Special Edition

From SWCCG Wiki
Jump to navigation Jump to search
Special Edition
Game/Set Star Wars CCG
Expansion Special Edition
Publisher Decipher
Country USA
Date November 1998
Language English
Cards Total 324
Card Size 63x88mm

Special Edition is the 18th expansion of Star Wars CCG. It is published by Decipher in 1998 and consists of 324 cards.

This was the largest set since Premiere and the first to introduce new starter decks (which included many cards that could only be found in them). This set was seen as something of an overhaul of the game since it changed some game terms and attempted to make the entire play experience more streamlined through the release of a comprehensive rulebook and glossary. The most notable addition in this set was the introduction of the "objective" mechanic. This set introduced the widely popular "Darth Vader, Dark Lord of the Sith" persona. Double expansion with 324 cards, sold in 9 card packs in 30-pack display boxes.

Sources

Card list

Light Side

Character

Image Card Type Rarity Destiny Game text
Alderaan Operative Character C 3 While at an Alderaan site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your general is on Alderaan) and, once during each of your deploy phases, may deploy one site to Alderaan from Reserve Deck; reshuffle.
Anoat Operative Character C 3 While at an Anoat site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your smuggler or Ugnaught is on Anoat) and, once during each of your deploy phases, may deploy one site to Anoat from Reserve Deck; reshuffle.
ASP-707 (Ayesspee) Character F 3 Your vehicles and devices deploy -1 here. Once during each of your control phases, may place your weapon, device or non-creature vehicle present on top of Reserve Deck. When on Crash Site Memorial, that Effect is immune to Alter.
Ben Kenobi Character R 1 Deploys only on Tatooine. When in a duel, adds 2 to your total. Once per turn, if a battle just ended here, may 'revive' (place here from Lost Pile) your character forfeited from same site this turn. Immune to attrition < 5.
Bothan Spy Character C 3 May be targeted (instead of a droid) by Death Star Plans. When targeted by Death Star Plans, makes that Effect immune to Alter and adds one destiny to Force retrieved with Death Star Plans. May not be targeted by Nabrun Leids.
Bothawui Operative Character C 3 While at a Bothawui site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your Bothan is on Bothawui) and, once during each of your deploy phases, may deploy one site to Bothawui from Reserve Deck; reshuffle.
Bren Quersey Character U 2 Adds 2 to anything he pilots. When piloting Red 8 during battle, adds one destiny to total power only. When at Raithal system, adds 1 to each of your Force drains there.
Bron Burs Character R 3 When alone at a site, draws one battle destiny if not able to otherwise. Adds 1 to each of his weapon destiny draws. Immune to attrition < X, where X = number of Imperials present.
Camie Character R 2 Deploys free to Anchorhead. Forfeit +1 when present with Fixer. Once during each of your deploy phases, may deploy Luke (of power < 4), Biggs or Fixer to same Tatooine site from Reserve Deck; reshuffle.
Clak'dor VII Operative Character U 3 While at a Clak'dor VII site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your musician is on Clak'dor VII) and, once during each of your deploy phases, may deploy one site to Clak'dor VII from Reserve Deck; reshuffle.
Colonel Feyn Gospic Character R 2 Adds 2 to power of anything he pilots. Power +2 on Yavin 4. When at Massassi War Room, doubles Rebel Tech bonus to Attack Run. While present with Rebel Planners, that Effect applies separately to every system and immune to Alter.
Commander Wedge Antilles Character R 3 Adds 3 to power of anything he pilots. When piloting Rogue 3, also adds 2 to maneuver and draws battle destiny if not able to otherwise. May use 2 Force to take one One More Pass into hand from Reserve Deck; reshuffle.
Corellia Operative Character U 3 While at a Corellia site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your Corellian is on Corellia) and, once during each of your deploy phases, may deploy one site to Corellia from Reserve Deck; reshuffle.
Debnoli Character R 2 Adds 2 to power of anything he pilots. When firing a character weapon, adds 1 to total weapon destiny and characters he 'hits' are forfeit=0. Immune to attrition < 2 (< 5 while armed with a blaster).
Droid Merchant Character C 3 Spaceport Speeders may be played at same site. Once per game, may do one of the following: activate 1 Force when you deploy a droid OR retrieve 1 Force when you deploy an astromech to a starfighter.
Elyhek Rue Character U 2 Adds 2 to power of anything he pilots. When piloting Red 7 during battle, adds one destiny to total power only. When at Ralltiir system, adds 1 to each of your Force drains there.
Firin Morett Character U 3 Subtracts 2 from deploy cost of each of your starfighters to same docking bay. Once during each of your control phases, may take one Advanced Preparation, Rebel Planners or docking bay into hand from Reserve Deck; reshuffle.
General McQuarrie Character R 3 While McQuarrie is on Hoth, your Hoth Sentry is not unique (•), is doubled, deploys free, applies all of its modifiers and is immune to Alter. Power -1 when not on Hoth.
Grondorn Muse Character R 2 While Grondorn is on Yavin 4, your Yavin Sentry is not unique (•), is doubled, deploys free, applies all three of its modifiers and is immune to Alter. Power -1 when not on Yavin 4.
Harc Seff Character U 3 Power +1 at a swamp. Adds 2 to power of anything he pilots. While at a battleground site, whenever you must lose Force from a Force drain at an adjacent site, may reduce the loss by X by using X Force.
Hol Okand Character U 2 Adds 2 to power of anything he pilots. When piloting Gold 6 during battle, adds one destiny to total power only. When at Kashyyyk system, adds 1 to each of your Force drains there.
Incom Engineer Character C 3 At same and related locations, adds 2 to your total battle destiny where your X-wing, T-47, T-16 and Z-95 is present and makes those vehicles and starships immune to attrition < 3 (< 5 if he is present with your maintenance droid).
Joh Yowza Character R 3 Power +2 on Endor or when present with your musician. When opponent draws destiny, Joh may 'jam' (place that card face down under Joh). Holds one card at a time. If Joh leaves table, place card under Joh in opponent's Used Pile.
Kashyyyk Operative Character U 3 While at a Kashyyyk site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your Wookiee is on Kashyyyk) and, once during each of your deploy phases, may deploy one site to Kashyyyk from Reserve Deck; reshuffle.
Ketwol Character R 3 Adds 2 to power of anything he pilots. Once per turn, may exchange a docking bay from hand with top card of Lost Pile. Your docking bay transit is free when moving to or from same site.
Kiffex Operative Character U 3 While at a Kiffex site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your spy or Vul Tazaene is on Kiffex) and, once during each of your deploy phases, may deploy one site to Kiffex from Reserve Deck; reshuffle.
Kirdo III Operative Character C 3 While at a Kirdo III site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your Kitonak is on Kirdo III) and, once during each of your deploy phases, may deploy one site to Kirdo III from Reserve Deck; reshuffle.
Lieutenant Lepira Character U 2 Adds 2 to power of anything he pilots. When piloting Gold 4 during battle, adds one destiny to total power only. When at Anoat system, adds 1 to each of your Force drains there.
Lieutenant Naytaan Character U 2 Adds 2 to power of anything he pilots. When piloting Red 9 during battle, adds one destiny to total power only. When at Clak'dor VII system, adds 1 to each of your Force drains there.
Lieutenant Tarn Mison Character R 3 Deploys -1 aboard your unique (•) Rebel starfighter. Adds 2 to power of anything he pilots. When starfighter he pilots fires a starship weapon, characters aboard target are forfeit = 0 for remainder of turn.
Major Palo Torshan Character R 2 Deploys -2 on a Rebel Base. While at your war room, adds 1 to your Attack Run total. Once during each of your control phases, may use 1 Force to take one Double Agent or Sabotage into hand from Reserve Deck; reshuffle.
Melas Character R 2 Adds 2 to power of anything he pilots. Power +2 under 'nighttime conditions.' Immune to attrition < X, where X = number of your aliens present (including himself).
Moisture Farmer Character C 3 Deploy -1 to a farm or exterior Tatooine site. Power and forfeit +1 when Ardon Crell at Audience Chamber. Once during each of your control phases, may take one Hydroponics Station or Vaporator into hand from Reserve Deck; reshuffle.
Neb Dulo Character U 3 Power +3 when present with your musician. When a battle was just initiated where present, may choose one opponent's character of ability < X to move away for free (or that character is lost), where X = number of your musicians present.
Princess Organa Character R 1 While at a Rebel Base location, subtracts 1 from opponent's Force drains at related locations. Once during each of your deploy phases, may deploy one Leia Of Alderaan, Reflection or leader of ability < 3 to same location from Reserve Deck; reshuffle.
R3-A2 (Arthree-Aytoo) Character U 2 When in battle aboard your capital starship at a system or sector, adds 1 to total attrition against opponent for each of your piloted starfighters present in that battle.
R3-T2 (Arthree-Teetoo) Character R 4 While aboard your capital starship, adds 1 to power and 2 to hyperspeed, and that starship is immune to attrition < 4. While at Central Core, Death Star requires +2 to move.
Ralltiir Freighter Captain Character F 3 Power +2 at a Ralltiir site. Adds 2 to power and 1 to maneuver of anything he pilots. When piloting a starship and Ralltiir on table, may draw one battle destiny if not able to otherwise. When making a Kessel Run from Ralltiir, doubles X.
Ralltiir Operative Character C 3 While at a Ralltiir site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your trooper is on Ralltiir) and, once during each of your deploy phases, may deploy one site to Ralltiir from Reserve Deck; reshuffle.
Ryle Torsyn Character U 2 Adds 2 to power of anything he pilots. When piloting Gold 3 during battle, adds one destiny to total power only. When at Dantooine system, adds 1 to each of your Force drains there.
Sergeant Edian Character U 3 Deploys free on Cloud City if your Lando is at a related location. Power +2 on Cloud City. When in a battle at a Cloud City site, adds 1 to your total battle destiny for each of your other Cloud City troopers in that battle.
Sergeant Hollis Character R 3 When in battle with another Echo Base trooper, adds one battle destiny. Once during each of your control phases, may take one Rebel Ambush into hand from Reserve Deck; reshuffle. Power -1 when not on Hoth.
Soth Petikkin Character R 3 Once during each of your control phases, when at a Jabba's Palace site you control, may use 1 Force to take one alien that is a smuggler, scout, thief or spy into hand from Reserve Deck; reshuffle.
Tawss Khaa Character R 2 If you just initiated battle where present, predict the winner. If correct, randomly retrieve 1 Force. If incorrect, lose 1 Force. Power +3 when present with opponent's alien of ability > 3. Immune to attrition < 3.
Thedit Character R 3 Deploys only on Tatooine. When in a battle with at least two of your other Jawas, adds one battle destiny. When your total battle destiny at Thedit's site is greater than opponent's total battle destiny, Thedit reduces attrition against you by 3.
Theron Nett Character U 2 Adds 2 to power of anything he pilots. When piloting Red 10 during battle, adds one destiny to total power only. When at Ord Mantell system, adds 1 to each of your Force drains there.
Tibrin Operative Character C 3 While at a Tibrin site: adds 1 to your Force drains there, is forfeit +1 (and power +1 if your Ishi Tib is on Tibrin) and, once during each of your deploy phases, may deploy one site to Tibrin from Reserve Deck; reshuffle.
TK-422 Character R 1 Deploys only as an Undercover spy at same site as an Imperial. While Undercover, Imperials are deploy +1 at related sites. May voluntarily 'break cover' only during your move phase by using 3 Force. Captured if 'cover broken' by opponent.
Uutkik Character R 3 Deploys only on Tatooine. Once during each of your control phases, may lose 1 Force to steal into hand one transport vehicle, character weapon or device from opponent's Lost Pile.
Wookiee Character F 2 Power +1 at a jungle, forest or Kashyyyk site. Also power +1 at same site as any Imperial. Wookiee Strangle is a Used Interrupt. When Bowcaster is deployed on or fired by this Wookiee, X = 1. Adds 3 to destiny of each of your bowcasters.
Yavin 4 Trooper Character F 3 Deploys only to a Yavin 4 site or any jungle. Power -1 when not at a Yavin 4 site. Warrior's Courage and Blast The Door, Kid! played at same site are Used Interrupts. Forfeit +2 when present with a Rebel leader.

