Virtual Block 9
| Virtual Block 9 | |
|---|---|
| Set symbol | |
| Code | VB9 · GEMP set 601 |
| Publisher | Star Wars CCG Players Committee |
| Era | Virtual Legacy (2009–2014) |
| Status | Legacy |
| Official text | 10 January 2014 (Republic At War)[1]; 14 July 2014 (Twilight Of The Republic)[2] |
| Cards | 87 (49 Light, 38 Dark) |
| Theme | Republic At War |
| Previous | Virtual Block 8 |
Virtual Block 9 is a Players Committee legacy virtual expansion from the late pre-reset period. These cards are no longer valid for competitive play; use the Decipher sets and the current virtual sets (2014 Reset onward).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 Block 9: Republic At War,[1] and Virtual Block 9: Twilight Of The Republic.[2] 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.
Virtual Set 9.1 Republic at War was released 10 January 2014 and legal immediately (primary PC post).[3] The hub Date gives the range 2013–2014 (Legacy Virtual Blocks era ending with the October 2014 V-Card reset).[4] Do not confuse with modern Virtual Set 9 (2018).
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
- 9.1 Republic At War, official text as of 10 January 2014[5]
- 9.2 Twilight Of The Republic, official text as of 14 July 2014[6]
Card list
Light Side
Character
| # | Slip | Image | Card | Type | Game text |
|---|---|---|---|---|---|
| 01 | Anakin Skywalker, Padawan Learner | Character | Adds 3 to the power of anything he pilots. Deploys -2 aboard Azure Angel. Adds 2 to maneuver of anything he pilots. Players may initiate battles here for free. During battle, your battle destiny draws and Anakin's weapon destiny draws are +1. Immune to attrition < 4. | ||
| 04 | Boushh (V) | Character | May deploy as an Undercover spy to Coruscant, Tatooine, or same site as a gangster. Power +2 while alone or with a scoundrel. During battle, may peek at top card of a Reserve Deck; may place that card under that deck. Immune to attrition < 3. | ||
| 02 | Captain Rex, 501st Legion | Character | Your clones deploy -1 here. While at an [Episode I] battleground site, adds one battle destiny. Permanent weapon is •Twin Blasters (may target a character for free; draw two destiny; target hit and forfeit -3 if total destiny -2 > defense value). | ||
| 02 | Clone Infantry Squad | Character | Adds one battle destiny if with another clone. During battle, if you are about to draw a battle destiny, may draw two and choose one. | ||
| 03 | Clone Sniper | Character | When deployed, may deploy A280 Sharpshooter Rifle on him from Reserve Deck; reshuffle. A280 Sharpsooter Rifle may deploy on Clone Sniper. When firing a rifle at an adjacent site, may draw two weapon destiny and choose one. Immune to Undercover. | ||
| 03 | Clone Specialist | Character | Adds 2 to the power of anything he pilots. While piloting a [Clone Army] starship or vehicle, adds 1 to its defense value and he is forfeit +2. Once per battle, when starship or vehicle he is piloting fires a weapon, may draw two weapon destiny and choose one. | ||
| 02 | Commander Adar Tallon | Character | Adds 2 to the power of anything he pilots. Adar is a matching pilot for any unique (•) [Republic] starfighter and, while piloting one, adds one battle destiny. Your [Republic] starfighters here are power and maneuver +1 and may add ability of pilot to total when targeted by Tallon Roll. | ||
| 03 | Commander Cody | Character | Deploys -1 to same site as Obi-Wan. [Separatist] cards are power and defense value -1 here. When in battle at a site with Rex (or two of your clones), may cancel one just drawn battle destiny. | ||
| 03 | Dexter Jettster | Character | Deploys -1 to Coruscant or to same location as Obi-Wan. Adds one battle destiny with Jango. Dring your move phase, may use X Force to "break cover" of opponent's Undercover spy at same site, where X = spy's printed deploy cost -2. | ||
| 03 | Dexter Jettster (AI) | Character | Deploys -1 to Coruscant or to same location as Obi-Wan. Adds one battle destiny with Jango. Dring your move phase, may use X Force to "break cover" of opponent's Undercover spy at same site, where X = spy's printed deploy cost -2. | ||
