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The Death Star II Limited set is the eighth full expansion set of the Star Wars Customizable Card Game. It consists of 182 cards (91 Dark Side and 91 Light Side cards) and was introduced in July of 2000. This set consists of 2 ultra-rare, 2 exclusive rare, 78 rare, 50 uncommon, and 50 common cards. This set introduced many of the classic characters from Star Wars: Episode VI Return of the Jedi that were involved with the events surrounding the Death Star II and the Battle of Endor. This set included many powerful cards and introduced ultra-rares: Luke Skywalker and Emperor Palpatine. This expansion was noted for introducing the Final Jedi Test to the game.
The Death Star II Limited set is the eighth full expansion set of the Star Wars Customizable Card Game. It consists of 182 cards (91 Dark Side and 91 Light Side cards) and was introduced in July of 2000. This set consists of 2 ultra-rare, 2 exclusive rare, 78 rare, 50 uncommon, and 50 common cards. This set introduced many of the classic characters from Star Wars: Episode VI Return of the Jedi that were involved with the events surrounding the Death Star II and the Battle of Endor. This set included many powerful cards and introduced ultra-rares: Luke Skywalker and Emperor Palpatine. This expansion was noted for introducing the Final Jedi Test to the game.


This set was sold in 11-card expansion packs and 30-pack expansion boxes. Each pack includes one rare (or ultra rare) card, three uncommon cards and seven common cards. Starter decks were also produced for this set — see [[Death Star II Starter Decks]]. There was no Death Star II Sealed Deck product.
This set was sold in 11-card expansion packs and 30-pack expansion boxes. Each pack includes one rare (or ultra rare) card, three uncommon cards and seven common cards. Starter decks were also produced for this set — see [[Death Star II Starter Decks]].


== Sources ==
== Sources ==

Revision as of 18:38, 22 September 2026

Death Star II
Game/Set Star Wars CCG
Expansion Death Star II
Publisher Decipher
Country USA
Date 2000
Language English
Cards Total 182
Card Size 63x88mm

Death Star II is the 25th expansion of Star Wars CCG. It is published by Decipher in 2000 and consists of 182 cards.

The Death Star II Limited set is the eighth full expansion set of the Star Wars Customizable Card Game. It consists of 182 cards (91 Dark Side and 91 Light Side cards) and was introduced in July of 2000. This set consists of 2 ultra-rare, 2 exclusive rare, 78 rare, 50 uncommon, and 50 common cards. This set introduced many of the classic characters from Star Wars: Episode VI Return of the Jedi that were involved with the events surrounding the Death Star II and the Battle of Endor. This set included many powerful cards and introduced ultra-rares: Luke Skywalker and Emperor Palpatine. This expansion was noted for introducing the Final Jedi Test to the game.

This set was sold in 11-card expansion packs and 30-pack expansion boxes. Each pack includes one rare (or ultra rare) card, three uncommon cards and seven common cards. Starter decks were also produced for this set — see Death Star II Starter Decks.

Sources

Card list

Light Side

Character

Image Card Type Rarity Destiny Game text
Admiral Ackbar Character XR 1 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 Verrack Character U 3 Allows your starship weapons at same location to fire and deploy for 1 less Force. While aboard your capital starship, adds 1 to each of its weapon destiny draws (2 when targeting a capital starship).
Colonel Cracken Character R 2 Deploys -2 aboard Tala 1. Adds 2 to power of anything he pilots. When piloting Tala 1, draws one battle destiny if not able to otherwise. When opponent deploys a spy or scout to same (or related) exterior site, opponent loses 1 Force.
Colonel Salm Character U 2 Adds 2 to power of anything he pilots. When he is piloting a Y-wing, once per battle you may cancel and redraw your battle destiny just drawn. While he occupies the Renegade system, Imperial Control is flipped and Imperial Occupation may not be flipped.
Corporal Marmor Character U 2 Reduces X by 3 on Docking And Repair Facilities when a Star Cruiser is held there. When he is at a docking bay where you have just deployed a starfighter, once per turn you may retrieve 1 Force.
Corporal Midge Character U 2 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).
First Officer Thaneespi Character R 2 Deploys -2 to Home One. Adds 3 to power of any capital starship she pilots. When piloting a Star Cruiser with another Mon Calamari pilot aboard, unless opponent has total ability > 6 piloting here, may reset opponent's total battle destiny here to 0.
General Calrissian Character R 1 Deploy -2 aboard Falcon. Adds 3 to power of anything he pilots. When piloting a freighter, adds 1 to maneuver and draws one battle destiny if not able to otherwise. When he attempts to 'blow away' Death Star II, adds 2 to total.
General Walex Blissex Character U 3 Deploys -2 aboard your Star Cruiser or to same location as your Admiral. Adds 1 to the power of anything he pilots. Adds 1 to the power and forfeit of each of your A-wings at same and related locations.
Gray Squadron Y-wing Pilot Character C 3 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.
Green Leader Character R 2 Adds 2 to power of anything he pilots. When piloting Green Squadron 1, draws on battle destiny if not able to otherwise. Adds 3 to total weapon destiny of any starfighter he pilots firing at a starfighter with lower maneuver.
Green Squadron Pilot Character C 3 Adds 2 to power of anything he pilots. When piloting an A-wing, draws one battle destiny if not able to otherwise and is forfeit +2.
Karie Neth Character U 2 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 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 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.
Lieutenant Blount Character R 2 Adds 2 to power of anything he pilots. When piloting Tala 2, draws one battle destiny if not able to otherwise. While he occupies any Coruscant location, Empire's Sinister Agents is flipped and ISB Operations may not be flipped.
Lieutenant s'Too Vees Character U 3 When in battle at a site with Lando or Marmor, adds one destiny to total power only. When he is at a docking bay, once during each of your deploy phases, you may deploy one starship weapon from Reserve Deck on your starfighter present; reshuffle.
Lieutenant Telsij Character U 3 Adds 2 to 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 (•) Y-wing deploying there.
Luke Skywalker, Jedi Knight Character UR 6 Deploys -3 to Home One or Endor. Adds 2 to power of anything he pilots. Power +2 when armed with a lightsaber. Subtracts 3 from any attempt to cross him over (even if captured). Immune to attrition < 5 (< 6 if alone or armed with a lightsaber, < 7 if both).
Major Haash'n Character U 3 Deploys -2 to any Star Cruiser. Adds 2 to the power of any capital starship he pilots. When piloting a Star Cruiser, adds 1 to hyperspeed and armor and cancels Lateral Damage targeting a starship at same system.
Major Olander Brit Character U 3 Power and forfeit +1 while present with Major Panno. When with Major Panno at a site, adds one battle destiny. When present with a Scomplink, cancels Counter Assault at a related site where you have a spy or scout.
Major Panno Character U 2 While at a system or an exterior battleground site, allows you to activate up to 2 additional Force for each related exterior battleground site you occupy with a scout (limit 4 additional Force).
Nien Nunb Character R 2 Adds 2 to the power of anything he pilots. When at a mobile sector, once per turn you may peek at the top card of your Reserve Deck; you may place that card on top of your Used Pile. When with General Calrissian may add one battle destiny.
Ten Numb Character R 3 Deploys -2 aboard Blue Squadron 5. Adds 2 to power of anything he pilots. Adds 2 to total weapon destiny of any B-wing he pilots.
Tycho Celchu Character R 2 Deploys -2 aboard Green Squadron 3. Adds 3 to power of any starfighter he pilots. When piloting Green Squadron 3 or any X-wing, draws one battle destiny if not able to otherwise.
Wedge Antilles, Red Squadron Leader Character R 2 Adds 3 to power of anything he pilots. When piloting, draws one battle destiny if not able to otherwise (if Red 2, also adds 2 to maneuver). When in battle with another Red or Rogue squadron pilot, once per battle may cancel one battle destiny just drawn.

