The Last Homely House

Middle-Earth => Chamber of Mazarbul => Topic started by: menace64 on June 28, 2011, 10:30:06 PM

Title: [DEFUNCT] SW/LotR Project. Please ignore this but also don't hate me for clutter
Post by: menace64 on June 28, 2011, 10:30:06 PM
The Star Wars Block
01 Star Wars (Click here to view the card list!) (http://lotrtcgdb.com/forums/index.php/topic,7146.msg71997.html#msg71997)
02 A Few Maneuvers (Click here to view the card list!) (http://lotrtcgdb.com/forums/index.php/topic,7146.msg72847.html#msg72847)
03 The Death Star

The Empire Block
04 The Empire Strikes Back
00 Star Wars Anthology
05 Hunters and Heroes
00 Star Wars Box Set: A New Hope
06 Shadows of the Empire

The Jedi Block
07 Return of the Jedi
00 Empire Strikes Back Anthology
08 Sentry Moon
00 Star Wars Box Set: Empire Strikes Back
09 Reflections
10 The Power of the Dark Side
00 Return of the Jedi Anthology
11 The True Nature of the Force

I've already created cardlists for each of the 9 primary sets, developing mechanics and themes along the way, generally getting a feel for the progression of the game in much the same way as LotR TCG evolved and expanded. I pretended that these sets released as the Star Wars films hit theatres (just like LotR!), so major plot points were saved for expansions, and characters like Yoda and the Emperor missed the base sets entirely.[/list]
Title: Re: Here's an old idea, but I'm taking another crack at it.
Post by: Thranduil on June 29, 2011, 03:00:50 AM
I'll review anything (eventually)! :)

Thran
Title: Re: Here's an old idea, but I'm taking another crack at it.
Post by: TheJord on June 30, 2011, 04:49:47 PM
I have considered toying with the Star Wars TCG/LotR style crossover, but I know you did one on CC so I didn't want to compete.

I have also considered a Harry Potter crossover. Seems viable...
Title: Re: Here's an old idea, but I'm taking another crack at it.
Post by: sickofpalantirs on July 28, 2011, 07:57:27 AM
Harry Potter would be cool.  Instead of Ring-bearers you could have Prophecy bearers, and you could have Neville or Harry  :).

But to stop Hijacking your thread menace, I would be quite interested in reviewing Star Wars cards again.
Title: Re: Here's an old idea, but I'm taking another crack at it.
Post by: menace64 on August 06, 2011, 05:49:00 PM
Here's the complete cardlist of the first set (aptly named Star Wars). I'll follow-up either tonight or tomorrow with a detailed description of how the cultures should feel. Ask any questions!

The Force (2 Cards):
1. The Force, Bound to All Living Things (Rare)
2. The Force, The Source of Power (Common)

Fringe Culture (40 Cards):
3. Bandolier (Alliance Possession, Uncommon)
4. Boasting (Alliance Event, Common)
5. Boba, Hired Killer (Minion, Rare)
6. Boring Conversation Anyway (Alliance Event, Uncommon)
7. BoShek, Rogue Tech (Companion, Uncommon)
8. Cantina Denizens (Shadow Event, Common)
9. Chewie, First Mate (Companion, Rare)
10. Chewie, Noble Wookiee (Companion, Common)
11. Chewie’s Bowcaster (Alliance Possession, Rare)
12. Corellian Pilot (Companion, Common)
13. Dannik, Anzati Assassin (Minion, Rare)
14. Disintegrator Pistol (Shadow Possession, Common)
15. For Any Credit (Shadow Event, Common)
16. Greedo, Bounty Hunter (Minion, Uncommon)
17. Han, Captain of the Falcon (Companion, Common)
18. Han, In It for the Money (Companion, Rare)
19. Han’s Heavy Blaster (Alliance Possession, Rare)
20. Hidden Compartments (Alliance Condition, Rare)
21. I’ll Bet You Have (Alliance Condition, Common)
22. It’s !Too Late (Shadow Condition, Common)
23. Jabba, Hutt Crimelord (Minion, Rare)
24. Jabba’s Bounty (Shadow Condition, Uncommon)
25. Mercenary’s !Armor (Shadow Possession, Uncommon)
26. Mos Eisley Cur (Minion, Common)
27. Mos Eisley Hunter (Minion, Rare)
28. Mos Eisley Messenger (Minion, Common)
29. Mos Eisley Robber (Minion, Common)
30. Mos Eisley Savage (Minion, Common)
31. Mos Eisley Scum (Minion, Uncommon)
32. Mos Eisley Spy (Minion, Common)
33. Mos Eisley Villain (Minion, Uncommon)
34. Negotiation (Alliance Condition, Common)
35. A Price On His Head (Shadow Condition, Rare)
36. Quick Shot (Alliance Event, Uncommon)
37. Quite a Mercenary (Shadow Condition, Uncommon)
38. Right Here Waiting (Alliance Event, Common)
39. Scoundrel’s Blaster (Alliance Possession, Common)
40. Sorry About the Mess (Alliance Event, Rare)
41. Treadwell Droid (Alliance Follower, Uncommon)
42. Ultimatum (Shadow Condition, Common)
43. A Wonderful Human Being (Alliance Condition, Uncommon)

Imperial Culture (40 Cards):
44. Assault Blaster (Possession, Rare)
45. Code Cylinder (Event, Uncommon)
46. Crossfire (Event, Rare)
47. Counter Assault (Event, Uncommon)
48. A Day Long Remembered (Event, Common)
49. Death Star Detachment (Minion, Uncommon)
50. Death Star Patrol (Minion, Uncommon)
51. !Destroyed Homestead (Condition, Rare)
52. Entanglement (Event, Common)
53. Full Scale Alert (Condition, Uncommon)
54. Garindan, Imperial Informant (Minion, Rare)
55. Imperial Besieger (Minion, Common)
56. Imperial Guard (Minion, Common)
57. Imperial Officer (Minion, Uncommon)
58. Imperial Sentry (Event, Common)
59. Imperial Soldier (Minion, Common)
60. Imperial Trooper (Minion, Common)
61. Imperial Vanguard (Minion, Rare)
62. Imperial Warrior (Minion, Uncommon)
63. Interrogation Droid (Follower, Uncommon)
64. Motti, Senior Commander (Minion, Rare)
65. Mouse Droid (Follower, Common)
66. No !Escape (Event, Common)
67. !Precision Targeting (Event, Uncommon)
68. !Pursuit Just Behind (Event, Rare)
69. Scanning Crew (Event, Uncommon)
70. Sinister Agents (Condition, Rare)
71. Slaughtered (Event, Rare)
72. Standard-issue Blaster (Possession, Common)
73. Stormtrooper !Armor (Possession, Common)
74. Stormtrooper Brigade (Minion, Uncommon)
75. Stormtrooper Fanatic (Minion, Rare)
76. Stormtrooper Recruit (Minion, Common)
77. Stormtrooper Reinforcements (Event, Uncommon)
78. Stormtrooper Utility Belt (Possession, Common)
79. Tagge, Imperial General (Minion, Uncommon)
80. Tarkin, !Fear-monger (Minion, Rare)
81. Tarkin, Grand !Moff (Minion, Common)
82. Tracking (Condition, Uncommon)
83. Vader, Agent of the Emperor (Minion, Force Rare)

Jedi Culture (30 Cards):
84. Affect Mind (Event, Rare)
85. Alter (Event, Common)
86. !Attunement (Condition, Uncommon)
87. A Bad Feeling (Event, Common)
88. The Circle of Destiny (Event, Rare)
89. !Cleaving Blow (Event, Common)
90. !Deep in Thought (Condition, Uncommon)
91. Early Training (Event, Common)
92. Gift of the Mentor (Event, Rare)
93. !Guardian (Condition, Uncommon)
94. Knight’s Robes (Possession, Uncommon)
95. Krayt Dragon Howl (Event, Common)
96. Let Go (Event, Uncommon)
97. !Moment of Respite (Condition, Rare)
98. A More Civilized Age (Condition, Rare)
99. !Mysterious Wizard (Event, Common)
100. Noble Sacrifice (Event, Common)
101. Obi-Wan, Aged Mentor (Companion, Rare)
102. Obi-Wan, Old Ben (Companion, Common)
103. Obi-Wan’s Lightsaber (Artifact, Rare)
104. Obi-Wan’s Wisdom (Condition, Uncommon)
105. Old Fossil (Event, Rare)
106. !Parry (Event, Uncommon)
107. Sense (Condition, Common)
108. !Stand Against Darkness (Event, Common)
109. A Strong Influence (Event, Common)
110. This One’s Not Worth the Trouble (Condition, Common)
111. Training Remote (Follower, Rare)
112. !Trust Me (Condition, Common)
113. Use the Force, Luke (Event, Uncommon)

Rebellion Culture (37 Cards):
114. Anakin’s Lightsaber (Artifact, Rare)
115. Artoo, Astromech Droid (Follower, Uncommon)
116. Artoo, Overweight Glob of Grease (Follower, Rare)
117. Biggs, Friend of Luke (Companion, Common)
118. Charming to the Last (Verb, Common)
119. Chewie, Idealistic Fighter (Companion, Force Rare)
120. Deft Words (Verb, Uncommon)
121. A Diplomatic Mission (Condition, Common)
122. !Escape Pod (Verb, Uncommon)
123. !Extraordinary Resilience (Event, Common)
124. !Fearless (Verb, Rare)
125. The Force is Strong With This One (Verb, Uncommon)
126. Greatest Need (Event, Rare)
127. Here to Rescue You (Verb, Common)
128. Hidden Base (Verb, Rare)
129. Honor and Heroism (Event, Common)
130. Leia, Freedom Fighter (Companion, Common)
131. Leia, Imperial Senator (Companion, Rare)
132. Leia’s Blaster (Possession, Uncommon)
133. Luke, Attuned to the Force (Companion, Uncommon)
134. Luke, Student of Kenobi (Companion, Rare)
135. Manipulator Arm (Possession, Uncommon)
136. Narrow !Escape (Event, Common)
137. Our Lot in Life (Event, Rare)
138. Our Most Desperate Hour (Verb, Uncommon)
139. Rebel Blaster (Possession, Common)
140. Rebel Guard (Companion, Uncommon)
141. Rebel Trooper (Companion, Common)
142. Rebel’s Hope (Event, Common)
143. Resourcefulness (Condition, Common)
144. Revolution (Verb, Rare)
145. Stolen !Armor (Possession, Uncommon)
146. !Strength of Spirit (Event, Common)
147. Taken Captive (Verb, Rare)
148. Threepio, Mindless Philosopher (Follower, Rare)
149. Threepio, Protocol Droid (Follower, Common)
150. Trooper’s Helmet (Possession, Rare)

Sith Culture (29 Cards):
151. Alternative Form of Persuasion (Event, Common)
152. Backstabber, Black Squadron Ace (Minion, Common)
153. Black Squadron Pilot (Minion, Rare)
154. Closing In (Event, Common)
155. Come With Me (Event, Uncommon)
156. Dark Collaboration (Condition, Common)
157. Dark Curse, Black Squadron Ace (Minion, Rare)
158. !Dark Fury (Event, Common)
159. Dark Hours (Verb, Uncommon)
160. The Emperor’s Will (Event, Uncommon)
161. Face Him Alone (Event, Rare)
162. I Find Your Lack of Faith Disturbing (Verb, Common)
163. In the Dark Jedi’s Wake (Verb, Rare)
164. Mauler, Black Squadron Ace (Minion, Uncommon)
165. Mind Probe (Event, Rare)
166. !Not Easily Destroyed (Condition, Uncommon)
167. !Relentless (Verb, Common)
168. Sith !Armor (Artifact, Rare)
169. Sith Power (Event, Common)
170. Sith Strangle (Event, Rare)
171. Tarkin, Aligned to Evil (Minion, Uncommon)
172. Terror (Event, Uncommon)
173. !Trapped and Alone (Condition, Uncommon)
174. A Tremor in the Force (Condition, Uncommon)
175. Vader, Devoted to the Force (Minion, Common)
176. Vader, Sith Warrior (Minion, Rare)
177. Vader’s Obsession (Verb, Rare)
178. Weapon of the Sith (Artifact, Rare)
179. You Are Weak (Condition, Rare)

Tatooine Culture (44 Cards):
180. Ambushed (Shadow Verb, Rare)
181. Artoo, Quirky and Troublesome (Companion, Common)
182. Bantha (Shadow Possession, Rare)
183. Beru, !Guardian of Luke (Companion, Common)
184. Blue Milk (Alliance Event, Common)
185. Crash Site Memorial (Alliance Condition, Rare)
186. Desert Poncho (Alliance Possession, Common)
187. Droid Caller (Shadow Possession, Common)
188. Droid Detector (Shadow Possession, Uncommon)
189. Droid Junkheap (Shadow Condition, Rare)
190. Gaderffi Stick (Shadow Possession, Common)
191. A Hard Life (Alliance Event, Uncommon)
192. Hiding Their Numbers (Shadow Event, Common)
193. Hunting Rifle (Alliance Possession, Common)
194. Hydroponics Droid (Alliance Follower, Common)
195. Jawa Deceiver (Minion, Uncommon)
196. Jawa Ion Gun (Shadow Possession, Common)
197. Jawa Leader (Minion, Common)
198. Jawa Shaman (Minion, Rare)
199. Jawa Thief (Minion, Common)
200. Jawa Trader (Minion, Common)
201. Jawa Warden (Minion, Rare)
202. Landspeeder (Alliance Possession, Rare)
203. Luke, Young Farmhand (Companion, Common)
204. Macrobinoculars (Alliance Possession, Uncommon)
205. Nebit, Tribal Leader (Minion, Rare)
206. On the Edge (Alliance Event, Common)
207. Owen, !Guardian of Luke (Companion, Common)
208. Power Droid (Alliance Follower, Uncommon)
209. Restraining Bolt (Shadow Possession, Common)
210. Sandcrawler (Shadow Possession, Uncommon)
211. Threepio, Just an Interpreter (Companion, Uncommon)
212. Tusken Chieftain (Minion, Rare)
213. Tusken Follower (Minion, Rare)
214. Tusken Marksman (Minion, Common)
215. Tusken Nomad (Minion, Uncommon)
216. Tusken Raiders (Minion, Common)
217. Tusken Rifle (Shadow Possession, Rare)
218. Tusken Sharpshooter (Minion, Rare)
219. Tusken Slayer (Minion, Rare)
220. Tusken Vagabond (Minion, Uncommon)
221. Tusken Warrior (Minion, Common)
222. Vaporator (Alliance Possession, Uncommon)
223. Wuher, Gruff Bartender (Companion, Rare)

