Virtual Block 6

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Virtual Block 6
Set symbol
CodeVB6 · GEMP set 601
PublisherStar Wars CCG Players Committee
EraVirtual Legacy (2009–2014)
StatusLegacy
ReorganizedSeptember 2009[1]
Official text4 September 2009 (Reflections IV)[2]; 7 December 2009 (Domain Of Evil)[3]; 15 March 2010 (Mercenaries)[4]
Cards158 (66 Light, 92 Dark)
ThemeReflections IV
PreviousVirtual Block 5
NextVirtual Block 7

Virtual Block 6 is a Players Committee legacy virtual expansion (Reflections IV era). These cards are no longer valid for competitive play; use the Decipher sets and the current virtual sets (2014 Reset onward).

The official sheets are titled Virtual Set 6: Reflections IV,[2] Virtual Block 6: Domain Of Evil,[3] and Virtual Block 6: Mercenaries.[4] The Players Committee issued the cards as printed slips: print the sheet, cut out the area beneath the card title, and sleeve the cutout with the original card.

The hub Date is September 2009 for the Reflections IV core, announced with the 16 September 2009 Players Committee homepage news (Reflections IV + virtual-set realignment).[1] Later Block 6 subsets: Virtual Set 6.2 Domain of Evil (7 December 2009; tournament legal 21 December 2009); Virtual Set 6.3 Mercenaries (released 12 March 2010; official text 15 March 2010).[5]

The combined legacy list is also published as Virtual Master on the Players Committee cardlists.


Some of these cards were later reused in the current virtual sets (2014 Reset onward), usually with updated frames and set icons.

Releases

Card list

Light Side

Character

# Slip Image Card Type Game text
62 Baragwin (V) Character This character is lost if a Starting Effect on table. Your non-alien characters at sites are power and forfeit = 0. If present at a battleground site, your Force drains at battleground sites where you have two aliens are +1, and whenever you deploy an alien, retrieve 1 Force.
20 Beast Rider Character Landspeed = 2. During battle, for each non-parasite creature here (even if excluded), power +2 (+4 if ferocious). If an opponent's card here is eaten, you may retrieve up to 4 Force. Once per turn, may deploy Kaadu here from Reserve Deck; reshuffle. Cannot be attacked.
63 BoShek, Brash Smuggler Character Adds 3 to power of anything he pilots. When piloting a freighter at a battleground system, adds 1 to attrition against opponent here and their starships here may not 'cloak.' Opponent loses no more than 3 Force to your Force drains at same system.
65 Daughter Of Skywalker (V) Character If in hand, may place her under Reserve Deck. May be targeted instead of Luke by Mind What You Have Learned (that card then targets Leia instead of Luke for remainder of game). May deploy Reflection from Reserve Deck; reshuffle. Immune to attrition < 4.
22 General Solomahal Character Once per game, may rearrange all Blockade Flagship sites (all cards at a given site move along with that site). Once per turn, if [Virtual Block 5] Palpatine on table (or imprisoned) and you just drew a battle destiny of 3, may use X Force (limit 3) to add X to that destiny.
64 Han Solo, Courageous Smuggler Character Adds 3 to power of anything he pilots. While piloting Falcon, may add one destiny to total power or attrition. If Han is about to draw a card for weapon destiny, may instead use Han's ability number. Once per game, may deploy non-[Maintenance] Chewie to same site. Immune to attrition < 3.
65 Jabba's Prize Character Jabba's Prize is a Light Side card and does not count toward your deck limit (but subtracts one from the number of cards you may start under your Starting Effect). Reveal to opponent when deploying your Starting Effect. Deploys only at start of game if Jabba's Prize is at Security Tower (replaces opponent's Jabba's Prize imprisoned in Security Tower); otherwise place out of play. May not be placed in Reserve Deck. Jabba's Prize is a persona of Corran Horn only while on table. If Jabba's Prize was just released or leaves table, place it out of play. For remainder of game, you may not deploy [Maintenance] Falcon. While Jabba's Prize at Audience Chamber, opponent's battle destiny draws there are +1.
23 Jedi Pilot Character Adds 2 to power of anything he pilots. Matching pilot for Republic Starfighter. [Republic] starships he pilots are maneuver +2, may move as a 'react' for free, and are immune to Lateral Damage and attrition < 5.
66 Lando Calrissian, Scoundrel (V) Character Adds 2 to power of anything he pilots. Once per game, may convert opponent's Lando present at a site (may retrieve 2 Force). Adds one battle destiny if with your alien or Rebel. Immune to attrition < 3 (< 5 if your Effect with 'Lando' in lore on table).
67 Leia, Optimistic Leader Character Adds 1 to power of anything she pilots. Dark Jedi deploy +1 here. May move as a 'react' (one other Rebel present may move with her). While armed with Leia's Sporting Blaster, its weapon destiny draws are +1 and Leia is power +1. Immune to attrition < 3.
67 Luke Skywalker, Strong In The Force Character Adds 3 to power of anything he pilots. While piloting Red 5 or Rogue 1 (or armed with Luke's Lightsaber), may add one destiny to total power or attrition, and I Have You Now is canceled. When Luke leaves table, place all your cards on him in Used Pile. Immune to attrition < 4.
24 Obi-Wan Kenobi, Padawan Learner (V) Character Deploys -2 (and landspeed = 2) on Tatooine. If a card was just stacked on Credits Will Do Fine, may take a non-character card into hand from Reserve Deck; reshuffle. While at opponent's Watto's Junkyard, its Light Side game text is canceled. Immune to attrition < 4.
24 Obi-Wan Kenobi, Padawan Learner (V) (AI) Character Deploys -2 (and landspeed = 2) on Tatooine. If a card was just stacked on Credits Will Do Fine, may take a non-character card into hand from Reserve Deck; reshuffle. While at opponent's Watto's Junkyard, its Light Side game text is canceled. Immune to attrition < 4.
68 Obi-Wan, Crazy Wizard Character Old Ben is a Used Interrupt and may target this site even if not a Tatooine site. Dark Jedi may not 'swing' lightsabers more than once per battle here. When leaving table, place all your cards on Obi-Wan in Used Pile. Immune to attrition < 5.
25 Phylo Gandish (V) Character Adds 2 to power of anything she pilots. If opponent's [Virtual Block 6] card just added a destiny to total power or attrition here, draw two destiny, choose one, and subtract it from their attrition and total power. Your characters here are immune to You Are Beaten and attrition < 3.
26 Veteran Rogue Character Adds 2 to power of anything he pilots. While piloting a T-47 or X-wing: it is maneuver +2, it moves for free, and if this character is about to be lost, may use 1 Force to place him in Used Pile instead.

