| Death Star II Starter Decks
|
|
| Game/Set
|
Star Wars CCG
|
| Expansion
|
Death Star II Starter Decks
|
| Publisher
|
Decipher
|
| Country
|
USA
|
| Date
|
2000
|
| Language
|
English
|
| Cards Total
|
expansion
|
| Card Size
|
63x88mm
|
Death Star II Starter Decks is the 26th expansion of Star Wars CCG.
Starter decks were produced for Death Star II and released at the same time as the expansion. They are an expansion, not a “Death Star II Sealed Deck.” CardGuide lists a Death Star II Sealed Deck row that is omitted here.
 Dark Side
|
 Light Side
|
Light and Dark preconstructed starter decks shipped with Death Star II.
Two exclusive rares use the Death Star II expansion symbol but were available only in these starter decks (not in Death Star II boosters):
Decipher's cardlists index notes Death Star II as 182 cards including 2 exclusive rares (the starter-deck cards).
Sources
Reprints from earlier expansions in these decks carry a 2000 copyright and may have revised text from their first printing.
Card list
60 predetermined cards.
| Image |
Card |
Type |
Rarity |
Destiny |
Qty |
Original expansion |
Game text
|
 |
Admiral Piett |
Character |
XR |
1 |
1 |
Death Star II |
Deploys -2 to Executor. Adds 2 to power of anything he pilots (3 if a Star Destroyer). Your capital starships deploy -1 to same system. Once per game, you may take one Admiral's Order or any commander into hand from Reserve Deck; reshuffle.
|
 |
Captain Jonus |
Character |
U |
3 |
1 |
Death Star II |
Deploys -2 aboard Scimitar 2. Adds 2 to power of anything he pilots. When forfeited from a TIE/sa he is piloting, also satisfies all remaining attrition and battle damage against you.
|
 |
Corporal Drazin |
Character |
U |
3 |
1 |
Endor |
Once during each of your control phases, may take one Special Delivery into hand from Reserve Deck; reshuffle. Special Delivery is immune to Alter. When Drazin completes Special Delivery, you may take two additional cards into hand.
|
 |
DS-181-3 |
Character |
U |
3 |
1 |
Death Star II |
Adds 2 to power of anything he pilots. When piloting Saber 3, draws one battle destiny if not able to otherwise. Opponent may not 'react' to same system or sector.
|
 |
DS-181-4 |
Character |
U |
4 |
1 |
Death Star II |
Adds 3 to power of any TIE he pilots. Once during each of your deploy phases, you may take one unique (•) TIE Interceptor into hand from Reserve Deck; reshuffle.
|
 |
Elite Squadron Stormtrooper |
Character |
C |
3 |
3 |
Endor |
Power +2 while armed with a blaster. When using a blaster, subtracts 1 from Force required to fire it. Adds 2 to forfeit of each stormtrooper of ability < 2 at same site.
|
 |
Lieutenant Arnet |
Character |
U |
2 |
1 |
Endor |
Deploys free aboard Blizzard Scout 1. Adds 2 to power of any combat vehicle he pilots (or 3 if an AT-ST). When piloting Tempest Scout 1, draws one battle destiny if not able to otherwise. Opponent may not 'react' to or from same site.
|
 |
Lieutenant Grond |
Character |
U |
2 |
1 |
Endor |
Adds 2 to power of anything he pilots or any swoop he drives. When in battle at an exterior site, adds 2 to attrition against opponent for each of your biker scout/trooper (non-biker scout) pairs present.
|
 |
Lieutenant Hebsly |
Character |
U |
3 |
1 |
Death Star II |
Adds 2 to power of anything he pilots. When piloting Scythe 3, once per turn may subtract 1 from maneuver of one opponent's starfighter at same location for remainder of turn.
|
 |
Reserve Pilot |
Character |
U1 |
3 |
1 |
A New Hope |
Adds 1 to power of anything he pilots. When piloting Black 2, Black 3 or Black 4, also adds 1 to maneuver and draws one battle destiny if not able to otherwise.
