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NOTE: Latest ideas
Either Or
Surprise Attack
Rare Admiral's Order
Destiny 6
Game Text: Cards from here may deploy at any time as a 'react'.
Once during your move phase, may \/ under here one starship (with
optional weapon or device) faced down without showing. Then put as
much Force from your Force Pile as desired next to this card. This
Force can not be targeted and can only be used for battles and deploying
as a react cards from here. Up to 2 Admiral's Orders may be in play
while Surprise Attack is active and if replaced, all cards and Force
here are recycled (may not be replaced except with another Surprise
Attack).
Clarification: In order to deploy cards (ships with a weapon/device)
from under here, you must use the force next to here, or you can not
deploy the card(s). Also, you may only place Force next to here 'when'
you \/ a starship.
NOTES: If any card placed under this Admiral's Order is revealed and
isn't a starship or weapon, owner loses card and all force next to
this card before it can be recycled (or, if no force is next to card,
lose force equal to destiny number of card, minimum of 2).
Weapons Locker
Uncommon Effect
Destiny:0
Game Text: Only one per side. May only deploy as a result of your
starting interrupt with up to 6 unique nonlightsaber weapons under
here from outside the game. Once during each of your turns, may deploy
one weapon from here. Weapons from here may not go in any Reserve
deck and are placed out of play when lost or recycled. (Immune to
Alter)
Darkside
*A Darksider's Rage
Uncommon Lost Interrupt
Destiny:5
Lore: Shrouded is the darkside, domineering. Those under
its veil often times employ techniques of hatred and rage, but also
of an impossibly subtle nature that builds up until it explodes.
Game Text: Cancel Blaster Deflection. Or, if one of your Dark
Jedi was just 'hit' by a weapon, lose 1 force. He is no longer considered
hit (any reductions as a result of being 'hit' remain until end of
turn), and opponent loses 1 force for each Dark Jedi, Mara Jade, or
Aurra Sing at same and related sites.
*C-3PX
Rare Protocol Droid
Droid-warrior, [presence icon]
Power:3 Armour:4 Deploy:4 Forfeit:3 Destiny:3
Lore: Wanted in seven systems. A [bounty hunter] on occasion,
but mainly hired out as an assassin due to C-3PX's extreme skills
in six million forms of dismemberment.
Game Text: Power + 1 for each other droid at same site. If
with another droid, draws one battle destiny if not able to otherwise
and once during battle, C-3PX may exclude itself and one other droid
involved. While armed, may not be stolen and immune to Restraining
Bolt, purchase, and attrition < 4.
*C-3PX's Assault Rifle
Rare Character Weapon
Destiny:5
Lore: Weapon chosen by C-3PX because of its versatile functionality,
unlimited modifiable possibilities, destructive capabilities, and
a built in shut down-alarm system.
Game Text: Deploy on C-3PX (may never be used by another character).
May target up to two characters or creatures for free. Draw two destiny.
If destiny +1 > total defensive value, targets 'hit' and may not
apply ability towards drawing battle destiny. Immune to Sabotage.
**Docking Claw (by retnuhytnuob)
Rare Device
Destiny:4
Lore: Some like it hot, some like it cold, some like it
up close and personal. Bounty Hunters go into their quarry's ships
to capture their prey, then they lock them in cages for transport
to their employer.
Game Text: Deploy on your [independant icon] starship. While
your bounty hunter aboard, whenever an opponent loses a character
at same location, you may capture them aboard instead (capacity permitting).
If starship is lost, recycle Docking Claw and all captives aboard
'escape' to used.
*IG-2000, A Ship Of Many Forms
Rare Dark Starfighter: Trilon Aggressor
Scomp Link, Astromech, Independent
Power:3 Maneuver:3 Deploy:3 Forfeit:5
Hyperspeed:3 Destiny:4
Lore: IG-88's assault starfighter. Custom designed. Boasts a Kuat
Galaxy-15 engine from a Nebulon-B frigate. Heavy ion cannon often
used to disable starships before boarding.