Creature

# Slip Image Card Type Game text
21 Gundark Creature * Ferocity = 3 + destiny. Habitat: forests, jungles, swamps and exterior Endor sites. During battle here (even if excluded), may place Gundark in Lost Pile to reduce your battle damage by 5.

Effect

# Slip Image Card Type Game text
22 At Peace (V) Effect Deploy on Yoda's Hut. May use 1 Force to prevent Broken concentration from modifying your training destiny (and Strong Is Vader from retrieving Force) this turn. If Luke has completed Jedi Test #5 and is about to be hit, may place this Effect out of play to prevent it.
78 Commando Training & •K'lor'slug Effect Deploy on table. If your character or non-[Independent Starship] starship in battle is about to be lost before the damage segment, it is instead lost at end of battle (if forfeited, forfeit for 0). Rebels (except Jedi or [Permanent Weapon] characters) ignore location deploytment restrictions (and 'power -1') in their game text, apply their Endor deployment modifiers at any location, and are immune to Bad Feeling Have I. Your Interrupts that retrieve exactly 1 Force (except Corellian Retort) are not stacked on Do They Have A Code Clearance?. Cannot be canceled. (Immune to Alter.)
80 Incom Corporation & •Koensayr Manufacturing Effect Deploy on a Rebel Base war room. Your ability-1 permanent pilots aboard T-47s, X-wings, Y-wings, and Z-95s (except squadrons) are replaced by ability-2 permanent pilots who add 1 to power. During your control phase, may retrieve one Y-wing or Z-95. Suspended if opponent controls this site. (Immune to Alter.)
79 Jabba, This Is Your Last Chance! Effect Deploy on table with 5 cards from outside your deck face down under here. Twice per game, may play a Defensive Shield from here (as if from hand). If Quiet Mining Colony or Independent Operation on table, lightsabers may not add to Force drains or 'swing' more than once per battle. Cloud City Celebration is canceled.
81 Maneuvering Flaps & •Nick Of Time Effect Deploy on table. Your vehicles with a pilot character or gunner aboard are not hit when 'thrown.' During your deploy phase, may reveal an unpiloted combat vehicle from hand to take its matching pilot character (or vice versa) from Reserve Deck and deploy both simultaneously; reshuffle. Whenever you play Desperate Tactics, Lucky Shot, On Target, Rapid Fire, or Steady Aim, may draw top card from Reserve Deck. (Immune to Alter.)
82 Mon Calamari Dockyards Effect Deploy on table. Star Cruisers (except Profundity) may deploy -2 (to a maximum of -3), ignore deployment restrictions in their game text, draw one battle destiny if not able to otherwise, and are immune to attrition < 4. (Immune to Alter.)
84 Reflection (V) Effect Deploy on [Endor] Leia. Leia's training destiny draws are +1. During your control phase, may use 3 Force (if Save You It Can on table, may use 1 Force instead) to retrieve 1 Force (cannot be reduced).
85 Republic Logistics Effect Deploy on table. If A Jedi's Plans not on table, may deploy it from Reserve Deck; reshuffle. Once per turn, you may place a non-unique card with ability from your Lost Pile out of play to retrieve any one unique (•) character of ability < 5, starship, or vehicle (except one with a [Permanent Weapon] or [Maintenance]). (Immune to Alter.)
86 Return Of The Jedi Effect Deploy on a site to cancel a Force drain there. Skywalkers are power +1 here. At end of your turn, place this Effect in Lost Pile. OR At any time, deploy on Sidious or [Virtual Block 3] Emperor. Opponent's Interrupts with 'Emperor' in game text are canceled and Sidious may not place Jedi out of play. (Immune to Control.)
23 Security Breach Effect Deploy on table. Cancels game text of [Reflections 3] Naboo sites. Unless present with 3 other characters, Derdram's and Ephant Mon's game texts are canceled. Once per game, may place this Effect out of play to reduce your battle damage by 4. (Immune to Alter.)
87 The First Transport Is Away! (V) Effect Deploy on Rendezvous Point if [Virtual] 1st Marker on table. Target a transport on Hoth. When reached by target, relocate Utinni Effect to Hoth system. Your Force drains at unshielded marker sites are +1 and cannot be canceled. Immune to Surprise. (Immune to Alter.)
24 Thrown Back (V) Effect Deploy on table. [Permanent weapon] and [Maintenance] cards do not add battle destiny draws. During battle, neither player may add more than two destiny to power (or total power) or one destiny to total attrition. Once per turn, may place a card from hand in Used Pile. (Immune to Alter.)
88 Underworld Contacts (V) Effect Deploy on table. While any player has two aliens of the same card title together, they draw one battle destiny if unable to otherwise, and players draw no more than one battle destiny there. Once per turn, may raise your converted Jabba's Palace site to the top. (Immune to Alter.)