Effect

Image Card Type Rarity Destiny Game text
Close Air Support Effect C 5 Deploy on table. While your Z-95 occupies a system or cloud sector, once per turn your scout at a related exterior site may add one battle destiny (if Z-95 is Tala 1 or Tala 2, may also add one destiny to total power only).
Honor Of The Jedi Effect U 4 Deploy on table. Unless opponent occupies three battlegrounds, each time you must lose Force (except from your card, battle damage or a Force drain at a battleground), reduce the loss by 2. (Immune to Alter while you occupy any battleground).
I Feel The Conflict Effect U 4 Use 2 Force to deploy on table. Each time you win a battle or duel, opponent loses 1 Force (cannot be reduced) and stacks lost card here face down. When attempting to cross Vader over, add 3 to total destiny for each card in stack. (Immune to Alter.)
I'm With You Too Effect R 7 Deploy on Luke if That's One and Count Me In are on table. When Han, Chewie, Leia and Luke are involved in the same battle, you may double your total battle destiny and Han, Chewie, Leia, and Luke are immune to attrition. Don't Get Cocky is a Used Interrupt.
Launching The Assault Effect R 4 Deploy on any system. Once per game, may take Home One into from Reserve Deck; reshuffle. Your Force drains are +1 at battleground systems where you have a Star Cruiser piloted by a character. Effecte canceled when Rendezvous Point on table. (Immune to Alter.)
Let's Keep A Little Optimism Here Effect C 5 Deploy on table. While you occupy a Renegade planet location, operatives are forfeit = 0, operatives do not add to Force drains and your Force drains may not be reduced. At any time, you may place Effect out of play to retrieve 1 Force. (Immune to Alter.)
Menace Fades Effect C 4 Deploy on table. While you control any three Coruscant, Death Star and/or Death Star II locations, or any battleground site and one battleground system, all opponent's Force drain bonuses everywhere are canceled. (Immune to Alter.)
Squadron Assignments Effect C 5 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.)
Staging Areas Effect C 3 Deploy on table. Your Force generation is +1 at each docking bay you occupy (or +2 if you control). You non-unique Star Cruisers are deploy -1 and may deploy to same battleground system as any rebel starship. (Immune to Alter.)
Strike Planning Effect R 5 Deploy on table. Twice per game, you may take one Mon Mothma or any general (except Obi-Wan) into hand from Reserve Deck; reshuffle. Opponent's Force generation at Endor system is canceled unless Endor Operations on table. (Immune to Alter.)
Strikeforce Effect C 5 Deploy on table. While you control a battleground site, your Force drain may not be modified or canceled at a system where you have a Star Cruiser or unique(•) starfighter, except by a 'react.' Place Effect in Used Pile if you lose a battle at a system.
Superficial Damage Effect C 5 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.)
The Time For Our Attack Has Come Effect C 5 If you just initiated a second battle this turn, deploy on table. When you lose a battle, you may place Immediate Effect in Used Pile to cancel all battle damage against you, unless Draw Their Fire on table. (Immune to Control.)
The Way Of Things Effect U 5 Deploy on table. If Yoda is on Dagobah and Jedi Test #3 is present with target apprentice, it is completed. Also, you may not play Surprise Assault. Each apprentice on Dagobah is landspeed = 2 and may not be targeted by Set For Stun. (Immune to Alter.)
Twilight Is Upon Me Effect R 5 Deploy on table. Once per turn, may take The Force Is Strong With This One or [Death Star II] Anakin Skywalker into hand from Reserve Deck: reshuffle. May use 2 Force to cancel Dark Jedi Presence or You Are Beaten (unless canceling Uncontrollable Fury). (Immune to Alter.)
Your Insight Serves You Well Effect U 5 Deploy on table. Opponent's Dark Jedi are defense value -1. Scanning Crew and 3,720 To 1 are canceled. You may place Effect in Lost Pile to take one [Endor] or [Death Star II] Effect that deploys for free into hand from Reserve Deck; reshuffle. (Immune to Alter.)

