Virtual Set 12: Martyrs & Magistrates

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The Players Committee set, numbered before the 2009 reorganisation (code OVS12). For the post-2014 set numbered 12 see Virtual Set 12.
Virtual Set 12: Martyrs & Magistrates
Set symbol
Code OVS12 · GEMP set 1112
Publisher Star Wars CCG Players Committee
Era Virtual Original (2002–2009)
Released
Official text 9 January 2007[1]
Cards 43 (21 Light, 22 Dark)

Virtual Set 12: Martyrs & Magistrates is the twelfth of the numbered Virtual Sets the Players Committee released between 2002 and 2009. Each of its 43 cards is a printed slip that replaces the bottom half of a Decipher card. The slip gives new game text, stats and icons; the title, lore and art stay as printed. The set's sheet carries official text as of 9 January 2007.[1]

The Remaster column sets each slip onto its printed Decipher card, re-typeset at 600 DPI in the style of the Committee's later Holotable cards. They were made for the wiki in 2026 and are fan reconstructions, not Committee products (see Typography of Star Wars CCG cards). Game text is written out in full where the slips use the icon shorthand explained at Virtual card icons.

Cards

Light Side

# Set Slip Remaster Card Type Game text
01 Anakin's Lightsaber (V) Character Weapon Deploy on Leia, non-Jedi Luke, or any Mara. May add 1 to Force drain where present. May target a character or creature. Draw two destiny. Target hit, and its forfeit = 0, if total destiny > defense value. Instead of firing, may use 1 Force to cancel a just drawn weapon destiny here.
02 At Peace (V) Effect Deploy on Yoda’s Hut. You may not deploy Permanent Weapon or [Maintenance] cards. May lose 2 Force to cancel an attack. May place [Endor] Leia from hand on bottom of Reserve Deck. May use 1 Force to deploy a Jedi Test from under your Starting Effect. (Immune to Alter.)
03 Changing The Odds (V) Used Interrupt If a player is about to draw destiny for an Epic Event, Interrupt, Objective, or weapon, that player must first activate 1 Force and shuffle their Reserve Deck. OR If both players just drew one battle destiny, cancel and redraw both destiny draws.
04 Chewie, Enraged (V) Rebel Adds 2 to power of anything he pilots. While present at a site with Han or Leia, Chewie is Heroic and, unless hit, may be forfeited to satisfy all remaining attrition and battle damage against you. Once per game, may take Kashyyyk or Falcon into hand from Reserve Deck; reshuffle.
05 Commando Training (V) Effect Deploy on table. Ben Kenobi is deploy +1. Your C-3PO, Lando, and Rebels (except [Death Star II] Jedi) ignore location deployment restrictions (and “power -1”) in their game text and apply their Endor deployment modifiers at any location. Once per game, may deploy a [Virtual Set 3] Effect from Reserve Deck; reshuffle. (Immune to Alter.)
06 Crash Site Memorial (V) Effect Deploy on table. Dune Sea, Hutt Canyon, Jawa Camp, and Jawa Canyon are deserts. At deserts you occupy with a Jawa, Rontos and Sandcrawlers are power +1 and forfeit +2, and opponent’s Force generation is canceled. (Immune to Alter.)
07 Debnoli (V) Alien Adds 2 to power of anything he pilots. While with an Imperial, you may initiate battle here for free. Permanent weapon is blaster rifle (may target a character or creature for free; draw destiny; target hit, and its forfeit = 0, if destiny +1 > defense value).
08 Diversionary Tactics (V) Used or Lost Interrupt USED: Target one piloted starship at a system. That starship is hyperspeed -1 for remainder of turn.
LOST: If you have two unique (•) piloted Rebel (or [Republic]) starfighters in battle at a system, draw destiny. Exclude one starship from that battle if destiny < 4.
09 Endor: Ewok Village (V) Site Light: Non-unique Ewoks are Heroic. While you occupy, gains one [Light Side Force]. No starships or vehicles here.