Creature

Image Card Type Rarity Destiny Game text
Scurrier Creature F 5 Habitat: planet sites. Landspeed = 2. Ferocity +2 when present at Mos Eisley or any <> spaceport site.

Device

Image Card Type Rarity Destiny Game text
Portable Scanner Device C 6 Deploy on your Rebel. Adds 2 to your search party destiny draws where present. Also, once during each of your control phases, may take one device or weapon (except a lightsaber) into hand from Reserve Deck; reshuffle.
Wrist Comlink Device C 5 Use 1 Force to deploy on your Rebel. Your characters and vehicles at related sites may move as a 'react' to same or adjacent site.

Effect

Image Card Type Rarity Destiny Game text
Cloud City Celebration Effect R 4 Deploy on Bespin system if you occupy at least two Cloud City battleground sites. During each of your control phases, retrieve 1 Force for each Cloud City battleground you occupy. Canceled if opponent controls this system. (Immune to Alter.)
Corellian Engineering Corporation Effect R 4 Deploy on Corellia system. All your freighters are deploy -1 and hyperspeed +1. Also, all your Quad Laser Cannons deploy free and add 2 to each of their weapon destiny draws. Suspended while opponent controls Corellia. (Immune to Alter.)
Coruscant Celebration Effect R 4 Deploy on Coruscant system if you occupy at least two Coruscant battleground sites. During each of your control phases, retrieve 1 Force for each Coruscant battleground you occupy. Canceled if opponent controls this system. (Immune to Alter.)
Docking And Repair Facilities Effect R 3 Use 4 Force to deploy on your side of table. A starship you just lost may be placed here. Holds one starship at a time. During your deploy phase, may use X Force to bring starship to hand, where X = deploy cost of that starship.
Down With The Emperor! Effect U 6 If no Dark Jedi is on table, deploy on Death Star system. If Death Star 'blown away,' relocate to opponent's side of table: each Imperial and Imperial starship is deploy +8 and loses immunity to attrition. Canceled if a Dark Jedi is deployed. (Immune to Alter.)
Draw Their Fire Effect U 4 Deploy on your side of table. Whenever a battle is initiated, player initiating battle retrieves 1 Force and defender loses 1 Force. Also, during a battle you initiate, each time opponent plays an interrupt, opponent must first use 1 Force. (Immune to Alter.)
Entrenchment Effect R 4 Deploy on your side of table. Once per turn, you may cancel a Force drain by placing here from hand any non-unique Rebel. Rebels may deploy from here as if from hand (if Effect canceled by opponent, any Rebels here may immediately deploy for free.)
Goo Nee Tay Effect R 4 Deploy on opponent's side of table. All opponent's characters of ability > 2 deploy +2. Also, opponent may not play Surprise and may not use M'iiyoom Onith's game text.
Heroic Sacrifice Effect U 4 If you just forfeited a Rebel of ability > 2 from a battle at a battleground, deploy on that location; place that Rebel out of play and retrieve 2 Force for each Heroic Sacrifice on table. Immediate Effect canceled if opponent controls this location. (Immune to Control.)
Hoth Sentry Effect U 3 Use 2 Force to deploy at any Hoth site. Declare one of the following to affect that site and adjacent sites while 'sentry' present: Opponent's deploy +1. OR Opponent's ability required for battle destiny +1. OR Your total power +1.
Imperial Atrocity Effect R 6 If you occupy at least two battlegrounds and just lost more than 2 Force to a Force drain at a location, deploy on that location (limit one per Force drain). Opponent loses 2 Force for each Imperial Atrocity on table.
Incom Corporation Effect R 4 Deploy on a Rebel Base interior site. Your ability-1 permanent pilots aboard T-16s, T-47s, Z-95s and X-wings (except squadrons) are replaced by ability-2 permanent pilots who add 1 to power. Canceled if opponent controls this site. (Immune to Alter.)
Koensayr Manufacturing Effect R 4 Deploy on Ralltiir system. Once during each of your control phases, you may retrieve one Y-wing. Also Special Modifications is not unique (•) and makes its target immune to attrition < 4. Suspended while opponent controls Ralltiir. (Immune to Alter.)
Legendary Starfighter Effect C 3 If opponent just lost a starship in a battle you won, deploy on your participating starfighter. Once during each of opponent's move phases, opponent loses 1 Force (2 if starfighter is Falcon or Red 5). Also, that starfighter is power +2 (Immune to Control.)
Maneuvering Flaps Effect C 4 Deploy on your side of table. Once during each of your control phases, may use 1 Force: your combat vehicles and shuttle vehicles are power and forfeit +2, maneuver +1 and landspeed=0 until start of your next turn. (Immune to Alter if Luke or Zev on table.)
Mechanical Failure Effect R 4 Deploy on an exterior site. Target an opponent's combat vehicle at a related site. Target's power and forfeit = 0. When target reaches Utinni Effect, target draws one destiny. Utinni Effect canceled if destiny > 2. Otherwise, draw again next move phase, etc.
Meditation Effect R 4 Deploy on your character of ability > 3 (Effect lost if that character battles this turn). On a subsequent turn, if in a battle at a site, character's total weapon destiny is +3 and character adds one battle destiny. Effect lost at the end of that battle.
Nick Of Time Effect U 2 Deploy on your side of table. During a battle, you may place out of play from hand a copy of any unique (•) card participating in that battle to reduce attrition against you by that card's forfeit value. (Immune to Alter while you occupy a battleground.)
Rebel Fleet Effect R 3 Deploy on your side of table. Once per turn, you may cancel a Force drain by placing here from hand any non-unique starfighter. Starfighters may deploy here as if from hand (if Effect canceled by opponent, any starfighters here may immediately deploy for free.)
S-foils Effect C 4 Deploy on table. Once during each of your control phases, may use 1 Force: until beginning of your next turn, each of your X-wings and B-wings is power +2 and hyperspeed=0, and adds 1 to each weapon destiny. (Immune to Alter if Red Leader on table.)
Scrambled Transmission Effect U 4 Deploy on your side of table. Shocking Information is immune to Sense. Any interrupt that examines cards in your Used or Force Pile is lost. Once during each of your control phases, may take one Shocking Information into hand from Reserve Deck; reshuffle. (Immune to Alter.)
Slayn & Korpil Facilities Effect R 4 Deploy on Roche system. Once during each of your deploy phases, you may deploy a starship weapon from Reserve Deck on your B-wing; reshuffle. Also, retrieve 2 Force whenever your starfighter or vehicle 'hits' an opponent's starship or vehicle. (Immune to Alter.)
Tatooine Celebration Effect R 4 Deploy on Tatooine system if you occupy at least two Tatooine battleground sites. During each of your control phases, retrieve 1 Force for each Tatooine battleground you occupy. Canceled if opponent controls this system. (Immune to Alter.)
The Planet That It's Farthest From Effect U 4 Deploy on Tatooine system or Dagobah system. Target another system. At locations related to target system, opponent's Force drain modifiers are canceled. Effect canceled of opponent controls this system. (Immune to Alter.)
Uh-oh! Effect U 4 Deploy on Your side of table. While no Rebels at any Jabba's Palace sites, at all such sites: Imperials are deploy +2, Bo Shuda may not be canceled, Expand the Empire is canceled and your non-unique aliens are each forfeit +1 (Immune to Alter.)
Weapons Display Effect C 3 Deploy on your side of table. Each of your starships with two or more starship weapons aboard is power +2. Once during each of your deploy phases, you may use 2 Force to deploy from Lost Pile one starship weapon, vehicle weapon or artillery weapon (for free).
Wise Advice Effect U 4 Deploy on your side of table. Your training destiny draws are each +1. Your Immediate Effects may deploy for free. Whenever opponent cancels your card with Sense or Alter, place that canceled card in Used Pile. (Immune to Alter.)