|
 |
Sergeant Tarl |
Character |
U |
3 |
1 |
Endor |
While Tarl is the trooper targeted by Spice Mines of Kessel, that Utinni Effect is immune to Alter and Tarl adds 4 to Force retrieved when completed. Subtracts 3 from Force opponent retrieves with Noble Sacrifice.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Qty |
Original expansion |
Game text
|
 |
Battle Order |
Effect |
U |
5 |
1 |
Endor |
Deploy on table. You may initiate battles for free. Also (unless Battle Plan on table), for either player to initiate a Force drain, that player must first use 3 Force unless that player occupies a battleground site (except a holosite) and a battleground system. (Immune to Alter.)
|
 |
Combat Response |
Effect |
C |
5 |
1 |
Death Star II |
Deploy on table. During your deploy phase, you may reveal one unpiloted starfighter from hand to takes its matching pilot character from Reserve Deck (or vice versa) and deploy both simultaneously; reshuffle. (Immune to Alter.)
|
 |
Inconsequential Losses |
Effect |
C |
5 |
1 |
Death Star II |
Deploy on table. Each turn, each of your characters, vehicles, and starships may forfeit one of its weapons (except a lightsaber) using forfeit value = 3. Also, your forfeited weapons go to Used Pile. (Immune to Alter.)
|
| Image |
Card |
Type |
Rarity |
Destiny |
Qty |
Original expansion |
Game text
|
 |
Combat Readiness |
Interrupt |
C |
5 |
1 |
Endor |
USED: If a battle was just initiated, draw destiny and activate up to that much Force. STARTING: If you have not deployed an Objective, deploy from Reserve Deck one battleground site (or two <> sites) related to your starting location. Place Interrupt in Reserve Deck.
|
 |
Dark Maneuvers |
Interrupt |
C2 |
6 |
2 |
Premiere |
Add 2 to maneuver and 1 to power of any starfighter for the remainder of this turn. If it has hyperdrive, also add 2 to hyperspeed. (Interrupt may even affect the result immediately after a destiny draw targeting the starfighter's maneuver.)
|
 |
Flawless Marksmanship |
Interrupt |
C |
3 |
1 |
Special Edition |
Add X to one starship weapon or tractor beam destiny (before destiny is drawn) when targeting opponent's starship. USED: X = 2. LOST: X = 4.
|
 |
Ghhhk |
Interrupt |
C2 |
1 |
1 |
A New Hope |
During the damage segment of a battle you lost, if you have no cards left that can be forfeited, cancel all remaining battle damage. (Immune to Sense.) OR Cancel Nightfall.
|
 |
Imperial Reinforcements |
Interrupt |
C1 |
4 |
1 |
Premiere |
If opponent has more total characters and starships on table than you have, use 1 Force to draw destiny. Retrieve that number of Stormtroopers and/or TIE/lns.
|
 |
Monnok |
Interrupt |
C2 |
2 |
2 |
A New Hope |
USED: If opponent has 13 or more cards in hand, place all but 8 (random selection) in Used Pile. LOST: Use 4 Force to reveal opponent's hand. All cards opponent has two or more of in hand are lost.
|
 |
Prepared Defenses |
Interrupt |
C |
3 |
1 |
Death Star II |
USED: Add 1 to your battle destiny just drawn. STARTING: Deploy up to three Effects if each of them deploys for free, is always immune to Alter and has 'deploy on table' (or 'deploy on your side of table') in its game text. Place Interrupt in Lost Pile.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Qty |
Original expansion |
Game text
|
 |
Endor |
Location |
U |
0 |
1 |
Endor |
Dark: If you control, for each of your starships here, your total power is +1 in battles at Endor site. Light: If you have no Ewoks on Endor, Force drain -1 here. To move or deploy your starship to here requires +1 Force.