Interrupt

# Slip Image Card Type Game text
90 Antilles Maneuver & •Rebel Reinforcements Interrupt USED: Cancel Lateral Damage (Immune to Sense.) OR During opponent's deploy phase, deploy a Rebel of ability < 3 (except an admiral) aboard your starship from Reserve Deck; reshuffle LOST: Once per game, if opponent has more cards with ability on table than you, draw destiny and retrieve up to that number of Rebels and/or Rebel starships (may take one retrieved card into hand).
91 Armed And Dangerous & •Krayt Dragon Howl Interrupt USED: Cancel Disarmed or Stunning Leader. OR If a battle was just initiated, deploy a character weapon on your participating character from Reserve Deck (or hand); reshuffle. LOST: Use 1 Force to deploy (or retrieve) non-[Reflections 3] Obi-Wan from Reserve Deck; reshuffle. OR If opponent just initiated a battle against non-[Reflections 3] Obi-Wan alone at a site, his forfeit cannot be reduced.
92 Ascension Guns (V) Interrupt USED: If opponent occupies your site, peek at the top two cards of Reserve Deck and take one into hand. LOST: During any move phase, lose 2 Force to relocate up to 3 of your characters from an interior Theed Palace site to any related Throne Room (or vice versa).
25 Dark Approach (V) Interrupt During the weapons segment, if your character is about to be lost, it is instead lost at end of battle (forfeit for 0). OR Play a Defensive Shield from under your Starting Effect. OR During the power segment, cancel a just drawn destiny (except battle destiny).
93 Desperate Reach (V) Interrupt Take Houjix or [Reflections 2] R2-D2 into hand from Reserve Deck; reshuffle. OR Cancel Dark Jedi Presence, I Have You Now, or Maul Strikes. OR Place a card stacked on Droid Racks in opponent's Lost Pile. OR If a lightsaber was just 'swung' during battle, it may not target again this battle.
27 Desperate Tactics(V) Interrupt If opponent just initiated battle, lose 1 Force to target a character present. Target is power +2 and loses all immunity to attrition this turn. OR Once per game, exchange a character in hand with a character of the same persona from Lost Pile or Reserve Deck; reshuffle.
94 Don't Underestimate Our Chances (V) Interrupt USED: Initiate a battle for free. STARTING: If Dantooine Operations on table, deploy from Reserve Deck Operations Center, Dantooine Engineering Corps, and up to two Effects which deploy on table (or your side of table), are always [Immune to Alter], and have no deploy cost. Place this Interrupt in Lost Pile.
28 Firefight (V) Interrupt If a battle was just initiated (except at a Coruscant site), each of your troopers and [Republic] starfighters present is power +1 and immune to attrition for remainder of turn.
96 I Don't Need Their Scum, Either (V) Interrupt USED: Cancel Lando System? OR If Lando piloting Falcon, it draws two battle destiny if not able to otherwise. LOST: Retrieve your just lost gambler (except Dash) into hand. OR Place a copy of Eject! Eject! deployed on table in your Used Pile.
29 I'm Here to Rescue You (V) Interrupt If Rescue The Princess on table,LOST: Once per game, choose: Cancel an attempt to make non-Heroic R2-D2 lost. OR Lose 2 Force to cancel a battle just initiated if Leia defending alone. [Immune to Sense.] STARTING: Deploy from Reserve Deck Cell 2187 and one always-[Immune to Alter] Effect. Place this Interrupt in hand.
30 It's Not My Fault! (V) Interrupt Use 1 Force to take [Virtual Block 6] Phylo Gandish or an Immediate Effect into hand from Reserve Deck; reshuffle. OR Use 2 Force to take an Effect that deploys for free into hand from Reserve Deck; reshuffle. OR If a Dark Jedi on table, retrieve Return Of The Jedi into hand.
97 I've Decided To Go Back (V) Interrupt Use 1 Force to deploy (or retrieve) non-[Virtual] Amidala, Panaka, or Ric Olie from Reserve Deck; reshuffle. OR If your ability = 3 character defending a battle alone at a site (except Senate), character is power +2, adds one destiny to power and may draw one battle destiny if not able to otherwise. (Immune to Sense.)
98 Let The Wookiee Win (V) Interrupt USED: Reveal the top 3 cards of Reserve Deck; place one in hand, and the others on bottom of Used Pile (in any order). STARTING: If your starting location was a non-[Special Edition] location, deploy from Reserve Deck an always [Immune to Alter] Effect and two <> sites with < 3 total [Light Side Force]. Place this Interrupt in hand.
95 Odin Nesloor & •First Aid Interrupt If your character's forfeit was just reduced to 0, use 1 Force (free if forfeit reduced by a [Permanent Weapon] weapon) to restore it to normal. (Immune to Sense.) OR Cancel an attempt to 'operate' on a character; character is protected from any further attempts until start of opponent's next turn. OR During your move phase, target any or all of your characters at one site to 'transport' (relocate) to an exterior or battleground site. Draw destiny. Use that much Force to 'transport,' or place Interrupt in Lost Pile.
99 Out Of Somewhere (V) Interrupt Use 1 Force to deploy (or retrieve) Lando from Reserve Deck; reshuffle. OR If a battle just initiated, and your Lando defending alone at a site, his forfeit cannot be reduced, he adds one destiny to power (add 1 for each character and vehicle present), and draws one battle destiny if not able to otherwise. (Immune to Sense.)
100 Protector (V) Interrupt USED: Raise your converted Kashyyyk system to the top. (Immune to Sense.) STARTING: If Kashyyyk was your starting location, deploy from Reserve Deck Forest Depths, Grrrghrrrgh!, and up to two Effects that are always [Immune to Alter]. Place this Interrupt in hand.
101 Scomp Link Access (V) Interrupt USED: Take a non-[Episode I] droid (except IL-19) into hand from Reserve Deck; reshuffle. OR Place a card from hand on Used Pile. STARTING: Deploy from Reserve Deck two always [Immune to Alter] Effects. If you have only one location (with less than 3 [Light Side Force]) (except Massassi Throne Room) on table, may deploy a [Cloud City] site. Place this Interrupt in hand.
102 Solo Han (V) Interrupt Use 1 Force to deploy (or retrieve) non-[Permanent Weapon] Han (except Falcon) from Reserve Deck; reshuffle. OR If battle just initiated, and Han defending alone at a site, he is power +1 for each character and vehicle present, his forfeit cannot be reduced, he adds one destiny to power, and he draws one battle destiny if not able to otherwise. (Immune to Sense.)
103 Warrior's Courage (V) Interrupt Use 1 Force to deploy from Reserve Deck (or retrieve) Leia; reshuffle. OR If a battle just initiated, and non-[Reflections 3] Leia is defending alone at a site, her forfeit cannot be reduced, she adds one destiny to power (+1 for each character and vehicle present), and draws one battle destiny if not able to otherwise. (Immune to Sense.)

Location

# Slip Image Card Type Game text
31 Dressel Location Light Side: During your control phase, if you occupy, may lose 1 Force to retrieve a trooper into hand.
Dark Side: Force drain -1 here. Despair may not prevent cards from moving as a 'react' (except away from battle).
104 Hoth: Echo Command Center (War Room) (V) Location Light Side: If Local Uprising on table, may use 1 Force to take Rendezvous Point into hand from Reserve Deck; reshuffle. Your transports are hyperspeed +2. May not be converted.
Dark Side: Unless you occupy this site (or three related locations), The First Transport Is Away! is immune to Our First Catch Of The Day.
105 Hoth: Main Power Generators (1st Marker) (V) Location Light Side: While Liberation on table, Hoth Energy Shield covers only this site and Echo sites. Unique (•) speeders cannot be 'thrown.'
Dark Side: 'Hoth Energy Shield Rules' in effect. If 'blown away,' Light Side loses 8 Force. Artillery weapons on Hoth are powered.
106 Kashyyyk: Forest Depths Location Light Side: In battles at Kashyyyk locations, attrition against opponent is +1 (limit +3) for each Kashyyyk location you occupy with a Wookiee.
Dark Side: Unless you occupy, your Force generation here is canceled. No starships or vehicles here.
32 Spaceport Scoundrels Guild Location Light Side: Once per game, if top card of your Lost Pile is a Corellian (except Corran or Han), may exchange it with a card in hand.
Dark Side: May not deploy to Bespin, Dagobah, Endor, Hoth, or Yavin 4. Characters (except Lando, bounty hunters, Corellians and smugglers) are each power and forfeit -1 here.
107 Tatooine: Queen's Landing Site Location Light Side: Once per turn, may deploy Ric Olie and/or a 327 Nubian here (for -1 Force each) from Reserve Deck; reshuffle.
Dark Side: Force drain +1 here. Opponent may not Force drain here.