Creature Deck (12 Cards):
224. Dark Waters (Condition, Common)
225. Dianoga (Creature, Rare)
226. Greater Dragon Bones (Condition, Uncommon)
227. Jerba (Creature, Uncommon)
228. Krayt Dragon (Creature, Force Rare)
229. Scurrier (Creature, Common)
230. Sunsdown (Condition, Common)
231. Tentacle (Event, Common)
232. Wild Bantha (Creature, Uncommon)
233. Wild Dewback (Creature, Uncommon)
234. Wild Ronto (Creature, Uncommon)
235. Womp Rat (Creature, Common)

Adventure Deck (33 Cards):
236. Anchorhead (Common)
237. Cantina (Uncommon)
238. Cell Block 1138 (Uncommon)
239. Conference Room (Common)
240. Control Core (Common)
241. Control Room (Common)
242. Death Star War Room (Uncommon)
243. Dense Jungle (Common)
244. Docking Bay 94 (Common)
245. Docking Bay 327 (Common)
246. Dune Sea (Common)
247. Empty Hallway (Uncommon)
248. Falcon’s Cabin (Common)
249. Falcon’s Cockpit (Uncommon)
250. Grand Audience Chamber (Uncommon)
251. Imperial Cell (Common)
252. Jawa Camp (Common)
253. Jawa Canyon (Uncommon)
254. Jundland Wastes (Common)
255. Krayt Dragon Pass (Uncommon)
256. Lars’ Moisturefarm (Common)
257. Massassi Ruins (Common)
258. Mos Eisley Alley (Common)
259. Mos Eisley Avenue (Common)
260. Obi-Wan’s Hut (Uncommon)
261. Obi-Wan’s Living Room (Common)
262. Scrap-pile (Common)
263. Staging Area (Common)
264. Tatooine Spaceport (Common)
265. Trading Route (Common)
266. Trash Compactor (Uncommon)
267. Tusken Canyon (Common)
268. Yavin War Room (Uncommon)

3 Force Rares
70 Rares
80 Uncommons
115 Commons

One thing I'd like to point out right away is that last bit, my breakdown of card rarities. Fellowship of the Ring (and the other two big base sets for LotR) was 365 cards, and a whole third of that was rares. Personally, I hated that. It meant more boxes. So I tweaked the allotments to fit a slimmer collection - now, with only 70 rares in a base set, it's easier to collect and play, but the 'Force Rares' still keep an element of difficulty for those out for the hard road. Having only 3 in a base set, Force rares aren't even guaranteed in a box, making them extremely hard to find.

So, like I said before, if you'd like to contribute to this project, feel free to throw out your ideas or even - if you're so inclined - write up a few cards pulled from the cardlist!
Title: Re: The Next SW/LotR Project is Underway!
Post by: menace64 on August 06, 2011, 08:30:28 PM
First, a few necessary terminology changes:
Ring-bearer becomes Apprentice.
The One Ring is The Force.
Burdens are now temptations.
Fellowship is now Alliance.
Archery Phase is now the Crossfire Phase.
Twilight token is now Credit.

Currently, the only new unloaded keywords are Force-skill, which replaces Spell, and bounty, which is akin to Search or Weather. I'm also using Knight. All of the original loaded keywords return, and I might bring in the newer ones along with a few we come with that make sense. Get creative!

The Creature Deck
I'm open to suggestions and whatever ideas you have. This is a whole-new approach to how non-sentient beings are brought into this game (previously I had a Creature culture, and it was dumb). Now, all of your creature cards form an entirely new side-deck which would sit, inactive, next to your adventure deck until...

...You come across a site with the Wild keyword. Wild X, actually, and the X represents how many cards you can draw from your Creature deck at the start of your shadow phase. Those drawn cards form a secondary hand (the creature hand), and you can play any of those cards as you would from your primary hand. There are a few notes here, though:

I know that seems pretty wordy, but almost all of that is fairly intuitive, and once you get the gist of it all you can apply common sense to almost the entire thing. What do you think? Hmmm... do you think this could work in LotR, too?

Cultural Identity
Fringe (Alliance)
Han and Chewie are the lead-off companions in this culture. As a culture, it has lower resistance and almost no consideration of temptations or The Force. It excels at keeping your deck in repair (mainly through discard control - saving cards from entering the discard pile, retrieving cards, recycling back into the draw deck, etc.), and the culture prefers taking actions during the Crossfire phase. It likes Credits, which means that its cards are on the higher end of the costing curve. Strong, independently-minded companions (think Boromir) make this a tough culture to tackle in a direct fight.

Fringe (Shadow)
This culture focuses initially on Mos Eisley, but as the game progresses it will include all of the bounty hunters, Xizor and Black Sun, along with Jabba's little empire. Everything about this culture is invested in Credit costs (increasing the cost of things already in play and spotting expensive Alliance cards to reap great bonuses). Bounty cards increase the twilight cost of borne companions, and when that companion leaves play nets the bounty's owner fantastic rewards. This culture has very-limited access to temptations/The Force, almost no presence in the Regroup phase, but absolutely loves the Maneuver phase.

Imperial
Site control. Site replacement. Site destruction... the Empire is all about controlling the galaxy, which in this game is represented by the adventure path. Given more interest in temptations and The Force than Fringe, it's still not as good as the Sith culture at corrupting an Apprentice but has a few tricks of its own. This culture cares most about the Shadow and Crossfire phases, and after a few sets it will have its Imperial boots in just about every shadow mechanic.

Jedi
The Jedi culture is very-nearly a direct grafting of how the [Gandalf] culture behaved in the opening block of Lord of the Rings. This culture is the catch-all, being proficient in all mechanics, yet limited by its sole companion: Obi-Wan. It won't see another companion until the fifth set, so until that time it will be limited to a support function. That being said, this culture is best at increasing resistance, removing temptations, and saving other companions from unfortunate ends.

Rebellion
For the majority of the game's life, this culture is the only one where you might find the Apprentice (Luke), so - naturally - there's a lot of focus on temptations and The Force, along with tricks to keep the Apprentice alive. Being a culture of rebels and insurgents, it operates fluidly in any phase, and can even cause opponents trouble during the Shadow phase! Companions in this culture have, for the most part, higher resistance than other cultures.

Sith
The ultimate power in corruption, almost everything about this culture, initially, revolves around forcing the Apprentice to fight and punishing him at every other turn. In fact, this culture has a few ways to coerce individual companions into contest with its own big-hitter, Darth Vader, who - for most of the game - is its only strong minion. Like Gollum, Vader has several ways of getting back into play, and always has his eye on the resistance of companions. If you hadn't guessed yet, this culture adores the Assignment phase.

Tatooine (Alliance)
This culture feels a lot like the [Shire] culture, in that it relies heavily on support cards, healing companions and cancelling skirmishes. Add in elements of [Dwarven] cycling and a fantastic image of this culture begins to emerge: strength in the Alliance phase, bringing out cards swiftly, and doing its best to outright-ignore minions wherever possible. It also has an Apprentice Luke, along with a lot of droids and 'harvest' cards. Lots of possessions.

Tatooine (Shadow)
Split into two distinct sub-cultures, this culture truly shines once a balance has been struck between Jawas, who can flood the pool through various tricks involving droids, and Tuskens, higher-cost minions with a lot of love for creatures and a devastating ability to show up when nobody's paying attention. This culture is strongest in the Regroup phase, but has tricks to play throughout the turn. Again, lots of possessions!

Gimme some feedback! I want to make this into something good!
Title: Re: The Next SW/LotR Project is Underway!
Post by: azogsbane on August 06, 2011, 08:50:15 PM
Sounds awesome! Very well thought out. I like the separate creature deck idea a lot. But you made it sound like not every deck would have one. Is there any drawback to having one? I feel like there needs to be or else everyone would use one and with the limited number of different creature cards to choose from, that could get dull after a while.
Title: Re: The Next SW/LotR Project is Underway!
Post by: menace64 on August 06, 2011, 09:09:32 PM
A Creature deck is not required, but I've already illustrated the drawback: You can't play minions, and unless you're facing an extraordinarily weak Alliance, creatures alone won't win you the game. Let's go through a few scenarios.


There are 8 different creatures in the base set, and each additional set adds 1 or more, along with various support cards to encourage diversity. And if that isn't enough, the randomness/unreliability of the Creature Deck (along with the fact that one of those creatures is the Krayt Dragon, a Force Rare) ensures a generally-unique feel to how creatures unfold throughout the game.

Very well thought out.

This better be! I've been working on this for, uh, like the last four years. It's a pet of mine at this point. Thanks for your interest!
Title: Re: The Next SW/LotR Project is Underway!
Post by: Sabrien Reed on August 07, 2011, 03:44:36 AM
What an amazing project.  Is the plan to make it work with GCCG?
Title: Re: The Next SW/LotR Project is Underway!
Post by: menace64 on August 07, 2011, 10:52:36 AM
What an amazing project.  Is the plan to make it work with GCCG?

Hadn't considered it, but honestly that would be the most gratifying thing ever.
Title: Re: The Next SW/LotR Project is Underway!
Post by: sickofpalantirs on August 07, 2011, 11:10:28 AM
Ok, why is a card type "verb?" otherwise, awesome.
Title: Re: The Next SW/LotR Project is Underway!
Post by: menace64 on August 07, 2011, 11:58:17 AM
Ah, sorry, I meant to elaborate on that. 'Verb' is just a stand-in for 'Event or Condition,' since the card itself hasn't been designed but will obviously become one of those two types. Decipher did that years ago for SWCCG, and it was just a design habit that I picked up on!

Anyways, last night after a few rounds of drinks downtown I came home and decided that the time for actual card design had finally come, so I sat down and wrote up the most-basic cards for each culture: strength pumps. These form the basis of how any given culture generally operates, and from here a clearer picture will emerge as to how the finished product will look.

EDIT: Keep in mind that this is the first set of a !brand-new game. There is no power creep! The two strongest minions in Star Wars are Boba and Vader, and their power levels will be similar to Lurtz, Servant of Isengard and The Witch-king, Lord of Angmar. Most of the cards in this set are going to be simple and entry-easy, fueled more by basic cultural identities and flavor than intricate strategy. In FotR, Goblins swarmed, Uruks hit hard, Orcs wounded, and Nazgul were fierce. Pretty basic stuff!

Fringe (Alliance)
[2] Right Here Waiting [Fringe]
Event * Skirmish
Make a [Fringe] companion strength +2 (and damage +1 if skirmishing a [Fringe] minion).
1C38

Like I pointed out earlier, Fringe companions will always have difficulty keeping the credit pool small, and even their simple strength enhancers will be a risk often-undertaken. Almost nothing comes free to them.

Fringe (Shadow)
(0) For Any Credit [Fringe]
Event * Skirmish
Make a [Fringe] minion strength +X, where X is the credit cost of a companion it is skirmishing.
1C15

Made up mostly of bounty hunters, grifters, and hustlers, this shadow culture thrives on bagging the biggest prize, and the opening set illustrates this attraction to expensive quarries through manipulation of credit costs (a similar mechanic to Ring-bound Rangers and their initial interest in site numbers). This event is free-to-play, but will only offer big payoffs after you've got your strategy established.

Imperial
(0) Entanglement [Imperial]
Event * Skirmish
Make an [Imperial] minion strength +2 (or +4 if you control a site).
!1C52

I totally robbed Burn Every Village for this one, since the Imperial culture will have almost as much invested in site control as Dunland did.

Jedi
[2] !Mysterious Wizard [Jedi]
Event * Skirmish
Make Obi-Wan strength +2 (or +4 if you cannot spot 5 temptations).
1C99

And here again all I did was graft an already-existing card (this time, even keeping the same name!) into the right culture, and since Obi-Wan cares as much for the Apprentice's well-being as Gandalf did for Frodo's, the card's text makes perfect sense.

Rebellion
[1] Honor and Heroism [Rebellion]
Event * Skirmish
Make a [Rebellion] companion bearing a weapon strength +3.
1C129

A Rebel can't fight a war without weapons, and this simple fact will likely permeate the culture. Most Rebellion cards will be on the cheaper side of the costing-curve, but they'll have more spotting requirements than, say, Fringe, since the Rebels must always stay armed and prepped to fight against a galactic power.

Sith
(0) !Dark Fury [Sith]
Event * Skirmish
Exert a [Sith] minion to make that minion strength +3.
!1C158

Bred For Battle returns! Using that card's ability makes perfect sense for this culture, as you'll come to see - the Sith exert for a lot of things, as they draw on emotions and the Force to empower themselves.

Tatooine (Alliance)
(0) On the Edge [Tatooine]
Event * Skirmish
Make a minion skirmishing your [Tatooine] companion strength -2.
1C206

Tatooine companions are not natural fighters, relying instead on the harshness of their world to help bring down their foes. These companions spend their lives working for every ounce of precious water, and any enemy that meets them in that arena will be in for some hurt.

Tatooine (Shadow)
[2] Hiding Their Numbers [Tatooine]
Event * Skirmish
Make your Tusken strength +2. If it wins the skirmish, add [4].
!1C192

Imagine the pains you can cause an Alliance if you have a few of these tucked away in your hand. Tuskens love a good ambush, and with how many credits they can get into the pool before a regroup phase, they'll often leave the Alliance player wondering how dangerous it would be to move again.
Title: Re: The Next SW/LotR Project is Underway!
Post by: azogsbane on August 07, 2011, 01:22:41 PM
What if all three Shadow players draw 3 Creature Deck cards apiece, and they're all creatures? It would be a stampede, certainly, but every one of those Shadow players would be sacrificing a turn to set up their respective draw decks, and any experienced player would tell you how important cycling is![/li][/list]

I quite understand the importance of cycling. But I still think that I would use a creature deck with any deck as using the cards would be purely optional. When you draw from your creature deck, they enter a different separate "creature hand", correct? In that case, having those cards to draw only provides you with more options, it doesn't limit you in any way unless you actually play them. So I would want a creature deck available in any deck, just in case the situation was one in which I would want to play them. You can weigh the benefits and drawbacks of playing creatures versus playing minions minions from your regular deck when the situation arises. Again, it just gives you more options, which is always helpful.

Here's something you could do to deter this mentality: Impose a mild penalty on all the sites that have the keyword Wild X, such as "when you play this site, you must discard the top three cards of your drawdeck." Or you could make it the rule that if you even *draw* cards from your creature deck you cannot play any minions that shadow phase.
Title: Re: The Next SW/LotR Project is Underway!
Post by: menace64 on August 07, 2011, 01:58:57 PM
Or you could make it the rule that if you even *draw* cards from your creature deck you cannot play any minions that shadow phase.

