Hyper Escape (Original)
Jump to navigation
Jump to search
Printed Decipher archive face. Default: Hyper Escape (PC Errata). Bare: Hyper Escape.
| Title | Hyper Escape (Original) |
|---|---|
| Side | Light |
| Type | Interrupt — Used Interrupt |
| Set | Premiere Limited |
| Rarity | C2 |
| Uniqueness | Unrestricted |
| Destiny | 5 |
| Icons | Interrupt |
| card_uid | 1_88o |
| Version | printed (Decipher archive) |
| Printings | Printed Decipher face — this page (1_88o)Hyper Escape (PC Errata) — PC AR 2023 Appendix A |
Hyper Escape (Original) is a Light Interrupt (Used Interrupt) from Premiere Limited.
Card Text
Cancel a battle just initiated at any system by moving all your starships there away (at normal use of the Force).
Lore
'We'll be safe enough once we make the jump to hyperspace.' A starship in hyperspace cannot be tracked unless a homing beacon has been hidden aboard.
Notes
- Decipher.com cardlists archive face (Wayback / 2004 backup). Game text from printed archive GIF.
- PC rewrite: Hyper Escape (PC Errata). Side-by-side: Errata — PC Errata.
Rulings
- The movement is not free.[1]
- LS may play Hyper Escape with 0 Force saved.
- LS must attempt to move each one of their ships and vehicles away.
- Ships/vehicles might be left behind due to Gravity Shadow, Imperial Barrier, not enough Force to move everything, etc.
Canceled by
- Ghhhk & Those Rebels Won't Escape Us
- Our First Catch Of The Day
- Those Rebels Won't Escape Us
- Unsalvageable
- Tarkin's Orders
Underlying card for
See Also
Sources
- Premiere Light Side card list at Decipher.com (archive, 11 June 2002)
- Star Wars CCG cardlists index at Decipher.com (archive, 25 December 2008)
- Complete Card List (Decipher PDF, archive 28 September 2007) — Light Interrupt: Hyper Escape, Premiere, C2