Stunning Leader

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Printed Decipher text (archive face). PC Errata (AR 2023 Appendix A): Stunning Leader (PC Errata).















Info
TitleStunning Leader
SideDark
TypeInterrupt — Lost Interrupt
SetA New Hope
PublisherDecipher
EraDecipher era
RarityC2
UniquenessUnrestricted
Destiny4
GEMP ID2_140o
VersionsDecipher — this page (2_140o)PC Errata — Stunning Leader (PC Errata) (2_140)
Virtual Original — Stunning Leader (V) (Virtual Set 15: Galactic Frontier) (1115_64)
Virtual Legacy — Stunning Leader (V) (1240_46)

Stunning Leader is a Dark Interrupt (Lost Interrupt) from A New Hope.

Card Text

After a battle at an interior site is initiated, use 1 Force to cause all leaders and all characters with ability > 2 (on both sides) to be completely excluded from that battle.

Lore

Stormtroopers are trained to stun, not kill, priority targets in order to split enemy forces and hold the leaders for interrogation. Stun effects wear off, requiring efficient action.


Strategy

By Andrew Kato, Red 54[1]

This is another equalizer for you anti-Mains and Toys players

out there, especially with the release of Cloud City. Two things in

Cloud City made this card especially great: interior draining and

Trooper Assault.

Since Stunning Leader only works indoors, most people found

little use for it before Cloud City. After all, the best draining

sites for the Dark Side were almost exclusively exterior! Virtually

every Dark Side site with a drain for two or more was an exterior

site like the Lars' Moisture Farm, Jundland Wastes, or Defensive

Perimeter. No longer. With the release of Cloud City, the Dark Side

now has a set of interior sites with decent draining opportunities.

Unlike the Death Star or Executor sites, these have Light Side icons

allowing a modest drain. Adding Dark Deal to a Cloud City deck could

be devastating to an ill-prepared Light Side deck. With lightsabers

and Dark Deal, Cloud City is an okay place to drain for the Dark Side.

Oh, and don't forget about Bounty Hunting opportunities.

Along with Cloud City's interior sites came a nice Used Interrupt

called Trooper Assault. This card simulates the endless hordes of

troopers the Imperial Army seems to muster by making all Dark Side

troopers in a battle power +2 and immune to all attrition. This one

interrupt almost single-handedly made troopers viable again.

So where does Stunning Leader fit into the equation? Well, consider

a Cloud City draining deck with troopers as its primary site defenses.

Every site (don't use the Docking Bay) is interior, meaning Stunning

Leader can be played at a site battle anywhere. All troopers are ability

2 or lower, so they won't be excluded from the battle when Stunning

Leader is played - this interrupt isolates your troopers against the

Light Side's non-mains. Sound good?

Suppose the Light Side deploys Obi Wan (and lightsaber), Han Solo

(and heavy blaster), Wedge Antilles, and Major Bren Derlin to attack your

squad of 4 Stormtroopers and General Tagge (with lightsaber) in hopes of

a massive slaughter. Dark Side reacts over 4 Stormtroopers from another

site via a Lift Tube to increase to 8 Stormtroopers. Dark Side plays

Trooper Assault to boost all 8 Stormtroopers. Dark Side plays Stunning

Leader to exclude Tagge, Obi-Wan and Han Solo from the battle. At this

point, things look grim for Wedge and Bren, who must face 8 immune, power

+2 Stormtroopers by themselves. On the Dark Side player's turn, Disarmed

is played on Obi-Wan and another battle is intiated, hopefully with a

big power win as well.

These are the kinds of mismatches you can set up with Stunning Leader,

especially since the Light Side relies heavily on Main Characters and

other high ability characters most of the time. With the newfound power

of troopers and interior sites on Bespin, a well timed Stunning Leader

could give you a massive battle victory.

Combos:

Cloud City Sites + Lift Tubes + Stunning Leader = A great point defense system that'll allow you to spread a bit thinner than normal and still be able to bring all your low ability characters to brawl in a mainless battle.

Ability > 2 Imperials + Stormtroopers + Trooper Assault + Stunning Leader = This is awesome because you get a speed gain and a defensive gain; the Stormtroopers deploy for free and Stunning Leader excludes the high ability Imperial, leaving only totally immune troopers in the fight. Add a Comlink for more fun.

Cloud City Troopers + Imperial Trooper Guards + E-3P0 + Stunning Leader = Bring out the odds cards! With this kind of Cloud City defense force, you could have a blast with Light Side Mains. Trooper Assaults would make the power here obscene. Don't forget the E Chu Ta for maximum insult to injury.

IT-0 + IG-88 + Probe Droid + Stunning Leader

How about a droid strike team? Exclude all their mains and send your

droids on suicide missions. Retrieve with the Cloud City: Incinerator and

repeat ad infinitum. With a spy on the team, it can't be kept out of the

action.

Combos

  • Stunning Leader + Cloud City sites + Lift Tubes A great point defense system that'll allow you to spread a bit thinner than normal and still be able to bring all your low ability characters to brawl in a mainless battle.[2]
  • Stunning Leader + Ability > 2 Imperials + Stormtroopers + Trooper Assault This is awesome because you get a speed gain and a defensive gain; the Stormtroopers deploy for free and Stunning Leader excludes the high ability Imperial, leaving only totally immune troopers in the fight. Add a Comlink for more fun.
  • Stunning Leader + Cloud City Troopers + Imperial Trooper Guards + E-3P0 Bring out the odds cards! With this kind of Cloud City defense force, you could have a blast with Light Side Mains. Trooper Assaults would make the power here obscene. Don't forget the E Chu Ta for maximum insult to injury.
  • Stunning Leader + IT-0 + IG-88 + Probe Droid How about a droid strike team? Exclude all their mains and send your droids on suicide missions. Retrieve with the Cloud City: Incinerator and repeat ad infinitum. With a spy on the team, it can't be kept out of the action.

Rulings

  • Any additional characters of ability > 2 or leaders who arrive at the battle after Stunning Leader has been played are also excluded.[2]
  • To initiate this Interrupt, there must be at least one character targeted to be excluded.

Canceled by

Also known as

  • SL

Counterpart

Underlying card for

Sources

References

  1. ↑ https://web.archive.org/web/20040811123219/http://www.decipher.com/starwars/cardlists/anewhope/dark/small/stunningleader.html
  2. ↑ 2.0 2.1 Players Committee, swccg-card-json Dark.json, Stunning Leader (GEMP ID 2_140, commit d4e661ec735dcb111266fbda98704f2181e1cfab), records the four strategy recommendations and both later rulings on additional arrivals and a required target. These are attributed recommendations and rulings, not a transcription of the original face or a guarantee of every tactical outcome. The 2023 Advanced Rulebook, p. 129, gives the later "for remainder of battle" wording. Decipher's Glossary Version 2.0 (November 1998), p. 126, clarifies exclusion from the battle but does not contain that explicit duration phrase. Original-era applicability of the later-arrival ruling is not established by this citation. Preserved data copy: Internet Archive (20 October 2026). Lookup: Scomp: Stunning Leader.