Interrupt

Image Card Type Rarity Destiny Game text
All Wings Report In Interrupt R 5 Once per game, target one non-unique starfighter on table. Draw destiny. If destiny < X, retrieve X Force, where X = number of copies of that card you have on table. (Immune to Sense.) OR Take one non-unique starfighter into hand from Reserve Deck; reshuffle.
Antilles Maneuver Interrupt C 5 Take one Corellian Slip into hand from Reserve Deck; reshuffle. OR If Luke and Wedge are in a battle together at a system or sector, exclude from that battle one opponent's starfighter or combat vehicle present.
Balanced Attack Interrupt U 4 If you have more than one class of 'snub fighter' (Z-95, A-wing, Bwing, X-wing or Y-wing) in a battle, for each different class, add 1 to attrition against opponent (add 2 more if Falcon present). OR Take one admiral or general into hand from Reserve Deck; reshuffle.
Darklighter Spin Interrupt C 3 During a battle at a system or sector, if you are about to draw a card for battle destiny, you may instead use the maneuver number of your starfighter in that battle.
Desperate Tactics Interrupt C 4 If your vehicle weapon was just fired during a battle, add one battle destiny. OR During a battle at a site where you have an artillery weapon or vehicle weapon, cancel all opponent's immunity to attrition for remainder of battle.
Direct Assault Interrupt C 4 If you have a piloted starship armed with a starship weapon, select one opponent's starship present to lose all immunity to attrition for remainder of turn. OR Cancel Dark Maneuvers.
Don't Tread On Me Interrupt R 5 USED: Add 1 to your just-drawn weapon destiny. STARTING: If you have deployed a battleground, deploy Ultimatum, Scrambled Transmission and/or Do, Or Do Not from Reserve Deck. Place Interrupt in Reserve Deck.
First Aid Interrupt F 4 If your character's forfeit was just reduced to 0, restore it to normal. OR Reduce your battle damage by 5 by losing from hand a starship, vehicle or character. (Immune to Sense.)
Harvest Interrupt R 5 If Luke is in a battle with Owen or Beru, add one battle destiny (two if both). OR If Owen or Beru is on table, retrieve any one card (two if both, four if both present at Lars' Moisture Farm).
Heroes Of Yavin Interrupt R 4 If Luke, Chewie and Han are in a battle together, draw destiny and subtract that amount from opponent's attrition and total power. OR If Red 5 and Falcon are in a battle together, add one battle destiny.
Hit And Run Interrupt R 3 Just after the weapons segment of a battle, you may move any or all of your starships there away. ('Hit' cards must still be lost.)
It's Not My Fault! Interrupt F 5 If opponent just initiated a battle at a site, use X Force to make your character present immune to attrition for remainder of battle, where X = that character's ability (free if Han or Lando).
Local Defense Interrupt U 4 Take one cloud car or [Independent] starship into hand from Reserve Deck; reshuffle. OR If opponent just initiated a battle at a sector where none of your ability comes from Rebels or Rebel starships, add one battle destiny.
Old Times Interrupt R 5 If Luke and Biggs are defending a battle together (or are in any battle together at Tatooine), add one battle destiny. OR If Luke and Biggs are making an Attack Run, add one battle destiny to your Attack Run total.
On Target Interrupt C 5 If you have a piloted capital starship armed with a starship weapon, use 2 Force to target an opponent's starship present. Until end of your next turn, target cannot move and its pilots may not apply ability toward drawing battle destiny.
Organized Attack Interrupt C 5 USED: If a battle was just initiated, each of your X-wings and Y-wings present is power +1 and immune to attrition for remainder of turn. LOST: Lose 1 Force to take up to three non-unique X-wings and/or non-unique Y-wings into hand from Reserve Deck; reshuffle.
Power Pivot Interrupt C 4 If your piloted starship armed with a starship weapon is in a battle, lose 1 Force to reduce the power of one opponent's starship in that battle to zero. OR Place one opponent's starship just 'hit' in Lost Pile.
Precise Hit Interrupt C 2 USED: During a battle at a system or sector, instead of firing one of your starship weapons at a target, reduce that target's power by 4 until end of turn. LOST: During a battle at a system or sector, use 3 Force to cancel one battle destiny just drawn.
Rapid Fire Interrupt C 5 If a battle was just initiated, deploy (for free) a vehicle weapon or starship weapon from hand (or Reserve Deck; reshuffle) on your participating vehicle or starship.
Rebel Ambush Interrupt C 5 If a battle was just initiated at a site, each of your troopers present is power +1 (+2 if at a Rebel Base site) and immune to attrition for remainder of turn.
Slight Weapons Malfunction Interrupt C 4 If your weapon (except a lightsaber) was just fired during a battle, add one battle destiny.
Star Destroyer! Interrupt R 7 If opponent just deployed or moved a Star Destroyer, say 'Star Destroyer!' After placing interrupt in Used Pile, may place Used Pile on top of Reserve Deck.
Stay Sharp! Interrupt U 4 During your control phase, fire one of your starship weapons (for free). If Han or any gunner is aboard that starship, may add 2 to destiny draw. 'Hit' target is lost. OR If you just fired a weapon in battle, add that weapon's destiny number to your total power.
Steady Aim Interrupt C 3 Add X to one starship weapon destiny (before destiny is drawn) when targeting opponent's starship. USED: X = 2. LOST: X = 4.
Suppressive Fire Interrupt C 3 During your control phase, fire (for free) one of your blasters carried by a trooper or one of your automated weapons. 'Hit' target is lost.
T-47 Battle Formation Interrupt R 4 If your T-47s occupy three battleground sites on same planet, your Force drains at same and related battlegrounds this turn are +1 (or+2 if at Hoth). OR Cancel a Force drain at a site if your T-47 occupies an adjacent site. OR Cancel Walker Garrison.
They're Tracking Us Interrupt C 4 If opponent just deployed a planet site, deploy the related system from your Reserve Deck; reshuffle. OR Cancel one opponent's 'react' unless opponent uses 2 additional Force.
Trooper Sabacc Interrupt F 4 Requirements: A gambler or trooper at a site. Wild cards (2-7): Imperial and Rebel leaders. (Troopers may use weapons as wild cards.) Clone cards: Locations and droids. Stakes: One transport vehicle without armor or one character weapon.

Location

Image Card Type Rarity Destiny Game text
Bothawui Location F 0 Light: Your spies deploy -1 here and at related sites. If you control, characters targeted by Undercover are immune to Hutt Smooch. Dark: Force drain -X here, where X = number of spies opponent has on table.
Cloud City: Casino Location U 0 Light: Whenever your gambler present here wins Cloud City Sabacc, retrieve 2 Force (3 if Lando). Dark: Unless you have a gambler here, you may not use wild cards in Cloud City Sabacc.
Cloud City: Core Tunnel Location U 0 Light: Your aliens are power +1 here. If your Lando or your Lobot here, Force drain +1 here. Dark: Your aliens are forfeit -1 here. If your Lando or your Lobot here, Force drain +1 here.
Cloud City: Downtown Plaza Location R 0 Light: Once during each of your control phases, may use 1 Force to retrieve one Cloud City location. Dark: If you control, opponent's Downtown Plaza game text is canceled.
Cloud City: North Corridor Location C 0 Light: If you control, once per turn may use 1 Force to cancel a Force drain at a Cloud City site. Dark: If you control, once per turn may use 2 Force to cancel a Force drain at a Cloud City site.
Cloud City: West Gallery Location C 0 Light: Your blasters present may fire at targets at nearest related exterior site. Dark: Force drain -1 here.
Coruscant Location R 0 Light: Force drain +1 here. If Rebels control this system, Imperials and Imperial starships are deploy +2. Dark: Your starships and pilots deploy -2 here.
Death Star Location R 0 Light: Deploy if Death Star Plans completed and and Death Star system not on table. If 'blown away,' Dark Side loses 8 Force. Dark: X = parsec of current position (starts at 0). Immune to Revolution. You may move Death Star (hyperspeed = 1).
Death Star: Detention Block Corridor Location C 0 Light: Force drain +1 here. Whenever you release a captive here, retrieve 1 Force (4 if Leia). Dark: During your deploy phase, IT-O and Hypo may deploy here from Reserve Deck; reshuffle.
Desert Location F 0 Light: Your Jawas may deploy here. Sandwhirl here moves only if on Tatooine. May not be deployed to Bespin, Coruscant, Dagobah, Hoth, Kessel or Naboo. Dark: Each of your battle destiny draws is -1 here. Sandwhirl here moves only if on Tatooine. May not be deployed to Bespin, Coruscant, Dagobah, Hoth, Kessel or Naboo.
Farm Location F 0 Light: During your deploy phase, Hydroponics Station or Vaporator may deploy here from Reserve Deck; reshuffle. May not be deployed to Bespin, Coruscant, Dagobah, Hoth, Kessel. Dark: May not be deployed to Bespin, Coruscant, Dagobah, Hoth, Kessel.
Forest Location F 0 Light: Your characters present here are immune to attrition. May not be deployed to Bespin, Coruscant, Hoth, Kessel or Tatooine. Dark: May not be deployed to Bespin, Coruscant, Hoth, Kessel or Tatooine.
Jungle Location F 0 Light: Your aliens and creature vehicles are each power +1 here. May not be deployed to Bespin, Coruscant, Hoth, Kessel or Tatooine. Dark: Force drain -1 here. Your attrition against opponent is -2 here. May not be deployed to Bespin, Coruscant, Hoth, Kessel or Tatooine.
Rendezvous Point Location R 0 Light: Your starships deploy -2 here and are hyperspeed +2 when moving to or from here. Neither player may Force drain here. Dark: -
Roche Location U 0 Light: During your deploy phase, you may deploy Big One and/or Asteroid Cave to this system from Reserve Deck; reshuffle. Dark: Force Drain -1 here. If you control, Asteroid Sanctuary at related sector is canceled.
Spaceport City Location F 0 Light: If you have a non-unique Rebel leader at same or related site, Force drain +1 here. May not be deployed to Bespin, Dagobah, Endor, Hoth, Kashyyyk or Yavin 4. Dark: If your thief or scout present, Force drain +1 here. May not be deployed to Bespin, Dagobah, Endor, Hoth, Kashyyyk or Yavin 4.
Spaceport Docking Bay Location F 0 Light: Your docking bay transit from here requires 2 Force. Your starfighters deploy -1 (or 2 is freighter) here. May not be deployed to Bespin, Dagobah, Endor, Hoth or Yavin 4. Dark: Your docking bay transit from here requires 3 Force. Your pilots deploy +1 here. May not be deployed to Bespin, Dagobah, Endor, Hoth or Yavin 4.
Spaceport Street Location F 0 Light: During your move phase, may move free between here and any related _spaceport site. May not be deployed to Bespin, Dagobah, Endor, Hoth, Kashyyyk or Yavin 4. Dark: Imperials are power -1 here. May not be deployed to Bespin, Dagobah, Endor, Hoth, Kashyyyk or Yavin 4.
Swamp Location F 0 Light: Once during each of your deploy phases, may deploy one creature here from Reserve Deck; reshuffle. May not be deployed to Bespin, Coruscant, Hoth, Kessel or Tatooine. Dark: To initiate battle here, you must use +3 Force. You may not 'react' to or from here. May not be deployed to Bespin, Coruscant, Hoth, Kessel or Tatooine.
Tatooine: Anchorhead Location F 0 Light: During your move phase, may move your characters from here to Mos Eisley. Dark: If you occupy, opponent's Anchorhead game text is canceled.
Tatooine: Beggar's Canyon Location R 0 Light: T-16s deploy free (and are power +2) here. If you control with a T-16, Force drain +1 here. Dark: Your womp rats, banthas and Tusken Raiders deploy -1 here.
Tatooine: Jabba's Palace Location C 0 Light: If you occupy with an alien, Bo Shuda cannot be canceled. Dark: When deployed, lose 1 Force for each of your Jabba's Palace sites that you do not occupy.
Tatooine: Jawa Canyon Location U 0 Light: Your Jawas are each power +1 and forfeit +2 here. Dark: Force drain -1 here unless your Jawa is at this site.
Tatooine: Tosche Station Location C 0 Light: You generate +X Force here, where X = power of your highest forfeit character here. Dark: If you occupy, opponent's Tosche Station game text is canceled.
Yavin 4: Massassi Headquarters Location R 0 Light: May not be separated from interior Yavin 4 sites. If you control, Attack Run total is +2. Dark: May not be separated from interior Yavin 4 sites. If you occupy, Attack Run total is -4.

