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.
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 |
* 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
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
* 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.
*
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.
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.
*
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)
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).
* 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.
*** 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
* 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.
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)
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.
* 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
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
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.
* 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.
* 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.
* 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
* 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 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 |
* 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
Hawk Bat COMMON
DARK ROGUE SQUADRON
Thevaxan
Marauder UNCOMMON
DARK ROGUE SQUADRON
Corellian
Gluttonbug COMMON
DARK ROGUE SQUADRON
* 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
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.
*
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.
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.
* Krytos
Virus (0)
Rare Dark
Rogue Squadron
Epic Event
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)
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
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
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)
* 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
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
* 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
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
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.
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 |
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
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
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
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
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
* 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
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
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.
*
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.
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’
* 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.
<>
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 |
|
|
|