Interrupt

Image Card Type Rarity Destiny Game text
Anakin Skywalker Interrupt R 4 If Luke is about to be lost from table and Vader is present, shuffle Reserve Deck and draw destiny. Add 6 if Emperor present. If total destiny > 12, Vader instead crosses to Light Side, Luke is not lost, opponent loses 6 Force, and Emperor (if present) is lost. (Immune to Sense.)
Critical Error Revealed Interrupt C 4 If you have a leader at your war room, peek at the top card of opponent's Reserve Deck. You may place it on bottom of that Reserve Deck.
Head Back To The Surface Interrupt C 5 If your piloted unique (•) starfighter is present with opponent's piloted starfighter during your move phase at a non-cloud sector, relocate both to related system. OR Target your starfighter in battle. During this battle, your other starships may not be targeted by weapons.
Heading For The Medical Frigate Interrupt C 3 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.
Insertion Planning Interrupt C 6 If your scout is in battle at an exterior planet site, subtract 3 from opponent's total battle destiny. OR Target opponent's character aboard an open vehicle moving to your scout's site. Draw destiny. If destiny +2 > ability, target goes to Used Pile.
Our Only Hope Interrupt U 4 USED: If your Rebel of ability > 2 just won a battle or duel, randomly take into hand one card stacked on Insignificant Rebellion. (Immune to Sense.) LOST: If Luke is in battle (except with Vader), subtract 2 from each of opponent's battle destiny draws.
Rebel Leadership Interrupt R 4 Each of your admirals and generals is forfeit +1 for remainder of turn. OR If your admiral is in battle at a system (or your general, except Obi-Wan, is in battle at a site), you may either add one battle destiny or prevent opponent from drawing more that one battle destiny.

Location

Image Card Type Rarity Destiny Game text
Aquaris Location C 0 Light: If you control with a starfighter, opponent's Dreadnaught-class cruisers are deploy +3 and your Force generation here is +3. Dark: -
Home One: Docking Bay Location C 0 Light: Your docking bay transit from here is free. If you occupy, opponent may not move to this site. Dark: Your docking bay transit from here requires 7 Force. Your transit to here requires +9 Force.
Home One: War Room Location R 0 Light: While you control with a Rebel here, Home One is deploy -5 and power +3. Dark: Force drain -1 here. When you initiate a battle here, add one battle destiny.
Mon Calamari Location C 0 Light: If you occupy with a Star Cruiser, opponent's Star Destroyers may not deploy here. Your Star Cruisers deploy -1 here. Dark: If you control without a Star Destroyer, Force drain -1 here.
Sullust Location C 0 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.

