remain in Xizor's and Black Sun's favor.

Power : 2  Ability : 2  Deploy : 2  Forfeit : 5

Subtracts 1 from deploy cost of Glitterstim Spice (subtracts 3 instead if Xizor present). If with Xizor and Guri, he may not be targetted by character weapons.

Alien

 

* Zuckuss, Gand Findsman (1)           

Rare Dark Shadows Of The Empire

Gand bounty hunter. Trained as a scout. Has visions of grandeur. Minor telepathic. Breaths methane. Once partnered with Bossk, now in league with 4-LOM.

Power : 2  Ability : 4  Deploy : 5  Forfeit : 3

When in battle, may target one opponent’s non-droid character present. Draw destiny. Target captured if destiny > ability. Once per battle at same site, you may use 1 Force to add 1 to a destiny draw. Adds one battle destiny if with Bossk or 4-LOM. Immune to attrition <4.

Alien - Pilot - Warrior

 

 

Starships

 

Assault Gunboat (2)

Uncommon Dark Shadows Of The Empire

Variant on the Lambda-class shuttle. Single-pilot craft. First Imperial attempt of a shielded hyperspace-capable starfighter.

Starfighter : Xg-1 StarWing

Power : 4  Maneuver : 2  Hyperspeed : 3  Deploy : 3  Forfeit : 4

Permanent pilot provides ability of 1. May fire two or more weapons during battle. Each of its  weapon destiny draws is +2.

Permanent Pilot – Nav Computer – Scomp Link

 

Black Sun Corvette (1)                                              

Uncommon Dark Shadows Of The Empire

Black Suns' most-profitable asset is Xizors' Transportation Systems, a legal transport firm. To protect these ships, Black Sun has a fleet of frigates and corvettes at Coruscant.

Capital - Corellian Corvette

Power : 5  Armor : 4  Hyperspeed : 3  Deploy : 5  Forfeit : 7

Deploy -2 to Coruscant. May add 3 pilots and 4 passengers. Permanent Pilot aboard provides ability of 1. Has ship-docking capability.

Permanent Pilot - Nav Computer - Scomp Link - Independent

 

* Emperor's Will (1)                                                             

Rare Dark Shadows Of The Empire

Communications ship of the Coruscant Defense Fleet. Long-range rader and comm systems allow for quick response times for the Coruscant Sector Fleet.

Capital : Victory-Class Star Destroyer

Power : 6  Armor : 5  Hyperspeed : 4  Deploy : 6  Forfeit : 5

May add 4 pilots, 6 passengers, 1 vehicle and 3 TIEs. Has ship-docking capability. Permanent Pilot aboard provides ability of 1. Your star destroyers may move as a react to same system.

Permanent Pilot – Scomp Link – Nav Computer

 

* Eviscerator (1)                                                                              

Rare Dark Shadows Of The Empire

Flagship of the Brentaal System after the Battle of Endor. Operations base of the 181st Fighter Wing. Later stationed in the Venjagga System.

Capital : Imperial-II Class Star Destroyer

Power : 9  Armor : 6  Hyperspeed : 3  Deploy : 9  Forfeit : 10

Deploy –2 at Venjagga. May add 6 pilots, 8 passengers, 2 vehicles and 6 TIEs. Permanent pilot aboard provides ability of 1. Has ship-docking capability. Your Saber TIEs are deploy –1 here.

Nav Computer – Scomp Link – Permanent Pilot

 

* Guri Aboard The Stinger (1)                                              

Rare Dark Shadows Of The Empire

Guri's modified Surronian Conqueror starship. Famous throughout the galaxy. Formerly owned by Xizor. Increased power output. Enhanced maneuverability by giving the pilot control of each exhaust nozzles.

Starfighter : Modified Surronian Conqueror

Power : 3  Maneuver : 4  Hyperspeed : 6  Deploy : 6  Forfeit : 3

Permanent pilot is * Guri, who adds 3 to power, 2 to maneuver and adds one battle destiny in battles you initiate. May battle and be battled. Any starfighter weapon may deploy here.

Permanent Pilot – Nav Computer – Scomp Link – Independent

 

*** Missile Gunboat (1)                                                                    

Uncommon Dark Shadows Of The Empire

Modified Cygnus Spaceworks assault gunboat. Boasts 4 missile launchers and up to 80 concussion missiles. Not very maneuverable in a dogfight, but deadly from long-range.

Starfighter : Modified Xg-1 StarWing

Power : 2  Maneuver : 2  Hyperspeed : 3  Deploy : 4  Forfeit : 5

Permanent pilot provides ability of 1. May fire two or more weapons during battle. Each of its  missile weapon destiny draws is +4.

Permanent Pilot – Nav Computer – Scomp Link

 

Imperial Mk II Star Destroyer (1)                 

Uncommon Dark Shadows Of The Empire

Modification to the incredible effective Mark I star destroyer. Uses far less ion cannons, rathering destroying enemy ships outright with its 60 dual turbolaser cannons.

Capital : Mark II Imperial-Class Star Destroyer

Power : 9  Armor : 6  Hyperspeed : 3  Deploy : 9  Forfeit : 10

May add 6 pilots, 8 passengers, 2 vehicles and 6 TIEs. Permanent Pilot aboard provides ability of 1. Has ship-docking capability.

Permanent Pilot – Nav Computer – Scomp Link

 

* Monarch (1)                                                                      

Rare Dark Shadows Of The Empire

Flagship of the Coruscant Defense Fleet after Isard had evacuated the core defenses. Surrendered to the Alliance by Captain Averen.

Capital : Imperial-Class Star Destroyer

Power : 8  Armor : 6  Hyperspeed : 3  Deploy : 8  Forfeit : 9

May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot aboard provides ability of 1. If at Coruscant, your total battle destiny is +1 for each of your capital starships present.

Permanent Pilot – Nav Computer – Scomp Link

 

Nebulon-B Frigate (3)            

Uncommon Dark Shadows Of The Empire

KDY Escort ship. Built for Convoy defense after the Battle of Yavin. Crewed by Academy drop-outs, unreliable officers and women.

Capital: Nebulon-B Frigate

Power : 4  Armor : 5  Hyperspeed : 4  Deploy : 5  Forfeit : 6

May add 4 pilots, 4 passengers, and 2 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Turbolaser batteries and laser cannons may deploy aboard for free.

Permanent Pilot – Nav Computer – Scomp Link

 

*** Saber Squadron TIE Interceptor (3)                                           

Rare Dark Shadows Of The Empire

Led by Soontir Fel. Formed to defend the second Death Star. Most members were part of the 181st Imperial Fighter Wing. Membership in the squadron required a minimum of ten kills. Assigned to protect the Avenger during the Battle of Endor.

Power : 3  Maneuver : 4  Deploy : 5  Forfeit : 5

Deploy –2 with Fel or at Death Star II. Permanent pilot aboard adds 1 to power and maneuver and provides ability of 1. When it hits a starfighter with SFS-LS9.3 starfighter weapon, target is immediately lost.

Permanent Pilot

 

*** Super- Class Star Destroyer (1)

Rare Dark Shadows Of The Empire

Immense star destroyer. Over 8 kilometers long. Military impractical, but succesful supporting the Tarkin Doctrine. Originally, only 4 were built.

Capital : Super-class Star Destroyer

Power : 12  Armor : 12  Hyperspeed : 2  Deploy : 15  Forfeit : 15

Deploy –3 at Imperial Shipyard Facility. May add unlimited pilots, passengers, vehicles and starfighters. Has ship-docking capability. Permanent pilots aboard provide ability of 3.

Permanent Pilot x3 – Nav Computer – Scomp Link

 

* Suprosa (3)                                                

Uncommon Dark Shadows Of The Empire

Corellian freighter operated by Captain Sivar. Special Operations freighter. Transported the plans of the second Death Star to Bothawui, but was intercepted by Luke Skywalker and Blue Squadron. Heavily modified with hidden turbolaser cannons and missile launchers.

Capital : Corellian CE-2 Freighter

Power : 4  Armor : 4  Hyperspeed : 4  Deploy : 5  Forfeit : 6

May add 1 pilot, 2 passengers and 2 vehicles. Has ship-docking capability.  Permanent pilot aboard provides ability of 1. Your weapons deploy for free as a react aboard.

Permanent Pilot – Nav Computer – Scomp Link

 

TIE Starfighter Mark II (4)

Common Dark Shadows Of The Empire

After the battle of Yavin and the aftermath of the Hoth ambush, many design failures in the original TIE fighter design were found. These were correctly implemented in the TIE Interceptor, but also in the new production runs of TIE fighters.

Starfighter : TIE/Ln Mark II

Power : 2  Maneuver : 4  Deploy : 2  Forfeit : 3

Deploys -1 to same system as your capital starshiip. Power and maneuver +1 at sector locations. Permanent Pilot aboard provides ability of 1. Lost Interrupts targetting this starfighter are used instead. Boosted TIE cannon may deploy here.

 

* Triumph (1)                                                                       

Rare Dark Shadows Of The Empire

Star Destroyer assigned to the Coruscant Defense Fleet. One of the only Star Destroyers which was not evacuated during Isard's coup at Thyferra. Severally trained crew hasn't participated in a single combat situation.

Capital : Imperial-Class Star Destroyer

Power : 8  Armor : 6  Hyperspeed : 3  Deploy : 9  Forfeit : 9

May add 4 pilots, 8 passengers, 2 vehicles and 4 TIEs. Permanent pilots aboard provide ability of 4. Has ship-docking capability. 

Permanent Pilot x4 – Nav Computer – Scomp Link

 

* Vader's Interceptor (2)                                           

Rare Dark Shadows Of The Empire

Vader's personal interceptor. Equipped with a shield system and enhanced concussion missiles.

Starfighter : TIE Interceptor

Power : 3  Maneuver : 4  Hyperspeed : -  Deploy : 3  Forfeit : 6

Vader deploy -3 aboard. May add 1 pilot. Concussion missiles may deploy here from reserve deck, reshuffle. If Vader piloting, add 1 to each of its weapon destinies, 2 to maneuver, 1 to power and he provides immunity to attrition <7.

 

* Vengeance Derra IV (3)                                                                

Uncommon Dark Shadows Of The Empire

Spy ship send by Warlord Zsinj to see if the New Republic had actually retaken Borleias. Driven off by Corran Horn. Destroyed at Mrisst.

Capital : Dwarf-class freighter

Power : 3  Armor : 3  Hyperspeed : 3  Deploy : 3  Forfeit : 4

May add 2 pilots, 4 passengers and 1 TIE. Has ship-docking capability. May deploy regardless to presence or Force icons. Permanent pilot aboard provides ability of 1.

Permanent Pilot – Nav Computer – Scomp Link - Warlord

 

* Warspite (2)

Rare Dark Shadows Of The Empire

Imperial frigate assigned to Operation Strike Fear. Searching for rebel convoys and shipyards, destroying them with long-range bomber attacks and then evading counter-attacks.

Power : 4  Armor : 5  Hyperspeed : 4  Deploy : 5  Forfeit : 7

May add 4 pilots, 4 passengers and 2 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Your TIEs at same system are power +1 and add 1 to each of their weapon destiny draws.

Permanent Pilot – Nav Computer – Scomp Link

 

* Xizor Aboard The Virago (1)                                 

Rare Dark Shadows Of The Empire

The Dark Prince's personal starship. Symbol of the might of Black Sun. Anything but ordinary. Most powerful starfighter in the galaxy.

Starfighter : Starviper-class assault fighter

Power : 4  Maneuver : 5  Hyperspeed : 4  Deploy : 6  Forfeit : 7

Permanent pilot is * Xizor, who add 2 to power, adds one battle destiny and provides ability of 3. Any starfighter weapon deploys and fires free aboard. Immune to attrition <4 (<7 if Stinger present).

Nav Computer – Scomp Link – Independent - Permanent Pilot

 

 

Vehicles

 

* Falleen's Fist (4)                                                     

Uncommon Dark Shadows Of The Empire

Prince Xizors's enclosed Skyhook. Filled to the top with expensive art, secret documents of  Black Sun and a full squadron of Intruder Starfighters to take out strategic locations on Coruscant when Xizor is ready to take control of the Empire. Destroyed by the Executor.

Transport Vehicle

Power : 2  Armor : 4  Landspeed : 2  Deploy : 2  Forfeit : 4

May add 1 driver, 3 passengers and 2 starfighters. May deploy and move to cloud sectors as a starfighter. Your characters may move from here to any related exterior site. Xizor deploys –3 aboard. Immune to attrition < 3 if Xizor aboard.

 

Skyhook (3)                                                  

Common Dark Shadows Of the Empire

Enclosed flying apartment. Not allowed on Tatooine and other planets with a dangerous climate.

Transport Vehicle

Power : 1  Armor : 4  Landspeed : 2  Deploy : 2  Forfeit : 4

May add 1 driver and 5 passengers. May deploy and move to cloud sectors as a starfighter. Your characters may move from here to any related exterior site. Immediately lost if there is a mobile effect at a related location.

 

 

Admiral’s Order

 

* Deploy The Fleet (6)

Rare Dark Shadows Of The Empire

Admiral's Order

Capital starships are deploy –2. Your Force Drains at system locations are –1 (unless you control a related site). Once per deploy phase, you may deploy an imperial warrior from reserve deck to a site related to a system you control with a capital starship.

 

 

Objective

 

The Emperor's Favor  (0)

Rare Dark Shadows Of The Empire

Deploy only when you are the light side player. Your reserve deck may contain only Dark Side cards. Deploy Coruscant : Xizor's Palace, Xizors' Palace : Audience Chamber (with Prince Xizor there) and Black Sun Organization.

While this side up, you may not deploy imperials and opponent may not deploy aliens with Black Sun in lore. Once per turn, you may deploy an alien with Black Sun in lore from your reserve deck, reshuffle. If you retrieve force by Slaving Run or any Bounty, add 1 to force retrieved. Place your Bounty and Slaving Run cards here when you have collected them. All your interior sites are prisons.

Flip this card when you have accumulated 3 cards here.

Place out of play if you have no alien leader on table.

 

The Most Powerful Person In The Galaxy (7)

Place all cards here on top of your used pile.

While This Side up, once per turn, you may convert one alien at same site as your Black Sun Character. In battles at sites, your total battle destiny is +X, where X = the number of black sun leaders you have here. If Emperor is lost from table, you win the game. Black Sun Characters are destiny +2.

Flip this card when opponent wins a battle.

Place out of play if you have no alien leader on table.

 

 

Interrupts

 

* Assassination Attempt (3)                

Uncommon Dark Shadows Of The Empire

During the New Order and the subsequent proliferation of criminal organizations, assassination became the new way of paying bad depts and reaching trade agreements. The Hutts' reputation for reprimanding failure are vile, but are nowhere near the truth.

Lost Interrupt

Use 3 Force to target a character at same site as your imperial warrior or alien (for free if your alien is an assassin). Draw destiny. Add your character's power and subtract target's power. Target lost if total destiny > defense value.

 

* Bloodlust (3)                                   

Common Dark Shadows Of The Empire

Trandoshans and most warmblooded mammals are ferocious in batle, but don't know patience and don't know how hate and vengeance ripens the longer you keep it for yourself.

Lost Interrupt

If your Trandoshan is in a battle at a site, add one battle destiny (two if alone) OR Add 4 to ferocity of one creature for remainder of turn OR If you just lost a battle opponent initiated and you have a leader on table, add one battle destiny in every battle until beginning of opponent's next turn.

 

* Contract Sabacc (3)                                    

Uncommon Dark Shadows Of The Empire

High-stakes form of Sabacc. Used by various smugglers and other kinds of scum … and several pilots in Rogue Squadron.

Lost Interrupt

Requirements : A gambler or pilot at a casino or aboard a capital starship at a battleground system.

Wild cards (1-6) : Freighters and 'Run' cards.

Clone cards : Quad laser cannons and Smugglers

Stakes : One freighter or starship weapon

 

* Don't Say It ! (0)                                                    

Rare Dark Shadows Of The Empire

When Lando at last wanted to say the Trademarked ™ Star Wars sentence, he was interrupted by Luke, who wanted to say it again. 'I Have A Bad Feeling About This'.

Lost Interrupt

Cancel Houjix, Fall Back, Blast The Door Kid, Narrow Escape, Hit and Run, Hyper Escape, Somersault, any card with Bad Feeling in title or one 'react'.

 

* Emperor's Black Bones (3)              

Uncommon Shadows Of The Empire

Although Palpatine stayed safely in his castle while using Vader to crush the rebel alliance, he was still endangered by ambitious underlings, rebellious admirals and criminal henchmen.

Lost Interrupt

If Palpatine is in your lost pile, retrieve him. OR Use 3 Force to search your reserve deck for Palpatine, place in hand and reshuffle.

 

* Falleen Pheromones (5)                                          

Common Dark Shadows Of The Empire

Falleen males and females use strong pheromones to attract the other gender, changing color from green to red. Other humanoids are severely attracted to flowering falleen.

Used Interrupt

For remainder of turn, all humanoid females present with a Falleen may not participate in battles or move away from a Falleen.  (Immune to sense)

 

* Hey ! No Blasters! (5)                                            

Rare Dark Shadows Of The Empire

Wuher's safety policy is very clear : his customers may kill each other in any way they can, as long as the drinks are paid and his cantina is not harmed.

Used Interrupt

For remainder of turn, no weapons (except lightsabers) may be fired during battles at sites. Lose all weapons in Cantinas. (Immune to sense if Wuher on table)

 

* Hologame Chess (5)                                                           

Common Dark Shadows Of The Empire

Gambler’s game requiring skill and strategy instead of depending on sabacc ‘luck’. Frequently played by rodians down on their bounty hunting luck.

Lost Interrupt

Play if you have a gambler or rodian at a battleground site. You and opponent shuffle your reserve decks. Draw destiny. Opponent then draws destiny. Compare destinies. Then opponent does the same until one player has won 3 ‘moves’ more than the other player. Winner retrieves 3 Force. Opponent loses 3 Force. Instead of drawing destiny, either player may place a dejarik or hologram from play in used pile and use its destiny number. 

 

Imperial Cause (5)                              

Common Dark Shadows Of The Empire

Many stormtroopers have died for the Imperial Cause as if it embodied something ethereal and beautiful, worthy to protect, instead of just the whims of an old, rotten-while-alive madman.

Used Interrupt

If all your ability in a battle is provided by Imperials, add 4 to your total power there. OR Add 2 to forfeit of all non-unique troopers on table for remainder of turn.

 

* Imperial Propaganda (7)                              

Rare Dark Shadows Of The Empire

Many people on rimward planets believe in the Empire as a good and lawful organization, and do not aid the rebellion in their evil attempt of anarchy.

Used or Lost Interrupt

Used : If there are more imperials in play than rebels and aliens,  you may activate two Force.

Lost : Lose one force to randomly choose one non-unique rebel in play to be placed out of play.

 

* Imperial Veto (4)                                                    

Uncommon Dark Shadows Of The Empire

After the foundation of a Galactic Empire, Viceroy Palpatine created a stranglehold on the last remaining democratic stronghold : the Senate, by introducing his personal veto.

Lost Interrupt

If Emperor on Coruscant, may cancel one effect, immediate effect or political effect. OR If Emperor at Galactic Senate, add three to his diplomatics. For remainder of turn, you have senate majority. (immune to sense)

 

* Kill Him Anyway (5)                       

Uncommon Dark Shadows Of The Empire

Typical of trigger-happy, nervous thugs in service of a criminal organizations. Shoot first, ask questions later.

Used Interrupt

If opponent just cancelled the targetting of a character by a weapon with an interrupt, cancel that interrupt and re-target the original target with that weapon. OR If opponent just cancelled the targetting of a character with a weapon, add 2 to all subsequent weapon destiny draws of weapons targetting that character.

 

* Knowledge Is Power (3)                                         

Rare Dark Shadows Of The Empire

Not knowledge an sich, but the power generated by the knowledge was what attracted senator Palpatine to the Force.

Effect

Deploy on table. Once per turn, you may use 3 Force to peek at the top card of a reserve deck. You may then use 2 Force to shuffle that reserve deck. (Immune to alter).

 

* Lure Of The Dark Side (7)                          

Rare Dark Shadows Of The Empire

The Dark Side’s pull is strong. When failing a test, the student’s frustration opens him up to the dark side of the force. Using the force in battle, makes the student weak for the enticement.

Lost Interrupt

If an character just failed a Jedi Test training destiny draw by 3 or more, place character and all cards deployed on him in opponent’s used pile. OR If a light side character of ability >3 just initiated a battle, lightsaber combat or duel at same site as a Dark Jedi Master, you may place Dark Jedi Test #1 completed from hand on target.

 

* Political Manipulation (5)                             

Uncommon Dark Shadows Of The Empire

Due to the large amount of senators, the emperor could easily manipulate some influential of those, generating a large pocket of voices in his favour.

Used Interrupt

Reduce target character’s politics by 2 for remainder of turn. OR If you have a senate majority, add 1 to total attrition against opponent in battles this turn.

 

Substantial Bribe (3)                           

Common Dark Shadows Of The Empire

Many low-paid bureaucrats and soldiers are available for little money, closing an eye or betraying their masters for an apple and an egg.

Used Interrupt

Use 3 force to target a character with ability < 3. That character cannot participate in battles or use game text this turn.

 

* To Contend With Xizor Is To Lose (5)                    

Rare Dark Shadows Of The Empire

Instead of lashing quickly out to an enemy, Xizor, like all other Falleen, waited long to consolidate his position as advisor to the Emperor before attempting to supplant Vader.

Used Or Lost Interrupt

Used : Cancel Rivalry or Usurping The Dark Lord.

Lost : If Xizor is in a battle at a site, add two battle destinies (unless Vader present).

 

* Warrior's Challenge (4)                                           

Rare Dark Shadows Of The Empire

During close combat, several sentient beings are as honorful as to propose man-on-man battle to the death instead of a brief melee.

Lost Interrupt

Play to start a duel between two warriors at a site. You and opponent draw two destinies and add power (add 2 to total destiny if warrior has a character weapon). Highest total retrieves 3 force, lowest total loses character.

 

* Who Would Be That Stupid ? (3)                            

Uncommon Dark Shadows Of The Empire

“They never expect anyone with an Imperial Warrant to come to Coruscant. Yeah, they would never think anyone would be that stupid. Lucky for us that we are.”

Lost Interrupt

Cancel Noble Sacrifice, Heroic Sacrifice, Head Back To The Surface or Desperate Tactics OR Cancels the sacrifice of one Talz OR If a character with a grenade or detonator has just used that weapon at same site, cancel the throwing. Weapon may not be used again this turn. (Immune to sense).

 

Effects

 

* Bacta Tank (3)                                            

Rare Dark Shadows Of The Empire

Fluid which circulates healing bacteria around a wound to speed recovery. Created by the Vratix on Thyferra. Production controlled and milited by Zaltin and Xucphra corporation as ordered by Palpatine.

Effect

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. During deploy phase, you may use X force to bring 'patient' to hand, where X is his deploy cost. Holds one 'patient' at a time.

 

* Black Market (3)                                        

Rare Dark Shadows Of The Empire

Several mind-enhancing products, highly dangerous weapons and subversive datacards are proscribed in the Empire, giving illegal organizations smuggling options. On Coruscant, everything can be found for enough money.

Effect

Use 3 Force to deploy on any Coruscant site (free at Xizors' Palace). 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, Black Market is lost.

 

Black Sun Informant (4)                                             

Uncommon Dark Shadows Of The Empire

Black Sun controls a spy network which is the greatest in the galaxy, and the best informed after the less extensive, but more productive Bothan spy cadre.

Effect

Deploy on a character with Black Sun in lore. Target is an undercover spy. During your control phase, you may lose effect to 'break' cover. If participating in a battle during a turn his cover was broken, add one battle destiny. (Immune to alter if deployed on a Black Sun spy agent)

 

* Black Sun Organization (3)                          

Rare Dark Shadows Of The Empire

Galaxy-wide criminal organization controlled by Prince Xizor. Vast empire with a multitude of operations. Primary source of income is information sale. Controls many smaller syndicates and several front corporations.

Effect

Deploy on your side of table. Place in used pile if you have no Black Sun leader on table. Your total battle destiny at sites is +X where X = number of alien gangsters, smugglers, bounty hunters and thiefs here (if alien has Black Sun in lore, add 2 instead of 1). (Immune to alter.)

 

* BlasTech Corporation (3)                

Uncommon Dark Shadows Of The Empire

Creators of several highly-popular blaster rifles. Produces most light infantery weapons for the Imperial stormtroopers. Many of its designs are produced under license by other corporations.

Effect

Deploy on Byblos. If you occupy, your blasters and rifles are deploy –1 (deploy for free on your non-unique warriors) and fire for free. (Immune to alter if you control Byblos)

 

* CoMar Corporation  (5)                                                     

Uncommon Dark Shadows Of The Empire

Creators of several anti-infantery and anti-aircraft battery weapons. Based on Cilpar. Ordered by Emperor Palpatine to produce weaponry exclusively for his Navy and Army.

Effect

Deploy on Cilpar. If you occupy, your CoMar weapons deploy for free and fire for free. (Immune to alter if you control Cilpar)

 

* Dark Underlord Of Black Sun (5)                                       

Rare Dark Shadows Of The Empire

Highest rank in the Black Sun Organization. Leader of the Vigo Council. Only avaible to the truly talented. An office usually taken from the hands of a death predecessor.

Effect

Deploy on your alien leader if Xizor not in play. You may not play Xizor. Target counts as Xizor for Agents Of Black Sun / Vengeance Of The Dark Prince. Once per turn, you may lose 1 Force from hand to take a card from lost pile into hand. (Immune to alter)

 

* Defender Of The Empire (3)                        

Common Dark Shadows Of The Empire

Honorous title given to heroes of the Empire. Often accompanied by a noble position. Some of the receivers include Thrawn for saving Palpatine from Zaarin and Kinman Doriana for succeeding in the Outbound Flight Project 'escort' mission.

Immediate Effect

Deploy after a battle you just won on your admiral or general who participated in battle. Target is power +2 and if a pilot adds an additional 2 to power of anything he pilots. During your move phase, opponent loses 1 Force (2 if target has ability <3). (Immune to control)

 

* Destabilization Taskforce (4)

Rare Dark Shadows Of The Empire

Part of the Imperial Security Bureau. Uses spies and tails to keep Alliance forces to reach a toehold on Imperial-controlled worlds. Searches and destroys rebel sympathizers.

Effect

Use 3 Force to deploy on an interior site (for free if Empire's Sinister Agents on table). Target an imperial leader. While an Imperial leader here, each of your ISB characters may target one rebel present with them during your control phase. Draw destiny. Target destabilized (cannot use game text and is power –1 for remainder of turn) if destiny > ability.

 

* Endless Bickering (4)                                  

Common Dark Shadows Of The Empire

The main reason for the great coalition behind the New Order was the inefficiency of the Senate to rule the entire galaxy. Many visionary politicians saw the defeat of democracy and supported a new style of government.

Effect

Use X Force to deploy on table (X = number of senators and political effects in play). Cancel game text of all senators and political effects in play. During his control phase, opponent may pay X Force to suspend Endless Bickering for remainder of turn. (Immune to alter)

 

<> General Alarm (2)                                     

Uncommon Dark Shadows Of The Empire

Many organizations use traps to mark their entrances. Whenever one is set off, guards start attacking intruders. Additional troops are on standby, to be used when really necessary.

Immediate Effect

Deploy on your non-battleground interior site immediately after opponent moved there. Your characters and automated weapons may deploy here as a react. Your characters deploy -3 here. Cancelled when opponent Force Drains here. (Immune to control).

 

*** Imperial Budget (3)                                 

Uncommon Dark Shadows Of The Empire

Many Imperial operations have high cost overruns, allowing for less legal actions to be undertaken.

Effect

Deploy on a battleground location. Your Force generation is +1 here if you occupy (+2 if you control with an Imperial leader). (Immune to alter if opponent activates more Force than you)

 

* Imperial Center (3)                          

Rare Dark Shadows Of The Empire

When Palpatine took control of the Old Republic in his hands, he tried to erase everything that remembered his predecessors. He even changed the name of Coruscant, the capital planet. After his death, the owner of the center of the universe controlled the galaxy.

Effect

Deploy on Coruscant System. If a player controls Coruscant system and has a non-alien, non-droid leader at a Coruscant battleground site, his Force drains at non-Coruscant locations are +1 and his total power at non-Coruscant battlegrounds is +5. (Immune to alter)

 

* Imperial High Command (3)            

Rare Dark Shadows Of The Empire

The entire New Order was built around Palpatine and his council of Moffs and admirals. After the death of Palpatine, these warlords each took control of a part of the former Empire.

Effect

Deploy on table. Twice per game, you may search your reserve deck for Imperial Command, a Moff or a Grand Admiral. Your Imperial leaders of ability >3 are deploy –1 and forfeit +2. (Immune to alter)

 

* Imperial Ruling Council (4)              

Rare Dark Shadows Of The Empire

Governing body which supplanted the Emperor’s Ruling Council after Palpatine’s death. Although meant to rule the Empire and defeat the Alliance, infighting between its members and treachery of Ysanne Isard defeated them, and after the fall of Coruscant it was disbanded.

Effect

Deploy on table. You may not deploy Palpatine, Vader or any card with Death Star in title. Imperial leaders are forfeit and defense value +2. Where you have two imperial leaders present during battle, you may either draw an additional battle destiny or cancel one battle destiny. (Immune to alter)

 

* Jade Ops Team (1)                                     

Rare Dark Shadows Of The Empire

Black Sun commando unit. Equipped with light armor vests, nightstinger sniper blasters, vibroblades and stealth-mode comlinks.

Effect

Deploy on Black Sun Organization. Your non-unique Black Sun Characters are Jade Ops commandos. All Jade Ops Commando's are Power and forfeit +1, are spies and may fire their weapons at targets at adjacent sites. You may deploy Black Sun Characters as a react to same site as your Jade Ops Commando. Immune to alter.

 

* Master Of The Sith (4)                                                                   

Rare Dark Shadows Of The Empire

Since the almost-destruction of the Sith Brotherhood by infighting, the numbers of Sith were reduced to two : a master and an apprentice.

Effect

Deploy on your Dark Jedi Master. If present at a battleground location you control at the end of opponent’s movement phase, opponent must lose one Force. At the beginning of a battle at same site, opponent must lose 2 Force or lose one character with ability <4 present. (Immune to alter)

 

* No Quarter (2)                                                                   

Rare Dark Shadows Of The Empire

Battles between the Alliance and the Empire tend to become very bloody. While the Rebellion is willing to take captives, the Empire has decreed a non-captive policy.

Effect

Use 3 force to deploy on table. Each player adds one battle destiny in battles. All cards lose immunity to attrition. Immune to alter.

 

* Obi-Wan Can No Longer Help Him (5)                  

Rare Dark Shadows Of The Empire

With the death of his mentor, Vader thought Luke was without guidance, but Obi-Wan's specter, Yoda and the Force were Luke's allies.

Immediate Effect

Play when Obi-Wan is lost from table. Place him out of play here. You may use 1 Force to cancel Specter of Obi-Wan or Obi-Wan Once Thought As You Do. (Immune to control if Vader was present when Obi-Wan was lost)

 

* Palpatine's Cape (5)                        

Rare Dark Shadows Of The Empire

Symbol of the Ruler of the Galaxy. Its hood always hides the Emperor's face, first for not being recognized, later to hide the ravages of too much Dark Side power use.

Effect

Use 2 Force to deploy on your character. Target is immune to attrition. Once per turn, you may lose 1 Force to deploy an Imperial character from hand for free. If lost from table, you lose 4 Force. (Immune to alter)

 

* Personal Inspection (5)

Rare Shadows Of The Empire

Palpatine had discovered that although he could control his commanders from a certain distance, that his orders tended to be delayed. Only his presence could truly motivate his underlings.

Effect

Deploy on Palpatine. He is power +1 and may move to all locations you occupy. Your Imperials present with Palpatine are forfeit +1.