Starship

# Slip Image Card Type Game text
109 Han, Chewie, And The Falcon (V) Starship May add 2 passengers. Permanent pilots are •Han and •Chewie, who provide total ability of 5. While in battle, adds one destiny to total power. Immune to Come With Me, Life Debt, and attrition < 5.
110 Overseer Starship May add Harc as a pilot. During battle, adds one destiny to total power. If opponent just deployed a Dark Jedi or Sith to a related site, may deploy a related location from Reserve Deck; reshuffle. Immune to attrition < 4 (< 6 while at Bespin).
111 Red 1 (V) Starship May add Red Leader as pilot. X-wings are immune to Tallon Roll. Once per turn, may use 1 Force to take a unique (•) Red Squadron X-wing (except Red 5) into hand from Reserve Deck; reshuffle. Immune to attrition < 5.
33 Republic Starfighter Starship Permanent pilot provides ability of 1. May add 1 pilot (suspends permanent pilot). Pilots deploy -1 aboard (-2 if a Jedi). May be revealed or deployed using Get To Your Ships!.
34 Rogue Squadron X-wing Starship May add 1 pilot and 1 astromech. While Rebel Aces on table, pilot is forfeit +2 and this starship may not be lost before the damage segment of battle. Matching starship for any Rogue Squadron pilot.
112 Wedge In Red Squadron 1 Starship Permanent pilot is •Wedge, who provides ability of 3. During a battle with opponent's [Independent Starship] starship, may add one destiny to attrition or total power. Immune to Come With Me, Tallon Roll, and attrition < 4.

Vehicle

# Slip Image Card Type Game text
113 Dash In Rogue 10 Vehicle May add 1 pilot. Permanent pilot is •Dash, who provides ability of 3. During battle, if with another T-47 and about to draw battle destiny, may draw two and choose one. Immune to attrition < 4.
26 Kaadu (V) Vehicle May add 1 'rider' (passenger). Ability = 1/2. While ridden by a Beast-Rider, power and maneuver +2, cannot be attacked, your Force drains here are +1, and Kaadu and 'rider' are immune to attrition < 4.
114 Snowspeeder Garrison Vehicle Deploys -3 to Hoth. Permanent pilots provide total ability of 6. While on Hoth, defense value +2, immune to attrition < 4, and may move as a 'react' for +1 Force

Objective

# Slip Image Card Type Game text
108 Mind What You Have Learned (V)/Save You It Can (V) Objective Deploy Dagobah system (may not be converted) and Strong Is Vader. For remainder of game, only Luke may be an apprentice. Yoda and Luke deploy -3 to Dagobah. While this side up, may deploy At Peace, Luke, Luke's Backpack, [Dagobah] Yoda, and/or Yoda's Hope to Dagobah from Reserve Deck; reshuffle. Your cards on Dagobah may not contribute to Force retrieval (except with Strong Is Vader). Each player's Sense and Alter destiny draws are +4. Flip this card when Luke completes Jedi Test #5.
108 Mind What You Have Learned (V)/Save You It Can (V) Objective Immediately 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 may ignore location deployment restrictions listed in his game text. Opponent may not play Sense or Alter. Place out of play if Luke is placed out of play or crosses over.

Epic Event

# Slip Image Card Type Game text
89 Strong Is Vader Epic Event If [Virtual] Mind What You have Learned on table, deploy on table with up to 6 Jedi Tests under here from outside your deck. You may not Force drain at Dagobah locations or deploy asteroid sectors, [Maintenance] cards, or [Permanent Weapon] cards. Whenever you draw training destiny, draw two and chose one. You may retrieve 3 Force whenever you complete a Jedi Test. Completed Jedi Tests are placed on table and are suspended (not lost) whenever character who completed them not on table.