Starship

Image Card Type Rarity Destiny Game text
A-wing Starship C 3 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 Attack Squadron Starship R 3 * Replaces 3 B-Wings at one location (B-wings go to Used Pile). Permanent pilots provide total ability of 3. Each of its weapon destiny draws is +1.
B-wing Bomber Starship C 3 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.
Blue Squadron 5 Starship U 2 May add 1 pilot. May fire two or more weapons during battle. Each of its weapon destiny draws is +2. Immune to attrition < 4 when Ten Numb piloting.
Blue Squadron B-wing Starship R 3 Deploy -2 to Roche. Permanent pilot provides ability of 2 and adds 1 to power. May fire two or more weapons during battle. Each of its weapon destiny draws is +2.
Defiance Starship R 1 May add 5 pilots, 6 passengers, 1 vehicle and 3 starfighters. Has ship-docking capability. Permanent pilot aboard provides ability of 2. Each of it's weapon destiny draws are +2. Capital starships it hits are power -5.
Gold Squadron 1 Starship R 3 Deploy -2 to Endor. May add 2 pilots and 2 passengers. Immune to Tallon Roll. Immune to attrition < 4 when Lando or Nien Nunb piloting (< 6 when both).
Gray Squadron 1 Starship U 3 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 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).
Green Squadron 1 Starship R 3 May add 1 pilot. Power -1 when opponent has a starfighter present with higher maneuver. Immune to attrition < 4 when Green Leader piloting.
Green Squadron 3 Starship R 3 May add 1 pilot. Power -1 when opponent has a starfighter present with higher maneuver. Maneuver +2 at a Death Star II sectors. Immune to attrition < 4 when Tycho Celchu piloting.
Green Squadron A-wing Starship R 3 Deploy -2 to Sullust or same system or sector as Green Leader. Permanent pilot provides ability of 2 and adds 2 to power. Power -1 when opponent has a starfighter present with a higher maneuver.
Home One Starship R 1 May add unlimited pilots, passengers, vehicles and starfighters. Has ship-docking capability. Permanent pilots provide total ability of 4. Immune to attrition < 8 (< 10 when Ackbar piloting).
Independence Starship R 1 May add 5 pilots, 6 passengers, 1 vehicle and 3 starfighters. Has ship-docking capability. Permanent pilot provides ability of 2. Immune to attrition < 3 (< 4 when a Rebel leader aboard).
Liberty Starship R 2 May add 5 pilots, 6 passengers, 1 vehicle, and 3 starfighters. Has ship-docking capability. Permanent pilot provides ability of 2. May go to Used Pile instead of Lost Pile when forfeited (unless 'hit').
Luminous Starship U 3 Deploys and moves like a starfighter. May add 1 pilot and 6 passengers. Has ship-docking capability. Permanent pilot provides ability of 2. May use Covert Landing like a shuttle or starfighter (even while landed).
Masanya Starship R 2 Deploys -4 to same system as any non-unique Star Cruiser. May add 3 pilots, 4 passengers and 1 vehicle. Has ship-docking capability. Permanent pilot provides ability of 1. Cannot be 'hit' by missiles.
Mon Calamari Star Cruiser Starship R 1 Deploys only at Mon Calamari or any Rebel Base. May add 5 pilots, 6 passengers, 1 vehicle and 3 starfighters. Has ship-docking capability. Permanent pilot aboard provides ability of 2.
Nebulon-B Frigate Starship U 3 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 1 Starship R 3 May add 1 pilot. [Death Star II] Wedge deploys -2 aboard (for free if deploying to Endor). When Wedge piloting, immune to attrition < 5 and adds 6 to total when targeted by Tallon Roll.
Red Squadron 4 Starship U 2 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 May add 1 pilot. Keir Santage deploys -2 aboard. Your other Red Squadron starfighters at same location are maneuver +1.
Tala 1 Starship R 3 May add 1 pilot. May be carried like a vehicle. Power and maneuver +2 at opponent's system (except battlegrounds) or at any sector. Immune to attrition < 4 when Colonel Cracken piloting.
Tala 2 Starship R 2 May add 1 pilot. May be carried like a vehicle. When your spy aboard, opponent's spies and scouts are deploy +2 to related sites. Immune to attrition < 4 when Lieutenant Blount piloting.

Weapon

Image Card Type Rarity Destiny Game text
A-wing Cannon Weapon C 4 Deploy on your A-Wing. May target a starfighter or squadron for free. Draw destiny. Add your starship's maneuver. Target hit if total destiny > twice target's defense value.
Concussion Missiles Weapon C 4 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 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.
Heavy Turbolaser Battery Weapon C 3 Use 4 Force to deploy on your Star Cruiser. Adds 2 to power. May target a starship using 2 Force. Draw two destiny. Subtract 1 when targeting a capital starship. Otherwise, subtract 6. Target hit if total destiny > defense value.
Luke's Lightsaber Weapon R 1 Deploy on Luke. Adds 1 to defense value and training destiny. May add 1 to Force drain where present. May target a character, creature, speeder bike, or swoop for free. Draw 2 destiny. Target hit, and its forfeit = 0 if total destiny > defense value.
Orbital Mine Weapon C 2 Deploy at the same system as a bomber. 'Explodes' if an opponent's starship deploys or moves here. Draw destiny. Add 2 when targeting a capital starship. Starship lost if total destiny > defense value. Orbital mine is also lost.

Objective

Image Card Type Rarity Destiny Game text
There Is Good In Him/I Can Save Him Objective R 0 Deploy Chief Chirpa's Hut (with [Death Star II] Luke and Luke's Lightsaber there), Endor: Landing Platform and I Feel The Conflict. {For} remainder of game, you may not play Alter, Strangle, or Captive Fury. {While} this side up, your Force generation is +2 at Luke's site. While an Imperial is at Landing Platform, you may not Force drain or generate Force at Luke's location. When any Imperial is at Luke's site, Luke is captured (seized by an Imperial, if possible, even if not a warrior). {Flip} this card if Luke captured.
There Is Good In Him/I Can Save Him Objective R 7 {While} this side up, at end of each of opponent's turns, opponent loses 2 Force unless Vader is escorting Luke. At any time, an Imperial escorting Luke may transfer Luke to Vader, if present with Vader. Vader may not transfer Luke. Once during each of your turns, if Vader present with Luke (even as a non-frozen captive), may shuffle Reserve Deck and draw destiny. If destiny > 14, Vader crosses to Light Side, totally depleting opponent's Life Force. {Flip} if Luke neither present with Vader nor a captive.

Jedi Test

Image Card Type Rarity Destiny Game text
You Must Confront Vader Jedi Test R 6 Deploy on table. Target a Skywalker who has completed Jedi Test #5. While target on Dagobah, 'move phase' on Save You It Can may be treated as 'deploy phase.' Until Jedi Test completed, battles you initiate at Vader's site are canceled and opponent loses 2 Force at start of your turn unless Vader is at a battleground site. Attempt during your move phase when Vader with target (even as a non-frozen captive). Vader and target duel: Each player draws destiny. Add ability. Highest total wins. If target wins, test completed: Leave on table. Add one battle destiny in every battle. Also, target is immune to attrition < 5.