 

* Project Decoy (3)                                                   

Rare Dark Shadows Of The Empire

Alliance project to produce human replica droids for use in dangerous situations. Technology was stolen by Black Sun spies, and used by Simonelle the Ingoian to create Guri, the most perfect of the HRD's.

Effect

Use 4 Force to deploy on table if your Black Sun Gangster Leader on table. Guri and Human Repicla Droid are no longer unique, and cumulatively add 1 to each of your battle destinies where present. Once per turn, if Guri present with a Jedi, she may initiate a duel. both players draw destiny (opponent may add one if his Jedi has a lightsaber) and add power. Lowest total loses character.

 

Saber Bloodstripe (6)                                     

Common Dark Shadows Of The Empire

Distinction mark to show off the 10 kills necessary to join the 181st Fighter Wing. Seeing these marks in a dogfight usually results in enemy starfighters fleeing away.

Effect

Deploy on your Saber squadron pilot or character with 181st Fighter Wing in lore. Character adds an additional 1 to power, maneuver and weapon destiny draws of anything he pilots. If pilot at a system location, your Force Drains here are +1. (Immune to alter)

 

* Saber Enterprises (3)                                              

Uncommon Dark Shadows Of The Empire

Dummy corporation set up by the Empire as a front for secret anti-espionage operations. Appeared to pay the money for Viera Cheran's attempt on Luke Skywalker, although it was a hoax of Black Sun.

Effect

Deploy on Coruscant. Your spies are deploy –1 (-3 if deploying with an undercover card or if directly undercover). Once per turn, you may retrieve one undercover card into hand. Cancelled if opponent controls this system. (Immune to alter if you occupy Coruscant)

 

* Senatorial Bill (4)                                                                

Uncommon Dark Shadows Of The Empire

Every senator in the New Republic can propose one bill per year, which has to move from legislating committee to committee before it can be voted on, ensuring a system in which most sectors can do their own governing, leaving the Galactic Senate for emergencies.

Political Effect

Deploy on table. If no senator here, you may place a senator here from hand or senate to cancel one interrupt (place interrupt in opponent’s used pile). If a senator here, you may use 3 Force during your control phase to place one effect not immune to alter on top of opponent’s used pile from play.

 

* Service To The Empire (5)              

Uncommon Dark Shadows Of The Empire

Although many troops in the empire are conscripts, still the stormtrooper academies are filled with idealistic volunteers, wanting to serve their Emperor.

Effect

Deploy on table. Non-unique imperial warriors are deploy –1. Once per turn, you may reveal the top card of your used pile to opponent. If it is an imperial warrior of ability <3, you may deploy it immediately for free to a battleground you control. Otherwise, lose that card. (Immune to alter)

 

* Tenloss Syndicate (4)                                              

Rare Dark Shadows Of The Empire

Criminal organization based on the Tenloss Coalition, a slaver and kidnapper gang. Expanded in gunrunning, smuggling and extortion. Growed after the fall of Xizor as leader of Black Sun and the defeat at Endor, after which the Empire lost control of many space sectors.

Effect

Deploy on an unoccupied planetary system. Your [independent] starships and non-black sun alien pilots are deploy –3 here. Once per turn, you may use 5 Force to retrieve an interrupt from lost pile in your hand. Lost if you deploy an Imperial or if opponent Force Drains at this system location.

 

Sites

 

*** AT-AT Loading Bay                                                                  

Common Dark Shadows Of The Empire

Dark / Light : /

Dark Text  : Your troopers deploy -1 here (for free if a snowtrooper). You may not force drain here.

Light Text : You may not deploy here. You may move here only if related AT-AT is crashed.

Vehicle Mobile Scomp Link Interior Site

 

* Correlia : CorSec Detention Center             

Common Dark Shadows Of The Empire

Dark/Light : / - /

Dark Text : If a unique bounty is completed here, you may retrieve an additional 2 Force.

Light Text : If you control during your control phase, you may use 3 Force to release one imprisoned captive here.

Planetary Interior Site

 

*** Coruscant : Underground                        

Uncommon Dark Shadows Of The Empire

Dark/Light : / - /

Dark Text  : If you control with your alien leader, +1 Force Drain here. Expand the Empire may not be played here.

Light Text : Force drain -1 here unless you control with your alien here.

Planetary Exterior Site

 

*** Coruscant : Skyshraper                           

Common Dark Shadows Of The Empire

Dark/Light : / - /

Dark Text  : Your starfighters may participate in battles here. Your starfighters and vehicles

are power and maneuver -1 here.

Light Text : Your starfighters may participate in battles here. Your starfighters and vehicles

are power and maneuver -1 here.

Planetary Exterior Site

 

* Coruscant : Vader's Palace                          

Rare Dark Shadows Of The Empire

Dark / Light : //

Dark Text : Vader deploys –3 here. You may only deploy Vader here.

Light Text : If you control, opponent's game text here is cancelled.

Planetary Scomp Link Exterior Site

 

* Coruscant : Xizor's Palace                           

Uncommon Dark Shadows Of The Empire

Dark / Light : //

Dark text  : Your aliens deploy -1 here. During your control phase, you may move for free from here to Imperial Palace.

Light text : Force Drain +1 here. Your rebels are power -1 here.

Planetary exterior scomp link site

 

<> Imperial Garrison : TIE Fighter Launch Bay

Common Dark Shadows Of The Empire

Dark / Light : /

Dark Text : Your TIEs and non-unique pilots are deploy –1 here.

Light Text : Force drain +1 here if your starfighter landed here.

Planetary Interior / Exterior Scomp Link Site

 

<> Imperial Garrison : Trooper Barracks        

Common Dark Shadows Of The Empire

Dark / Light : /

Dark Text : Your troopers and non-unique character weapons are deploy –1 here.

Light Text : Force drain +1 here if your trooper here.

Planetary Interior Site

 

<> Imperial Garrison : War Room                  

Uncommon Dark Shadows Of The Empire

Dark / Light : //

Dark Text : If you control, with an imperial leader here, your total battle destiny in battles at related sites is +2.

Light Text : If you control, opponent's game text at related Imperial Garrison sites is cancelled. Force drain –1 here.

Planetary Interior Scomp Link Site

 

* Imperial Palace : Detention Block Corridor  

Common Dark Shadows Of The Empire

Dark / Light : /

Dark Text : The Emperor's prize may be delivered here to be completed. If Luke imprisoned here and Vader and Emperor present, Luke is immediately converted to the Dark Side.

Light Text : If you control during your control phase, you may use 3 Force to release one imprisoned captive here.

Planetary Underground Interior Scomp Link Site

 

* Rodia : Flip Of The Credit Casino               

Uncommon Dark Shadows Of The Empire

Dark / Light : // - /

Dark Text : Any Sabacc may be initiated here targetting your gambler present. Your gambler here may subtract 1 from his Sabacc result.

Light Text : Force Drain -1 here. Your gambler here may add 1 to his Sabacc result.

Planetary Exterior Scomp Link Site

 

<> Smuggler Hideout                         

Uncommon Dark Shadows Of The Empire

Dark / Light : / - /

Dark Text  : Your aliens deploy -1 here if you have an alien leader at a related site. Force     Drain +1 here if you control with an alien leader.

Light Text : Your deploy (except for smugglers) is +1 here.

Planetary Exterior Scomp Link Site

 

<> Wasteland                                    

Common Dark Shadows Of The Empire

Dark / Light : / - /

Dark Text : Opponent generates no Force here and at adjacent sites if you control.

Light Text : If you control, Force generation +2 here.

Planetary Exterior Site

 

* Xizor's Palace: Audience Chamber              

Uncommon Dark Shadows Of The Empire

Dark / Light : / - /

Dark Text  : Your Force generation is +3 if you control with a Black Sun leader. If you control, Scum and Villainy here may not be cancelled.

Light Text : Force drain +1 here. Your rebels may not deploy here.

Planetary Scomp Link Interior Site

 

* Xizor's Palace : Xizor's Strongroom             

Rare Dark Shadows Of The Empire

Dark / Light : //

Dark Text : Once per   game, you may deploy Xizor here for free from reserve deck, reshuffle.

Light Text : Force drain +2 here (+4 if Xizor on table). Your Force Drains here may not be modified or cancelled.

Planetary Scomp Link Interior Site

 

Systems

 

* Bothawui                                                    

Common Dark Shadows Of The Empire

Dark / Light : // - //

Dark Text  : If you control, opponents' Bothawui game text is cancelled.

Light Text : If you have a spy on table, you may convert your Bothawui to the top.

Planetary System - Parsec 2

 

* Byblos

Common Dark Shadows Of The Empire

Dark / Light : /

Dark Text : Once per game, you may take Sienar Fleet Systems or BlasTech Corporation into hand from reserve deck, reshuffle.

Light Text : If you control, opponent’s game text here is cancelled.

Planetary System – Parsec 4

 

* Derra IV                                                     

Uncommon Dark Shadows Of The Empire

Dark / Light : / - /

Dark Text : Force drain +1 here if your Star Destroyer present.

Light Text : Your freighters and transports are defense value –2 here.

Planetary System – Parsec 4

 

* Falleen                                                                    

Common Dark Shadows Of The Empire

Dark / Light : // - /

Dark Text  : Force Drain +1 here. Your TIEs deploy -1 here.

Light Text : Your Y-Wings deploy -1 here.

Planetary System - Parsec 6

 

* Graveyard                                                   

Rare Dark Shadows Of The Empire

Dark / Light : /

Dark Text : Asteroid rules in effect here. May deploy only by replacing 'blown away' Alderaan system. Opponent loses X Force during his control phase, where X = number of light side characters with Alderaan in lore in play.

Light Text : None (like Death Star)

Space System - Parsec X

 

* Lybeya                                                       

Common Dark Shadows Of The Empire

Dark / Light : /

Dark Text : Once per turn, if you occupy, you may use 3 Force to retrieve one [independent] starship.

Light Text : Force drain +1 here. Total ability of 6 required for you to draw battle destiny here.

Planetary System – Parsec 6

 

* Rodia                                                                     

Uncommon Dark Shadows Of The Empire

Dark/Light : // - /

Dark Text  : Once per game, you may deploy one site here from reserve deck, reshuffle.

Light Text : Force Drain +1 here for each related site you control.

Planetary System - Parsec 3

 

Force Powers

 

* Healing Trance (2)                           

Rare Dark Shadows Of The Empire

Jedi have miraculous healing capabilities. By placing the wounded person in a healing trance, the patient gets healed faster and better than in a Bacta Tank.

Force Power - Alter

Play where you have a Jedi. If you just lost or forfeited a non-droid character at same site, 'revive' (place here from Lost Pile) that character.

 

Weapons

 

Diamond-Boron Armored Missile (2)             

Rare Dark Shadows Of The Empire

Advanced concussion missile. Slower than normal missiles. Enhanced shielding and armor make it unpenetrable to starfighter-class weapons.

Starship Weapon

Use 4 Force to deploy on your TIE Bomber, Defender, Freighter or on your capital starship. May target a starship for 2 Force only after damage segment of a battle. Draw destiny. Add 5 if targetting a starfighter, 2 if targetting a capital starship. If result > defense value, target is hit. Place missile in your used pile after firing.

 

** Snoova's Vibro-Ax (1)                                         

Rare Dark Shadows Of The Empire

SoroSuub BD-3 Mauler vibro-axe. Purchased by Snoova before he captured Urlor Sette after the Battle Of Yavin. Snoova uses a pair of these, and has a back-up pair of BD-1's for emergencies like cutting up raw meat.

Character Weapon

Deploy on Snoova. Snoova may use two of these weapons during battle. May target a character or creature for free. Draw two destinies. Target is 'hit' and its power = 0 if total destiny > target's defense value.

 

* Xizor's Blaster (1)                                       

Rare Dark Shadows Of The Empire

BlasTech DL-66 Heavy Blaster. Custom-made for the Dark Underlord. Expensive special canister gas used doubles its destructive power.

Character Weapon

Use 3 Force to deploy on your warrior (for free on Xizor). May target a character or creature for 2 Force. Draw destiny and add 2. Target 'hit' if total destiny > defense value (target immediately lost if 'hit' by Xizor and destiny > defense value)

 

Devices

 

Cybernetic Replacement (7)

Rare Dark Shadows Of The Empire

The best reconstruction facilities are on Coruscant, although most of the best biomechanics died when Vader had to be refitted with a new hand after the Battle of Yavin and wasn't pleased until he had 125% efficiency.

Device

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).

 

Gravity Well Projector (5)

Uncommon Dark Shadows Of The Empire

Enormous projectors which simulate the effects of a nearby planetary mass. Shortcuts in hyperdrive systems notice this and kill drive, trapping ambushed ship in realspace.

Device

Use 4 Force to deploy on your cruiser or star destroyer (for free if an Interdictor). During your deploy phase, you may use 2 Force to turn Interdiction field ON or OFF. ON : hyperspace movement at same location is cancelled. Ships using hyperspeed passing this parsec must end movement at this location unless another system with the same parsec number is on table. OFF : no effect.

 

Epic Events

 

* The Hunt For Skywalker                                                    

Rare Dark Shadows Of The Empire

Deploy on table. Your bounty hunters are deploy –1 if Luke is present at a related site. Weapon destinies of weapons that capture characters deployed on bounty hunters are +2. Luke may be transferred by bounty hunter escorting him to Vader or Xizor. If Luke transferred to Vader, retrieve 3 Force and add 3 to attempts to turn Luke to the dark side. If Luke transferred to Xizor, retrieve up to 5 Force and lose Luke. (If Luke captured by a bounty hunter, ignore all game text on Bring Him Before Me, Your Destiny, TakeYour Father’s Place, There Is Good In Him and I Can Save Him).

 

Light Side

 

 

 

Characters

 

* Adar Tallon   (3)                                                                 

Rare Light Shadows Of The Empire

Naval commander in the Old Republic. Masterful battle technician. His starfighter maneuvers combined with his friend Jan Dodonna’s strategies created incredibly effective battle plans. Faked his own death to avoid conscription in the Imperial Navy.

Power : 1  Ability : 3  Deploy : 3  Forfeit : 4

Adds 2 to power and armor of capital starship he pilots. If piloting a capital starship, all your starfighters at same system are power and maneuver +1 (+2 if with Dodonna). Opponent may not play Tallon Roll.

Rebel – Pilot – Warrior

 

*** Alderaanian Survivor (3)                                                             

Common Light Shadows Of The Empire

Many Alderaanian merchants and pilots who were off-planet during the destruction of their homeplanet feel survivors guilt towards their families. This makes them, except the staunchest New Order believers, even stronger supporters of the Alliance.

Power : 1  Ability : 1  Deploy : 4  Forfeit : 3

Deploys for free on Alderaan or if Alderaan 'blown away'. During your control phase, opponent cumulatively loses 1 Force for each survivor on table. Opponents' Graveyard text is cancelled.

Rebel

 

* Artoo, Lightsaber Keeper (0 or 7)                                                  

Rare Light Shadows Of The Empire

As part of Skywalker's deception attack on Jabba's Palace, his trusted astromech R2-D2 was ordered to transport Luke's newly constructed lightsaber. His companion, C-3PO was not informed about the deception.

Power : 1  Deploy : 3  Forfeit : 5

Deploy –2 to Tatooine or Coruscant. If with C-3PO, he may not be targetted by weapons. Your unique (*) weapons deploy as a react for free to same site. If opponent initiates an attack at same site, you may use 2 Force to search your reserve deck for a Lightsaber, take into hand and reshuffle.

Droid

 

* Billey (2)                                                                 

Rare Light Shadows Of The Empire

Leader of a great smuggler association. Survived for sixty years in the fringe. Believed he was his own lucky charm. Refused cybernetic replacements during his imprisonment at Goshyn after a botched spice run. Believed to be from Correlia.

Power : 3  Ability : 4  Deploy : 3  Forfeit : 5

When targetted, you may use 3 Force to cancel the targetting. Once per turn, you may cancel a just-drawn destiny and cause a redraw. Immediately lost if ‘disarmed’. Immune to attrition <3.

Alien – Pilot – Warrior

 

*** Bith (4)                                                               

Common Light Shadows Of The Empire

Excel in abstract thinking. Lack instinctal emotions like fear or passion. Have evolved past the need for sleep. Well-known for their mechanical skill. Have lost the ability for sexual procreation, instead combining genetic material incubating for a year.

Power : 1  Ability : 2  Deploy : 3  Forfeit : 2

Power and forfeit +2 if Figrin D’an at Audience Chamber. Your bith are cumulatively deploy –1 to same site. Once per turn, may add or subtract 1 from a just-drawn weapon destiny draw.

Alien

 

*** Bothan Slicer (3)

Uncommon Light Shadows Of The Empire

Information broker. Many Bothan spies stopped their spionage works and specialized in

computer hacking.

Power : 1  Ability : 2  Deploy : 2  Forfeit : 4

If at a scomp link, once per turn, you may search your reserve deck for an interrupt, effect, weapon, device or vehicle and place it in your hand, reshuffle. Cumulatively add 1 to total destiny of Attack Run or That Thing Is Operational.

Alien

 

** Construction Droid (2)

Uncommon Light Shadows Of The Empire

Death Star's little brother. Computer-controlled wrecking machines. Recycle rubble into material for new constructions.

Power : 4  Armor : 5  Deploy : 6  Forfeit : 5

If at a site with a scomp link, you may use X Force to rearrange all related scomp link sites, where X = number of those sites. Once per turn, if at a site, you may use 1 Force to deploy a related scomp link site from reserve deck, reshuffle. Immune to attrition < 5.

Droid

 

* Councilor B’thog (2)                                                                      

Uncommon Light Shadows Of The Empire

Elomin representative in the Alliance. Councilor who participated in the writing and signing of the Declaration of a New Republic after the fall of Palpatine and his Empire.

Power : 3  Ability : 3  Politics : 3  Deploy : 4  Forfeit : 5

Deploys –3 to Senate. While in a senate majority : all Eloms are power and forfeit +2 and opponent may not retrieve Force (unless he has no imperials in play).

Rebel

 

* Councilor Doman Beruss (2)                                               

Rare Light Shadows Of The Empire

Corellian councilor in the New Republic High Council. One of the founders of the New Republic. Later served as chairman of the Ministry Councel. Leader of the large group of Corellians in the Alliance.

Power : 2  Ability : 3  Politics : 2  Deploy : 4  Forfeit : 4

Politics +1 for each other corellian in play. Once per turn, if in a senate minority, you may search your reserve deck for a corellian character and place it in your hand, reshuffle. Immune to attrition < number of other Correlians on table.

Rebel

 

* Councilor Kerrithrarr (2)                                                                

Rare Light Shadows Of The Empire

Leader of a small group of wookiees liberated from Imperial slavery which did not return to Kashyyyk but joined the Alliance. Member of the Republic Council.

Power : 5  Ability : 3  Politics : 1  Deploy : 6  Forfeit : 7

If in a senate majority, non-unique wookiees are defense value +2 and once per turn, you may search your reserve deck for a wookiee and place it in your hand, reshuffle. Wookiee Roar may be played as a used interrupt to add one battle destiny where you have a Wookiee.

Rebel - Warrior

 

* Councilor Sian Tevv (2)                                                                  

Rare Light Shadows Of The Empire

Leader of the Sullustan rebels against the Empire. Brought his childhood friend Nien Nunb and his raiders into the Alliance. Witnessed first-hand the atrocities of the Empire while serving as a diplomatic aide in the Senate.

Power : 2  Ability : 3  Politics : 3  Deploy : 4  Forfeit : 6 

While in a senate majority, adds 1 to your total battle destiny (3 uif a Sullustan participating) in battles at battleground locations and once per turn, you may deploy one sullustan from your reserve deck (for free if a rebel), reshuffle.

Rebel - Pilot

 

* Dash Rendar, Cocky Pilot (2)                                                         

Rare Light Shadows Of The Empire

Mercenary friend of Lando Calrissian. Smuggler. Thief. Cheating gambler. Scout for the Alliance in their search for Boba Fett and frozen Solo. Survived crashing into remnants of Xizor’s broken skyhook.

Power : 3  Ability : 3  Deploy : 4  Forfeit : 6

Deploys –2 aboard a unique starfighter (for free if Outrider). Adds 3 to power and 2 to maneuver of anything he pilots. If piloting the Outrider with Leebo, once per turn, instead of firing a starship weapon aboard, you may reduce target’s power and forfeit to 0 for remainder of turn.

Alien – Pilot – Warrior

 

* Dix Rivan (2)                                              

Uncommon Light Shadows Of The Empire

Rogue Squadron pilot since the battle of Hoth. Shy and private. Known as "Dixie." The squadron's rear guard on land and in space. Worked hard to ensure safe escape of his team before making his own escape.

Power : 2  Ability : 1  Deploy : 2  Forfeit : 4

Your other characters may move away from here as a react for free. Dix can move for free away from a battle after the weapons fase. Adds 2 to power of anything he pilots (also adds 1 to maneuver and draws one battle destiny if not able to otherwise if aboard a Rogue Squadron X-Wing).

Rebel - Pilot

 

* Elscol Loro (3)

Rare Light Shadows Of The Empire

Commando specialized in taking worlds away from the Empire. Leader who participated in most rebel world-liberations. Has been part of Rogue Squadron.

Power : 3  Ability : 2  Deploy : *  Forfeit : 4

Adds 2 to Power of anything she pilots. If at a subjugated planet site, counts as a matching operative and adds 1 to your force drains at same site (two if your Rogue Squadron pilot present). May deploy by replacing your matching operative on subjugated planet site or by using 2 force.

Rebel - Warrior - Pilot

 

Flight Controller (3)

Common Light Shadows Of The Empire

Ethel Feyn is a typical rebel base flight controller. Many rose through the ranks of snubfighter pilots, but were grounded due to injuries. Coordinate fighter deployment.

Power : 1  Ability : 1  Deploy : 1  Forfeit : 3

Adds 1 to power of anything he pilots. Your starfighters deploy –1 at same site. If at a docking bay or aboard a capital starship, your landing and taking off to related locations is free.

Rebel - Pilot

 

Gand (2)

Uncommon Light Shadows Of The Empire

Sentient lifeform from Gand. Can survive in many gaseous atmospheres, not including oxygen. Many have an inherent Force scout skill, and are named Findsmen. Have lesser regenerative powers.

Power : 2  Ability : 3  Deploy : 4  Forfeit : 3

Power and forfeit +1 if Ooryl Qrygg at Audience Chamber. If lost or forfeited during battles, you may use 2 Force to place Gand on top of your used pile. May move as a react for 2 additional Force.

Alien - Warrior

 

* General Kre'fey (1)                                                             

Rare Light Shadows Of The Empire

Bothan general. Esteemed leader in charge of the first New Republic attempt to reclaim Coruscant. Uses standard Bothan political measures against other commanding officers.

Power : 4  Ability : 3  Deploy : 4  Forfeit : 5

Your rebels at same Coruscant or Bothawui sites are power +1. Your shuttling to same planet site is free. Your vehicle weapon destinies at same site are +1. Immune to attrition < 3.

Rebel - Warrior

 

* Hal Horn (1)                                                                       

Rare Light Shadows Of The Empire

Son of a Jedi Master. Adopted by his stepfather who changed his name from Valin Halcyon. Leader in CorSec’s anti-smuggling detachment. Send Booster Terrik to Kessel. Investigated the death of Wedge Antilles’ parents at Gus Treta.

Power : 4  Ability : 5  Deploy : 5  Forfeit : 6 

Adds 2 to power of anything he pilots. Smugglers, thiefs and gangsters are deploy +2 and forfeit –2 to same and adjacent sites. Power +1 for each Imperial of ability <4 present. Immune to attrition <4.

Alien – Pilot - Warrior

 

* Herrit Gordon (2)                                                                           

Uncommon Light Shadows Of The Empire

Served in the Diplomatic Corps on Bothawui and befriended many prominent Bothans, including the Dan'kre and the Fey'lya family. Served the Ministry of State on Coruscant after the Republic liberated the planet.

Power : 2  Ability : 3  Politics : 1  Deploy : 2  Forfeit : 4

Deploy –1 on Bothawui or Coruscant. If you have more bothans than other non-droid characters at same site, opponent may not initiate battles here unless his imperial leader present. Diplomatic immunity to attrition <3.

Rebel

 

* Houlilan (3)                                                                        

Uncommon Light Shadows Of The Empire

Peaceful Ithorian who works at Spero's Ho'Din plantshop on Coruscant. Outraged by the anti-alien bias in the New Order. Joined the Alien Combine.

Power : 1  Ability : 2  Deploy : 4  Forfeit : 4

May deploy for free as a react to a battle. Opponent may not draw more than one battle destiny in battles at same or adjacent site, and the cost to initiate battles for both players at related sites is +2.

Alien

 

* Huff Darklighter (1)                                                            

Rare Light Shadows Of The Empire

Economical magnate on Tatooine. Has a virtual monopoly on water there. Father of Biggs Darklighter. Believed his son was the only Hero of Yavin. Swindled by Lirin Banolt and lost the plans of the Eidolon weapons cache.

Power : 1  Ability : 3  Deploy : 3  Forfeit : 5

At each exterior Tatooine site where you have a vaporator or hydroponics station, add a Force icon to both sides. Power +3 at same site as Biggs. If an imperial leader at a related Tatooine location during a draw phase, you may activate one Force.

Alien

 

* Koth Melan  (2)                                          

Rare Light Shadows Of The Empire

Member of the Alya clan, who removed the honorific ‘lya from his name after the execution of his father on false charges of espionage. Bothan spy-master. Information broker. Leader of the bothan cell which found the location of the second Death Star.

Power : 3  Ability : 3  Deploy : 3  Forfeit : 4

Once per turn, you may search your reserve deck for Death Star, Death Star Plans, Death Star II Plans or any Bothan spy. Place in hand and reshuffle.

Rebel - warrior

 

* Lak Sivrak (3)                                                                                

Rare Light Shadows Of The Empire

Imperial scout who helped Alliance settlers. Persecuted and outlawed when the settlers were captured and interrogated. Fled to Tatooine, where he met Dice Ibegon. Joined the Alliance and fought in the battles of Hoth and Endor.

Power : 3  Ability : 3  Deploy : 3  Forfeit : 5

Adds 2 to power of anything he pilots (3 if an X-Wing). Adds one battle destiny if in a battle with Dice. Non-unique rebels at same site are forfeit +2. You may add or suibtract 1 from Dice's poison stinger destiny. May move as a react for free. Immune to attrition <3.

Rebel – Pilot - Warrior

 

* Lando, Former Scoundrel (1)                                                         

Rare Light Shadows Of The Empire

Respectable former con man and smuggler. Gambler who won many mining projects or the funds for them from lesser gamblers. Helping Leia to find his old buddy, Solo.

Power : 4  Ability : 3  Deploy : 4  Forfeit : 6

Adds 3 to power of anything he pilots. When present with a captured character, your total weapon destiny targetting his escort are +1 (+3 if Han) and if character is frozen or imprisoned, you may use 3 Force to release him.

Rebel – Pilot - Warrior

 

* Lieutenant Losca (3)                                                           

Rare Light Rogue Squadron

Supply officer ordered to restock the Hoth base after the losses at Derra IV. Created a commodity broker droid from a standard military protocol droid with modified programming.

Power : 2  Ability : 3  Deploy : 2  Forfeit : 5

Once per turn, you may deploy a droid, weapon or device from reserve deck to same site, reshuffle (for free if on Hoth).

Rebel

 

* Lieutenant Page, Alliance Commando (2)

Rare Light Shadows Of The Empire

Corulag native. Son of an Imperial senator. Reluctantly studied at the Academy. Graduated with honors and served as scout under the famous General Veers. Defected to the Alliance after hearing one of Princess Organa's anti-Imperial speeches.

Power : 3  Ability : 3  Deploy : 3  Forfeit : 4

Deploys –2 on Endor or Hoth. Power –1 if with Veers. Adds one batle destiny if in a battle with Derlin or Leia. Your scouts of ability <3 here are forfeit +1 (+2 if non-unique).

Rebel - Warrior

 

* Lorth Needa (1)                                                                 

Rare Light Shadows Of The Empire

Captain of the Avenger. Leader. Had secret contacts with the Rebellion. Spy for the Alliance. Wished to join their fleet. Executed by Vader when he allowed the Millenium Falcon to escape at Anoat.

Power : 3  Ability : 3  Deploy : 4  Forfeit : 5

Deploys only by replacing Needa or on a Star Destroyer. Acts as an Undercover spy. If piloting a Star Destroyer, opponent draws no battle destiny here and you may move your starships away from here as a react at normal use of the Force. Immediately lost if Vader on table and your starship moves away from here as a react.

Rebel - Pilot - Warrior

 

* Luke Skywalker, Blue Squadron Leader (1)                       

Rare Light Shadows Of The Empire

Leader of the Bothan Y-Wing squadron that attacked the Suprosa to capture the plans of the second Death Star. Lousy commander who lost half his command against one upgraded freighter. Son of an upstart rogue Jedi.

Power : 5  Ability : 5  Deploy : 6  Forfeit : 7

Deploy –2 with Vader or aboard matching starfighter. Adds 2 to power and maneuver of anything he pilots. Your total battle destiny here is +1 for each piloted combat vehicle or starfighter participating in this battle. Immune to attrition <4.

Rebel – Pilot – Warrior

 

* Mayli Weng  (2)                                          

Uncommon Light Shadows Of The Empire

Representee of the Exotic Entertainers’ Union. On Prince Xizor’s secret payroll. Even more secretly a spy for the Alliance.

Power : 2  Ability : 3  Deploy : 3  Forfeit : 5

May deploy as an undercover spy to same site as opponent’s alien leader. While with opponent’s leader, all opponent’s aliens at related sites are forfeit –2 (-3 if with Xizor).

Rebel

 

Message Droid (4)                                         

Uncommon Light Shadows Of The Empire

Cybot Galactica Message droid. Designed for quick and efficient transportation of recorded information without relying on communications systems. Has a small repulsorlift engine. Programmed with several encryption and security routines to validate the receiver's identity.

Power : 0  Deploy : 0  Forfeit : 2

May move to sector and system locations. Hyperspeed, sector speed and Landspeed = 3. When at same location as your character of ability > 2, once per turn, you may either search your reserve deck, used pile or Force pile for a hologram or dejarik and place it in your hand (reshuffle) or cancel one hologram or dejarik (except those immune to sense or alter).

Droid – Nav Computer

 

* Mon Mothma, Leader Of The New Republic (2)                

Rare Shadows The Empire

One of three Imperial senators who started the Alliance To Restore The Republic after Palpatine’s grab for power. Drew too much power to herself which alienated Garm Bel Iblis from her. Trying to turn the military alliance into a viable democratic system.

Power : 2  Ability : 3  Politics : 4  Deploy : 5  Forfeit : 6

Deploy –3 to Senate. May deploy to Senate when placed on your Political Effect. Your rebel leaders at Senate are politics +1. Twice per game, you may search your reserve deck for a political effect, place in hand and reshuffle. Diplomatic Immuntity to attrition <4.

Rebel

 

* Poe (4)                                                                   

Rare Light Shadows Of The Empire

Property of Gror Pernon. Given to Rogue Squadron after the return of Plourr to Eiattu. Spy on Sair Yonka, captain of the Avarice, due to the machinations of Kina Margath.

Power : 1  Deploy : 3  Forfeit : 3

May deploy only as an undercover spy to same site as an Imperial leader. Imperials at same site are forfeit –2 and get +2 to their surrender or collaboration destiny draws.

Droid

 

* Quelev Tapper (2)                                      

Rare Light Shadows Of The Empire

Smuggler leader who made a fortune in the wake of the Battle of Endor. Fled from Imperial territory and joined Karrde's operation as his second-in-command. Stumbled onto Gamgalon's aleudrope business.

Power : 3  Ability : 3  Deploy : 3  Forfeit : 5

Adds 2 to power of anything he pilots. Kessel Run, Rycar's Run or Smuggling Run add 3 to Force retrieved if an Imperial starship at a related location or if Palpatine and Vader not on table.