Game Text: May add 1 droid pilot and 2 passengers. IG deploys - 4
aboard. May be treated as any type of starfighter. If opponent just
lost a character at same system, may 'capture' them aboard. Maneuver
+3, draws one battle destiny if not able to otherwise, and immune
to attrition < 5 if IG-88 piloting.
**Interdictor Cruiser
Rare Capital: Interdictor-Class Heavy Cruiser
Lore: Specialized ships used extensively during Thrawn's campaign
against the New Republic. Produces an artificial Gravity 'force' that
keep ships from entering Hyperspace.
Icons: Pilot, Astromech, Scomp Link
Power:3 Armor:5 Deploy:6 Forfeit:7
Destiny:2 Hyperspeed:4
Game Txt: May add 2 Pilots and 4 Passengers. Has ship-docking
capability. Permanent pilot provides ability of 2. Once per turn,
may use 3 force to activate 'Gravity Wells' until end of your next
turn. Ion Cannons deploy and fire free here. Immune to Attrition <
3.
Effects of Gravity Wells are as follows: Causes Interdictor to
be Immune to Attrition and have Hyperspeed = 1 (which may not be
increased while Gravity Wells are in effect), and whereever the
Interdictor is at, adds 1 DS and 1 LS icon and ships attempting
to move past the same parsec or away from same location using their
hyperspeed are 'pulled' to Interdictor's location.
NOTES: If for any reason a ship is pulled to a parsec without a system
on the table having that parsec, the parsec card is instead placed
down on table in the appropriate parsec position and treated as a
0/0 space location (ships are then placed around it as if a normal
location and may battle and otherwise perform actions as usual). The
parsec card is recycled to owner's used pile after all ships move
away from it (if it is a system, though, it remains deployed).
Hidden Parsec: If the Interdictor is at a 'hidden' parsec
due to a card like Lying in Wait and the gravity wells are active,
parsec card must be verified first before gravity wells can take
effect (but, in the case of Lying in Wait, ship would be pulled
to that parsec and thus activating Lying in Wait's Surprised? automatically).
Scooting by an Interdictor; if 2 locations with the same
parsec number are deployed and an Interdictor is at one with gravity
wells activated, you may attempt to 'move' around. For example starting
at Parsec 1 (with 2 systems at parsec 3, Interdictor at one of them)
choose to move to the location without the Interdictor and upon
your next regular move travel to parsec 4 or beyond. Or, for instance,
you are trapped at Parsec 3 with the Interdictor, but you deploy
another Parsec 3 system (or moving from the Death Star to a system
its orbiting or reverse), you can then, after moving to the other
Parsec 3 system use the ship's hyperspeed upon its next regular
move.
*Lying in Wait
Rare Epic Event
Destiny: 0
Game Text: Deploy on table.
Just out of range: Once during your move phase, take any hidden
card from hand and place it next to here. This is your Parsec Card
- treat the destiny number as the parsec or if a system, use the system's
parsec. Treat each Parsec Card as a regular location (your starships
may move to or from any Parsec Card if within range).
Recycling Parsec Cards: At the end of any move phase, if no
starships are under a Parsec Card, it is recycled.
Surprised?: If opponent deploys or moves a starship to a location
that matches one of your Parsec Cards, may reveal it and place all
starships under it at that location (may also 'react' from Surprise
Attack). You may fire one weapon in response (results are instantaneous)
and opponent's starship may not move until after your next turn.
*Mara's Presence
Rare Used Interrupt
Destiny:3
Lore: If Mara had been there that fateful day on the sail
barge, things might have been different.
Game Text: If a character of ability < 6 just used a weapon
to target and you have a Dark Jedi or Mara Jade at same or adjacent
site, immediately cancel targeting and place weapon in your used pile
(take into hand if with Mara Jade). Weapon may deploy as if 'stolen'.
**Neural Inhibitor (by Conehead2187)
Uncommon Character Weapon
Destiny:3
Lore: A preferred weapon among bounty hunters, since it
fires small neurotoxic darts that immobilize the target rather than
killing it.
