Starships
Starship - *3 Flight - 4
Starship - *2 Flight - 4
Starship - *1 Flight - 4
Starship - *Emancipator - 2
Starship - *Reprieve - 2
Starship - *Defender Strike Squadron - 2
Starship - *Rogue 9 - 3
Starship - *Rogue 1 - 2
Starship - *Rogue 4 - 3
Starship - *Pulsar Skate - 4
Starship - *Defender 1 - 2
Starship - *Eridain - 2
Starship - *Home One - 3
Admirals Order’s
Admiral’s Order - *Ackbar Slash - 7 Epic Events
Epic Event - *Target the Conduit - 3 Effects and Interrupts
Effect - *Friendly Competition - 5
Effect - *Covert Operations - 4
Effect - ***Making the book a short story - 4 Characters
Rebel - *Lieutenant Corran Horn - 3
Rebel - *Tycho Celchu - 2
Rebel - *Bror Jace - 2
Rebel - *Dirk Harkness - 2
Rebel - *Commander Wedge Antilles - 3
Alien - *Mirax Terrik - 3
Rebel - *General Salm - 3
Rebel - *Admiral Ackbar - 2
Flight of 4 X-wings. Used to fly CAP patrols.
Power: 12 Maneuver: 4 Hyperspeed: 5
Deploy: * Forfeit: 10 Permanent Pilot x4 Astromech x4
* Replaces any 4 X-wings at the same location (X-wings go to used pile)
Permanent Pilots provide ability of 4. Adds 1 battle destiny.
Flight of 4 X-wings used to distract capital ships.
Power: 12 Maneuver: 4 Hyperspeed: 5
Deploy: * Forfeit: 10 Permanent Pilot x4 Astromech x4
* Replaces any 4 X-wings at the same location (X-wings go to used pile)
Permanent Pilots provide ability of 4. Weapon Destinies +2 against capital ships.
Flight of 4 X-wings which is led by the squadrons LEADER.
Power: 12 Maneuver: 4 Hyperspeed: 5
Deploy: * Forfeit: 10 Permanent Pilot x4 Astromech x4
* Replaces any 4 X-wings at the same location (X-wings go to used pile)
Permanent Pilots provide ability of 4. Adds 1 to power of all starships at same location.
Imperial Star Destroyer captured by the Rebel Alliance.
Power: 8 Armor: 7 Hyperspeed: 3
Deploy: 8 Forfeit: 9 Permanent Pilot Astromech
May add 6 pilots, 8 passengers, 1 vehicle, and 4 starfighters
Has ship-docking capability. Permanent Pilot provides ability
of 2. Immune to attrition < 4.
A winged star cruiser used to stage a raid on Vladet.
Power: 7 Armor: 5 Hyperspeed: 3
Deploy: 7 Forfeit: 8 Permanent Pilot Astromech
May add 5 pilots, 6 passengers, 1 vehicle, and 4 starfighters
Has ship-docking capability. Permanent Pilot provieds ability
of 2. Once per turn may use 2 force to add 1 to defense value
of a starfighter at same site.
Salm’s pilots are trained to use volley fire in combat.
Power: 8 Maneuver: 3 Hyperspeed: 4
Deploy: * Forfeit: 7 Permanent Pilot x3 Astromech x3
* Replaces 3 Y-wings at one location (Y-wings go to used pile)
May add 3 pilots or passengers. Permanent Pilots provide ability
of 3. Add 2 to weapon destinies.
X-wing stolen by Corran Horn when he fled Corellia. Modified
for use in investigations.
Power: 3 Maneuver: 4 Hyperspeed: 5
Deploy: 2 Forfeit: 4
May add 1 pilot and astromech droid. When Corran is pilot
immune to attrition < 4. When Whistler is astromech once
per turn may search deck and play a free interrupt. Reshuffle
X-wing flown by Wedge Antilles. Has the most kill silhouettes.
Power: 3 Maneuver: 4 Hyperspeed: 5
Deploy: 3 Forfeit: 5 Astromech
May add 1 pilot. Adds 2 to destiny for target the conduit. Hyperspeed
+1 when Zraii is in play. Immune to attrition < 5 when Wedge is piloting
X-wing piloted by Bror Jace.
Power: 3 Maneuver: 4 Hyperspeed: 5
Deploy: 2 Forfeit: 4
Astromech
May add 1 pilot. When Bror is piloting immune to attrition < 4.
Once per game may search reserve deck and put any starship
weapon into hand. Reshuffle.
Smuggling vessel owned by Mirax Terrik, highly modified.
Power: 4 Maneuver: 4 Hyperspeed: 6
Deploy: 4 Forfeit: 5
Astromech
May add 2 pilots and 4 passengers. When Mirax or Liat is piloting
immune to attrition < 4 (< 6 if both). When Mirax is piloting
Weapons deploy free to same system.
Y-wing piloted by General Salm. Has heavy weapons installed.
Power: 3 Maneuver: 3 Hyperspeed: 4
Deploy: 2 Forfeit: 3
Astromech
May add 2 pilots. Power +1 when a weapon is aboard. Immune to
attrition < 4 when Salm is piloting. Adds 1 to weapon destiny draws.