Alien – Pilot - Warrior

 

* RO-4 (4)                                                                

Uncommon Light Shadows Of The Empire

Protocol droid owned by Koth Melan. Outfitted with standard protocol / translation programmation and a security sub-program, allowing him to protect his owner and guests.

Power : 2  Deploy : 2  Forfeit : 3

Your unique rebels at same site may not be targetted by character weapons. Once per turn, you may cancel a battle destiny just drawn and force a redraw.

Droid

 

* Sixtus Quin (2)                                                        

Rare Light Shadows Of The Empire

Once a member of the Imperial Special Forces. Betrayed by his commanding officer Marl Semtin. Defected to the Alliance. Scout specialized in liberating worlds from the Empire. Part of Elscol Loro's command.

Power : 4  Ability : 2  Armor : 4  Deploy : 5  Forfeit : 4

Power +2 at opponents site or when with an Imperial. His character weapon destiny draws are +1. If in a battle on the Subjugated planet, Imperials there are forfeit -2. Immune to attrition < 4.

Rebel - Warrior

 

* Solo On Ice (0)                                                                              

Rare Light Shadows Of The Empire

After the cold welcome at Bespin, Han was transported by Boba Fett to Jabba The Hutt, to serve as a wall decoration.

Power : 4  Ability : 3  Deploy : 0  Forfeit : 7

Deploy only at start of game if You May Either Profit By This… is on table instead of another persona of Han. If Carbon Chamber Testing on table, opponent must flip Carbon Chamber Testing and may not move or transfer Solo On Ice.

Force retrieval by Or Be Destroyed is immune to Secret Plans and Come Here You Big Wookiee. Adds 3 to power of anything he pilots. If Leia, Chewie, your Lando or Luke are at same site, once per turn, you may draw destiny. If result > 2, Han immediately escapes to the light side of this site.

Pilot - Warrior - Rebel

 

* Spero (3)                                                                

Rare Light Shadows Of The Empire

Ho’Din informant living in the Southern Underground of Coruscant. Spy for the rebellion and for anyone who meets his prize. In debt to the Organa family.

Power : 2  Ability : 3  Deploy : 4  Forfeit : 3

Deploys for free at the plant shop or any jungle, forest or endor site. Once per turn, you may use 2 force to look at the top card of any reserve deck. Place on top of owners force pile, used pile or reserve deck (or lose 3 force and lose that card).

Alien

 

* Talon Karrde, Rogue Smuggler (3)              

Rare Light Shadows Of The Empire

Information broker. Early student of the famous Billey. Discovered the lost Katana fleet by accident. One of Jorj Car’das’ most trusted lieutenants, whose organisation he inherited with Car’das’ disappearance.

Power : 2  Ability : 3  Deploy : 3  Forfeit : 5

Adds 2 to power of anything he pilots. Your smugglers and Rogue Squadron pilots are deploy –1 at same site. If This Place Can Be A Little Rough on table, once per turn you may place a card from hand on top of your used pile to add one to a Force Drain at same location.

Alien – Pilot

 

* Walking Carpet (1)

Rare Light Shadows Of The Empire

Hairy lump of wookiee meat. Smuggler. Has a life debt to Han Solo. Gambler who

loves Hologame Chess.

Power : 7  Ability : 2  Armor : 4  Deploy : 7  Forfeit : 7

Deploys -2 at same location as Han (for free if Han frozen). Adds 2 to Power of anything he pilots (3 if the Falcon). Once per turn, you may search your reserve deck for a non-unique alien and place it in your hand, reshuffle.

Pilot - Warrior – Rebel

 

* Will Scotian  (3)                                                     

Uncommon Light Shadows Of The Empire

Brash pilot from Brentaal. Recruited into Rogue Squadron due to his service record at Oracle Base. Participated in the Gall skirmish. Rescued slaves while serving in an Alliance assault team during reparations to his X-Wing.

Power : 3  Ability : 1  Deploy : 2  Forfeit : 4

Deploy –2 aboard a Rogue Squadron X-Wing. Adds 2 to power of anything he pilots. Adds 1 to your Force drains at same Brentaal location.

Rebel – Pilot – Warrior

 

Creature

 

Bulano Serpent                                               U1L1

 

 

Starships

 

* Another Chance (2)                       

Rare Light Shadows Of The Empire

Converted Alderaanian War Frigate. Loaded with infantery weapons when the planet was demilitarized. Recovered by Orinn Tathis , who offered it to the Alliance shortly after the Derra IV debacle.

Capital : Alderaanian War Frigate

Power : 4  Armor : 4  Hyperspeed : 4  Deploy : 4  Forfeit : 6

May add 2 pilots, 6 passengers and 2 vehicles. Your vehicles, droids and character weapons,  artillery weapons and devices deploy –2 aboard. Has ship-docking capability. Permanent Droid pilot aboard may initiate battle and be battled.

Scomp Link - Nav Computer – Permanent Droid Pilot

 

*** Blue Squadron Y-Wing (3)                     

Common Light Shadows Of The Empire

BTL-s3 Y-Wing used by bothan rebel sympathizers when they captured the death star II plans aboard the Suprosa. Rugged, old but still efficient.

Starfighter : Koensayr Y-Wing

Power : 2  Maneuver : 3  Deploy : 4  Forfeit : 4

Deploys -2 at Bothawui or at same location as Luke. Permanent Pilot aboard adds 1 to power, 1 to maneuver and provides ability of 1. Permanent gunner aboard provides ability of 1 and adds 1 to its weapon destiny draws.

Nav Computer - Permanent Pilot - Permanent Gunner - Scomp Link

 

*** CorSec X-Wing (2)

Common Light Shadows Of The Empire

The Corellian Security Agency has captured several X-Wings during inspections on smugglers. They are used as scout force, and are perfectly maintained.

Starfighter : Incom T-65

Power : 3  Maneuver : 4  Hyperspeed : 4  Deploy : 2  Forfeit : 3

May add 1 CorSec pilot (suspending permanent pilot). Permanent CorSec pilot aboard provides ability of 1. Power +1 if opponent has a smuggler here.

Permanent Pilot- Nav Computer – Scomp Link - Independent

 

* Courage Of Sullust  (3)                                                     

Uncommon Light Shadows Of the Empire

New Republic transport. Participated in the mass evacuation of Echo Base. Ferried Rogue Squadron to Ryloth during the Krytos Crisis.

Capital : Gallofree Medium Transport

Power : 1  Armor : 3  Hyperspeed : 4  Deploy : 1  Forfeit : 3

May add 1 pilot, 3 passengers and 2 starfighters. Deploys and moves like a starfighter. Has ship-docking capability. Permanent pilot aboard provides ability of 1.

Permanent Pilot – Nav Computer – Scomp Link

 

* Korolev (3)                                                                        

Rare Light Shadows Of The Empire

Alliance Corvette used to evacuate Briggia when it was attacked during Operation Strike Fear. Transported the wounded rebels to the medical frigate Redemption. Heavily upgraded for its evacuation missions.

Capital : Corellian Corvette

Power : 2  Armor : 5  Hyperspeed : 3  Deploy : 3  Forfeit : 8

May add 1 pilot and 8 passengers. Has ship-docking capabilities. Adds 1 to forfeit of all characters at sites related to current system. Permanent pilot provides ability of 2.

Permanent Pilot – Nav Computer – Scomp Link

 

Medevac Shuttle (3)                                                              

Common Light Shadows Of The Empire

Designation of rebel lambda-class shuttles stolen from the Empire and converted to transport wounded soldiers from hot battle zones.

Starfighter - Lambda Class Shuttle<

Power : 0  Maneuver : 3  Hyperspeed : 3  Deploy : 2  Forfeit : 4

May add 1 pilot and 4 passengers. Has ship-docking capability. Permanent Pilot aboard provides ability of 1. Once per turn, you may revive (relocate aboard from lost pile) one pilot just forfeited at same system or sector.

Permanent Pilot - Nav Computer - Scomp Link

 

* Rendar & Leebo Aboard The Outrider (1) 

Rare Light Shadows Of The Empire

Sleek Corellian freighter outfitted with many black-market upgrades. Manned by its extraordinary crew, it can outfly anything.

Starfighter : Modified CEC YT-2400 freighter

Power : 3  Maneuver : 4  Hyperspeed : 5  Deploy : 7  Forfeit : 7

Permanent pilots are *Dash and *Leebo who provide ability of 3, add one battle destiny, add 3 to power, 3 to maneuver and 3 to hyperspeed. Immune to attrition < 6 and Come With Me.

Permanent Pilot x2 – Nav Computer – Scomp Link - Independent

 

 

Vehicles

 

Skyhook (3)                                                  

Common Light Shadows Of the Empire

Enclosed flying apartment. Not allowed on Tatooine and other planets with a dangerous climate.

Transport Vehicle

Power : 1  Armor : 4  Landspeed : 2  Deploy : 2  Forfeit : 4

May add 1 driver and 5 passengers. May deploy and move to cloud sectors as a starfighter. Your characters may move from here to any related exterior site. Immediately lost if there is a mobile effect at a related location.

 

Admiral’s Order

 

* All Ships Prepare For Attack (6)

Rare Light Shadows Of The Empire

Admiral's Order

Capital starships are deploy –2. Your Force Drains at system locations are –1 (unless you control a related site). Once per turn, you may deploy a rebel warrior from reserve deck to a site related to a system you control with a capital starship.

 

Objective

 

The Emperor Has Made A Mistake (0)

Rare Light Shadows Of The Empire

Deploy Endor system and Sullust System (with Haven, Home One and/or Ackbar there)

While this side up, your Force Drains at battleground systems are reduced to 1, but may not be cancelled. Your starships may move to Endor for free. Instead of Force Draining at Endor, you may instead draw destiny and retrieve that many Force. Opponent may deploy Executor (at -5), Emperor and Vader from reserve deck (reshuffle).

Flip this card when Death Star II Plans completed or when Death Star II, Executor or Emperor are lost from table.

Place out of play if Haven cancelled or if Home One not on table.

 

We Will Bring Peace To The Galaxy (7)

While this side up, you may only initiate battles if opponent has attacked you at same location during his last turn. Your Force Drains at system locations are +1 (+2 if Executor not on table). Imperial starships are deploy +2 (except to same system as Executor). Instead of Force Draining at battleground systems, you may instead draw destiny and retrieve that many Force. Your starships move for free to systems occupied by opponent.

Flip this card when opponent Force Drains at a system location

Place out of play if Haven cancelled or if Home One is not on table.

 

Interrupts

 

* Alderaan Gravegift (6)                                                                    

Common Light Shadows Of The Empire

Instead of fueling all their hate and anger for the destruction of Alderaan towards the fight against the Empire, many Alderaanians craddle their loss close to themselves, ending their relationship with their planet and the relatives they lost with a gravegift.

Used Interrupt

Cancel gametext of The Graveyard for remainder of turn. OR If Alderaan is blown away, retrieve 3 Force. OR If a planetary system has been blown away, add 3 to attempts to blow away Death Star or Death Star II.

 

* Battle Shock (5)                                                     

Uncommon Light Shadows Of The Empire

Making faults during combat can happen to even the best warrior, but it takes a great presence of mind to shrug off the feeling of loss if friends die due to your faults.

Lost Interrupt

Play after you won a battle. Opponent may not initiate battles at related locations until the end of his next turn. (Immune to sense). OR If a character just fired a weapon and ‘missed’, that character is excluded from battle.

 

* Contract Sabacc (3)                                    

Uncommon Light Shadows Of The Empire

High-stakes form of Sabacc. Used by various smugglers and other kinds of scum … and several pilots in Rogue Squadron.

Lost Interrupt

Requirements : A gambler or pilot at a casino or aboard a capital starship at a battleground system.

Wild cards (1-6) : Freighters and 'Run' cards.

Clone cards : Quad laser cannons and Smugglers

Stakes : One freighter or starship weapon

 

* Councillar Veto (4)                                                 

Uncommon Light Shadows Of The Empire

Members of the highest authority council of the New Republic, the former leaders of the Alliance can stop bills or proposals they find undemocratic.

Lost Interrupt

If your Councillor on Coruscant, may cancel one effect, immediate effect or political effect. OR Target a councillor at Galactic Senate, add three to his diplomatics. For remainder of turn, you have senate majority. (immune to sense)

 

* Escape Attempt (5)                                                            

Common Light Shadows Of The Empire

Attempting to imprison a Jedi student is a great attempt at stupidity.

Used Interrupt

If opponent has just initiated an attack at same site as your lone character, move that character away at normal use of the Force. OR If your character of ability >3 is escorted at a site, draw destiny. If destiny > ability of escort, character is released.

 

* Hologame Chess (5)                                                           

Common Light Shadows Of The Empire

Gambler’s game requiring skill and strategy instead of depending on sabacc ‘luck’. Best not played against a Wookiee.

Lost Interrupt

Play if you have a gambler or wookiee at a battleground site. You and opponent shuffle your reserve decks. Draw destiny. Opponent then draws destiny. Compare destinies. Then opponent does the same until one player has won 3 ‘moves’ more than the other player. Winner retrieves 3 Force. Opponent loses 3 Force. Instead of drawing destiny, either player may place a dejarik or hologram from play in used pile and use its destiny number. 

 

* Qualm Of Conscience (5)                            

Uncommon Light Shadows Of The Empire

Most rebels fight against the Empire out of a conviction of the moral superiority of their side. In this wy, they are plagued by their conscience when facing imperials.

Used Interrupt

Instead of firing a character weapon during a battle at a site, you may retrieve one Force (immune to Secret Plans). OR If opponent just forfeited a ‘hit’ character, place that character on top of opponent’s used pile to add 5 to opponent’s battle damage this turn.

 

Rebel Spirit (5)                                   

Common Light Shadows Of The Empire

The Alliance has never had a problem to enlist idealists in their military. Every planet has its malcontents, and although many of them become criminals, a large protion of them sees the cause of their problems in the Imperial Opression.

Used Interrupt

If all your ability in a battle is provided by rebels, add 4 to your total power there. OR Add 2 to forfeit of all non-unique troopers on table for remainder of turn.

 

* Return To Alderaan (7)                                           

Rare Light Shadows Of The Empire

After the destruction of Alderaan by Grand Moff Tarkin, many of the 60000 Alderaanian survivors Returned to the remnants of their planet and their family to leave gravegifts.

Used Interrupt

Retrieve 2 Force if your starship just moved to a blown away system (retrieve two additional force if the name of that system is mentioned in the lore of the starship or of one of its occupants, or if the system was Alderaan). OR If you just moved an Alderaanian to Alderaan, activate up to 3 Force.

 

* Rivalry (5)                                                   

Rare Light Shadows Of The Empire

Xizor and Vader are rivals for the position at Palpatine’s Right Hand. Vader wished for a man-to-man confrontation, while Xizor hunted for Luke Skywalker in an attempt to hurt Vader.

Lost Interrupt

If opponent’s alien leader and imperial warrior in a battle together, draw one destiny and subtract from opponent’s total power and attrition (draw two destinies if Vader and Xizor are in a battle together). OR Cancel The Hunt For Skywalker.

 

Substantial Bribe (3)                                                              

Common Light Shadows Of The Empire

Many low-paid bureaucrats and soldiers are available for little money, closing an eye or betraying their masters for an apple and an egg.

Used Interrupt

Use 3 force to target a character with ability < 3. That character cannot participate in battles or use game text this turn.

 

* Warrior's Honor (4)                                    

Rare Light Shadows Of The Empire

During close combat, several sentient beings are as honorful as to propose man-on-man battle to the death instead of a brief melee.

Lost Interrupt

Play to start a duel between two warriors at a site. You and opponent draw two destinies and add power (add 2 to total destiny if warrior has a character weapon). Highest total retrieves 3 force, lowest total loses character.

 

Effects

 

* Attrition War (2)                                                                            

Rare Light Shadows Of The Empire

While the Empire kills all rebels they can unless they just torture them for their knowledge and then kill them, the Rebel Alliance tries to take enemies prisoner and keep them alive.

Effect

Use 3 force to deploy on table. Each player adds one battle destiny in battles. All cards lose immunity to attrition. Immune to alter.

 

* Bothan Spy Network (3)

Uncommon Light Shadows Of The Empire

Spy network second to only the Black Sun network in scope and second to none in activity and success rate. Some part of the information it reaches it passes through to the Rebel Alliance.

Effect

Deploy on Bothawui. Your spies are deploy –1 (-3 if deploying with an undercover card or if directly undercover). Once per turn, you may retrieve one undercover card into hand. Cancelled if opponent controls this system. (Immune to alter if you occupy Bothawui)

 

Corellian Bloodstripe (6)                                            

Common Light Shadows Of The Empire

Corellian award. Gold bloodstripes are earned for courage under fire. Red bloodstripes are usually awarded posthumously because of the heroic deeds required to earn it.

Effect

Deploy on your independent freighter pilot or corellian. Character adds an additional 1 to power, maneuver and weapon destiny draws of anything he pilots. If pilot at a system location, your Force Drains here are +1. (Immune to alter)

 

* Death Star II Plans (7)                                            

Rare Light Shadows Of The Empire

Captured by Luke and his Bothan Y-Wing Squad during the battle of Bothawui. Many bothans died to capture the information which was vital for the destruction of the Second Death Star.

Utinni Effect

Deploy on a system where opponent has a starship (or on one of opponents' interior sites). Target one of your characters at another location (except a docking bay). Your bothans are defense value -2. If you control this location with target, draw 3 destinies. Retrieve force equal to total destiny. Lose effect. Until end of game, your starfighters are maneuver +2 at mobile sector locations.

 

<> Global Alert (2)                                        

Uncommon Light Shadows Of The Empire

When the Empire attacks a rebel cell or a rebel Base, all denizens of the hold-out fight the oppressor.

Immediate Effect

Deploy on your non-battleground interior site immediately after opponent moved there. Your characters and automated weapons may deploy here as a react. Your characters deploy -3 here. Cancelled when opponent Force Drains here. (Immune to control).

 

* Luke's Cape (5)                                                                 

Rare Light Shadows Of The Empire

Black cape symbol of the galaxy’s last Jedi Knight. Constantly moving on the edge of the dark side.

Effect

Use 2 Force to deploy on your character. Character is immune to attrition <6 and gets +3 power if armed with a lightsaber. Immune to alter.

 

* New Republic High Council (4)                                                      

Rare Light Shadows Of The Empire

Highest level of the New Republic’s Government. Composed of the High Councillors, many of which are the old leaders of the Alliance.

Effect

Deploy on table. You may not deploy Jedi (except Luke). Rebel leaders are forfeit and defense value +2. Where you have two rebel leaders present during battle, you may either draw an additional battle destiny or cancel one battle destiny. (Immune to alter)

 

* No Civilian Targets (3)                                                                   

Rare Light Shadows Of The Empire

The Rebellion prides itself on not attacking civilian targets. The Empire, on the other hand, is not wary about collateral damage.

Effect

Use 2 force to deploy on table. Retrieve one Force whenever opponent hits your alien. Lose two Force whenever you hit opponents alien. (Immune to alter unless you have an alien with a character weapon in play).

 

* Opportunism (5)

Rare Light Shadows Of The Empire

A Bothan idea that says all you need to know about bothans : Never means the right opportunity has not yet arrived.

Political Effect

Deploy on table. If no senator here, you may place a senator here from hand to retrieve one Force (retrieve two Force immune to Come Here You Big Coward if a bothan senator). If a senator here, you may use 3 Force to deploy him as a react to Senate (may react even to the deployment of a character).

 

* Rotting By The Dark Side (3)                                                         

Rare Light Shadows Of The Empire

Using the Dark Side corrupts the body. Every bit of hatred and egoism manifests itself in boils and other signs of deteroriation.

Effect

Deploy on Palpatine. Once during your control phase, you may place a card from hand on Palpatine. If opponent uses Palpatine for a Force Power, he loses 1 Force. During opponent’s control phase, he must either use 1 Force for each card here, lose 1 Force for each card here (placing all cards here on your used pile) or lose Palpatine.

 

* Senatorial Bill (4)                                                                

Uncommon Light Shadows Of The Empire

Every senator in the New Republic can propose one bill per year, which has to move from legislating committee to committee before it can be voted on, ensuring a system in which most sectors can do their own governing, leaving the Galactic Senate for emergencies.

Political Effect

Deploy on table. If no senator here, you may place a senator here from hand or senate to cancel one interrupt (place interrupt in opponent’s used pile). If a senator here, you may use 3 Force during your control phase to place one effect not immune to alter on top of opponent’s used pile from play.

 

* The Emperor's Death (7)                                                                

Rare Light Shadows Of The Empire

The Emperor’s death meant release for an entire galaxy. Anakin’s sacrifice was not for nothing, although the Republic’s battles with the Empire lasted another fifteen years.

Immediate Effect

Deploy on table when Emperor is lost from table. Place him out of play. During your control phase, you may use one Force to retrieve one Force. Imperials are deploy +1 and forfeit –1.

 

* The Emperor's Misjudgement (5)                            

Rare Light Shadows Of The Empire

The greatest error the Emperor ever made was trusting in his mind-controlled navy officers for his defense against the rebel taskforce while he attempted to turn Luke Skywalker.

Effect

Deploy on the Emperor. Emperor is power –2 and opponent may not draw more than two battle destinies at same site. While Emperor at a Death Star or Death Star II site, your epic event destiny draws are +1.

 

* Usurping The Dark Lord (3)                                   

Rare Light Shadows Of The Empire

Xizors' greatest ambition was to supplant Vader to beome Palpatine's right hand, both aiding his lust for power and his lust for revenge on Vader for the death of his family. This ambition was what eventually foiled the second Death Star and Palpatine.

Utinni Effect

Deploy on Vader or Emperor. Target a Black Sun leader. Targets' game text cannot be used. Black Sun organization and Jade Ops Team are suspended. When target reaches effect, draw destiny. If result > 2, target is lost. Otherwise, effect is lost. Immune to alter if target is Xizor.

 

* Vader's Weakness (6)                                            

Rare Light Shadows Of The Empire

Vader’s true weakness was the remnant of Anakin Skywalker still existing in his cybernetic body. His hunt for Skywalker was not meant to give the Emperor an additional slave, but to gain an ally to confront his evil master.

Effect

Deploy on a Skywalker (except Shmi) if Vader in play. Your Force Drains where you have Amidala or a Skywalker (except Shmi) are +1. Vader is power –2 and gets –1 on each of his duel destiny draws. If Vader reaches Utinni Effect, lose effect and initiate a duel between target and Vader (duel cannot be cancelled). Both players draw two destinies. Loser is converted to the other side of the Force.

 

* Weak-Minded (4)                                                  

Rare Light Shadows Of The Empire

Imperial Stormtroopers, even those in elite squadrons or higher officers have very weak minds, easily swayed by Jedi Mind Tricks. Those troopers who could make decisions defected to the rebellion.

Effect

Deploy on table. Non-droid characters with ability < 3 at same location as a character of ability > 4 are Power -1 and cannot use game text. Immune to alter.

 

Sites

 

* Bothawui : Intergalactic Trade Mission

Uncommon Light Shadows Of The Empire

Dark / Light : / - /

Dark Text  : Force Drain -1 here unless you control with an alien.

Light Text : Your Force generation is +X here, where X = the number of your non-Bothawui  locations on table.

Planetary Interior Scomp Link Site

 

* Coruscant : Docking Bay                                        

Common Light Shadows Of The Empire

Dark / Light : / - /

Dark Text  : Your docking bay transit from here requires 1 Force.

Light Text : Your docking bay transit from here requires 1 Force. Your docking bay transit to here requires +2 Force.

Planetary Interior / Exterior Scomp Link Site

 

* Coruscant : Spero's Plant Shop                   

Uncommon Light Shadows Of The Empire

Dark / Light : / - //

Dark Text  : Force drain -1 here unless your undercover spy at a related site.

Light Text : Your spies and scouts deploy -1 here.

Planetary Exterior Site

 

* Kothis : Bothan Safe House                         

Uncommon Light Shadows Of The Empire

Dark / Light : //

Dark Text  : You may not deploy here. To move here (except if Vader or your spy here) costs +1 Force. Force drain +1 here.

Light Text : Once per turn, you may deploy a bothan or spy here from reserve deck, reshuffle.

Interior Planetary Scomp Link Site

 

<> Rebel Base : Hangar

Common Light Shadows Of The Empire

Dark / Light : /

Dark Text  : Force drain +1 here if your TIE landed here.

Light Text : Your starfighters are deploy –1 here (-2 if non-unique).

Planetary Interior / Exterior Scomp Link Site

 

<> Rebel Base : Pilot's Quarters         

Common Light Shadows Of The Empire

Dark / Light : /

Dark Text  : Force drain +1 here if your trooper here.

Light Text : Your pilots are deploy –1 here (-2 if non-unique).

Planetary Interior Site

 

<> Rebel Base : War Room               

Uncommon Light Shadows Of The Empire

Dark / Light : //

Dark Text  : If you control, opponent's game text at related Rebel Base sites is cancelled. Force drain –1 here.

Light Text : If you control, with an rebel leader here, attrition against you in battles at related sites is -3.

Planetary Interior Scomp Link Site

 

* Rodia : Flip Of The Credit Casino               

Uncommon Light Shadows Of The Empire

Dark / Light : / - //

Dark Text : Any Sabacc may be initiated here if its target is present. Your gambler here may subtract 1 from his Sabacc result.

Light Text : Force Drain -1 here. Your gambler here may add 1 to his Sabacc result.

Planetary Exterior Scomp Link Site

 

<> Wasteland                                    

Common Light Shadows Of The Empire

Dark / Light : / - /

Dark Text : If you control, Force generation +2 here.

Light Text : Opponent generates no Force here and at adjacent sites if you control.

Planetary Exterior Site

 

Systems

 

* Halanit                                                                    

Common Light Shadows Of The Empire

Dark / Light : /

Dark Text  : Force Drain +1 at all related sites.

Light Text : Hoth and Echo Base sites (except Shield Generator) may deploy here.

 

* Derra IV                                                                            

Uncommon Light Shadows Of The Empire

Dark / Light : /

Dark Text  : Your total power here is +X, where X = the number of your capital starships on table.

Light Text : Force drain +X here, where X = the number of opponents capital starships on table.

Planetary system - Parsec 4

 

* Kothlis                                                                               

Common Light Shadows Of The Empire

Dark / Light : / - /

Dark Text  : Force Drain +1 here if no Bothans on table.

Light Text : Your starships may move from here for free.

Planetary System - Parsec 4

 

Weapons

 

* Class-A Thermal Detonator (3)                               

Rare Light Shadows Of The Empire

Dangerous explosive. Unstable. Can be detonated by a deadman's switch or by timer. Really blows up stuff.

Device

Use 3 Force to deploy on your character of ability >2. The cost for your characters present here cannot be augmented by opponent's cards. May explode during battle. Draw three destiny, all cards (except effects) present with destiny equal to one of those destiny numbers are lost.

 

E-Web Heavy Blaster Cannon (5)                              

Common Light Shadows Of The Empire

Originally designed and produced by MerrSonn. Also produced under license by BlasTech. Plans stolen by Janse and illegally produced for the Alliance and the New Republic by SoroSuub Corporation.

Artillery Weapon

Deploy on any site. May be moved with two warriors for 1 additional Force. Your warrior present may target a character, creature, vehicle or starfighter using 2 Force. Draw destiny and add 1. Target hit if total destiny > defense value (using defense value = 5 for a starfighter).

 

Devices

 

Gravity Well Projector (5)                                          

Uncommon Light Shadows Of The Empire

Enormous projectors which simulate the effects of a nearby planetary or stellar mass. Shortcuts in hyperdrive systems notice this and kill drive, trapping ambushed ship in realspace.

Device

Use 4 Force to deploy on your cruiser or star destroyer (for free if an Interdictor). During your deploy phase, you may use 2 Force to turn Interdiction field ON or OFF. ON : hyperspace movement at same location is cancelled. Ships using hyperspeed passing this parsec must end movement at this location unless another system with the same parsec number is on table. OFF : no effect.

 

Light Armor Vest (5)                                      

Common Light Shadows Of The Empire

Defensive armor which protects without too much encumberment. Can easily block non-energy weapons, and provides light defensive capabilities versus blasters.

Device

Use 1 Force to deploy on your character (except Kal Falni C'ndros). Target has defense value +2 and may not be targetted by vibro-axes. Target is immune to attrition <2.

 

Epic Event

 

* Lightsaber Construction (0)                                     

Rare Light Shadows Of The Empire

Deploy on your character of ability >3. Once per turn, you may draw destiny. If result >3, epic event is lost and you may search your reserve deck for a unique lightsaber and deploy it on target. Target gets +1 ability (unless target is a Jedi) and may use lightsaber as if he were the matching character. Add 1 to destiny draw if Obi-Wan's Journal in play or if target is a Jedi.

 

Type

Rare

Uncommon

Common

Admiral’s Order

1

 

 

Characters

23

10

3

Creatures

0

1

0

Devices

 

1

1

Effects

12

3

2

Epic Events

1

 

 

Force Powers

 

 

 

Interrupts

2

3

5

Objectives

1

 

 

Sites

 

5

4

Starships

3

1

3

Systems

0

1

2

Vehicles

0

0

1

Weapons

1

 

1

Total

44

24

21

 

 

 

 

 

 

Rogue Squadron

 

Dark Side

 

Characters

 

* Admiral Devlia (2)

Rare Dark Rogue Squadron

Imperial Navy admiral who returned to active duty from his retirement to replace officers who died at the battle of Endor. Very opinionated leader who hates to relinquish wrong ideas. Even more stupid than he looks like.

Power : 2  Ability : 2  Deploy : 0  Forfeit : 4

Deploy +1 for each of your imperial leaders and imperials of ability > 2 on table. Adds 3 to power of anything he pilots. Adds 1 to your total battle destiny for each of your piloted capital starships present.

Imperial - Pilot - Warrior

 

* Cadet Pedetsen (3)

Common Dark Rogue Squadron

Conscripted navy crewer. Assigned to orbital mirror service aboard the OSETS 2711 under lieutenant Virar Needa when one of his pranks seriously injured another cadet during a combat simulation.

Power : 2  Ability : 1  Deploy : 2  Forfeit : 3

Adds 2 to power of anything he pilots. If present with Virar and Lorth Needa, Virar isn't lost and you may place Lorth in opponent's used pile. Adds one battle destiny if in a battle with Needa.

Imperial - Pilot

 

* Captain Ardle (3)                                                    

Uncommon Dark Rogue Squadron

Thyferran Home Defense Corps pilot. Originally served in Elite Squadron but was chosen to command the Corrupter's starfighters. Surrendered his surviving starfighters to Rogue Squadron after the destruction of the Corrupter at Alderaan.

Power : 2  Ability : 2  Deploy : 2  Forfeit : 3

May deploy for free aboard a TIE by replacing (suspending) a THDC permanent pilot. Adds 2 to power of anything he pilots. Adds one destiny to power only if with Erisi or Corrupter.

Imperial – Pilot

 

* Captain Convarion (2)                                            

Rare Dark Rogue Squadron

Ruthless commander of the Corrupter. Isards' most innovative leader. Participated in the battles of Derra IV and Hoth. Charged with terrorizing rebellious worlds.

Power : 3  Ability : 3  Deploy : 3  Forfeit : 5

Adds 2 to Power of anything he pilots (3 if Corrupter). May lose 2 force to cancel Combined Attack at same system. If you play We Have A Prisoner at same system, you may lose instead of capture the targetted character(s).

Imperial - Pilot – Warrior - Warlord

 

* Captain Drysso (1)                                      

Rare Dark Rogue Squadron

Leader of the Virulence during the Battle of Endor. Promoted to captain of the Lusankya. Understands that Director Isard's power is located in his ship. Planning to defect from her service and conquer Correlia.

Power : 2  Ability : 2  Deploy : 4  Forfeit : 5

Adds 3 to Power of anything he pilots. If piloting Lusankya, adds one battle destiny. If aboard a starship at the end of a battle you lost, you may lose that starship to lose any number of starships at same system with total forfeit < forfeit of this starship.

