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Star Wars: The Card Game – Jump to Lightspeed thumbnail

Star Wars: The Card Game – Jump to Lightspeed

Expansion for Star Wars: The Card Game

Star Wars: The Card Game – Jump to Lightspeed Rulebook

Table of Contents

Table of Contents

  • Additional Rules
    • Pilot (X)
    • Piloted and Piloting
    • Piloting Limit
    • Card Type: Mission
    • Terminology: Faction

Additional Rules

This section covers new rules introduced in the Force Pack cycles and Deluxe Expansions, and should be treated as an addition to the rulebook in the Star Wars: The Card Game Core Set.

Pilot (X)

Pilot (X) is a new keyword introduced in the Rogue Squadron cycle expansion. The pilot (X) keyword allows a unit to enter play as an enhancement attached to a friendly Vehicle unit.

In order to play a card with the pilot (X) keyword from hand as a Pilot enhancement, a player must pay the resource cost of X instead of the normal printed cost. X is known as the "pilot cost" of the enhancement.

When a card with the pilot (X) keyword is put into play by a card effect, the player resolving the effect chooses whether it enters play as a unit or as a Pilot enhancement.

The parenthetical text following "Pilot (X)" expresses the ability this card has only while it is being used as a Pilot enhancement. A card being used as a Pilot enhancement retains any other text (outside of the parenthetical pilot text) it may possess.

Using the effect of the pilot (X) keyword is optional. A player still has the option of playing a card with this keyword as a unit by paying its printed resource cost.

Example 1: The DS player wants to play Baron Fel (0714) on the 181st TIE Interceptor (0715). The DS player pays Baron Fel's pilot cost of 2 and attaches him as a Pilot enhancement on the 181st TIE Interceptor. Baron Fel is now considered an attached enhancement with the text: "While this card is piloting a Fighter unit, each friendly Fighter unit gains elite and edge (1)."

If the DS player had played Baron Fel as a unit, he would pay the printed cost of 4, and the parenthetical text on Baron Fel would not be active.

Piloted and Piloting

A Vehicle unit with an attached Pilot enhancement is considered to be "piloted." A Pilot enhancement attached to a Vehicle unit is considered to be "piloting" that unit.

Piloting Limit

If two or more Pilot enhancements are attached to a single unit, that unit's controller must immediately discard Pilot enhancements from that unit until only one remains.

Example 2: The LS player wishes to play Derek "Hobbie" Klivian (0699) from his hand onto his Rogue Squadron X-Wing (0700). The Rogue Squadron X-Wing already has Wedge Antilles (0183) attached to it as a Pilot enhancement. The LS player pays Derek "Hobbie" Klivian's pilot cost of 1 and attaches him as a Pilot enhancement to the Rogue Squadron X-Wing.

As the Rogue Squadron X-Wing now has two attached Pilot enhancements, the LS player must choose to discard one of them. He chooses to discard Wedge Antilles, leaving the Rogue Squadron X-Wing with only Derek "Hobbie" Klivian attached as a Pilot enhancement.

Card Type: Mission

Missions are a special type of objective that begin the game in a player's command deck rather than in his objective deck. During the deployment phase, a player may pay the cost of a mission and deploy it in his opponent's play area, under his opponent's control. Each player may have only one mission in his play area at a time. While a player already has a mission in his play area, another mission cannot enter his play area for any reason.

While in play or in a player's victory pile, for the purposes of game and card effects, missions are considered to be objectives. As such, a player may engage a mission in his opponent's play area in the same manner that he would engage any other objective that opponent controls. When a mission is destroyed, it is placed in its owner's victory pile and functions as a destroyed objective for all game purposes. When a mission enters a player's victory pile, that player is said to have completed the mission and has the option to initiate any Reaction on that mission that triggers on being completed.

During the Refresh Phase, missions do not count towards a player's three objectives for the purposes of determining if that player reveals a new objective.

If a mission leaves play for any reason other than being destroyed, it is placed in its owner's discard pile. Missions cannot enter a player's objective deck.

A mission in an out of play area that is not a victory pile functions as a command card until it enters play.

The FAQ prints a sample mission card, Ground Support, as an example of the card type. Its rules text reads:

Reaction: After this mission is completed, deal 1 damage to each enemy unit and objective.

Terminology: Faction

A player's "faction" is denoted by his affiliation card. This enables other cards in the game to be identified as being "in-faction" or "out-of-faction."

An in-faction card is any card that shares an affiliation with its controller's affiliation card. An out-of-faction card is any card that does not share an affiliation with its controller's affiliation card. Note that a mission card under an opponent's control is, by default, out-of-faction.

Example: Kris is using a Jedi affiliation card, which indicates that his faction is Jedi. Tom plays the card Filthy Accusations (0927), which places a focus token on a target out-of-faction unit controlled by the opponent. This card can target any Rebel Alliance, Smugglers and Spies, or neutral unit that Kris controls; it cannot target Kris's Jedi units, because those are in-faction.