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Star Wars: The Card Game – Attack Run

Expansion for Star Wars: The Card Game

Star Wars: The Card Game – Attack Run Rulebook

Table of Contents

Table of Contents

  • Objective set 156: The Secret of Shantipole
    • The Secret of Shantipole
    • Keeyan Farlander
    • Blue Nine
    • Temple Hangar
    • Reassignment
    • Stay on Target
  • Objective set 157: Running the Trench
    • Running the Trench
    • Luke Skywalker
    • Red Five
    • R2-D2
    • Use the Force, Luke
    • I Have You Now
  • Objective set 158: The Smuggler's Gambit
    • Supporting Fire
    • The Smuggler's Gambit
    • Platt Okeefe
    • Information Broker
    • Smuggler's Handbook
    • Evading Authority
  • Objective set 159: Defending the Trench
    • Defending the Trench
    • Darth Vader
    • Vader's TIE Advanced
    • Black Squadron Fighter
    • Closed Formation
    • I Have You Now
  • Objective set 160: The Hunter's Flight
    • The Hunter's Flight
    • Boba Fett
    • Slave 1
    • Den of Thieves
    • Bail Out
    • Stay on Target

Objective set 156: The Secret of Shantipole

The Secret of Shantipole

Light Objective · #767 · Jedi · Traits: Roche · Resource: 2 · Damage capacity: 5

(none printed in database)

Keeyan Farlander

Light Unit · #768 · Jedi · Cost: 3 · Damage capacity: 2 · Force icons: 2 · Traits: Character, Force User, Pilot

Unique.

Pilot (2). (While enhanced unit is participating in an engagement and ready, this card gains: "Action: Focus this enhancement to have enhanced unit strike immediately.")

Blue Nine

Light Unit · #769 · Jedi · Cost: 3 · Damage capacity: 3 · Force icons: 3 · Traits: Vehicle, Fighter

Unique.

Elite.

Reaction: After this unit is focused to strike, remove 1 focus token from a Pilot enhancement you control. (Limit once per phase.)

Temple Hangar

Light Enhancement · #770 · Jedi · Cost: 2 · Resource: 1 · Traits: Yavin 4, Location

Enhance your play area.

Reduce the cost and the pilot cost of the first Pilot card you play each turn by 1.

Reassignment

Light Event · #771 · Jedi · Cost: 0

Action: Move an enhancement on a unit to another eligible unit controlled by the same player.

Stay on Target

Light Fate · #702 · Neutral · Force icons: 2

You may put a Pilot card into play from your hand or discard pile as an enhancement on a target friendly Vehicle unit.

Objective set 157: Running the Trench

Running the Trench

Light Objective · #772 · Rebel Alliance · Locked to affiliation · Resource: 2 · Damage capacity: 5

Rebel Alliance affiliation only.

Luke Skywalker

Light Unit · #773 · Rebel Alliance · Cost: 4 · Damage capacity: 3 · Force icons: 3 · Traits: Character, Force User, Pilot

Unique.

Pilot (3). (Interrupt: When an enhanced unit is focused to strike as an attacker, discard the top card of an opponent's deck and deal X damage to the engaged objective. X is the number of printed Force icons on the discarded card. (Limit once per turn.))

Red Five

Light Unit · #774 · Rebel Alliance · Cost: 3 · Damage capacity: 3 · Force icons: 3 · Traits: Vehicle, Fighter

Interrupt: When this unit is focused to strike, it may assign it's [Blast Damage] to a target participating enemy unit instead of the engaged objective.

Note: the database text reads "it's" in this line. It is transcribed as the database has it; check the physical card for the printed wording.

R2-D2

Light Enhancement · #775 · Rebel Alliance · Cost: 1 · Traits: Upgrade

Unique.

Enhance a friendly Vehicle unit.

Enhanced unit gains shielding. While it is piloted, it also gains: "Reaction: After you refresh, remove 1 damage from this unit."

Use the Force, Luke

Light Event · #776 · Rebel Alliance · Cost: 0 · Force icons: 1 · Traits: Force, Sense

Action: Look at the top card of an objective deck or command deck. You may place that card on the bottom of its deck.

I Have You Now

Light Fate · #777 · Neutral · Force icons: 1

If you win this edge battle, destroy a target participating enemy unit.

