Death Star II Light Side Starter Deck

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Death Star II Light Side Starter Deck
Game Star Wars CCG
Publisher Decipher
Country USA
Date 19 July 2000
Language English
Cards 60
Card Size 63x88mm

Death Star II Light Side Starter Deck is a 60-card preconstructed Light deck published by Decipher on 19 July 2000 with Death Star II. MSRP was $10.95. The exclusive rare Admiral Ackbar is packed only in this deck, not in Death Star II boosters. The Dark product is Death Star II Dark Side Starter Deck. The 60 mixes Death Star II cards and reprints from earlier sets with a 2000 copyright. A display box held 12 decks, 6 per side.[1]

Packaging

Death Star II Light Side Starter Deck
Death Star II Light Side Starter Deck
Death Star II starter rulebook
Rule book

Card list

60 predetermined cards.

Character

Image Card Type Rarity Destiny Qty Original expansion Game text
Admiral Ackbar Character XR 1 1 Death Star II Deploys -2 to Home One. Adds 3 to power of any capital starship he pilots. Your capital starships deploy -1 to same system. Once per game, may take one Mon Calamari character or Admiral's Order into hand from Reserve Deck; reshuffle.
Captain Yutani Character U 3 1 Endor Once during each of your deploy phases, may deploy one artillery weapon or Portable Fusion Generator to same site from Reserve Deck; reshuffle. May move Medium Repeating Blaster Cannon by himself (for free).
Chewbacca Of Kashyyyk Character R 1 1 Endor Deploys -2 on Endor. Adds 2 to power of anything he pilots. When targeted by a weapon, may 'roar' (defense value = 4). When on Endor during your deploy phase, may deploy Lumat and/or Wuta for free here from Reserve Deck; reshuffle.
Corporal Beezer Character U 3 1 Endor Prevents opponent from 'reacting' to same site. Once during each of your deploy phases, may deploy one device to same location from Reserve Deck; reshuffle. Rebels of ability < 3 and [Endor] Rebels are immune to Scanning Crew.
Corporal Delevar Character U 2 1 Endor Prevents your characters from having their forfeit reduced at same location (and at Hoth sites if Delevar is at Echo Med Lab). When with your FX droid, once per turn allows your character just forfeited from same site to be placed in Used Pile.
Corporal Janse Character U 3 1 Endor When firing a character weapon, adds 1 to each weapon destiny draw. If Janse just targeted with an A280 Sharpshooter Rifle at a character at an adjacent site and is using Sorry About The Mess, it is a Used Interrupt.
Corporal Midge Character U 2 1 Death Star II Adds 1 to each of his character weapon destiny draws (2 when firing a rifle and all your ability here is provided by scouts). While on Endor, adds 1 to your Force drains at your exterior Endor sites where you have a scout of ability > 2 (and no Ewoks).
Derek 'Hobbie' Klivian Character U1 2 1 Hoth Power +2 when at same site as Biggs. Adds 2 to power of anything he pilots (3 if a Star Destroyer is at same location). When piloting Rogue 4, also adds 2 to maneuver.
Dresselian Commando Character C 2 2 Endor Power +1 when at a forest, jungle or exterior Endor site. When in battle at an exterior site against a non-unique alien, adds one destiny to power only, prevents opponent from drawing more than one battle destiny and is immune to attrition < 4.
General Solo Character R 1 1 Endor Deploys -2 on Falcon, Tydirium or Endor. Adds 3 to power of anything he pilots. When in battle with Chewie (or another of your scouts at an exterior site), may use 2 Force to cancel one opponent's battle destiny just drawn. Immune to attrition < 3.
Gray Squadron Y-wing Pilot Character C 3 2 Death Star II Adds 2 to the power of anything he pilots. When piloting a Y-wing, draws one battle destiny if not able to otherwise. When a starship he pilots fires an ion cannon, once per turn, may draw two weapon destiny and choose one.
Karie Neth Character U 2 1 Death Star II Adds 2 to power of anything she pilots. While aboard your starship, adds 1 to each of its weapon destiny draws (2 if Gray Squadron 2 or when with Telsij).
Keir Santage Character U 3 1 Death Star II Adds 2 to the power of anything he pilots. When at a system, sector, or docking bay, once during each of your deploy phases, subtracts 2 from deploy cost of your unique (•) X-wing deploying here.
Kin Kian Character U 3 1 Death Star II Adds 1 to power of anything he pilots. While aboard your starship, adds 2 to each of its weapon destiny draws. While aboard a unique (•) Gray Squadron Y-wing at a system or sector, adds 1 to each of your Force drains there.
Sergeant Junkin Character U 2 1 Endor When at Bunker, adds 1 to Deactivate The Shield Generator total for each Explosive Charge here. When Junkin uses a Concussion Grenade, all your characters are immune to that grenade and you may add or subtract 1 from weapon destiny draw.