|
 |
Endor: Ancient Forest |
Location |
U |
0 |
1 |
Endor |
Dark: Your aliens are deploy -1 here (or -2 if Yuzzum). If your Yuzzum present, Force drain +1 here. Light:
|
 |
Endor: Back Door |
Location |
U |
0 |
1 |
Endor |
Dark: During your move phase, you may move from Back Door to Bunker (or vice versa). Light: If you control, during your move phase, you may move from Back Door to Bunker (or vice versa).
|
 |
Endor: Great Forest |
Location |
C |
0 |
1 |
Endor |
Dark: Your character movement from here (except for Yuzzum and scouts) requires +1 landspeed. Light: Your character movement from here (except for Ewok and scouts) requires +1 landspeed.
|
 |
Endor: Landing Platform (Docking Bay) |
Location |
C |
0 |
1 |
Endor |
Dark: Your docking bay transit from here requires 1 Force (free if your Imperial present). Light: Your docking bay transit from here requires 7 Force. Your transit to here requires +9 Force.
|
 |
Kessel |
Location |
U2 |
0 |
1 |
Premiere |
Dark: Your starships deploy -1 here, -2 if Tarkin is aboard a starship here. If you control, Kessel Run is canceled. Light: Total ability of 6 or more required for you to draw battle destiny here.
|
 |
Mon Calamari |
Location |
C |
0 |
1 |
Death Star II |
Dark: If you occupy with a Star Destroyer, opponent's Star Cruisers are deploy +2 (and may not deploy here). Light: Force Drain -1 here. If you occupy with a Star Cruiser, opponent's Star Destroyers deploy +2 here.
|
 |
Sullust |
Location |
C |
0 |
1 |
Death Star II |
Dark: If you control when Haven is canceled, opponent loses 8 Force. Light: Immune to Revolution.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Qty |
Original expansion |
Game text
|
 |
Black 3 |
Starship |
U1 |
3 |
1 |
Premiere |
May add 1 pilot.
|
 |
Saber 3 |
Starship |
U |
3 |
1 |
Death Star II |
May add 1 pilot. Cannons are deploy -2 aboard. Immune to attrition < 3 when DS-181-3 piloting.
|
 |
Saber 4 |
Starship |
U |
3 |
1 |
Death Star II |
May deploy with a pilot as a 'react' to a battle where you have a TIE (for free if TIE is in Saber Squadron). May add 1 pilot. Immune to attrition < 4 when DS-181-4 piloting.
|
 |
Scimitar 2 |
Starship |
U |
2 |
1 |
Death Star II |
May add 1 pilot. Power +3 during a Bombing Run battle. Once per game, you may deploy one Proton Bombs from Reserve Deck on this starfighter; reshuffle.
|
 |
Scythe 3 |
Starship |
U |
4 |
1 |
Death Star II |
May add 1 pilot. Hebsly deploys -2 aboard. Once during each of your move phases, may fire one starship weapon aboard ('hit' targets are lost). Immune to attrition < 4 when Hebsly piloting.
|
 |
Scythe Squadron TIE |
Starship |
C |
4 |
2 |
Death Star II |
Deploy -2 to Death Star II or Endor. Permanent pilot provides ability of 2 add adds 1 to power and maneuver.
|
 |
TIE Defender Mark I |
Starship |
F |
3 |
3 |
Special Edition |
May deploy as a `react'. Permanent pilot provides ability of 1. Any starship cannon may deploy aboard. Power - 2 while opponent has a starfighter present with higher maneuver.
|
 |
TIE Interceptor |
Starship |
C |
2 |
3 |
Death Star II |
Permanent pilot provides ability of 1. Power +1 when present with an X-wing. During each battle, may fire one starship weapon aboard twice.
|
 |
Victory-Class Star Destroyer |
Starship |
U1 |
2 |
3 |
A New Hope |
May add 4 pilots, 6 passengers, 1 vehicle and 3 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Adds 1 to your total power in battles at related planet sites.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Qty |
Original expansion |
Game text
|
 |
Tempest 1 |
Vehicle |
R |
1 |
1 |
Endor |
May add 1 pilot and 8 passengers. Immune to attrition < 4. Landspeed may not be increased. Permanent pilot provides ability of 2. Each of its weapon destiny draws is +1.