Dark Side

Character

# Slip Image Card Type Game text
01 3B3-10 (V) Character While at an interior Naboo site, your [Presence] droids here are immune to We'll Handle This and (if at opponent's site) cannot be placed in Used Pile during battle. If with a unique (•) battle droid, draws one battle destiny if not able to otherwise.
01 4-LOM With Concussion Rifle (V) Character Permanent weapon is •4-LOM's Concussion Rifle (may target a character for free; target is power -1 until end of turn). Once per turn, may place a card from hand on bottom of Used Pile to draw top card from Reserve Deck.
02 Admiral Piett (V) Character Adds 3 to power of anything he pilots. Deploys -2 to Executor (while aboard, it is immune to attrition < 5 and hyperspeed +1). During battle, if Flagship Operations on table, may place a card from hand in Used Pile; your total power is +3.
03 AT-AT Driver (V) Character Adds 2 to power of any combat vehicle he pilots. While piloting an AT-AT: draws one battle destiny if not able to otherwise, you may use 1 Force to deploy a vehicle site on this AT-AT from Reserve Deck; reshuffle, and if just lost, may use 1 Force to place this character in Used Pile.
04 Boba Fett, Bounty Hunter (V) Character Adds 3 to power of anything he pilots. May 'fly' (landspeed = 3). Adds one battle destiny if with your alien or Imperial. Immune to attrition < 3 (< 5 if with Vader or a bounty hunter).
05 Boba Fett, Relentless Bounty Hunter Character Adds 3 to power of anything he pilots. May 'fly' (landspeed = 3). While armed with a blaster, may add one destiny to total power or attrition. During your move phase, if escorting a captive, may use 2 Force to relocate both to a docking bay. Immune to attrition < 3.
02 Brangus Glee (V) Character Adds 2 to power of anything he pilots. Deploys -1 and forfeit +1 at a docking bay or aboard a starship. During your control phase, if at a battleground, may use 1 force (free if at Casino) to exchange a card in hand with a random card in Lost Pile. Immune to attrition < 3.
01 Cad Bane Character Adds 2 to power of anything he pilots. Ponda Baba's Hold-out Blaster deploys and fires for free on Bane. Once per turn, if Bane just used a weapon to hit a character, may 'annihilate' target (target is placed out of play when forfeited this battle).
06 Captain Mod Terrik Character Other sandtroopers are deploy -1. Your ability-1 troopers may not have their forfeit reduced and (unless they have another forfeit bonus) are forfeit +2. At sites where you have two troopers, they may draw one battle destiny if not able to otherwise.
07 Carnor Jax, Royal Guard Character Imperials may not have their deploy costs increased (or be excluded from battle) by opponent here. When using a Force Pike, may draw two weapon destiny and choose one (may take the other into hand). Immune to attrition < 3.
08 Commander Daine Jir Character While at a mobile site, your Imperials here are immune to Demotion, and, once per turn, may use 1 Force to deploy a unique (•) Imperial warrior (except a pilot) from Reserve Deck; reshuffle. While No One To Stop Us This Time on table, it may not flip.
09 Darth Maul With Lightsaber (V) Character Permanent weapon is •Maul's Lightsaber (may target a character or creature for free; draw two destiny; target hit, and its forfeit = 0, if total destiny > defense value). Adds one battle destiny if with Qui-Gon. Immune to Eject! Eject!.
10 Darth Vader, Betrayer Of The Jedi Character Adds 3 to power of anything he pilots. The Circle Is Now Complete is canceled. While present with [Reflections 3] Obi-Wan or a Jedi Council Member, may add one battle destiny, lightsabers here may not be 'swung' twice, and their immunity to attrition is canceled. Immune to attrition < 5.
02 Dathomir Witch Character Landspeed = 2. If present with exactly one ferocious creature (even if excluded; except Bubo or Sarlacc), your power here is +X (where X = double creature's defense value). Once per turn, may deploy Rancor Mount here from Reserve Deck; reshuffle. Cannot be attacked.
03 Grotto Werribee (V) Character Adds 2 to power of anything he pilots. If opponent's [Virtual Block 6] card just added a destiny to total power or attrition here, draw two destiny, choose one, and subtract it from their attrition and total power. Your characters here are immune to Clash of Sabers and attrition <3.
04 IG-88, Renegade Droid Character Adds 2 to power of anything he pilots (3 if IG-2000). Deploys -3 aboard IG-2000. Adds one battle destiny if alone or with a smuggler. During battle, if piloting a starship, may draw destiny. Starship is immune to attrition < X, or its immunity is +X (limit +2), where X = destiny.
05 Jodo Kast (V) Character Once per game, if a character was just 'transported' here by Nabrun Leids, may capture that character. At same site, opponent must first use 1 Force to fire a weapon. May be targeted by Hidden Weapons. May 'fly' (landspeed = 3).
11 Kir Kanos With Force Pike Character Heroic. Permanent weapon is Force Pike (may target a character for free; draw destiny; target hit, and its power = 0, if destiny +1 > defense value). Your characters here are immune to Cantina Brawl, Fallen Portal, and Rebel Barrier.
12 Lieutenant Cecius (V) Character Opponent's characters are deploy +1 to same mobile site. At battlegrounds where you have a unique (•) and non-unique Imperial present (and no other bonus to your Force drain), your Force drains are +1. Tactical Support is a Used Interrupt.
08 Maarek Stele, The Emperor's Reach Character Adds 3 to power of anything he pilots. Once per game, may take a TIE Defender into hand from Reserve Deck; reshuffle. While piloting, opponent may not cancel or substitute battle destiny draws here. While piloting an Imperial starfighter, it is maneuver +2 and he draws one battle destiny if unable to otherwise.
13 Massassi Warrior Character Deploys -1 to same site as a Dark Jedi. While with another Sith, draws one battle destiny if unable to otherwise and opponent's characters here are power -1. When lost from the same site as a Jedi, opponent loses 1 Force.
06 Mercenary Shadow Pirate Character Adds 2 to power of anything she pilots. Opponent may not add destiny draws to power or attrition here. Ice Storm and Sandwhirl are canceled at same and related locations.
14 Moff Tarkin, Death Star Commandant Character Adds 1 to power of anything he pilots. Deploys -2 to Death Star. Your Force generation at Eriadu is +2. Superlaser fires at starships for free, and targets it hits are forfeit -4. Wherever you have an Imperial, you may initiate battles for free. Immune to attrition < 3.
15 P-13 & •P-14 Character May move as a 'react'. Permanent weapon is Twin Cannon (may target a character or vehicle for free; draw destiny; if destiny +1 > defense value, target hit (opponent loses 1 Force); may lose 2 Force to fire once more in battle). Immune to attrition < 4.
16 Ponda Baba (V) Character Adds 2 to power of anything he pilots. Game text of non-Jedi Luke (or a lightsaber he is using) may not target aliens here. During battle, if with a smuggler, may add a destiny to attrition (+2 if with your smuggler) or make that smuggler forfeit = 0.
17 Probot Character Draws one battle destiny if not able to otherwise. Power +2 if with opponent's smuggler or Wookiee. During your move phase, may use 1 Force to 'break cover' of opponent's Undercover spy at same site. Immune to attrition < 3.
07 Security Battle Droid (V) Character At this site, all characters lose Heroic. Unless alone, draws one battle destiny if not able to otherwise.
17 Thok & Thug (V) Character Deploys -1 to Jabba's Palace sites. While with your alien leader, Heroic. Once per turn, if defending a battle, may use 1 Force to add 2 to your total power.

Creature

# Slip Image Card Type Game text
18 Dianoga (V) Creature * Ferocity = 2 + destiny. Habitat: swamps, jungles, Trash Compactor, and Dark Waters. Whenever this creature eats an opponent's card, opponent loses 2 Force.

Device

# Slip Image Card Type Game text
03 Comlink (V) Device Deploy on an Imperial warrior. Your characters may deploy as a 'react' to same or adjacent site. If at an opponent's site, when opponent is losing Force from Force drains here, lost Force must come from Life Force (if possible).