Imperial – Pilot – Warrior - Warlord

 

* Captain Helvan (2)

Rare Dark Rogue Squadron

Stormtrooper commando in the Palpatine Counter-Insurgence Front. Spy who was selected for training in the Royal Guard when the Emperor died. Pledged to destroy the Rebellion.

Power : 4  Ability : 2  Armor : 5  Deploy : 5  Forfeit : 6

Deploys -2 to same site as an Imperial leader or on Renegade planet. Counts as a matching operative if on Renegade planet. Counts as a leader and adds one battle destiny if with another stormtrooper. Power +2 at opponents site.

Imperial – Warrior - Warlord

 

* Captain Iillor (1)

Rare Dark Rogue Squadron

Female leader who suffered from the Imperial Non-huMan bias. Stuck on her carrack cruiser under Thrawn's command until recalled to command the Black Asp after the Endor debacle.

Power : 1  Ability : 3  Deploy : 1  Forfeit : 4

Adds 2 to Power of anything she pilots (3 if Black Asp). If starship she pilots uses a Gravity Well Projector, it affects all related locations. Immediately lost if Emperor or Vader on table, Thrawn is not on table and opponent reacts to same location.

Imperial – Pilot

 

* Captain Rojahn (2)                          

Uncommon Dark Rogue Squadron

Captain of the Expeditious. Not very competent. After a mistake in the battle of Kashyyyk, relegated to transporting important intelligence officers.

Power : 2  Ability : 2  Deploy : 2  Forfeit : 4

Adds 2 to Power of anything he pilots (3 if Expeditious). If you just lost a capital starship at same system, you may use X Force to place X characters aboard that starship here instead of lost pile.

Imperial – Pilot - Warlord

 

* Captain Seeno (3)                           

Uncommon Dark Rogue Squadron

Executive Officer of Colonel Roat's Raven squadron. Requested reassignment due to medical reasons several days before Rogue Squadron's attack on Vladet.

Power : 2  Ability : 2  Deploy : 2  Forfeit : 3

Adds 2 to power of anything he pilots. If piloting a TIE/Ln during a battle at a sector, opponent's starfighters present are maneuver –1 (unless opponent has a starfighter of higher maneuver present).

Imperial - Pilot

 

* Captain Sivar (3)                                                                

Uncommon Dark Shadows Of The Empire

Owner of the Suprosa. Member of the Special Imperial Forces. Surprised many would-be pirates and rebels with his heavily modified ship.

Power : 2  Ability : 2  Deploy : 2  Forfeit : 3

Adds 2 to power of anything he pilots (when piloting Suprosa, also adds 1 to armor and allows its weapons to fire for free).

Imperial - Pilot

 

* Captain Varrscha (1)                                              

Uncommon Dark Rogue Squadron

Female Imperial officer who rose to the command of one of Ysanne Isard’s Star Destroyers by hitching her carreer to that of Joak Drysso. Not very capable. Uses standard Destroyer tactics, which are not exactly subtle.

Power : 4  Ability : 1  Deploy : 3  Forfeit : 4

Adds 2 to Power of anything she pilots. If piloting Virulence, also adds 1 to armor. If in a battle with Drysso, add one destiny to power only. Acts as a leader if no other leader here.

Imperial – Pilot - Warlord

 

* Captain Yonka (2)                                      

Rare Dark Rogue Squadron

Captain of the Avarice. Spent most of his carreer in the Outer Rim chasing pirates. Smart and calculating leader. Commenor native in love with fellow Commenor Aellyn Jandi, the wife of the Imperial Moff of Elshandruu Pica.

Power : 2  Ability : 3  Deploy : 3  Forfeit : 5

Adds 3 to Power of capital starship he pilots. If piloting Avarice, also adds 1 to armor. If opponent has no capital starships present, his starships here are power -1.

Imperial – Pilot

 

* Colonel Roat (3)

Rare Dark Rogue Squadron

Starfighter colonel and leader of Raven Squadron, an experimental TIE/Ln squadron for better atmosperic flight. After his service in the Imperial Demonstration Team, he served with distinction aboard the Stalker, Avenger and Terror.

Power : 2  Ability : 2  Deploy : 3  Forfeit : 4

Adds 3 to Power of anything he pilots. If piloting Raven 1, also adds 2 to maneuver and adds one battle destiny. Once per turn, you may search your reserve deck for Atmospheric Disturbance, take in hand and reshuffle.

Imperial - Pilot

 

*** Corellian Security Officer (2)

Uncommon Dark Rogue Squadron

Member of the Corellian Security Force. Extrememly well-trained in the search for smugglers and rebels in the Correlia system. Frequently paired with Imperial intelligence throughout the Corellian sector.

Power : 2  Ability : 2  Deploy : 3  Forfeit : 3

Deploy –1 at Correlia or with your ISB agent (for free if both). Opponent’s smugglers and thiefs at same site are cumulatively power and forfeit –1.

Alien - Warrior

 

* Diric Wessiri (1)                                                                             

Rare Dark Rogue Squadron

Captured by the Empire during a sweep on Coruscant. Reconditioned at the Lusankya Facility, and served in the Krytos project. Allowed to 'escape' and work as a spy for Isard. Compelled by Ysanne Isard to kill Kirtan Loor.

Power : 1  Ability : 3  Deploy : 4  Forfeit : 3

May deploy only as an undercover spy (for free if Lusankya or Ysanne Isard on table). Rebels at same site are power and forfeit –1, and opponent's Force drains at related locations are reduced to a maximum of two Force.

Imperial - Warlord

 

* Erisi Dlarit (1)

Rare Dark Rogue Squadron

Member of the Xucphra Thyferran bacta cartel. Spy for Ysanne Isard in Rogue Squadron. Joined the Lusankya when it fled Coruscant. Squadron leader of the Thyferran Home defense corps.

Power : 2  Ability : 3  Deploy : 3  Forfeit : 5

Adds 3 to Power of anything she pilots. Rogue Squadron pilots at same location are forfeit –2. If piloting Elite 1, also adds 2 to maneuver and adds one battle destiny. Add 1 to total battle destiny for each THDC pilot here.

Imperial - Warrior - Pilot

 

* General Aerin Dlarit (3)                                           

Uncommon Dark Rogue Squadron

One of the higher managers in the Xucphra bacta corporation. General of the Thyferran Home Defense Corps. Perfect public relations man for Ysanne Isard. Father of Erisi Dlarit.

Power : 2  Ability : 3  Deploy : 3  Forfeit : 4

Your Thyferran troopers are power +1 at Thyferra location. Once per turn, you may search your reserve deck for a THDC Trooper, take in hand and reshufle.

Imperial - Warrior

 

* General Derricote (1)

Rare Dark Rogue Squadron

Leader of the 181st Fighter Wing before supplanted by Soontir Fel. Learned to kill rebels at Derra IV. Stationed on Borleias, where he re-activated the Alderaan Biotics. Scientist recalled to Coruscant to use his biological knowledge in creating the Krytos virus.

Power : 2  Ability : 3  Deploy : 3  Forfeit : 4 

Adds 2 to power and 1 to maneuver of anything he pilots. Your Imperials at same Borleias site are Power +1. At the beginning of a battle, you may use 3 Force to deploy characters, vehicles or starships here as a react. Once per game, you may search your reserve deck for The Krytos Virus or 181st Fighter Wing, place in hand and reshuffle.

Imperial – Warrior – Pilot

 

*** Imperial Quartermaster (2)                      

Uncommon Dark Rogue Squadron

Responsible for acquiring resources for its designated unit. Many vie with each other for extra training time, equipment and other materiel. Loathed by the real warriors of the Empire … until they fall without ammo.

Power : 1  Ability : 1  Deploy : 2  Forfeit : 3

Power –1 if present with a non-unique Imperial warrior. Cumulatively subtracts 1 from deploy cost of weapons and devices at same site. Once per turn, you may use 1 Force to search your reserve deck for a non-unique weapon or device and place it in your hand, reshuffle.

Imperial

 

* Imperial Trooper 418 (3)                                        

Uncommon Dark Rogue Squadron

Elite trooper assigned to the Vladet Experiment Base. Master shot. Completely dedicated to the New Order. Advanced armor should be proof against everything this side of a blaster through the head.

Power : 3  Ability : 2  Armor : 3  Deploy : 3  Forfeit : 3

Deploy –1 with your unique trooper. Add 1 to each of his weapon destiny draws. Trooper charge adds 4 to his power instead.

Imperial - warrior

 

* Imperial Trooper 420 (3)                                        

Uncommon Dark Rogue Squadron

Stormtrooper helmet boasts the prototype of new communications technology. Partner of 418 in the Vladet Experiment Base. Sometimes has to cover for his partner's rash actions.

Power : 2  Ability : 1  Deploy : 3  Forfeit : 3

Deploy –1 with your unique trooper. Your troopers may move as a react to same site (for free if non-unique). Trooper charge targetting a trooper present is a used interrupt and trooper must not be forfeited at end of battle.

Imperial - Warrior

 

* Imperial Trooper 915 (3)                                        

Uncommon Dark Rogue Squadron

Crack trooper assigned to the Lusankya, Ysanne Isard’s super-class Star Destroyer. Trained in hand-to-hand combat. Native of Corulag. Defended the Prison complex of the Lusankya, and the docking bay of Xucphra City.

Power : 4  Ability : 1  Deploy : 2  Forfeit : 3

Power –1 if Lusankya or Isard not on table. Corran Horn is forfeit –2 at same site. Special Delivery is placed on top of used pile if he completes it.

Imperial – Warrior - Warlord

 

* Kirtan Loor   (2)                                                     

Rare Dark Rogue Squadron

Imperial intelligence agent assigned to CorSec. Recalled to Coruscant by Ysanne Isard. Ordered to search and destroy Rogue Squadron. Leader of the Palpatine Counter-Insurgency Front. Relies too much on his perfect memory. Spy who looks exactly like Tarkin.

Power : 2  Ability : 2  Deploy : 2  Forfeit : 4

Perfect Memory deploys for free. Once per turn, if in a battle with an Imperial leader, you may cancel one battle destiny draw. Opponent may redraw that destiny unless Imperial is Tarkin or Isard. Rogue Squadron pilots at related locations are forfeit –2 (also power and defense value–2 if present with your undercover spy).

Imperial - Warlord

 

*** Liasion Officer (2)                                   

Common Dark Rogue Squadron

Imperial officer working together with non-imperial forces. Attempts to enlarge the Imperial army by enlisting planetary forces in Imperial missions. Allow Imperial forces to fight side by side with alien troops.

Power : 1  Ability : 1  Deploy : 3  Forfeit : 3

Your total power at same site is +1 for each pair of an imperial and an alien present. Up to twice X Imperials on table do not suspend Scum And Villainy, where X = number of liasion officers on table.

Imperial

 

* Lieutenant Bascome (2)                                          

Uncommon Dark Rogue Squadron

Thyferran manager in the Xucphra Corporation. Conscripted in Erisi Dlarit's fighter wing. Accompanied her on the raid against Halanit as her wingman.

Power : 2  Ability : 2  Deploy : 2  Forfeit : 3

Adds 3 to power of TIE he pilots. Adds 1 to weapon destiny of TIE Interceptor he pilots.

Imperial - Pilot

 

* Lieutenant Gorev (3)                                   

Uncommon Dark Rogue Squadron

This Imperial Navy Lieutenant serves as fire-control officer and gunnery commander aboard the Lusankya during the Battle of Thyferra. Originally served as gunner aboard the second Death Star, but was reassigned to the Judicator before the arrival of the rebel fleet.

Power : 2  Ability : 1  Deploy : 2  Forfeit : 3

Adds 2 to power of anything he pilots. Weapon destiny draws of capital starship he pilots are +1. Once per turn, if piloting Lusankya, you may use 2 force to deploy a weapon here from reserve deck, reshuffle.

Imperial – Pilot - Warrior

 

* Lieutenant Harm (3)

Uncommon Dark Rogue Squadron

Imperial shield technician working for Evir Derricote on Borleias. One of the top students of his class. Served aboard the Eviscerator when the 181st fighter wing was stationed aboard. Followed Derricote after his promotion to general and commander of Borleias.

Power : 2  Ability : 2  Deploy : 3  Forfeit : 3

Deploy –2 at same site as Derricote. If present at a Shield Generator, shield rules are in effect at same and adjacent sites.

Imperial

 

* Lieutenant Potin (4)                                                 

Uncommon Dark Rogue Squadron

Shuttle pilot of the Black Asp. During the intercepion of the Pulsar Skate at Chorax and the subsequent attack of Rogue Squadron, he fled in his shuttle before the battle reached him. Received a serious reprimand for failing to obtain information on Alliance forces.

Power : 1  Ability : 1  Deploy : 1  Forfeit : 3

Adds 3 to power of shuttle he drives or pilots. While piloting a shuttle at a system location, may move away as a react (immediately lost if Vader, Palpatine or Isard on table).

Imperial - Pilot

 

* Lieutenant Virar Needa (2)                                     

Uncommon Dark Rogue Squadron

First-cousin of Lorth Needa, the captain of the Avenger who allowed the Millenium Falcon to escape from his clutches and was executed by Vader. His entire family got killed for that mistake, and Virar never finished his Academy training but got assigned to OSETS 1127, a Coruscant orbital mirror.

Power : 2  Ability : 2  Deploy : 2  Forfeit : 3

Adds 2 to Power and 1 to armor of capital starship he pilots. Adds 1 to weapon destiny draws of Star Destroyer he pilots. Immediately lost if Lorth Needa or Captain Needa on table.

Imperial - Pilot - Warrior

 

* Lieutenant Waroen (2)                                            

Rare Dark Rogue Squadron

Serves aboard the Lusankya as chief sensor officer. Shot his commanding officer, Captain Drysso, when he threatened to ram Thyferra with his super-class star destroyer.

Power : 1  Ability : 2  Deploy : 0  Forfeit : 3

Adds 2 to power of capital starship he pilots. May use 1 Force to cancel Landing Claw, Out Of Nowhere or Eggressive Pilot Error. Immediately lost if you lose a battle here.

Imperial - Pilot

 

* Major Barst Roite (2)                                             

Rare Dark Rogue Squadron

Imperial stormtrooper leader from the Virulence. Commander of the headstrong Thyferran Home Defense Corps after Isard’s figurehead general Dlarit. Participated in the Battle of Hoth.

Power : 3  Ability : 2  Deploy : 3  Forfeit : 4

Deploy –1 to Hoth or Thyferra. Your Thyferran troopers are deploy –1 and forfeit +1 here. During every control phase, draw destiny. If result is odd, all thyferran troopers are power +1 and defense value +2. Otherwise, all Thyferran troopers are power –1 and forfeit –1.

Imperial – Warrior - Warlord

 

* Major Wortin (2)                                                    

Uncommon Dark Rogue Squadron

Starfighter coordinator aboard the Black Asp. Very loyal to both the Empire and his commanding officer, Captain Iillor. Demoted and transferred to the Inexorable under Grand-Admiral Thrawn when he failed to capture Bror Jace.

Power : 1  Ability : 2  Deploy : 2  Forfeit : 4

Adds 2 to Power of anything he pilots. If aboard a capital starship, your TIEs at  same location are power and maneuver +1 unless opponent has a X-Wing here.

Imperial - Pilot

 

* Melina Carniss (3)                                       

Rare Dark Rogue Squadron

Filled a hole in Jabba's security being his dancer leader. Jabba's own spy. Part of Karrde's smuggler organization, but betrayed Wedge Antilles to the Empire.

Power : 2  Ability : 3  Deploy : 2  Forfeit : 3

Adds 2 to Power of anything she pilots. If at a system location, your starships may deploy here as a react and may move to here for free.

Alien - Pilot - Warrior

 

* Moff Riit Jandi (2)                                                   

Rare Dark Rogue Squadron

Took control of Elshandruu Pica after the Battle of Endor. Leader who barely follows the orders that come from Imperial Center. Married to Aellyn Jandi. Unaware of her affair with Sair Yonka.

Power : 2  Ability : 3  Deploy : 3  Forfeit : 6

If at an Elshandruu Pica battleground you control, your Force drains at Elshandruu Pica locations are +1. Imperial Center does not affect Elshandruu Pica locations unless Palpatine on table.

Imperial

 

* Nartlo (2)                                                                                       

Uncommon Dark Rogue Squadron

Black market bacta enterpreneur. Sells diluted bacta for increased profits. Has information on how the New Republic obtains its bacta for protection against the Krytos Virus. Unwilling spy for Palpatine Counterinsurgency Front.

Power : 1  Ability : 1  Deploy : 3  Forfeit : 5

Add 2 to X on opponent’s Bacta Tank. To use game text of a medical droid at related site, opponent must use 1 additional force. If Black Market on table, your Force generation here is +1.

Alien

 

* Nemesis One (1)

Rare Dark Rogue Squadron

Squadron leader of Avenger Squadron formerly known as Corran Horn. Turned to Imperial Service at Ysanne Isard’s Lusankya Complex. Ordered to destroy Rogue Squadron.

Power : 3  Ability : 4  Deploy : 0  Forfeit : 5

May deploy only if Lusankya on table or by replacing a captive Corran Horn. Adds 2 to power and maneuver of anything he pilots. Add 2 to weapon destinies of his starfighter when targetting a starfighter piloted by a Rogue Squadron pilot.

Imperial – Pilot – Warrior - Warlord

 

Shield Generator Trooper (3)                                     

Common Dark Rogue Squadron

Shield generators have their own troopers, who are specifically trained in the use of stun settings, because hitting a generator with a blaster bolt is not a good idea when you are attempting to defend it.

Power : 1  Ability : 1  Deploy : 1  Forfeit : 2

Power +1 if at a Shield Generator site. Add 2 to destiny draw for Set for Stun targetting a character present here.

Imperial - Warrior

 

Thyferran Home Defense Corps Pilot (3)

Common Dark Rogue Squadron

Many thyferrans were conscripted into a starfighter wing by Isard to defend Bacta tankers from Rogue Squadron, to preserve her own imperial TIE pilots.

Power : 1  Ability : 1  Deploy : 2  Forfeit : 3

Adds 1 to power and 1 to maneuver of starship they pilot. May deploy for free aboard a starship with a THDC permanent pilot (suspend permanent pilot). If starship he pilots had a THDC permanent Pilot, add 3 to its Power and 2 to maneuver. 

Imperial – Pilot

 

Thyferran Home Defense Corps Trooper (4)

Common Dark Rogue Squadron

THDC Bantha's in Rancor clothing. Badly trained but arrogantly self-secure. Think they are up to stormtrooper standards.

Power : 1  Ability : 1  Deploy : 2  Forfeit : 2

Deploy -1 and power +1 at Thyferra. Your total battle destiny is +1 for each pair of a THDC trooper and a non-THDC trooper here.

Imperial - Warrior

 

Thyferran Operative (3)

Common Dark Rogue Squadron

Deep-cover operative infiltrated in the Zaltin corporation. Work together with the Thyferran Home Defense Corps to flush out traitors to Ysanne Isard’s New Order.

Power : 1 Ability : 1 Deploy : 1 Forfeit : 2

While at a Thyferra site: adds 1 to your Force drains there, is power +1 (or +2 if your THDC imperial is on Raithal) and, once during each of your deploy phases, may deploy one site to Thyferra from Reserve Deck- reshuffle.

Alien - Warrior

 

* Tycho Celchu (2)                                                                           

Rare Dark Rogue Squadron

Alderaan graduate of the Imperial Naval Academy. Engaged to Nyiestra. Served aboard the Accuser. Defected after hearing about the destruction of Alderaan. Captured during a scanning run on Coruscant. Broken aboard the Lusankya. Works as a spy for Ysanne Isard.

Power : 2  Ability : 2  Deploy : 3  Forfeit : 4

May deploy +3 as an undercover spy. Adds 3 to power and 1 to maneuver of TIE he pilots. When piloting a TIE, adds one battle destiny unless a Rogue Squadron pilot here.

Imperial – Warrior – Pilot - Warlord

 

* Valsil Torr (2)

Rare Dark Rogue Squadron

Twi'lek leader of Zsinj's Empress-class space station at Yag'Dhul. Forced the native Givin crewers into paying him bribes. Surrendered his station to Rogue Squadron when it was stripped of its TIE fighter defense.

Power : 2  Ability : 2  Deploy : 3  Forfeit : 4

If aboard a battle station, your Force drains here are +1. During your control phase, you may threaten opponent's alien present. Draw destiny, if result > target's ability, target is placed in opponent's used pile. Opponent may cancel the targetting by using 3 Force, allowing you to activate 3 Force. Immune to attrition <3.

Imperial - Warlord

 

*** Vratix Verachen (2)                                            

Uncommon Dark Rogue Squadron

Original population of Thyferra. Insectoids. Overseer of the Bacta production. Refers to either an individual or the group working with him, due to the vratix hive-mentality.

Power : 4  Ability : 1  Armor : 3  Deploy : 3  Forfeit : 3

Cumulatively subtract 1 from X on Bacta Tank. Deploy -2 on Thyferra. Opponent's characters lost at same site may not be placed in Bacta Tank.

Alien – Warrior

 

* Ysanne Isard (1)                                                                            

Rare Dark Rogue Squadron

Daughter of Palpatine's last Internal Security Director. Spy who betrayed her father's rebel sympathies.  Director of Imperial Intelligence. Leader of the Empire after the Battle of Endor. Instigator of the Lusankya and the Krytos Project. Escaped from Coruscant and conquered Thyferra.

Power : 2  Ability : 3  Politics : 2  Deploy : 4  Forfeit : 4

Your characters with ISB in lore are spies. Your spies are power and forfeit +1. If Emperor is not on table, all Imperials at related sites are Power +1. Once per turn, you may search your reserve deck for Sleeper Agent or Imperial Occupation, place in hand and reshuffle.

Warlord - Imperial - Pilot – Warrior

 

* Zekka Thyne (1)

Rare Dark Rogue Squadron

Near-human smuggler. Promising leader in Black Sun. Heir-apparent to Prince Xizor. Sentenced to Kessel for assasinating several high-ranking gangsters. Released by Rogue Squadron to reactivate Black Sun. Nicknamed 'Patches'.

Power : 4  Ability : 3  Deploy : 5  Forfeit : 3

Adds 2 to Power of anything he pilots. Adds 1 to your total battle destiny at same site for each of your Black Sun characters present. If you complete a Bounty targetting a Rogue Squadron pilot, you may add 2 to Force retrieved. May be targetted by cards that target Xizor.

Alien - Pilot - Warrior

 

Creatures

 

Hawk Bat                                           COMMON DARK ROGUE SQUADRON

Thevaxan Marauder                            UNCOMMON DARK ROGUE SQUADRON

Corellian Gluttonbug                            COMMON DARK ROGUE SQUADRON

 

Starships

 

* Aggregator (2)                                                      

Rare Dark Rogue Squadron

Interdictor cruiser allied to High Admiral Teradoc. Participated in the Derra IV slaughter. Leased to Ysanne Isard for a tremendous amount of Bacta. Intercepted Rogue Squadron at the Alderaan Graveyard.

Capital : SFS Immobilizer 418 Heavy Cruiser

Power : 5  Armor : 4  Hyperspeed : 4  Deploy : 5  Forfeit : 5

May add 3 pilots, 3 passengers and 1 TIE. Permanent Pilot aboard provides ability of 2. Has ship-docking capability. Once per game, deploy Gravity Well projector here from Reserve Deck, reshuffle. If in your lost pile, once per game, you may use 3 Force to retrieve this card.

Permanent Pilot - Nav Computer - Scomp Link - Warlord

 

* Avarice (1)                                                 

Rare Dark Rogue Squadron

Part of Ysanne Isard's Thyferra fleet. Commanded by Sair Yonka. Its crew and TIE pilots are specifically trained against hit-and-fade attacks.

Capital : Imperial-II Class Star Destroyer

Power : 9  Armor : 6  Hyperspeed : 3  Deploy : 9  Forfeit : 10

May add 6 pilots, 8 passengers, 2 vehicles and 6 TIEs. Has ship-docking capability. Permanent Pilot aboard provides ability of 2. If you have a leader piloting, opponent may not move away from here during battle.

Permanent Pilot - Nav Computer - Scomp Link

 

*** Avenger Squadron Interceptor (2)                                              

Rare Dark Rogue Squadron

Elite starfighter squadron. Commanded by Ysanne Isard to destroy Rogue Squadron. Led by Corran Horn.

Starfighter : TIE Interceptor

Power : 3  Maneuver : 4  Hyperspeed : - Deploy : 5  Forfeit : 5

Deploy –2 at same system as Lusankya or Nemesis One. May add 1 pilot (suspending permanent pilot). Permanent pilot aboard adds 2 to power and provides ability of 2. Add 1 to each of its weapon destiny draws (+2 if targetting a Rogue Squadron starfighter).

Permanent Pilot - Warlord

 

* Black Asp (1)                                                                                

Rare Dark Rogue Squadron

Allied to Director Isard. Ambushed by Rogue Squadron in the Chorax system. Part of the Vladet sector fleet.

Capital : SFS Immobilizer 418 Heavy Cruiser

Power : 5  Armor : 4  Hyperspeed : 4  Deploy : 6  Forfeit : 7

May add 3 pilots, 3 passengers and 1 TIE. Permanent Pilot aboard provides ability of 1. Has ship-docking capability. Once per game, deploy Gravity Well projector here from Reserve Deck, reshuffle. Your TIE Interceptors are Power +1 here.

Permanent Pilot - Nav Computer - Scomp Link

 

* Corrupter (1)                                                         

Rare Dark Rogue Squadron

Star Destroyer commanded by Captain Ait Convarion. Before the battle of Endor, it was assigned to hunting smugglers and other scum. Now guarding Bacta transports for Ysanne Isard.

Capital : Victory-class Star Destroyer

Power : 6  Armor : 5  Hyperspeed : 4  Deploy : 6  Forfeit : 6 

May add 4 pilots, 6 passengers, 1 vehicle and 3 TIEs. Has ship-docking capability.  Permanent Pilot aboard provides ability of 1. If Convarion piloting, power +1 for each of opponents [independent] starships here.

Permanent Pilot - Nav Computer - Scomp Link - Warlord

 

Delta DX-9 Trooper Transport (3)                 

Common Dark Rogue Squadron

20 meters in length. Favoured above normal shuttles because it has more armor and more firepower. These transports are used all over the universe as a quick and inexpensive way to shuttle  stormtroopers and support vehicles in attack position.

Starfighter : Telgorn DX-9 Trooper Transport

Power : 2  Maneuver : 3  Hyperspeed : 3  Deploy : 1  Forfeit : 4

May add 1 pilot and 4 passengers and 2 speeder bikes. Your stormtroopers deploy –1 aboard (-2 if trooper may only deploy at sites related to this location). Permanent Pilot aboard provides ability of 1. Has ship-docking capability.

Nav computer - scomp link - Permanent Pilot

 

* Elite Squadron 1 (2)                                    

Rare Dark Rogue Squadron

Erisi Dlarits' Thyferran Home Defense Corps TIE Interceptor. Faster and more maneuverable than an X-Wing, but without the shields and the missiles.

Starfighter : TIE Interceptor

Power : 3  Maneuver : 4  Deploy : 2  Forfeit : 4

May add 1 Pilot. Weapons deploy and fire for 2 less Force aboard. Immune to attrition < 5 if Erisi piloting.

 

* Elite Squadron 2 (3)                                    

Uncommon Dark Rogue Squadron

Lieutenant Bascome's TIE Interceptor. Boasts the THDC Bloodstripe, meaning the pilot is a volunteer for Imperial service.

Starfighter : TIE Interceptor

Power : 3  Maneuver : 4  Deploy : 2  Forfeit : 3

May add 1 Pilot. May deploy with a pilot as a react to a battle initiated against a TIE (for free if an Elite Squadron TIE). Immune to attrition < 5 if Bascome piloting.

 

*** Elite Squadron Interceptor (2)                             

Rare Dark Rogue Squadron

Squadron of the best Thyferran pilots. Equipped with TIE Interceptors. Commanded by Erisi Dlarit. Only THDC squadron that is up to Imperial Standards.

Starfighter : TIE Interceptor

Power : 3  Maneuver : 4  Hyperspeed : -  Deploy : 6  Forfeit : 5

Deploys -2 to Thyferra or same location as Erisi. May add 1 pilot (suspends permanent pilot). Power +1 at same location as an X-Wing (2 if a Rogue Squadron X-Wing). THDC Pilot aboard adds 3 to Power and provides ability of 1.

Permanent Pilot

 

<><> Empress-Class Battle Station (2)                                                        

Uncommon Dark Rogue Squadron

Space station for defending strategically important planets with not enough resources to allow for a Star Destroyer garrison. Enough firepower to take on pirates or smugglers, not to defeat a dedicated attack by rebels.

Space Station

Power : 7  Armor : 5  Hyperspeed : -  Deploy : 5  Forfeit : 8

Deploy only to a planetary system. May add 4 Pilots, 6 passengers, 1 vehicle and 3 TIEs. Has ship-docking capability. Permanent Pilot aboard provides ability of 1. Your total power at related sites is +1. Any starship weapon may deploy here.

Permanent Pilot - Scomp Link

 

* Empress's Diadem (3)                                           

Uncommon Dark Rogue Squadron

Melina Carniss's freighter while she worked for Talon Karrde. When she betrayed the Yag'Dhul station to Ysanne Isard, she attempted to leave Karrde's association, but the Diadem was destroyed by the Starry Ice and the Wild Karrde.

Starfighter : YT-1300 Freighter

Power : 3  Maneuver : 3  Hyperspeed : 4  Deploy : 2  Forfeit : 3

May add 1 pilot and 2 passengers. Has ship-docking capability. Permanent * Peet Pilot provides ability of 1. Has ship-docking capability.

Permanent Pilot – Nav Computer – Scomp Link

 

* Expeditious (2)                                                                             

Rare Dark Rogue Squadron

Carrack Cruiser assigned to Isards' Intelligence. Used to transport important ISB agents. Enough weaponry to scare away even the most dedicated pirate.

Capital : Carrack-Class Light Cruiser

Power : 5  Armor : 4  Hyperspeed : 4  Deploy : 4  Forfeit : 6

May add 1 pilot, 3 passengers and 1 vehicle. Has ship-docking capability. Permanent Pilot aboard provides ability of 1. Corellian Corvettes are forfeit -2 here. Your spies deploy -2 aboard.

Permanent Pilot - Nav Computer - Scomp Link - Warlord

 

* Havoc (2)                                                                                      

Rare Dark Rogue Squadron

Strike Cruiser allied to Isard. Used to transport AT-ATs to rebellious planets or rebel strongholds. Stripped-down weaponry no longer sufficient to harm capital starships. Intercepted the Battle of Yavin in the Hensara system.

Capital : Loronar-class Strike Cruiser

Power : 2  Armor : 3  Hyperspeed : 5  Deploy : 4  Forfeit : 4

May add 2 pilots, 6-3-3 passengers, 1-1-4 vehicle and 2-4-2 TIEs. Has ship-docking capability. Permanent Pilot aboard provides ability of 1. At any time, you may use 2 Force to change capacity status. Comes into play with capacity status 1. Your characters and vehicles deploy -3 aboard.

Permanent Pilot - Nav Computer - Scomp Link – Warlord

 

* Imperator (1)                     

Rare Dark Rogue Squadron

Part of the Defense Fleet of Imperial Center. Withdrawn from Coruscant during Isard's Reign. Assigned to the Black Sword Command.

Capital : Victory-class Star Destroyer

Power : 6  Armor : 5  Hyperspeed : 4  Deploy : 6  Forfeit : 6

May add 4 pilots, 6 passengers, 1 vehicle and 3 TIEs. Has ship-docking capability. Permanent Pilot aboard provides ability of 1. If defending a battle at the Coruscant system, you may add one battle destiny.