|
 |
Tempest Scout |
Vehicle |
U |
3 |
2 |
Endor |
May add 1 pilot or passenger. May move as a 'react' for 1 additional Force. Permanent pilot provides ability of 1. Your Elite Squadron stormtroopers are deploy -1 to same site.
|
 |
Tempest Scout 3 |
Vehicle |
R |
3 |
1 |
Endor |
May deploy or move as a 'react' to a forest or Endor site. May add 1 pilot or passenger. Permanent pilot provides ability of 2.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Qty |
Original expansion |
Game text
|
 |
Blaster Rifle |
Weapon |
C2 |
3 |
2 |
Premiere |
Use 2 Force to deploy on your warrior. May target a character, creature or vehicle using 2 Force. Draw destiny. Target hit if destiny +1 > defense value.
|
 |
Concussion Missiles |
Weapon |
C |
4 |
1 |
Death Star II |
Use 1 Force to deploy on your bomber, TIE Defender, freighter or transport. May target a starship for free. Draw destiny. Add 1 when targeting a starfighter or squadron. Target hit if total destiny > defense value.
|
 |
Enhanced TIE Laser Cannon |
Weapon |
C2 |
5 |
1 |
A New Hope |
Use 1 Force to deploy on your TIE. May target a starship using 1 Force. Draw destiny. Subtract 2 if targeting a capital starship. Target hit if total destiny > defense value.
|
 |
Intruder Missile |
Weapon |
F |
7 |
2 |
Special Edition |
Deploy on your TIE Bomber, TIE Defender or freighter. May target a capital starship for free. Draw destiny. Add 3 if that capital starship was targeted by another weapon this turn. Target hit if total destiny > defense value. After firing, place Missile in Used Pile.
|
 |
SFS L-s7.2 TIE Cannon |
Weapon |
C |
5 |
1 |
Death Star II |
Use 2 Force to deploy on any TIE (for free if a TIE/ln). May target a starship using 1 Force. Draw Destiny. Target hit if destiny > defense value.
|
60 predetermined cards.
| Image |
Card |
Type |
Rarity |
Destiny |
Qty |
Original expansion |
Game text
|
 |
Admiral Ackbar |
Character |
XR |
1 |
1 |
Death Star II |
Deploys -2 to Home One. Adds 3 to power of any capital starship he pilots. Your capital starships deploy -1 to same system. Once per game, may take one Mon Calamari character or Admiral's Order into hand from Reserve Deck; reshuffle.
|
 |
Captain Yutani |
Character |
U |
3 |
1 |
Endor |
Once during each of your deploy phases, may deploy one artillery weapon or Portable Fusion Generator to same site from Reserve Deck; reshuffle. May move Medium Repeating Blaster Cannon by himself (for free).
|
 |
Chewbacca Of Kashyyyk |
Character |
R |
1 |
1 |
Endor |
Deploys -2 on Endor. Adds 2 to power of anything he pilots. When targeted by a weapon, may 'roar' (defense value = 4). When on Endor during your deploy phase, may deploy Lumat and/or Wuta for free here from Reserve Deck; reshuffle.
|
 |
Corporal Beezer |
Character |
U |
3 |
1 |
Endor |
Prevents opponent from 'reacting' to same site. Once during each of your deploy phases, may deploy one device to same location from Reserve Deck; reshuffle. Rebels of ability < 3 and [Endor] Rebels are immune to Scanning Crew.
|
 |
Corporal Delevar |
Character |
U |
2 |
1 |
Endor |
Prevents your characters from having their forfeit reduced at same location (and at Hoth sites if Delevar is at Echo Med Lab). When with your FX droid, once per turn allows your character just forfeited from same site to be placed in Used Pile.