Starship

Image Card Type Rarity Destiny Game text
B-wing Attack Fighter Starship F 3 Permanent pilot provides ability of 1. May fire 2 or more weapons during battle. Each of its weapon destiny draws is +1. During your turn, may use 1 Force to 'defuse' (lose) an Orbital Mine present.
Gold 3 Starship U 3 If deployed to Dantooine, may retrieve 1 Force. May add 2 pilots or passengers. Proton Torpedoes deploy and fire free aboard. Immune to attrition < 4 when matching pilot aboard.
Gold 4 Starship U 3 If deployed to Anoat, may retrieve 1 Force. May add 2 pilots or passengers. SW-4 Ion Cannon deploys and fires free aboard. Immune to attrition < 4 when matching pilot aboard.
Gold 6 Starship U 3 If deployed to Kashyyyk, may retrieve 1 Force. May add 2 pilots or passengers. SW-4 Ion Cannon deploys and fires free aboard. Immune to attrition < 4 when matching pilot aboard.
Medium Bulk Freighter Starship U 3 Deploys and moves like a starfighter. May add 2 pilots, 6 passengers and 1 vehicle. Permanent pilot provides ability of 1. Has ship-docking capability. Quad Laser Cannon may deploy aboard.
Red 10 Starship U 2 Deploys free to Ord Mantell. May add 1 pilot. Proton Torpedoes deploy and fire free aboard. Immune to attrition < 4 when matching pilot aboard.
Red 7 Starship U 4 Deploys free to Ralltiir. May add 1 pilot. Proton Torpedoes deploy and fire free aboard. Immune to attrition < 4 when matching pilot aboard.
Red 8 Starship U 2 Deploys free to Raithal. May add 1 pilot. Adds 1 to total weapon destiny when firing X-wing Laser Cannons. Immune to attrition < 4 when matching pilot aboard.
Red 9 Starship U 2 Deploys free to Clak'dor VII. May add 1 pilot. Adds 1 to total weapon destiny when firing X-wing Laser Cannons. Immune to attrition < 4 when matching pilot aboard.
Spiral Starship R 2 May deploy -3 as a 'react.' May add 3 pilots, 4 passengers and 1 vehicle. Has ship-docking ability. Permanent pilot provides ability of 2.
X-wing Assault Squadron Starship R 2 *Replaces 3 X-wings at one location (X-wings go to Used Pile). Permanent pilots provide total ability of 3.

Vehicle

Image Card Type Rarity Destiny Game text
Air-2 Racing Swoop Vehicle C 5 May add 1 driver and 1 passenger. *Landspeed = Driver's ability, and once per turn, may follow an opponent's vehicle or character that just moved from same site (if within range).
Kalit's Sandcrawler Vehicle R 2 Deploys only on Tatooine. May add 1 driver and 7 passengers. While your Jawa is aboard, this vehicle and your Jawas at same site are immune to attrition < 3 (< 5 if Kalit at same site).
Patrol Craft Vehicle C 4 Power +1 or Coruscant of Bespin. May add 1 driver and 1 passenger. May deploy or move as a 'react.' At cloud sectors, may move and be targeted by weapons like a starfighter.
Rogue 4 Vehicle R 2 May add 2 pilots or passengers. May move as a 'react' only to Hoth sites. Dual Laser Cannon deploys and fires free aboard. Immune to attrition < 3 when Hobbie piloting.
Ronto Vehicle C 5 May add 2 'riders' (passengers). Ability = ¼. When 'ridden' by a Jawa, moves for free and draws one battle destiny if not able to otherwise.
Sandspeeder Vehicle F 1 May add 1 pilot or passenger. Permanent pilot provides ability of 1. May move as a 'react' to Tatooine or desert sites.

Weapon

Image Card Type Rarity Destiny Game text
Disruptor Pistol Weapon F 4 Use 2 Force to deploy on your warrior (1 on your non-unique warrior). May target a character or creature using 2 Force (for free if on your non-unique warrior). Draw Destiny. Target lost if destiny > defense value.
Echo Base Trooper Rifle Weapon C 3 Use 3 Force to deploy on your warrior (Free on your Echo Base trooper). May target a character, creature or vehicle at same or adjacent site using 2 Force (1 if fired by an Echo Base trooper). Draw Destiny. Target hit if destiny +1 > defense value.
Intruder Missile Weapon F 7 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.
Lando's Blaster Rifle Weapon R 3 Deploy on your Lando or use 3 Force to deploy on your other warrior. May target a character, creature or vehicle using 1 Force. If Lando targeting a character, target is power -2 for remainder of turn. Draw destiny. Target hit if destiny +1 > defense value.
Leia's Blaster Rifle Weapon R 3 Deploy on your Leia or use 3 Force to deploy on your other warrior. May target a character, creature or vehicle using 1 Force. Draw destiny. Target hit if destiny +1 > defense value. If hit by Leia, target is lost.
X-wing Laser Cannon Weapon C 5 Deploy on your X-wing. May target a starfighter using X Force, where X = 0 to 3. Draw destiny. If destiny + X > defense value, target hit (lost instead if X = 3).

Objective

Image Card Type Rarity Destiny Game text
Dantooine Base Operations/More Dangerous Than You Realize Objective R 0 Deploy Dantooine system. {While} this side up, once during each of your deploy phases, may deploy from Reserve Deck to Dantooine one site or non-unique Rebel; reshuffle. At Dantooine locations, each Imperial is deploy +2. {Flip} this card if Rebels control at least three Dantooine sites and opponent controls no Dantooine locations. {Place} out of play if Dantooine is 'blown away.'
Dantooine Base Operations/More Dangerous Than You Realize Objective R 7 {While} this side up, opponent's Force drains are -1. At Dantooine locations, each Imperial is deploy +2. Your squadrons may deploy to Dantooine (deploy cost = squadron's power -3), are immune to attrition < 4 and may draw one battle destiny if not able to otherwise. Your Force drains are +1 at systems where you have a squadron present. {Flip} this card if opponent controls at least two Dantooine locations. {Place} out of play if Dantooine is 'blown away.'
Hidden Base/Systems Will Slip Through Your Fingers Objective R 0 Deploy Rendezvous Point. Place a planet system (with a parsec number from 1 to 8) from outside your deck face down on your side of table (not in play); that card indicates the planet where your 'Hidden Base' is located. {While} this side up, once during each of your deploy phases, may deploy one system from Reserve Deck; reshuffle. Opponent loses no more than 1 Force from each of your Force drains at systems and sectors. {Flip} this card any time after you have deployed five battleground systems and your 'Hidden Base' system.
Hidden Base/Systems Will Slip Through Your Fingers Objective R 7 {While} this side up, to draw a card from Force Pile, opponent must first use 1 Force. For each battleground system you control, you may cancel one opponent's Force drain (limit twice per turn). You may not deploy any systems. At each system opponent occupies during any deploy phase, opponent may 'probe' there by placing one card from hand face down beneath that system. {Place} out of play if 'Hidden Base' system is 'probed.' Dark side places 'probe' cards in Used Pile (and may retrieve 1 Force for each Probe Droid used to 'probe').
Local Uprising/Liberation Objective R 0 Deploy any planet system and one <> site to that system. This system is the Subjugated planet. {While} this side up, once during each of your deploy phases, you may deploy one <> site to the Subjugated planet from Reserve Deck; reshuffle. {Flip} this card if your matching operatives control at least three battleground sites related to the Subjugated planet.
Local Uprising/Liberation Objective R 7 {While} this side up, opponent's Force drains are -1. You may retrieve 1 Force whenever you deploy a matching operative to the Subjugated planet. Your matching operatives on that planet are each forfeit +2 and, when at the same site as an Imperial or AT-AT, are each power +2. When you have at least one matching operative in a battle on the Subjugated planet, you may add one battle destiny. {Flip} this card if you do not occupy at least two battleground sites related to the Subjugated planet.
Mind What You Have Learned/Save You It Can Objective R 0 Deploy Dagobah system (may not be converted). {While} this side up, during your deploy phase, may deploy Luke, Yoda (deploy -2), Yoda's Hope, At Peace and/or Luke's Backpack to Dagobah from Reserve Deck; reshuffle. Whenever you draw training destiny, draw two and choose one. Place Luke's completed Jedi Tests on table. Your cards at Dagobah may not Force drain or contribute to Force retrieval. Add 4 to each player's destiny draw for Sense and Alter. {Flip} this card when Luke completes Jedi Test #5.
Mind What You Have Learned/Save You It Can Objective R 7 {Immediately} retrieve 10 Force and place destiny card from Jedi Test #5 on that Jedi Test. {While} this side up, during your move phase, may use 3 Force to take Luke into hand from a location you control (cards on Luke go to owner's Used Pile). Luke's Jedi Test are suspended (not lost) whenever Luke not on table. Luke may ignore location deployment restrictions. Opponent may not play Sense or Alter. {Place} out of play if you Force drain at Dagobah or if Luke is placed out of play. Cancel Luke's Jedi Tests.
Rescue The Princess/Sometimes I Amaze Even Myself Objective R 0 Deploy Detention Block Corridor (with Leia of ability < 4 imprisoned there), Docking Bay 327, Yavin 4: Docking Bay and Yavin 4: War Room. {While} this side up, your spies, 8D8, Revolution, Death Star Plans and Detention Block Control Room may not deploy to Death Star. Cards that release captives are immune to Sense and Alter. May not play Nabrun Leids. {Flip} this card if you move Leia to Yavin 4: War Room. {Place} out of play if Leia is lost from table (you may not deploy Death Star Plans for remainder of game).
Rescue The Princess/Sometimes I Amaze Even Myself Objective R 7 {While} this side up, for opponent to initiate a Force drain, opponent must use +1 Force. During battle, opponent's unique (•) characters, vehicles and starships lost from table are placed out of play; Leia adds one battle destiny; attrition against opponent is +2; and Imperials, Dark Jedi and Imperial starships lose all immunity to attrition. {Flip} this card if Leia is captured.