Effect

Image Card Type Rarity Destiny Qty Original expansion Game text
Battle Plan Effect U 5 1 Endor Deploy on table. You may initiate battles for free. Also, for either player to initiate a Force drain, that player must first use 3 Force unless that player occupies a battleground site (except a holosite) and a battleground system. (Immune to Alter.)
Squadron Assignments Effect C 5 1 Death Star II Deploy on table. During your deploy phase, you may reveal one unpiloted starfighter from hand to take its matching pilot character from Reserve Deck (or vice versa) and deploy both simultaneously; reshuffle. (Immune to Alter.)
Superficial Damage Effect C 5 1 Death Star II Deploy on table. Each turn, each of your characters, vehicles, and starships may forfeit one of its weapons (except a lightsaber) using forfeit value = 3. Also, your forfeited weapons go to Used Pile. (Immune to Alter.)

Interrupt

Image Card Type Rarity Destiny Qty Original expansion Game text
A Few Maneuvers Interrupt C2 6 2 Premiere Add 2 to hyperspeed and maneuver of any starfighter for the remainder of this turn. (Interrupt may even affect the result immediately after a destiny draw targeting the starfighter's maneuver.)
Careful Planning Interrupt C 5 1 Endor USED: If a battle was just initiated, draw destiny and activate up to that much Force. STARTING: If you have not deployed an Objective, deploy from Reserve Deck one battleground site (or two <> sites) related to your starting location. Place Interrupt in Reserve Deck.
Grimtaash Interrupt C2 2 2 A New Hope USED: If opponent has 13 or more cards in hand, place all but 8 (random selection) in Used Pile. LOST: Cancel Molator (even at a holosite). OR Use 4 Force to reveal opponent's hand. All cards opponent has two or more of in hand are lost.
Heading For The Medical Frigate Interrupt C 3 1 Death Star II USED: Add 1 to your battle destiny just drawn. STARTING: Deploy up to three Effects if each of them deploys for free, is always immune to Alter and has 'deploy on table' (or 'deploy on your side of table') in its game text. Place Interrupt in Lost Pile.
Houjix Interrupt C2 1 1 A New Hope During the damage segment of a battle you lost, if you have no cards left that can be forfeited, cancel all remaining battle damage. (Immune to Sense.) OR Cancel Sunsdown.
Steady Aim Interrupt C 3 1 Special Edition Add X to one starship weapon destiny (before destiny is drawn) when targeting opponent's starship. USED: X = 2. LOST: X = 4.
Take The Initiative Interrupt C 3 1 Endor USED: If all of your ability in a battle is provided by scouts and/or spies, they each add 1 to your total battle destiny (limit +6). LOST: For remainder of turn, your unique (•) scouts and unique (•) spies are each power +1 (or +2 while being attacked by a creature).