|
 |
Corporal Janse |
Character |
U |
3 |
1 |
Endor |
When firing a character weapon, adds 1 to each weapon destiny draw. If Janse just targeted with an A280 Sharpshooter Rifle at a character at an adjacent site and is using Sorry About The Mess, it is a Used Interrupt.
|
 |
Corporal Midge |
Character |
U |
2 |
1 |
Death Star II |
Adds 1 to each of his character weapon destiny draws (2 when firing a rifle and all your ability here is provided by scouts). While on Endor, adds 1 to your Force drains at your exterior Endor sites where you have a scout of ability > 2 (and no Ewoks).
|
 |
Derek 'Hobbie' Klivian |
Character |
U1 |
2 |
1 |
Hoth |
Power +2 when at same site as Biggs. Adds 2 to power of anything he pilots (3 if a Star Destroyer is at same location). When piloting Rogue 4, also adds 2 to maneuver.
|
 |
Dresselian Commando |
Character |
C |
2 |
2 |
Endor |
Power +1 when at a forest, jungle or exterior Endor site. When in battle at an exterior site against a non-unique alien, adds one destiny to power only, prevents opponent from drawing more than one battle destiny and is immune to attrition < 4.
|
 |
General Solo |
Character |
R |
1 |
1 |
Endor |
Deploys -2 on Falcon, Tydirium or Endor. Adds 3 to power of anything he pilots. When in battle with Chewie (or another of your scouts at an exterior site), may use 2 Force to cancel one opponent's battle destiny just drawn. Immune to attrition < 3.
|
 |
Gray Squadron Y-wing Pilot |
Character |
C |
3 |
2 |
Death Star II |
Adds 2 to the power of anything he pilots. When piloting a Y-wing, draws one battle destiny if not able to otherwise. When a starship he pilots fires an ion cannon, once per turn, may draw two weapon destiny and choose one.
|
 |
Karie Neth |
Character |
U |
2 |
1 |
Death Star II |
Adds 2 to power of anything she pilots. While aboard your starship, adds 1 to each of its weapon destiny draws (2 if Gray Squadron 2 or when with Telsij).
|
 |
Keir Santage |
Character |
U |
3 |
1 |
Death Star II |
Adds 2 to the power of anything he pilots. When at a system, sector, or docking bay, once during each of your deploy phases, subtracts 2 from deploy cost of your unique (•) X-wing deploying here.
|
 |
Kin Kian |
Character |
U |
3 |
1 |
Death Star II |
Adds 1 to power of anything he pilots. While aboard your starship, adds 2 to each of its weapon destiny draws. While aboard a unique (•) Gray Squadron Y-wing at a system or sector, adds 1 to each of your Force drains there.
|
 |
Sergeant Junkin |
Character |
U |
2 |
1 |
Endor |
When at Bunker, adds 1 to Deactivate The Shield Generator total for each Explosive Charge here. When Junkin uses a Concussion Grenade, all your characters are immune to that grenade and you may add or subtract 1 from weapon destiny draw.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Qty |
Original expansion |
Game text
|
 |
Battle Plan |
Effect |
U |
5 |
1 |
Endor |
Deploy on table. You may initiate battles for free. Also, for either player to initiate a Force drain, that player must first use 3 Force unless that player occupies a battleground site (except a holosite) and a battleground system. (Immune to Alter.)
|
 |
Squadron Assignments |
Effect |
C |
5 |
1 |
Death Star II |
Deploy on table. During your deploy phase, you may reveal one unpiloted starfighter from hand to take its matching pilot character from Reserve Deck (or vice versa) and deploy both simultaneously; reshuffle. (Immune to Alter.)
|
 |
Superficial Damage |
Effect |
C |
5 |
1 |
Death Star II |
Deploy on table. Each turn, each of your characters, vehicles, and starships may forfeit one of its weapons (except a lightsaber) using forfeit value = 3. Also, your forfeited weapons go to Used Pile. (Immune to Alter.)
