Bounty hunter6 killer rebel strike team
bounty hunter6 killer rebel strike team is a Light constructed list published on Game Players Network.
Deck info
- Player: bounty hunter6
- Published: 24 March 2003 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Theed Palace
- Side: Light
- Starting Card: Rebel Strike Team
- Strategy: Rebel Strike Team
- GEMP Importable deck: Download
Introduction
make opponent lose 8 force from reserve deck and retrieve 8 force...
The published list has 59 cards.
Decklist
|
Objective Character
Device Weapon Starship |
Location
Effect
Interrupt
Epic Event |
Strategy
Things to remember - all force generation is without opponent’s included
-First turn-
Activate 6+ force (+1 each Endor site "The Shield Is Down")
Using strike planning pull General Crix Madine(deploy him) and using him pull beezer (deploy him) and using beezer pull portable scanner...and on your next control phase you can start pulling explosive charges...
Pull back door with "the shield is down" and deploy someone to protect beezer maybe search for deactivate the shield generator for 2 force
-Second Turn-
Activate 9+ force (+1 each Endor site...added back door)
Use 2 force to search for bunker. If you have deactivate the shield generator deploy bunker deploy it and deploy all explosive charges, move guys over...try to get Junkin at bunker (he adds 1 to each charge)
-Third Turn-
Activate 11-14+ force (+1 for each site...bunker was put down maybe hidden forest trail and maybe daughter of skywalker)
try to blow of shield generator...maybe in your starting hand you had explosive charge so you might blow up generator also remember to force drain (2 at back door 2 at bunker or 1 at other sites **not including sabers)
get another explosive charge if you didn't blow up shield generator and deploy more guys even if you lose a couple battles (you'll retrieve it)get chewie (Crix Madine)If objective is flipped retrieve scout of abilty less than 3 every turn for the rest of the game
-Fourth Turn-
Activate 15+ probably
Force drain, blow up shield generator
If you got two destinies of 0 or something search for another charge...search for ability <3 scout retrieve ability <3 scout (rest of game draw phase)
-Rest of Game-
Force drain from Endor and battle when you can...
-Other-
If you ask why I start with mindful of the future and heading for the medical frigate…The answer is simply put – I need to start those 4 cards
-Explaining the Cards-
-Epic Events-
-Deactivate The Shield Generator-
Deploy on Dunker. During your control phase, if you control Bunker with a Rebel, attempt to “blow away” bunker as follows:
Charges! Come On, Come On!:Draw two destiny.
Add 3 to total for each Explosive Charge on Dunker
Move! Move! Move!: If total destiny >12, our character here may relocate to Back Door for free Bunker and Landing Plaform (if on table) are “blown away”. Opponent loses 8 force and this card is lost.
(With The Shield is down make them place their hand in used pile, and retrieve 8 force)
-Starting-
-Rebel Strike Team/Garrison Destroyed-
Deploy Endor System and Rebel Landing Site
While Rebel Strike Team side is up, opponent loses no more than 1 force from each of your force drains at Endor locations. Once during each of your deploy phases may use 2 force to take one Bunker or Deactivate The Shield Generator into hand; reshuffle
Flip this card if Bunker “blown away” or if, during your move phase, you control three exterior Endor sites (with 2 rebel scouts at each)
Place out of play if endor is blown away
While Garrison Destroyed side is up, at each Endor site where you have a Rebel scout, your Force drains may not be modified or canceled by opponent, expect by a ‘react’. Rebel scouts are immune to attrition <4. Once during each of your draw phases, may retrieve one rebel scout of ability <3. Your Epic Event destiny draws are each +2(+4)
Place out of play if endor is “blown away”
-Endor:Rebel Landing Site-
you-2 icons (+1)
opponent- 1 icon
-Endor system-
you- 2 icons (force drain -1)
opponent- 2 icons (force drain -1)
-Menace Fades-
Great for stompping down on IO decks, takes away all of opponent’s force drain bonuses
-Strike Planning-
May pull General Crix Madine and General Solo.
-The Shield Is Down!-
Makes force generations +1 at endor sites, may pull back door, and when bunker is blown away my retrieve 8 force and opponent must place their hand in used pile
-Heading For the Medical Frigate-
Deploy three effects that are immune to alter and deploy on table – helps you start what you need
-Interrupts and Effects (non-starting)-
-It Could Be Worse-
Used to limit the force lost, especially when you know its coming
-Firefight-
Make your scouts power +1 and adds 1 to each of their weapon destiny draws
-Take the Initiative-
Add 1 to your total battle destiny for each scout or make them power +1
-Throw Me Another Charge-
Take an explosive charge into hand – also have the nice 6 as a destiny
Rebel Leadership –
Makes Crix Madine and General Solo add one destiny or prevent opponent from drawing a destiny
-Projection Of A Skywalker-
Makes force drains –1 at opponents site
-Rebel Barrier-
Use one force to take out one character so you don’t get beat down
-Life Debt-
Add two battle destiny when Chewie and Han are in battle together, since I can pull both of them that is a major bonus
-A Vergence In The Force-
If you just lost a bunch of force to a force drain, a lot like Projection Of A Skywalker It reduces their force drain, and at anytime (especially if they move away) you can place this card in used pile and draw 2 cards from top of reserve deck.