That's precisely what came to mind right as I read your first paragraph, and unless there are any objections I think it would work perfectly!
Title: Re: The Next SW/LotR Project is Underway!
Post by: menace64 on August 07, 2011, 05:07:28 PM
Before I get to posting cards, I'd like to reiterate that any of you are welcome to come up with your own ideas, preferably within the bounds of what I've already given for cultural identities but not necessarily. I have a lot already worked up, yet I'd like this to be a collaborative project!
Title: Re: The Next SW/LotR Project is Underway!
Post by: menace64 on August 07, 2011, 07:53:25 PM
*The Force, Bound to All Living Things
Strength +1
Vitality +1
Response: If bearer is about to take a wound, he or she uses The Force until the start of the regroup phase.
While using The Force, each time the Apprentice is about to take a wound, add 2 temptations instead.
1R1

*The Force, The Source of Power
Strength +1
Response: If bearer is about to take a wound in a skirmish, he or she uses The Force until the start of the regroup phase.
While using The Force, each time the Apprentice is about to take a wound during a skirmish, add a temptation instead.
!1C2

Fringe (Alliance) - All Cards Written!

[2] Bandolier [Fringe]
Possession * !Armor
Bearer must be a [Fringe] companion.
Crossfire: Discard 2 [Fringe] cards from hand to take a [Fringe] card into hand from your discard pile.
1U3

[1] Boasting [Fringe]
Event * Maneuver
Exert a [Fringe] companion to wound a minion not bearing any cards.
!1C4

[1] Boring Conversation Anyway [Fringe]
Event * Maneuver
Spot 2 [Fringe] companions to shuffle up to 3 [Fringe] cards from your discard pile into your draw deck.
!1C6

[2] *BoShek, Rogue Tech [Fringe]
Companion * Human
Strength 5
Vitality 3
Resistance 6
To play, spot a [Fringe] companion.
Response: If your other [Fringe] card is about to be discarded, exert BoShek to return it to your hand instead.
1U7

[2] *Chewie, First Mate [Fringe]
Companion * Wookiee
Strength 7
Vitality 3
Resistance 6
Damage +1. To play, spot Han.
Each time a [Fringe] companion wins a skirmish, you may draw a card.
1R9

[2] *Chewie, Noble Wookiee [Fringe]
Companion * Wookiee
Strength 7
Vitality 3
Resistance 6
Damage +1. (When this companion wins a skirmish, add 1 extra wound to the defender.) To play, spot Han.
At the start of your alliance phase, you may exert Chewie to heal Han.
!1C10

[2] *Chewie’s Bowcaster [Fringe]
Possession * Ranged Weapon
Strength +2
Bearer must be Chewie.
He is a marksman.
Each time a minion or creature takes a wound during the crossfire phase, you may shuffle a [Fringe] event from your discard pile into your draw deck.
1R11

[1] Corellian Pilot [Fringe]
Companion * Human
Strength 5
Vitality 2
Resistance 5
While you can spot a [Fringe] starship, this companion is strength +1.
1C12

[3] *Han, Captain of the Falcon [Fringe]
Companion * Human
Strength 6
Vitality 3
Resistance 5
Marksman. While in your starting alliance, Han’s credit cost is -1.
At the end of your alliance phase, you may exert Han to take a [Fringe] event into hand from your discard pile.
1C17

[3] *Han, In It for the Money [Fringe]
Companion * Human
Strength 6
Vitality 3
Resistance 5
Marksman. While in your starting alliance, Han’s credit cost is -1.
Skirmish: Discard a [Fringe] card from hand to make Han strength +1.
1R18

[2] *Han’s Heavy Blaster [Fringe]
Possession * Ranged Weapon
Strength +3
Bearer must be Han.
Crossfire: Discard 2 [Fringe] cards from your hand to wound a minion.
1R19

[2] Hidden Compartments [Fringe]
Condition * Support Area
To play, exert a [Fringe] companion.
Each time another of your [Fringe] conditions is discarded, you may add [2] to stack that condition here instead.
Regroup: Shuffle 4 [Fringe] cards from your discard pile into your draw deck to take a card stacked here into your hand.
1R20

[1] I’ll Bet You Have [Fringe]
Condition * Support Area
Each [Fringe] companion bearing a weapon may not be overwhelmed unless his or her strength is tripled.
Skirmish: Exert a [Fringe] companion to make him or her damage +1 (or damage +2 if that companion is also a marksman). Discard this condition.
!1C21

[1] *Negotiation [Fringe]
Condition * Support Area
Each time your [Fringe] companion wins a skirmish, you may heal another companion.
Skirmish: Discard this condition to make a [Fringe] companion not bearing a weapon strength +2.
1C34

[2] Quick Shot [Fringe]
Event * Crossfire
Spot your [Fringe] marksman to make the alliance crossfire total +1.
1U36

[2] Right Here Waiting [Fringe]
Event * Skirmish
Make a [Fringe] companion strength +2 (and damage +1 if skirmishing a [Fringe] minion).
1C38

[1] Scoundrel’s Blaster [Fringe]
Possession * Ranged Weapon
Strength +2
Bearer must be a [Fringe] companion.
If bearer is a marksman, he or she is damage +1.
!1C39

[2] Sorry About the Mess [Fringe]
Event * Response
If your [Fringe] companion wins a skirmish, shuffle 2 [Fringe] cards from your discard pile into your draw deck to discard a Shadow condition.
!1R40

(0) Treadwell Droid [Fringe]
Follower
Strength +1
Droid. Aid – add [2].
To play, spot a [Fringe] companion.
Each time bearer wins a skirmish, you may shuffle 2 cards of bearer’s culture from your discard pile into your draw deck.
1U41

[2] A Wonderful Human Being [Fringe]
Condition * Support Area
Each unique [Fringe] minion skirmishing your [Fringe] companion is strength -1.
Crossfire: Discard this condition to heal your [Fringe] companion.
1U43
Title: Re: The Next SW/LotR Project is Underway!
Post by: menace64 on August 07, 2011, 07:53:37 PM
Fringe (Shadow) - All Cards Written!

[7] *Boba, Hired Killer [Fringe]
Minion * Human
Strength 13
Vitality 3
Site Number 3
Hunter. Marksman. To play, spot a [Fringe] character.
Each companion’s credit cost is +1.
Maneuver: Spot a companion whose credit cost is 6 or more to make Boba fierce until the start of the regroup phase.
1R5

(Note: Hunter is not the same as Hunter X from LotR. In this game, hunter is an unloaded keyword used to signify a bounty hunter.)

[1] Cantina Denizens [Fringe]
Event * Maneuver
Spot X [Fringe] minions to make a companion’s credit cost +X until the start of the regroup phase.
!1C8

[5] *Dannik, Anzati Assassin [Fringe]
Minion * Anzati
Strength 10
Vitality 4
Site Number 3
Damage +1.
Skirmish:
Heal a wound on a companion skirmishing Dannik to heal Dannik.
!1R13

[2] Disintegrator Pistol [Fringe]
Possession * Ranged Weapon
Strength +3
Bearer must be a [Fringe] minion.
Each time bearer wins a skirmish, you may discard an armor or helm possession borne by the losing companion.
1C14

(0) For Any Credit [Fringe]
Event * Skirmish
Make a [Fringe] minion strength +X, where X is the credit cost of a companion it is skirmishing.
1C15

[3] *Greedo, Bounty Hunter [Fringe]
Minion * Rodian
Strength 7
Vitality 2
Site Number 3
Hunter.
Maneuver:
Exert Greedo to make a companion credit cost +1 until the start of the regroup phase.
1U16

[1] It’s !Too Late [Fringe]
Condition * Support Area
Each time a companion bearing a bounty leaves play, add [3].
Skirmish: Make a [Fringe] minion skirmishing a companion bearing a bounty strength +2. Discard this condition.
1C22

[4] *Jabba, Hutt Crimelord [Fringe]
Minion * Hutt
Strength 8
Vitality 4
Site Number 3
Each hunter is strength +1.
Maneuver: Exert Jabba to play a bounty from your discard pile.
!1R23

[1] Jabba’s Bounty [Fringe]
Condition
Bounty. To play, exert a [Fringe] minion. Bearer must be a companion. Limit 1 per companion.
Bearer’s credit cost is +2.
1U24

(Bounty is an unloaded keyword.)

[1] Mercenary !Armor [Fringe]
Possession * !Armor
Bearer must be a [Fringe] minion.
While you can spot a bounty, bearer may not take wounds (except during a skirmish).
1U25

[1] Mos Eisley Cur [Fringe]
Minion * Rodian
Strength 6
Vitality 1
Site Number 3
!1C26

[5] Mos Eisley Hunter [Fringe]
Minion * Twi'lek
Strength 11
Vitality 2
Site Number 3
Hunter.
This minion is strength +1 for each bounty you spot.
1R27

[2] Mos Eisley Messenger [Fringe]
Minion * Human
Strength 8
Vitality 2
Site Number 3
Maneuver: Exert this minion to take a bounty into hand from your discard pile.
1C28

[2] Mos Eisley Robber [Fringe]
Minion * Ishi Tib
Strength 7
Vitality 2
Site Number 3
While skirmishing a companion with credit cost 3 or more, this minion is damage +1.
1C29

[3] Mos Eisley Savage [Fringe]
Minion * Shistavanen
Strength 9
Vitality 2
Site Number 3
Hunter. To play, spot a [Fringe] minion.
Skirmish: Exert another hunter to make this minion strength +1.
1C30

[2] Mos Eisley Scum [Fringe]
Minion * Saurin
Strength 8
Vitality 1
Site Number 3
Hunter.
When you play this minion, you may spot a companion bearing a bounty to replace the alliance’s current site.
!1U31

[1] Mos Eisley Spy [Fringe]
Minion * Human
Strength 5
Vitality 3
Site Number 3
When you play this minion, you may make the Alliance player discard a card at random from his or her hand.
!1C32

[4] Mos Eisley Villain [Fringe]
Minion * Rodian
Strength 9
Vitality 2
Site Number 3
While skirmishing a companion bearing a bounty, this minion is strength +2.
1U33

(0) A Price on His Head [Fringe]
Condition
Bounty. To play, exert a [Fringe] minion. Bearer must be a companion. Limit 1 per companion.
Bearer’s credit cost is +1.
Each time a hunter is assigned to skirmish bearer, add [X], where X is bearer’s credit cost.
!1R35

[1] Quite a Mercenary [Fringe]
Condition
Resistance -1
To play, exert a [Fringe] minion. Bearer must be a companion (except the Apprentice). Limit 1 per companion.
Each time bearer loses a skirmish, the Alliance player must exert another companion.
1U37

[2] Ultimatum [Fringe]
Condition * Support Area
Each time you play a bounty, you may spot 2 [Fringe] minions to add [1].
!1C42
Title: Re: The Next SW/LotR Project is Underway!
Post by: menace64 on August 07, 2011, 07:53:48 PM
Imperial - All Cards Written!

[2] Assault Blaster [Imperial]
Possession * Ranged Weapon
Strength +3
Bearer must be a Clone.
Bearer is damage +1.
Skirmish:
Exert bearer to make it strength +1.
1R44

[1] Code Cylinder [Imperial]
Event * Response
If you play an [Imperial] minion, take all copies of that card in your discard pile and shuffle them into your draw deck.
1U45

[3] Crossfire [Imperial]
Event * Crossfire
Make each [Imperial] minion bearing a ranged weapon a marksman.
1R46

(0) *Counter Assault [Imperial]
Condition * Support Area
Each time a Clone wins a skirmish, you may spot your [Imperial] Human and discard an [Imperial] card from hand to take control of a site.
1U47

(0) A Day Long Remembered [Imperial]
Event * Regroup
Spot an [Imperial] minion and a site you control to make the Alliance player wound a companion.
1C48

[4] Death Star Detachment [Imperial]
Minion * Clone
Strength 9
Vitality 3
Site Number 4
While you control 2 sites, this minion is damage +2.
1U49

[3] Death Star Patrol [Imperial]
Minion * Clone
Strength 8
Vitality 2
Site Number 4
Response: If another [Imperial] Clone wins a skirmish, exert this minion to take control of a site.
1U50

(0) !Destroyed Homestead [Imperial]
Condition * Site
To play, spot an [Imperial] minion. Plays on a site you control. Limit 1 per site.
At the start of your shadow phase, add [1] (or add [2] if this site is a dwelling).
1R51

(0) Entanglement [Imperial]
Event * Skirmish
Make an [Imperial] minion strength +2 (or +4 if you control a site).
!1C52

[3] *Full Scale Alert [Imperial]
Condition * Support Area
Maneuver: Spot a site you control to play a minion stacked here (limit once per site).
Regroup: Stack your unwounded [Imperial] Clone here.
1U53

[2] *Garindan, Imperial Informant [Imperial]
Minion * Kubaz
Strength 5
Vitality 3
Site Number 2
When you play Garindan, you may spot a site you control to play an [Imperial] Clone from your discard pile.
Clones are not roaming.
Assignment: Exert Garindan to replace the alliance’s current site.
1R54

[3] Imperial Besieger [Imperial]
Minion * Clone
Strength 8
Vitality 2
Site Number 4
Each time this minion wins a skirmish, you may exert it and spot another [Imperial] minion to take control of a site.
1C55

[1] Imperial Guard [Imperial]
Minion * Clone
Strength 6
Vitality 1
Site Number 4
1C56

[4] Imperial Officer [Imperial]
Minion * Human
Strength 8
Vitality 3
Site Number 4
Response: If another [Imperial] minion is about to take a wound, exert this minion to prevent that wound.
!1U57

[2] Imperial Sentry [Imperial]
Event * Maneuver
Exert your [Imperial] Clone and spot a companion (except the Apprentice). Until the start of the regroup phase, that companion does not gain strength bonuses from weapons.
!1C58

[1] Imperial Soldier [Imperial]
Minion * Clone
Strength 5
Vitality 2
Site Number 4
While at a battleground or station site, this minion is strength +3.
!1C59

[2] Imperial Trooper [Imperial]
Minion * Clone
Strength 7
Vitality 1
Site Number 4
Response: If another [Imperial] minion is about to take a wound, wound this minion to prevent that.
1C60

[5] Imperial Vanguard [Imperial]
Minion * Clone
Strength 9
Vitality 4
Site Number 4
While you control a site, this minion is damage +1.
Skirmish:
Exert this minion to make another [Imperial] Clone strength +1.
1R61