|
| Image |
Card |
Type |
Rarity |
Destiny |
Qty |
Original expansion |
Game text
|
 |
A Few Maneuvers |
Interrupt |
C2 |
6 |
2 |
Premiere |
Add 2 to hyperspeed and maneuver of any starfighter for the remainder of this turn. (Interrupt may even affect the result immediately after a destiny draw targeting the starfighter's maneuver.)
|
 |
Careful Planning |
Interrupt |
C |
5 |
1 |
Endor |
USED: If a battle was just initiated, draw destiny and activate up to that much Force. STARTING: If you have not deployed an Objective, deploy from Reserve Deck one battleground site (or two <> sites) related to your starting location. Place Interrupt in Reserve Deck.
|
 |
Grimtaash |
Interrupt |
C2 |
2 |
2 |
A New Hope |
USED: If opponent has 13 or more cards in hand, place all but 8 (random selection) in Used Pile. LOST: Cancel Molator (even at a holosite). OR Use 4 Force to reveal opponent's hand. All cards opponent has two or more of in hand are lost.
|
 |
Heading For The Medical Frigate |
Interrupt |
C |
3 |
1 |
Death Star II |
USED: Add 1 to your battle destiny just drawn. STARTING: Deploy up to three Effects if each of them deploys for free, is always immune to Alter and has 'deploy on table' (or 'deploy on your side of table') in its game text. Place Interrupt in Lost Pile.
|
 |
Houjix |
Interrupt |
C2 |
1 |
1 |
A New Hope |
During the damage segment of a battle you lost, if you have no cards left that can be forfeited, cancel all remaining battle damage. (Immune to Sense.) OR Cancel Sunsdown.
|
 |
Steady Aim |
Interrupt |
C |
3 |
1 |
Special Edition |
Add X to one starship weapon destiny (before destiny is drawn) when targeting opponent's starship. USED: X = 2. LOST: X = 4.
|
 |
Take The Initiative |
Interrupt |
C |
3 |
1 |
Endor |
USED: If all of your ability in a battle is provided by scouts and/or spies, they each add 1 to your total battle destiny (limit +6). LOST: For remainder of turn, your unique (•) scouts and unique (•) spies are each power +1 (or +2 while being attacked by a creature).
|
| Image |
Card |
Type |
Rarity |
Destiny |
Qty |
Original expansion |
Game text
|
 |
Bespin |
Location |
U |
0 |
1 |
Cloud City |
Light: If you control, opponent's characters and vehicles deploy +1 to Cloud City locations. Dark: If you control, your characters and vehicles deploy -1 to Cloud City locations.
|
 |
Endor |
Location |
U |
0 |
1 |
Endor |
Light: Force drain -1 here. To move your starship here from Sullust, Rendezvous Point or Haven requires -1 Force. Dark: If you have no Imperials on Endor, Force drain -1 here.
|
 |
Endor: Back Door |
Location |
U |
0 |
1 |
Endor |
Light: During your move phase, you may move from Back Door to Bunker (or vice versa). Dark: If you control, during your move phase, you may move from Back Door to Bunker (or vice versa).
|
 |
Endor: Great Forest |
Location |
C |
0 |
1 |
Endor |
Light: Your character movement from here (except for Ewoks and scouts) requires +1 landspeed. Dark: Your character movement from here (except for Yuzzum and scouts) requires +1 landspeed.
|
 |
Endor: Hidden Forest Trail |
Location |
U |
0 |
1 |
Endor |
Light: During your move phase, your scouts may move between here and any exterior Endor site. Dark: If you occupy, opponent's Hidden Forest Trail game text is canceled.
|
 |
Endor: Landing Platform (Docking Bay) |
Location |
C |
0 |
1 |
Endor |
Light: Your docking bay transit from here requires 2 Force. Dark: Your docking bay transit from here requires 1 Force (free if your Imperial present).
|
 |
Sullust |
Location |
C |
0 |
1 |
Death Star II |
Light: To move your starship between here and Death Star II, system it orbits, or Mon Calmari requires -1 Force. Dark: Your starships deploy +1 here.