Dark (printed): No starships or vehicles here. If no Ewoks on Endor, Force drain +1 here.
10 Enhanced Proton Torpedoes (V) Starship Weapon Use 1 Force to deploy on your starfighter. May target a starship for free. Draw destiny (if on a Heroic starfighter, may first use 1 Force to add 3 to total). Target hit if total destiny > defense value.
11 Faithful Service (V) Effect Deploy on table. If opponent is about to remove their last card from Life Force, you may first place all your troopers in Used Pile (card must still be removed). Your troopers are armor = 4. Your unique (•) [Hoth], [Endor] and [Death Star II] non-pilot warriors of destiny > 1 are troopers. (Immune to Alter.)
12 I Can't Believe He's Gone (V) Immediate Effect If Obi-Wan is out of play (and not on table), use 1 Force to deploy on table. During battle, may use 1 Force to add 5 to your total power there for remainder of turn. Once per turn, if Luke a captive, may activate 1 Force. (Immune to Control.)
13 It Is The Future You See (V) Epic Event If you deployed only 1 (non-[Coruscant], non-[Special Edition]) location, play this Epic Event instead of a Starting Interrupt. Deploy Battle Plan, Do, Or Do Not, and an (Immune to Alter from Reserve Deck; reshuffle.) Effect. Insert cards and your Permanent Weapon and [Maintenance] cards are lost. You go first. Choose one:
Jedi: Deploy on table. At start of your turn, turn all cards here face up. During your turn, may use 1 Force for each card stacked here to stack a card from hand face up here. Instead of using X Force, may turn X cards here face down.
Agent of Evil: take Luke and a site into hand from Reserve Deck; reshuffle. Deploy on opponent’s side of table; their total battle and duel destiny is +3.
14 Jeroen Webb (V) Rebel If deploying to opponent’s mobile site, deploys -2 as an Undercover spy. Nevar Yalnal may not target spies here. Opponent’s total influence here is -1 for each of your spies at sites.
15 Ki-Adi-Mundi (V) Republic While Maul present, Ki-Adi-Mundi is Heroic. Obi-Wan’s Cape, Obi-Wan’s Journal, and [Virtual Set 9] Jedi Lightsaber may deploy on Ki-Adi-Mundi. Once per game, may exchange two cards from hand with any one card in Lost Pile.
16 Master Qui-Gon (V) Jedi Master Deploys -1 to [Episode I] locations. If you just lost Force to opponent’s Effect, may take an [Episode I] Interrupt (except Control) or place a card from hand under Credits Will Do Fine into hand from Reserve Deck; reshuffle. Immune to Disarmed, You Are Beaten, and attrition.
17 Orrimaarko (V) Rebel Once per game, may take a rifle and/or an Interrupt with “scout” in game text into hand from Reserve Deck; reshuffle. Unless Undercover, while alone at an exterior site, opponent’s weapon destiny draws here are -2. Immune to attrition < 4.
18 Precise Hit (V) Used or Lost Interrupt USED: If you just hit a target with a non-lightsaber non-Permanent Weapon weapon, may place target (and all cards on it) in owner’s Used Pile.
LOST: Cancel Heroic (and any immunity to attrition) on a character or starship this turn.
19 Rebel Leadership (V) Used Interrupt Take an admiral or a non-Jedi general into hand from Reserve Deck; reshuffle. OR Once per game, deploy a war room from Reserve Deck; reshuffle. OR If your admiral or non-[Episode I] general is in battle, may add one battle destiny or prevent opponent from drawing more than one battle destiny (that destiny draw may not be canceled).
20 Red Squadron 7 (V) Starfighter Heroic. May add 1 pilot. Once per game may place a non-[Immune to Alter] Effect at same system in owner’s Used Pile. Corran Horn and Keir Santage deploy -1 aboard; if either piloting, immune to attrition < 4.
21 Yoda, Senior Council Member (V) Jedi Master Deploys only to [Episode I] sites. While at Jedi Council Chamber, immune to attrition, Jedi are deploy -2 here, and (unless a Dark Jedi here) other Jedi may treat “Jedi Council Chamber” in their game text as “[Episode I] battleground sites.”

