TCO V 2.0

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TCO V 2.0


DEATH STAR II OFFICIAL CARDS


Lightside


CLOSE AIR SUPPORT:
Destiny 5
EFFECT
Attack plans for General Madine’s commandos often require coordinated air support. A number of Z-95 headhunters have been modified to operate in this role.
Deploy on table. While your Z-95 occupies a system or cloud sector, once per turn your scout at a related exterior site may add one battle destiny (if Z-95 is Tala 1 or Tala 2, may also add one destiny to total power only).

COLONEL CRACKEN:
Destiny 2
Rebel, Lore: Alliance spy and scout. Often flies support missions for General Madine's commando's.
Power 3 Ability 2
Deploy 3 Forfeit 4
Game text: Deploys -2 ABoard Tala 1. Adds 2 to the power of Anything he pilots. When piloting Tala 1, draws one battle destiny if not able to otherwise. When opponent deploys a spy or scout to same (or related) exterior site, opponent loses 1 force.
(Pilot)(Warrior)

COLONEL SALM:
Destiny 2
Leader of Gray Squadron. Prefers to fly venerable Koensayr starfighters instead of newer models because "they’ve always gotten me home in one piece".
POWER 2 ABILITY 2
Adds 2 to power of anything he pilots. When he is piloting a Y-wing, once per battle you may cancel and redraw your battle destiny just drawn. While he occupies the Renegade system, Imperial Control is flipped and Imperial Occupation may not be flipped.
Deploy 2 Forfeit 4 (Pilot) (Warrior)

COMBINED FLEET ACTION:
Destiny 6
Admiral Order
At each system where a player does not have both a starfighter and a capital starship present that players starships are power -2. At sites Related to systems you occupy, during each battle opponent may draw no more than one battle destiny once during each of you deploy phases you may deploy one combat vehicle from your Reserve Deck; reshuffle.

HOME ONE:
Destiny 1.
Command Ship of the Rebel Fleet. 1200 meters long, master piece of aesthetic form. Most heavily armed and armored ship in the fleet. Admiral Ackbar's personal flagship. Mon-Cal starcruiser.
Power 9 Armor 8 Hyperspeed 3
Deploy 12 Forfeit 12
May add unlimited pilots, passengers, and starfighters. Has ship docking capability. Permanent pilots provide total ability of 4. Immune to attrition < 8 (10 when Ackbar is piloting).

LIEUTENANT BLOUNT:
Destiny 2
Wingman of Colonel Cracken. Spy and scout. Former agent of the Imperial Security Bureau. Defected and joined Rebel Intelligence. Seasoned combat veteran.
POWER 2 ABILITY 2
Adds 2 to power of anything he pilots. When piloting Tala 2, draws one battle destiny if not able to otherwise. While he occupies any Coruscant location, Empire’s Sinister Agents is flipped and ISB Operations may not be flipped.
Deploy 2 Forfeit 4 [Pilot] [Warrior]

RED SQUADRON 4:
Destiny 2
Flown by Derek ‘Hobbie’ Klivian during the attack on the second Death Star. Second-highest mission total of any X-wing in service for the Alliance.
STARFIGHTER: X-WING
POWER 3 MANEUVER 4 HYPERSPEED 5
May add 1 pilot. Hobbie deploys -2 aboard. When firing X-wing Laser Cannons, may use 2 Force to make X = 3. When Hobbie piloting, maneuver +2 and immune to attrition < 4.
Deploy 2 Forfeit 5

TALA 1:
Destiny 3
Heavily modified Headhunter. Operationally assigned to support Madine’s commando team. Hyperdrive added to allow it to operate independently of capital starship support.
STARFIGHTER: MODIFIED Z-95 HEADHUNTER
POWER 2 MANEUVER 4 HYPERSPEED 3
May add 1 pilot. May be carried like a vehicle. Power and maneuver +2 at opponent’s system (except battlegrounds) or at any sector. Immune to attrition < 4 when Colonel Cracken piloting.
Deploy 2 Forfeit 3 (scomp) (nav)

TALA 2:
Destiny 2
Equipped with sophisticated sensor suite to monitor Imperial activity during Rebel commando operations. Hyperdrive allows long-range reconnaissance.
STARFIGHTER: MODIFIED Z-95 HEADHUNTER
POWER 2 MANEUVER 4 HYPERSPEED 3
May add 1 pilot. May be carried like a vehicle. When your spy aboard, opponent’s spies and scouts are deploy +2 to related sites. Immune to attrition < 4 when Lieutenant Blount piloting. Deploy 1 Forfeit 3 [Nav] [Scomp]

YOU CANNOT HIDE FOREVER:
Dark Side Effect
Destiny 5.
"Give yourself to the Dark Side. It is the only way you can save your friends."
Deploy on table. Opponent's Jedi are defense value -1. Never Tell Me The Odds is canceled. You may place effect in Lost Pile to take one [Endor] or [Death Star II] Effect that deploys for free into hand from Reserve Deck; reshuffle.

Darkside:

DEATH STAR 2 II:
0 LS Icons, no LS text
2 DS Icons: Parsec X. X= Parsec of current position. Must deploy orbiting Endor. Death Star II locations are immune to Revolution. Opponent´s Force drains +2 here unless That Things Operational on table.