|
 |
Tatooine |
Location |
C2 |
0 |
1 |
Premiere |
Light: If you control, for each of your starships here, your total power is +1 in battles at Tatooine sites. Dark: If you control, for each of your starships here, your total power is +1 in battles at Tatooine sites.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Qty |
Original expansion |
Game text
|
 |
A-wing |
Starship |
C |
3 |
3 |
Death Star II |
Permanent pilot provides ability of 1. Opponent may not 'react' to or from here. Power -1 when opponent has a starfighter present with higher maneuver.
|
 |
B-wing Bomber |
Starship |
C |
3 |
3 |
Death Star II |
May add 1 pilot (suspends permanent pilot). Permanent pilot provides ability of 1. May fire two or more weapons during battle. Each of its ion cannon weapon destiny draws is +3.
|
 |
Gray Squadron 1 |
Starship |
U |
3 |
1 |
Death Star II |
May add 2 pilots or passengers. Ion cannons may fire free aboard. Each of its ion cannon destiny draws is +2. Immune to attrition < 4 when Salm or Kian piloting.
|
 |
Gray Squadron 2 |
Starship |
U |
3 |
1 |
Death Star II |
May add 2 pilots or passengers. Immune to attrition < 3 when Lieutenat Telsij or Karie Neth piloting (when both immune to attrition < 5 and adds one destiny to power only).
|
 |
Nebulon-B Frigate |
Starship |
U |
3 |
3 |
Death Star II |
May add 4 pilots, 4 passengers, and 2 starfighters. Has ship-docking capability. Permanent pilot provides ability of 1. Turbolaser batteries and laser cannons may deploy aboard for free.
|
 |
Red Squadron 4 |
Starship |
U |
2 |
1 |
Death Star II |
May add 1 pilot. Hobbie deploys -2 aboard. When firing X-wing Laser Cannons, may use 2 Force to make X = 3. When Hobbie piloting, maneuver +2 and immune to attrition < 4.
|
 |
Red Squadron 7 |
Starship |
U |
3 |
1 |
Death Star II |
May add 1 pilot. Keir Santage deploys -2 aboard. Your other Red Squadron starfighters at same location are maneuver +1.
|
 |
X-wing |
Starship |
C2 |
2 |
2 |
Premiere |
Permanent pilot aboard provides ability of 1.
|
 |
Y-wing |
Starship |
C2 |
3 |
1 |
Premiere |
May add 1 pilot or passenger. Permanent pilot aboard provides ability of 1.
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| Image |
Card |
Type |
Rarity |
Destiny |
Qty |
Original expansion |
Game text
|
 |
BlasTech E-11B Blaster Rifle |
Weapon |
C |
2 |
2 |
Endor |
Use 2 Force to deploy on your scout warrior. May target a character, creature or vehicle using 1 Force. Draw destiny. Target hit if destiny > defense value. May fire repeatedly for 2 Force each time.
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 |
Concussion Missiles |
Weapon |
C |
4 |
2 |
Death Star II |
Use 1 Force to deploy on your bomber, A-wing, freighter, or transport. May target a starship for free. Draw destiny. Add 1 if targeting a starfighter or squadron. Target hit if total destiny > defense value.
|
 |
Enhanced Proton Torpedoes |
Weapon |
C |
3 |
1 |
Death Star II |
Deploy on your X-wing, Y-wing or B-wing. May target a starship for 1 Force. Add 1 if targeting a capital starship. Otherwise, subtract 1. Target hit if total destiny > defense value.
|
 |
Intruder Missile |
Weapon |
F |
7 |
2 |
Special Edition |
Deploy on your B-wing, Z-95, YT-1300 Transport, or Falcon. May target a capital starship for free. Draw destiny. Add 3 if that capital starship was targeted by another weapon this turn. Target hit if total destiny > defense value. After firing, place Missile in Used Pile.
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