Permanent Pilot – Nav Computer – Scomp Link

 

Lancer-Class Frigate (3)                                                       

Uncommon Dark Rogue Squadron

Capital ship designed after the defeat at Yavin IV. Proposed by Admiral Drez. Engage enemy starfighters to prevent them to attack larger capital starships with missile barrages. Fastest sublight engines in the entire Fleet. Use quad laser cannons stripped from TIEs.

Capital : KDY Lancer-Class Frigate

Power : 4  Armor : 4  Hyperspeed : 3  Deploy : 4  Forfeit : 6

May add 2 pilots and 3 passengers. Has ship-docking capability. Permanent Pilot aboard provides ability of 1. Weapon destinies are +1 when targetting a starfighter.

Permanent Pilot - Nav Computer - Scomp Link

 

* Lusankya (1)                      

Rare Dark Rogue Squadron

Built as the Executor on Kuat. Renamed and buried on Coruscant. Used as a prisoner reconditioning facility by Ysanne Isard. Blasted free from Coruscant to conquer Thyferra.

Capital : Super-Class Star Destroyer

Power: 12  Armor : 12  Hyperspeed : 2  Deploy : 15  Forfeit : 15

Deploys -3 at Kuat. May add unlimited pilots, passengers, vehicles and starfighters. Has ship-docking capability. Permanent Pilots aboard provides ability of 4. May deploy at a site as a starfighter. Once per game, search your reserve deck for Star Destroyer Repulsor Lift and place it in your hand, reshuffle.

Permanent Pilot x4 - Nav Computer - Scomp Link - Warlord

 

*** Might Squadron TIE Fighter (4)                          

Common Dark Rogue Squadron

Thyferran Home defense Corps Tie Squadron. Their callname is not inspired by their combat capacities, but as answer on the question : Will they fight? Not the genuine TIE article. 

Starfighter : TIE/Ln

Power : 1  Maneuver : 3  Deploy : 2  Forfeit : 3

Deploys -2 at Thyferra or same location as Erisi. Maneuver –2 when targetted by a starfighter weapon. Permanent THDC pilot aboard adds 1 to Power and provides ability of 1.

Permanent Pilot

 

* Ravager (3)                                                

Rare Dark Rogue Squadron

Lancer-Class Frigate assigned to the Vladet sector Fleet. Used to defend the Carrack-Cruiser Expeditious and the Interdictor-Cruiser Black Asp. Fell prey to a torpedo hail by Warder Squadron after a crack-brained scheme of Corran Horn.

Capital : KDY Lancer-Class Frigate

Power : 5  Armor : 4  Hyperspeed : 3  Deploy : 4  Forfeit : 6

May add 2 pilots and 3 passengers. Has ship-docking capability. Permanent Pilot aboard provides ability of 2. Weapon destinies are +2 when targetting a starfighter.

Permanent Pilot - Nav Computer - Scomp Link

 

* Raven Squadron 1 (3)                                                                    

Rare Dark Rogue Squadron

Colonel Roats' Mark II TIE/Ln prototype. Roat, once a member of the Imperial Demonstration Team, frequently tests new TIE models in combat situations.

Starfighter : TIE/Ln Mark II

Power : 2  Maneuver : 4  Deploy : 2  Forfeit : 3

Roat deploys –2 aboard. May add 1 pilot. Power and maneuver +1 in cloud sectors. Relentless Pursuit is a used interrupt and is immune to sense if targetting a starfighter hit by this fighter. Boosted TIE cannon deploys and fires for free here. Immune to attrition < 4 if Roat piloting.

 

* Raven Squadron 2 (3)                                                        

Uncommon Dark Rogue Squadron

Captain Seeno's TIE/Ln prototype. Special model boasts advanced jamming and communication devices. The Raven symbol shows it is an experimental model.

Starfighter : TIE/Ln Mark II

Power : 2  Maneuver : 4  Deploy : 2  Forfeit : 3

Seeno deploys -2 aboard. May add 1 pilot. Power and maneuver +1 in cloud sectors. Boosted TIE cannon may deploy here. May deploy for free as a react to a battle initiated against Roat. Immune to attrition <3 if Seeno pilots.

 

*** Raven Squadron TIE Starfighter (3)                                

Common Dark Rogue Squadron

Rookiee squadron assigned to Colonel Roat and Captain Seeno, formerly of the Imperial Demonstration Team. Experimental squadron to see if crack pilots can quickly train fighter pilots. Equipped with TIE/Ln prototypes.

Starfighter : TIE/Ln Mark II

Power : 2  Maneuver : 4  Deploy : 5  Forfeit : 4

Deploys -2 to Vladet or same location as Roat. Power and maneuver +1 in cloud sectors. Permanent Pilot aboard adds 2 to Power and provides ability of 1. Boosted TIE cannon may deploy here.

Permanent Pilot

 

* Termagant (2)                                                                               

Rare Dark Rogue Squadron

Imperial Strike cruiser allied to Zsinj. Used in the destruction of Bacta Convoy THX-1138.

Fell victim to a torpedo strike by Rogue Squadron.

Capital : Loronar-class Strike Cruiser

Power : 3  Armor : 3  Hyperspeed : 5  Deploy : 4  Forfeit : 4

May add 2 pilots, 4-2-2 passengers, 0-0-2 vehicle and 0-2-0 TIEs. Has ship-docking capability. Permanent Pilot aboard provides ability of 1. At any time, you may use 1 Force to change capacity status. Comes into play with capacity status 1. Your TIEs deploy –1 aboard.

Permanent Pilot - Nav Computer - Scomp Link - Warlord

 

* Thyfonian (2)                                                         

Uncommon Dark Rogue Squadron

Flirry Vorru's upgraded Lambda-class shuttle. Enhanced shields. Stolen by Isard during the Thyferran Exodus, but hunted down by Tycho Celchu and Corran Horn.

Starfighter : Modified Lambda-class shuttle

Power : 2  Maneuver : 3  Hyperspeed : 4  Deploy : 3  Forfeit : 5

May add 1 pilot and 4 passengers. Permanent Pilot aboard adds 1 to Power and provides ability of 1. Starship weapons that target only starfighters may not target this starship. Immune to attrition < 4 if Isard or Vorru aboard.

Scomp Link - Nav Computer - Permanent Pilot - Warlord

 

Ugly (5)                                                                     

Common Dark Rogue Squadron

Pieced together from scavenged starfighter parts. Usually built by smugglers who seek more firepower than maneuverability and hull integrity.

Starfighter : Cobbled-together Wreck

Power : 3  Maneuver : 2  Hyperspeed : 3  Deploy : 4  Forfeit : 2

Deploy cumulatively –1 for each type of starfighter in yours and opponents' lost pile. Permanent pilot aboard provides ability of 1. Any starfighter weapon that deploys on a starfighter in your or opponent's lost pile may deploy here.

Permanent Pilot – Nav Computer – Independent – Scomp Link

 

*** Virile Squadron TIE Fighter (3)

Uncommon Dark Rogue Squadron

Thyferran Home Defense Corps starfighter squadron. Conscripted from the few humans living on Thyferra. Assigned old TIE fighters. Trained in some basic maneuvers.

Starfighter : TIE/Ln

Power : 1  Maneuver : 4  Deploy : 3  Forfeit : 4 

Deploys -2 to Thyferra or same location as your Erisi. Adds 2 to your total when targetted by Tallon Roll. Permanent THDC pilot aboard adds 2 to Power and provides ability of 1.

Permanent Pilot

 

* Virulence (2)                                                          

Rare Dark Rogue Squadron

Star Destroyer which was part of the Endor Fleet. Its commanding officer, Captain Drysso, fled the battle after the destruction of the Executor. Less important to Isard than the Lusankya.

Capital : Imperial-II Class Star Destroyer

Power : 9  Armor : 6  Hyperspeed : 3  Deploy : 10  Forfeit : 10

May add 6 pilots, 8 passengers, 2 vehicles and 6 TIEs. Has ship-docking capability. Permanent Pilot aboard provides ability of 1. May forfeit instead of a capital starship hit by a weapon at same system, restoring that starship to normal.

Permanent Pilot - Nav Computer - Scomp Link - Warlord

 

Vehicles

 

Bomb Airspeeder (3)

Uncommon Dark Rogue Squadron

Typical terrorist weapon. Load a speeder with explosives and run it into a building, either with a suicide pilot aboard, or on remote control.

Combat Vehicle : T-55 Airspeeder

Power : 3  Maneuver : 4  Landspeed : 2  Deploy : 5  Forfeit : 4

May add 1 pilot or passenger. Permanent pilot provides ability of 1. If at a site adjacent to a non-exterior site, you may explode airspeeder to 'collapse' that site.

Permanent Pilot

 

Floating Fortress (2)

Uncommon Dark Rogue Squadron

Enclosed repulsorlift craft designed to extinguish urban uprisings without Imperial Walkers. Sensor package modeled after assassin droids. Two guns sweep across its field of fire before locking onto the target.

Combat Vehicle : Ubrikkian HAVr A9

Power : 4  Armor : 4  Landspeed : 2  Deploy : 5  Forfeit : 7

May add 2 pilots and 4 passengers. May move for free as a react to a site where opponent has less than 4 characters. Any vehicle weapon may deploy here. Its weapon destiny draws are +1. Permanent Pilot provides ability of 1.

Scomp Link - Permanent Pilot

 

Juggernaut ground Assault Vehicle (2)                                    

Uncommon Dark Rogue Squadron

Enclosed ground assault vehicle which resembles top section of an AT-AT with wheels instead of legs. Well armed. One of its crewers has to man the observation tower to prevent crashes. Carries up to 50 troops.

Combat Vehicle : KDY HAVw A5

Power : 3  Armor : 4  Landspeed : 2  Deploy : 3  Forfeit : 4

May add 2 pilots and 6 passengers. AT-AT cannon may deploy here. Once per battle, you may use this vehicle's defense value when your character is targetted at same site. Immune to attrition <3.

Scomp Link

 

<> Orbital Mirror Station (4)                          

Common Dark Rogue Squadron

Orbital Solar Energy Transfer Sattelite used to focus sunlight onto the surface of Coruscant. Being assigned to one is punishment, because all you are required to do there is repair it.

Orbital Vehicle

Power : 0  Maneuver : 2  Landspeed : -  Deploy : 2  Forfeit : 2

Deploy only to a cloud sector. May add 1 driver and 2 passengers. Add 1 to all Force icons at related sites.

 

Admiral’s Orders

 

* 181st Fighter Wing (6)

Rare Dark Rogue Squadron

Admiral's Order

Imperials with Saber Squadron or 181st Fighter Wing in lore deploy –2 aboard TIE Interceptors and add an additional 1 to power and maneuver of anything they pilot. During a battle at a system or sector, all starfighters with matching pilot aboard add one destiny to power only. Your total power at sites related to systems you occupy with X Saber Squadron starfighters is +X.

 

Objectives

 

The Krytos Trap (0)

Rare Dark Rogue Squadron

Deploy Thyferra system, Imperial Palace : Virological Research Lab and Krytos Virus.

While this side up, your Force Drains at Coruscant locations are +1 and may not be cancelled unless opponent controls a Coruscant battleground location with a rebel leader. Once per turn, you may capture one non-human character present with a stormtrooper at a Coruscant site. Relocate target to Virological Research Lab.

Flip if 3 Krytos Virus patients in play or all of opponent’s non-humans on table are Krytos Virus patients and opponent has at least one non-human character in play.

Place out of play if opponent controls Virological Research Lab with a leader.

 

The Bacta War (7)

While this side up, you may not Force Drain at Coruscant locations. During opponent control phase, opponent must choose for each Krytos Virus patient : lose 1 Force, lose character and 3 Force or to use 5 Force (3 Force if opponent has Bacta Tank in play). Once per turn, if you control Thyferra system, you may deploy a Thyferra site from reserve deck, reshuffle. Opponent loses no more than 1 Force from your Force drains at Thyferra locations.

Place out of play if opponent controls Thyferra or has no Krytos Virus patients in play.

 

Epic Event

 

* Krytos Virus (0)                                                                 

Rare Dark Rogue Squadron

Epic Event

Deploy on Virological Research Lab (counts as a prison). If a non-human captive delivered or relocated here, imprison him. Twice per game, you may deploy a scientist here from reserve deck, reshuffle. During your control phase, you may target one prisoner here per scientist present. Draw destiny, if destiny > target’s ability, it becomes a Krytos Virus patient. At the end of your movement phase, you may release a Krytos Virus patient from here to any Coruscant site you do not occupy. At the end of opponent’s movement phase, all his non-human characters present with a Krytos Virus patient become Krytos Virus patients.

 

Interrupts

 

Avoiding Being Hit (5)                        

Common Dark Rogue Squadron

Fighting a space battle is all about hitting and evading. Commanding a capital starship is about hitting and taking damage.

Used Interrupt

Play when a battle is initiated at a system. Target one of your capital starships there. Target is  defense value +2 and you may add 1 to total weapon destiny of weapons aboard target.

 

* Bacta Allergy (3)                                         

Common Dark Rogue Squadron

Due to several bacta batches which were contaminated by the Ashern and various other reasons, millions of humans and humanoids are allergic to Bacta, and have to revalidate in the old ways.

Used Interrupt

Place one patient on Bacta Tank out of play. OR If opponent just placed a character in used pile using game text of a medical droid, place that character out of play.

 

Bomb Threat (4)                                            

Common Dark Rogue Squadron

Many terrorists have discovered that using a bomb threat is almost as effective as detonating a bomb.

Lost Interrupt

Your characters at same site as opponent's automated weapon, grenade or detonator may move away from here using personal landspeed for free. (Immune to sense) OR If you have a mine, grenade or detonator at a site, force opponent to move all his characters and vehicles from here for free or lose them.

 

* Corellian Pilot Ego (6)                                 

Common Dark Rogue Squadron

Corellians are noted for their cockiness. Being brash is no problem, as long as you can do what you boast you can.

Lost Interrupt

If your Corellian is piloting a starfighter or combat vehicle in a battle, add two battle destinies. OR If opponent’s corellian is piloting a starfighter or combat vehicle in battle, draw destiny and subtract it from opponent’s total power and attrition.

 

Death Wish (4)

Common Dark Rogue Squadron

Usually you do not know you have one of these until you are five feet below the ground … or blown to bits in the vacuum of space.

Lost Interrupt

Target a character involved in a battle. Target is power +4, adds 1 to each of its weapon destiny draws, loses immunity to attrition, is defense value –2 and if its owner chooses to forfeit a character, this character must be forfeited first.

 

* Defiance. I Like Defiance (6)                       

Rare Dark Rogue Squadron

These words, uttered by master manipulator Ysanne Isard, were true : the defiant ones broke sooner during her interrogations than the bending ones … if they didn’t escape before being broken.

Lost Interrupt

Add 2 to a sleeper agent destiny draw except when targetting a Jedi. OR If opponent just initiated battle, add 3 to attrition against opponent for this battle.

 

Dogfight (4)                                        

Uncommon Dark Rogue Squadron

Encounters between two groups of starfighters usually end in a dogfight, usually not won by the fighters with the best maneuverability, firepower or shields, but by the competence and situational awareness of the pilots.

Used Interrupt

Target a TIE and opponent’s non-[independent] starfighter at same system or sector location. Both you and opponent draw two destinies (add one to each destiny if target has a weapon) and add power, maneuver and ability of one pilot. Loser is immediately lost. Continue until a player has no eligible starfighters left here.

 

* Dying Alone (4)                                                      

Common Dark Rogue Squadron

Many of the Alliance's greatest heroes died alone, going in a blaze of glory. Many sacrificed themselves to allow others to finish some sort of idolized goal, dying for naught.

Lost Interrupt

If your lone character is defending a battle at a site, he is power +2 and immune to attrition. (immune to sense) OR If your lone character was just forfeited by Ghhhk, you may place Ghhhk and character on top of used pile.

 

* Emotional Distance (5)                                

Uncommon Dark Rogue Squadron

After the series of deaths Wedge Antilles was confronted by since his recruitment into the Alliance, he had attempted to distance himself from his new pilots, fearing even more feelings of loss.

Lost Interrupt

If two Rogue Squadron pilots are in a battle together, draw destiny and subtract total from opponent’s power and attrition (draw two destiny if Wedge at same location). OR Cancel Emotional Affection or Impossible Is What Rogues Do.

 

** Eyes Of The Warlord (6)                                                  

Common Dark Rogue Squadron

The warlords who surfaced after the death of the Empire used their TIEs with as much abandon and recklessness as the admirals of the Empire before them.

Used or Lost Interrupt

Used : search your reserve deck for a [warlord] TIE and place it in your hand, reshuffle.

Lost : Deploy up to three [Warlord] TIEs for free to same system as a unique [*] [Warlord] Star Destroyer.

 

Field Of Fire (5)                                             

Common Dark Rogue Squadron

If you do not stand down, my orders are clear. As are my fields of fire.

Used Interrupt

For remainder of turn, your weapons (except Gaderffi sticks, vibro-axes and lightsabers) may fire at targets at an adjacent exterior site. (Immune to sense)

 

* I Live To Serve (5)                          

Rare Dark Rogue Squadron

Fanatical Imperials often survive crippling wounds due to their staunch spirit, and accept bionic solutions to fight for their cause again.

Lost Interrupt

Lose 3 Force from hand to take one character from lost pile or from out of play into your hand. OR If your character was just lost from table, place it in your used pile instead.

 

* Imperial Intrigue (5)                         

Uncommon Dark Rogue Squadron

Intrigues in the Imperial court usually mean that one days respected senator or official becomes next days outcast.

Lost Interrupt

Look at one randomly chosen card from opponent’s hand and at top card of opponent’s reserve deck. You may switch these cards.

 

* Imperial Invasion (3)                                                           

Uncommon Dark Rogue Squadron

During Palpatine’s reign of terror, many planets unwilling to join his Empire were occupied in a most terrible way. Many innocent civilians were killed, giving the Alliance more hatred to work with.

Effect

Deploy on a system location. Immediately lost if opponent controls this system. Unless you control all related sites, you may not Force drain here and at all related sites. Your Force drains at related sites are +1 (+2 if you control this system). (Immune to alter).

 

* Imperial Manipulation (3)                            

Uncommon Dark Rogue Squadron

Imperial intelligence and the Imperial Security Bureau love to remove evidence of Imperial action, but prefer even more instead to built up links toward the Alliance for misdoings

Used Interrupt

Use 3 Force to play if you have an ISB agent at a battleground location you control. For remainder of turn, when opponent draws destiny he must choose : to lose 2 Force and use a card from hand, to use 2 Force and draw destiny or to draw destiny and subtract 3 from the total.

 

* Imperial Procedure (6)                                

Common Dark Rogue Squadron

The New Order and daily life on Coruscant is firmly based on a mass of Procedures, allowing for the rise of a massive bureaucracy, which absorbs a large part of the Imperial taxation.

Used Interrupt

Activate one Force. OR Lose top card from your reserve deck to activate Force equal to that cards destiny number.

 

* Imperial Sweep (5)                                     

Uncommon Dark Rogue Squadron

The Imperial army keeps the streets of Coruscant and other ‘important’ places free of low-life scum, which means that that scum gathers in other places, frequently becoming bases of rebellion.

Lost Interrupt

Play at a non-battleground, non-rebel base site (or a Coruscant or Death Star site) where you have at least two stormtroopers. Immediately capture one character with ability <4 at same site for each pair of stormtroopers present.

 

* In Your Dreams, CorSec (5)                                              

Uncommon Dark Rogue Squadron

Corran Horns first date with Mirax Terrik was not a success, with them being ambushed by an Interdictor and a squadron of TIEs, resulting in Horn taking a ride hanging against the Pulsar Skate.

Lost Interrupt

If opponent has an alien and a rebel participating in a battle together, draw destiny and subtract it from opponent’s total power and attrition (draw two destiny if opponent has Mirax and a Corran of ability <5 participating in battle together).

 

* Old Nemesis (6)                                                     

Rare Dark Rogue Squadron

From the moment Kirtan Loor had been attached to CorSec’s anti-smuggling branch, he and Corran Horn had been enemies. This eventually resulted in Horn deserting from CorSec and joining the Rebel Alliance.

Lost Interrupt

If you just initiated a battle where Loor and Horn are present, for remainder of turn, you may use 1 Force to look at top card of your reserve deck, you may place that card on top of your used pile or reserve deck. OR For remainder of turn, opponent may not draw more than three battle destinies per battle.

 

* Override Code (5)                                                  

Common Dark Rogue Squadron

Override codes allow starfighter controllers to take ‘remote control’ of a starfighter, reducing the need for a pilot to be present during repairs. In the hands of the enemy, these codes can easily cost you your life.

Lost Interrupt

If you have a capital starship at a system (or a leader at a scomp link site) reduce power, maneuver and hyperspeed (or landspeed) of one starfighter (or vehicle) present at same location for remainder of turn.

 

* Predator Smile (3)                                                  

Common Dark Rogue Squadron

Typical for low-level Imperial bureaucrats after a petty victory, the predatory smile makes its bearer hated.

Used Interrupt

If your character just ‘hit’ an opponent’s character present, opponent must immediately lose that character. OR If you just won a battle (and opponent lost cards from reserve deck for battle damage), retrieve one Force.

 

* Prickly Council Meeting (5)                                     

Common Dark Rogue Squadron

Even inside the New Republic High Council the political infighting continued, with Borsk Fey’lya and Admiral Ackbar always at each other’s throats.

Used or Lost Interrupt

Used : Add one battle destiny if in a battle in the Senate.

Lost : Play only if you have a senate majority. Cancel one political effect. OR If opponent just deployed a Councillor, return it to opponent’s hand.

 

* Reviving Black Sun (3)                                                                   

Rare Dark Rogue Squadron

The Scourge of Black Sun cannot be as easily destroyed as most outstanders would think, opposed as it is by both the Rebel Alliance and the Imperial Navy. Nevertheless, a succession of capable underlords has made it almost invincible. Almost.

Lost Interrupt

If Agents of Black Sun or The Emperor’s Favor is placed out of play, lose 3 Force to return it to play. OR if Xizor in your lost pile, use 3 Force to retrieve him in your hand.

 

* Routine Inquiry (7)                                                  

Common Dark Rogue Squadron

Stormtroopers regularly single out weak-looking aliens for inquiries. Many of these are never seen again and disappear in the hands of the Imperial biological stations.

Used Interrupt

Name a card type and look at a random card of opponent’s hand. If the type of that card matches the chosen type, place that card in opponent’s lost pile. Otherwise, opponent may return it to his hand, top of reserve deck or top of used pile.

 

* Shockwave (5)                                           

Common Dark Rogue Squadron

The shockwave created by the destruction of a large combat vehicle such as an AT-AT can do what countless diplomats cannot : stop the fighting between the Empire and the Alliance.

Used Interrupt

If a non-creature vehicle was just lost at a site, no battles can occur there until end of your next turn. OR If a non-creature vehicle was just lost at a site, opponent must lose one character of ability <4 present at that site.

 

* Star Destroyer Tactics (4)                           

Uncommon Dark Rogue Squadron

Tactics for using a mile-long starship with 35000 crewers, 255 gunners, 65 turbolaser batteries and multiple TIE fighter squadrons are not very subtle.

Used Or Lost Interrupt

Used : If your star destroyer with a leader aboard is in a battle at a system location, you may add one battle destiny.

Lost : If your Star Destroyer has just targetted a starship with a weapon, reduce the forfeit of the target to 0 for remainder of turn.

 

Suicide Mission (6)                             

Common Dark Rogue Squadron

The Alliance leadership has never been squirmy about sending their best and brightest men on suicide missions, gaining propaganda material about posthumous ‘heroes’ and keeping their own positions instead of losing them to youngsters.

Lost Interrupt

Subtract 3 from opponent’s Attack Run or That Thing’s Operational ! epic event destiny. OR Add 1 to weapon destiny draws of your TIEs at Death Star sites or Death Star II sectors. OR Add 1 to a TIE/Ln weapon destiny draw.

 

* The Warrior's Way (4)                                                       

Rare Dark Rogue Squadron

True warriors, whether Imperial or Rebel, understand each other more than their on superiors, whose conquest plans make little sense to them.

Lost interrupt

If opponent just lost a warrior (except if lost or forfeited during battle), place that warrior out of play. OR If your warrior was just placed out of play, place him in your lost pile instead.

 

Effects

 

* A Loner (1)

Uncommon Dark Rogue Squadron

Corran Horn is a loner, not relying on other persons to aid him, but relying only on himself when things fall apart.

Effect

Deploy on Corran Horn. Corran may not participate in battles unless opponent has no other character with ability present. When Horn participates in a battle, he adds one battle destiny. OR Deploy on a rebel. Unless opponent has no other character present with target, target is power, defense value and forfeit –2.

 

* Armpit Of The Galaxy (5)                

Uncommon Dark Rogue Squadron

While Mos Eisly is on of the worst places in the galaxy for anyone with nasal organs, it is still better than some other cesspits of evil. It is only when a Hutt shows his ugly head here that it becomes the worst place in the galaxy.

Effect

Deploy on Mos Eisly, Mos Espa, Coruscant : Underground or any cantina. Smugglers, thiefs, bounty hunters, spies, information brokers and gamblers are deploy –1 and power +1 here. During your control phase, you may lose effect if Scum and Villainy on table (and not suspended) to retrieve 3 Force. (Immune to alter if you control this site with an alien leader)

 

* Blockade (3)                                   

Common Dark Rogue Squadron

Capital starships blocking all escape routes from a planet can drain the avaible resources of that world, forcing it to surrender.

Effect

Deploy on a battleground system you control. Opponent may not deploy starships here. Opponent may not generate force From this system and his Force generation at related sites is reduced to 1 force per site. Immune to alter if your unique starship controls this system. Immediately lost if opponent controls this system.

 

* Constant Fear (2)    

Rare Dark Rogue Squadron

Due to the repressive nature of the Imperial hierarchy of command, Imperial officials live in constant fear for failure and the disciplinary actions related to failure.

Effect

Use 3 force to deploy on table. Fear is a used interrupt and may not be targetted by Sense, Grappling Hook, A Tradegy Has Occurred or What Are You Trying To Push On Us. (Immune to alter if Vader at a battleground location you control).

 

** Coruscant Defense Shield   (3)                                          

Rare Dark Rogue Squadron

Coruscant is defended by two planetary defense shields. When one of them shorts out (due to a lost relay or a storm), power is re-circuited to the other shield.

Effect

Deploy on a Coruscant shield generator site (one per site). Cumulatively adds 2 to deploy cost of aliens and rebels to Coruscant sites. If you control two shield generator sites with Defense shields, opponent may not deploy to Coruscant locations he does not occupy and Coruscant may not be targetted by epic events. (Immune to alter)

 

* Denying Alliance Resources (1)                   

Rare Dark Rogue Squadron

Isard's master plan for defeating the Rebellion was brilliant. She would offer Coruscant to the Rebels, but not after poisoning it with a virus that would cost the Alliance billions of credits in Bacta to heal, money that can't be used elsewhere.

Effect

Deploy on table. While you occupy at least 3 battleground locations, opponent may activate Force only at battleground locations and locations he controls and opponent loses 1 additional Force when you play limited Resources.

 

<> FEX-M3d  (3)                                                     

Rare Dark Rogue Squadron

Variation on the original FEX-M3 nerve gas. Designed to bind to neuro-receptors while passing through the bloodstream after being inhaled. In small doses, it causes several muscles to slacken. In larger doses, your lungs stop breathing.

Mobile Effect

Deploy on an interior site. Moves to adjacent site during your move phase (change directions if necessary, but immediately lost if at a non-interior exterior site. All non-droid characters (except Jedi, character with armor, troopers, Givin, Gand, Vratix and Verpine) present are immediately lost.

 

* Haven For Criminals (4)                              

Rare Dark Rogue Squadron

During the governacy of Moff Vorru Correlia became a virtual outpost for many criminal organizations including Black Sun. After his removal this Golden Age for Correlia ended, and many Corellians still hope for a return.

Effect

Deploy on a system of parsec >1. Imperials of ability <4 present at related sites do not suspend Scum And Villainy. Kessel Run and Slaving Run are immune to alter if targetting a related location and you retrieve 2 additional Force if utinni effect completed

 

<> Highest Security Level (4)             

Rare Dark Rogue Squadron

When imperial stormtroopers are commanded to secure an area, they don’t joke about it. Only a very determined rebel can enter that zone of control then.

Effect

Deploy on an interior site. While a leader present here, opponent may not deploy effects or characters here and must use an additional Force to move here. Your Force drains here are reduced by 1 (to a minimum of 1).

 

Hot Hand In A TIE (4)                                   

Common Dark Rogue Squadron

TIE pilots who survive a tour of duty of one year automatically raise in the command structure of the navy. Needless to say, this doens't happen all too often. Only aces survive the first month of their carreer.

Effect

Deploy on your pilot. When piloting a TIE, adds an additional 1 to power, 1 to maneuver and 1 to each of TIE's weapon destiny draws. (Immune to alter if pilot aboard a TIE)

 

* Iceheart (5)                                     

Rare Dark Rogue Squadron

Palpatine’s nickname for Ysanne Isard. Adopted by the soon-to-be Empress. Refers to her Hoth-cold eye.

Effect

Deploy on Ysanne Isard. Add 2 to her defense value and forfeit, and she gains immunity to attrition <4. If with Emperor, once per turn, you may place a card from hand on top of your Force pile.

 

* Imperial Security Bureau (4)                                    

Rare Dark Rogue Squadron

Branch of the Imperial military charged with keeping the Emperor apprised of political events. Interal rival to Imperial Intelligence.

Effect

Use 3 Force to deploy on table. Imperial spies may deploy –2 to Coruscant and rebel base sites. Opponent’s spies may not deploy where you have an imperial spy. Once per turn, you may look at a random card from opponent’s hand. (Immune to alter if Ysanne Isard in play).

 

Imperial Warrant (4)                                                  

Common Dark Rogue Squadron

Although Imperial officials frequently uses bounty hunters for bringing in known criminals from places where stormtroopers don't return from, they often use special forces to wink away dissidents.

Effect

Deploy on a non-droid character. When subsequently captured and imprisoned by an Imperial warrior, retrieve X Force and place Imperial Warrant on top of your used pile (X = forfeit of target). (Immune to alter)

 

* Ineffective Senate (3)                                                          

Rare Dark Rogue Squadron

When Palpatine became the senator for Naboo, he immediately saw that corruption had hollowed the Old Republic’s Senate, and that he could use its amorality for his own aims.

Effect

Deploy on The Senate. If a player has senators of more than 2 different races there, all his characters at Senate are politics –2. All Imperial leaders and senators are politics +2 at the Senate.

 

* Palpatine Counter-Insurgency Front (3)                               

Rare Dark Rogue Squadron

Harrasing front of imperial commandos left behind by Isard when she gave Coruscant to the Rebellion. Led by Kirtan Loor. Strikes at civilian targets like schools and hospitals.

Effect

Deploy on table. Add one battle destiny when you initiate a battle at Coruscant sites (two if your undercover spy there). Your deploy to Coruscant sites is -1. Suspended when you have a non-spy character at a Coruscant site. Immune to alter if Kirtan Loor at a Coruscant site.

 

* Perfect Memory (2)                                                

Rare Dark Rogue Squadron

Kirtan Loor has a holographic memory, and is capable of recalling everything he has ever heard or read. This faculty is very useful, but in this case, it has athrophied his imagination.

Effect

Use 4 force to deploy on table. Every time a card requires you to shuffle your reserve deck, you may use 2 Force to skip the reshuffling. Immune to alter if Kirtan Loor in play.

 

* Regenerative Powers (5)                             

Rare Dark Rogue Squadron

Several alien races have extreme regenerative powers, being able to regrow limbs and organs. Bacta only speeds these processes.

Effect

Deploy on table. Your Wookiees, Gands and Abyssin may be placed in used pile when forfeited and may be taken into hand for free from Bacta Tank. Immune to alter if your unique Wookiee, Gand or Abyssin on table.

 

* Residue Of Evil (5)                          

Uncommon Dark Rogue Squadron

When a Force-sensitive person dies, his Force essence, corrupted by the Dark Side, pollutes the place of his death.