Game Text: Use 1 Force to deploy on your bounty hunter. May
target a non-droid character using 2 Force. Target is power and defense
value -2 and may not fire weapons or move for remainder of turn.
Prisoner Cages (retnuhytnuob and Lord Hoban)
Common Device
Destiny:6
Lore: Cages commonly used by Bounty Hunters to transfer
captives safely and securely.
Game Text: Deploy on your [independent icon] starship if no
other Cages aboard. Holds 2 captives (does not count against starship's
capacity limit). Any captives aboard starship may be placed here.
If starship landed at a site, may transfer a captive from here to
a Bounty Hunter at same site and once per captive may retrieve 2 Force.
Immune to Sabotage.
**Prison Sensors (by Echo Base Trooper)
Common Device
Destiny:1
Lore: Designed to keep unruly prisoners from escaping and
taking over the ship.
Game Text: Deploy on your [independent icon] starship with
a captive aboard. This starship may not participate in battles or
Force drains and may not be targeted by weapons. Once during your
control phase, opponent loses 2 Force for each 'hunted' captive aboard.
**Pulse Cannon (by Conehead2187)
Rare Character Weapon
Destiny:2
Lore: A weapon used mainly by mercenaries throughout the
galaxy for its versatility. Capable of causing massive amounts of
damage.
Game Text: Deploy on your bounty hunter or smuggler using 2
Force. Adds 1 to power. May target X amount of characters using X
Force. Draw destiny for each. Target hit if destiny > defense value
(lost if destiny = defense value).
Remote Pilot (by retnuhytnuob)
Rare Device
Destiny:4
Lore: While not as good as a real pilot, Boba Fett knew
that this would be an unfair fight. His Slave 1 wasn't one for going
down quietly.
Game Text: Deploy on your non-TIE starship. While matching
pilot at a related site, this starship may initiate battle (even while
landed, but adds only half power, round down) and draws one battle
destiny if not able to otherwise. When matching pilot at same site,
it may fire any weapons it has at characters (in place of starships)
and adds one destiny to total power only.
*Reputation of a Bounty Hunter (by retnuhytnuob)
Uncommon Used Interrupt
Destiny: 3
Lore: Due to the dangerous weapons of bounty hunters, many
will leave them alone while they go after a bounty.
Game Text: During your battle phase, target your [Independent
icon] starship and an opponent's starship present with a 'hunted'
character aboard. Initiate battle. Only targets and members of 'hunted'
character's squadron may participate (all other starships are excluded).
Any 'hunted' characters forfeited during battle may be captured aboard
your [independent icon] starship (capacity permitting).
*Rise Factory: Order Processing
Icons: Interior, Scomp Link
Light [1]: You must lose 1 Force to Force drain here. All Aliens for
both players here are power and forfeit + 1 and may not have their
forfeit reduced.
Dark [2]: If in play, must deploy next to Landing Pad (or vise versa).
Your characters may move from here directly to another Rise Factory
site (even if not adjacent).
*Rogue IG-Clone 1B
Rare Assassin Droid
Droid-warrior x 2, pilot
Power:4 Armour:4 Deploy:6 Forfeit:4 Destiny:4
Lore: Of the first series of IG-Clones created by the Droid
Regime, but like the droid it was based on, it went rogue shortly
after activation destroying much of the equipment and shutting down
the factory for months.
Game Text: May deploy anywhere regardless of location deployment
restrictions. Deploy and Forfeit - 2 if Secret Agenda in play. Immediately
lost at same site as any bounty hunter. Once per game, may \/ here
(at no cost) any weapon that can deploy here normally. During any
control phase, Clone 1B may fire one weapon (if hit, target is lost).
Spitfire Laser Cannon (by retnuhytnuob)
Common Character Weapon
Destiny:4
Lore: 'Smugglers giving you the blues? With this onboard
even your cross-eyed gunners can hit their mark. Many bursts from
this cannon make it hard for pilots to concentrate.'
