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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.
 
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










This page is copyrighted © 2001 Jon M. Norrs. Star Wars CCG is copyrighted by Decipher, Star Wars
by Lucasfilm, and any other listed properties by their respected owners (Phantasm, Deadlands, etc.).

Card Ideas listed under the Dream Card section fall under copyright of Jon M. Norris'unless' the 'Player's Committee (PC)'
sponsored by Decipher wishes to use any ideas from there, which they may do at their discretion.



Contact the webmaster, Lord Hoban (kereej@yahoo.com)