Immediate Effect

Deploy on a site where you just forfeited a character of ability >4. Opponent’s Force Drains and battle destinies are –2 here. Lost if opponent Force drains or battles here.

 

** Safehouse (5)                                                       

Uncommon Dark Rogue Squadron

Safe houses are small havens created by secret agents for secret agents to lie low. When security is breached, surviving agents are moved off-planet or to another safehouse.

Effect

Deploy on an interior site. No characters may deploy here. Opponent’s characters may only move here as a ‘react’ from adjacent site. 

 

Sleeper Agent  (5)                                          

Rare Dark Rogue Squadron

Lusankya and other Imperial prison reconditioning facilities were designed not only to imprison and torture captives, but also to 'retrain' them to Imperial death-bombs, waiting for activation by a code phrase to attack rebel targets.

Effect

Use 2 Force to deploy on an imprisoned captive. Draw destiny. If result > target's ability, target crosses to the dark side as an undercover spy. Otherwise, draw again next turn. Lost if captive released before crossing. Lose effect to break cover. Cover may not be broken by opponent. Immune to alter.

 

* Sociopath (5)                                              

Uncommon Dark Rogue Squadron

No lore yet … and stop shouting … I cannot hear it … go away all of you … aahrg

Effect

Deploy on your character. Target is power –1 for each of your characters present but adds two battle destinies if in a battle alone. Target may not move to same site as your other character. (Immune to alter)

 

* Speeder Bike Gang (4)                               

Uncommon Dark Rogue Squadron

Small-time criminals and gun-runners. Thugs without the brains to become gangsters. Work for the highest-bidders.

Effect

Deploy on table. Your speeder bikes and swoops (and characters driving or piloting them) are power, defense value and landspeed +1. Weapons deployed on speeder bikes, swoops and characters driving or piloting them get +1 on their weapon destiny draws. (Immune to alter if you unique character is driving or piloting a swoop or speeder bike)

 

* Take No Prisoners (3)                                

Rare Dark Rogue Squadron

Even when attempting to recover stolen transports, the Imperial Navy doesn’t attempt to rescue the crew of their ships : if they surrendered their ships, they are deserters.

Effect

Deploy on table. When you capture a character, you may lose it instead. Immediately lost if No Disintegrations on table. (Immune to alter if your bounty hunter present with your imperial leader)

 

* Terrorist (4)                                    

Common Dark Rogue Squadron

Rebel activity is explained as Terrorist activity in Imperial War Propaganda. Many people on Coruscant and similar pro-Imperial worlds are certain of the evil nature of the Rebel Alliance.

Effect

Deploy on your alien character. Character is now an Imperial scout. OR Deploy on an alien scout. Target gets +1 to each of his weapon destiny draws and may fire a weapon during your control phase for 3 additional Force.

 

* The New Emperor (5)                     

Rare Dark Rogue Squadron

After the fall of the Emperor, the Empire rallied around Coruscant and its leaders. After the fall of Imperial Center, the Empire scattered in squibbling warlord-controlled sectors. Only a strong warlord controlling Coruscant might resurrect the Old Empire.

Effect

Deploy on your Warlord if you control Coruscant system and a Coruscant battleground and Imperial Center is in play. Once per turn, you may retrieve one Force. Your Imperials of ability <3 and non-[independent] starships are deploy –1. Your imperials of ability >3 are deploy +4. (Lost if you do not control Coruscant).

 

* Thyferran Home Defense Corps (4)

Rare Dark Rogue Squadron

Volunteers and conscripts from Thyferra’s meager human population. Work in conjunction with Imperial stormtroopers from the Lusankya and with the Imperial TIEs from Ysanne Isards star destroyer escorts.

Effect

Deploy on Thyferra system. Your THDC warriors are power and forfeit +1, and your THDC pilots add an additional one to power of anything they pilot. Add one battle destiny wherever you have at least 2 THDC characters in a battle together. (Immune to alter while you control Thyferra system)

 

* Trade Monitoring (5)                                              

Uncommon Dark Rogue Squadron

After the attempt of the Neimodian Trade Federation to evade the trade route taxation, the Old Republic and the subsequent Empire monitored and tariffed all trade, enabling many smuggler conglomerates to blossom.

Effect

Deploy on table. Add one / Force and one / Force icon to all locations (for purposes of Force generation only). A player may only generate Force at a location if he occupies a related location (unless that player occupies no location). (Immune to alter)

 

* Tycho Celchu Trial (5)                                                                    

Rare Dark Rogue Squadron

After Corran Horn was captured by Ysanne Isard and presumed dead by the Alliance, Tycho Celchu was accused for murder. Most of the extensive evidence against him was created by Isard and her Lusankya agents.

Effect

Deploy on Tycho Celchu or an alien. If target present with a rebel, he does not participate in battles and may not Force Drain. Target lost if opponent has no character of ability >3 present. Effect lost if you have no Imperial at a related site. (Immune to alter)

 

* Xucphra Corporation (3)                                                                

Rare Dark Rogue Squadron

Pro-Imperial bacta-production competitor on Thyferra. Benefitted from Palpatine's reign, after he installed the Bacta Cartel and ordered them to produce exclusively for the imperial military.

Effect

Deploy on Thyferra. If you occupy, your Force generation at unique Thyferra sites is +1, Bacta Tank can hold two patients and X on Bacta Tank is reduced by 1. (Immune to alter if you control Thyferra)

 

Sites

 

* Borleias : Alderaan Biotics                                                  

Rare Dark Rogue Squadron

Dark / Light : /

Dark Text : Your Force generation is +X here, where X = number of opponents characters with Alderaan in lore.

Light Text : Force Drain +1 here. If you control, cancel Graveyard's Force loss.

Planetary Interior Scomp Link Site

 

* Borleias : Command Bunker (War Room)   

Uncommon Dark Rogue Squadron

Dark / Light : //

Dark Text  : If you control and related Conduit Canyon and Shield Generator are on table, shield rules are in effect on all related sites (except Canyon).

Light Text : Force Drain -1 here. If you initiate a battle here, you may add one battle destiny.

Planetary Underground Interior Scomp Link Site

 

* Borleias : Conduit Canyon

Common Dark Rogue Squadron

Dark / Light : /

Dark Text  : Your and opponent's starfighters may participate in battles here.

Light Text : Once during your move phase, if your starfighter here, draw destiny, if destiny > 4, site blown away and all fighters here may be relocated to related system.

Planetary Exterior Site

 

* Borleias : Defensive Shield Generator          

Common Dark Rogue Squadron

Dark / Light : /

Dark Text : Opponent's deploy is +2 to Borleias sites. If Conduit Canyon on table, your artillery weapons on Borleias are powered.

Light Text : If you control, cancel opponent's game text here.

Planetary Exterior Site

 

Correlia : Coronet City                                   

Uncommon Dark Rogue Squadron

Dark / Light : // - /

Dark Text : Once per turn, if you occupy, you may deploy a spaceport site from reserve deck to Correlia, reshuffle.

Light Text : If you control, Force Drain +1 here.

Planetary Exterior Scomp Link Site

 

** Coruscant : Defensive Shield Generator                 

Common Dark Rogue Squadron

Dark / Light : /

Dark Text : Once per game, you may deploy Coruscant Defense Shield here from reserve deck, reshuffle.

Light Text : If you control, Coruscant Defense Shield here is cancelled.

Planetary Exterior Scomp Link Site

 

* Coruscant : Galactic Museum                                  

Uncommon Dark Rogue Squadron

Dark / Light : /

Dark Text : Your imperial warriors are deploy –1 here. If your unique imperial non-pilot warrior present, Force Drain +1 here.

Light Text : Your pilots deploy –1 here (for free if Corellian).

Planetary Exterior Scomp Link Site

 

* Coruscant : Hotel Imperial                                       

Rare Dark Rogue Squadron

Dark / Light : //

Dark Text : If you control with an imperial, your Force generation here is +1.

Light Text : If you control, Force drain –1 here.

Planetary Exterior Scomp Link Site

 

* Coruscant : Imperial Justice Court                           

Uncommon Dark Rogue Squadron

Dark / Light : / - /

Dark Text : If you control with an imperial, bounties targetting rebels retrieve 3 additional Force when completed.

Light Text : If you control, Imperials at related sites are forfeit –1.

 

* Coruscant : Imperial Main Computer Center

Rare Dark Rogue Squadron

Dark / Light : //

Dark Text : If you occupy with an information broker, add a Light side (/) and a dark side (/) Force icon here.

Light Text : If you occupy with a droid, your Force generation is +1 for each scomp link site you occupy.

Planetary Exterior / Interior Scomp Link Site

 

* Coruscant : Palpatine Counterinsurgency Front Hangar

Common Dark Rogue Squadron

Dark / Light : /

Dark Text : Your speeder bikes and airspeeders deploy –1 here.

LightText : Force drain –1 here.

Planetary Exterior Scomp Link Site

 

* Coruscant : Subsidiary Computer Center #4            

Common Dark Rogue Squadron

Dark / Light : /

Dark Text : If you control with an imperial trooper, your Force drains here are +1 (+2 if opponent occupies no Coruscant sites)

Light Text : Your Rogue Squadron pilots may depoy here as a react regardless of deployment restrictions or presence.

Planetary Exterior Scomp Link site

 

* Coruscant : The Headquarters         

Uncommon Dark Rogue Squadron

Dark / Light : // - /

Dark Text  : Force drain +1 here for every pair of your alien smugglers, gamblers, bounty hunters and thiefs here.

Light Text : Force drain -1 here. Your aliens deploy –2 here. Your rebels are Power -1 here.

Planetary Exterior / Interior Site

 

* Coruscant : Tower 78 Level 443 Bay 2

Common Dark Rogue Squadron

Dark / Light : /

Dark Text : Counts as a docking bay for you if Emperor at a related site. Your docking bay transit to or from here is free. 

Light Text : If you control, cancel opponent’s game text here.

Planetary Exterior / Interior Site

 

* Ryloth : Kala'uun                                                     

Uncommon Dark Rogue Squadron

Dark / Light : // -/

Dark Text : Force drain +1 here if you control with a smuggler, gangster or Twi'lek leader.

Light Text : Your Twi'leks and smugglers are power and forfeit +1 here.

Planetary Interior Underground Site

 

* Ryloth : Kala'uun Starport (docking bay)                                         

Common Dark Rogue Squadron

Dark / Light : / - /

Dark Text : Your docking bay transit from here requires 1 Force (free if your Twi'lek here).

Light Text : Your docking bay transit from here requires 2 Force (free if your Twi'lek here).

Planetary Interior / Exterior Site

 

* Thyferra : Dlarit Estate                                 

Uncommon Dark Rogue Squadron

Dark / Light : //

Dark Text : If you control with a Dlarit, Force drain +1 here. Your artillery weapons here are powered.

Light Text : Your non-unique warriors may deploy here without presence.

Planetary Exterior Scomp Link Site

 

*** Thyferra : Vratix Village                           

Common Dark Rogue Squadron

Dark / Light : / - /

Dark Text : Your Vratix deploy –1 here. If you control, opponent must pay an additional 1 Force per character to move here.

Light Text : Your Vratix deploy –1 here.

Planetary Exterior / Interior Site

 

* Thyferra : Zalxuc City                                  

Common Dark Rogue Squadron

Dark / Light : // - /

Dark Text : Your Imperials here are power and forfeit +1.

Light Text : During your control phase, your Vratix and operatives may move from here to a related Vratix village for free.

Planetary Exterior Site

 

* Zalxuc City : Xucphra Corporate Headquarters                   

Uncommon Dark Rogue Squadron

Dark / Light : //

Dark Text : Your characters with Xucphra in lore are deploy –1 here (-2 if you control).

Light Text : Force drain –1 here unless you control with your rebel leader.

Planetary Interior Scomp Link Site

 

* Zalxuc City : Docking Bay

Common Dark Rogue Squadron

Dark / Light : / - /

Dark Text : Your docking bay transit from here requires 1 Force.

Light Text : Your docking bay transit from here requires 3 Force (2 if no Imperial present)

Planetary Interior / Exterior Scomp Link Site

 

Systems

 

* Akrit’tar                                                                             

Rare Dark Rogue Squadron

Dark / Light : //

Dark Text : Any prison may deploy here. Imprisoned captives at related locations may not be released.

Light Text : If you control this system and all related locations, opponents' game text is cancelled here.

Planetary System – Parsec 4

 

* Borleias                                           

Uncommon Dark Rogue Squadron

Dark / Light : // - /

Dark Text  : You may move from here to Coruscant for free. Force Drain +1 here.

Light Text : You may move from here to Coruscant for free.

Planetary System - Parsec 1.

 

* Chorax                                                                               

Common Dark Rogue Squadron

Dark / Light : / - /

Dark Text : If an Interdiction field here is ‘ON’, all movement passing Parsec 4 is ‘interdicted’ to this system.

Light Text : Total ability of 6 or more required for you to draw battle destiny here.

Planetary System – Parsec 4

 

* Cilpar                                                                     

Common Dark Rogue Squadron

Dark / Light : / - /

Dark Text : If this is the renegade planet, your spies at related sites are matching operatives.

Light Text : If you control, Force drain +1 here.

Planetary System – Parsec 4

 

* Elshandruu Picu                               

Common Dark Rogue Squadron

Dark / Light : // - /

Dark Text : Opponent’s Force Drains here are cancelled unless he has a spy here.

Light Text : If you occupy with a non-pilot spy, opponent may not draw battle destiny here.

Planetary System – Parsec 4

 

* Gamorr                                                       

Common Dark Rogue Squadron

Dark / Light : // - /

Dark Text : Your Gamorreans may deploy to related sites and are power and forfeit +1.

Light Text : Force drain –1 here.

Planetary System – Parsec 7

 

* Gand                                                          

Uncommon Dark Rogue Squadron

Dark / Light : / - /

Dark Text : Add one dark side Force Icon ( / ) for each of your Gands in play.

Light Text : Your Gands deploy –2 here.

Planetary System – Parsec 6

 

* Garqi                                                                      

Uncommon Dark Rogue Squadron

Dark / Light : //

Dark Text : Force drain +1 if your imperial leader here.

Light Text : Your rogue squadron X-Wings may deploy here (with a pilot) regardless of presence or deployment restrictions.

Planetary System – Parsec 8

 

* Hensara                                                      

Common Dark Rogue Squadron

Dark / Light : / - /

Dark Text : Opponent’s unpiloted landed starships (even with a permanent pilot) may be stolen by your pilot present with it.

Light Text : Your Corellian Corvettes and Custom Frigates may deploy and move here as a starfighter.

Planetary System – Parsec 3

 

* Mrisst                                                         

Uncommon Dark Rogue Squadron

Dark / Light : // - //

Dark Text : Your star destroyers are defense value and forfeit +1 here.

Light Text : Force drain –1 here.

Planetary System – Parsec 4

 

* Norvall II

Common Dark Rogue Squadron

Dark / Light : / - /

Dark Text : If you control, all rebel pilots of ability <3 are forfeit –2.

Light Text : If you control, your pilots are forfeit +1.

Planetary System – Parsec 3

 

* Ord Mirit                                        

Common Dark Rogue Squadron

Dark / Light : /

Dark Text : Your capital starships are deploy –1 here (-2 if dreadnaughts).

Light Text : Your dreadnaughts deploy –3 here.

Planetary System – Parsec 2

 

* Qretu 5                                                       

Uncommon Dark Rogue Squadron

Dark / Light : /

Dark Text : If you control, you may use 7-X Force to cancel opponent's Bacta Tank (X = the number of your starships here).

Light Text : Your bomber weapon destinies here and at related locations are +1.

Planetary System – Parsec 5

 

* Selonia                                            

Common Dark Rogue Squadron

Dark / Light : // - /

Dark Text : If you control, once per turn, you may deploy an non-unique alien of ability >1 here from reserve deck, reshuffle.

Light Text : If you control, Force drain –1 here.

Planetary System – Parsec 2

 

* Talasea                                           

Common Dark Rogue Squadron

Dark / Light : / - /

Dark Text : Force drain +1 if you control a related location with a Dark Jedi.

Light Text : Opponent’s Force drains here are cancelled if you have a Jedi at a related site.

Planetary System – Parsec 3

 

* Thyferra                                          

Uncommon Dark Rogue Squadron

Dark / Light : // - //

Dark Text  : If you control, reduce X on your Bacta Tank by two, and Vratix at related sites are forfeit –2.

Light Text : If you control, reduce X on your Bacta Tank by two.

Planetary System - Parsec 4

 

* Venjagga                                         

Common Dark Rogue Squadron

Dark / Light : //

Dark Text : You may move as a react to or from here to Ord Mirit or Borleias (for free as a react to a battle)

Light Text : Your Y-Wings are deploy –1 here.

Planetary System – Parsec 2

 

* Vladet                                                         

Common Dark Rogue Squadron

Dark / Light : / - /

Dark Text : Once per game, you may take Admiral Devlia into hand from reserve deck, reshuffle.

Light Text : If you control, opponent may use his game text once per turn.

Planetary System – Parsec 3

 

* Yag'dhul                                          

Common Dark Rogue Squadron

Dark / Light : /

Dark Text : Your battle stations deploy –3 here.

Light Text : Your missile weapon destiny draws are +2 here.

Planetary System – Parsec 4

 

Weapons

 

Comar Leveler I Missile Launcher (3) 

Uncommon Dark Rogue Squadron

Self-propelled concussion missile launcher designed for fortification and long-range sieges. Carries 28 missiles.

Automated weapon

Use 4 Force to deploy at an exterior planet site. May target a vehicle or starship at related system, cloud sector or an adjacent site for 3 Force. Draw two destiny. If total destiny > defense value, target hit.

 

Comar TriTracker Air Defense Battery (5)     

Uncommon Dark Rogue Squadron

G-003 anti-atmospheric gun. Advanced target acquisition and tracking system uses three differebt sensor arrays. Limited range.

Artillery Weapon         Deploy : 3  Forfeit : 3

Deploy at 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.

 

Heavy Laser Cannon (3)                                

Uncommon Dark Rogue Squadron

Imperial combat vehicles are designed for firepower, not maneuvering. Although most of them are slow, wallowing behemoths compared to the rebel airspeeders, they pack enough punch to destroy entire cities.

Vehicle Weapon

Use 2 Force to deploy on your combat vehicle. May target a vehicle, character or creature for 2 Force. Draw destiny (add 2 if targetting a character or creature, 1 if targetting a vehicle). Target hit if total destiny > defense value.

 

Nergon 14 (0)                                                           

Uncommon Dark Rogue Squadron

Unstable and highly explosive element used in proton torpedoes. If salvaged from these torpedoes, it is easy to use for destroying buildings. Changes color from blue over red to white while exploding.

Automated Weapon

Use 3 Force to deploy on a site you control. During your control phase, you may explode Nergon 14. If at an interior site, collapse site and draw destiny. If destiny <2, collapse all related interior sites at this side of the planet. If at an exterior site, lose all cards of defense value <6 here.

 

* Planet Defender Ion Cannon (4)                  

Rare Dark Rogue Squadron

The Kuat Drive Yards V-180 ion cannon has nearly twice the firepower of its predecessor. Several important sector bases boast these cannons, using them to slow down assaults so reinforcements can arrive.

Artillery Weapon                                 Deploy : 4  Forfeit : 4

Deploy on an exterior site (except Rebel base sites) or on your Death Star. During a battle at related system, may target a capital starship there using 3 Force. Draw destiny. All weapons aboard are lost, and its power, armor and hyperspeed are = 0 if destiny +4 > armor.

 

*** Plasma Incinerator (3)                             

Uncommon Dark Rogue Squadron

Advanced version of the flamethrower. Used frequently during the Krytos Crisis to exterminate the remnants of virus in the hovels of the victims. Burn to the ferrocrete and several centimetres of it.

Artillery Weapon                    

Deploy on a site. May be moved by your warrior for 1 Force. May target a vehicle, character or creature for 5 Force. Draw destiny and add 3. Target immediately lost if total destiny > defense value. If at an interior site during your control phase, you may lose all weapons, devices, creatures and effects here.

 

Quad Laser Cannon (4)                                 

Uncommon Dark Rogue Squadron

Ship-mounted battery of four laser cannons which fire two at a time. Usually fired by gunmen controlling the weapons from a free-moving command chair, although they can be fired on remote. Powerful versus starfighters.

Starship Weapon

Use 2 Force to deploy on a Lancer-Class Frigate or freighter. May target using 1 Force. Draw destiny and add 1 if targetting a starfighter. Target 'hit' if total destiny > defense value.

 

Devices

 

Cybernetic Replacement (7)

Rare Dark Rogue Squadron

The best reconstruction facilities are on Coruscant, although most of the best biomechanics died when Vader had to be refitted with a new hand after the Battle of Yavin and wasn't pleased until he had 125% efficiency.

Device

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).

 

Deadman's Switch (6)             

Common Dark Rogue Squadron

Many grenades and speeder bikes are equipped with these switches. The first type is used for allowing explosives to be activated even if the bearer is dead, the other automatically stops a speeder bike when its driver dies.                         

Device

Deploy on your character or your vehicle. If deployed on a character with a grenade or a detonator, and character is lost, grenade explodes at same site. If deployed on a vehicle participating in a battle and driver or pilot is lost, vehicle still participates in battle.

 

IFF Transponder (5)                                                  

Common Dark Rogue Squadron

Short for Identify-Friendly-Foe. Identifies ships into those two classes because of their broadcasts. Can fool automated ships into thinking your snubfighter is an Alderaanian War Frigate.

Device

Deploy on your starship without a pilot character aboard. If no other starship here, opponent may not initiate battle here. Opponent may move here as a ‘react’ for free.

 

Memory Core (5)                                                      

Uncommon Dark Rogue Squadron

Memory recipient of a mainframe commonly used throughout Empire-controlled city centres. Can be easily searched for information if you have the right knowledge and equipment.

Device

Deploy on your interior scomp link site. If your information broker here, add a light side Force icon (/) here. If your leader here, add a dark side Force icon (/) here.

 

Star Destroyer Repulsor Lift (7)                                             

Rare Dark Rogue Squadron

A cluster of Repulsorlifts (like those used by landspeeders) grafted together to allow a capital starship to land and take off from planets.

Device

Use X Force to deploy on your capital starship (free on Lusankya). Target can move as a starfighter (for 3 additional Force) and can participate in battles at sites and cloud sectors. (X = 4 for a Star Destroyer, 8 for a Super-Class Star Destroyer and 2 otherwise).

 

c

Rare

Uncommon

Common

Admiral’s Order

1

 

 

Characters

20

19

6

Creatures

0

1

2

Devices

2

1

2

Effects

17

5

6

Epic Events

1

 

 

Force Powers

 

 

 

Interrupts

5

6

14

Objectives

1

 

 

Sites

3

8

10

Starships

15

8

4

Systems

1

6

12

Vehicles

 

3

1

Weapons

1

6

 

Total

67

63

57

 

 

Light Side

 

Characters

 

* Admiral Ackbar (1)                                                            

Rare Light Rogue Squadron

Chief commander of the New Republic Navy. Leader of the Home One and other forces assembling for an attack against Coruscant. Placed trust in Rogue Squadron.

Power : 3  Ability : 3  Deploy : 4  Forfeit : 7

Adds 3 to power of anything he pilots. If piloting Home One, adds one battle destiny unless opponent's Grand Admiral here. Your starfighters at same system are forfeit +2. Once per game, you may cancel an Admiral's Order just deployed.

Rebel – Pilot - Warrior

 

* Admiral Ragab (1)                                                              

Rare Light Rogue Squadron

Mon Calamarian leader of the captured Imperial-Class Star Destroyer Emancipator. Excellent piloting skills augmented by three years of commanding Star Cruisers at Sullust.

Power : 2  Ability : 2  Deploy : 3  Forfeit : 4

Adds 3 to Power of capital starship he pilots (also adds 1 to armor if piloting the Emancipator). If piloting a Star Cruiser or Star Destroyer, attrition against opponent here is +2.

Rebel – Pilot

 

*** Alliance Quartermaster (2)                      

Uncommon Light Rogue Squadron

Responsible for acquiring resources for its designated unit. Many vie with each other for extra training time, equipment and other materiel. Although the troops understand that there are regulations for suplies, they still hate waiting for equipment.

Power : 0  Ability : 1  Deploy : 2  Forfeit : 3

Power +2 if present with a non-unique Rebel warrior. Cumulatively subtracts 1 from deploy cost of weapons and devices at same site. Once per turn, you may use 1 Force to search your reserve deck for a non-unique weapon or device and place it in your hand, reshuffle.

Rebel

 

* Amil Karsk (3)                                                                               

Uncommon Light Rogue Squadron

Member of the Tierfon Yellow Aces. During his fifteenth mission, he stole Biggs Darklighter's third kill to finally become an ace. Biggs knew about the deception, and always gave his third of anything to Amil, including an Escort mission to Alderaan.

Power : 2  Ability : 2  Deploy : 1  Forfeit : 3

Adds 1 to power and maneuver of anything he pilots. If in a battle with Biggs, adds 1 to each weapon destiny draw of starfighter Biggs pilots.

Rebel – Pilot

 

* Andoorni Hui (2)                                                                            

Uncommon Light Rogue Squadron

Rodian pilot who volunteered for flying in Rogue Squadron to enhance her reputation as huntress. Once lover of Greedo, but betrayed him to Thuku.

Power : 3  Ability : 1  Deploy : 3  Forfeit : 3

Adds 2 to power and 1 to maneuver of anything she pilots. Adds 1 to weapon destiny draws of anything she pilots. Power -2 at same site as Greedo.

Rebel - Warrior – Pilot

 

*** Ashern Commando (3)                                                               

Uncommon Light Rogue Squadron

Fighting member of the Ashern circle, the rebellious vratix on Thyferra. Painted in black because for a vratix, killing is terrible and they don’t want to be recognized in doing so.

Power : 4  Ability : 1  Armor : 3  Deploy : 5  Forfeit : 3

Deploy –3 on Thyferra. Power +1 . Count as matching operative if Thyferra is subjugated planet.

Alien – Warrior

 

* Asyr Sei'lar (2)                                                                               

Rare Light Rogue Squadron

Bothan female who graduated from the Bothan Military Academy. On assignment to Coruscant to replace a bothan spy who died to find the location of the second Death Star. Pilot in Rogue Squadron. In love with Gavin Darklighter. Watched by Fey'lya.

Power : 3  Ability : 2  Deploy : *  Forfeit : 4 

Adds 3 to power of anything she pilots. Power +1 at opponents' sites. May deploy for free replacing a Bothan spy (place Bothan in used pile) or by using 3 Force.

Alien - Rebel - Pilot - Warrior

 

* Behemoth (2)                                                                                 

Rare Light Rogue Squadron

Code-name for Kirtan Loord after he defected from Imperial service to the Alliance. Sold out all his spy contacts on Coruscant for safe passage, hereby hampering Ysanne Isard’s attempts to undermine the Alliance.

Power : 2  Ability : 2  Deploy : 4  Forfeit : 5

May deploy only as an undercover spy to a Coruscant site (or to same site as an Imperial leader). Cover of all opponent’s undercover spies at related sites is broken (but you may not battle them this turn).

Alien

 

* Booster Terrik (2)                                                                          

Rare Light Rogue Squadron

Corellian Smuggler. Sentenced to 5 years Kessel for glitterstim smuggling. Father of Mirax Terrik. Gave her the Pulsar Skate, searching for something big to pilot to forget the void of Kessel. Leader. Information Broker

Power : 4  Ability : 3  Deploy : 4  Forfeit : 5

Adds 2 to Power of anything he pilots (if piloting a capital starship, adds 3 to Power and 1 to armor). Once per turn, you may use 1 Force to search your reserve deck for a smuggler or information broker and add it to your hand, reshuffle.

Alien - Pilot – Warrior

 

* Borsk Fey'lya

Rare Light Rogue Squadron

Charismatic leader of the group of Bothan spies who discovered the location of the second

Death Star. Councilor who plays various other representatives against each other in the Bothan way to power.

Power : X  Ability : 3  Deploy : 3  Forfeit : 5 

Force generation is +X for you. Once during your deploy phase, you may look at X random cards from opponents' hand. X= number of your other Bothans and spies on table.

Rebel

 

* Bror Jace (2)                                                                                  

Rare Light Rogue Squadron

Egocentrical pilot from Thyferra. Hottest new pilot of the Rebellion, killing 22 TIEs in five missions with Rogue Squadron. Spy who feigned his death to join the Zaltin and Ashern fighting Ysanne Isard.

Power : 3  Ability : 3  Deploy : 3  Forfeit : 4

Adds 3 to Power and 1 to maneuver of anything he pilots. If starship he pilots targets a TIE starfighter, add 2 to each fo its weapon destinies. Deploys for free on Thyferra if you control that system. Draws two battle destinies if not able to otherwise.

Rebel - Pilot - Warrior

 

* Captain Afyon (2)                                                               

Rare Light Rogue Squadron

Alderaanian native. Joined the Rebel Alliance shortly before the destruction of Alderaan and the Battle of Yavin. Leader of the corellian corvette Eridain.

Power : 1  Ability : 2  Deploy : 3  Forfeit : 4 

Adds 3 to power of capital starship he pilots. If piloting Eridain, also adds one battle destiny. If opponent has ‘blown away’ a location, once per turn, you may retrieve one Force.

Rebel - Pilot

 

* Captain Aril Nunb (2)                                                                     

Rare Light Rogue Squadron

Sister of Nien Nunb. Part of his raiding squadron. Served as executive officer of Rogue Squadron during the trial against Tycho Celchu. Infected with the Krytos Virus by General Evir Derricote. Leader of the Valiant war cruiser after the liberation of Thyferra.

Power : 1  Ability : 3  Deploy : 2  Forfeit : 4

Adds 2 to Power and 2 to defense value of anything she pilots. Power +2 at same site as Nien Nunb. Your Rogue Squadron pilots at same location are forfeit +1.

Rebel - Pilot

 

* Captain Celchu (4)                                                             

Rare Light Rogue Squadron

Alderaanian TIE pilot. Defected after the destruction of Alderaan. Volunteered in several dangerous missions. Escaped many imprisonments. Thought to be a sleeper agent from Lusankya and under constant supervision. Executive officer of Rogue Squadron.

Power : 0  Ability : 3  Deploy : 0  Forfeit : 5

Counts as an undercover spy for undercover breaking purposes only. May not participate in battles unless cover ‘broken’. Your pilots here add an additional 1 to power and maneuver of starfighter they pilot. Adds 3 to power of anything he pilots.

Rebel – Pilot – Warrior

 

* Captain Terrik (3)                                                                          

Rare Light Rogue Squadron

Daughter of Booster Terrik. Corellian smuggler. Pilot and chief trader of the Pulsar Skate. Took control of her father’s smuggling conglomerate during his stint at Kessel. Adept in making people buy things they don’t need.

Power : 2  Ability : 3  Deploy : 3  Forfeit : 5

Depoys for free aboard Pulsar Skate. Adds 3 to Power of anything she pilots. During your control phase, opponent must randomly choose a card from your hand. He may then place card in your used pile (allowing you to activate Force equal to its destiny number), lost pile (you may randomly retrieve one Force) or to lose 1 Force and return it to your hand. 

Alien - Pilot - Warrior

 

* Captain Uwlla Iillor   (3)                                                    

Rare Light Rogue Squadron

Former leader of the Interdictor cruiser Black Asp. Defected from the Imperial Navy after several of her key personnel were transferred due to disciplinary reasons. Commanded the renamed Corusca Rainbow during the liberation of Coruscant.

Power : 1  Ability : 3  Deploy : 3  Forfeit : 4

Adds 2 to Power of anything she pilots (3 if Corusca Rainbow). If starship she pilots uses a Gravity Well Projector, it affects all related locations. Your pilots aboard same starship are each forfeit +2.

Rebel – Pilot

 

* Chertyl Ruluwoor (2)                                                                      

Uncommon Light Rogue Squadron

Sterile female Selonian. Cross-trained in the Corellian Security Force. Stunning appearance caught Corran Horn’s attention, and he dated her for the Annual Awards Ball. Allergic to Corran’s sweat, which caused them to cut off physical relationship.