Admiral's Order

Image Card Type Rarity Destiny Game text
Capital Support Admiral's Order R 6 Each pilot deploys -1 (or -2 if with an admiral) aboard a capital starship. Each capital starship with a pilot character aboard is immune to attrition < 4 (or adds 2 to immunity). During each of your control phases, opponent loses 1 Force for each battleground site your general controls that is related to a system you occupy.
Combined Fleet Action Admiral's Order R 6 At each system where any player does not have both a starfighter and a capital starship present, that player's starships there are power -2. At sites related to systems you occupy, during each battle opponent may draw no more than one battle destiny. Once during each of your deploy phases, you may deploy one combat vehicle from your Reserve Deck; reshuffle.
Concentrate All Fire Admiral's Order R 6 Each starfighter that fires a weapon in battle is power +3 for the remainder of battle. Once per turn you may cancel and redraw your starship weapon destiny just drawn. At sites related to systems you occupy, your characters who have immunity to attrition each add 2 to immunity and 1 to each of that character's weapon destiny draws.
I'll Take The Leader Admiral's Order R 6 Unique (•) starfighters without permanent pilots are immune to attrition < 4 (or add 2 to immunity if starfighter already has immunity). Starships without pilot characters aboard are power -2. At docking bays related to systems you occupy, your Force drains are +1. Once per turn, your starfighter just lost from a system may be relocated to a related docking bay.
Taking Them With Us Admiral's Order R 6 Each player, if that player has a capital starship armed with a starship weapon in battle, draws one battle destiny if not able to otherwise and once per battle, may reduce the defense value of one opponent's capital starship present by 4 for remainder of the battle. At sites related to systems you occupy, your non-pilot warriors are deploy - 1, defense value +2 and forfeit +1.

Dark Side

Character

Image Card Type Rarity Destiny Game text
Admiral Chiraneau Character R 2 Adds 3 to power of anything he pilots. When piloting a Star Destroyer at a battleground system, adds 1 to your Force drains here and at each other battleground system controlled by a Star Destroyer within 2 parsecs of Chiraneau.
Admiral Piett Character XR 1 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.
Baron Soontir Fel Character R 1 Adds 3 to power of anything he pilots. When piloting Saber 1, adds one battle destiny and 2 to maneuver. Adds 1 to your total battle destiny for each of your piloted TIE Interceptors in same battle.
Captain Godherdt Character U 3 Adds 3 to power of any capital starship he pilots. While aboard a Star Destroyer, adds 1 to armor, adds 1 to hyperspeed and, once during each of your move phases, may cancel Landing Claw at same system or sector.
Captain Jonus Character U 3 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.
Captain Sarkli Character R 2 Adds 2 to power of anything he pilots. While he controls opponent's non-battleground location, opponent generates no Force here. While he occupies opponent's Subjugated system, Liberation is flipped and Local Uprising may not be flipped.
Captain Yorr Character U 2 Adds 2 to power of anything he pilots (3 if a starfighter). When piloting a TIE Defender and with Jendon, adds one battle destiny.
Colonel Davod Jon Character U 2 While at an exterior planet site, power +2, immune to attrition < 3 and draws one battle destiny if not able to otherwise. When present with a Scomplink, cancels Surprise Assault at a related site where you have a spy or scout.
Colonel Jendon Character R 1 Adds 3 to power and 1 to maneuver of anything he pilots. When piloting Onyx 1, draws one battle destiny if not able to otherwise.
Commander Merrejk Character R 2 Adds 2 to power of anything he pilots. When he is present with a Scomp link, once during each of your deploy phases, you may deploy one battleground system from Reserve Deck; reshuffle.
DS-181-3 Character U 3 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 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.
Emperor Palpatine Character UR 6 Never deploys or moves (even aboard a starship or vehicle) to a site opponent occupies. Where present, subtracts 3 from attempts to cross Vader over. Once per turn, you may take Force Lightning into hand from Reserve Deck; reshuffle. Immune to attrition.
Janus Greejatus Character R 2 Deploys -3 to Emperor's site. When with Emperor at a battleground site, adds 1 to your Force drains here. Once per turn, you may use 1 Force to place a card from hand to bottom of Used Pile and draw top card of Reserve Deck. Immune to attrition < 3.
Lieutenant Endicott Character U 3 Deploys -2 to any docking bay or launch bay. While he is at Death Star II: Docking Bay, you may shuttle for free between here and exterior sites related to system Death Star II orbits.
Lieutenant Hebsly Character U 3 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.
Lord Vader Character R 1 Deploys -2 to Executor, Death Star II or Endor. Adds 3 to power of anything he pilots. While armed with a lightsaber, adds 2 to his defense value and 1 to each of his lightsaber weapon destiny draws. Immune to Uncontrollable Fury and attrition < 6.
Major Mianda Character U 3 Adds 3 to power of any TIE he pilots. Adds 2 to total weapon destiny of any TIE/ln he pilots.
Major Rhymer Character U 3 Deploys -2 aboard Scimitar 1. Adds 2 to power of anything he pilots. When piloting a bomber making a Bombing Run, prevents opponent's characters at same site from using landspeed.
Major Turr Phennir Character U 2 Adds 3 to power of any TIE he pilots. When piloting Saber 2, draws one battle destiny if not able to otherwise. Once per game, you may take Fighters Coming In into hand from Reserve Deck; reshuffle.
Moff Jerjerrod Character R 1 Adds 2 to power of any capital starship he pilots. Once during each of your turns, you may take one Death Star II sector or Superlaser Mark II into hand from Reserve Deck; reshuffle. Prevents opponent's spies from deploying to same Death Star II site.
Myn Kyneugh Character R 4 Deploys only on Coruscant or to Emperor's site (or related site). When armed with a Force pike, adds one battle destiny. Your troopers and Royal Guards may 'react' to here for free. Adds 1 to defense value of other Royal Guards at same and related sites.
Royal Guard Character C 3 Deploys only on Coruscant or to Emperor's site (or related site). When armed with a Force pike and defending a battle, adds one battle destiny. Emperor may not be targeted by weapons unless all Royal Guards present with Emperor are 'hit.'
Sim Aloo Character R 1 Deploys -3 to Emperor's site. When with Emperor, adds one battle destiny. Once per turn, you may use 1 Force to peek at top card of opponent's Reserve Deck; may place that card on bottom of that Reserve Deck. Immune to attrition < 4.