| 04 | Dorme | Character | Once per turn, if Amidala at another location, may activate 1 Force. During your move phase, may target an opponent's Undercover spy here and draw two destiny. Choose one (take the other into hand). If destiny +1 > target's ability, 'break cover' of target. | ||
| 02 | Foul Moudama | Character | If at your prison, light side goes first. Deploys -2 to Coruscant or a mobile site. May carry a character of power < 4 (as if riding a creature vehicle). Guardian's Lightsaber may deploy on Foul. Once per game, may take a clone or a non-Jedi alien into hand from Reserve Deck; reshuffle. | ||
| 02 | General Airen Cracken | Character | Adds 2 to the power of anything he pilots. Opponent may not add destiny draws to power or attrition here. While all your ability here is provided by scouts and/or spies, adds one battle destiny and once during your turn may peek at top card of opponent's Force Pile. | ||
| 01 | General Bel Iblis | Character | Adds 3 to power of anything he pilots. While piloting a non-[Episode I] corvette or a stolen starship, adds one battle destiny and it is immune to attrition < 5. 'Exiled' (placed out of play) if at Corellia. Once per game, may steal a dreadnaught from opponent's Lost Pile into hand. | ||
| 03 | Jaina Solo | Character | Adds 3 to power of anything he pilots. X-Wings deploy -1 (and are immune to attrition < 5) here. During your control phase, may take one non-unique X-Wing (or Rogue Squadron pilot) into hand from Reserve Deck; reshuffle. Adds one battle destiny with a Skywalker or another Solo. Immune to attrition < 4 (< 6 if with Leia). | ||
| 02 | Jan Ors With Blaster Pistol | Character | Adds 2 to power of anything she pilots (3 if Moldy Crow). Permanent weapon is Blaster Pistol (may target a character for free; draw destiny; target hit and forfeit -3, if destiny +1 > defense value). Your characters here are immune to Trample and You Are Beaten. | ||
| 03 | Leebo | Character | Adds 2 to the power of anything he pilots. While piloting, draws one battle destiny if unable to otherwise, and your battle destiny draws (and total battle destiny) here may not be reduced. During battle, if aboard Outrider, may use 1 Force: all immunity to attrition here is limited to < 5. | ||
| Major Haash'n (V) | Character | Adds 2 to power of anything he pilots. Your Force drains and Force drain bonuses may not be canceled at same system. | |||
| Max Rebo (V) | Character | If just lost (even from Life Force), opponent 'steals' Max into Lost Pile. While at a battleground site: you may play Bith Shuffle or Ommni Box to cancel a Force drain at a related location, they are Lost Interrupts, and once per turn may take one of them into hand from Reserve Deck; reshuffle. | |||
| 03 | Nien Nunb, Sullustan Smuggler | Character | Adds 2 to the power of anything he pilots. Once during your turn, may place a card from hand (except Obi-wan) of the same card type as the top card of your Lost Pile out of play to retrieve 1 Force (may be taken into hand). | ||
| 02 | Voolvif Monn | Character | May deploy -2 to Geonosis or Muunilinst as a 'react.' During battle, may lose 2 Force (or use 3 Force) to cancel any just drawn weapon destiny targeting Voolvif. During battle, unless another Jedi participating, Voolvif is power +2 and immune to attrition < 5. |
Effect
| # | Slip | Image | Card | Type | Game text |
|---|---|---|---|---|---|
| 05 | A Grand Army Of The Republic | Effect | Deploy on table. Once per turn, if you just deployed a combat vehicle, may draw top card of Reserve Deck. During your deploy phase, may use 1 Force and reveal one [Clone Army] vehicle from hand to take into hand a clone pilot of ability < 3 (or vice versa) from Reserve Deck; reshuffle and deploy both simultaneously. (Immune to Alter.) | ||