Game Text: Deploy on your [Independent] Starfighter for free.
If your Bounty Hunter aboard, may use 2 Force to target a starfighter.
Draw destiny. If destiny -1 > target's printed defense value (no modifications
added or subtracted), target 'hit'. You may fire this weapon repeatedly
at same target for 1 force each time.
**Stealth Tracking
Uncommon Device
Destiny:3
Lore:
Game Text: Deploy on your [independent icon] starship. During
opponent's control phase, if a 'hunted' rebel at same location, one
of your Imperial starships of hyperspeed > 2 within range may move
here for free. Once per turn, if an opponent's starship just moved
from same location, follow for free.
*Tauntaun of Green Death (this isn't a real card)
Ultra Rare Effect
Destiny:4
Lore: It started with the Tauntaun. They thought it was
a good idea, a way for a supped up death machine capable of taking
any form, dealing the death to any that oppose their wraith.
Game Text: Deploy on an exterier location. \/ any Superlaser.
If your opponent has ten more cards in their life Force than you,
may deploy any superlaser on your vehicle or starship at a related
location and may only fire using the following: at the end of your
turn target another nonlocation card at same or adjacent location
as your vehicle or starship for 2 force. Draw destiny. If destiny
+ power > 8, target is lost .
*The Collector
Uncommon Alien-character, 1 DS and LS icon
Power:0, Ability:5 Deploy:3 Forfeit:4 Destiny:4
'Lore: Spy for Emperor Paplatine, may even be a blood
relative. Friend of Mara Jade. Known for collecting 'force pockets'
around himself. Has a knack for avoiding battles.
Game Text: May not be used for sense/alter, nor participate in battles
or force drains. If a character at same or related location was just
successfully used for sense or alter, it is placed on The Collector.
During either player's control phase, that player may lose 1 Force
to take one sense and/or alter into hand from The Collector.
*The Fleet Is At Your Command
Lore: Preparing for war is like playing chess. Obtaining the advantage
and maneuvering your pieces to lure the opponent into making a mistake
that'll cost them the game.
Rare Starting Interrupt
Destiny: 2
Game Text: USED: Place any non [episode 1] starship from hand on top
of your Reserve Deck. STARTING: Deploy Lying In Wait and Surprise
Attack. May also take any system, Imperial Leader (except Vader),
and any one effect which deploys for free into hand.When you draw
your starting hand, draw only four more cards. Place Interrupt in
Lost Pile.
Lightside
*Ani
Rare Alien-character, pilot
Power:0 Ability:3 Deploy:0 Forfeit:3 Destiny:3 or 5
Lore: Childhood nickname of Anakin Skywalker, future Dark
Lord of Sith. Dreams of freeing the slaves on Tatooine, becoming a
Jedi, and some day meeting an Angel.
Game Text: Adds 2 to power of anything he pilots or drives
(3 to Podracers). While with Qui-Gon or Padme during battle, may recycle
Ani to cancel all remaining battle damage and attrition for both sides.
Once per turn, may use 1 Force to examine and rearrange any Force
Pile.
*A Jedi's Inner Strength
Uncommon Lost Interrupt
Destiny:3
Lore: Using the force, Jedi can focus energies within themselves
to make them stronger and survive what would normally be lethal wounds
or manipulate the force in ways to 'turn the odds' against the opponent.
Game Text: If one of your Jedi was just 'hit' by a weapon,
he is no longer considered hit (any reductions as a result of being
'hit' remain until end of turn), and becomes power and defense value
+ 2 for remainder of turn. Or, if your Jedi present; cancels Force
Field or any successful attempt to capture another Jedi.
*Battle Droid Piloting
Lore: 'Sometimes you must embrace change in order to completely
screw it over.'