[3] Imperial Warrior [Imperial]
Minion * Clone
Strength 9
Vitality 2
Site Number 4
While skirmishing a [Rebellion] companion, this minion is strength +1.
1U62

[1] Interrogation Droid [Imperial]
Follower
Droid. Aid – remove a temptation.
Each companion skirmishing bearer is resistance -2.
Skirmish: Exert bearer to return to its owner’s hand a weapon borne by a companion skirmishing bearer.
!1U63

[3] *Motti, Senior Commander [Imperial]
Minion * Human
Strength 8
Vitality 3
Site Number 4
Shadow: Exert Motti to play an [Imperial] Clone; its credit cost is -1.
1R64

(0) Mouse Droid [Imperial]
Follower
Droid. Aid – remove [1]. (At the start of the maneuver phase, you may remove [1] to transfer this follower to a minion.)
Each time bearer wins a skirmish, if the top card of your discard pile is an [Imperial] event, you may take that card into your hand.
1C65

[1] No !Escape [Imperial]
Event * Skirmish
Make a companion skirmishing an [Imp] minion strength -1 for each site you control (limit -4).
1C66

[1] !Precision Targeting [Imperial]
Event * Crossfire
Exert an [Imperial] minion bearing a ranged weapon to wound a companion (except the Apprentice).
1U67

[2] !Pursuit Just Behind [Imperial]
Event * Regroup
Spot 2 [Imperial] minions and a companion. Until the end of the turn, that companion may not be assigned to skirmishes.
1R68

(0) Scanning Crew [Imperial]
Event * Shadow
Exert an [Imperial] minion to reveal the Alliance player’s hand.
1U69

[2] Sinister Agents [Imperial]
Condition * Support Area
To play, exert an [Imperial] minion.
Shadow: Remove [3] and spot X temptations to make the Alliance player reveal X cards at random from hand. You may discard a revealed card.
1R70

(0) Slaughtered [Imperial]
Event * Response
If a companion is killed, discard your [Imperial] minion to take control of a site.
!1R71

[1] Standard-issue Blaster [Imperial]
Possession * Ranged Weapon
Strength +2
Bearer must be an [Imperial] minion.
1C72

[1] Stormtrooper !Armor [Imperial]
Possession * !Armor
Vitality +1
Bearer must be an [Imperial] Clone.
1C73

[5] *Stormtrooper Brigade [Imperial]
Minion * Clone
Strength 10
Vitality 4
Site Number 4
To play, spot an [Imperial] minion.
At the start of the regroup phase, you may discard another [Imperial] Clone to take control of a site.
!1U74

[4] *Stormtrooper Fanatic [Imperial]
Minion * Clone
Strength 10
Vitality 2
Site Number 4
To play, spot an [Imperial] minion.
Stormtrooper Fanatic is strength +1 for each [Imperial] condition you can spot.
!1R75

[2] Stormtrooper Recruit [Imperial]
Minion * Clone
Strength 6
Vitality 2
Site Number 4
When you play this minion, you may spot an [Imperial] Human to add [1].
!1C76

(0) Stormtrooper Reinforcements [Imperial]
Event * Regroup
Spot X sites you control to play up to X [Imperial] minions from your discard pile.
!1U77

[1] Stormtrooper Utility Belt [Imperial]
Possession * Belt
Bearer must be an [Imperial] Clone.
Each time bearer is assigned to a skirmish, you may discard this possession to take an [Imperial] skirmish event into hand from your discard pile.
!1C78

[2] *Tagge, Imperial General [Imperial]
Minion * Human
Strength 6
Vitality 3
Site Number 4
Regroup: Exert Tagge and discard an [Imperial] Clone to take control of a site.
1U79

[3] *Tarkin, !Fear-monger [Imperial]
Minion * Human
Strength 7
Vitality 3
Site Number 4
Tarkin may not be assigned to a skirmish.
Skirmish: Exert Tarkin and spot X [Imperial] minions assigned to a skirmish to make a companion skirmishing an [Imperial] minion strength –X.
!1R80

[3] *Tarkin, Grand !Moff [Imperial]
Minion * Human
Strength 7
Vitality 3
Site Number 4
Tarkin may not be assigned to a skirmish.
At the start of the regroup phase, you may exert Tarkin and discard 2 [Imperial] minions to take control of a site.
1C81

(0) Tracking [Imperial]
Condition * Site
To play, spot an [Imperial] minion. Plays on a site on the adventure path. Limit 1 per site.
When you take control of this site, you may play an [Imperial] minion from your discard pile; that minion is credit cost -2 and is fierce until the end of the turn.
1U82

[8] *Vader, Agent of the Emperor [Imperial]
Minion * Human
Strength 14
Vitality 4
Site Number 3
Sith. Fierce.
Each time Vader wins a skirmish, you may exert him and spot another [Imperial] minion to take control of a site.
1F83
Title: Re: The Next SW/LotR Project is Underway!
Post by: menace64 on August 07, 2011, 07:53:58 PM
Jedi - All Cards Written!

An important note about this culture is that - at least for this first set - I wanted as many [Gandalf] cards as I could realistically include to be woven into what you'll find below. The cultural identity of the Jedi culture is similar enough to Gandalf's that it just makes sense to recycle what Decipher created; plus, reusing so many cards helps insure that this set will be balanced. So instead of announcing each time I've copied a card, see if you can't find the five or six cards that I made myself!

[1] Affect Mind [Jedi]
Event * Skirmish
Force-skill.
Spot Obi-Wan to make a minion strength -3.
1R84

(Force-skill is an unloaded keyword, used the same as Spell.)

[1] Alter [Jedi]
Event * Skirmish
Force-skill.
Make a minion skirmishing a knight lose all strength or damage bonuses.
1U86

[2] !Attunement [Jedi]
Condition * Support Area
Force-skill.
Response:
If a companion is about to take a wound, spot 4 twilight tokens and exert Obi-Wan to prevent that wound.
!1C86

(0) A Bad Feeling [Jedi]
Event * Response
Force-skill.
If a skirmish event is played during a skirmish involving a companion (except the Apprentice), exert a knight to cancel that event.
1C87

(0) The Circle of Destiny [Jedi]
Event * Assignment
Exert Obi-Wan to assign him to skirmish a minion. That minion is strength -4 during that skirmish.
!1R88

[1] !Cleaving Blow [Jedi]
Event * Skirmish
Make a companion bearing a hand weapon strength +2 and damage +1.
1C89

[2] *!Deep in Thought [Jedi]
Condition * Support Area
To play, spot Obi-Wan.
At the start of each maneuver phase, you may discard a [Jedi] card from hand to take a [Jedi] card of the same card type into hand from your discard pile.
1U90

[1] Early Training [Jedi]
Event * Alliance
If the credit pool has fewer than 2 credits, spot Obi-Wan to look at the top 2 cards of your draw deck. Take one card into hand and discard the other.
1C91

[3] Gift of the Mentor [Jedi]
Event * Alliance
If the credit pool has fewer than 3 credits, spot Obi-Wan to look at the top 4 cards of your draw deck. Take 2 of those cards into hand and discard the rest.
1R92

[1] !Guardian [Jedi]
Condition
Bearer must be a knight.
Response: If a companion of less strength than bearer's is about to take a wound in a skirmish, exert bearer to prevent that wound.
1U93

[1] Knight’s Robes [Jedi]
Possession * Cloak
Resistance +1
Bearer must be a knight.
Bearer takes no more than 1 wound during each phase.
!1U94

[3] Krayt Dragon Howl [Jedi]
Event * Alliance
Force-skill.
Exert Obi-Wan to discard every condition.
1C95

[3] Let Go [Jedi]
Event * Regroup
Force-skill.
Spot Obi-Wan and discard a possession borne by a companion to heal that companion twice.
1U96

[2] *!Moment of Respite [Jedi]
Condition * Support Area
At the start of the regroup phase, you may discard 2 cards from hand to heal a knight.
1R97

(0) A More Civilized Age [Jedi]
Condition
To play, exert a knight. Bearer must be a companion. Limit 1 per bearer.
Bearer is strength +1 for each lightsaber you can spot.
1R98

[2] !Mysterious Wizard [Jedi]
Event * Skirmish
Make Obi-Wan strength +2 (or +4 if you cannot spot 5 temptations).
1C99

(0) Noble Sacrifice [Jedi]
Event * Skirmish
Exert Obi-Wan to make another companion strength +3.
1C100

[4] *Obi-Wan, Aged Mentor [Jedi]
Companion * Human
Strength 8
Vitality 3
Resistance 9
Knight.
Each time you play a force-skill, you may draw a card.
1R101

[4] *Obi-Wan, Old Ben [Jedi]
Companion * Human
Strength 8
Vitality 3
Resistance 9
Knight.
Alliance:
Exert Obi-Wan to play a companion; that companion’s credit cost is -1.
1U102

[2] Obi-Wan’s Lightsaber [Jedi]
Artifact * Hand Weapon
Strength +2
Lightsaber. Bearer must be Obi-Wan.
He is damage +1.
Each time Obi-Wan wins a skirmish, you may exert him to discard a minion he is skirmishing.
1R103

(0) Obi-Wan’s Wisdom [Jedi]
Condition * Support Area
The credit cost of each possession or artifact played on Obi-Wan (or the Apprentice) is -1.
1U104

[1] Old Fossil [Jedi]
Event * Alliance
Play Obi-Wan from your draw deck.
1R105

[2] !Parry [Jedi]
Event * Maneuver
Spot a knight to return a weapon to its owner’s hand.
1U106

[2] *Sense [Jedi]
Condition * Support Area
Force-skill. To play, exert a knight.
The credit cost of each Shadow event is +1.
!1C107

[1] !Stand Against Darkness [Jedi]
Event * Maneuver
Exert a knight to discard a [Sith] condition, [Sith] possession, or a [Sith] starship.
1C108

[2] A Strong Influence [Jedi]
Event * Response
Force-skill.
If a companion is about to take a wound, spot a knight to prevent that wound.
1C109

[2] *This One’s Not Worth the Trouble [Jedi]
Condition
Force-skill.
To play, exert a knight. Bearer must be a companion who is not a knight.
Skirmish: Exert a knight to cancel a skirmish involving bearer. Discard this condition.
!1C110

(0) Training Remote [Jedi]
Follower
Resistance +2
Droid. Aid – add a temptation.
To play, spot a knight.
Each time bearer wins a skirmish, you may draw a card.
!1R111

(0) *!Trust Me [Jedi]
Condition * Support Area
Each time Obi-Wan wins a skirmish, you may exert him to remove a temptation.
1C112

[1] Use the Force, Luke [Jedi]
Event * Alliance
Force-skill.
Spot Obi-Wan to reveal an opponent’s hand.
!1U113
Title: Re: The Next SW/LotR Project is Underway!
Post by: menace64 on August 07, 2011, 07:54:11 PM
Rebellion - All Cards Written!

[2] *Anakin’s Lightsaber [Rebellion]
Artifact * Hand Weapon
Strength +2
Lightsaber. Bearer must be Luke. He is damage +1.
Assignment:
Assign a minion not bearing a weapon to skirmish Luke. Exert that minion.
!1R114

[1] *Artoo, Astromech Droid [Rebellion]
Follower
Droid. Aid – Add [1].
To play, spot 2 [Rebellion] companions.
Cards borne by bearer may not be discarded or returned to your hand by a Shadow player.
1U115

[1] *Artoo, Overweight Glob of Grease [Rebellion]
Follower
Droid. Aid – Add [2].
To play, spot 2 [Rebellion] companions.
Each time you play a skirmish event during a skirmish involving bearer, make bearer strength +2.
1R116

[2] *Biggs, Friend of Luke [Rebellion]
Companion * Human
Strength 6
Vitality 3
Resistance 7
Skirmish: Exert Biggs to make Luke strength +1.
!1C117

[2] *Charming to the Last [Rebellion]
Condition * Support Area
Response: If your [Rebellion] companion (except the Apprentice) is about to be killed, discard this condition to return him or her to your hand instead.
1C118

[3] *Chewie, Idealistic Fighter [Rebellion]
Companion * Wookiee
Strength 7
Vitality 3
Resistance 6
Damage +1.
Each time Chewie wins a skirmish, you may make a [Rebellion] companion strength +3 until the start of the regroup phase.
1F119

[2] Deft Words [Rebellion]
Event * Response
If a Shadow player plays an event or condition, exert your [Rebellion] companion to return that card to its owner’s hand.
1U120

[1] A Diplomatic Mission [Rebellion]
Condition * Support Area
Response: If a [Rebellion] companion is about to take a wound in a skirmish, discard this condition to prevent that wound.
!1C121

[3] !Escape Pod [Rebellion]
Event * Regroup
Return a [Rebellion] companion (and all cards borne by that companion) to its owner’s hand.
1U122

(0) !Extraordinary Resilience [Rebellion]
Event * Response
If the Apprentice is about to heal, remove a temptation instead.
!1C123

[1] *!Fearless [Rebellion]
Condition
Vitality +1
Bearer must be a [Rebellion] companion (except the Apprentice).
Skirmish: Discard this condition to make bearer strength +2.
!1R124

(0) *The Force is Strong With This One [Rebellion]
Condition * Support Area
Each time Luke wins a skirmish, you may heal him or remove a temptation.
1U125

(0) Greatest Need [Rebellion]
Event * Skirmish
Exert a [Rebellion] companion to discard cards from the top of your draw deck until you choose to stop (limit 5). Make that companion strength +1 for each Alliance card discarded in this way.
1R126

(0) Here to Rescue You [Rebellion]
Event * Regroup
Spot a [Rebellion] companion with resistance 6 or more to heal another companion.
1C127

(0) *Hidden Base [Rebellion]
Condition * Support Area
Each time a Shadow player takes control of a site, you may make your [Rebellion] companion strength +1 until the end of the turn.
Skirmish: If bearing a weapon, exert your [Rebellion] companion (except the Apprentice) to wound a minion he or she is skirmishing twice. Discard this condition.
!1R128

[1] Honor and Heroism [Rebellion]
Event * Skirmish
Make a [Rebellion] companion bearing a weapon strength +3.
1C129

[2] *Leia, Freedom Fighter [Rebellion]
Companion * Human
Strength 6
Vitality 3
Resistance 7
Leia may not be overwhelmed unless her strength is tripled.
1C130