Effect

# Slip Image Card Type Game text
04 Altering The Deal Effect Deploy on Dining Room. Dark Deal may deploy here if you control three Bespin sites, and is canceled if opponent controls this site. While Dark Deal on table and you occupy Bespin, This Deal Is Getting Worse All The Time flips and may not flip back. (Immune to Alter.)
31 Breached Defenses & •Molator Effect Deploy on table. Once per game, unless [Virtual] Crossfire on table (or out of play), may use 3 Force to take an Effect that deploys on a location (except Expand the Empire) into hand from Reserve Deck; reshuffle. If your character or non-[Independent Starship] starship in battle is about to be lost before the damage segment, it is instead lost at the end of battle (if forfeited, forfeit for 0). Your non-Dark Jedi characters without [Permanent Weapon] or [Maintenance] are immune to Goo Nee Tay. May not be canceled. (Immune to Alter.)
05 Broken Concentration (V) Effect Deploy on table. Cancels game text of [Reflections 3] Naboo sites. Training destiny draws are -X, where X = apprentice's ability - Jedi Test Number. Once per game, may place this Effect out of play to reduce your battle damage by 4. Immune to NOOOOOOOOOOOO!. (Immune to Alter.)
32 Dark Waters & •Krayt Dragon Bones Effect Deploy on Rancor Pit. May deploy a non-[Selective] ferocious creature here. During your battle phase, if you have no presence here, may relocate a captive from Audience Chamber to here. If opponent's character here was just eaten, retrieve 3 Force. If a creature here is lost, owner loses Force equal to half its printed deploy cost (round up). Once per turn, if a creature here is about to draw destiny for ferocity, may instead use its destiny number. (Immune to Alter.)
06 Deployment Orders Effect Deploy on table. If your Landing Craft just landed, you may use 1 Force to deploy a [Presence] droid or Neimoidian aboard. Once per turn, may use 1 Force; reveal a [Theed Palace] vehicle (or Landing Craft) from hand to take a [Presence] droid pilot into hand from Reserve Deck (or vice versa) and deploy both simultaneously; reshuffle. (Immune to Alter.)
33 Droid Racks (V) Effect Deploy on Invasion. Where Are Those Droidekas?! ignores Neimoidians. If your destroyer droid was just lost, may stack it here. During your control phase, may use 2 Force to place any destroyer droid here in Used Pile. If your vehicle or character (except a Neimoidian or destroyer droid) at a site, this Effect lost. (Immune to Alter.)
07 Drop! (V) Effect Deploy on table. [Permanent weapon] and [Maintenance] cards do not add battle destiny draws. During battle, neither player may add more than two destiny to power (or total power) or one destiny to total attrition. Once per turn, may place a card from hand in Used Pile. (Immune to Alter.)
34 Fleet Security Protocols Effect Deploy on table. Once per turn, may deploy a non-unique starship (or vehicle) site from Reserve Deck; reshuffle. During battle where you have a starship or vehicle, characters at related starship (or vehicle) sites cumulatively add 2 to your total power and may be forfeited to reduce battle damage or attrition. When a starship (or vehicle) site leaves table, place it and all cards there in owner's Used Pile. (Immune to Alter.)
09 Guild Of Assassins Effect Deploy on table. Maul is lost. Once per character, when you deploy Aura, Galen, Guri, or Mara to a Coruscant or Tatooine site, may take any one card from Used Pile into hand; reshuffle. At locations you occupy, your Force generation may not be prevented or canceled. (Immune to Alter.)
35 He's No Jedi Effect Deploy on table with 5 cards from outside your deck face down under here. Twice per game, may play a Defensive Shield from here (as if from hand). If This Deal Is Getting Worse All The Time on table, for remainder of game lightsabers may not add to Force Drains or 'swing' more than once per battle. Cloud City Occupation is canceled.
36 Hutt Influence (V) Effect Deploy on a pit. 'Imperial' on Human Shield may be treated as 'bounty hunter'. While I Shall Enjoy Watching You Die on table, bounty hunters are forfeit +2 and immune to Goo Nee Tay. Once per game, if Nal Hutta on table, may take All Wrapped Up into hand from Reserve Deck; reshuffle. (Immune to Alter.)
08 Ni Chuba Na?? (V) Effect Deploy on table. Your Force generation is +1. Once per game, may relocate this Effect to a site. At same and related locations, Revolution is canceled and your cards may not have their deploy costs modified by Goo Nee Tay. Security Precautions is canceled. (Immune to Alter.)
09 Power Of The Sith Effect If your character just won an epic duel, deploy on that character. Character may not be Disarmed, and is immune to Clash Of Sabers and Sorry About The Mess. During your control phase, if at a battleground, opponent loses 1 Force. If this card just lost, place it in Used Pile. (Immune to Control.)
10 Program Trap (V) Effect Deploy on opponent's capital or [Independent] starship. Starship is power -2, and its gametext (except related to capacity, immunity, and identity and ability of permanent pilots) is canceled.
37 Protocol Failure Effect Deploy on a site to cancel a Force drain there. Vader is deploy -1 here. At end of your turn, place this Effect in Lost Pile. OR At any time, target a unique (•) [Episode I] droid. Opponent chooses: deploy on droid (its game text is canceled), or place this Effect in Lost Pile (you may take any one card into hand from Reserve Deck; reshuffle). (Immune to Control.)
10E Revenge Of The Sith Effect Deploy on Vader. [Coruscant] holograms are lost. Opponent may not add destiny draws to total power or attrition here. While with a Skywalker or Jedi, Vader's defense value is +2 (to a maximum of 8) and his immunity to attrition is +2. When Vader leaves table, place Effect in Used Pile. (Immune to Alter.)
38 Royal Escort (V) Effect Deploy on table unless your [Reflections 2] Objective on table. Unique (•) [Special Edition] Coruscant sites gain one [Light Side Force]. 'Emperor' on Royal Guards may be treated as 'Sidious.' Attrition against opponent is +1 for each battleground site occupied by two Royal Guards. May use 1 Force to deploy a Force Pike from Reserve Deck; reshuffle. (Immune to Alter.)
11 So Be It, Jedi Effect Deploy on table. When Luke dpeloys using your Objective, he deploys to Vader's site (if possible). Duels initiated with your Objective may not be canceled. Once per game, may take Rise, My Friend into hand from Reserve Deck; reshuffle. If this Effect canceled by opponent, stack it on Insignificant Rebellion.
40 Tarkin's Bounty (V) Effect Deploy on table. Each Amidala stacked on a Political Effect is a senator. While you have < 13 cards in hand, opponent may not peek at or remove them (except with Grimtaash). Once per turn, may take one [Virtual] Astromech Shortage into hand from Reserve Deck; reshuffle, or lose 2 Force to cancel a Political Effect. (Immune to Alter.)
39 T'doshok Hunting Vow Effect Deploy on table. Where you have two non-unique aliens present, draw one battle destiny if unable to otherwise and opponent's total power is -3. While Bossk at a site, (except Audience Chamber), Trandoshans are power +1 and forfeit +2. May deploy non-[Virtual Block 6] Molator from Reserve Deck; reshuffle. (Immune to Alter.)
11 The Emperor Is Coming Here? Effect Deploy on table. Once per game, if Emperor on table, may deploy a Royal Guard from Reserve Deck; reshuffle. You may play Force Lightning as follows: 'USED: During battle, target a character present with Emperor. Draw destiny. If destiny +3 > ability, target loses immunity to attrition and is power -2.' (Immune to Alter.)