| 04 | Begun, The Clone War Has | Effect | If Republic At War on table, deploy on table. Foward Command Center gain one [Light Side Icon]. Your force generatation is +1 at each battleground you control with a [Clone Army] card. Your clones gain [Clone Army]. Once per turn may take a [Clone Army] mission into hand from Reserve Deck; reshuffle. (Immune to Alter) | ||
| 04 | Cloning Cylinders | Effect | Use 4 Force to deploy on table. During your control phase, may use 2 Force to stack a clone from your Lost Pile here face down. At the start of your turn, turn all cards here face up. You may deploy any face up card stacked here (as if from hand). (Immune to Alter.) | ||
| 02 | Much to Learn, You Still Have | Effect | Deploy on any location. While on a battleground, adds one [Light Side Force] icon and one [Dark Side Force] icon. While on opponents non-battleground planet location (except a Kashyyyk location or docking bay), their gametext here is canceled and your Force Generation is +1. [Clone Army Icon] troopers are power + 1. | ||
| 02 | What About That Blue One? | Effect | Deploy on table. Your total Force generation is +1. Once per game may take an astromech into hand from Reserve Deck; reshuffle. Fire Extinguisher may only cancel battles you initiate and [Virtual Block 4] Wokling is canceled. Once per game may retrieve a Rebel of ability < 5 or a Rebel starfighter. (Immune to Alter.) |
Interrupt
| # | Slip | Image | Card | Type | Game text |
|---|---|---|---|---|---|
| 04 | Mandalorian Mishap & •Jedi Mind Trick | Interrupt | USED: Use 1 Force to suspend [Virtual Block 3] Hutt Bounty or Scum And Villainy for remainder of turn. OR Target a planet site you occupy (even at the beginning of a turn). For remainder of turn, add one [Light Side Force] icon to that site. LOST: If your character of ability > 4 is with opponent's character of lesser ability (except Jabba or Watto), reveal opponent's hand. Select a card there; if opponent does not use or lose 2 Force, it is lost. | ||
| 03 | The Dark Side is Growing | Interrupt | USED: If you just drew a [Clone Army] card for destiny, take it into hand (may cancel and redraw it). STARTING: If Republic At War on table, deploy Cloning Cylinders and two Effects that deploy for free, are always [Immune to Alter], and deploy on table. Place Interrupt in Lost Pile. | ||
| This Is More Like It (V) | Interrupt | Cancel an attempt to target a scoundrel (or a starship or vehicle piloted by a scoundrel) with a weapon. OR At any time during your turn, deploy a [Scoundrel] Effect from under Scoundrel's Luck (or transfer a [Scoundrel] Effect to another scoundrel on table). |
Location
| # | Slip | Image | Card | Type | Game text |
|---|---|---|---|---|---|
| Geonosis: Docking Bay | Location | Light Side: Your docking bay transit from here requires 1 Force (free if Yoda on Geonosis). Dark Side: Your docking bay transit from here requires 2 Force. | |||
| Geonosis: Forward Command Center | Location | Light Side: [Episode I] Yoda ignores location deployment restrictions here. Once per game may deploy Yoda here from Reserve Deck; reshuffle. Dark Side: If you control, opponent's Forward Command Center game text is canceled. | |||
| Geonosis: Petranaki Arena | Location | Light Side: Amidala, Anakin and Obi-Wan deploy -1 here. Dark Side: If you control, may raise your converted Petranaki Arena to the top. | |||
| Geonosis: Rocky Plains | Location | Light Side: Your total power here is +1 for each [Clone Army] card present. Dark Side: Once per turn, if you control, may raise your converted Rocky Plains to the top. | |||
| Muunilinst | Location | Light Side: If you control, attrition against opponent in battles on Muunilinst is +1. Dark Side: If you control, attrition against opponent in battles on Muunilinst is +1. | |||
| Muunilinst: City Of Harnaidan | Location | Light Side: Your combat vehicles here are power +1 and add 1 to each of their weapon destiny draws. Dark Side: Unless opponent controls this site, [Presence Droid] and [Separatist] cards may move to and from here for free. | |||