[2] *Leia, Imperial Senator [Rebellion]
Companion * Human
Strength 6
Vitality 3
Resistance 7
Each time a [Rebellion] companion wins a skirmish, you may exert Leia to discard an [Imperial] card.
Response: If Leia wins a skirmish, exert her to discard a Shadow card borne by a companion.
!1R131

[1] *Leia’s Blaster [Rebellion]
Possession * Ranged Weapon
Strength +2
Bearer must be a [Rebellion] companion.
If bearer is Leia, she is a marksman.
1U132

(0) *Luke, Attuned to the Force [Rebellion]
Companion * Human
Strength 6
Vitality 3
Resistance 8
Apprentice.
Alliance:
Exert another companion to heal Luke.
1U133

(0) *Luke, Student of Kenobi [Rebellion]
Companion * Human
Strength 6
Vitality 3
Resistance 8
Apprentice.
Skirmish:
Add a temptation to take a Force-skill into hand from your discard pile.
“I want to learn the ways of the Force and become a Jedi like my father.”
1R134

(0) Manipulator Arm [Rebellion]
Possession * Attachment
Bearer must be a droid.
At the start of the regroup phase, if you cannot spot a minion, you may take the top card of your discard pile into your hand.
!1U135

[3] Narrow !Escape [Rebellion]
Event * Skirmish
Unless the Alliance is at a battleground site, cancel a skirmish involving your [Rebellion] companion.
1C136

[1] Our Lot in Life [Rebellion]
Event * Alliance
Spot 2 [Rebellion] companions to play a droid from your draw deck.
!1R137

[1] Our Most Desperate Hour [Rebellion]
Condition * Support Area
To play, spot 2 [Rebellion] companions.
Each time a [Rebellion] companion loses a skirmish, you may discard this condition to make another [Rebellion] companion strength +2 until the start of the regroup phase.
1U138

[1] Rebel Blaster [Rebellion]
Possession * Ranged Weapon
Strength +2
Bearer must be a [Rebellion] companion.
While skirmishing a minion not bearing a possession, bearer is damage +1.
1C139

[2] Rebel Guard [Rebellion]
Companion * Human
Strength 5
Vitality 3
Resistance 6
While bearing a weapon, this companion is strength +2.
1U140

[1] Rebel Trooper [Rebellion]
Companion * Human
Strength 5
Vitality 3
Resistance 7
!1C141

[1] Rebel’s Hope [Rebellion]
Event * Skirmish
Add a temptation to make a [Rebellion] companion strength +3.
1C142

[1] *Resourcefulness [Rebellion]
Condition
Bearer must be a [Rebellion] companion.
Maneuver: Discard this condition to make each [Rebellion] companion strength +2 until the start of the regroup phase.
1C143

[1] *Revolution [Rebellion]
Condition * Support Area
To play, spot 3 [Rebellion] companions.
You may liberate a site at the end of each turn during which no companion lost a skirmish.
1R144

[1] Stolen !Armor [Rebellion]
Possession * !Armor
Bearer must be a [Rebellion] companion.
Each time an [Imperial] or [Sith] Clone exerts, you may remove [1].
1U145

[1] !Strength of Spirit [Rebellion]
Event * Response
If a companion is about to exert, spot 2 [Rebellion] companions bearing weapons to place no token for that exertion.
!1C146

(0) *Taken Captive [Rebellion]
Condition
Bearer must be a [Rebellion] companion (except the Apprentice).
Bearer may not be assigned to a skirmish.
Regroup: Discard this condition to discard a minion.
!1R147

[1] *Threepio, Mindless Philosopher [Rebellion]
Follower
Droid. Aid – add [2].
To play, spot 2 [Rebellion] companions
At the start of each skirmish involving bearer, you may exert a minion assigned to the same skirmish.
!1R148

[1] *Threepio, Protocol Droid [Rebellion]
Follower
Droid. Aid – add [1]. (At the start of the maneuver phase, you may remove [1] to transfer this follower to a companion.)
To play, spot 2 [Rebellion] companions.
While bearer does not bear a weapon, he or she is strength +1.
!1C149

(0) Trooper’s Helmet [Rebellion]
Possession * Helm
Bearer must be a [Rebellion] character.
Minions skirmishing bearer lose all damage bonuses.
1R150
Title: Re: The Next SW/LotR Project is Underway!
Post by: menace64 on August 07, 2011, 07:54:20 PM
Sith - All Cards Written!

(0) Alternative Form of Persuasion [Sith]
Event * Maneuver
Spot a Sith to wound a companion (except the Apprentice) with resistance 3 or less.
!1C151

[3] *Backstabber, Black Squadron Ace [Sith]
Minion * Clone
Strength 9
Vitality 2
Site Number 3
Assignment: Exert Backstabber to assign him to skirmish a companion. The Alliance player may exert that companion to prevent this.
!1C152

[2] Black Squadron Pilot [Sith]
Minion * Clone
Strength 8
Vitality 2
Site Number 3
When you play this minion, you may play a [Sith] minion from your discard pile.
1R153

[3] Closing In [Sith]
Event * Shadow
Play a [Sith] minion from your draw deck.
!1C154

(0) Come With Me [Sith]
Event * Shadow
Exert a [Sith] minion to play a [Sith] minion from your discard pile.
1U155

[1] *Dark Collaboration [Sith]
Condition * Support Area
Each time a [Sith] minion wins a skirmish, heal an [Imperial] minion.
Skirmish: Discard an [Imperial] minion to make a [Sith] minion strength +1.
!1C156

[4] *Dark Curse, Black Squadron Ace [Sith]
Minion * Clone
Strength 10
Vitality 2
Site Number 3
When you play Dark Curse, you may spot 4 temptations to make another [Sith] minion strength +3 until the start of the regroup phase.
1R157

(0) !Dark Fury [Sith]
Event * Skirmish
Force-skill.
Exert a [Sith] minion to make that minion strength +3.
!1C158

[2] *Dark Hours [Sith]
Condition
To play, exert a Sith. Bearer must be a companion (except the Apprentice).
Bearer may not be assigned to a skirmish. Discard this condition at the start of the regroup phase.
!1U159

[2] The Emperor’s Will [Sith]
Event * Regroup
Spot a Sith and an exhausted companion to add a temptation. The Alliance player may exert a companion to prevent this.
1U160

(0) Face Him Alone [Sith]
Event * Assignment
Spot 4 temptations and exert a Sith to assign a companion (except the Apprentice) to skirmish that Sith.
1R161

(0) I Find Your Lack of Faith Disturbing [Sith]
Event * Skirmish
Spot 3 temptations to make a Sith strength +1 and damage +1, or spot 6 temptations to make a Sith strength +3 and damage +2.
1R162

(0) In the Dark Jedi’s Wake [Sith]
Event * Response
If a Sith wins a skirmish, the Alliance player chooses to either exert the Apprentice or add a temptation.
!1R163

[3] *Mauler, Black Squadron Ace [Sith]
Minion * Clone
Strength 9
Vitality 2
Site Number 3
When you play Mauler, you may spot 3 temptations to take a [Sith] condition into hand from your discard pile.
!1U164

(0) Mind Probe [Sith]
Event * Shadow
Force-skill.
Exert a Sith to reveal the Alliance player’s hand. Discard a revealed Alliance card.
!1R165

[2] !Not Easily Destroyed [Sith]
Condition * Support Area
Shadow: Discard 3 [Sith] cards from hand to play a Sith from your discard pile.
1U166

(0) !Relentless [Sith]
Event * Response
If a Sith was just assigned to skirmish a companion, until the start of the regroup phase that Sith may only be assigned to that companion.
1C167

(0) *Sith !Armor [Sith]
Artifact * !Armor
Vitality +1
Bearer must be Vader.
The Alliance crossfire total is -1.
Response: If Vader is about to take a wound, discard a [Sith] force-skill from hand to prevent that wound.
1R168

[2] Sith Power [Sith]
Event * Assignment
Force-skill.
Exert a Sith to discard 2 Alliance conditions.
1C169

(0) Sith Strangle [Sith]
Event * Maneuver
Force-skill.
Exert a Sith to wound a companion (except the Apprentice).
!1R170

[3] *Tarkin, Aligned to Evil [Sith]
Minion * Human
Strength 7
Vitality 3
Site Number 4
Tarkin may not be assigned to a skirmish.
Each time another [Sith] minion would exert or take a wound, you may exert Tarkin to place no token for that exertion or wound.
1U171

[1] Terror [Sith]
Event * Shadow
Force-skill.
Spot a Sith and a companion. Until the start of the regroup phase, followers may not be transferred to that companion.
1U172

(0) !Trapped and Alone [Sith]
Condition
To play, exert a Sith. Bearer must be a companion. Limit 1 per companion.
Add a burden at the end of each turn during which bearer was not assigned to a skirmish (and another companion was).
1U173

(0) A Tremor in the Force [Sith]
Condition
To play, exert a Sith. Bearer must be a companion.
When bearer leaves play, add [4].
1U174

[8] *Vader, Devoted to the Force [Sith]
Minion * Human
Strength 14
Vitality4
Site Number 3
Sith. Fierce.
Each time Vader wins a skirmish, you may exert him to add a temptation (or 2 temptations if the Apprentice is using The Force).
1C175

(Sith is an unloaded keyword.)

[8] *Vader, Sith Warrior [Sith]
Minion * Human
Strength 14
Vitality 4
Site Number 3
Sith. Fierce.
Skirmish:
Exert Vader twice to make him strength +1 for each temptation you spot (limit +5).
1R176

(0) Vader’s Obsession [Sith]
Event * Shadow
Play a Sith. Its credit cost is -2.
1R177

[1] *Weapon of the Sith [Sith]
Artifact * Hand Weapon
Strength +2
Lightsaber. Bearer must be Vader. He is damage +1.
Skirmish:
Exert Vader and spot a companion he is skirmishing. That companion does not gain strength bonuses from possessions.
1R178

[1] You Are Weak [Sith]
Condition * Support Area
Resistance -1
Response: If a companion loses a skirmish to a [Sith] minion, transfer this condition from your support area to that companion. Limit 1 per bearer.
To heal a wound from this companion, the Alliance player must first add [2].
1R179
Title: Re: The Next SW/LotR Project is Underway!
Post by: menace64 on August 07, 2011, 07:54:30 PM
Tatooine (Alliance) - All Cards Written!

[1] *Artoo, Quirky and Troublesome [Tatooine]
Companion * Droid
Strength 4
Vitality 4
To play, spot a [Tatooine] companion.
Artoo may not exert or be exerted.
Artoo is strength +1 while bearing an attachment.
1C181

[1] *Beru, !Guardian of Luke [Tatooine]
Companion * Human
Strength 5
Vitality 3
Resistance 7
Skirmish: Exert Beru to make a minion skirmishing a [Tatooine] companion strength -1.
1C183

[1] *Beru’s Stew [Tatooine]
Condition * Support Area
While the alliance is at a dwelling site, at the start of the alliance phase, you may heal a [Tatooine] companion.
Regroup: Discard this condition to remove a temptation.
1U184

(0) Blue Milk [Tatooine]
Event * Alliance
Spot 2 [Tatooine] companions to heal a [Tatooine] companion.
!1C185

[2] *Crash Site Memorial [Tatooine]
Condition * Support Area
To play, exert a [Tatooine] companion.
Response: If there are no cards stacked here, spot your [Tatooine] card that is about to be discarded to stack it here instead.
Alliance: Add [1] to take a card stacked here into your hand.
!1R186

(0) Desert Poncho [Tatooine]
Possession * Cloak
Bearer must be a [Tatooine] companion.
The minion crossfire total is -1.
!1C187

[2] Going Nowhere [Tatooine]
Condition * Support Area
Skirmish: Discard this condition to cancel a skirmish involving a [Tatooine] companion that is not bearing a weapon.
!1C191

[1] A Hard Life [Tatooine]
Event * Skirmish
Unless the alliance is at a battleground site, cancel a skirmish involving a [Tatooine] companion.
1U192

[1] Hunting Rifle [Tatooine]
Possession * Ranged Weapon
Strength +2
Bearer must be a [Tatooine] companion.
At the start of the crossfire phase, you may wound a creature.
1C194

[1] Hydroponics Droid [Tatooine]
Follower
Droid. Aid – add [1]. (At the start of the maneuver phase, you may remove [1] to transfer this follower to a companion.)
To play, spot a [Tatooine] companion.
While at a dwelling site, bearer is strength +2.
1C195

(0) Landspeeder [Tatooine]
Possession * Vehicle
Strength +1
Bearer must be a [Tatooine] companion.
Each time the alliance moves during the regroup phase, you may heal bearer.
1R203

(0) *Luke, Young Farmhand [Tatooine]
Companion * Human
Strength 6
Vitality 3
Resistance 8
Apprentice.
At the start of each alliance phase, you may spot another [Tatooine] companion to heal Luke.
1C204

(0) Macrobinoculars [Tatooine]
Possession
Bearer must be a [Tatooine] companion.
Alliance: Exert bearer to reveal the top card of your draw deck. If that card is a [Tatooine] card, you may take it into hand.
1U205

(0) On the Edge [Tatooine]
Event * Skirmish
Make a minion skirmishing your [Tatooine] companion strength -2.
1C207

[1] *Owen, !Guardian of Luke [Tatooine]
Companion * Human
Strength 5
Vitality 3
Resistance 7
While Luke has less than 2 wounds, Owen is strength +2.
1C208

(0) Power Droid [Tatooine]
Follower
Droid. Aid – discard 2 cards from hand.
To play, spot a [Tatooine] companion.
Each time bearer wins a skirmish, you may draw a card.
!1U209

[1] *Threepio, Just an Interpreter [Tatooine]
Companion * Droid
Strength 3
Vitality 3
To play, spot a [Tatooine] companion.
Threepio may not exert or be exerted.
Each other [Tatooine] companion is strength +1 while skirmishing a minion of a different race.
1U212

(0) Vaporator [Tatooine]
Possession * Support Area
To play, spot a [Tatooine] companion.
The credit cost of each desert site is -1 (to a minimum of 1).
Regroup: Play a [Tatooine] possession from your discard pile. Discard this possession.
!1U222

[2] *Wuher, Gruff Bartender [Tatooine]
Companion * Human
Strength 6
Vitality 3
Resistance 6
Droid followers may not be transferred to Wuher.
Alliance: If the alliance is at a dwelling site, exert Wuher to heal another companion.
1R223
Title: Re: The Next SW/LotR Project is Underway!
Post by: menace64 on August 07, 2011, 07:54:44 PM
Tatooine (Shadow) - All Cards Written!