Location

Image Card Type Rarity Destiny Qty Original expansion Game text
Bespin Location U 0 1 Cloud City Light Side: If you control, opponent's characters and vehicles deploy +1 to Cloud City locations.
Dark Side: If you control, your characters and vehicles deploy -1 to Cloud City locations.
Endor Location U 0 1 Endor Light Side: Force drain -1 here. To move your starship here from Sullust, Rendezvous Point or Haven requires -1 Force.
Dark Side: If you have no Imperials on Endor, Force drain -1 here.
Endor: Back Door Location U 0 1 Endor Light Side: During your move phase, you may move from Back Door to Bunker (or vice versa).
Dark Side: If you control, during your move phase, you may move from Back Door to Bunker (or vice versa).
Endor: Great Forest Location C 0 1 Endor Light Side: Your character movement from here (except for Ewoks and scouts) requires +1 landspeed.
Dark Side: Your character movement from here (except for Yuzzum and scouts) requires +1 landspeed.
Endor: Hidden Forest Trail Location U 0 1 Endor Light Side: During your move phase, your scouts may move between here and any exterior Endor site.
Dark Side: If you occupy, opponent's Hidden Forest Trail game text is canceled.
Endor: Landing Platform (Docking Bay) Location C 0 1 Endor Light Side: Your docking bay transit from here requires 2 Force.
Dark Side: Your docking bay transit from here requires 1 Force (free if your Imperial present).
Sullust Location C 0 1 Death Star II Light Side: To move your starship between here and Death Star II, system it orbits, or Mon Calmari requires -1 Force.
Dark Side: Your starships deploy +1 here.
Tatooine Location C2 0 1 Premiere Light Side: If you control, for each of your starships here, your total power is +1 in battles at Tatooine sites.
Dark Side: If you control, for each of your starships here, your total power is +1 in battles at Tatooine sites.

Starship

Image Card Type Rarity Destiny Qty Original expansion Game text
A-wing Starship C 3 3 Death Star II Permanent pilot provides ability of 1. Opponent may not 'react' to or from here. Power -1 when opponent has a starfighter present with higher maneuver.
B-wing Bomber Starship C 3 3 Death Star II May add 1 pilot (suspends permanent pilot). Permanent pilot provides ability of 1. May fire two or more weapons during battle. Each of its ion cannon weapon destiny draws is +3.
Gray Squadron 1 Starship U 3 1 Death Star II May add 2 pilots or passengers. Ion cannons may fire free aboard. Each of its ion cannon destiny draws is +2. Immune to attrition < 4 when Salm or Kian piloting.
Gray Squadron 2 Starship U 3 1 Death Star II May add 2 pilots or passengers. Immune to attrition < 3 when Lieutenat Telsij or Karie Neth piloting (when both immune to attrition < 5 and adds one destiny to power only).
Nebulon-B Frigate Starship U 3 3 Death Star II May add 4 pilots, 4 passengers, and 2 starfighters. Has ship-docking capability. Permanent pilot provides ability of 1. Turbolaser batteries and laser cannons may deploy aboard for free.
Red Squadron 4 Starship U 2 1 Death Star II May add 1 pilot. Hobbie deploys -2 aboard. When firing X-wing Laser Cannons, may use 2 Force to make X = 3. When Hobbie piloting, maneuver +2 and immune to attrition < 4.
Red Squadron 7 Starship U 3 1 Death Star II May add 1 pilot. Keir Santage deploys -2 aboard. Your other Red Squadron starfighters at same location are maneuver +1.
X-wing Starship C2 2 2 Premiere Permanent pilot aboard provides ability of 1.
Y-wing Starship C2 3 1 Premiere May add 1 pilot or passenger. Permanent pilot aboard provides ability of 1.

Weapon

Image Card Type Rarity Destiny Qty Original expansion Game text
BlasTech E-11B Blaster Rifle Weapon C 2 2 Endor Use 2 Force to deploy on your scout warrior. May target a character, creature or vehicle using 1 Force. Draw destiny. Target hit if destiny > defense value. May fire repeatedly for 2 Force each time.
Concussion Missiles Weapon C 4 2 Death Star II Use 1 Force to deploy on your bomber, A-wing, freighter, or transport. May target a starship for free. Draw destiny. Add 1 if targeting a starfighter or squadron. Target hit if total destiny > defense value.
Enhanced Proton Torpedoes Weapon C 3 1 Death Star II Deploy on your X-wing, Y-wing or B-wing. May target a starship for 1 Force. Add 1 if targeting a capital starship. Otherwise, subtract 1. Target hit if total destiny > defense value.
Intruder Missile Weapon F 7 2 Special Edition Deploy on your B-wing, Z-95, YT-1300 Transport, or Falcon. May target a capital starship for free. Draw destiny. Add 3 if that capital starship was targeted by another weapon this turn. Target hit if total destiny > defense value. After firing, place Missile in Used Pile.


See also


References