| Muunilinst: Docking Bay | Location | Light Side: Your docking bay transit from here requires 1 Force (free if a [Clone Army] card here). Dark Side: Your docking bay transit from here requires 2 Force. | |||
| Muunilinst: Harnaidan Plains | Location | Light Side: - Dark Side: Battle droids and [Separatist] cards are forfeit -1 and power +1 here. | |||
| Muunilinst: Republic Landing Site | Location | Light Side: Your [Clone Army] characters and [Clone Army] combat vehicles may shuttle to and from this site for free. Dark Side: Unless you control with a [Separatist] card, Force drain -1 here. |
Starship
| # | Slip | Image | Card | Type | Game text |
|---|---|---|---|---|---|
| 02 | Acclamator-Class Assault Ship | Starship | May add 4 pilots, 4 passengers, and 4 vehicles. Permanent pilot provides ability of 2. Adds 1 to attrition against opponent here for each piloted [Republic] starship present. Concussions Missiles may deploy aboard. | ||
| 02 | Azure Angel | Starship | May add 1 pilot and 1 astromech. Once per game, may deploy an astromech aboard (for free) from Reserve Deck; reshuffle. While Anakin piloting, your Interrupts targeting this starship may not be canceled and immune to attrition < 5. |
Vehicle
| # | Slip | Image | Card | Type | Game text |
|---|---|---|---|---|---|
| 03 | AT-RT | Vehicle | May add 1 pilot (suspends permanent pilot). May move as a 'react.' Permanent pilot provides ability of 2. Dual Laser Cannon may deploy aboard. When deployed, may Dual Laser Cannon aboard from Reserve Deck; reshuffle. | ||
| 02 | AT-TE | Vehicle | May add 1 pilot and 4 passengers. While piloted by a clone, draws two battle destiny if unable to otherwise. During battle, if about to be lost before the damage segment, it is instead 'hit'. Immune to attrition < 4. | ||
| 03 | Low-Altitude Assault Transport | Vehicle | May add 2 pilots and 6 passengers. May move as a 'react'. Permanent pilot provides ability of 2. Clones on Cloning Cylinders deploy -1 aboard. While a clone aboard, immune to attrition < 4. | ||
| 03 | Republic Gunship Wing | Vehicle | Permanent pilots provide total ability of 6. At cloud sectors: power and maneuver +3, may deploy as a 'react', and may move and be targeted by weapons like a starfighter. Immune to attrition < 5. |
Weapon
| # | Slip | Image | Card | Type | Game text |
|---|---|---|---|---|---|
| Blaster Rifle (V) | Weapon | Deploy on your Republic 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. |
Objective
| # | Slip | Image | Card | Type | Game text |
|---|---|---|---|---|---|
| 00 | Republic At War/Aggressive Negotiations | Objective | Deploy Forward Base and Begun, The Clone War Has. For remainder of game, Rebels and Rebel starships are lost. You may forfeit non-lightsaber weapons (using forfeit value = 3); place your forfeited weapon in Used Pile. Your Destiny is suspended. You lose no Force to Vengeance Of The Dark Prince. While this side up, once per turn, may deploy an [Episode I] battleground from Reserve Deck; reshuffle. Flip this card if you have one 'complete' [Clone Army] Mission on table. | ||
| 07 | Republic At War/Aggressive Negotiations | Objective | Immediately place X cards from hand on bottom of Force Pile then draw up to X+1 cards from Reserve Deck once per game. While this side up, opponent's battle destiny draws are -1. During your control phase, may use 2 Force to take into hand a [Clone Army] character, starship or vehicle from Reserve Deck; reshuffle. Your total power in battles is +Y, and whenever you win a battle, retrieve up to Y Force, where Y = the number of 'complete' [Clone Army] Missions on table.. Flip this card if you have no 'complete' [Clone Army] Missions on table. |
Mission
| # | Slip | Image | Card | Type | Game text |
|---|---|---|---|---|---|
| 05 | Assault On Muunilinst | Mission | Deploy on Begun, The Clone War Has. Unless a card stacked here, if you control three Muunilinst locations (and opponent controls no Muunilinst locations), opponent loses 1 Force (cannot be reduced) and stacks lost card here face down (Mission complete). Reward: Your Force drains at Muunilinst locations are +1 and, once per turn, may raise your converted Muunilinst site to the top. Turn the Tide: If opponent controls two Muunilinst locations, place this Mission in Used Pile. | ||