Interrupt

# Slip Image Card Type Game text
12 Force Field (V) Interrupt USED: Cancel an attempt to use a character weapon to target your character of ability > 4. LOST: Use 2 Force to cancel an attempt to use a [Permanent weapon] weapon to target your character.
42 Imbalance & •Kintan Strider Interrupt Cancel Blaster Proficiency. (Immune to Sense.) OR If opponent just retrieved Force, opponent must lose X Force, where X = one-half the number of cards retrieved (round down) to a minimum of 1. OR If opponent's character just lost, lose 1 Force to retrieve the topmost character of ability < 6 (except a [Maintenance] or [Permanent Weapon] card) in your Lost Pile into hand.
43 Lana Dobreed & •Sacrifice Interrupt If your character's forfeit was just reduced to 0, use 1 Force (free if forfeit reduced by a [Permanent Weapon] weapon) to restore it to normal. (Immune to Sense.) OR Lose 2 Force to cancel an attempt by Yoda or Obi-Wan to cancel your Interrupt or your just drawn weapon destiny. OR During your move phase, target any or all of your characters at one site to 'transport' (relocate) to an exterior or battleground site. Draw destiny. Use that much Force to 'transport,' or place Interrupt in Lost Pile.
44 Lightsaber Deficiency (V) Interrupt Take Ghhhk or Molator into hand from Reserve Deck; reshuffle. OR Cancel Corellian Retort, Gift Of The Mentor, or Jedi Presence. OR Retrieve Protocol Failure into hand. OR If a lightsaber was just 'swung' during battle, it may not target again this battle.
45 Lone Pilot (V) Interrupt USED: Activate 1 Force. STARTING: Take into hand from Reserve Deck Bossk, Dengar, DS-61-2, Guri or Juno Eclipse (may also take into hand from Reserve Deck a matching starship, a system with exactly 1 [Dark Side Force], and an always [Immune to Alter] Effect). When drawing your starting hand, draw four cards instead of eight. Place this Interrupt in Lost Pile.
47 One Beautiful Thing Interrupt Lose 1 Force to take Juno Eclipse into hand from Reserve Deck (or retrieve); reshuffle. OR During battle where you have no Dark Jedi or droids and only two participating cards with ability (a male and a female), add one destiny to total power (and attrition against you = 0).
46 One Bright Spot Interrupt If Galen was just lost and Juno Eclipse is on table (or vice versa), place the just-lost character on your Used Pile instead. OR If Juno Eclipse is participating in a battle, you may lose Galen from hand to satisfy all battle damage and attrition against you.
12 Operational As Planned (V) Interrupt Once per turn, if taken into hand using Protocol Failure, may immediately reveal this Interrupt to return Protocol Failure from Lost Pile to hand. Use 1 Force to take [Virtual Block 6] Grotto Werribee or an Immediate Effect into hand from Reserve Deck; reshuffle. OR Use 2 Force to take an Effect that deploys for free into hand from Reserve Deck; reshuffle.
48 Tarkin's Orders (V) Interrupt USED: If a battle just initiated at a site, target your Imperial of ability = 3 defending. Target's forfeit cannot be reduced, and draws one battle destiny if not able to otherwise. LOST: Use 1 Force to deploy (or retrieve) Eriadu or an Imperial of ability = 3 (except Veers) from Reserve Deck; reshuffle. (Immune to Sense.)
49 TIE Sentry Ships (V) Interrupt USED: If you just drew a unique (•) Imperial starship for destiny, take that starship into hand to cancel and redraw the destiny. LOST: Use 3 Force to retrieve a unique (•) Imperial starship into hand.
13 Walker Garrison (V) Interrupt If your AT-ATs occupy three related battleground planet sites, your Force drains at same and related battlegrounds this turn are +1 (or +2 if at Hoth). OR If you occupy a site with an AT-AT, cancel a Force drain at a related site.
50 We Have A Prisoner & •I Can't Shake Him! Interrupt USED: During opponent's deploy phase, deploy an Imperial of ability < 3 (except an admiral) aboard your starship from Reserve Deck; reshuffle. LOST: If opponent just lost or forfeited a character from battle, use 1 Force. Character is captured instead (for remainder of turn, you may not deploy Bounty on that character).
51 Weapon Levitation & The Empire's Back Interrupt USED: Cancel Disarmed or Wookie Strangle. OR Once per battle involving Vader, reveal a device or character weapon from Used Pile and add its printed destiny number to your total power; reshuffle. LOST: Use 1 Force to deploy (or retrieve) Vader from Reserve Deck; reshuffle. OR If opponent just initiated a battle against Vader defending alone at a site, his forfeit cannot be reduced.
13 Why Didn't You Tell Me? (V) Interrupt During any draw phase, place a card from hand under your Used Pile to take any one card into hand from Force Pile; reshuffle. OR Place IL-19 in owner's Used Pile. OR During the power segment, cancel a just drawn destiny (except battle destiny).
52 You Overestimate Their Chances (V) Interrupt USED: Initiate a battle for free. STARTING: If Ralltiir Operations on table, deploy from Reserve Deck Supply Route, [Virtual] Insignificant Rebellion, and up to two Effects that are always (Immune to Alter), have no deploy cost, and do not deploy on locations. Place Interrupt in Lost Pile.

Location

# Slip Image Card Type Game text
14 Cloud City: Dining Room (V) Location Dark Side: Your characters and weapons may deploy here as a 'react.'
Light Side: Your non-[Permanent weapon] blasters here fire for free.
52 Hoth: Ice Plains (5th Marker) (V) Location Dark Side: Once per game, may take a non-[Maintenance] AT-AT into hand from Reserve Deck; reshuffle. During your move phase, may move for free between here and Mountains.
Light Side: If Imperial Control on table, add one [Light Side Force] here and at Mountains. Ice Storm, Rebel Base Occupation, and opponent's Colo Claw Fish are canceled.
14 Kashyyyk: Wookiee Slaving Camp Location Dark Side: Jabba's Sail Barge may deploy here. If your Trandoshan present, Force Drain +1 here.
Light Side: While a Trandoshan present and you have no Wookiees on Kashyyyk, you may not modify or cancel opponent's force drains here.
15 Ralltiir: Spaceport Financial District Location Dark Side: Same and related spaceport sites opponent does not control gain one [Dark Side Force icon].
Light Side: Immune to Expand the Empire and Revolution.
53 Remote Depot Location Dark Side: May not deploy to Bespin, Coruscant, Kessel, Ralltiir, or Tatooine. Once per game, may deploy an Effect that deploys on a character or a device here from Reserve Deck; reshuffle.
Light Side: Unless opponent's Sleen or matching operative at same site or related site, those sites are immune to Ounee Ta.
54 Star Destroyer: Command Station Location Dark Side: While you control, related starship may not have its power reduced and may move as a 'react.' Once per game, if Devastator on table, may deploy Jir here from Reserve Deck; reshuffle.
Light Side: Unless you control, related starship is immune to attrition < 4 or adds 2 to immunity (if on Devastator and opponent controls this site, immune to attrition).
16 Storm Clouds Location Dark Side: If you control a related battleground site, your Force drains here are +1 and may not be canceled. Your Force generation at the related system may not be limited.
Light Side: Unless you control a related site, your Force drains here are -1. For each restricted (•••) TIE present, your total battle destiny here is -1.
55 Tatooine: Mos Espa (V) Location Dark Side: 'Free' on You're A Slave? is treated as '2 Force.' Your Force loss from You're A Slave? is doubled.
Light Side: Endor Shield is canceled. Once per game, may reduce Force loss from You're A Slave? to zero. Immune to Revolution.