(0) Ambushed [Tatooine]
Event * Assignment
Spot a Tusken to play a Tusken.
1R180

(0) Bantha [Tatooine]
Possession * Mount
Strength +2
Bearer must be a Tusken.
When you play this possession, you may reveal the top card of your creature deck. If that card is a creature, you may play it; if not, place it at the bottom of your creature deck.
1R182

(0) Droid Caller [Tatooine]
Possession
Strength +1
Bearer must be a Jawa. Limit 1 per bearer.
Each droid companion is strength -1 while skirmishing a [Tatooine] minion.
Regroup: Exert bearer to discard a droid follower.
1C188

[1] *Droid Junkheap [Tatooine]
Condition * Support Area
Each time a droid is discarded, you may spot a Jawa to stack a [Tatooine] card from your hand here.
Each time the alliance moves during the regroup phase, the Alliance player must wound a companion for each card stacked here.
!1R189

(0) Gaderffi Stick [Tatooine]
Possession * Hand Weapon
Strength +3
Bearer must be a Tusken.
1C190

[2] Hiding Their Numbers [Tatooine]
Event * Skirmish
Make your Tusken strength +2. If it wins the skirmish, add [4].
!1C193

[2] Jawa Deceiver [Tatooine]
Minion * Jawa
Strength 6
Vitality 3
Site Number 5
Maneuver: Exert this minion to add [2].
1U196

(0) Jawa Ion Gun [Tatooine]
Possession * Ranged Weapon
Strength +2
Bearer must be a Jawa.
Skirmish: Exert bearer to make it strength +1 for each droid you can spot.
!1C197

[3] Jawa Leader [Tatooine]
Minion * Jawa
Strength 8
Vitality 3
Site Number 5
While you can spot 4 Jawas, [Tatooine] minions are credit cost -1.
1C198

[4] Jawa Shaman [Tatooine]
Minion * Jawa
Strength 9
Vitality 3
Site Number 5
Each time you play a [Tatooine] minion, you may exert this minion to make that minion’s credit cost -2.
!1R199

[2] Jawa Thief [Tatooine]
Minion * Jawa
Strength 7
Vitality 2
Site Number 5
Shadow: Exert this minion to add [1].
1C200

[1] Jawa Trader [Tatooine]
Minion * Jawa
Strength 4
Vitality 1
Site Number 5
When you play this minion, you may spot a droid to add [2].
!1C201

[4] *Jawa Warden [Tatooine]
Minion * Jawa
Strength 7
Vitality 3
Site Number 5
For each droid you can spot, other Jawas are strength +1.
1R202

[3] *Nebit, Tribal Leader [Tatooine]
Minion * Jawa
Strength 9
Vitality 2
Site Number 5
While the alliance is at a desert site, [Tatooine] minions are not roaming.
Skirmish: Exert Nebit and spot X [Tatooine] minions to make him strength +X.
!1R206

(0) Restraining Bolt [Tatooine]
Possession
To play, spot a Jawa. Bearer must be a droid follower.
While you can spot a Jawa, bearer may not be transferred to companions.
1C210

[2] Sandcrawler [Tatooine]
Possession * Vehicle
Strength +3
Bearer must be a Jawa.
Bearer may not take wounds (except during a skirmish).
!1U211

[6] *Tusken Chieftain [Tatooine]
Minion * Tusken
Strength 11
Vitality 2
Site Number 5
While Tusken Chieftain is unwounded, other Tuskens may not take wounds.
1R213

[4] Tusken Follower [Tatooine]
Minion * Tusken
Strength 9
Vitality 2
Site Number 5
Each time a [Tatooine] minion wins a skirmish, you may make this minion strength +2 or damage +1 until the start of the regroup phase.
!1R214

[3] Tusken Marksman [Tatooine]
Minion * Tusken
Strength 8
Vitality 1
Site Number 5
Marksman. (Add 1 to the minion crossfire total.)
1C215

[3] Tusken Nomad [Tatooine]
Minion * Tusken
Strength 8
Vitality 1
Site Number 5
While at a desert site, your Tuskens are not roaming.
1U216

[4] Tusken Raiders [Tatooine]
Minion * Tusken
Strength 9
Vitality 2
Site Number 5
At the start of the regroup phase, you may reveal the top card of your creature deck. If the revealed card is a creature, you may play a Tusken from your discard pile.
1C217

[2] Tusken Rifle [Tatooine]
Possession * Ranged Weapon
Strength +2
Bearer must be a Tusken. Bearer is a marksman.
At the start of the crossfire phase, add [1] for each Tusken minion you can spot.
!1R218

[3] Tusken Slayer [Tatooine]
Minion * Tusken
Strength 7
Vitality 2
Site Number 5
When you play this minion, you may play a [Tatooine] possession from your draw deck.
1R219

[4] *Tusken Vagabond [Tatooine]
Minion * Tusken
Strength 10
Vitality 2
Site Number 5
While bearing a weapon, Tusken Vagabond is strength +1.
!1U220

[2] Tusken Warrior [Tatooine]
Minion * Tusken
Strength 6
Vitality 2
Site Number 5
1C221
Title: Re: The Next SW/LotR Project is Underway!
Post by: menace64 on August 07, 2011, 07:54:57 PM
The Creature Deck - All Cards Written!

Before I really get started with showing these off, I'd like to explain the Habitat mechanic. I realized when I started designing these creatures that their cards would actually look quite empty - no culture to speak of, no credit cost, and no resistance or site numbers in the bottom-left corner. Boring! So the first thing I thought up stuck: each creature has, instead of resistance or site numbers, a habitat icon, and each site keyword would get its own unique icon. For example, desert sites will have a little desert-themed picture somewhere on its card, and when you play a creature you'll know if it's at the right site based on if the icons match up.

The habitat bonus is extremely simple: when a creature is in its habitat, it's strength +1. I was going for flavor more than anything, that and the need to fill up space on an otherwise-barren card.

Make sure to look back on the first page for a detailed explanation of how the Creature Deck works.

\C/ Dark Waters
Condition * Site
Limit 1 per site. When you play this condition, you may draw up to 2 more cards from your creature deck.
This site gains Wild 2.
1C224

(Basically, you play it and get 2 extra cards, and if another player happens to move to the site later on, you still get 2 more cards!)

\C/ Dianoga
Creature
Strength 10
Vitality 4
Habitat: Swamps
Fierce.
A companion skirmishing this creature is strength -1 for each wound that companion has.
1R225

\C/ Greater Dragon Bones
Condition * Support Area
Each creature in its habitat may not be exerted by Alliance cards.
Skirmish: Discard this condition to make a creature damage +1.
!1U226

\C/ Jerba
Creature
Strength 6
Vitality 2
Habitat: Deserts, dwellings
Skirmish: Discard this creature to make another creature strength +3.
!1U227

\C/ *Krayt Dragon
Creature
Strength 16
Vitality 3
Habitat: Deserts
Each time Krayt Dragon wins a skirmish, you may exert it to make it fierce until the start of the regroup phase.
Skirmish: Discard another creature to make Krayt Dragon damage +1.
1F228

\C/ Scurrier
Creature
Strength 5
Vitality2
Habitat: Dwellings
This creature may not take wounds during the crossfire phase.
1C229

\C/ Sunsdown
Condition * Support Area
Creatures may not take more than 1 wound during each phase.
Regroup: Discard this condition to shuffle any creature deck.
1C230

\C/ Tentacle
Event * Assignment
Exert a creature to assign it to skirmish a companion. That companion may exert to prevent this.
1C231

\C/ Wild Bantha
Creature
Strength 9
Vitality 3
Habitat: Deserts
You may play Tuskens as if no creatures were in play.
!1U232

\C/ Wild Dewback
Creature
Strength 9
Vitality 3
Habitat: Deserts
You may play [Imperial] Clones as if no creatures were in play.
!1U233

\C/ Wild Ronto
Creature
Strength 9
Vitality 3
Habitat: Deserts, dwellings
You may play Jawas as if no creatures were in play.
!1U234

\C/ Womp Rat
Creature
Strength 3
Vitality 1
Habitat: Dwellings (While at a dwelling site, this creature is strength +1.)
1C235
Title: Re: The Next SW/LotR Project is Underway!
Post by: menace64 on August 07, 2011, 07:55:11 PM
The Adventure Path - All Cards Written!

(W) Anchorhead [2]
Dwelling. No more than 1 minion can be assigned to each skirmish.
<-----
1C236

(W) Cantina [2]
Dwelling. Each character bearing a weapon is damage +1.
<-----
1U237

(W) Cell Block 1138 [2]
Station. Characters may not be overwhelmed unless their strength is tripled.
----->
!1U238

(W) Conference Room (0)
Station. Shadow: Play a Sith to discard a condition.
<-----
1C239

(W) Control Core [2]
Station. Each time your character wins a skirmish, you may heal a character of another culture.
----->
1C240

(W) Control Room [1]
Battleground. Station. At the end of your shadow phase, you may exert your [Imperial] Human to play an [Imperial] condition from your discard pile.
<-----
1C241

(W) Death Star War Room [1]
Station. Shadow: Spot 5 [Imperial] Clones to prevent the alliance from moving again this turn.
----->
!1U242

(W) Dense Jungle (0)
Forest. Swamp. Wild 4. Creatures are strength +1.
----->
1C243

(W) Docking Bay 94 [3]
Battleground. At the start of your alliance phase, you may add a temptation to play a [Fringe] companion from your draw deck.
----->
1C244

(W) Docking Bay 327 [1]
Station. Skirmish: Exert your character to make it strength +2.
----->
1C245

(W) Dune Sea (0)
Desert. Wild 3. Each time your creature wins a skirmish, you may heal it.
<-----
1C246

(W) Empty Hallway (0)
Battleground. Station. Maneuver: Remove [2] and exert your minion to make that minion fierce until the start of the regroup phase.
<-----
1U247

(W) Falcon’s Cabin [3]
At the start of your alliance phase, you may discard a [Fringe] card from hand to heal your [Fringe] companion.
<-----
!1C248

(W) Falcon’s Cockpit [2]
Your [Fringe] companions are each resistance +1.
----->
!1U249

(W) Grand Audience Chamber [2]
When the alliance moves to this site, the Alliance player may play a [Rebellion] weapon from his or her discard pile.
----->
1U250

(W) Imperial Cell [2]
Battleground. Station. Each character bearing a weapon is strength +2.
<-----
1C251

(W) Jawa Camp [2]
Desert. Mountain. Each time you play an artifact or possession on your character, you may draw a card.
----->
1C252

(W) Jawa Canyon [1]
Desert. Wild 3. Each time you play a Jawa, you may exert it to add [1].
----->
1U253

(W) Jundland Wastes (0)
Desert. Wild 5. While you can spot a creature, the alliance crossfire total is -2.
----->
1C254

(W) Krayt Dragon Pass (0)
Desert. Wild 6. Shadow: Discard 2 \C/ cards (from hand or from play) to play a creature from your creature deck (limit once per turn).
<-----
1U255

(W) Lars’ Moisturefarm [3]
Desert. Dwelling. At the start of your alliance phase, you may exert 2 [Tatooine] companions to play a [Tatooine] companion from your draw deck.
----->
1C256

(W) Massassi Ruins [1]
Forest. Wild 2. At the start of the crossfire phase, you may spot 2 [Rebellion] companions to wound a creature.
<-----
1C257

(W) Mos Eisley Alley [2]
Wild 2. Each character (except [Fringe] characters) is credit cost +1.
<-----
1C258

(W) Mos Eisley Avenue [1]
Each unique [Fringe] character is damage +1.
<-----
1C259

(W) Obi-Wan’s Hut [3]
Dwelling. Each time a knight wins a skirmish, the Alliance player may discard a condition.
----->
!1U260

(W) Obi-Wan’s Living Room [2]
Dwelling. Alliance: Exert Obi-Wan to play a lightsaber from your draw deck.
----->
!1C261

(W) Scrap-pile [1]
Each droid is credit cost +2.
----->
1C262

(W) Staging Area [3]
Alliance: Discard a [Rebellion] card from hand to heal a [Rebellion] companion.
<-----
1C263

(W) Tatooine Spaceport (0)
Desert. Each companion is credit cost +2.
<-----
1C264

(W) Trading Route (0)
Desert. Mountain. The minion crossfire total is +2 for each companion in the alliance over 4.
<-----
1C265

(W) Trash Compactor [2]
Station. Swamp. Wild 5. Skip the crossfire phase.
----->
1U266

(W) Tusken Canyon [1]
Desert. Mountain. The first Tusken played at this site is credit cost -4.
<-----
1C267

(W) Yavin War Room [3]
Each time a companion wins a skirmish, you may discard a card of the same culture from your hand to heal that companion.
----->
1U268
Title: Re: The Next SW/LotR Project is Underway!
Post by: menace64 on August 07, 2011, 08:32:54 PM
So everything I've designed is up now. Take a look at the setlist back on page one, and if you see a card that you'd like to claim as your own just write it up and hit submit!
Title: Re: The Next SW/LotR Project is Underway!
Post by: azogsbane on August 08, 2011, 08:11:17 PM
[1] Jabba’s Bounty [Fringe]
Condition
Bounty. To play, exert a [Fringe] minion. Bearer must be a companion. Limit 1 per companion.
Bearer’s credit cost is +2.
1U24

I love it! Your whole bounty hunter/credit cost thing is a really cool idea!


[1] *Owen, !Guardian of Luke [Tatooine]
Companion * Human
Strength 5
Vitality 3
Resistance 7
While Luke has less than 2 wounds, Owen is strength +2.
1C207

I think this card needs to be re-worded. I'll bet you are planning to make some alternate apprentices at some point. So what happens if you don't have Luke at all? Things would be more clear if you made it "While you can spot Luke and he has less than two wounds..."
Title: Re: The Next SW/LotR Project is Underway!
Post by: menace64 on August 08, 2011, 08:47:40 PM
Honestly, man, I knew that would end up being an issue down the road when Alternate Apprentices show up, but I still "assumed" when I wrote Owen that Luke would always be in play. Keep in mind that I'm making a conscious effort to stay 'in character' when making this set: Star Wars is currently breaking all kinds of blockbuster records - it's in its thirteenth week in theatres and is showing no signs of slackening in attendance - and I, the lead designer for the base set, can only base my knowledge of the universe based on this first movie. Everyone knows there will be sequels, but they just don't exist yet!

That's also why I'm not using any Destined or unbound mechanics yet... all of our heroes are struggling along the same plot.