| 05 | Hunt Down The Dark Acolyte | Mission | Deploy on Begun, The Clone War Has. Opponent's characters of ability > 4 are 'acolytes.' Once during your move phase, if no card here, may target Anakin (or Obi-Wan) and initiate a duel with an 'acolyte' present. Each player draws two destiny (those destinies may not be canceled). Add ability. If your total higher, stack 'acolyte' here face down (Mission complete). Otherwise, place target in your Used Pile. Reward: May immediately take a non-character card into hand from Reserve Deck; reshuffle. Turn the Tide: If a card with the same persona as card here is deployed, place this Mission in Used Pile. | ||
| 05 | Rescue On Geonosis | Mission | Deploy on Begun, The Clone War Has. Once per turn, may take Amidala into hand from Reserve Deck; reshuffle. Petranaki Arena is a prison. May deploy Amidala imprisoned there (for free) from hand or Lost Pile and, unless this Mission complete, Amidala lost if not imprisoned there and she may not be transferred while imprisoned. If you just initiated a Force drain at Petranaki Arena, release a captive there (Mission complete). Reward: If Obi-Wan is present with Anakin or Amidala, attrition against opponent is +2. Turn the Tide: If opponent controls Petranaki Arena (or if Amidala not on table), place this Mission in Used Pile. |
Dark Side
Character
| # | Slip | Image | Card | Type | Game text |
|---|---|---|---|---|---|
| 03 | B2 Super Battle Droid | Character | Deploys +1 if In Complete Control on table. Draws one battle destiny if unable to otherwise. Adds 1 to attrition against opponent here (2 if with another [Separatist] card). May fire any [Episode I] weapon for free. | ||
| Captain Khurgee (V) | Character | Adds 2 to the power of anything he pilots. While at a battleground system, once during your turn may peek at top card of opponent's Reserve Deck; if it is a Rebel, may lose 1 Force to make it lost. Forfeit +2 (to a maximum of 7) aboard Thunderflare or with a leader. | |||
| 01 | Count Dooku | Character | Deploys -1 if Sidious (or Insidious Prisoner) on table. Power +1 for each Jedi here. May be targeted by Force Lightning. Once per game, if opponent just initiated battle here, may take Force Lightning or Force Push into hand from Reserve Deck; reshuffle. Immune to attrition < 6 (< 8 if with a Jedi). | ||
| 02 | Droideka | Character | Permanent weapon is Twinc Blaster Cannons (may target a character or vehicle; draw destiny; add 2 if targeting a vehicle; if total destiny > defense value, target hit and you may activate 1 Force). While with another [Presence] droid at a site, adds one battle destiny. | ||
| 03 | DSD1 Dwarf Spider Droid | Character | While with a [Clone Army] card or another Spider Droid, draws one battle destiny if unable to otherwise. Permanent weapon is Self-Destruct (may target a character present; draw destiny; if destiny +2 > defense value, target hit and forfeit -4, and this character also hit.) | ||
| 03 | Durge | Character | Adds 2 to the power of anything he pilots. Power +1 for each opponent's character present with ability > 3. While present on Muunilinst, adds one battle destiny. If Durge was just lost, may use 2 Force to 'regenerate' (take him into hand). | ||
| Nute Gunray (V) | Character | Deploys -1 to Council Room. Adds 1 to any attempt to 'align' a system. If you have an 'aligned' system on table, once per turn during any battle, may lose 1 Force to add 1 to your total power for each unique (•) [Separatist] character on table. | |||
| 02 | Sate Pestage | Character | Adds one to the power of anything he pilots. Once during your turn, may place a card from hand of the same card type as the top card of your lost pile out of play to retrieve 1 Force (may be taken into hand). | ||