Dark Side

Character

Image Card Type Rarity Destiny Game text
2X-7KPR (Tooex) Character C 3 Where present under 'nighttime conditions,' each of your Imperials and aliens at same planet site is power +2 and immune to attrition < 3.
Ak-rev Character U 2 Subtracts 1 from attrition against you at same site. Once during each of your control phases, may use 1 Force to take one musician into hand from Reserve Deck; reshuffle.
Anoat Operative Character C 3 While at an Anoat site: adds 1 to your Force drains there, is power +1 (or +2 if your Ugnaught is on Anoat) and, once during each of your deploy phases, may deploy one site to Anoat from Reserve Deck; reshuffle.
Barquin D'an Character U 2 Once during each of your control phases, may use 1 Force to make a 'wager.' Both players draw two destiny (add 1 to your total destiny for each of your gamblers at same site). Player with highest total may retrieve 1 Force.
Boba Fett Character R 1 Adds 2 to power and 1 to maneuver of anything he pilots. May deploy -1 as a 'react' to same site as a gangster or smuggler. When firing weapons, any 'hit' characters are forfeit = 0. May 'fly' (landspeed = 3). Immune to attrition < 3.
Boelo Character R 1 Deploys only on Tatooine or to same site as Jabba. When in a battle either at Audience Chamber or with your alien leader, may cancel one opponent's battle destiny just drawn.
Brangus Glee Character R 3 Power +2 at Cantina. Adds 2 to power of anything he pilots. Once per turn, may exchange a docking bay from hand with top card of Lost Pile. Your docking bay transit is free when moving to or from same site. Immune to attrition < 3.
Chyler Character U 2 While on Cloud City, adds 4 to destiny of each of your miners drawn for battle destiny and adds 1 to your Force drains at related cloud sectors where you have a minor or refinery (adds 2 if both).
Corporal Grenwick Character R 3 While Grenwick is on Death Star, your Death Star Sentry is not unique (•), is doubled, deploys free, applies all three of its modifiers and is immune to Alter. Power -1 when not on Death Star.
Corporal Prescott Character U 3 When at a prison, instead of Force draining there, may use X Force to retrieve X Force, where X = number of imprisoned Rebels there. Power -2 when not on Death Star.
Corulag Operative Character C 3 While at a Corulag site: adds 1 to your Force drains there, is power +1 (or +2 if your trooper is on Corulag) and, once during each of your deploy phases, may deploy one site to Corulag from Reserve Deckreshuffle.
Dantooine Operative Character C 3 While at a Dantooine site: adds 1 to your Force drains there, is power +1 (or +2 if your thief is on Dantooine) and, once during each of your deploy phases, may deploy one site to Dantooine from Reserve Deck- reshuffle.
Darth Vader, Dark Lord Of The Sith Character R 1 Adds 3 to power of anything he pilots. When in a battle, may target one opponent's character present. Draw destiny. Target 'choked' (lost) if destiny > ability. Immune to attrition < 5.
Dodo Bodonawieedo Character U 3 Power +2 at Mos Eisley. Opponent's Jawas are power -1 here. Once during each of your control phases, may peek at top X cards of your Force Pile, reorder however you wish and replace, where X = number of other musicians at same site.
Eriadu Operative Character C 3 While at a Eriadu site: adds 1 to your Force drains there, is power +1 (or +2 if your commander, general or moff is on Eriadu) and, once during each of your deploy phases, may deploy one site to Eriadu from Reserve Deck- reshuffle.
Gela Yeens Character U 1 May deploy for free to your [Independent Starship] starship. Adds 2 to power of anything he pilots. Power +2 when present with and opponent's smuggler. When targeted by a weapon, subtract one from each weapon destiny.
Greeata Character U 3 Other Rodians deploy -1 to same site. Once during each of your control phases, may use 1 Force to take any Rodian into hand from Reserve Deck- reshuffle. While at Audience Chamber, all your other musicians are deploy -1 and forfeit +3.
Iasa, The Traitor Of Jawa Canyon Character R 1 Deploys only on Tatooine. When firing any Jawa weapon, subtracts 3 from target's defense value. When playing Dune Sea Sabacc, may subtract 1 from or add 1 to your total.
IM4-099 (Eyeemmfour) Character F 4 Whenever opponent Force drains at same or adjacent site, may deploy up to four troopers there as a 'react.' When IM4 is present with your trooper, Rebels are deploy +2 to same site and opponent may not 'react' to or from same site.
Jabba Character R 1 To use his landspeed requires +1 Force. Your aliens are deploy -1 to same location. While at Audience Chamber, adds 2 to forfeit of all your non-unique aliens and makes Scum And Villainy immune to Alter. Immune to attrition < 4.
Kashyyyk Operative Character U 3 While at a Kashyyyk site: adds 1 to your Force drains there, is power +1 (or +2 if your Trandoshan is on Kashyyyk) and, once during each of your deploy phases, may deploy one site to Kashyyyk from Reserve Deck- reshuffle.
Kessel Operative Character U 3 While at a Kessel site: adds 1 to your Force drains there, is power +1 (or +2 if your smuggler is on Kessel) and, once during each of your deploy phases, may deploy one site to Kessel from Reserve Deckreshuffle.
Kiffex Operative Character U 3 While at a Kiffex site: adds 1 to your Force drains there, is power +1 (or +2 if your spy is on Kiffex) and, once during each of your deploy phases, may deploy one site to Kiffex from Reserve Deck- reshuffle.
Lobel Character C 3 Subtracts 2 from forfeit of each opponent's pilot at same site. Prevents characters from moving to or from same or adjacent site using Elis Helrot or Nabrun Leids.
Lobot Character R 1 Deploys only on Cloud City. Power +2 when present at a Scomp Link. If present at a site, can be replaced by opponent with any Light Side Lobot. While present on Cloud City with your Lando, prevents replacement of Lobot and Lando.
Lyn Me Character U 3 Subtracts 1 from deploy cost of Bounty hunters at same site (Boba Fett deploy free). During battle, subtracts X from opponent's total power, where X = number of your musicians present (+2 if battling Luke or Han, or +4 if both).
Makurth Character F 2 When in a battle at a site, may use 2 Force (or 1 Force if you initiated the battle) to 'scream' (add one destiny to your total power only). Immune to attrition < 4 under 'nighttime conditions.'
Nal Hutta Operative Character C 3 While at a Nal Hutta site: adds 1 to your Force drains there, is power +1 (or +2 if your gangster or Rodian is on Nal Hutta) and, once during each of your deploy phases, may deploy one site to Nal Hutta from Reserve Deck- reshuffle.
Nebit Character R 3 Deploys only on Tatooine. When in a battle with at least two of your other Jawas, adds one battle destiny. When your total battle destiny at Nebit's site is greater than opponent's total battle destiny, Nebit reduces attrition against you by 3.
Niado Duegad Character U 2 May not carry or use devices or weapons. Once per turn, may use X Force, where X = 1, 2, or 3, to add twice X to his power for remainder of turn.
Ord Mantell Operative Character C 3 While at an Ord Mantell site: adds 1 to your Force drains there, is power +1 (or +2 if your bounty hunter is on Ord Mantell) and, once during each of your deploy phases, may deploy one site to Ord Mantell from Reserve Deck- reshuffle.
OS-72-10 Character R 2 Adds 2 to power of anything he pilots (3 if any TIE). When piloting a TIE at a cloud sector, adds one battle destiny and makes that TIE immune to attrition < 4 (< 6 if Obsidian 10).
Outer Rim Scout Character R 2 Deploy -1 to your [Independent Starship] starship. Adds 2 to power of anything he pilots. When piloting a [Independent Starship] starship, instead adds 3 to power and draws one battle destiny if not able to otherwise. Suspends Asteroid Sanctuary at related sector.
R2-A5 (Artoo-Ayfive) Character U 2 When in battle aboard your capital starship at a system or sector, adds 1 to total attrition against opponent for each of your piloted TIEs present in that battle.
Raithal Operative Character C 3 While at a Raithal site: adds 1 to your Force drains there, is power +1 (or +2 if your gambler or tax collector is on Raithal) and, once during each of your deploy phases, may deploy one site to Raithal from Reserve Deck- reshuffle.
Rappertunie Character U 3 Where present, adds X to Force opponent must use to initiate battle, where X = number of musicians present. May target one non-droid character resent in battle. Draw destiny. If destiny > defense value, target is power = 0 this battle.
RR'uruurrr Character R 3 Deploys only on Tatooine. Power +3 while armed with a Gaderffi Stick. Where present, each of your banthas is power and forfeit +2 unless a Weequay is at a related site. When 'riding' a bantha, adds one battle destiny.
Rystall Character R 3 Power and forfeit +2 at a Coruscant site. May retrieve 1 Force each time your deploy a musician to same site. Once during each of your turns, may use 1 Force to 'charm' one male of ability < 3 present- male is forfeit = 0 for remainder of turn.
Sandtrooper Character F 3 Deploys only to Tatooine or any desert. Immune to Sandwhirl. Power -1 when not on Tatooine.
Sergeant Major Bursk Character U 3 When in a battle on Hoth, immune to attrition < 3 and adds 2 to attrition against opponent. Your snowtroopers are deploy -1 to same Hoth site. Power -1 when not on Hoth.
Sergeant Major Enfield Character R 2 When in a battle with another Death Star trooper, adds one battle destiny. Your Death Star troopers are deploy -1 to same Death Star site. Trooper Charge targeting at same or related site is a Used Interrupt. Power -1 when not on Death Star.
Sergeant Merril Character U 3 Deploys for free on Cloud City if your Lando is at a related location. Power +2 on Cloud City. When in battle at a Cloud City site, adds 1 to your total battle destiny for each of your other Cloud City troopers in that battle.
Sergeant Narthax Character R 3 While on Hoth, makes all your snowtroopers immune to Ice Storm. When in battle on Hoth with another snowtrooper, adds one battle destiny. Precise Attack targeting at same or related site is a Used Interrupt. Power -1 when not on Hoth.
Sergeant Torent Character R 3 Deploys -2 on Death Star. When in battle, adds 1 to your total battle destiny for each of your Death Star troopers present. While on Death Star, adds 1 to each of your Force drains at a battleground related to system Death Star orbits.
Swoop Mercenary Character F 3 Adds 2 to power of anything he pilots or drives and, when driving a swoop, adds 3 to landspeed. When present at a site with another Swoop Mercenary, may draw one battle destiny if not able to otherwise.
Sy Snootles Character R 3 During your deploy phase, where present, allows J'Quille or Bib Fortuna to deploy from Reserve Deck- reshuffle. Once each turn when you have at least 3 musicians on table, may play Ommni Box to cancel opponent's Force drain at a related site.
Umpass-stay Character R 2 Power +2 at a Jabba's Palace site. Each of your other musicians at same site is power +2 and immune to attrition < 3. Immune to attrition < 4.
Ur'Ru'r Character R 3 Deploys only on Tatooine. While at Tusken Canyon, Jundland Wastes or same Tatooine site as UroRRuR'R'R, adds 2 to each of your battle destiny draws at Tatooine sites where you have a Tusken Raider.