Effect

Image Card Type Rarity Destiny Game text
Combat Response Effect C 5 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.)
Desperate Counter Effect C 5 Deploy on Death Star II system. When opponent moves from a related sector, for each TIE armed with a weapon there, movement destiny is -3 (limit -9). Also, you may deploy either Combat Response or Imperial Arrest Order from Reserve Deck; reshuffle. (Immune to Alter.)
Emperor's Power Effect U 5 Deploy on your Throne Room. You may not Force drain here. While Emperor here, opponent's characters are deploy +2 to Death Star II sites and, one per turn, you may lose Effect (or 1 Force from top of Reserve Deck) to add one battle destiny anywhere. (Immune to Alter.)
Endor Shield Effect U 5 Deploy on Bunker. Imperials deploy -1 here while Death Star II system orbits Endor and you control Bunker. At Death Star II system and each Death Star site opponent may not deploy and must use +3 Force to move there.
Flagship Operations Effect R 5 Deploy on any Star Destroyer if at least 5 Executor sites on table. Your TIEs are deploy -1, forfeit +2 and destiny +2. At systems where you have a TIE, your Imperial capital starships are deploy -3 and your battle destiny draws are +1 each. (If on Executor, immune to Alter.)
Inconsequential Losses Effect C 5 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.)
Insignificant Rebellion Effect U 4 Use 2 Force to deploy on table. Each time you win a battle, opponent loses 1 Force (cannot be reduced) and stacks lost card here face down. When attempting to cross Luke over (except with Epic Duel), add 3 to total destiny for each card in stack. (Immune to Alter.)
Leave Them To Me Effect C 5 Deploy on table. While you occupy a 'Subjugated' planet location, operatives are forfeit = 0, operatives do not add to Force drains and your Force drains may not be reduced. At any time, you may place Effect out of play to retrieve 1 Force.
Mobilization Points Effect C 3 Deploy on table. Your Force generation is +1 at each docking bay you occupy (or +2 if you control). Once per game, you may take one Carida, Wakeelmui, Gall, Kuat or Rendili system or Executor into hand from Reserve Deck; reshuffle. (Immune to Alter.)
Overseeing It Personally Effect R 3 Deploy on Emperor. While at a battleground planet site you control, at each related site where an Imperial is present, your Force drains are +1.
Royal Escort Effect C 4 Deploy on table. Each of your non-unique troopers on Endor or Death Star II is forfeit +1. When opponent just used a weapon to target your character aboard a piloted vehicle, that character may use that vehicle's defense value.
Something Special Planned For Them Effect C 5 Deploy on table. For opponent to move a starship from same location as your Star Destroyer requires +2 Force. Also, when opponent has just retrieved Force using an Interrupt or Utinni Effect card, that card is placed out of play. (Immune to Alter.)
You Cannot Hide Forever Effect U 5 Deploy on table. Opponent's Jedi are defense value -1. Never Tell Me The Odds is canceled. You may place Effect in Lost Pile to take one [Endor] or [Death Star II] Effect that deploys for free into hand from Reserve Deck; reshuffle. (Immune to Alter.)
Your Destiny Effect C 0 Deploy on Bring Him Before Me. When Vader is present at a battleground site, at start of your turn opponent loses 3 Force unless Luke is captured, out of play, or present at a battleground site. Also, Luke is immune to Responsibility Of Command. (Immune to Alter.)

Interrupt

Image Card Type Rarity Destiny Game text
Force Lightning Interrupt R 5 USED: Target any character (even a captive) present with Emperor. Target is defense value -4 for remainder of turn. LOST: Emperor loses immunity to attrition and is defense value -2 for remainder of turn. Draw destiny. Target lost if destiny +1 > defense value.
Imperial Command Interrupt R 4 Take one admiral or general into hand from Reserve Deck; reshuffle. OR If your admiral is in battle at a system (or your general is in battle at a site), you may either add one battle destiny or prevent opponent from drawing more than one battle destiny.
Operational As Planned Interrupt C 5 USED: Place one card from hand on top of Force Pile. STARTING: If Endor system on table, take Death Star II system, Jerjerrod and any Effect into hand from Reserve Deck. When you draw your starting hand, draw only six more cards. Place Interrupt in Lost Pile.
Prepared Defenses Interrupt C 3 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.
Rise, My Friend Interrupt R 4 If Emperor on Death Star II, take Vader into hand from a location you control (cards on him go to owner's hand). OR During your control phase, if Vader escorting Luke or Leia at a site you control, relocate Vader (with captive) to Death Star II: Docking Bay. (Immune to Sense.)
Young Fool Interrupt R 6 If opponent's character present with Emperor was just lost, lose 1 Force to place that character out of play. OR Release frozen Luke at your Throne Room (Luke may not be battled until end of your next turn) OR Cancel NOOOOOOOOOOOO!