Power : 3  Ability : 3  Deploy : 4  Forfeit : 5

Adds 1 to power of anything she pilots. Your corellians are deploy –2 here (for free if Corran). Adds one battle destiny if with a correlian in a defending battle. Corran and she are forfeit –3 if present together.

Alien – Pilot - Warrior

 

*** Cloud City Commando Pilot (2)                                                 

Uncommon Light Rogue Squadron

Group of quick response commando’s capable of both air defense and ground combat. Under direct command of the Baron-administrator. Immediately disarmed during the Imperial takeover. 

Power : 3  Ability : 2  Deploy : 5  Forfeit : 4

Deploy –3 on Cloud City or aboard a Cloud Car. Power –1 if not on Cloud City. Adds 2 to power and maneuver of combat vehicle they pilot. If present at a mobile docking bay site you control, opponent may not move to or from related non-exterior sites.

Alien – Pilot – Warrior

 

* Commander Halla Ettyk (2)                                                

Rare Light Rogue Squadron

Alderaanian criminal prosecutor. Joined the Alliance after the destruction of her homeplanet. Member of General Cracken’s counter-intelligence staff. New Republic’s state prosecutor during the Tycho Celchu Trial.

Power : 2  Ability : 3  Deploy : 3  Forfeit : 5

Opponent’s spies (or intelligence or ISB characters) may not deploy to same site. Tycho Celchu Trial is cancelled. Your spies are deploy –1 to same site.

Rebel - Warrior

 

* Commander Sirlul (3)                                                                     

Rare Light Rogue Squadron

Quarren leader. Bridge officer aboard the Home One. Has buried his hate for Mon Calamarians because he loves tinkering with high technology, including that salvaged from imperial ships. Personal assistant to admiral Ackbar.

Power : 2  Ability : 1  Deploy : 3  Forfeit : 4

Adds 2 to power of capital starship he pilots. Once per turn, you may search your reserve deck for a device or weapon that deploys aboard starships, place in hand and reshuffle (If piloting a Star Cruiser, you may lose one Force to use this ability targetting your opponents' reserve deck). Tractor Beam may deploy on capital starship he pilots.

Rebel – Pilot

 

*** Corellian Security Officer (2)

Uncommon Light Rogue Squadron

Member of the Corellian Security Force. Extrememly well-trained in the search for gangsters in the Correlia system. Have a distaste for bounty hunters. Frequently close an eye to rebel activity throughout the Corellian sector.

Power : 2  Ability : 2  Deploy : 3  Forfeit : 3

Deploy –1 at Correlia or with your Horn (for free if both). Opponent’s bounty hunters and gangsters at same site are cumulatively power and forfeit –1.

Alien - Warrior

 

* Diric Wessiri (3)                  

Uncommon Light Rogue Squadron

Rich correlian married with Iella Wessiri. Views life as an endless collection of interesting facts and people. Was captured while on Coruscant and became a sleeper agent in Lusankya. Activated to shoot Kirtan Loor.

Power : 1  Ability : 2  Deploy : 2  Forfeit : 3 

Add one light side Force (/) icon if at a non-battleground site. Once per turn, if opponent just initiated a battle at a related site, you may place a card from hand on your Force pile to draw top card of reserve deck.

Alien

 

* Dirk Harkness (2)                                                                          

Rare Light Rogue Squadron

Rebel Commando. Leader of the Black Curs, a special insert company operating from aboard the Customs Frigate Battle of Yavin. Salliche native who joined the Alliance after the Empire killed his fiancé.

Power : 4  Ability : 3  Deploy : 4  Forfeit : 5 

Adds 2 to power of anything he pilots. Add 1 to your total battle destiny at same site for each of your unique scouts there (to a maximum of 4).

Rebel - Pilot - Warrior

 

* Dmaynel Kiph (1)                                                               

Rare Light Rogue Squadron

Devaronian. Leader of the Alien Combine, a group of Invisec aliens on Coruscant who rebel against the Empire that is oppressing them.

Power : 2  Ability : 4  Deploy : 4  Forfeit : 5

Once per turn, you may search your reserve deck for an alien and deploy it at same site (if present at a Coruscant battleground location, deploys for free) and reshuffle. May not be targetted by weapons unless all your other aliens present are ‘hit’. Immune to attrition < 3.

Alien

 

* Emtrey (4)                                                                                      

Rare Light Rogue Sqaudron

Military protocol droid. Cobbled together by Alliance quartermaster Losca to be used as a commodities broker. Assigned to Rogue Squadron. Equipped with a scrounging protocol program. Assigned by General Cracken to watch Captain Celchu.

Power : 1  Deploy : 2  Forfeit : 3

Power +2 with Whistler. Your total power at same site is +1 for each pairing of a Rogue Squadron pilot and a non-Rogue Squadron rebel present. Opponent’s sleeper agent effects at same site are cancelled.

Droid

 

* Escra Plo’kre (3)                                                                            

Rare Light Rogue Squadron

Bothan supporter of the Alliance. Captured by the Empire and imprisoned on Kessel. Freed by Wedge Antilles during the negotiations for liberating Alliance agents and reviving Black Sun by loosing criminals on Coruscant.

Power : 2  Ability : 2  Deploy : 2  Forfeit : 5

At related sites you occupy, your Force generation is +1 (+2 if you control) unless opponent has an Imperial present. Mobilization points is suspended. 

Rebel

 

* Gavin Darklighter (2)                                                                      

Rare Light Rogue Squadron

Tatooine farmboy who thinks his ability to hit womp rats makes him a hero. Cousin of Biggs Darklighter. Member of Rogue Squadron since he was sixteen. Created the Rogue Squadron emblem. Natural astrogation skills honed by Lujayne Forge. Partnered to Riv Shiel.

Power : 3  Ability : 2  Deploy : 4  Forfeit : 5

Deploy –2 on Tatooine. Adds 3 to power of anything he pilots. Adds cumulatively 1 to your total battle destiny if with Biggs, Asyr, Shiel or Lujayne. Subtract 3 from total weapon destiny when targetted by a blaster.

Rebel – Pilot - Warrior

 

* General Salm (1)                                                                

Rare Light Rogue Squadron

Native of Norval II. Commander of Aggressor Wing. Leader of the Commenor starfighter training base. Believes in hard work and dedication to the Rebel Cause. Disdains hot-shot X-X-wing pilots.

Power : 2  Ability : 2  Deploy : 4  Forfeit : 5

Adds 2 to Power of anything he pilots (if Gray 1, also adds 1 to maneuver and draws one battle destiny if not able to otherwise). Your Champion, Warden and Guardian starfighters are power +1 at same location. If you control Commenor, and he is present there, all your starfighters on table are Power +1.

Pilot - Rebel

 

* Gil Bastra (3)                                                                                 

Rare Light Rogue Squadron

Member of CorSec. Leader responsible for teaming of Imperial intelligence agents and CorSec officers. Secretly worked for the Alliance. Worked closely together with Hal Horn. Constructed false identities for Horn and the Wessiri’s.

Power : 2  Ability : 3  Deploy : 2  Forfeit : 4

Deploys for free on Correlia. Adds 1 to power of anything he pilots (2 if piloting Starwind). While present at a battleground site, cover of your undercover spies may not be broken and opponent’s ISB and intelligence agents are power and forfeit –1.

Rebel – Warrior

 

* Iella Wessiri  (2)                                                                 

Rare Light Rogue Squadron

Member of the Correlian Security Force until she fled with Gil Bastra, her husband Diric and Corran Horn. Came to Coruscant. Joined the Rebellion when Diric was captured during an imperial sweep. Part of Crackens' security force. Spy and scout on Thyferra for Rogue Squadron.

Power : 2  Ability : 3  Deploy : 2  Forfeit : 4

Adds 2 to Power of anything she pilots. Power +2 with Diric. Once per game, you may deploy undercover from reserve deck here, reshuffle. If undercover at a site, your characters are deploy –1 to related sites and attrition against opponent at related sites is +1. Immune to attrition < 3.

Rebel - Pilot – Warrior

 

* Inyri Forge (3)                                                                                

Rare Light Rogue Squadron

Sister of Lujayne Forge. Rebelled to her parents. Became Zekka Thyne's lover and spice cutter. Shot him when she understood he was only using her, and didn't respect her. Joined Rogue Squadron and became second-in-command when Gavin became squadron leader.

Power : 2  Ability : 2  Deploy : 3  Forfeit : 4

Deploys for free on Kessel or aboard a Rogue Squadron X-Wing. Adds 2 to power and 1 to maneuver of anything she pilots. Adds one destiny to total power only if piloting matching starfighter.

Rebel – Pilot – Warrior

 

* Jesfa (3)                                                                 

Uncommon Light Rogue Squadron

Member of the Thyferra liberation Force. Part of Elscol Lore’s infiltration team attempting to overtake the Xucphra headquarters. Shut down THDC movement throughout the building by using the defenses accesable from the security war room.

Power : 3  Ability : 2  Deploy : 3  Forfeit : 4

If at an interior scomp link site you control, opponent may not move to or from related interior sites, and if it is opponent’s site, Force drain +1 here for you.

Alien - Warrior

 

* Jula Darklighter (4)                                      

Uncommon Light Rogue Squadron

Nearly identical brother to Huff Darklighter in looks. Poor moisture farmer instead of an economic magnate like his brother. Unusually composed and restrained when confronted with his brother’s lack of manners. Father of Gavin Darklighter.

Power : 2  Ability : 1  Deploy : 0  Forfeit : 4

Your darklighters are deploy –1 to same site. Once per turn, you may pay twice X Force to cancel a Force drain normally causing X Force loss at a related site.

Alien

 

Junior Officer (3)

Common Light Rogue Squadron

Hethrir Dornal joined the Alliance after its victory at Endor. Received several promotions due to bravery and skill in the Alliance battles against Zsinj. Currently attached to the Defiance.

Power : 1  Ability : 2  Deploy : 3  Forfeit : 3

Deploys for free with your rebel leader. Adds 2 to power of anything he pilots. Your rebels of ability <3 present are forfeit +2.

Rebel – Pilot – Warrior

 

* Kina Margath (2)                                                    

Uncommon Light Rogue Squadron

Owner of the 27th Hour Club on Elshandruu Pica. Spy for the Alliance. Her drink cabinet is filled by Sair Yonka, who is said to be in love with her, but is actually meeting the Planetary Moffs' wife here, and by Booster Terrik, who is in love with her, but is forbidden to touch her by his daughter.

Power : 2  Ability : 3  Deploy : 3  Forfeit : 4

Your Force Generation at the 27th hour club is +1 if Booster or Yonka here. Once per turn, you may lose 1 Force from top of reserve deck to activate Force equal to its destiny number.

Rebel

 

* Koh'shak (3)                                                                      

Rare Light Rogue Squadron

Merchant leader of Shak Clan. Minister of Kala’uun Starport during the Krytos Crisis. Attempted to enrich himself on the backs of those aliens dying of Krytos, but wa stopped by Tal’dira, who gave the kor ryll to Wedge as a warrior’s gift.

Power : 1  Ability : 4  Deploy : 4  Forfeit : 4

Deploys for free at a Kala’uun site. If at a Ryloth site, opponent’s deploy at Ryloth sites is +2. If at a docking bay you control, your Force drains at adjacent sites is +1.

Alien

 

* Lai Nootka (3)                                                                               

Rare Light Rogue Squadron

Duros smuggler who works with the Alliance. Rescued from Imperial imprisonment on Garqi by Corran Horn. Met Tycho Celchu on Coruscant, while selling Z-95 armament.

Power : 1  Ability : 3  Deploy : 3  Forfeit : 4

Adds 2 to Power of anything he pilots (if piloting Star’s Delight, also adds 2 to maneuver and hyperspeed). Your starfighters and starfighter weapons are deploy –1 to same system.

Alien  - Pilot

 

*** Liasion Officer (2)                                   

Common Light Rogue Squadron

The Alliance, being a composition of rebel cells from many different species and planets, needs these rebel diplomats to keep tension down.

Power : 1  Ability : 1  Deploy : 3  Forfeit : 3

Your total power at same site is +1 for each pair of a rebel and an alien present. Up to twice X rebels on table do not suspend Alien Combine, where X = number of liasion officers on table.

Rebel

 

* Liat Tsayv (3)                                                                                 

Uncommon Light Rogue Squadron

Sullustan co-pilot of the Pulsar Skate. Nephew of Ten Nunb. After his nephew joined the Alliance, Liat was dedicated to making his mark in the universe. Searched for a way to contact the Alliance, but joined Booster Terrik’s smuggler organisation instead.

Power : 2  Ability : 2  Deploy : 2  Forfeit : 4

Adds 2 to power of anything he pilots (if piloting Pulsar Skate, also adds 1 to maneuver). Adds one battle destiny if in a battle with Mirax Terrik. If at a battleground system you control, your Force drains at Sullust are +1.

Alien - Pilot

 

* Lieutenant Corran Horn (2)                                                 

Rare Light Rogue Squadron

Excellent Pilot. Member of Rogue Squadron. Captured by Isard and imprisoned aboard the  Lusankya, but escaped. Formerly with CorSec. Willing to sacrifice himself for his friends. Has Jedi skills inherited from his grandfather, Nejaa Halcyon.

Power : 4  Ability : 4  Deploy : 4  Forfeit : 6

Adds 3 to Power of anything he pilots (if piloting Rogue Squadron Nine, also adds 3 to maneuver and adds one battle destiny). Once per battle, if opponent just targetted your character with a weapon at same site, you may retarget that weapon to Corran instead. Alien smugglers at same location cannot use game text. Immune to attrition<4.

Rebel - Pilot – Warrior

 

* Lieutenant Filla (2)                                                              

Uncommon Light Rogue Squadron

New Republic Security officer. Aide to Admiral Ackbar. Assigned to guarding Tycho Celchu during his stay at the Commenor Starfighter Training center.

Power : 3  Ability : 1  Deploy : 2  Forfeit : 3

While a rebel leader at a related location, opponent’s spies at same location may not move away from here and are forfeit -2.

Rebel - Warrior

 

* Lieutenant Jhemeti (2)                                                                     

Rare Light Rogue Squadron

Mon Calamarian executive officer aboard the Corusca Rainbow during the Liberation of Coruscant. Security officer ordered to keep an eye on the defected Uwlla Iillor. Promoted after the death of Warlord Zsinj to major and aide to the military war council.

Power : 2  Ability : 2  Deploy : 3  Forfeit : 4

Adds 2 to power of anything he pilots (3 if a Star Cruiser or Star Destroyer). Once per game, you may search your play deck for Surrender or Defection and place it in your hand.

Rebel – Pilot - Warrior

 

* Linna (3)                                                                 

Uncommon Light Rogue Squadron

Pilot of Ace Squadron 7 serving under Pash Cracken. Was an ace after one mission, blasting 4 TIE bombers and one TIE fighter aiming for her wingman. One of the prototype testers of the A-wing, after which she never flew a slower starfighter again.

Power : 1  Ability : 2  Deploy : 2  Forfeit : 3

May deploy for free aboard Ace Squadron 7. Adds 2 to power of anything she pilots (also adds 2 to maneuver and hyperspeed if piloting Ace Squadron 7). Adds 2 to weapon destiny if firing A-wing laser cannon at a starfighter with lesser maneuver.

Rebel - Pilot

 

* Liska Dan'kre (2)                                                                           

Uncommon Light Rogue Squadron

Schoolmate and friend of Asyr Sei'lar before Asyr enrolled in the Bothan Military Academy. Continued her business education and became a wealthy and influential Bothan. Operated from Coruscant during its liberation by Rogue Squadron.

Power : 2  Ability : 2  Deploy : 4  Forfeit : 3

Deploy –1 on Coruscant or Bothawui (-2 if a Bothan leader on table). You Force generation at related sites you occupy is +1. During your draw phase, you may take one random card from used pile into hand, reshuffle.

Alien

 

* Lujayne Forge (2)                                                                          

Uncommon Light Rogue Squadron

Pilot and secretary in Rogue Squadron. Comes from Kessel. Her father was a corrections officer there, giving skills to criminals so they wouldn't re-enter the criminal world again.

Power : 1  Ability : 2  Deploy : 2  Forfeit : 4

Adds 2 to power of anything she pilots. While aboard an X-Wing, adds 1 to forfeit of your other Rogue Squadron pilots here. Immediately lost if affected by Dark Hours.

Rebel - Pilot

 

* Mnor Nha (1)                                                                                

Rare Light Rogue Squadron

Male Gothal. Asyr Sei'lar's partner in the Alien Combine. Can sense what people close to him think. Uses this ability to sense whether they are enimical to him. Paranoic.

Power : 2  Ability : 4  Deploy : 3  Forfeit : 4 

Power +2 at same site as opponents' character of ability > 3. Once per turn, if at same site as opponents' character of ability > 3, may look at the top card of opponents' reserve deck. Immune to attrition < 3.

Alien

 

* Mynock (5)                                                                        

Uncommon Light Rogue Squadron

Wedge’s R5 astromech during the rebuilding of Rogue Squadron. Nicknamed by his former pilot because of his screeching during space combat. Redesignated R5-G8 (“Gate”) after the Liberation of Coruscant.

Power : 1  Deploy : 3  Forfeit : 4

Deploys for free aboard Red 2 (replacing permanent astromech). While aboard any starfighter, adds 2 to power, maneuver and hyperspeed. If in a battle at a system, you may retrieve one Force.

Droid – Astromech

 

* Nawara Ven (3)                                                                             

Uncommon Light Rogue Squadron

Twi'lek pilot in Rogue Squadron. Was formerly a lawyer. Defended Tycho Celchu during his trial following the supposed death of Corran Horn during the Liberation of Coruscant. Became executive officer of Rogue Squadron when injuries sustained during the battle of Thyferra grounded him.

Power : 2  Ability : 2  Deploy : 3  Forfeit : 3

Adds 2 to Power of anything he pilots (3 if a Rogue Squadron X-Wing). You may use 3 force to cancel Treason or Sleeper agent.

Rebel - Pilot

 

New Republic Sentry (3)                                                                   

Common Light Rogue Squadron

Volunteer from the former rebel Alliance Military to guard front outposts of starfighter squadrons. Dedicated to defend these spearheads of the New Republic.

Power : 1  Ability : 1  Deploy : 2  Forfeit : 3

May deploy only at your site. May only move to your sites. Power +4 if defending a battle. May move as a react for an additional 1 Force.

Rebel - Warrior

 

* Ooryl Qrygg (1)                                                                             

Rare Light Rogue Squadron

Gand wingman of Corran Horn in Rogue Squadron. Flies Rogue Ten. Doesn't snore ... doesn't even breathe. Scout. Has amazing regenerative abilities.

Power : 4  Ability : 2  Armor : 4  Deploy : 4  Forfeit : 6

Adds 2 to Power of anything he pilots (if piloting a Rogue Squadron X-Wing, also adds 2 to each of its weapon destiny draws). If forfeited at end of a battle, you may lose one Force to place him on top of your used pile.

Rebel - Warrior – Pilot

 

* Peshk Vri'syk (3)                                                                           

Common Light Rogue Squadron

Bothan pilot in Rogue Squadron. Flies Rogue Squadron Two. Graduated a year before Asyr

Sei'lar.

Power : 2  Ability : 1  Deploy : 2  Forfeit : 3

Adds 2 to Power of anything he pilots. If Bothawui on table, counts as a spy (even if in hand).

Rebel - Warrior – Pilot

 

* Portha (2)                                                                           

Uncommon Light Rogue Squadron

Trandoshan living in Invisible Sector. Member of the Alien Combine working in the Palar Plant. Participated in the attempt to place a sabotaged computer core in the center. Joined Rogue Squadron after the Liberation of Coruscant.

Power : 4  Ability : 1  Deploy : 3  Forfeit : 4

Deploys -1 on Coruscant. Your other Rogue Squadron characters present here cannot be targetted by weapons unless he is ‘hit’.

Rebel – Warrior

 

* Qlaern Hirf (3)                                                                               

Rare Light Rogue Squadron

Vratix Bacta-maker. Member of the Black Ashern. Created the mixture of ryll and Bacta

which cured the Krytos Virus.

Power : 4  Ability : 1  Armor : 3  Deploy : 4  Forfeit : 6

Power +1 on Thyferra. If you control Ryloth and Thyferra, once per turn, you may randomly retrieve one character and Krytos Virus may not be played (and is lost if in play).

Alien - Warrior

 

* Rhysati Ynr   (2)                                                                 

Rare Light Rogue Squadron

Bespin-born daughter of two Tibanna gas miners. Fought against the stormtroopers when the Empire took control of Cloud City. Exile who joined the Alliance for revenge for the death of her parents.

Power : 2  Ability : 2  Deploy : 3  Forfeit : 4

Deploy -2 on Bespin or aboard a Rogue Squadron X-Wing. If at a Cloud City site you control, your Force drains here are +1 (+2 if your Tibanna Gas Miner at a related site). Adds 2 to power and 1 to Maneuver of anything she pilots. If piloting a Rogue Squadron X-Wing, adds 3 to Power and 1 to maneuver.

Rebel - Pilot - Warrior

 

* Riv Shiel (2)                                                                       

Rare Light Rogue Squadron

Scout. Shivastanen Wolfman. Part of Rogue Squadron. Earned a Death Mark when he killed

a squadron of stormtroopers who tried to arrest him because they thought he was Lak Svirak. Wingman of Gavin Darklighter.

Power : 3  Ability : 1  Deploy : 3  Forfeit : 4

Adds 2 to Power of anything he pilots (if piloting a Rogue Squadron X-Wing, also adds 1 to maneuver and draws battle destiny if not able to otherwise). Adds 1 to his blaster weapon destiny draws. May move as a react for free.

Rebel - Pilot - Warrior

 

*** Rogue Squadron Ace Pilot (3)                                                    

Common Light Rogue Squadron

Crack pilot. After his training and a long tour of duty in a lesser-known squadron, he was promoted to Rogue Squadron, which due to its series of hard missions is continually down several pilots.

Power : 2  Ability : 2  Deploy : 4  Forfeit : 4

Deploys –2 aboard a Rogue Squadron X-Wing. Adds 3 to power of anything he pilots. Power and forfeit +1 at same site as Wedge, Luke or Tycho.

Rebel – Pilot – Warrior

 

Selonian (3)

Common Light Rogue Squadron

Member of one of the three primary races in the Corellian System. Descended from a predatory aquatic mammal. Live collectively in a burrow. Each burrow is composed of a fertile male, a fertile female, and several infertile females.

Power : 2  Ability : 1  Deploy : 3  Forfeit : 3

Power and forfeit +2 if Chertyl at Audience Chamber. Adds 1 to power of anything she pilots. Adds one destiny to power only if in a battle with another Selonian.

Alien – Pilot

 

* Sienn'rha (3)                                                                       

Uncommon Light Rogue Squadron

Twi’leki dancer and musician. Abducted by Bib Fortuna together with Oola. Young and vulnerable. Rescued from Jabba’s Palace by Luke Skywalker before she could undergo the same treatment as her companion.

Power : 1  Ability : 1  Deploy : 2  Forfeit : 3

Your rebels deploy –1 to same site (for free if Wedge or Luke). Your total power in battles at same site is +2 for each alien gangster or leader opponent has participating in battle here.

Alien

 

*** Sullustan Raider (2)                                                                    

Uncommon Light Rogue Squadron

Many sullustan military and civilian pilots became raiders after the occupation of Sullust and the subsequent deposition of the SoroSuub government. Joined raider bands such as the one led by Nien Nunb. Many of these bands eventually joined the Rebel Alliance.

Power : 1  Ability : 2  Deploy : 3  Forfeit : 3

Deploy –2 aboard a freighter or at Sullust (for free if both). Adds 2 to power of starship he pilots (3 if piloting an [independent] freighter).

Alien - Pilot

 

* Syron Aalun (2)                                                      

Rare Light Rogue Squadron

Gand findsman. One of the strongest members of his race at his prime, winning the all-Gand wrestling championship three times in a row. Crippled by a firefight with an imperial trooper. Hates the Empire.

Power : 6  Ability : 3  Deploy : 5  Forfeit : 6

Adds 1 to power of anything he pilots. Wookiee Strangle may target him instead of a Wookiee. Once per battle, may ‘wrestle’ one imperial of ability <5 present. Traget canot use game text for remainder of turn and is forfeit –3.

Alien – Pilot - Warrior

 

* Tal'dira (1)                                                                         

Rare Light Rogue Squadron

Twi'lek warrior. Designed the Deathseed fighter. Leader of Deathseed squadron. Joined Rogue Squadron in the battle against Ysanne Isard. Became a member of the squadron when Nawara Ven was grounded due to his injuries.

Power : 5  Ability : 3  Deploy : 4  Forfeit : 5

Adds 2 to Power of anything he pilots (if piloting Deathseed 1 or a Rogue Squadron X-Wing, also adds 2 to maneuver and draws one battle destiny if not able to otherwise). Your non-jedi warriors at same site are power and forfeit +1.

Alien – Rebel – Pilot - Warrior

 

* Targeter (4)                                                                        

Rare Light Rogue Squadron

Alderaanian friend of Princess Leia. Looks more regal than Princess Leia. Scout who visits Imperial stocks to locate the places strike teams had to hit to get to the supplies the Rebellion needed, earning her the codename Targetter.

Power : 1  Ability : 3  Deploy : 3  Forfeit : 6

Holographic Memory deploys free. Once per turn, if in a battle with another Rebel, you may cancel one destiny draw. Unless Rebel is Leia, the player who drew the destiny may redraw that destiny. Power +2 with Tycho.

Rebel

 

* The Old Man (3)                                                                            

Rare Light Rogue Squadron

Coordinated the attack on the first Death Star. Leader of Yavin IV base during the evacuation following the Battle of Yavin. Injured and captured aboard the Lusankya. Rescued by Corran Horn and the rest of Rogue Squadron.

Power : 2  Ability : 2  Deploy : *  Forfeit : 6

May deploy for 4 Force or as an escorted captive. If a captive, rebels at related sites are forfeit +3. Adds 3 to power of capital starship he pilots. Adds 2 to your Attack Run total (4 if present at a Yavin IV site you control). 

Rebel – Pilot – Warrior

 

* Throgg (3)                                                                                      

Uncommon Light Rogue Squadron

Owner of the Lars Moisture farm following the deaths of Owen and Beru. Sold the farm to Juta Darklighter after Huff Darklighter, his brother, attempted to bankrupt him by initiating an alien landowner tax.

Power : 2  Ability : 1  Deploy : 2  Forfeit : 3

May deploy for free to Lars’ Moisture Farm. Your Force generation at same Tatooine site is +1 (+2 if your Vaporator here). Opponent’s force drains at related farms are –1.

Alien

 

Thyferran Operative (3)

Common Light Rogue Squadron

Former employee of the Zaltin Bacta corporation until Thyferra was conquered by Ysanne Isard. Work together with their former vratix subordinates to frighten the THDC away.

Power : 1  Ability : 1  Deploy : 1  Forfeit : 2

While at Thyferran site: adds 1 to your Force drains there, is power +1 (or +2 if your vratix is on Raithal) and, once during each of your deploy phases, may deploy one site to Thyferra from Reserve Deck- reshuffle.

Alien - Warrior

 

* Tsillin Wel (2)                                                                                 

Uncommon Light Rogue Squadron

Quarren New Republic Intelligence agent. Assigned to searching Imperial expenditure records to locate unexplainable expenses, which usually indicate anti-Rebel operations.

Power : 2  Ability : 2  Deploy : 3  Forfeit : 4

If present with a scomp link, you may activate 1 Force whenever opponent deploys an imperial character or a non-[independent] starship (you may activate an additional 1 Force if you occupy the location where opponent just deployed that character or starship).

Rebel

 

* Urlor Sette (2)                                                                                

Uncommon Light Rogue Squadron

Commander of the rebel platoon left behind to guard the evacuation of Yavin IV. Narrowly escaped the imperial occupation. Captured by Snoova while attempting to contact the Alliance from Ord Mantell. Imprisoned at Lusankya.

Power : 4  Ability : 1  Deploy : 3  Forfeit : 4

Deploys –2 on Yavin IV or with Dodonna. Your non-unique rebel troopers at same site are forfeit +1 (+2 if your rebel leader present).

Rebel – Warrior

 

* Ussar Vlee (2)                                                        

Uncommon Light Rogue Squadron

Gand scout. Findsman. Served short-time as a bounty hunter before the atrocities commited by other bounty hunters made him loathfull of the profession.

Power : 3  Ability : 2  Armor : 4  Deploy : 3  Forfeit : 4

Adds 1 to power and maneuver of anything he pilots. Bounty hunters and gangsters at same site are power and forfeit –1. Once per turn, you may add one to a just-drawn weapon destiny draw at same or adjacent site.

Alien – Pilot – Warrior

 

Vratix (2)                                                                                          

Common Light Rogue Squadron

Original population of Thyferra. Insectoids. They make the Bacta, which is then sold at outrageous prices for the benefit of the few humans on Thyferra.          

Power : 3  Ability : 1  Armor : 3  Deploy : 4  Forfeit : 3

Deploy -2 on Thyferra. Cumulatively subtract 1 from X on Bacta Tank while on Thyferra. Power and forfeit +2 if Qlaern Hif at Audience Chamber. Opponents Force generation at same Thyferra site is cumulatively –1.

Alien

 

* Vviir Wiamdi (2)                                                     

Rare Light Rogue Squadron

Gand scout findsman. Leader of the ruetsavii sent to chronicle and criticize the life of Ooryl Qrygg. Experienced pilot who found it an honor to describe the life of a member of Rogue Squadron.

Power : 3  Ability : 3  Armor : 5  Deploy : 4  Forfeit : 6

Adds 2 to power of anything he pilots. Your other Gand at same site are power and forfeit +1. Adds one battle destiny if in a battle with Ooryl or your unique scout.

Alien – Pilot – Warrior

 

* Wedge Antilles, Wing Commander Of Rogue Squadron       (2)

Rare Light Rogue Squadron

Leader of Rogue Squadron. Recruited pilots with commando skills in addition to piloting skills, to form a crack insertion team. Conquered Borleias, Coruscant and Thyferra.

Power : 4  Ability : 3  Deploy : 4  Forfeit : 6

Adds 3 to power of anything he pilots. Your Rogue Squadron warriors at same site are power +1. Once per turn,  you may deploy a Rogue Squadron pilot warrior here from reserve deck, reshuffle.  Immune to attrition <4.

Rebel – Pilot – Warrior

 

* Whistler (6)                                                                        

Rare Light Rogue Squadron

Corran Horn’s astromech Correlian Security partner. Programmed for creativity, surveillance, lock-picking, forceful entry, deduction and escape subroutines. Code-protected from restraining bolts and callers. Spy.

Power : 1  Deploy : 2  Forfeit : 4

May deploy aboard a starfighter by suspending astromech (for free aboard Rogue Squadron Nine). If aboard a starship, adds 2 to Power and maneuver (if aboard Rogue 9, also adds 3 to

its immunity to attrition. If at a scomp link during your control phase, once per turn, you may add 1 to a Force drain at a related site. Immune to Restraining Bolt and Program Trap.

Droid - Astromech

 

* Zraii (2)                                                                                          

Rare Light Rogue Squadron

Verpine leader of Rogue Squadrons' Maintenance Crew. Hatched in the asteroid Roche G42. Always modifying Rogue Squadron’s X-Wings.

Power : 1  Ability : 1  Armor : 3  Deploy : 3  Forfeit : 4 

Deploys for free at your docking bay or capital starship. If aboard a capital starship or at a docking bay, your starfighters at related system and sectors are maneuver +2 (your X-Wings are also power +2). If aboard a starship that was just 'hit', draw destiny. If result > 3, restore starship to non- hit status.