Creature

Image Card Type Rarity Destiny Game text
Krayt Dragon Creature R 1 Ferocity = 6 + two destiny. Habitat: deserts and Tatooine exterior sites. May not deploy to an occupied site. If defeated, opponent may draw destiny and retrieve Force equal to destiny draw.
One-Arm Creature R 3 Habitat: Hoth sites. Deploys only to Wampa Cave. For remainder of game, all wampas are selective creatures.
Rock Wart Creature F 5 Habitat: planet sites. Landspeed = 2. Ferocity +2 when present at Bluffs or any canyon.
Sarlacc Creature R 2 * Ferocity = 4 + destiny. Habitat: Great Pit Of Carkoon. If Sarlacc eats a captive, may retrieve 1 Force for each of your aliens here. Anything eaten by Sarlacc is placed out of play.
Womp Rat Creature C 5 * Ferocity = destiny. Habitat: exterior planet sites. Ferocity +1 for each other womp rat at same site. Lost if 'bullseyed' by Luke's T-16 Skyhopper present.

Device

Image Card Type Rarity Destiny Game text
Floating Refinery Device C 4 Deploy on a cloud sector (limit one per sector). Force you activate may be drawn into hand (one per turn for each of your Floating Refineries on table). Each cloud sector or gas miner drawn in this way by this device may be revealed to retrieve 1 Force.
Homing Beacon Device R 5 Deploy on opponent's starship (even if 'concealed') if your bounty hunter or Imperial leader is on table. Your starships may move for free (and may move as a 'react') to this location. During your move phase, may cancel Landing Claw on this starship.

Effect

Image Card Type Rarity Destiny Game text
A Bright Center To The Universe Effect U 4 Deploy on Death Star system or Coruscant system. Target another system. At locations related to target system, opponent's Force drain modifiers are canceled. Effect canceled if opponent controls this system. (Immune to Alter.)
A Day Long Remembered Effect U 6 If Obi-Wan not on table, deploy on Yavin 4 or Hoth system. If system 'Blown away,' relocate to opponent's side of table. Rebels and Rebel starships are deploy +8 and lost immunity to attrition. Canceled if Obi-Wan is deployed. (Immune to Alter.)
Alert My Star Destroyer! Effect C 4 If your admiral, moff or Dark Jedi just shuttled aboard your Star Destroyer, deploy on that character. Star Destroyer is immune to attrition and Flagship deploys free on that starship. Immediate Effect lost if character not aboard that starship.
Bantha Herd Effect R 4 Deploy on an exterior Tatooine site. Specify starting location. During your control phase, moves to next adjacent site (reversing direction as necessary). During battle here, if your tusken raider or bantha here may add one battle destiny.
Blown Clear Effect U 2 Deploy on your side of table. During a battle, you may place out of play from hand a copy of any unique (•) card participating in that battle to reduce attrition against you by that card's forfeit value. (Immune to Alter while you occupy a battleground.)
Cloud City Occupation Effect R 4 Deploy on Bespin system if you occupy at least two Cloud City battleground sites. During each of your control phases, opponent loses 1 Force for each Cloud City battleground site you occupy. Canceled if opponent controls this system. (Immune to Alter.)
Come Here You Big Coward Effect C 4 Deploy on table. Unless opponent occupies at least two battlegrounds, cancels: Asteroid Sanctuary, opponent's Force drains at non-battleground locations and opponent's Force retrieval. (Immune to Alter if you occupy any battleground.)
Desilijic Tattoo Effect U 4 Deploy on your Hutt. Once during each of your deploy phases, may deploy one Jabba's Influence or Death Mark from Reserve Deck; reshuffle. While at Audience Chamber, no battles or Force drains may take place here unless a Rebel present. (Immune to Alter.)
Destroyed Homestead Effect R 5 Deploy on Lars' Moisture Farm. Target Obi-Wan or Luke. Target may not apply ability toward drawing destiny for Sense, Alter or battle destiny. Opponent loses 1 Force during each of your control phases. Utinni Effect canceled when reached by target.
Dreaded Imperial Starfleet Effect R 3 Deploy on your side of table. Once per turn, you may cancel a Force drain by placing her from hand any non-unique starfighter. Starfighters may deploy from here as if from hand (if Effect canceled by opponent, any starfighters here may immediately deploy for free).
Firepower Effect C 3 Deploy on your side of table. Each of your starships with two or more starship weapons aboard is power +2. Once during each of your deploy phases, you may use 2 Force to deploy from Lost Pile one starship weapon, vehicle weapon or artillery weapon (for free).
First Strike Effect U 4 Deploy on your side of table. Whenever a battle is initiated, player initiating battle retrieves 1 Force and defender loses 1 Force. Also, during a battle you initiate, each time opponent plays an interrupt, opponent must first use 1 Force. (Immune to Alter.)
Imperial Propaganda Effect R 6 If you occupy at least two battlegrounds and just lost more than 2 Force to a Force drain at a location, deploy on that location (limit one per Force drain). Opponent loses 2 Force for each Imperial Propaganda on table.
Jabba's Influence Effect R 3 Deploy on one of your gangsters or bounty hunters. Once during each of your control phases, if present with an opponent's smuggler or character of ability = 1, may use 3 Force. Opponent must use 5 Force or that character returns to opponent's hand.
Kuat Drive Yards Effect R 3 Deploy on Kuat system. All your Imperial-class Star Destroyers are immune to attrition < 4. Once during each of your deploy phases, may deploy one Imperial-class Star Destroyer here from Reserve Deck; reshuffle. (Immune to Alter while you occupy Kuat.)
No Bargain Effect U 4 Deploy on your side of table. While no Imperials are at any Jabba's Palace sites: Rebels are deploy +2, Revolution is canceled and your non-unique aliens are each forfeit +1. (Immune to Alter.)
Oppressive Enforcement Effect U 4 Deploy on your side of table. Your Imperial capital starships are each destiny +1. Your Immediate Effects may deploy for free. Whenever opponent cancels your card with Sense or Alter, place that canceled card in Used Pile. (Immune to Alter.)
Planetary Subjugation Effect U 4 Deploy on table. You may add up to 5 to destiny of each TIE Bomber drawn for weapon or battle destiny. You may add 1 to Proton Bomb weapon destiny draws. Asteroid Sanctuary is canceled unless present with opponent's starship. (Immune to Alter.)
Pride Of The Empire Effect C 3 If opponent just lost a starship in a battle you won, deploy on your participating starfighter. Once during each of opponent's move phases, opponent loses 1 Force (2 if starfighter is a TIE/ln). Also, that starfighter is power +2. (Immune to Control.)
Rebel Base Occupation Effect R 4 Deploy on a Rebel Base system if you occupy at least two related battleground sites. During each of your control phases, opponent loses 1 Force for each related battleground sit you occupy. Canceled if opponent controls this system. (Immune to Alter.)
Rendili StarDrive Effect R 3 Deploy on Rendili system. Your Victory -class Star Destroyers are deploy -2 here. Each of your Turbolaser Batteries deploys free, fires for free and adds 1 to each of its weapon destiny draws. (Immune to Alter while you occupy Rendili.)
Return To Base Effect R 3 Use 4 Force to deploy on your side of table. A starship you just lost may be placed here. Holds one starship at a time. During your deploy phase, may use X Force to bring starship to hand, where X = deploy cost of that starship.
Secret Plans Effect U 4 Deploy on your side of table. Once during each of your control phases, may take one Shocking Revelation into hand from Reserve Deck; reshuffle. Also, whenever opponent retrieves X cards, opponent must first use X Force or that retrieval is canceled. (Immune to Alter.)
Sienar Fleet Systems Effect R 3 Deploy on Wakeelmui system. Retrieve 1 Force each time you deploy a TIE. Also, once per turn you may relocate a TIE just lost from table to Used Pile. (Immune to Alter while you occupy Wakeelmui.)
Strategic Reserves Effect R 4 Deploy on your side of table. Once per turn, you may cancel a Force drain by placing here from hand any non-unique Imperial. Imperials may deploy from here as if from hand (if Effect canceled by opponent, any Imperials here may immediately deploy for free).
Tarkin's Bounty Effect U 5 Deploy on opponent's spy or Rebel leader. If subsequently captured, seized by a bounty hunter or Imperial and then transferred to Detention Block Corridor, retrieve Force equal to character's forfeit (+4 if Leia) and lose Effect. (Immune to Alter.)
Tatooine Occupation Effect R 4 Deploy on Tatooine system if you occupy at least two Tatooine battleground sites. During each of your control phases, opponent loses 1 Force for each Tatooine battleground site you occupy. Canceled if opponent controls this system. (Immune to Alter.)