A Corellian Corvette with Wedge’s flight group. Lead by Captain Afyon.
Power: 6 Armor: 4 Hyperspeed: 3
Deploy: 4 Forfeit: 7
Permanent Pilot Astromech
May add 3 pilots, 4 passengers and 1 vehicle. Has ship-docking
capabilities. Permanent Pilot provides ability of 2. Power +2 at
same site as an X-wing. Immune to attrition < 4
Mon Calamari Starcruiser where Ackbar commands the fleet from.
Power: 8 Armor: 5 Hyperspeed: 3
Deploy: 8 Forfeit: 9
Astromech Permanent Pilot
May add 5 pilots, 6 passengers, 1 vehicle, and 4 starships
Has ship-docking capability. Permanent Pilot provides
ability of 2. Immune to attrition < 6.
When at a system where your opponent has more capital
starships than you, do the following. When your opponent
misses a weapon shot you choose one of your opponents ships
Draw destiny. If destiny +1 > defense value target is “hit” and
forfeit = 0.
Deploy on Borleias: Canyon. Once per turn you may move
2 starfighters make a run. The Imperial player may move 2
starfighters as trailers.
Trailers Attack: The imperial starfighters may fire any weapons
at the rebel starfighters.
Conduit Attack: Any defense cannons at the Canyon may fire
at the starfighters.
Target Conduit: Surviving rebel fighters with weapons may target
the conduit. Draw destiny. If destiny + maneuver > 12 conduit is lost
and Imperial character loses 10 force. Borleias shields are no longer
in effect. Lose this card.
Bror and Corran were in a contest to see who could
get the most kills
Use 2 force to play on your side of the table. Target two
of your pilots. Whenever they “hit” a starship or win a duel
randomly retrieve 1 card from lost pile. (2 if either pilot is
Corran or Bror)
Rebel intelligence is skilled at getting troops past Imperial
screening processes.
Deploy on your side of the table. Your scouts and spies may
deploy to a shielded site for an additional 3 force. Your starfighters
scouts, and spies may move to a shielded site for triple normal cost.
Corran used his innate abilities to out fly the Imperial Pilots.
Use 2 force to deploy on any pilot. That character adds one to all
weapon destiny draws aboard a starfighter and adds an additional
1 to power.
Former member of CorSec trained as a SCOUT and SPY.
Power: 3 Ability: 4
Deploy: 4 Forfeit: 6
Pilot Warrior
Adds 1 to power and 2 to maneuver of anything he pilots.
Aboard Rogue 9 adds 2 to power. Immune to attrition < 4
A member of the original Rogue Squadron at Hoth. Suspected
of being a spy.
Power: 3 Ability: 3
Deploy: 3 Forfeit: 5
Pilot Warrior
Adds 3 to power of anything he pilots. Once per game may “steal“
one TIE at same location as him. Draw destiny. If destiny > 3 than
Tycho becomes its pilot and it is now yours. May not fire weapons
at same site as Salm.
Had the most kills of all of the new members of Rogue squadron.
From Thyffera.
Power: 2 Ability: 2
Deploy: 3 Forfeit: 4
Pilot
Adds 2 to power and 1 to maneuver of anything he pilots. Aboard
Rogue 4 adds 1 to weapon destiny draw, and adds 3 to power.
A rebel SCOUT and SPY. Works for General Cracken.
Power: 4 Ability: 2 Armor: 4
Deploy: 3 Forfeit: 5
Warrior Pilot
Adds 1 to power of anything he pilots. May fire two
weapons a turn. Immune to attrition < 4.
LEADER of Rogue Squadron and the Rebels best pilot.
Power: 3 Ability: 3
Deploy: 4 Forfeit: 6
Pilot Warrior
Adds 3 to power of any starship he pilots. When aboard an X-wing
also adds 2 to maneuver. When aboard Rogue 1 adds 1 battle destiny.
When in a duel adds 1 to each destiny draw.
SMUGGLER. Friend of Wedge Antilles. Works for the Rebel Alliance.
Power: 2 Ability: 3
Deploy: 4 Forfeit: 5
Warrior Pilot
Adds 2 to power of anything she pilots. When piloting Pulsar Skate also
adds 2 to maneuver. All weapons and devices are deploy -1 to same locations
LEADER of Y-wing defender wing. Doesn’t trust Tycho Celchu.
Power: 3 Ability: 3
Deploy: 4 Forfeit: 6
Pilot Warrior
Adds 2 to power of any starship he pilots, adds 2 to maneuver of any
Y-wing he pilots. Adds 1 to duel destiny draws. When piloting Defender
1 adds 1 to weapon destiny draws.
LEADER of the New Republic fleet and a skilled tactician.
Power: 3 Ability: 3
Deploy: 4 Forfeit: 6
Pilot Warrior
Adds 2 to power of any starship he pilots, 3 if it is a capital
starship. Once per turn may use 2 force to draw an additional
battle destiny. All starships are deploy -1 to same site.