Common Effect
Destiny:5
Game Text: Deploy on table. Your Astromech and Maintenance Droids
gain a [pilot icon] and add 1 to power of anything they pilot or drive
(3 if a Battle Droid). If a Battle Droid is a passenger on your starship,
you may initiate battle at that system and use the destiny number
of that Battle Droid as your battle destiny if unable to draw one
otherwise. (Immune to Alter)
*Battle Droids
Lore: 'IG-88 secretly took over the operations of a major droid
manufacturer, but eventually destroyed himself attempting to take
on Boba Fett. In his absence, though, a new droid intelligence has
emerged.'
Rare Effect
Destiny:6
Game Text: Deploy on table. Your Battle Droids may use their destiny
number instead of ability for drawing battle destiny and when targeted,
may use defense value = 2 + their destiny number. Any nonlightsaber
weapon may deploy on your Battle Droids (use whatever cost listed)
regardless of restrictions except uniqueness and fire for free. (Immune
to Alter)
NOTE: The image is temporary until I can get a hold of the cardtable
image for Dismantle on Sight, which I think fits more with the theme
of the Lore.
*Civilian Droids
Lore: 'Even the more mundane tasks are needed to run a secret organization
bent on overturning the nondroid population.'
Uncommon Effect
Destiny:4
Game Text: Deploy on table. You may use 3 force to cause one Civilian
at a site you were just successfully drained at to become an Undercover
Spy. Twice per game, if your Civilian was just lost, place it out
of play to take into hand from the top of your lost pile as many cards
as equal to Civilian's forfeit. (Immune to Alter)
*Clone 2a-2001
Rare Independent Starfighter: Trilon Aggressor
Scomp Link, Astromech, Independent
Power:2 Maneuver:4 Deploy:2 Forfeit:3
Hyperspeed:4 Destiny:5
Lore: The next evolution of the IG-2000. Like its predecessor,
it boasts a Kuat Galaxy-15 engine from a Nebulon-B frigate with enhanced
maneuverability.
Game Text: May add 1 pilot (must be a smuggler or droid) and 2 passengers.
IG-Clones deploy - 1 aboard. Power and Maneuver + 3, and immune to
attrition < 5 if any IG-Clone (or IG-88) piloting. Any 'snub' fighter
weapon may deploy here.
*IG-Clone 2B
Rare Assassin Droid
Droid-warrior x 2, pilot
Power:4 Armour:5 Deploy:5 Forfeit:2 Destiny:1
Lore: Clone 2B was the first successful experimental model created
by the Droid Regime to mimic the rough IG-88 schematics left behind.
First order of IG Assassin Droid.
Game Text: Power - 2 at same site as IG-88 or your nondroid character.
Forfeit + 5 if Secret Agenda in play. Once per game, may \/ here (at
no cost) up to 2 different nonlightsaber weapons regardless of restrictions
(except uniqueness). Clone 2B fires weapons for free and 'assassinates'
characters it hits (victims are lost).
*IG-Clone 5Q
Rare Battle/Assassin Droid
Droid-warrior, pilot, [presence icon]
Power:3 Armour:5 Deploy:4 Forfeit:3 Destiny:3
Lore: A variation of the IG-Clone 2B model created by the Droid
Regime featuring enhanced immunity at a cost of lower power and a
downgraded weapon targeting system. Third order of Battle/Assassin
Droid..
Game Text: Power - 1 at same site as IG-88 or your nondroid character.
Forfeit + 2 and immune to attrition < 4 if Secret Agenda in play.
Clone 5Q fires weapons for free and if it is the only IG at a site,
may place any character it hits (and cards on them) in owner's used
pile. Immune to Restraining Bolt.
***IG-Clone 6A
Rare Battle Droid
Droid-warrior, pilot, [presence icon]
Power:4 Armour:4 Deploy:4 Forfeit:3 Destiny:2
Lore: A later evolution of the models based on the IG-88 schematics
created by the Droid Regime with the goal of making an overall balanced
unit to back up its droid brethren in battle. Fourth order of Battle
Droid.
Game Text: Power - 1 at same site as IG-88 or your nondroid character.
Forfeit + 2, immune to attrition < 4, and draws one battle destiny
if not able to otherwise if Secret Agenda in play. IG-Clone 6A fires
weapons for free. Immune to Restraining Bolt and may not be 'stolen'.