Objective set 158: The Smuggler's Gambit

Supporting Fire

Light Fate · #420 · Neutral · Force icons: 1

Target friendly player may place 1 non-fate card from his hand into your edge stack.

The Smuggler's Gambit

Light Objective · #778 · Smugglers and Spies · Resource: 1 · Damage capacity: 5

Each opponent's reserve value cannot be increased by card effects.

Platt Okeefe

Light Unit · #779 · Smugglers and Spies · Cost: 2 · Damage capacity: 2 · Force icons: 2 · Traits: Character, Smuggler

Unique.

Shielding.

Reaction: After this unit enters play, look at each opponent's hand.

Information Broker

Light Unit · #780 · Neutral · Cost: 2 · Damage capacity: 1 · Traits: Character

Reaction: After the Force phase begins, this unit gains a Force icon for each card in each opponent's hand until the end of the phase.

Smuggler's Handbook

Light Enhancement · #781 · Smugglers and Spies · Cost: 2 · Force icons: 3 · Traits: Item

Enhance your play area.

Increase each friendly player's reserve value by 1

Evading Authority

Light Event · #782 · Smugglers and Spies · Cost: 2 · Force icons: 2

Action: Name a card type. Each opponent must discard 2 cards from his hand, if able. Draw 1 card for each discarded card that matches the named card type.

Objective set 159: Defending the Trench

Defending the Trench

Dark Objective · #783 · Imperial Navy · Traits: Death Star · Resource: 2 · Damage capacity: 10

While this objective is in a victory pile, it contributes 2 objectives.

Darth Vader

Dark Unit · #784 · Imperial Navy · Cost: 4 · Damage capacity: 4 · Force icons: 4 · Traits: Character, Force User, Pilot, Black Squadron

Unique.

Elite.

Pilot (2). (While enhanced unit is participating in an engagement, opponent cannot initiate card effects.)

Vader's TIE Advanced

Dark Unit · #785 · Imperial Navy · Cost: 3 · Damage capacity: 3 · Force icons: 2 · Traits: Vehicle, Fighter, Black Squadron

Unique.

Reaction: After this unit is focused to strike, reveal the top card of your deck. If it is a Black Squadron card, put it into play, if able. Otherwise, return it to the top of your deck.

Black Squadron Fighter

Dark Unit · #743 · Imperial Navy · Cost: 2 · Damage capacity: 2 · Force icons: 1 · Traits: Vehicle, Fighter, Black Squadron

(none printed in database)

Closed Formation

Dark Enhancement · #786 · Imperial Navy · Cost: 1 · Traits: Formation, Black Squadron

Enhance your play area.

Reaction: After a Fighter unit enters play, place 1 shield on that unit.

I Have You Now

Dark Fate · #787 · Neutral · Force icons: 1

If you win this edge battle, destroy a target participating enemy unit.

Objective set 160: The Hunter's Flight

The Hunter's Flight

Dark Objective · #788 · Scum and Villainy · Traits: Tatooine · Resource: 2 · Damage capacity: 5

(none printed in database)

Boba Fett

Dark Unit · #789 · Scum and Villainy · Cost: 4 · Damage capacity: 3 · Force icons: 3 · Traits: Character, Bounty Hunter, Pilot

Unique.

Elite.

Pilot (2). (Reaction: After this card is attached as a pilot, capture a target unit with printed cost 4 or lower and without an enhancement on it.)

Slave 1

Dark Unit · #790 · Scum and Villainy · Cost: 4 · Damage capacity: 3 · Force icons: 3 · Traits: Vehicle, Transport

Unique.

Interrupt: When a Pilot card you control leaves play, return it to its owner's hand instead. (Limit once per turn.)

Den of Thieves

Dark Enhancement · #791 · Scum and Villainy · Cost: 2 · Resource: 1 · Traits: Location

Enhance your play area.

Reduce the cost and pilot cost of the first Pilot card you play each turn by 1.

Bail Out

Dark Event · #792 · Scum and Villainy · Cost: 0 · Force icons: 1

Interrupt: When a piloted Vehicle unit you control leaves play, put its attached Pilot card into play as a unit under your control.

Stay on Target

Dark Fate · #712 · Neutral · Force icons: 2

You may put a Pilot card into play from your hand or discard pile as an enhancement on a target friendly Vehicle unit.