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Lightside Rares

Light Side Rares

Starships

Starship - *3 Flight - 4
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.

Starship - *2 Flight - 4
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.

Starship - *1 Flight - 4
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.

Starship - *Emancipator - 2
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.

Starship - *Reprieve - 2
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.

Starship - *Defender Strike Squadron - 2
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.

Starship - *Rogue 9 - 3
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

Starship - *Rogue 1 - 2
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

Starship - *Rogue 4 - 3
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.

Starship - *Pulsar Skate - 4
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.

Starship - *Defender 1 - 2
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.

Starship - *Eridain - 2
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

Starship - *Home One - 3
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.

Admirals Order’s

Admiral’s Order - *Ackbar Slash - 7
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.

Epic Events

Epic Event - *Target the Conduit - 3
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.

Effects and Interrupts

Effect - *Friendly Competition - 5
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)

Effect - *Covert Operations - 4
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.

Effect - ***Making the book a short story - 4
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.

Characters

Rebel - *Lieutenant Corran Horn - 3
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

Rebel - *Tycho Celchu - 2
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.

Rebel - *Bror Jace - 2
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.

Rebel - *Dirk Harkness - 2
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.

Rebel - *Commander Wedge Antilles - 3
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.

Alien - *Mirax Terrik - 3
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

Rebel - *General Salm - 3
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.

Rebel - *Admiral Ackbar - 2
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.