*Limited Manufacturing
Lore: Several droids created by the Droid Regime became free thinkers,
allowed to roam the galaxy until the 'rise of the machines'.
Rare Effect
Destiny:3
Game Text: Deploy on table. Once per game, \/ under here any droid
character (or you may use the type of droid under your Objective instead).
For remainder of game, your droids of the same type are considered
'Battle Droids', gaining a [presence icon]. If armed with a weapon,
they are power and forfeit +1. (Immune to Alter).
*Rise Factory: Core Operations
Icons: Interior, Scomp Link
Light [2]: If your droid here or Almost Human: Mostly Perfect is face
up, Force generation + 1 and once per turn may use 2 Force to cancel
the game text of one droid in play for remainder of turn.
Dark [0]: Only droid characters may deploy or move here. If you occupy,
once per turn may cancel the game text of any Rise Factory site for
remainder of turn. Force Drain +1 here.
*Rise Factory: Landing Pad (Docking Bay)
Icons: Interior, Exterior, Scomp Link
Light [1]: Once during your move phase, may use 2 Force to move any
droids from here to any other exterior site (or vise versa).
Dark [1]: Your docking bay transit from here requires 5 Force. Your
transit to here requires +4 Force for each of your nondroid characters
transporting.
CLARITY: I can thus move droids at one exterior site to the Landing
Pad (I can not move droids at multiple sites to the Landing Pad).
*Rise Factory: Production Line
Icons: Interior, Scomp Link
Light [1]: If your droid here, Force generation + 2. May \/ Limited
Manufacturing, its power and forfeit bonus is doubled.
Dark [0]: Only droid characters may deploy or move here. If Secret
Agenda in play, lose 1 Force at the end of each of your turns.
*Rise Factory: Recycling Plant
Icons: Interior
Light [1]: If you control, once during your control phase may use
1 Force to retrieve any one droid.
Dark [0]: Neither player may deploy characters here. If you control,
once during your turn may place any one droid in opponent's lost pile
out of play.
*Secret Agenda
Lore: 'When the final experiment is revealed, the Droid Regime
will sweep the galaxy and take its rightful place as gods among men.'
Uncommon Effect
Destiny:7
Game Text: Deploy on table. While Almost Human: Mostly Perfect face
up, once during your turn you may take a starship or nondroid character
from Out of Play and deploy them as one of your Battle Droids (with
ability - 3, min 0) or Battle Droid ships using their normal deploy
cost + 2. If they are lost or recycled, place them face down under
here and they may not redeploy again. (Immune to Alter)
What A Desolate Place This Is
Rare Objective
Destiny: 0
Game Text: Deploy a system, any desert, and *Secret Agenda.
Take any Droid from your deck and stack it under here.
For remainder of game, your droids of the same type are Battle
Droids, gaining a [presence icon]. All your other droids are Civilians
(unless otherwise stated).
While this side up, you cause no attrition, but you suffer
no battle damage and your Civilians are forfeit +3. Once per turn,
you may recycle a Battle Droid from hand to either cause one Force
drain on table to = 0 or /\ one Rise Factory location. Once per battle,
may stack one hit opposing character or starship present on Secret
Agenda.
Flip this card if you have 4 characters and/or starships on
Secret Agenda and place them out of play.
Place out of play if you deploy a nondroid character.
Almost Human: Mostly Perfect
Destiny:7
Game Text:
While this side up, [Reflections 2] 'Artoo & Threepio's'
game text and Battle Order are suspended. Your Battle Droids deploy
+ 2. As long as your Battle Droid has presence at a battleground
location, your Civilians may initiate Force drains. During a battle,
your Battle Droids are power + 2, add + 1 to each of their destiny
draws and your opponent may use 3 force to stack one of your just
lost Battle Droids on Secret Agenda.
Flip this card if you have 3 Battle Droids on Secret Agenda
and place them in your lost pile.
Place out of play if you deploy a nondroid character (except
with Secret Agenda).