I just posted most of the [Sith] culture!
Title: Re: The Next SW/LotR Project is Underway! (Sith Culture goes up!)
Post by: azogsbane on August 09, 2011, 06:43:32 AM
Gotcha.
Title: Re: The Next SW/LotR Project is Underway! (Sith Culture goes up!)
Post by: LOTRFreak15 on August 09, 2011, 07:46:03 AM
Dude these are sick!
Title: Re: The Next SW/LotR Project is Underway! (The Rebels are here!)
Post by: menace64 on August 09, 2011, 10:47:31 PM
I've been avoiding all of the followers, mostly because I just don't think I'm very good at writing follower cards. They're all droids in this set, and every Alliance culture gets at least one. If you feel like giving it a shot, here is a list of them:

(Twilight Cost) Treadwell Droid [Fringe]
Follower
Droid. Aid -
1U41

(Twilight Cost) Training Remote [Jedi]
Follower
Droid. Aid -
!1R111

(Twilight Cost) *Artoo, Astromech Droid [Rebellion]
Follower
Droid. Aid -
1U115

(Twilight Cost) *Artoo, Overweight Glob of Grease [Rebellion]
Follower
Droid. Aid -
1R116

(Twilight Cost) *Threepio, Mindless Philosopher [Rebellion]
Follower
Droid. Aid -
!1R148

(Twilight Cost) *Threepio, Protocol Droid [Rebellion]
Follower
Droid. Aid -
!1C149

(Twilight Cost) Hydroponics Droid [Tatooine]
Follower
Droid. Aid -
1C194

(Twilight Cost) Power Droid [Tatooine]
Follower
Droid. Aid -
1U208

Droid is an unloaded keyword. Down the road there will be a class of possessions that play onto droids (there's one in this first set called Manipulator Arm), and droids won't always be followers - Artoo and Threepio show up in the Tatooine culture as companions. I need help developing a good 'droid' flavor for these cards! Any ideas?
Title: Re: The Next SW/LotR Project is Underway! (The Rebels are here!)
Post by: sickofpalantirs on August 10, 2011, 07:50:20 AM
Are you having shadow followers or all these all free peoples followers?


(0) Alternative Form of Persuasion [Sith]
Event * Maneuver
Spot a Sith to wound a companion (except the Apprentice) with resistance 3 or less.
!1C151

Heck, I'd say if the Apprentice has less then 3 resistance let them wound him too! you might want to give it cost (1) if you did that though...


[2] *Backstabber, Black Squadron Ace [Sith]
Minion * Clone
Strength 9
Vitality 2
Site Number 3
Assignment: Exert Backstabber to assign him to skirmish a companion. The Alliance player may remove [1] to prevent this.
!1C152

Wait, is this a canon name? Wait what? Why would the Alliance not want to prevent that?  I'd just leave it with the standard may exert that companion...then if you exhaust them :).  But then an exception for the RB might be in order.



[1] *Dark Collaboration [Sith]
Condition * Support Area
Each time an [Imperial] minion wins a skirmish, heal a [Sith] minion.
Skirmish: Discard an [Imperial] minion to make a [Sith] minion strength +1.
!1C156

I'd make the healing from Sith to Imperial.


[4] *Dark Curse, Black Squadron Ace [Sith]
Minion * Clone
Strength 11
Vitality 2
Site Number 3
When you play Dark Curse, you may spot 4 temptations to make another [Sith] minion strength +3 until the start of the regroup phase.
1R157

strength 11 seems a tad bit high, especially for the first set.  Is there going to be a pilot keyword at all?



[2] The Emperor’s Will [Sith]
Event * Regroup
Spot a Sith and an exhausted companion to add a temptation. The Alliance player may exert a companion to prevent this.
1U160

Love it.


(0) *Sith !Armor [Sith]
Artifact * !Armor
Vitality +1
Bearer must be Vader.
The Alliance crossfire total is -1.
Response: If Vader is about to take a wound, discard a [Sith] force-skill to prevent that wound.
1R168

Are there force-skill conditions?  or should it be elaborated as from hand?



(0) A Tremor in the Force [Sith]
Condition
To play, exert a Sith. Bearer must be a companion.
When bearer leaves play, add [4].
1U174

how much does that actually help? I guess to stop a double move.  I'd like add a temptation personally.


[8] *Vader, Devoted to the Force [Sith]
Minion * Cyborg
Strength 14
Vitality4
Site Number 3
Sith. Fierce.
Each time Vader wins a skirmish, you may exert him to add a temptation (or 2 temptations if the Apprentice is using The Force).
1C175

cool alright...cool cool, alright :)


[8] *Vader, Sith Warrior [Sith]
Minion * Cyborg
Strength 14
Vitality 4
Site Number 3
Sith. Fierce.
Skirmish:
Exert Vader twice to make him strength +1 for each temptation you spot (limit +5).
1R176

thats kinda nasty with Vader's armors vitality bonus :)


[1] You Are Weak [Sith]
Condition * Support Area
Resistance -1
Response: If a companion loses a skirmish to a [Sith] minion, transfer this condition from your support area to that companion. Limit 1 per bearer.
To heal a wound from this companion, the Alliance player must first add [2].
1R179

I feel like the wording is a little off.  Perhaps each time bearer heals, add [2]?  That leaves it open to shadow healer exploitation though.
Title: Re: The Next SW/LotR Project is Underway! (The Rebels are here!)
Post by: menace64 on August 10, 2011, 12:01:08 PM
Yes, all of those followers are Alliance. There are a few Shadow followers in the set, and more will come up in expansions.

I made a bunch of changes in response to your suggestions. Good calls.
Title: Re: The Next SW/LotR Project is Underway! (A boat-load of Imperials!)
Post by: sickofpalantirs on August 11, 2011, 08:17:55 AM

[2] !Precision Targeting [Imperial]
Event * Crossfire
Exert an [Imperial] minion bearing a ranged weapon to make he minion crossfire total +1.
1U67

Compare to Cloud of Arrows.  Granted, we are in the first base set, but still.  I'd say put it at cost 1 at the most.  And it should be the minion crossfire, not he minion crossfire  :P

This is the only Imperial card I had a problem with.  Rest are awesome!
Title: Re: The Next SW/LotR Project is Underway! (A boat-load of Imperials!)
Post by: FM on August 11, 2011, 11:53:37 AM
I kinda fell it should, well, "target", if you know what I mean.
Title: Re: The Next SW/LotR Project is Underway! (A boat-load of Imperials!)
Post by: menace64 on August 11, 2011, 11:57:49 AM
[1] !Precision Targeting [Imperial]
Event * Crossfire
Exert an [Imperial] minion bearing a ranged weapon to wound a companion (except the Apprentice).
1U67

How about that?
Title: Re: The Next SW/LotR Project is Underway! (A boat-load of Imperials!)
Post by: leokula on August 11, 2011, 12:22:25 PM
So what's the conceptual objective of the game? You have to "carry" the force through 9 sites for what? Who's going to be the apprentice after luke?
Title: Re: The Next SW/LotR Project is Underway! (A boat-load of Imperials!)
Post by: menace64 on August 11, 2011, 03:23:47 PM
Hmm I hadn't really thought much about it, and I guess the answer would be:

Follow the adventures of Luke as he calls upon his friends and new allies in order to take on the evil might of the Empire. Luke must learn in the ways of the Force if he is to triumph over galactic darkness!

So it's not that he's carrying the Force, but instead his journey is learning to develop and control it. Hopefully I can come up with some good ideas for Alternate Apprentices, though, since Leia is the only other character that comes to mind and she's also in the [Rebellion] culture. What might happen is that I'll have a Han apprentice that says "Han may not use The Force" but he'd still gain and built-in strength/vitality/resistance bonuses.

And on that note, a big difference between this first set and Fellowship of the Ring is the lack of Sam. I justify giving Luke a base strength of 6 because, A) his starting resistance is 8 instead of 10; B) there are no other companions that can take The Force if he dies; and C) well, it would just be weird to give him less strength than Leia!
Title: Re: The Next SW/LotR Project is Underway! (BOTH sides of Fringe are done!)
Post by: azogsbane on August 12, 2011, 07:44:44 PM
Hopefully I can come up with some good ideas for Alternate Apprentices, though, since Leia is the only other character that comes to mind and she's also in the [Rebellion] culture.

How about Anikin? I know you're not going to go into the prequels at all (and that's good), but even in the originals it is mentioned how he was once Obi Wan's apprentice. 
Title: Re: The Next SW/LotR Project is Underway! (BOTH sides of Fringe are done!)
Post by: Stormcrow on August 12, 2011, 08:21:28 PM
I do like your idea for Starwars tcg.  :)
Title: Re: The Next SW/LotR Project is Underway! (BOTH sides of Fringe are done!)
Post by: menace64 on August 12, 2011, 09:23:04 PM
How about Anikin? I know you're not going to go into the prequels at all (and that's good), but even in the originals it is mentioned how he was once Obi Wan's apprentice.  

Maaaaaybe he'll show up in this game's equivalent of Age's End, from his fateful retaliation against the Emperor. It's a good idea, for sure! But yeah, I won't go anywhere near the prequels, and as far as this game is concerned there was only (and forever will be) only 3 movies.

I do like your idea for Starwars tcg.  :)

Thanks! It's helpful to hear that people like what I'm doing. This has been a long project for me, and I'm really happy with the results.
Title: Re: The Next SW/LotR Project is Underway! (Jedi Culture is finished!)
Post by: Stormcrow on August 12, 2011, 10:12:09 PM

Thanks! It's helpful to hear that people like what I'm doing. This has been a long project for me, and I'm really happy with the results.

You should be!  ;D
Title: Re: The Next SW/LotR Project is Underway! (Jedi Culture is finished!)
Post by: Doom on August 13, 2011, 09:18:34 AM
I don't think Vader is a "Cyborg"... "Sith" probably would fit better. Even "Dark Jedi" is closer. He still technically is 1% human. :P

Nice cards on the whole though. Keep it up!
Title: Re: The Next SW/LotR Project is Underway! (Jedi Culture is finished!)
Post by: menace64 on August 13, 2011, 02:23:25 PM
I went through that same line of thought when it came time for me to give Vader a race. Sith (and Dark Jedi) doesn't really work because it's more of a title at that point in the Star Wars universe, and I certainly didn't want him to be Human, either. I don't like Cyborg, but at the moment I just don't have a good enough alternative.
Title: Re: The Next SW/LotR Project is Underway! (Jedi Culture is finished!)
Post by: Doom on August 13, 2011, 05:05:10 PM
Hmm, ok. I still feel that "Human" is a better representation of him than a robot, as he still was a man and could use the force and what not.

And in the end, Vader technically becomes Anakin Skywalker again. On a side note, it would be fun to do an Ages End set with a post-vader Anakin. :P
Title: Re: The Next SW/LotR Project is Underway! (Jedi Culture is finished!)
Post by: menace64 on August 13, 2011, 05:51:05 PM
lol okay you convinced me! Vader's a Human again.

Also, the Imperial culture is finished. All that's left is a few cards in Rebellion, Sith, and Tatooine, and then the adventure path!
Title: Re: The Next SW/LotR Project is Underway! (Sith & Sites - Both Done!)
Post by: Sabrien Reed on August 15, 2011, 10:50:05 AM
This set is awesome.  I see you are trying to get it into GCCG too.  I'd love to playtest it when it's ready!
Title: Re: The Next SW/LotR Project is Underway! (Sith & Sites - Both Done!)
Post by: menace64 on August 15, 2011, 07:07:24 PM
I've taken a few little glimpses into porting my cards into GCCG, and it doesn't look hopeful. I don't have a mind for such things, but if someone can dumb things down for me, I can easily type everything into the program (I'm a typing wizard).
Title: Re: The Next SW/LotR Project is Underway! (Guess what! The set is done!)
Post by: menace64 on August 15, 2011, 08:15:33 PM
Well that was easier than I'd expected, and I did it in just over a week! That's an average of 26.8 cards a day! lol I've outdone myself...

So I'm going to let all of those cards simmer a bit while I look into grafting them onto GCCG. I encourage you to single out an entire culture (all on page 2 of this thread) and look for obvious power issues or confusing cards, or just whatever that stands out to you as funky/wrong. I'm pretty pleased with the results, and I'm looking forward to cranking out the next set, A Few Maneuvers... if starships turn out as I've imagined, it's going to be neat!
Title: Re: The Next SW/LotR Project is Underway! (Guess what! The set is done!)
Post by: menace64 on August 24, 2011, 06:43:18 PM
I'm currently steeped in graphic card design, but while making the transition from text to picture, I've been rolling around my ideas for the new card type being introduced in the second set, A Few Maneuvers: starships.

In previous iterations of this cross-project, I had dolled out starships as a special form of a borne possession, and honestly I was never happy with my own design. It took my grievances against cards like Mumak (an enormous beast ridden by one dude!) to a whole new level, and it just felt bulky and, uh, lazy (as far as design innovation is concerned).

This time around, the answer was so simple and organic that it hasn't really changed much from its first inception. Starships - a card type, like artifacts were in LotR - are introduced only after the players have had a few months to familiarize themselves with the game, and they really do change the way it's played. They aren't borne by companions at all, but instead play to the support area, and depending on how you manage their power they can give you any number of boosts.

For example, here's a basic design for a starship:

[2] Medium Freighter [Fringe]
Starship * Freighter
Power 2.
Shields (Power 2): Prevent companions from taking wounds during the crossfire phase.
Speed (Power 2): At the start of the regroup phase, make the move limit for this turn +1.
Weapons (Power 1): Make a [Fringe] companion strength +1.

This is an extreme example, written to illustrate many points (however, the Fringe culture will have very versatile ships, so expect something like this on an upcoming card!). First, I'd like to explain what the Power X keyword is. Any card with Power X generates X power tokens at the start of its owner's turn, and any remaining power tokens on said card reset to that level as the turn begins. This prevents storing power for massive payoffs, and reinforces the varying levels of strengths inherent to starship designs. Some ships are built solely for brute force, while others tend to favor protection, and yet even more go for speed. Using my Power X mechanic, such differences can be brought onto the cards!

During a player's turn, he can spend his Power tokens however he likes, but there's a drawback to being too liberal with your power: if, at any time, your ship is without power (no Power tokens), it is discarded! So, in the above example, you could use your Medium Freighter for a few different things: A) a one-time catch against wounds in the crossfire phase; B) a one-time move limit increase; C) a +1 strength bonus to any Fringe companion once a turn; or D) a one-time +2 strength to Fringe companions. A lot of options, some more risky than others.

The card representation of the Millennium Falcon would generate more Power than the Medium Freighter, and would be less-likely to run out of power and thus leave play, but there will be many cards that drain power or boost power, making for all sorts of troublesome scenarios.