Interrupt

Image Card Type Rarity Destiny Game text
A Real Hero Interrupt R 4 USED: Take Lobot into hand from Reserve Deck; reshuffle. LOST: If your Lando is in a battle at a Cloud City site, add two battle destiny. OR If Han and your Lando are involved in the same battle, cancel one opponent's battle destiny just after it is revealed.
All Power To Weapons Interrupt C 4 USED: If a battle was just initiated, each of your TIEs present is power +2 and immune to attrition for remainder of turn. LOST: Lose 1 Force to take up to three non-unique TIEs into hand from Reserve Deck; reshuffle.
Blast Points Interrupt C 5 If your trooper just fired a character weapon during a battle, add one battle destiny. OR During your deploy phase, deploy on your trooper one character weapon from Reserve Deck; reshuffle.
Coordinated Attack Interrupt C 2 USED: During a battle at a system or sector, instead of firing one of your starship weapons at a target, reduce that target's power by 4 until end of turn. LOST: During a battle at a system or sector, use 3 Force to cancel one battle destiny just drawn.
Counter Surprise Assault Interrupt R 2 Cancel Surprise Assault. OR Use 4 Force to cancel opponent's Force drain at a mobile site. Deploy (for free) from Reserve Deck any number of non-unique troopers to that site. (Light Side characters, vehicles and starships here may 'escape' to Used Pile).
Flawless Marksmanship Interrupt C 3 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.
Heavy Fire Zone Interrupt C 5 If a battle was just initiated, deploy (for free) a vehicle weapon or starship weapon from hand (or Reserve Deck; reshuffle) on your participating vehicle or starship.
Hunting Party Interrupt R 7 During your control phase, form a search party for an opponent's missing character at same site. Add 1 to search party destiny draw for each bounty hunter in search party. If successful, capture the character found.
I Can't Shake Him! Interrupt C 5 If your starship weapon aboard your starfighter was just fired during a battle, add one battle destiny. OR During your deploy phase, deploy one starship weapon or tractor beam from Reserve Deck; reshuffle.
In Range Interrupt C 6 If you have a Star Destroyer in a battle, during the weapons segment use its tractor beam for free. Add 2 to tractor beam destiny if targeting a unique (•) starship. If not captured, target is power and maneuver -3 for remainder of turn.
Jabba's Through With You Interrupt U 5 If your bounty hunter just fired a character weapon during a battle, add one battle destiny. OR During your deploy phase, deploy one character weapon on your bounty hunter from Reserve Deck; reshuffle.
Jabba's Twerps Interrupt U 6 If opponent just initiated battle where your alien leader is present, deploy up to three non-unique aliens to that location from Reserve Deck; reshuffle. OR Once per game, retrieve 1 Force for each of your alien leaders present at any battleground sites.
Masterful Move Interrupt C 6 Use 1 Force to take one hologram, dejarik or Imperial holotable into hand from Reserve Deck; reshuffle. OR Cancel Mantellian Savrip. OR Cancel opponent's Force drain at a holosite.
Overwhelmed Interrupt C 5 During your deploy phase, target a system where your total power is more than double opponent's total power and opponent has no Jedi or starship weapon. Place all opponent's starships there (and cards on them) in owner's Used Pile.
Put All Sections On Alert Interrupt C 6 USED: Target a Rebel at a Death Star (or Executor) site. For remainder of turn, target may not use its game text and may not apply ability toward drawing battle destiny. (Immune to Sense.) LOST: Retrieve into hand up to two cards with 'Death Star' in title.
Relentless Pursuit Interrupt C 4 If your piloted starship armed with a starship weapon is in a battle, lose 1 Force to reduce the power of one opponent's starship in that battle to zero. OR Place one opponent's starship just 'hit' in Lost Pile.
Sacrifice Interrupt F 4 Reduce your battle damage by 5 by losing from hand a starship, vehicle or character. OR If your character's forfeit was just reduced to 0, restore it to normal. (Immune to Sense.)
Short-range Fighters Interrupt R 5 Once per game, target one non-unique starfighter on table. Draw destiny. If destiny < X, retrieve X Force, where X = number of copies of that card you have on table. (Immune to Sense.) OR Take one non-unique starfighter into hand from Reserve Deck; reshuffle.
Surface Defense Interrupt R 5 USED: Add 1 to your just-drawn weapon destiny. STARTING: If you have deployed a battleground, deploy Resistance, Secret Plans and/or There Is No Try from Reserve Deck. Place Interrupt in Reserve Deck.
Tauntaun Skull Interrupt C 5 During a battle or attack, place out of play one non-droid character, creature or creature vehicle from your Lost Pile. Add its destiny number to your total power. OR Take one Stop Motion or Yaggle Gakkle into hand from Reserve Deck; reshuffle.
They're Coming In Too Fast! Interrupt C 4 If you have a piloted starship armed with a starship weapon, select one opponent's starship present to lose all immunity to attrition for remainder of turn. OR Cancel A Few Maneuvers.
They've Shut Down The Main Reactor Interrupt C 4 If you have a piloted capital starship armed with a starship weapon or equipped with a tractor beam, use 2 Force to target an opponent's starship present. Until end of your next turn, target cannot move and its pilots may not apply ability toward drawing battle destiny.
Trooper Sabacc Interrupt F 4 Requirements: A gambler or trooper at a site. Wild cards (2-7): Imperial and Rebel leaders. (Troopers may use weapons as wildcards.) Clone cards: Locations and droids. Stakes: One transport vehicle without armor or one character weapon.
Watch Your Back! Interrupt C 3 During a battle at a system or sector, if you are about to draw a card for battle destiny, you may instead use the maneuver number of your starfighter in that battle.

Location

Image Card Type Rarity Destiny Game text
Cloud City: Casino Location U 0 Dark: Whenever your gambler present here wins Cloud City Sabacc, retrieve 2 Force (3 if Lando). Light: Unless you have a gambler here, you may not use wild cards in Cloud City Sabacc.
Cloud City: Downtown Plaza Location R 0 Dark: Once during each of your control phases, may use 1 Force to retrieve one Cloud City location. Light: If you control, opponent's Downtown Plaza game text is canceled.
Cloud City: Interrogation Room Location C 0 Dark: For each captive present, Force drain +1 (+1 more if captive is a unique Rebel). Light: Force drain +1 here.
Cloud City: Port Town District Location U 0 Dark: Force drain +1 here. Your aliens are deploy -1 and power +1 here. Light: Force drain +1 here.
Cloud City: Upper Walkway Location C 0 Dark: During your move phase, may move for free from here to any other Cloud City exterior site. Light: Force drain -1 here. If you control, opponent's Upper Walkway game text is canceled.
Cloud City: West Gallery Location C 0 Dark: Your blasters present may fire at targets at nearest related exterior site. Light: Force drain -1 here.
Coruscant Location R 0 Dark: If you control with a Star Destroyer, Force drain +1 here and opponent may not deploy Rebels to related sites. Light: Force drain -1 here.
Coruscant: Docking Bay Location C 0 Dark: Your docking bay transit from here requires 1 Force (free if an Imperial present). Light: Your docking bay transit from here requires 3 Force. Your transit to here requires +8 Force.
Coruscant: Imperial City Location U 0 Dark: If your general here, during battles at all battlegrounds, add one destiny to your total power only. Light:
Coruscant: Imperial Square Location R 0 Dark: Emperor deploys free here. If your moff here, all Imperials are deploy -1 at sites. Light: Force drain +1 here. If you control, Emperor may not deploy to Coruscant.
Dagobah Location U 0 Dark: If you occupy, opponent may not Force drain at related locations. Light: Neither player may Force drain here.
Death Star: Detention Block Control Room Location C 0 Dark: If you occupy with an Imperial, this site may not be converted. Light: If you control, you may raise converted Detention Block Control Room to the top.
Desert Location F 0 Dark: May not deploy to Bespin, Coruscant, Dagobah, Hoth, Kessel or Naboo. Your Jawas and Tusken Raiders may deploy here. Sandwhirl here moves only if on Tatooine. Light: May not deploy to Bespin, Coruscant, Dagobah, Hoth, Kessel or Naboo. Each of your battle destiny draws is -1 here. Sandwhirl here moves only if on Tatooine.
Executor: Docking Bay Location U 0 Dark: Your docking bay transit from here is free. If you occupy, opponent may not move to this site. Light: Your docking bay transit from here requires 7 Force. Your transit to here requires +9 Force.
Fondor Location U 0 Dark: Executor deploys -5 here. If you occupy, all opponent's Corellian corvettes are forfeit -4 and deploy +1. Light: Force drain -1 here. If you control, opponent may not deploy Executor.
Forest Location F 0 Dark: May not deploy to Bespin, Coruscant, Hoth, Kessel or Tatooine. Your characters present here are immune to attrition. Light: May not deploy to Bespin, Coruscant, Hoth, Kessel or Tatooine.
Jungle Location F 0 Dark: May not deploy to Bespin, Coruscant, Hoth, Kessel or Tatooine. Your aliens and creature vehicles are each power +1 here. Light: May not deploy to Bespin, Coruscant, Hoth, Kessel or Tatooine. Force Drain -1 here. Your attrition against opponent is -2 here.
Kuat Location U 0 Dark: Your starships move as a 'react' (for free) to a battle here. Light: If you occupy, all Star Destroyers are deploy +1 (+3 if you control). Your movement to here requires +1 Force.
Rendili Location F 0 Dark: If you control, once during each of your control phases, may use 3 Force to retrieve a Victory-class Star Destroyer. Light: Force drain -1 here. If you occupy, opponent's Rendili game text is canceled.
Spaceport City Location F 0 Dark: If you have a non-unique Imperial leader a same or adjacent site, Force drain +1 here. May not deploy to Bespin, Dagobah, Endor, Hoth, Kashyyyk or Yavin 4. Light: If your thief or scout present, Force drain +1 here. May not deploy to Bespin, Dagobah, Endor, Hoth, Kashyyyk or Yavin 4.
Spaceport Docking Bay Location F 0 Dark: Your docking bay transit from here requires 2 Force. Your fighters deploy -1 (or -2 if freighter) here. May not deploy to Bespin, Dagobah, Endor, Hoth or Yavin 4. Light: Your docking bay transit from here requires 3 Force. Your pilots deploy +1 here. May not deploy to Bespin, Dagobah, Endor, Hoth or Yavin 4.
Spaceport Prefect's Office Location F 0 Dark: May not deploy to Bespin, Dagobah, Endor, Hoth, Kashyyyk or Yavin 4. If your Imperial leader here, Imperials at same and related sites are power and forfeit +1. Light: May not deploy to Bespin, Dagobah, Endor, Hoth, Kashyyyk or Yavin 4.
Spaceport Street Location F 0 Dark: May not deploy to Bespin, Dagobah, Endor, Hoth, Kashyyyk or Yavin 4. During your move phase, may move free between here and any related <> spaceport site. Light: May not deploy to Bespin, Dagobah, Endor, Hoth, Kashyyyk or Yavin 4. Rebels are power -1 here.
Swamp Location F 0 Dark: Once during each of your deploy phases, may deploy one creature here from Reserve Deck; reshuffle. May not deploy to Bespin, Coruscant, Hoth, Kessel or Tatooine. Light: To initiate battle here, you must use +3 Force. You may not 'react' to or from here. May not deploy to Bespin, Coruscant, Hoth, Kessel or Tatooine.
Tatooine: Jawa Canyon Location U 0 Dark: Your Jawas are each power +2 here. Light: Force drain -1 here unless your Jawa is at this site.
Tatooine: Krayt Dragon Pass Location F 0 Dark: Add 1 to each of your battle destiny draws here for each Tatooine battleground site you occupy. Light: Force drain -1 here if Krayt Dragon Bones on table.
Wakeelmui Location U 0 Dark: If Kuat is on table, Force generation +2 for you here. Light: If you occupy, all TIEs deploy +1 (+2 if you control). Your movement to here requires +1 Force.