***WED-377-FXL
Uncommon Maintenance Droid
Droid-pilot
Power:2 Deploy:2 Forfeit:4 Destiny:4
Lore: Back-up droids designed for ship repair and are able to take
over piloting duties for a short while if the owner is injured or
resting.
Game Text: Adds 2 to power of anything it pilots. If aboard starship
with matching pilot, adds one battle destiny (which is not affected
by Zuckuss in Mist Hunter). Once per turn, may use 2 Force to cause
the ship it is aboard to be immune to attrition < 4 or add 2 to its
immunity.
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SITE RULES
COMPOUND SITES - a new type of site. The first player to deploy a
specific compound site defines what planet that compound exists on
(like <> sites, compound sites can not be deployed if no planet
systems or planetary sites are in play). For example, Lightside deploys
Rise Factory: Core Operations to Tatooine: Desert (or, to Tatooine,
if only the system were deployed), thus defining the planet any further
Rise Factory sites must be attached to. Using Rise Factory in another
example, any further Rise Factory sites must deploy (in no particular
order unless otherwise stated) next to a preexisting Rise Factory
site. Lastly, exterior sites can be attached to both sides of a compound
site (the innermost exterior site on either side of a set of compound
sites is considered 'adjacent' for purposes of movement). If a particular
layout has been defined for a planet by the rules, compound sites
always go in the area for exterior sites.
OLD TEXT:
Surprise Attack
Admiral's Order
Destiny 6
Game Text: Once during your move phase, may \/ one ship (with
optional weapon or device) under here faced down (without showing)
which can be deployed at any time as a 'react'. When placed under
here, put as much Force from your Force Pile as desired next to this
card. This Force can not be targeted and can only be used for battles,
reacting from here, and deploying cards from under here. Up to 2 Admiral's
Orders may be in play while Surprise Attack is active and if replaced,
all cards under here recycle to used (lightside may not replace this
card except with another Surprise Attack).
*Lying in Wait
Epic Event
Destiny: 0
Game Text: Deploy on table.
Just out of range: Once during your move phase, choose any
of your ships at one parsec and stack them next to this card as their
regular move if within range. Then take any hidden card from hand
(this is your Parsec Card) and place it face down on top of stack
(treat destiny number as the parsec, or, if a system, use the parsec
number on it). Your ships may move to or from any stack here as if
they are regular locations.
New Coordinates: Once during your move phase, target one of
your stacks of ships here and, using their regular movement if within
range, recycle Parsec Card to used and replace with a hidden card
from hand as your new Parsec Card.
Surprised?: If opponent deploys or moves a ship to a space
location that matches one of your Parsec Cards, reveal and recycle
Parsec Card to used; place all ships under it at that location (may
also 'react' from Surprise Attack). You may fire one weapon in response
(the results of which happen instantaneously) and opponent's ship
may not move away until end of your next turn.
Rarity
DARKSIDE
RARE
*C-3PX
*C-3PX's Assault Rifle
**Docking Claw
*IG-2000, A Ship Of Many Forms
**Interdictor Cruiser
*Lying in Wait
*Mara's Presence
**Pulse Cannon
Remote Pilot
*Rogue IG-Clone 1B
Surprise Attack
*The Fleet Is At Your Command
UNCOMMON
**Neural Inhibitor
*Reputation of a Bounty Hunter
**Stealth Tracking
*The Collector
Weapons Locker
COMMON
Prisoner Cages
Prison Sensors
Spitfire Laser Cannon
LIGHTSIDE
RARE
*Ani
*Battle Droids
*Clone 2a-2001
*IG-Clone 2B
*IG-Clone 5Q
***IG-Clone 6A
*Limited Manufacturing
Surprise Attack
What A Desolate Place This Is/Almost Human: Mostly Perfect
UNCOMMON
*A Jedi's Inner Strength
*Civilian Droids
*Secret Agenda
Weapons Locker
***WED-377-FXL
COMMON
*Battle Droid Piloting
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