Let’s finish off the Imps shall we.
Double Our Efforts [Imperial]
Event • Skirmish
Exert an [Imperial] minion (or spot Vader or Plapatine) to make all [Imperial] minions strength +1 until the regroup phase.
3C080
misspelled Palpatine
• Far Too Trusting [Imperial]
Condition • Support Area
Each time a threatening [Imperial] minion wins a skirmish you may exert that minion to exert the character they were skirmishing.
3C081
noice
• Fear Will Keep Them in Line [Imperial]
Condition • Support Area
Each time a threatening [Imperial] minion is assigned to a skirmish you may remove (1) to add a threat.
3R082
give the freeps a way to prevent, say by making the minion strength +1 until the regroup phase
Fire When Ready [Imperial]
Event • Crossfire
Toil 1
Add 3 to Dark Side Crossfire total or exert 3 companions.
3C083
nicely balanced.
First Catch of the Day [Imperial]
Event • Response
Play when the first companion is assigned.
Make that companion strength -2 until the regroup phase.
3U084
just as a side note these don’t look complete without lore. make it:
If a companion is assigned to a skirmish, make that companion strength -2 until the regroup phase. less clunky
Fully Armed and Operational [Imperial]
Event • Maneuver
You may either exert a minion to make it
threatening until the regroup phase or exert a minion to make it lose
threatening until the regroup phase.
3C085
why would you want them to lose threatening?
It’s a Trap [Imperial]
Event • Response
Play when an [Imperial] minion wins a skirmish.
Add three threats.
3C086
again:" If an imperial minion wins a skirmish add three threats." cut it to 2 threats however
• Mohc, Darktrooper Creator [Imperial]
Minion • Human
Str:9
Vit:4
Site:4
Each time a Darktrooper Phase I, II or III is played you may make make this minion strength +1 until the end of the turn.
Each time you exert this minion you may make a Darktrooper Phase I, II or III strength +1 until the end of the turn.
3R087
you may make MOHC strength +1 until...
Not a Jedi Yet [Imperial]
Event • Skirmish
Make a Jedi skirmishing an [Imperial] or [Sith] minion strength -2.
3U088
cool!
Take Her Away [Imperial]
Condition • Support Area
If a [Rebel] companion loses a skirmish you may transfer this condition to that companion.
Each time a companion bearing this condition is assigned to skirmish a threatening [Imperial] minion that comapnion must exert and the Alliance player must add a threat.
3R092
misspelled companion. make it exert OR add a threat
• Tarkin, Cold and Cruel [Imperial]
Minion • Human
Str:8
Vit:4
Site:4
This minion may not be assigned to skirmishes.
Dark Side: Remove a threat to play a threatening [Imperial] minion from your discard pile. That minions twilight cost is -2.
3R093
maybe or take archery fire...make remove a threat and exert him and drop vitality to 3.
Termination Order [Imperial]
Event • Maneuver
Exert an [Imperial] minion to wound a companion.
3R094
make it event crossfire IMHO
Last Remnants [Imperial]
Condition • Support Area
Whilst skirmishing a [Jedi] [Republic] or [Rebel] companion each [Imperial] minion is strength +1.
3R095
Each imperial minion skirmishing a...is strength +1 is how it should be worded. and needs to be unique. Oh and make sure you edit the last cards and these ones to accompany reviews before you post more. otherwise you might as well not have reviewers
Unexpected Pleasure [Imperial]
Event • Skirmish
Make a threatening [Imperial] minion
damage +1 until the regroup phase.
3U097
cool!
• Veers, Heavy Armour General [Imperial]
Minion • Human
Str:7
Vit:3
Site:4
Dark Side: Exert Veers to play an [Imperial] possession from your draw deck or discard pile. If that possession is the AT-AT it’s twilight cost is -3.
While bearing the AT-AT Veers is Strength +2 and Damage +1.
3R100
now this makes the AT-AT above all the more interesting. Though I still think the AT-At should only cost 9-10. of course you have to compare it to wargs too...
You Rebel Scum [Imperial]
Event • Skirmish
Make an [Imperial] minion strenght +2 (or +4 if skirmishing a [Rebel] companion).
3C101