-Convert Landing-
Helps land your scouts, and if your opponent deploys to a docking bay you can beat down on them by deploying all the scouts you want from reserve deck and they deploy –1 (the only downside to this card is you need shuttle tydirium)
-Close Air Support-
This card is the only reason for my putting in squadron assignments, I can pull Cracken and Blount and then pull their ships, so if they both are at the Endor System, every time I battle they will add 1 battle destiny and 1 to total power only.
-Insertion Planning-
Subtract 3 from your opponent’s battle destiny
-The Signal-
Pull effects for 3 force
-First Aid-
Reduce Battle Damage by 5 by losing a character, starship, or vehicle (especially used when you already have Luke on table, then you can Luke w/ saber or vice versa)
-Goo Ney Tay-
Make opponent pay lots more force for the characters they deploy.
-Squadron Assignments-
May pull a matching pilot or ship
-Weapons and Devices-
-Concussion Grenade-
Rocks on Junkin, he makes all of your characters immune to it and you can kill a lot of your opponent’s characters
-Explosive Charges-
Add 3 to your destiny draw on Deactivate The Shield Generator; many of my card slots in my deck are used to pull these
-Luke’s Lightsaber-
One of the best lightsabers in the game; you can draw 2 destinies and it enhances force drains and when your opponent is hit it makes them forfeit 0
-Portable Scanner-
You can pull it with Beezer and start pull explosive charges on the second turn, can pull weapons from reserve deck.
-Anakin’s Lightsaber-
Almost like Luke’s Lightsaber only you can deploy it on Leia too.
-Characters-
-Dresselian Commando-
Very solid non-unique scout, draw a battle destiny to total power only if against a non-unique alien, and prevents opponent from drawing more than 1 battle destiny
-Corporal Beezer-
He can pull a device from reserve deck (portable scanner)and then pull explosive charges on the second turn.
-Chewbacca Of Kashyyyk-
One of the best characters for one of these decks, I can pull him with General Crix Madine and retrieve him when my objective is flipped
-Orrimaarko-
Solid scout with a power of 4 and ability of 4 and immune <4 (if at endor exterior site)
If he wins a battle against an imperial they have to lose 2 force.
-Daughter Of Skywalker-
Leia, deploys -3 to endor, adds an icon, power 4, ability 5, forfeit 8 and can use Anikans lightsaber
-Corporal Midge-
adds 1 to his weapon destiny, 2 if firing a rifle. Adds 1 to force drains when with a scout of ability >2 (exterior site)
-Lieutenant Greeve-
Adds 1 to weapon destiny draws, if he hits someone they are forfeit -3
-Corporal Kensaric-
Makes them pay a lot of force (+1 if goo ney tay is on table, +2 if it isn’t) so he prevents beatdown
-Sergeant Junkin-
Power 3 ability 2 scout, that adds 1 to Deactivate The Shield Generator total for each explosive charge present. Is great with the concussion greanade because he may subtract 1 and he makes all of your character immune.
-Luke Skywalker, Rebel Scout-
Power 6, abilty 6, he has his lightsaber in the deck, and watch out when he has it.
-General Crix Madine-
Adds to immunity of your scouts that already have it and you (on the first turn) can pull him with strike planning and then deploy him and then pull beezer and then pull portable scanner and then on the next turn you can pull explosive charges.
-General Solo-
Can pull him with Strike Planning and he deploys -2 to endor and may use to force to cancel opponent’s battle destiny
-Luke With Lightsaber-
Permanent Weapon is his lightsaber therefore you can chop up your opponent
-Lieutenant Blount(pilot)-
Pilots Tala 2 and therefore completes Close Air Support, also a spy
-Colonel Cracken(pilot)-
Pilots Tala 1 and there fore completes Close Air Support, also a spy that deploys -2 to his ship
-Tala 1-
Pilot is Colonel Cracken power +2 at opponent’s system or sector, completes Close Air Support
-Tala 2-
Pilot is Lieutanent Blount, makes opponent’s spy’s deploy for more, completes Close Air Support
-Tydirium-
Key element in using convert landing.
-Liberty-
Does attrition and beat down worry me, no, when you forfeit liberty it goes to used pile, also has 7 power and 9 forfeit
-Sprial-
All around good capital
-Locations-
-Endor Hidden Forest Trail-
you - 2 icons
them - 1 icon
-Endor: Bunker-
This is what you spend your time blowing up
can be pulled with the objective
you - 0 icons (force drain +1)
them - 1 icon
-Back Door-
Can be pulled with The Shield Is Down
you - 2 icons
them - 2 icons
See also
Sources
- killer rebel strike team (Wayback, 20051102154456)
- GPN Star Wars Decks page 32 (Wayback, 20050430203312)