Location

Image Card Type Rarity Destiny Game text
Death Star II Location R 0 Dark: X = parsec of current position. Must deploy orbiting Endor. Death Star II locations are immune to revolution. Opponent's Force Drains +3 here unless That Thing's Operational on table. Light: -
Death Star II: Capacitors Location C 0 Dark: Deploys only if Coolant Shaft on table. While That Thing's Operational on table, you may add one battle destiny during battles at Death Star II system and system it orbits. Light: When your starship moves from here, draw movement destiny. Add maneuver (if any). If total destiny < 2, starship is lost.
Death Star II: Coolant Shaft Location C 0 Dark: Deploys only if Death Star II system on table. Your TIEs at Death Star II locations may not Tallon Roll. Your non-Objective cards with 'Occupation' in title are canceled. Light: When your starship moves from here, draw movement destiny. Add maneuver (if any). If total destiny < 1, starship is lost.
Death Star II: Docking Bay Location C 0 Dark: Your TIEs deploy -1 here. Your docking bay transit from here is free. Light: Your docking bay transit to or from here requires 8 Force (ignore other docking bay's text).
Death Star II: Reactor Core Location C 0 Dark: Deploys only if Capacitors on table. You may deploy That Thing's Operational from Reserve Deck; reshuffle. Ominous Rumors is suspended. Light: When attempting to 'blow away' Death Star II, add 1 to total destiny for each of your piloted starfighter here.
Death Star II: Throne Room Location R 0 Dark: Once per game, you may take Emperor's Power into hand from Reserve Deck; reshuffle. Light: Immune to Revolution.
Gall Location C 0 Dark: While you occupy, once per battle you may choose a target just 'hit' by a blaster or rifle (except Permanent weapons) to be lost. Light: Immune to Revolution.
Mon Calamari Location C 0 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 Dark: If you control when Haven is canceled, opponent loses 8 Force. Light: Immune to Revolution.

Starship

Image Card Type Rarity Destiny Game text
Accuser Starship R 1 May deploy -3 as a 'react'. May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1.
Black 11 Starship R 2 Deploy -1 to any mobile system. Permanent pilot provides ability of 2. When with Vader in battle, may draw destiny and subtract that amount from opponent's total power.
Chimaera Starship R 1 May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot provides ability of 2. Immune to attrition < 4 (< 5 while an Imperial leader aboard, < 6 while Thrawn aboard).
Dominator Starship R 1 May add 4 pilots, 6 passengers, 1 vehicle and 2 TIEs. Has ship-docking capability. Permanent pilot provides ability of 2. Laser Cannon Battery may deploy aboard (and may fire twice per battle).
Emperor's Personal Shuttle Starship R 3 May add 1 pilot and 4 passengers. Permanent pilot provides ability 2. Emperor deploys for free aboard. While Emperor aboard, immune to attrition and adds one battle destiny.
Flagship Executor Starship R 4 May add unlimited pilots, passengers and starfighters. Has ship-docking capability. Permanent pilot provides ability of 3. Immune to attrition if target of Flagship Operations.
Judicator Starship R 1 May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Each of its weapon destiny draws is +2. Starfighters it 'hits' are power = 0.
Obsidian 10 Starship U 3 May deploy with a pilot as a 'react' to any asteroid sector or cloud sector. May add one pilot. OS-72-10 deploys -2 aboard.
Onyx 1 Starship R 2 May deploy -2 with a pilot as a 'react' to same location as any Imperial-class Star Destroyer. May add 1 pilot. Any starship cannon may deploy aboard. Immune to attrition < 4 when Jendon piloting.
Onyx 2 Starship U 2 Deploys for free to any mobile system. May deploy with a pilot as a 'react'. May add 1 pilot. Any starship cannon may deploy aboard. Immune to attrition < 4 when Yorr piloting.
Saber 1 Starship R 3 May add 1 pilot. Fel deploys -1 aboard. When firing SFS L-s9.3 Laser Cannons, may use 1 Force to make X = 3. Immune to attrition < 5 when Fel piloting.
Saber 2 Starship U 3 May add 1 pilot. When Phennir piloting, immune to attrition < 4 and adds 1 to forfeit of each other Saber Squadron pilot in same battle.
Saber 3 Starship U 3 May add 1 pilot. Cannons are deploy -2 aboard. Immune to attrition < 3 when DS-181-3 piloting.
Saber 4 Starship U 3 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 1 Starship U 2 May add 1 pilot. Power +3 during a Bombing Run battle. When proton bombs aboard 'collapse' a site, opponent loses 1 Force for each rebel just lost.
Scimitar 2 Starship U 2 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.
Scimitar Squadron TIE Starship C 2 Permanent pilot provides ability of 2. Power +3 during a Bombing Run battle. Cumulatively adds 1 to total weapon destiny of your other TIE/sa present firing Concussion Missiles.
Scythe 1 Starship U 4 May add 1 pilot. Once during each of your move phases, may fire one starship weapon aboard ('hit' targets are lost) and/or make an additional move. Immune to attrition < 4 when Mianda piloting.
Scythe 3 Starship U 4 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 Deploy -2 to Death Star II or Endor. Permanent pilot provides ability of 2 add adds 1 to power and maneuver.
The Emperor's Shield Starship R 2 Deploys -2 to Endor, Death Star II or same location as Thrawn. May deploy as a 'react'. Permanent pilots provide total ability of 3. Power +3 at Endor or when Emperor is at same or related location.
The Emperor's Sword Starship R 2 Deploys -2 to Coruscant or Death Star II. May deploy as a 'react'. Permanent pilots provide total ability of 3. Power +3 at Coruscant or when Emperor is at same or related location.
Thunderflare Starship R 1 May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot aboard provides ability of 1. Turbolaser Batteries deploy and fire free here.
TIE Interceptor Starship C 2 Permanent pilot provides ability of 1. Power +1 when present with an X-wing. During each battle, may fire one starship weapon aboard twice.
Visage Starship R 1 May deploy even with out presence or Force icons (except to Rendezvous Point). May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1.