| 02 | Toonbuck Toora (V) | Character | While at Separatist Council Room, Jar Jar may not deploy here and opponent's non-[Immune to Alter] Efefcts deployed on that site are suspended. |
Effect
| # | Slip | Image | Card | Type | Game text |
|---|---|---|---|---|---|
| 05 | Arena Pillars | Effect | Deploy on Petranaki Arena. During your control phase, may target an imprisoned captive here: each player draws destiny and adds 1 for each of their cards with power present (2 for [Separatist] cards). If your total higher, target 'executed' (lost) and opponent loses 2 Force. (Immune to Alter) | ||
| 04 | Begin Landing Your Troops & The Dark Path | Effect | Deploy on table. Your [Seperatists icon] droids are power +1 and may shuttle from battleground systems for free. During battle may place this effect out of play to cancel and redraw your just-drawn destiny. Once per turn, each player may ignore any deployment cost on [Virtual Block 4] Watch Your Step and once per game, while that Objective on table, you may take a starfighter into hand from Reserve Deck; reshuffle (or draw two cards from your Reserve Deck). Jedi Tests may not modify your battle or weapon destiny draws. Lost if your [Virtual Block 4] objective on table. (Immune to Alter.) | ||
| 05 | Maul's Cape | Effect | Deploy on your character of ability > 3. Character gains scout skill, their weapon destiny draws are +1, and character is immune to Clash Of Sabers and attrition < 5. | ||
| Ominous Rumors (V) | Effect | Deploy on Bunker. Your scouts aboard speeder bikes are defense value = 5 and immune to Clash of Sabers. Once per turn, if you control Bunker, may deploy an [Endor icon] Imperial here (except Fenson or Grond) or a forest from Reserve Deck; reshuffle. Canceled if opponent controls at least three Endor Sites. (Immune to Alter.) | |||
| 04 | War Has Begun | Effect | If Separatist Uprising on table, deploy on table. Your Seperatist Council Room gains one [Dark Side Icon]. Your Force generation is +1 at each of your battlegrounds you control with a [Separatist] card. Once per turn you may take a [Seperatist] Mission into hand from Reserve Deck; reshuffle. |
Interrupt
| # | Slip | Image | Card | Type | Game text |
|---|---|---|---|---|---|
| 03 | Everything Is Going As Planned | Interrupt | USED: If you just drew a [Separatist] card for destiny, take it into hand (may cancel and redraw it). STARTING: If Separatist Uprising on table, deploy Droid Racks and two Effects that deploy for free, are always [Immune to Alter], and deploy on table. Place Interrupt in Lost Pile. | ||
| I Have You Now (V) | Interrupt | If Vader is in battle with an opponent's character of ability > 2, add one battle estiny (if with Anakin or Luke, all of your destiny draws are +1 for remainder of battle). | |||
| Join Me! (V) | Interrupt | During battle, lose 1 Force to target a Skywalker present with your character armed with a lightsaber. Target is power = 0. OR If you just hit a Skywalker with a lightsaber, opponent must lose 3 Force or place Skywalker (and all cards on them) in Used Pile. |
Location
| # | Slip | Image | Card | Type | Game text |
|---|---|---|---|---|---|
| Executor: Meditation Chamber (V) | Location | Dark Side: - Light Side: If Vader controls a battleground site, Force loss from [Dagobah] holograms may not be reduced. | |||
| Geonosis | Location | Dark Side: If you control with two [Separatist] starships or two [Trade Federation] starships (or one of each), Force drain +1 here. Light Side: Unless your [Clone Army] starship here, Force drain -1 here. May not be 'liberated.' | |||
| Geonosis: Docking Bay | Location | Dark Side: Your docking bay transit from here requires 1 Force (free if Dooku on Geonosis). Light Side: Your docking bay transit from here requires 2 Force. | |||
| Geonosis: Petranaki Arena | Location | Dark Side: Dooku and Jango are power +1 here. Imprisoned captives released here may Escape. Light Side: Once per turn, if you control, may raise your converted Petranaki Arena to the top. | |||