Rebel

 

Creatures

 

Borrat                                                                                    U1L2

Granite Slug                                                                            C1L2

Kowakian Monkey-Lizard                                                      C1L2

Taopari                                                                                  C1L2

 

Starships

 

* Ace Squadron 1 (3)                                                            

Rare Light Rogue Squadron

Pash Crackens' A-Wing. Has talked a Verpine into upgrading its systems. Engine now works at 127% of maximum capacity.

Starfighter : A-Wing

Power : 3  Maneuver : 5  Hyperspeed : 5  Deploy : 2  Forfeit : 5

May add 1 pilot. Pash Cracken deploys free aboard. All its weapon destinies are +1. Power -1 if opponent has a starship with higherr maneuver present. Immune to attrition < 4 if Pash Cracken piloting.

Nav Computer - Scomp Link

 

*** Ace Squadron A-Wing (3)                                                         

Rare Light Rogue Squadron

Part of Pash Cracken’s A-Wing squadron. Made up from equal parts survivors of Cracken’s Flight Group and new rookiees. Prototypes of the later E-Wing project. Stationed at Yag’Dhul.

Starfighter : A-Wing

Power : 3  Maneuver : 5  Hyperspeed : 5  Deploy : 4  Forfeit : 5

Deploys –2 at Yag’Dhul or with Pash Cracken. All its weapon destinies are +1. Power –1 if opponent has a starship with higher maneuver present. Permanent pilot aboard adds 1 to power, 1 to maneuver and provides ability of 1.

Permanent Pilot – Nav Computer – Scomp Link

 

Assault Shuttle (2)                                                      

Common Light Rogue Squadron

Loaded with tractor beam projectors, sensor packages, harpoon guns, concussion missile launchers, and automated blaster cannons. Used to transport insurrection teams to a subjugated planet.

Starfighter : Assault Shuttle

Power : 2  Maneuver : 3  Hyperspeed : 2  Deploy : 2  Forfeit : 4

May add 2 pilots and 5 passengers. Has ship-docking capability. Permanent pilot aboard provides ability of 1. Concussion missiles and tractor beam may deploy here.

Peremanent Pilot – Scomp Link – Nav Computer

 

* Battle Of Yavini (3)                                                           

Uncommon Light Rogue Squadron

Stolen Imperial customs frigate. Used by New Republic intelligence operatives working from Black Curs Base. Sunken by its crew on Hensara III. During the recovery operation, Rogue Squadron had to fight off the fighters of the strike cruiser Havoc.

Starfighter : Imperial Customs Frigate

Power : 3  Maneuver : 3  Hyperspeed : 4  Deploy : 3  Forfeit : 4

May add 2 pilots and 2 passengers. Permanent Pilot aboard provides ability of 2. Your non-pilot warriors are deploy –2 aboard. Has ship-docking capability.

Permanent Pilot – Nav Computer – Scomp Link

 

* Baudo-Class Space Yacht (3)                                                        

Common Light Rogue Squadron

Organic-shaped ship. Similar in built to a broad-bladed dagger. Powered by a pair of ion engines. Favourite of small-time smugglers after Booster Terrik’s success with the Pulsar Skate.

Starfighter : Baudo-Class Freighter

Power : 2  Maneuver : 4  Hyperspeed : 4  Deploy : 2  Forfeit : 4

May add 1 pilot, 1 passenger and 1 vehicle. Permanent Pilot aboard provides ability of 1. Has ship-docking capability. Quad laser cannon may deploy and fire for free here.

Permanent Pilot – Scomp Link – Independent – Nav Computer

 

* Champion 1 (4)                                                                              

Rare Light Rogue Squadron

General Salm's Y-Wing since the Battle of Yavin and the days of Green Squadron. Participated in the battle of Endor as Gray 1. Old but still barely spaceworthy.

Starfighter : Y-Wing

Power : 2  Maneuver : 3  Hyperspeed : 4  Deploy : 1  Forfeit : 4

May add 2 pilots or passengers. Its weapon destinies are +1. May not be targetted by opponent’s interrupts or effects. Immune to attrition < 4 when Salm piloting.

Nav Computer - Scomp Link

 

* Champion Five (3)                                                              

Uncommon Light Rogue Squadron

Member of Champion squadron. Its gunner volunteered for the Alliance after the Battle of Endor. Came to Corran Horn’s aid during an hit-and-run attack on Borleias after the Alliance had conquered it.

Starfighter : Y-Wing

Power : 2  Maneuver : 3  Hyperspeed : 4  Deploy : 3  Forfeit : 4

May add 1 pilot. Permanent gunner aboard adds 3 to each of its weapon destiny draws and provides ability of 1. Immune to attrition <3 (<5 if a Gray or Champion Squadron pilot aboard).

Permanent Pilot – Nav Computer – Scomp Link

 

*** Champion Squadron Y-Wing (3)                                                

Uncommon Light Rogue Squadron

Part of General Salm's Defender Wing. Upgraded with enhanced missile lock generators. Based on Commenor. Very disciplined. Trained in multiple-fighter torpedo strikes.

Starfighter : Y-Wing

Power : 2  Maneuver : 3  Hyperspeed : 4  Deploy : 3  Forfeit : 3

May add 1 pilot or passenger. Proton Torpedoes, Intruder Missiles and Concussion Missiles fire for free aboard and their weapon destiny draws are +1. Combined attack targetting only Defender Wing fighters is a used interrupt. Permanent Pilot aboard adds 1 to power, 1 to maneuver and provides ability of 1. Deploys -1 on Commenor or at same location as Salm.

Permanent Pilot - Nav Computer - Scomp Link

 

* Corulag (3)                                                                       

Uncommon Light Rogue Squadron

Bulk Cruiser refitted to transport assault shuttles bearing commando troopers. Lousy hyperdrive usually doesn't allow it to participate in hit and run attacks but only in conquest assaults.

Capital : Modified Bulk Cruiser

Power : 2  Armor : 4  Hyperspeed : 2  Deploy : 4  Forfeit : 4

May add 3 pilots, 4 passengers, 2 vehicles and 2 starfighters. Your assault shuttles, rebel scouts of ability < 3 and non-unique blasters deploy free aboard. Permanent Pilot aboard provides ability of 1. Has ship-docking capability.

Nav Computer - Scomp Link - Permanent Pilot

 

* Corusca Rainbow (1)                                                                    

Rare Light Rogue Squadron

Name given by the New Republic to the defected Interdictor cruiser Black Asp as a good omen towards its first mission : the Liberation of Coruscant.

Capital : SFS Immobilizer 418 Heavy Cruiser

Power : 5  Armor : 4  Hyperspeed : 4  Deploy : 6  Forfeit : 7

May add 3 pilots, 3 passengers and 1 starfighter. Permanent Pilot aboard provides ability of 2. Has ship-docking capability. Once per game, deploy Gravity Well projector here from Reserve Deck, reshuffle. Your A-wings are Power +1 here.

Permanent Pilot - Nav Computer - Scomp Link

 

* Deathseed Squadron 1 (2)                                                  

Rare Light Rogue Squadron

Ugly constructed by Tal'dira. Composed of the cockpit of a TIE fighter and the S-Foils of an X-Wing. Deadly in close combat. S-Foils deploy in the same configuration as on a B-Wing

starfighter

Starfighter : Deathseed X-Wing

Power : 4  Maneuver : 3  Hyperspeed : 4  Deploy : 3  Forfeit : 4

May add 1 pilot. Counts as an X-Wing. Immune to attrition <3 and cannot be targetted by missiles if matching pilot aboard.

Nav Computer - Scomp Link - Independent

 

*** Deathseed Squadron Chirdaki (3)                                             

Common Light Rogue Squadron

Twi'leki design. Patchwork of X-Wing and TIE fighter parts. X-Wing provides shields and firepower, TIE fighter provides propulsion and missile launchers.

Starfighter : Deathseed X-Wing

Power : 4  Maneuver : 3  Hyperspeed : 4  Deploy : 5  Forfeit : 4

May add 1 pilot. Counts as an X-Wing. Deploys -2 on Ryloth or at same location as Tal'dira. Permanent Pilot aboard adds 1 to power and weapon destiny draws and provides ability of 1.

Nav Computer - Scomp Link - Independent - Permanent Pilot

 

* Devonian (4)                                                                                 

Rare Light Rogue Squadron

New Republic assault shuttle used by General Madine and Lieutenant Page to defect from the Empire. Assigned to General Kre’fey and the Corulag. Participated in the assaults on Borleias and Coruscant.

Starfighter : Assault shuttle

Power : 2  Maneuver : 3  Hyperspeed : 4  Deploy : 2  Forfeit : 4

May add 1 pilot and 5 passengers. Has ship-docking capability. Permanent pilots aboard provides ability of 4. Concussion missiles and tractor beam may deploy here. Lieutenant Page, General Madine and your non-unique rebel scouts deploy free aboard.

Permanent Pilot x2 - Nav Computer - Scomp Link

 

* Eclipse Rider (3)                                                    

Uncommon Light Rogue Squadron

Old dilapidated freighter rented by Wedge Antilles and Ooryl Qrygg during their search for X-Wings parts after their resignment from the Alliance Military and their war against Thyferra and Ysanne Isard.

Starfighter : YT-1300 Freighter

Power : 2  Maneuver : 3  Hyperspeed : 5  Deploy : 2  Forfeit : 4

May add 2 pilots and 2 starfighters. Has ship-docking capability. Ooryl and Wedge deploy –1 abaord. Quad Laser Cannon may deploy (and fire free) aboard. Immune to attrition <4 if Wedge or Ooryl piloting.

Independent – Nav Computer – Scomp Link

 

* Emancipator (1)                                                                           

Rare Light Rogue Squadron

Captured star Destroyer formerly called Adjucator. Modified for optimal crisis response time.

First saw Republic duty during the Battke of Borleias.

Capital : Imperial-Class Star Destroyer

Power : 7  Armor : 5  Hyperspeed : 4  Deploy : 8  Forfeit : 10

May deploy -3 as a 'react.' May add 6 pilots, 8 passsengers, 2 vehicles and 4 starfighters. Permanent Pilot aboard provides ability of 2. Has ship-docking capability.

Permanent Pilot - Nav Computer - Scomp Link

 

* Eridain (1)                                                                         

Uncommon Light Rogue Squadron

Once part of the Alderaanian Diplomatic Corps. Captain Afyon defected with his crew to join the Rebel Alliance, because he detested the demilitarising policy of Alderaan, thinking it the height of egotism.

Capital : Correlian Corvette

Power : 5  Armor : 4  Hyperspeed : 3  Deploy : 4  Forfeit : 7

May add 3 pilots, 4 passengers and 1 starfighter. Has ship-docking capability. Permanent Pilot aboard provides ability of 1. Your starfighters at same system are power +1.

Permanent Pilot - Nav Computer - Scomp Link

 

* Forbidden (5)                                                                                

Uncommon Light Rogue Squadron

Captured shuttle used to recover Extra-vehicular fighter pilots. Lasers are powered down and it is not equiped with missiles because its pilot is a security risk.

Starfighter - Lambda Class Shuttle<

Power : 0  Maneuver : 3  Hyperspeed : 3  Deploy : 2  Forfeit : 4

May add 2 pilots and 4 passengers. Once per turn, you may revive (place here from lost pile) one pilot just forfeited at same system or sector. You may play Eject! Eject! as a used interrupt at same location to revive (place aboard a capital starship here) one pilot just forfeited at same system or sector.

Nav Computer - Scomp Link

 

* Freedom (1)                                               

Rare Light Rogue Squadron

Name given to the Imperial-II Star Destroyer Avarice after it was surrendered to Wedge Antilles by Sair Yonka. Was the first starship attacking the Lusankya during the Battle of Thyferra. Was devastated by the Ion Cannons of the Lusankya.

Capital : Imperial-II class Star Destroyer

Power : 9  Armor : 6  Hyperspeed : 3  Deploy : 8  Forfeit : 8

May add 6 pilots, 8 passengers, 2 vehicles and 5 starfighters. Has ship-docking capability. Permanent pilot aboard provides ability of 1. Its weapon destiny draws are +1 when targetting a capital starship.

Permanent Pilot – Nav Computer – Scomp Link

 

*** Guardian Squadron B-Wing (3)                                      

Uncommon Light Rogue Squadron

Part of General Salm's Defender Wing. Based at Commenor. Equipped with X-Wing grade

cannons instead of the weaker B-Wing cannons. The additional energy to charge those cannons is drained from shields.

Starfighter : B-Wing

Power : 4  Maneuver : 1  Hyperspeed : 3  Deploy : 6  Forfeit : 4

X-Wing laser cannon may deploy here. Deploys -2 on Commenor or at same location as Salm. Permanent Pilot aboard adds 2 to power and provides ability of 1. Out of Nowhere may target this fighter. May fire two or more starship weapons per battle.       

Permanent Pilot - Nav Computer - Scomp Link

 

* Hunter Squadron 1 (3)                                                                   

Uncommon Light Rogue Squadron

Black and gold trimmed Headhunter. Purchased by Tycho Celchu on Coruscant. Flown by

Corran Horn during the Liberation of Coruscant. Control overrides used in his capturing transmitted to the Lusankya by Erisi Dlarit.

Starfighter : Z-95 Headhunter

Power : 2  Maneuver : 4  Hyperspeed : -  Deploy : 1  Forfeit : 3

May add 1 pilot. May be carried aboard starships as a vehicle. Immune to attrition <4 if Corran piloting. Immediately captured if at same location as a Star Destroyer with a Tractor Beam and Erisi Dlarit (or at same location as Lusankya). May participate in battles at sites.

 

*** Hunter Squadron Z-95 (3)                                                          

Uncommon Light Rogue Squadron

Headhunter which participated in the Battle of Coruscant. Lasers zeroed at 250 metres for better shooting in city locations.

Starfighter : Z-95 Headhunter

Power : 2  Maneuver : 3  Hyperspeed : -  Deploy : 1  Forfeit : 3

May add 1 pilot (suspend permanent pilot). Permanent Pilot aboard provides ability of 1. May be carried aboard starships as a vehicle. May participate in battles at sites. Immune to attrition < 4 if a Rogue Squadron pilot aboard.

Permanent Pilot

 

* Liberator (1)                                                                                 

Rare Light Rogue Squadron

Imperial-Class Star Destroyer captured at the battle of Endor. Formerly known as Adjucator. Hangar bays converted for use by Alliance fighters. Most crewers defected to the Alliance, allowing them to run the ship with the uttermost efficiency.

Capital : Imperial-Class Star Destroyer

Power : 7  Armor : 5  Hyperspeed : 4  Deploy : 8  Forfeit : 9

May add 6 pilots, 8 passengers, 2 vehicles and 4 starfighters. Has ship-docking capability. Permanent pilot provides ability of 1. All starship weapons may deploy here. If this is your only starship present at a system, opponent may not attack you.

Permanent Pilot - Nav Computer - Scomp Link

 

Mark II A-Wing (3)                                       

Common Light Rogue Squadron

After the great success of the A-Wing starfighter in the battle of Endor, the Rebel Alliance immediately started building a new model. Faster and more maneuverable than the older model at the cost of some on-board systems such as the high-output jammers.

Starfighter: Mk II A-wing

Power : 3  Maneuver : 6  Hyperspeed : 3  Deploy : 2  Forfeit : 2

Deploys –1 to same system as your capital starship. Permanent pilot provides ability of 1.

Permanent Pilot – Nav Computer

 

* Mirax Aboard Pulsar Skate (2)                                                     

Rare Light Rogue Squadron

Nothing comes between an experienced pilot and his or her self-modified starship.

Starfighter : Baudo-class space yacht

Power : 2  Maneuver : 5  Hyperspeed : 5  Deploy : 4  Forfeit : 5

May add 1 pilot and 2 passengers. Permanent pilot is * Mirax Terrik, who adds 2 to power, 1 to maneuver, draws one battle destiny if not able to otherwise, provides immunity to attrition <5 and ability of 2. Immune to Lateral Damage and Come With Me.

Permanent Pilot – Nav Computer – Scomp Link - Independent

 

* Mon Valle (3)                                                                                

Rare Light Rogue Squadron

Bulk Cruiser used by the New Republic as a launching station for assault shuttles. Short-circuiting shield generators will probably mean its destruction one day.

Capital : Modified Bulk Cruiser

Power : 3  Armor : 2  Hyperspeed : 4  Deploy : 3  Forfeit : 5

May add 3 pilots, 4 passengers, 2 vehicles and 2 starfighters. Your freighters and shuttles are deploy –2 aboard. Permanent Pilot aboard provides ability of 2. Has ship-docking capability.

Nav Computer - Scomp Link - Permanent Pilot

 

* Neutron-Star Class Bulk Cruiser (2)                                              

Uncommon Light Rogue Squadron

Modified bulk cruiser of Rendili Star Drive. Slow and in frequent need of repair. Unreliable combat ship, best used as transport ship.

Capital : Modified Bulk Cruiser

Power : 2  Armor : 3  Hyperspeed : 3  Deploy : 3  Forfeit : 4

May add 3 pilots, 4 passengers, 2 vehicles and 2 starfighters. Permanent pilot aboard provides ability of 1. Has ship-docking capability.

Nav Computer - Scomp Link - Permanent Pilot

 

* Rebel’s Pride (4)

Common Light Rogue Squadron

Republician freighter used by the Alliance to transport Bacta from Thyferra during the Krytos Crisis. News of the convoy was leaked to Warlord Zsinj, who destroyed the Convoy with the Iron Fist.

Freighter : KDY CC-23 Transport

Power : 2  Armor : 3  Hyperspeed : 3  Deploy : 1  Forfeit : 3

May add 1 pilot, 3 passengers and 1 vehicle or starfighter. Permanent Pilot aboard provides ability of 1. Has ship-docking capability.

Permanent Pilot – Nav Computer – Scomp Link

 

* Rogue Squadron Nine (3)                                                               

Rare Light Rogue Squadron

Corran Horn's X-Wing. Property of Correlian Security Force. Still painted in CorSec's color scheme : green with black trim.

Starfighter : Incom T-65 X-Wing

Power : 3  Maneuver : 4  Hyperspeed : 5  Deploy : 2  Forfeit : 5

Corran Horn deploys -2 aboard. May add 1 pilot. Weapon destinies are +1. Immune to attrition < 5 if Corran aboard.

Nav Computer - Scomp Link

 

Rogue Squadron X-Wing (4)                                                 

Rare Light Rogue Squadron

Callsigns in Rogue Squadron are frequently changed after every battle, when new pilots join the squadron. X-Wings are never exchanged, because the only 'true' way to leave the squadron is in the 'leave bits of X-Wing around' way.

Starfighter : Incom T-65 X-Wing

Power : 3  Maneuver : 4  Hyperspeed : 5  Deploy : 3  Forfeit : 5

May add 1 Rogue Squadron pilot (suspends permanent pilot). Rogue Squadron pilots are deploy –2 aboard. Permanent Pilot aboard provides ability of 1. Any Rogue Squadron pilot counts as matching pilot. Maneuver +1 and immune to attrition <4 if matching pilot aboard.

Permanent Pilot - Nav Computer - Scomp Link

 

* Star’s Delight (3)

Uncommon Light Rogue Squadron

Lai Nootka's personal freighter. Captured on Garqi by Prefect Mosh Barris. Freed from impoundment by Corran Horn.

Starfighter : Gymsnor-3 Freighter

Power : 2  Maneuver : 3  Hyperspeed : 4  Deploy : 1  Forfeit : 3 

May add 1 pilot. Has ship-docking capability. Opponent’s TIEs at same location are maneuver –2. Immune to attrition <3 if Nootka piloting.

Nav Computer – Scomp Link - Independent

 

* Starwind (3)                                                                      

Uncommon Light Rogue Squadron

Gil Bastra’s personal yacht. Followed for over one year by Kirtan Loor and his subordinates at Correlia Imperial Intelligence and the new CorSec under the Correlian Diktat.

Starfighter : CE-2 Freighter

Power : 2  Maneuver : 5  Hyperspeed : 5  Deploy : 2  Forfeit : 4

May add 1 pilot and 1 passenger. Permanent Pilot aboard provides ability of 1. Has ship-docking capability. Once per turn, if piloted by a character, you may take one Hyper Escape or A Few Maneuvers into hand from reserve deck, reshuffle.

Permanent Pilot – Nav Computer – Scomp Link - Independent

 

* TYE-Wing (5)                                                                                

Common Light Rogue Squadron

Ugly constructed from the cockpit of a TIE fighter and the Y-Wings of a Koensayr fighter. Combines the utter lack of grace and maneuverability of an Y-Wing with the shieldlessness of a TIE fighter. Nicknamed DIE-wing by those who don’t have to pilot them.

Starfighter : Cobbled-together Wreck

Power : 2  Maneuver : 2  Hyperspeed : -  Deploy : 1  Forfeit : 1

After deployment, you may activate 1 Force if an Y-Wing or TIE Fighter at same location (2 if both). Permanent Pilot aboard provides ability of 1/2. Counts as an Y-Wing or Z-95.

Permanent Pilot – Independent

 

Ugly (5)                                                                     

Common Light Rogue Squadron

Pieced together from scavenged starfighter parts. Usually built by smugglers who seek more firepower than maneuverability and hull integrity.

Starfighter : Cobbled-together Wreck

Power : 3  Maneuver : 2  Hyperspeed : 3  Deploy : 4  Forfeit : 2

Deploy cumulatively –1 for each type of starfighter in yours and opponents' lost pile. Permanent pilot aboard provides ability of 1. Any starfighter weapon that deploys on a starfighter in your or opponent's lost pile may deploy here.

Permanent Pilot – Nav Computer – Independent – Scomp Link

 

* Valiant (1)                                                             

Rare Light Rogue Squadron

Thranta – class War Cruiser attached to the Another Chance Convoy. When Alderaan disarmed itself, it loaded all their weapons on a transport and gave it a three frigate convoy. Commanded by droids.

Capital : War Cruiser

Power : 6  Armor : 5  Hyperspeed : 5  Deploy : 6  Forfeit : 6

Deploy -2 where you have an Alderaanian. May add 2 pilots, 6 passengers and 2 vehicles. Has ship-docking capability. May initiate battle.

Permanent Pilot - Nav Computer - Scomp Link

 

* Warden Squadron Y-Wing (3)                                                       

Common Light Rogue Squadron

Part of General Salm's Defender Wing. Least experienced squadron in that Wing. Based on Commenor. Uses SW-6 Ion cannons for better anti-capital ionization attacks.

Starfighter : Y-Wing

Power : 2  Maneuver : 3  Hyperspeed : 4  Deploy : 2  Forfeit : 3

May add 1 pilot or passenger. SW-4 Ion Cannon fires for free aboard and its weapon destiny draws are +1. Permanent Pilot aboard adds 1 to power and provides ability of 1. Deploys for free on Commenor or at same location as Salm.

Permanent Pilot - Nav Computer - Scomp Link

 

Z-95 XT Trainer (3)                                                              

Common Light Rogue Squadron

Two-seat training version of the famous Z-95 Headhunter. One of these was assigned to Tycho Celchu as Executive officer of Rogue Squadron, because they are not armed with missiles.

Starfighter : Z-95 Headhunter

Power : 0  Maneuver : 3  Hyperspeed : -  Deploy : 2  Forfeit : 4

May add 1 pilot or passenger. Permanent pilot aboard provides ability of 1. Weapons may not deploy here. While present at a system you control, all your X-Wings and Z-95s are power +1 (+2 if your leader pilot piloting here).

Permanent Pilot –Scomp Link

 

Vehicles

 

* SoroSuub Skyhook (3)                                                       

Uncommon Light Rogue Squadron

Sullustan enclosed skyhook on Coruscant. Proposed to Rogue Squadron as base when they    left the New Republic Military to chase after Ysanne Isard.

Transport Vehicle

Power : 1  Armor : 4  Landspeed : 2  Deploy : 2  Forfeit : 4

May add 1 driver, 3 passengers and 2 starfighters. May deploy and move to cloud sectors as a starfighter. Your characters may move from here to any related exterior site. Your starfighters deploy –2 aboard.

 

<> Orbital Mirror Station (4)                          

Common Light Rogue Squadron

Orbital Solar Energy Transfer Sattelite used to focus sunlight onto the surface of Coruscant. When the focused sunlight is focused on something else than its target station, a planet can be conquered.

Orbital Vehicle

Power : 0  Maneuver : 2  Landspeed : -  Deploy : 2  Forfeit : 2

Deploy only to a cloud sector. May add 1 driver and 2 passengers. Add 1 to all Force icons at related sites.

 

Admiral’s Order

 

* Rogue Squadron (6)

Rare Light Rogue Squadron

Admiral's Order

Rebel pilots with Rogue Squadron in lore deploy –2 aboard X-Wings and add an additional 1 to power and maneuver of anything they pilot. During a battle at a system or sector, all starfighters with matching pilot aboard add one destiny to power only. Your total power at sites related to systems you occupy with X Rogue Squadron starfighters is +X.

 

Objective

 

Control Over Coruscant (0)

Rare Light Rogue Squadron

Deploy a system of parsec number >3 and Storm Over Coruscant.

For remainder of game, Rebel Invasion targetting Coruscant system cannot be cancelled.

While this side up, once per turn, you may search your reserve deck for Coruscant System, Rebel Invasion or Wedge’s Gamble, place in hand and reshuffle. Your starships are deploy –1 at systems with parsec number >3. You may not Force drain at systems of parsec >3.

Flip when Rebel Invasion is targetting Coruscant and you just drained at a Coruscant site.

Place out of play if Coruscant ‘blown away’

 

Center Of the Universe (7)                                                     

While this side up, once per turn, you may deploy a planetary system from reserve deck unless a system with that parsec number is already on table. Your Force drains at system locations of parsec >1 are +1. Your movement from Coruscant system is free.

Flip if opponent controls Coruscant system or whenever you control no Coruscant location.

Place out of play if Coruscant ‘blown away’

 

Interrupts

 

* A Bit Rusty (5)

Common Light Rogue Squadron

Imperial prisons usually do not feature starfighter simulators or TIE starfighters, minimalizing their captives entertainment.

Used Interrupt

If your character has just escaped to used pile, instead place him in your hand. (immune to sense) OR If you have just deployed or released a character, add 2 to his power until opponent's next turn.

 

* Bacta Allergy (3)                                         

Common Light Rogue Squadron

Due to several bacta batches which were contaminated by the Ashern and various other reasons, millions of humans and humanoids are allergic to Bacta, and have to revalidate in the old ways.

Used Interrupt

Place one patient on Bacta Tank out of play. OR If opponent just placed a character in used pile using game text of a medical droid, place that character out of play.

 

* Bacta Boy Versus Horn (5)                                     

Rare Light Rogue Squadron

Corran Horn’s antipathy towards the second-best new pilot in Rogue Squadron served Wedge’s plan : to keep Bror Jace occupied and Horn on edge.

Lost Interrupt

If Corran Horn is in a battle with a Thyferran, add a battle destiny (add two if in a battle with Bror Jace) OR Return a just deployed THDC character or a starship with a THDC permanent pilot to opponent’s hand.

 

* Blaze Of Glory (5)                                                              

Uncommon Light Rogue Squadron

The way so many Rogue Squadron pilots went : giving the ultimate sacrifice for their comrades and ideals.

Lost Interrupt

If you just won a battle, you may randomly retrieve one Force for every character you forfeited in this battle. OR If target character’s forfeit was just reduced to 0, return it to normal.

 

Bomb Threat (4)                                            

Common Light Rogue Squadron

Many terrorists have discovered that using a bomb threat is almost as effective as detonating a bomb.

Lost Interrupt

Your characters at same site as opponent's automated weapon, grenade or detonator may move away from here using personal landspeed for free. (Immune to sense) OR If you have a mine, grenade or detonator at a site, force opponent to move all his characters and vehicles from here for free or lose them.

 

* Comrade Smile (3)                                                             

Common Light Rogue Squadron

Blossoms on every rebel’s face after their life was just saved by a comrade. The Alliance persevers through all suffering by the friendship of its members.

Used Interrupt

If your character just ‘hit’ an opponent’s character present, opponent must immediately lose that character. OR If you just won a battle (and opponent lost cards from reserve deck for battle damage), retrieve one Force.

 

Dogfight (4)                                        

Uncommon Light Rogue Squadron

Encounters between two groups of starfighters usually end in a dogfight, usually not won by the fighters with the best maneuverability, firepower or shields, but by the competence and situational awareness of the pilots.

Used Interrupt

Target your non-[independent] starfighter and a TIE at same system or sector location. Both you and opponent draw two destinies (add one to each destiny if target has a weapon) and add power, maneuver and ability of one pilot. Loser is immediately lost. Continue until a player has no eligible starfighters left here.

 

* Emotional Affection (5)        

Rare Light Rogue Squadron

After the loss of many of his comrades, Wedge attempted to keep his distance from the new pilots in Rogue Squadron. Nevertheless, the loss of Corran Horn at Borleias and Coruscant hurted him.

Lost Interrupt

If Wedge is in a battle with a Red or Rogue Squadron pilot (except Luke), add two battle destinies. OR Cancel Emotional Distance or A Loner.                  

 

* Evasive Action (5)                                                              

Common Light Rogue Squadron

Captain! Star Destroyers in-system! All battle stations : code red! Take evasive action!

Used Interrupt

Play when a battle is initiated at a system. Target one of your capital starships there. Target is  defense value +2 and you may add 1 to total weapon destiny of weapons aboard target.

 

* Fear Of Failure (5)                                                             

Rare Light Rogue Squadron

With leaders as Vader and Palpatine in charge, the Imperial army and navy is based on fear for their superiors and their retributions for failure.

Lost Interrupt

Cancel Apology Accepted, Fear or Constant Fear. OR Take Dark Dissension or You Have Failed Me For The Last Time into hand from reserve deck, reshuffle. OR If opponent just lost a battle, place top card of his reserve deck into his lost pile.

 

* Impossible Is What Rogues Do (6)              

Rare Light Rogue Squadron

The thoughest assignments of the Rebel Fleet were always given to Rogue Squadron, which is part of the reason there are so many dead on the Unit’s roster. Many good pilots never had a survival chance.

Lost Interrupt

If all your ability at a location is created by Rogue Squadron characters, add one battle destiny (two if your Rogue Squadron leader participating in battle). OR Opponent loses 1 Force for each battleground you occupy with a Rogue Squadron character (to a maximum of 3 Force loss).

 

* Situational Awareness (6)                                                   

Common Light Rogue Squadron

The art of knowing the relative position of as many enemy and friendly starfighters as possible during battle. Without a good awareness, a pilot’s odds to survive a dogfight drop dramatically.

Used Interrupt

Target your starfighter with a pilot character aboard if that pilot’s ability is equal to or higher than the number of opponent’s starfighters present. For remainder of turn, add pilot’s ability to starfighters power, maneuver and weapon destiny draws.

 

Effects

 

<> Condition Critical! (4)                                           

Rare Light Rogue Squadron

Critical conditions is where the rebel Alliance crack troops are specifically trained for. Their superior training and morale is all that aids them against impossible odds.

Effect

Deploy on an interior site. While a leader present here, opponent may not deploy effects or characters here and must use an additional Force to move here. Your Force drains here are reduced by 1 (to a minimum of 1).

 

* Thyferran Aerospace Defense Force (4)                  

Rare Light Rogue Squadron

Formed after the Battle of Thyferra. Led by Bror Jace after his resignment from the Alliance. Trained by Rogue Squadron to protect the independent interests of Thyferra.

Effect

Deploy on Thyferra system. Your alien warriors are power and forfeit +1 and your [independent] starships are power +1 at Thyferra locations. Bror Jace counts as a leader and adds 1 to power of each rebel in a battle at a Thyferra site. (Immune to alter while you control Thyferra system).

 

 

Type

Rare

Uncommon

Common

Admiral’s Order

1

 

 

Characters

43

26

8

Creatures

 

1

3

Devices

 

 

 

Effects

1

 

 

Epic Events

 

 

 

Force Powers

 

 

 

Interrupts

2

1

4

Objectives

1

 

 

Sites

 

 

 

Starships

14

13

9

Systems

 

 

 

Vehicles

 

1

1

Weapons

 

 

 

Total