Star Wars: The Card Game – Attack Run
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
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.