| Geonosis: Rocky Plains | Location | Dark Side: Your total power here is +1 for each [Separatist] card present. Light Side: Once per turn, if you control, may raise your converted Rocky Plains to the top. | |||
| Geonosis: Separatist Council Room | Location | Dark Side: May deploy Gunray from Reserve Deck; reshuffle. While two senators here, they are in a senate majority. Light Side: While Gunray or opponent's senator here, your spies may not deploy here. | |||
| Muunilinst | Location | Dark Side: If you control, attrition against opponent in battles on Muunilinst is +1. Light Side: If you control, attrition against opponent in battles on Muunilinst is +1. | |||
| 01 | Muunilinst: Banking Clan Headquarters | Location | Dark Side: If you control with a [Separatist] card, unique (•) [Separatist] cards deploy -1 here. Light Side: Your combat vehicles and [Clone Army] cards are power +1 here. | ||
| Muunilinst: City Of Harnaidan | Location | Dark Side: Your combat vehicles here are power +1 and may move to and from here for free Light Side: Unless your combat vehicles or [Clone Army] card here, Force drain -1 here. | |||
| Muunilinst: Docking Bay | Location | Dark Side: Your docking bay transit from here requires 1 Force (free if a [Separatist] card here). Light Side: Your docking bay transit from here requires 2 Force. | |||
| Muunilinst: Separatist Command Center | Location | Dark Side: Battle droids and [Separatist] cards here are power +1. Light Side: Blank | |||
| Tatooine: Imperial Outpost | Location | Dark Side: Once per turn, if an Imperial here, may activate 1 Force. Immune to Expand the Empire. Light Side: Your character movement from here using landspeed (except scouts) requires +1 Force. |
Starship
| # | Slip | Image | Card | Type | Game text |
|---|---|---|---|---|---|
| 03 | Dooku's Solar Sailer | Starship | May add 1 pilot and 2 passengers. Dooku deploys free aboard. While Dooku aboard, immune to attrition and opponent must have at least two piloted starships to initiate battle at same system. | ||
| 03 | Durge's NovaSword Fighter | Starship | May add 2 pilots or passengers. Durge deploys -1 aboard. Adds one destiny to power if your [Separatist] card aboard (or one battle destiny if Durge aboard). Immune to attrition < 4 (< 6 if Durge aboard). | ||
| 03 | Fanblade Starfighter | Starship | May add 1 pilot (suspends permanent pilot) and 1 passenger. Permanent pilot provides ability of 2. Forfeit +2 while with a [Clone Army] card. Unless defending, power +2 and adds one battle destiny. |
Vehicle
| # | Slip | Image | Card | Type | Game text |
|---|---|---|---|---|---|
| 03 | IG-227 'Hailfire' Droid Tank | Vehicle | Deploys -1 to same location as a [Separatist] card. Permanent weapon is Missile Battery (may target a character or vehicle for free; draw destiny; add 2 if targeting a vehicle; target hit if total destiny +1 > defense value). |
Weapon
| # | Slip | Image | Card | Type | Game text |
|---|---|---|---|---|---|
| 01 | Dooku's Lightsaber | Weapon | Deploy on Dooku or a [Separatist] character of ability > 4. Adds 1 to this character's duel and lightsaber combat totals. May add 1 to Force drain where present. May target a character for free. Draw two destiny. Target hit, and its forfeit = 0, if total destiny > defense value. |
Objective
| # | Slip | Image | Card | Type | Game text |
|---|---|---|---|---|---|
| 00 | Separatist Uprising/At War With Itself | Objective | Deploy Separatist Council Room and War Has Begun. For remainder of game, Galen, Imperials, and Imperial starships are lost. Your Republic characters and [Episode I] vehicles gain [Separatist]. You may forfeit non-lightsaber weapons (using forfeit value = 3); place your just forfeited weapon in Used Pile. Once per turn, may use 1 Force to deploy an [Episode I] battleground from your reserve deck; reshuffle. Flip this card if you have one 'complete' [Separatist] Mission on table. | ||