Dark Side

# Set Slip Remaster Card Type Game text
22 3,720 To 1 (V) Effect Deploy on table. Droids are destiny +1. Once per turn, may place the bottom two cards in Lost Pile out of play to deploy from Lost Pile: Forced Servitude, a character weapon, a location, or an Effect that deploys on a location (without “lose” in game text). (Immune to Alter.)
23 At Last We Are Getting Results (V) Effect If Invasion on table, deploy on table. Maul ignores objective deployment restrictions. Your [Presence] droids are defense value +2. Your starships are deploy -1. Immunity to attrition of opponent’s cards is -3. (Immune to Alter.)
24 Aurra Sing (V) Alien During opponent’s activate phase, may relocate Aurra to same site as a Jedi. Once per game, during your move phase, may fire her weapon at a Jedi; hit target is lost. Immune to attrition < 4.
25 Blown Clear (V) Political Effect Deploy on table. May place an Imperial Council Member here from hand. Once per turn, if a logistics agenda or admiral here, may subtract X from a starship’s forfeit and immunity to attrition for remainder of turn, where X = total influence at Conference Room.
26 Bounty (V) Immediate Effect Deploy on a just captured character without a bounty. During your control phase, may transfer captive to a related prison (take this card into hand) to retrieve 4 Force. If released, place captive (and cards on them) in owner’s Used Pile. Your Force drains are +1 here. (Immune to Control.)
27 Colonel Wullf Yularen (V) Imperial Imperial Council Member. Agenda: logistics. ISB Agents are forfeit +1. While at Conference Room with Sim Aloo, may use 1 Force to subtract 1 from an opponent’s just drawn non-Epic Event destiny.
28 Coordinated Attack (V) Used or Lost Interrupt USED: If you just hit a target with a non-lightsaber non-Permanent Weapon weapon, may place target (and all cards on it) in owner’s Used Pile.
LOST: Cancel Heroic (and any immunity to attrition) on a character or starship this turn.
29 Crush The Rebellion (V) Political Effect Deploy on table. May place an Imperial Council Member here from hand. Once per turn, if a logistics agenda or general here, may subtract X from forfeit and immunity to attrition of a character at a site for remainder of turn, where X = total influence at Conference Room.
30 Dark Jedi Lightsaber (V) Character Weapon Deploy on Aurra Sing or Sidious. May add 1 to Force drain at an [Episode I] site where present. May target a character or creature for free. Draw two destiny. Add number of Jedi present. Target hit, and its forfeit = 0, if total destiny > defense value.
31 Daultay Dofine (V) Republic Adds 3 to power of anything he pilots. Blockade Flagship is immune to attrition < 9. While piloting Blockade Flagship and your [Theed Palace] Admiral’s Order on table, Blockade Flagship may not be targeted by weapons or have its power reduced. Once per game, may take Gunray or Haako into hand from Reserve Deck; reshuffle.
32 Forced Servitude (V) Effect Deploy on table. Your troopers are Heroic. Opponent’s total weapon destiny targeting your Heroic cards is +2. When opponent is about to remove their last card from Life Force, you may first place all your troopers in Used Pile (last card must still be removed). (Immune to Alter.)
33 I'm Sorry (V) Effect Deploy on table. Floating Refinery is suspended during opponent’s turn. During your deploy phase, may deploy one Floating Refinery, a non-unique cloud sector, or an Obsidian squadron TIE from Reserve Deck; reshuffle. During your turn, if you control 2 cloud sectors with TIEs, opponent loses 1 Force. (Immune to Alter.)
34 Imperial Code Cylinder (V) Used or Starting Interrupt USED: Take Executor: Control Station, Homing Beacon, or Kessel into hand from Reserve Deck; reshuffle. STARTING: If Conference Room on table, deploy Ord Mantell, Death Star: War Room, There Is No Try, and two always immune to Alter Effects (except Endor Shield or You Cannot Hide Forever) from Reserve Deck; reshuffle. Place this Interrupt in Lost Pile.
35 Janus Greejatus (V) Imperial Agendas: logistics, rule. Once per turn, if at Conference Room and you just drew a non-Epic Event destiny < your total influence here, may use 2 Force to cancel and redraw that destiny or use 4 Force to add 2 to that destiny.
36 Laser Gate (V) Device Deploy between two non-exterior Death Star sites. Unless aboard a Lift Tube, for opponent’s character to pass opponent must first lose 1 Force. At adjacent sites: weapon destiny draws are -1, your Force generation may not be limited, and opponent’s characters are deploy +2.
37 Maneuver Check (V) Effect Deploy on table. Starships may not move the turn they are deployed (or carried) to Death Star. Once per game, if Alderaan ‘blown away,’ may target a system. Unless opponent has a capital (or [Episode I]) starship there, objectives treat target as a Subjugated planet. (Immune to Alter.)
38 Mara Jade, The Emperor's Hand (V) Alien/Imperial While Luke or Emperor on table, power +1 and she moves for free. Permanent weapon is •Mara Jade’s Lightsaber (may target a character or creature for free; draw two destiny; target hit, and its forfeit = 0, if total destiny > defense value).
39 Obsidian 10 (V) Starfighter Heroic. May add 1 pilot. OS-72-10 deploys -2 aboard. When lost from Endor, a mobile system, or a sector, may place this starship (and cards aboard it) in owner’s Used Pile.
40 Officer Evax (V) Imperial Imperial Council Member. Agenda: logistics. Once per turn, if at Conference Room, may target an opponent’s starship on table with power < total influence here. Opponent must use +2 Force to move target (or initiate battle there) this turn.
41 Stinger (V) Starfighter May add 1 pilot. Guri deploys -3 aboard. While Guri piloting, during any control phase may draw top card of Reserve Deck (if Leia or Chewie on table, Force Pile instead) and immune to attrition < 5.
42 There Is No Try & Oppressive Enforcement (V) Effect Deploy on Conference Room. Revolution is canceled here. You may not deploy aliens (except Mara Jade and bounty hunters), [Episode I] cards, or Luke? Luuuuke!. Emperor and your admirals, generals, and moffs are Imperial Council Members and influence +1. While present, each Imperial Council Member adds one [Dark Side Force]. During your control phase, may use 2 Force to take one Laser Gate, an Imperial Council Member, or a Political Effect into hand from Reserve Deck; reshuffle. Your cards may deploy to table from Political Effects. May place your canceled Political Effect in Used Pile. (Immune to Alter.)
43 You Want This, Don't You? (V) Immediate Effect If opponent just drew a card for destiny, deploy on table and stack that card face up here. Opponent may lose 3 Force to take card stacked here into hand; place this card in Used Pile. (Immune to Control.)