Weapon

Image Card Type Rarity Destiny Game text
Concussion Missiles Weapon C 4 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.
Darth Vader's Lightsaber Weapon R 1 Deploy on Vader. May target a character or creature. Draw two destiny. Target hit if total destiny > defense value. Also, during a duel, Vader may 'throw' this lightsaber to add 1 to each of his duel destiny draws (place lightsaber in Used Pile at end of duel).
Force Pike Weapon C 4 Deploy on your Royal Guard (or use 3 Force to deploy on your other warrior). Adds 1 to defense value. May target a character or creature using 1 Force. Draw destiny. Target hit if destiny +1 > defense value. If hit by a Royal Guard, target's power = 0.
Heavy Turbolaser Battery Weapon C 3 Use 4 Force to deploy in your Star Destroyer (adds 2 to power) or any mobile system. May target a starship using 2 Force. Draw two destiny. Subtract 1 when targeting a capital starship. Otherwise, subtract 6. Target hit if total destiny > defense value.
SFS L-s7.2 TIE Cannon Weapon C 5 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.
Superlaser Mark II Weapon U 3 Deploys on Death Star II. May be fired only if That Thing's Operational is on table. May fire for free at a capital starship at Death Star II system (or at a system Death Star II is orbiting) for free. Draw three destiny. Target hit if total destiny > defense value.

Objective

Image Card Type Rarity Destiny Game text
Bring Him Before Me/Take Your Father's Place Objective R 0 Deploy Throne Room, Insignificant Rebellion and Your Destiny. {For} remainder of game, Scanning Crew may not be played. Opponent's cards that place a character out of play may not target Luke. You may deploy Emperor (deploy -2) from Reserve Deck; reshuffle. Opponent may deploy Luke from Reserve Deck (deploy -2; reshuffle) or Lost Pile. If Luke is present with Vader and Vader is not escorting a captive, Luke is captured and seized by Vader. Vader may not transfer Luke. {Flip} this card if Luke captured.
Bring Him Before Me/Take Your Father's Place Objective R 7 {While} this side up, lose 1 Force at end of each of your turns. Once during each of your turns, when Vader, Luke (even as a non-frozen captive) and Emperor are all present at your Throne Room, you may initiate a Luke/Vader duel: Each player draws two destiny. Add ability. Highest total wins. If Vader wins, opponent loses 3 Force. If Luke wins, shuffle Reserve Deck and draw destiny; if destiny > 12, Luke crosses to Dark Side, totally depleting opponent's Life Force. {Flip} if Luke neither present with Vader nor a captive.

Epic Event

Image Card Type Rarity Destiny Game text
That Thing's Operational Epic Event R 0 Deploy on Reactor Core. Death Star II may move (hyperspeed = 3). While Death Star II orbits a system you occupy (except Endor), once during each of your control phases, opponent loses X Force, where X = 2 plus number of related battleground sites you occupy. Once during each of opponent's control phases, opponent's piloted starfighter here may attempt to 'blow away' Death Star II. Draw destiny. Add 3 if armed with torpedoes or missiles. Add pilot's ability. If total destiny > 8, starships here may attempt to 'escape' and Death Star II is 'blown away' (lose double Force).

Admiral's Order

Image Card Type Rarity Destiny Game text
Battle Deployment Admiral's Order R 6 At each system where any player does not have both a starfighter and a capital starship present that player's starships there are power -2. At sites related to systems you occupy, during each battle opponent may draw no more than one battle destiny. Once during each of your deploy phases, you may deploy one combat vehicle from Reserve Deck; reshuffle.
Fighter Cover Admiral's Order R 6 Each starfighter that fires a weapon in battle is power +3 for the remainder of battle. Once per turn you may cancel and redraw your starship weapon destiny just drawn. At sites related to systems you occupy, your characters who have immunity to attrition each add 2 to immunity and 1 to each of that character's weapon destiny draws.
Fighters Coming In Admiral's Order R 6 Unique (•) starfighters without permanent pilots are immune to attrition < 4 (or add 2 to immunity if starfighter already has immunity). Starships without pilot characters aboard are power -2. At docking bays related to systems you occupy, your Force drains are +1. Once per turn, your starfighter just lost from a system may be relocated to a related docking bay.
Intensify The Forward Batteries Admiral's Order R 6 Each player, if that player has a capital starship armed with a starship weapon in battle, draws one battle destiny if not able to otherwise and once per battle, may reduce the defense value of one opponent's capital starship present by 4 for remainder of the battle. At sites related to systems you occupy, your non-pilot warriors are deploy -1, defense value +2 and forfeit +1.
We're In Attack Position Now Admiral's Order R 6 Each pilot deploys -1 (or -2 if an admiral) aboard a capital starship. Each capital starship with a pilot character aboard is immune to attrition < 4 (or adds 2 to immunity if starship already has immunity). During each of your control phases, opponent loses 1 Force for each battleground site your general or commander controls that is related to a system you occupy.