| 07 | Separatist Uprising/At War With Itself | Objective | Immediately, may retrieve up to 3 Force (Force retrieved in this way may be taken into hand) once per game. While this side up, opponent's battle destiny draws are -1. Once during your control phase, may use 2 Force to take into hand a [Separatist] character, vehicle, or starship from reserve deck; reshuffle. Your total power in battles is +X, and whenever you win a battle, opponent loses X Force, where X = the number of 'complete' [Separatist] Missions on table. Flip this card if you have no 'complete' [Separatist] Missions on table. |
Mission
| # | Slip | Image | Card | Type | Game text |
|---|---|---|---|---|---|
| 05 | Arena Execution | Mission | Deploy on War Has Begun. [Virtual Block 2] Special Delivery is canceled. May deploy Arena Pillars from Reserve Deck; reshuffle. Petranaki Arena is a prison. If there are no captives at Petranaki Arena and opponent about to lose a non-droid character, may imprison it there. If opponent controls Petranaki Arena during their control phase, they may release any number of captives there. If an opponent's imprisoned character was just 'executed,' stack it here face down (Mission complete). Reward: Attrition against opponent is +1. Turn the Tide: If opponent controls Petranaki Arena during their control phase, place this Mission in Used Pile. | ||
| 05 | Defense Of Muunilinst | Mission | Deploy on War Has Begun. Unless a card stacked here, if you control three Muunilinst locations (and opponent controls no Muunilinst locations), opponent loses 1 Force (cannot be reduced) and stacks lost card here face down (Mission complete). Reward: Your Force drains at Muunilinst locations are +1 and, once per turn, may raise your converted Muunilinst site to the top. Turn the Tide: If opponent controls two Muunilinst locations, place this Mission in Used Pile. | ||
| 05 | Rally To Our Cause | Mission | Deploy on War Has Begun. During your control phase, for each system where you occupy a related site, may draw one destiny; if destiny + X + Y > 7, stack top card of Lost Pile under that system (limit one per system); it is 'aligned' (Mission complete). X = number of 'aligned' systems on table. Y = number of unique (•) [Separatist] characters on table. Reward: Your battle destiny draws are +X (limit +2). Turn the Tide: If opponent just initiated a Force drain at an 'aligned' system, place stacked cards there in Used Pile (system no longer 'aligned'). If there are no 'aligned' systems on table, place this Mission in Used Pile. |
External links
- Virtual Block 9: Republic At War slips PDF at res.starwarsccg.org. Preserved copy: Internet Archive
- Virtual Block 9: Twilight Of The Republic slips PDF at res.starwarsccg.org. Preserved copy: Internet Archive
- Virtual Block 9 card list at res.starwarsccg.org. Preserved copy: Internet Archive
- Virtual slips at starwarsccg.org — Legacy Virtual Blocks (2009–2014) grouping incl. 9.1/9.2. Preserved copy: Internet Archive
- V-set 9.1 is live! (Internet Archive; PC post 10 Jan 2014) — Republic at War PDF completed; new cards legal immediately
- Star Wars Virtual Sets at Category One Games (V set 9.1 / Separatist Uprising era discussion, pre-Oct 2014 reset). Preserved copy: Internet Archive
- Star Wars CCG Virtual Sets at star-wars.pl — year context for earlier Blocks; page list stops at 8.3. Preserved copy: Internet Archive
- Star Wars Customizable Card Game at BoardGameGeek — secondary Legacy Virtual Blocks era context. Preserved copy: Internet Archive
References
- ↑ 1.0 1.1 Virtual Block 9: Republic At War (PDF), res.starwarsccg.org. Cover: "Official text as of January 10, 2014". Preserved copy: Internet Archive
- ↑ 2.0 2.1 Virtual Block 9: Twilight Of The Republic (PDF), res.starwarsccg.org. Cover: "Official text as of July 14, 2014". Preserved copy: Internet Archive
- ↑ https://web.archive.org/web/20140115143606/http://www.starwarsccg.org/wp/v-set-9-1-is-live/
- ↑ Virtual Slips / Files, starwarsccg.org. Preserved copy: Internet Archive.
- ↑ Virtual Block 9: Republic At War (PDF), res.starwarsccg.org. Preserved copy: Internet Archive.
- ↑ Virtual Block 9: Twilight Of The Republic (PDF), res.starwarsccg.org. Preserved copy: Internet Archive.