Starship

# Slip Image Card Type Game text
56 Black 1 Starship May add Juno Eclipse as pilot. TIEs are immune to Don't Get Cocky. Once per turn, may use 1 Force to take a Black Squadron TIE into hand from Reserve Deck; reshuffle. Draws one battle destiny if not able to otherwise. Immune to attrition < 5.
15 Blockade Support Ship Starship Unless Fondor on table, may deploy -3 as a 'react.' May add 3 pilots and 4 passengers. Permanent pilot provides ability of 2.
16 Boba Fett In Slave I (V) Starship Permanent pilot is •Boba Fett, who provides ability of 3. Draws one battle destiny if not able to otherwise. Slave I's power may not be reduced by opponent. Immune to Eject! Eject! and attrition < 5.
17 Bossk In Hound's Tooth (V) Starship Permanent pilot is •Bossk, who provides ability of 2. During battle with opponent's [Independent] starship (or Falcon), may add one destiny to total power or attrition. Immune to attrition < 4.
17 Colonel Jendon In Onyx 1 Starship May deploy as a 'react.' Permanent pilot is •Jendon, who provides ability of 2. When deployed, may deploy a weapon on Onyx 1 from Reserve Deck; reshuffle. Adds one battle destiny if with Onyx 2. Immune to attrition < 4.
57 DS-61-11 In Black 11 Starship Permanent pilot is •DS-61-11, who provides ability of 2. Whenever you deploy a TIE simultaneously with a pilot character, your Force retrieval from Sienar Fleet Systems is +1. Immune to attrition < 5.
18 Justifier Starship Lost if your Endor or your other capital starship on table. May add 1 admiral as a pilot. Permanent pilots aboard provide total ability of 4. Immune to attrition < 7 (< 10 if your admiral aboard).
19 TIE Avenger (V) Starship May add 1 pilot and 1 astromech. While TIE Fighter Construction Facility on table, pilot is forfeit +2 and this starship may not be lost before the damage segment of battle. May deploy an astromech aboard from Reserve Deck; reshuffle.

Vehicle

# Slip Image Card Type Game text
115 Blizzard 4 (V) Vehicle May add 1 pilot and 6 passengers. Permanent pilot provides ability of 2. When deployed, may deploy a non-pilot Imperial warrior aboard (for free). Immune to attrition < 4.
20 Cyclone Walker Vehicle May add 1 pilot and 8 passengers. Permanent pilot provides ability of 1. While AT-AT Driver piloting, he is forfeit +2 and this vehicle is power +1 and immune to attrition < 5.
21 Droid Walker Vehicle Deploys -1 to same site as your MTT. AT-AT Cannon may deploy aboard, and targets it hits cannot be used to satisfy attrition. Unless alone, draws one battle destiny if not able to otherwise.
58 Marquand In Blizzard 6 Vehicle May add 1 pilot. Permanent pilot is •Marquand, who provides ability of 2. Cards it hits are power and forfeit -2 and may not apply ability towards drawing battle destiny. Immune to attrition < 4.
18 Rancor Mount Vehicle May add a witch as 'rider' (passenger). Ability = 1/2. While ridden by a Dathomir Witch, power +2, cannot be attacked, your Force drains here are +1, and vehicle and 'rider' are immune to attrition < 4.

Weapon

# Slip Image Card Type Game text
60 Blaster Rifle (V) Weapon Deploy on your Imperial warrior; warrior is power +1. May target a character, creature, or vehicle for free. Draw destiny; add 1 if targeting a character, 2 if a vehicle. Target hit, and may not be used to satisfy attrition, if total destiny > defense value.
59 Fett's Blaster Rifle Weapon Deploy on [Cloud City] or [Jabba's Palace] Boba Fett (may draw one battle destiny if not able to otherwise). Hidden Weapons is canceled. If Special Delivery not on table, may deploy it from Reserve Deck; reshuffle. May target a character for free. Draw destiny. Target hit, and forfeit = 0, if destiny +1 > defense value.
19 Galen's Lightsaber, Vader's Gift Weapon Deploy on Galen. Galen may add one destiny to total power or attrition. May target a character or creature for free. Draw two destiny. Target hit, and may not be used to satisfy attrition, if total destiny > defense value.
61 ISB Blaster Pistol Weapon Deploy on Tarkin or an ISB Agent. May be forfeited to Used Pile (forfeit = 3). May target a character or creature for free. Draw destiny. Target hit, and its forfeit = 0, if destiny (+1 if on Tarkin) > defense value. Matching weapon for Tarkin.

Epic Event

# Slip Image Card Type Game text
41 Epic Duel (V) Epic Event Deploy on table. A Jedi's Resilience may not be played during move phases. The Circle Is Now Complete or Vader's Obsession may be played during any move phase to initiate an epic duel as follows: If Vader present with specified target, each player draws two destiny (if armed with a lightsaber, each destiny is +1); add ability. Loser (lowest total) is lost, losing player loses 2 Force, and winning player may retrieve 2 Force.


External links

References

  1. ↑ 1.0 1.1 https://web.archive.org/web/20090918131415/http://www.starwarsccg.org/
  2. ↑ 2.0 2.1 VirtualBlock6_1.pdf, Star Wars CCG Players Committee (official text 4 September 2009). Preserved copy: Internet Archive
  3. ↑ 3.0 3.1 VirtualBlock6_2.pdf, Star Wars CCG Players Committee (official text 7 December 2009). Preserved copy: Internet Archive
  4. ↑ 4.0 4.1 VirtualBlock6_3.pdf, Star Wars CCG Players Committee (official text 15 March 2010). Preserved copy: Internet Archive
  5. ↑ 5.0 5.1 Virtual Block 6.3: Mercenaries – Released!, posted by Rogue4 (12 March 2010), swccgpc.com. Internet Archive capture 6 May 2010.
  6. ↑ Virtual Set 6: Reflections IV (PDF), res.starwarsccg.org. Preserved copy: Internet Archive.
  7. ↑ Virtual Block 6: Domain Of Evil (PDF), res.starwarsccg.org. Preserved copy: Internet Archive.
  8. ↑ Virtual Block 6: Mercenaries (PDF), res.starwarsccg.org. Preserved copy: Internet Archive.