Printings

In the 2009 reorganisation the Committee regrouped these cards into the Virtual Blocks.[2] Some returned in the Virtual Sets released after the 2014 Reset with the same or revised game text.

Later printings

# Card This set Virtual Block (2009) Virtual Sets (2014 onward)
01 Anakin's Lightsaber (V)
Virtual Block 2

Virtual Set 10 (revised text)
Virtual Set 10 (revised text)
02 At Peace (V)
Virtual Block 6

Virtual Set 21 (revised text)
03 Changing The Odds (V)
Virtual Block 5
04 Chewie, Enraged (V)
Virtual Block 1
05 Commando Training (V)
Virtual Block 3

Virtual Set 27 (revised text)
06 Crash Site Memorial (V)
Virtual Block 1
07 Debnoli (V)
Virtual Block 1
08 Diversionary Tactics (V)
Virtual Block 3
09 Endor: Ewok Village (V)
Virtual Block 3

Virtual Set 8 (revised text)
10 Enhanced Proton Torpedoes (V)
Virtual Block 3
11 Faithful Service (V)
Virtual Block 1
12 I Can't Believe He's Gone (V)
Virtual Block 1

Virtual Set 21 (revised text)
13 It Is The Future You See (V)
Virtual Block 2

Virtual Set 25 (revised text)
14 Jeroen Webb (V)
Virtual Block 2
15 Ki-Adi-Mundi (V)
Virtual Block 5
16 Master Qui-Gon (V)
Virtual Block 5
Virtual Block 5

Virtual Set 0 (revised text)
Virtual Set 0 (revised text)
17 Orrimaarko (V)
Virtual Block 3

Virtual Set 25 (revised text)
18 Precise Hit (V)
Virtual Block 1
19 Rebel Leadership (V)
Virtual Block 3

Virtual Set 3 (revised text)
20 Red Squadron 7 (V)
Virtual Block 3
21 Yoda, Senior Council Member (V)
Virtual Block 5
Virtual Block 5
22 3,720 To 1 (V)
Virtual Block 2
23 At Last We Are Getting Results (V)
Virtual Block 5
24 Aurra Sing (V)
Virtual Block 5
Virtual Block 5
25 Blown Clear (V)
Virtual Block 4
26 Bounty (V)
Virtual Block 2
27 Colonel Wullf Yularen (V)
Virtual Block 4

Virtual Set 1 (revised text)
28 Coordinated Attack (V)
Virtual Block 1
29 Crush The Rebellion (V)
Virtual Block 4

Virtual Set 18 (revised text)
30 Dark Jedi Lightsaber (V)
Virtual Block 5

Virtual Set 11 (revised text)
31 Daultay Dofine (V)
Virtual Block 5

Virtual Set 19 (revised text)
32 Forced Servitude (V)
Virtual Block 1
33 I'm Sorry (V)
Virtual Block 2

Virtual Set 26 (revised text)
34 Imperial Code Cylinder (V)
Virtual Block 4

Virtual Set 13 (revised text)
35 Janus Greejatus (V)
Virtual Block 4
36 Laser Gate (V)
Virtual Block 4
37 Maneuver Check (V)
Virtual Block 1
38 Mara Jade, The Emperor's Hand (V)
Virtual Set 26 (revised text)
39 Obsidian 10 (V)
Virtual Block 2
40 Officer Evax (V)
Virtual Block 4
41 Stinger (V)
Virtual Block 4

Virtual Set 0 (same text)
42 There Is No Try & Oppressive Enforcement (V)
Virtual Block 4
43 You Want This, Don't You? (V)
Virtual Block 3

See also

References

  1. ↑ 1.0 1.1 VirtualCards12.pdf (swccgpc.com, Internet Archive 24 October 2007) — the January 2007 sheet: cover, set symbol, three rule cards and the slips shown below. Current copy: res.starwarsccg.org.
  2. ↑ starwarsccg.org (Internet Archive, 18 September 2009): the Players Committee realigned Virtual Sets 1–18 into thematic Virtual Blocks.