DEATH STAR II: CAPACITORS
0 LS Icons: When moving a starship from here, draw movement destiny, add maneuver. If total destiny <2, starship is lost.
1 DS Icon: Deploys only if Coolant Shaft on table. While That Things Operational on table you may add one battle destiny during battles at Death Star II system and system it orbits.

DEATH STAR II: COOLANT SHAFT
0 LS icons:When Your starship moves from here,draw movement destiny, add maneuver. If total destiny <1, starship is lost.
1 DS icon: Deploy only if DS II is on table. Your TIES on DS II locations may not Tallon Roll. Your Objective cards with Subjugation in the title are canceled.

DEATH STAR II: DOCKING BAY:
0 LS Icons: Your docking bay transit to or from here requires 8 Force. Ignore other docking bay´s text.
1 DS Icon: Your TIE´s deploy -1 here. Your docking bay transit from here is free.

DEATH STAR II: REACTOR CORE
0 LS Icons:When attempting to blow away DS II, may add one to total destiny for each of your piloted starfighters here.
1 DS Icon: May deploy only if Capacitors on table. May deploy That Thing´s Operational on table from Reserve Deck; reshuffle. Ominous Rumors is suspended.

DEATH STAR II: THRONE ROOM:
0 LS Icons: Immune to Revolution.
2 DS Icons: Once per game May Search Reserve deck and take Emperors Power into hand from Reserve Deck; Reshuffle.

DESPERATE COUNTER:
Destiny 5
The Empire relied on the skill of its pilot corps to defend the Death Star reactor core from attack.
EFFECT
Deploy on Death Star II system. When opponent moves from a related sector, for each TIE armed with a weapon there, movement destiny is -3 (limit -9). Also, you may deploy either Combat Response or Imperial Arrest Order from Reserve Deck; reshuffle. (Immune to Alter.)
FIGHTERS COMING IN
Destiny 6
Admiral Orders
Unique (*) starfighters without permenent pilots are immune to attrition < 4 (or add 2 to immunity if starfighter already has immunity). Starships without pilot characters aboard are power -2. At docking bays related to systems you occupy, your Force drains are +1. Once per turn, your starfighter just lost from a system may be relocated to a related docking bay.

FLAGSHIP OPERATIONS:
Dark Side effect.
Destiny 5.
"There’s too many of them!"
Deploy on a Star Destroyer if at least five Executor sites on table. Your TIEs are deploy -1, forfeit +2, and destiny +2. At systems where you have a TIE, your Imperial capital starships are deploy -3, and your battle destiny draws are +1 each. (If on Executor, immune to Alter.)

OPERATIONAL AS PLANNED:
Destiny 5
We shall double our efforts.
USED OR STARTING INTERRUPT
USED: Place one card from hand on top of Force Pile. STARTING: If Endor system on table, take Death Star II system, Jerjerrod and any Effect into hand from Reserve Deck. When you draw your starting hand, draw only six more cards. Place Interrupt in Lost Pile.

SCYTHE 1
Destiny: 4
TIE fighter garrisoned aboard second Death Star. Part of Scythe Squadron, a TIE group with upgraded SFS P-w702 maneuvering jets to increase performance in tight quarters.
STARFIGHTER: TIE/LN
POWER 1 MANEUVER 4 NO HYPERDRIVE
May add 1 pilot. Once during each of your move phases, may fire one starship weapon aboard (‘hit’ targets are lost) and/or make an additional move. Immune to attrition < 4 when Mianda piloting.

Deploy 2 Forfeit 3

THAT THING'S OPERATIONAL
Destiny 0
Deploy on Reactor Core. Death Star II may move (hyperspeed = 3). While Death Star II orbits a system you occupy (except Endor), once during each of your control phases, opponent loses X Force, where X = 2 plus number of related battleground sites you occupy. Once during each of opponent’s control phases, opponent’s piloted starfighter here may attempt to 'blow away' Death Star II. Draw destiny. Add 3 if armed with torpedoes or missiles. Add pilot’s ability. If total destiny > 8, starships here may attempt to ‘escape’ and Death Star II is 'blown away' (lose double DS Force icons on Death Star II).


THE EMPEROR’S POWER: Dark Side effect
Destiny 5
Deploy on your Throne Room. You may not Force drain here. While Emperor here, opponent's character's are deploy +2 to Death Star II sites, and, once per turn, you may lose Effect (or 1 Force from top of Reserve Deck) to add one battle destiny anywhere. (Immune to Alter).

THUNDERFLARE:
Dark Side starship
Destiny 1
Overpowered Star Destroyer. Energy is transferred from hyperdrive to weapons. Patrol duties in the Core Worlds make it a common first assignment for junior officers. Capital: Imperial-Class Star Destroyer.
Power 9 Armor 6 Hyperspeed 2
Deploy 7 Forfeit 7
[pilot, nav, scomp]
May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot aboard provides ability of 1. Turbolaser Batteries deploy and fire free here.

YOU CANNOT HIDE FOREVER:
Dark Side Effect
Destiny 5.
"Give yourself to the Dark Side. It is the only way you can save your friends."
Deploy on table. Opponent's Jedi are defense value -1. Never Tell Me The Odds is canceled. You may place effect in Lost Pile to take one [Endor] or [Death Star II] Effect that deploys for free into hand from Reserve Deck; reshuffle.

Compiled by s_0_s@mail.com