Starship

Image Card Type Rarity Destiny Game text
Bossk In Hound's Tooth Starship R 1 May add 6 passengers and 1 vehicle. Permanent pilot is •Bossk, who provides ability of 2, adds 2 to power and adds one battle destiny. Deploys and moves like a starfighter. Has ship-docking capability.
Death Squadron Star Destroyer Starship R 2 Deploy -2 to same system as Executor. May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Immune to attrition < 4.
Death Star Assault Squadron Starship R 1 Permanent pilots aboard are •Darth Vader, •DS-61-2 and •DS-61-3, who provide total ability of 10 and add 9 to total power of •Vader's Custom TIE, •Black 2 and •Black 3.
Jabba's Space Cruiser Starship R 2 Deploys and moves like a starfighter. May add 2 alien pilots and 6 passengers. Turbolaser Battery may deploy aboard as a 'react.' When Jabba aboard, moves for free and immune to attrition.
OS-72-1 In Obsidian 1 Starship R 2 Deploy -1 and power +3 at a cloud sector. Permanent pilot is •OS-72-1, who provides ability of 2, adds 2 to power and, at a cloud sector, may draw one battle destiny if not able to otherwise.
OS-72-2 In Obsidian 2 Starship R 3 Deploy -1 and power +3 at a cloud sector. Permanent pilot is •OS-72-2, who provides ability of 2, adds 2 to power and, at a cloud sector, may draw one battle destiny if not able to otherwise.
Sentinel-Class Landing Craft Starship F 2 May add 1 pilot, 4 passengers and 2 speeder bikes. Permanent pilot provides ability of 1. Any starship cannon may deploy here. Takes off and lands for free.
TIE Defender Mark I Starship F 3 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.
Vader's Personal Shuttle Starship R 3 May add 1 pilot and 4 passengers. Permanent pilot aboard provides ability of 2. Moves for free. While Vader aboard, opponent must have ability > 5 to draw battle destiny at same system. May not Talon Roll.
Vengeance Starship R 2 May add 6 pilots, 8 passengers, 1 vehicle and 6 TIEs. Has ship-docking capability. Permanent pilot provides ability of 2. Your TIE/lns are forfeit +2 at same location. Power +2 at Nal Hutta.

Vehicle

Image Card Type Rarity Destiny Game text
Combat Cloud Car Vehicle F 3 Permanent pilot provides ability of 2. At cloud sectors, power and maneuver +1, may deploy as a 'react' and may move and be targeted by weapons like a starfighter.
Dewback Vehicle C 5 Deploy only to a desert or Tatooine site. Ability = ¼. May add 1 'rider' (passenger). When 'ridden' by a Sandtrooper, may draw one battle destiny if not able to otherwise.
Dune Walker Vehicle R 1 Deploy -1 to a desert or Tatooine site. May add 1 pilot and 6 passengers. Immune to attrition < 4. Landspeed may not be increased. Permanent pilot provides ability of 1.
Flare-S Racing Swoop Vehicle C 5 May add 1 driver and 1 passenger. Landspeed = driver's ability, and may be used at any time to follow an opponent's vehicle or character that just moved from same site (if within range).
Patrol Craft Vehicle C 4 Power +1 at Coruscant or Bespin. May add 1 driver and 1 passenger. May deploy or move as a 'react.' At cloud sectors, may move and be targeted by weapons like a starfighter.
Ronto Vehicle C 5 May add 2 'riders' (passengers). Ability = ¼. When 'ridden' by a Jawa, moves for free and draws one battle destiny if not able to otherwise.
URoRRuR'R'R's Bantha Vehicle R 3 May add 2 'riders' (passengers). Ability = ½. Adds 1 to power of each of your Tusken Raiders and other banthas present. When ridden by URoRRuR'R'R, adds one battle destiny.
Wittin's Sandcrawler Vehicle R 2 Deploys only on Tatooine. May add 1 driver and 7 passengers. While your Jawa is aboard, this vehicle and your Jawas at same site are immune to attrition < 3. Power +2 if Wittin at same site.

Weapon

Image Card Type Rarity Destiny Game text
Disruptor Pistol Weapon F 4 Use 2 Force to deploy on your warrior (1 on your non-unique warrior). May target a character or creature using 2 Force (for free if on your non-unique warrior). Draw destiny. Target lost if destiny > defense value.
Dr. Evazan's Sawed-off Blaster Weapon U 2 Deploy on Dr. Evazan (may deploy on him as a 'react') or use 3 Force to deploy on your warrior. May target a character or creature at same or adjacent site using 2 Force. Draw destiny. Target hit if destiny +1 > defense value. May fire repeatedly.
Feltipern Trevagg's Stun Rifle Weapon U 2 Deploy on Feltipern Trevagg or use 2 Force to deploy on your other bounty hunter. May target a character using 2 Force. Draw destiny. Add 2 if target is the target of any bounty. Target may be captured if total destiny > defense value.
Intruder Missile Weapon F 7 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.
Ponda Baba's Hold-out Blaster Weapon U 2 Deploy on your smuggler or use 2 Force to deploy on your warrior. May deploy on Ponda Baba as a 'react.' May target a character or creature using 2 Force. Draw destiny. Target hit, and forfeit = 0, if destiny +1 > defense value.
SFS L-s9.3 Laser Cannons Weapon C 5 Deploy on your TIE Avenger, TIE Interceptor or TIE Defender. May target a starfighter using X Force, where X = 0 to 3. Draw destiny. If destiny + X > defense value, target hit (lost instead if X = 3).

Objective

Image Card Type Rarity Destiny Game text
Carbon Chamber Testing/My Favorite Decoration Objective R 0 Deploy Carbonite Chamber, Carbonite Chamber Console and Security Tower with a Rebel (opponent's choice) from opponent's Reserve Deck (if possible) imprisoned there. {While} this side up, once during each of your deploy phases, you may deploy from Reserve Deck one Audience Chamber, Docking Bay 94 or East Platform; reshuffle. You may not play Dark Deal. {Flip} this card if you move a frozen captive to Audience Chamber (or if no Rebel was in opponent's Reserve Deck at start of game).
Carbon Chamber Testing/My Favorite Decoration Objective R 7 {While} this side up, your aliens and starships are immune to attrition < 4 and, once during each of your control phases, you may retrieve 1 Force. While you have a frozen captive at Audience Chamber, Scum And Villainy is immune to Alter and during your deploy phase, you may deploy Scum And Villainy from Reserve Deck; reshuffle. {Place} out of play if there are no frozen captives on table (unless no Rebel was in opponent's Reserve Deck at start of game).
Hunt Down And Destroy The Jedi/Their Fire Has Gone Out Of The Universe Objective R 0 Deploy Holotheatre and Visage Of The Emperor. May deploy Meditation Chamber and/or Epic Duel. {While} this side up, during your move phase, may use 4 Force to take Vader into hand from a location you control (cards on him go to owner's Used Pile). Add 4 to each player's destiny draw for Sense and Alter. {Flip} this card if Vader is at a battleground site and no Light Jedi or Luke is at a battleground site. {Place} out of play if you play Scanning Crew, initiate a non-Epic duel or Force drain at an Executor site.
Hunt Down And Destroy The Jedi/Their Fire Has Gone Out Of The Universe Objective R 7 {While} this side up, opponent cannot initiate battles or Force drains where opponent has a Jedi or Skywalker. You lose no Force from Visage Of The Emperor. While Vader at Meditation Chamber, subtract 2 from each of opponent's battle destiny draws. Opponent may not play Sense or Alter. {Flip} this card if opponent has Luke or a Jedi at a battleground site or if Vader is not on table. {Place} out of play if you play Scanning Crew, initiate a non-Epic duel or Force drain at an Executor site.
Imperial Occupation/Imperial Control Objective R 0 Deploy any planet system and one <> site to that system. This system is the Renegade planet. {While} this side up, once during each of your deploy phases, you may deploy one <> site to the Renegade planet from Reserve Deck; reshuffle. {Flip} this card if your matching operatives control at least three battleground sites related to the Renegade planet.
Imperial Occupation/Imperial Control Objective R 7 {While} this side up, opponent's Force drains are -1. You may retrieve 1 Force whenever you deploy a matching operative to the Renegade planet. Your matching operatives on that planet are each forfeit +2 and, when at same site as a Rebel, are each power +2. When you have at least one matching operative in a battle on the Renegade planet, you may add one battle destiny. {Flip} this card if you do not occupy at least two battleground sites related to the Renegade planet.
ISB Operations/Empire's Sinister Agents Objective R 0 Deploy any Coruscant location. {For} remainder of game, your characters with 'ISB,' 'Rebel' or 'Rebellion' in lore are ISB agents and spies, and may deploy regardless of deployment restrictions listed in their game text. {Flip} this card if ISB agents control at least two Rebel Base locations or if four ISB agents are on table.
ISB Operations/Empire's Sinister Agents Objective R 7 {While} this side up, once during each of your draw phases, you may retrieve one ISB agent. When you have a non-Undercover ISB agent at a battleground site, your Force drains are +1 there and opponent's Force drains are -1 at same and related locations. {Flip} this card if no ISB agents are on table.
Ralltiir Operations/In The Hands Of The Empire Objective R 0 Deploy Ralltiir system. {While} this side up, once during each of your deploy phases, may deploy from Reserve Deck to Ralltiir one site or non-unique Imperial; reshuffle. At Ralltiir locations, each Rebel is deploy +2. {Flip} this card if Imperials control at least three Ralltiir sites and opponent controls no Ralltiir locations. {Place} out of play if Ralltiir is 'blown away.'
Ralltiir Operations/In The Hands Of The Empire Objective R 7 {While} this side up, opponent's Force drains are -1. At Ralltiir locations, each Rebel is deploy +2. At all locations, add X to your total battle destiny, where X = number of Ralltiir locations your Imperials occupy. Once during each of your control phases, you may use 2 Force to take any one card into hand from Reserve Deck; reshuffle. {Flip} this card if opponent controls at least two Ralltiir locations. {Place} out of play if Ralltiir is 'blown away.