Your thoughts?
Title: Re: SW/LotR Project: A preview of starships!
Post by: sickofpalantirs on August 25, 2011, 06:26:40 AM
Oooo...shiny.

The concept seems good, and as long as abilities reflect the different abilities of the ships (X-wings should be able to take out other fighters for instance) it could work quite well.  Will their be any sort of "pilot" keyword?  Or cards that help ships?  and how big do you think these ships will get?  Dreadnaughts?  Star Destroyers?...Death stars?
Title: Re: SW/LotR Project: A preview of starships!
Post by: leokula on August 25, 2011, 10:39:20 AM
I think it doesn't feel like a ship at all... how do you represent people being inside it? I mean, it protects and all, but if it gets discarded, who dies with it? Is everybody inside a ship always? How does it work with multiple ships?
Title: Re: SW/LotR Project: A preview of starships!
Post by: menace64 on August 25, 2011, 11:00:01 AM
I think it doesn't feel like a ship at all... how do you represent people being inside it? I mean, it protects and all, but if it gets discarded, who dies with it? Is everybody inside a ship always? How does it work with multiple ships?

I took all of that into consideration at the beginning of design, and really it just came down to how complicated I wanted ships to be. I mean, I could have made a card like Millennium Falcon which says "Load 4 companions onto this ship" and have some difficult jargon referring to companions in play versus companions on ships... yes, a headache! It's something I tried years ago and hated every second of it. This new design represents the support of ships (hence support area) without the difficulty of translating into a card mechanic people actually dwelling aboard them. I mean, how would you even create a Star Destroyer with any hope of accurately portraying its size and power?

The concept seems good, and as long as abilities reflect the different abilities of the ships (X-wings should be able to take out other fighters for instance) it could work quite well.  Will their be any sort of "pilot" keyword?  Or cards that help ships?  and how big do you think these ships will get?  Dreadnaughts?  Star Destroyers?...Death stars?

I haven't quite made up my mind about a pilot keyword yet. Almost every character in Star Wars is capable of flying a ship, it almost goes without saying that a companion is a pilot (this would be nearly akin to a Warrior keyword in LotR). This upcoming second set will focus heavily on starships, and each culture will have its own tricks to play when it comes to supporting/sabotaging them.

And yes, there will be a Death Star starship (two different versions, in fact). But that's the third set.  :mrgreen:
Title: Re: SW/LotR Project: A preview of starships!
Post by: leokula on August 25, 2011, 12:01:17 PM
It's just hard to analyse the designs because it's impossible not to compare it to SW:CCG which is almost flawless in all its mechanics and nuances... the way it did ships and space and ground and light sabers and force... it's such a tough challenge to top it.

I don't mean to turn you down at all, it's just that the LOTR TCG format was made to suit the movie, where there's a quest (only on the ground lol) and everything surrounds it... it's all about the ring and what happens to it and evil forces trying to stop it... whereas in Star Wars, it's not that linear, it's not like there's only one thing going on.
Title: Re: SW/LotR Project: A preview of starships!
Post by: menace64 on August 25, 2011, 03:02:36 PM
I agree with you 100%, and half the fun in doing these cards is finding a way to translate the flavor of Star Wars in the LotR TCG format. Doesn't always work (#$&*@!, even LotR doesn't translate correctly every time), but since less people here would be interested in straight SWCCG dream cards - I'm not even sure I'd remember how to write them! - I'm forced to work with what's available to me.  ;)

I wouldn't expect to see many updates from me until early next week. Going on vacation and wont be on the computer very often. But graphic cards will start popping up soon!
Title: Re: SW/LotR Project: A preview of starships!
Post by: menace64 on August 28, 2011, 08:53:22 PM
A Few Maneuvers

Fringe Culture (24 Cards):
1. Chewie, Proficient Mechanic (Companion, Common)
2. Corellian Bloodstripes (Alliance Verb, Common)
3. Evazan, The Mad Doctor (Minion, Force Rare)
4. Falcon’s Turrets (Alliance Possession, Uncommon)
5. Freighter Captain (Companion, Common)
6. Got It Where It Counts (Alliance Verb, Uncommon)
7. Grounded (Shadow Verb, Rare)
8. Han, Not a Revolutionary (Companion, Rare)
9. Heroes of the Clone Wars (Alliance Condition, Rare)
10. Hold-out Blaster (Shadow Possession, Common)
11. Juri Juice (Shadow Verb, Uncommon)
12. Local Trouble (Shadow Verb, Common)
13. Medium Freighter (Alliance Starship, Common)
14. Millennium Falcon (Alliance Starship, Rare)
15. Mos Eisley Pilot (Minion, Common)
16. Mos Eisley Thug (Minion, Rare)
17. Mos Eisley Trouncer (Minion, Uncommon)
18. Patrol Craft (Shadow Starship, Common)
19. Pirate Blastboat (Shadow Starship, Rare)
20. Ponda, Aqualish Thug (Minion, Uncommon)
21. Prohibited Blaster (Alliance Possession, Common)
22. Special Modifications (Alliance Verb, Rare)
23. Tonnika Sisters, Slippery Con Artists (Minion, Rare)
24. You’ll Be Dead! (Shadow Verb, Common)

Imperial Culture (28 Cards):
25. Blast Points (Verb, Rare)
26. Devastator (Starship, Rare)
27. Dewback (Possession, Uncommon)
28. !Discovered (Verb, Rare)
29. Imperial Ace (Minion, Rare)
30. Imperial Enforcer (Minion, Common)
31. Imperial Patroller (Minion, Uncommon)
32. Imperial Pilot (Minion, Common)
33. Imperial Sandtrooper (Minion, Common)
34. Imperial Scout (Minion, Uncommon)
35. Imperial Star Destroyer (Starship, Uncommon)
36. Imperial Wingman (Minion, Common)
37. Landing Shuttle (Starship, Uncommon)
38. Local Help (Verb, Common)
39. !Overrun (Verb, Common)
40. Overwhelmed (Verb, Uncommon)
41. Praji, Imperial Commander (Minion, Uncommon)
42. Short-range Fighters (Verb, Common)
43. Stop That Ship! (Verb, Common)
44. Stormtrooper Backpack (Possession, Common)
45. Stormtrooper Battalion (Minion, Rare)
46. Stormtrooper Rifle (Possession, Common)
47. Stunned (Verb, Common)
48. Tallon Roll (Verb, Common)
49. TIE Fighter (Starship, Common)
50. TIE Scout (Starship, Common)
51. TIE Wing (Verb, Rare)
52. Turbolaser Battery (Possession, Uncommon)

Jedi Culture (10 Cards):
53. Another Fate (Verb, Common)
54. Awareness (Verb, Common)
55. Blast Helmet (Possession, Rare)
56. Crazy Wizard (Verb, Rare)
57. The Force is With Him (Verb, Common)
58. A Healthy Skepticism (Verb, Uncommon)
59. Hokey Religion (Verb, Common)
60. Kenobi’s Ward (Verb, Uncommon)
61. Kenobi’s Secret (Verb, Rare)
62. That’s Your Uncle Talking (Verb, Common)

Rebellion Culture (23 Cards):
63. All Wings Report In (Verb, Rare)
64. Artoo, Luke’s Astromech (Follower, Common)
65. Biggs, Luke’s Wingman (Companion, Common)
66. Blockade Runner (Starship, Common)
67. Corellian Slip (Verb, Uncommon)
68. Darklighter Spin (Verb, Common)
69. Hang On Back There! (Verb, Uncommon)
70. Immediate Repairs (Verb, Common)
71. Light !Armor (Possession, Uncommon)
72. Perseverance (Verb, Common)
73. Raymus, Corellian Captain (Companion, Rare)
74. Rebel Rifle (Possession, Common)
75. Rebel Tech (Companion, Uncommon)
76. Rebel X-wing (Starship, Common)
77. Rebel Y-wing (Starship, Uncommon)
78. Red Three (Starship, Uncommon)
79. Red Two (Starship, Rare)
80. S-foils (Possession, Common)
81. Snubfighter Shielding (Possession, Uncommon)
82. Tantive Four (Starship, Rare)
83. Threepio, Always Left Behind (Follower, Common)
84. Wedge, Elite Star-pilot (Companion, Rare)
85. Wedge, Rebel Warrior (Companion, Common)

Sith Culture (10 Cards):
86. Black-squadron TIE (Starship, Uncommon)
87. Boosted TIE Cannons (Possession, Uncommon)
88. Dark Alter (Verb, Common)
89. Dark Sense (Verb, Common)
90. Imperial Envoy (Minion, Rare)
91. Incisive (Verb, Uncommon)
92. No One to Stop Us This Time (Verb, Uncommon)
93. TIE Advanced (Starship, Rare)
94. Vader’s Grasp (Verb, Uncommon)
95. Vader’s Reach (Verb, Rare)

Tatooine Culture (25 Cards):
96. Aging Sandcrawler (Shadow Possession, Uncommon)
97. Band of Thieves (Minion, Rare)
98. Beru’s Stew (Alliance Verb, Common)
99. Camie, Friend to Luke (Companion, Common)
100. Clever !Diversion (Shadow Verb, Common)
101. Communication Droid (Alliance Follower, Common)
102. Fixer, Friend to Luke (Companion, Uncommon)
103. A Greater Destiny (Alliance Verb, Common)
104. !Humble Homestead (Alliance Verb, Uncommon)
105. Jawa Longrobes (Shadow Possession, Common)
106. Jawa Miscreant (Minion, Uncommon)
107. Jawa Pistol (Shadow Possession, Rare)
108. Jawa Scurrier (Minion, Common)
109. Jawa Stalker (Minion, Common)
110. Luke, Not Going Anywhere (Companion, Common)
111. Riding Bantha (Shadow Possession, Common)
112. Shutting Up, Sir (Alliance Verb, Rare)
113. Sliven, !Young Warrior-raider (Minion, Rare)
114. They Belong to Us Now (Alliance Verb, Rare)
115. They’ll Soon Be Back (Shadow Verb, Uncommon)
116. Tusken Ambusher (Minion, Common)
117. Tusken Champion (Minion, Rare)
118. Tusken Leader (Minion, Uncommon)
119. Tusken Pillager (Minion, Common)
120. Wioslea, Spaceport Dealer (Companion, Force Rare)

Creature Deck (5 Cards):
121. The Dangerous Wilds (Verb, Rare)
122. Predatory (Verb, Uncommon)
123. Riled Up (Verb, Common)
124. Rogue Bantha (Creature, Uncommon)
125. Something Alive in Here (Verb, Common)

Adventure Deck (9 Cards):
126. Briefing Room (Site, Uncommon)
127. Command Station (Site, Common)
128. High Orbit (Site, Common)
129. Lars’ Garage (Site, Uncommon)
130. Massassi Outpost (Site, Common)
131. Sunken Courtyard (Site, Common)
132. Tatooine Approach (Site, Uncommon)
133. Tosche Station (Site, Uncommon)
134. Yavin Approach (Site, Uncommon)

2 Force Rares
32 Rares
40 Uncommons
60 Commons
Title: Re: SW/LotR Project: A Few Maneuvers is under way! Cardlist is up!
Post by: Sabrien Reed on August 30, 2011, 05:12:38 PM
You know how we had Ring-bound and Unbound?  What about Land and Space?  You can have characters who come with a ship that they are in.  You can also have Possessions that turn a Land character into a Space one.  Just thinking out loud here.
Title: Re: SW/LotR Project: A Few Maneuvers is under way! Cardlist is up!
Post by: menace64 on September 03, 2011, 10:06:44 PM
I hadn't thought about that before, and while I don't think those would quite work as keywords, I'm sure that down the road there will be decks devoted entirely to starships. But what will happen with Empire Strikes Back (the second base set) is the introduction of the keyword Destined and its mechanical mate, undestined. It will reflect Luke going off on his own (just like Frodo at the end of Fellowship), and characters like Yoda and maybe Obi-Wan's apparition (I've yet to decide whether or not it will be a companion) will also be Destined.

Anywho, it's been some time since I put up the new cardlist and I'd like to start getting into card designs. I was going to post a few simple cards, but one thing led to another and I ended up writing nearly half of the [Fringe] cards...

(0) Medium Freighter [Fringe]
Starship * Freighter
Power 2. To play, spot a [Fringe] companion.
Shields (Power 1): If a companion is about to take a wound, exert a [Fringe] companion to prevent that.
Weapons (Power 2): Damage an opponent’s starship.
2C13

This is the fairly-basic form that starships are going to take. Reference a few posts up for the rule specifics, but basically here you'd get 2 power tokens at the start of the turn (this number resets; you can't accumulate more power by saving over many turns), and from there you can spend those tokens to gain effects. But if your starship has 0 power tokens on it, it's discarded.

Lots of options on these cards, and it takes me a few goes at each starship to really arrive at a sense of balance versus worth. Originally I gave the Freighter a credit cost, but really I think it gives a better flavor for these to be the cheapest cards available to the culture (remember, Alliance Fringe cards always come with a credit cost). Lowering the starship costs makes them stand out.

I'd like to note right off the bat that in my mind I envision a different card template layout for starships, allowing for a bit more space in the text box. A stripped-down version of the character template might work out. Also, the finished design will have little symbols to replace the Shield, Speed, and Power keywords to help manage the space.

Oh, and I guess I forgot to mention what damaging a starship actually means - all you do is remove a single power token. It sounds easy enough, but getting damaged at the wrong time can ruin a starship's usefulness for the turn or outright destroy it; but the balance is that since the power resets each turn, all damage is automatically 'repaired'.

[2] *Chewie, Proficient Mechanic [Fringe]
Companion * Wookiee
Strength 7
Vitality 3
Resistance 6
Damage +1. To play, spot Han.
At the start of your alliance phase, you may exert Chewie to make your [Fringe] starship power +1 until the end of the turn.
2C1

A very simple companion that can give you a real boost later on.

[1] *Falcon’s Turrets [Fringe]
Possession
Plays on your [Fringe] starship.
While you can spot 2 [Fringe] companions, this starship’s weapons require 1 less power.
!2U4

Originally I wanted to write something similar to Gondor Bowmen, but in the end I stuck to something much easier. With these three cards alone you can really wreak some havoc. Chewie gives the +1 power and the Turrets drop the Freighter's weapons by 1 - and suddenly you can safely damage another starship twice in the same turn (or a third time if you don't mind losing the Freighter). Can you imagine yet how strategic this can get, given that it's likely your opponents also have these mechanics available to them?

[2] Freighter Captain [Fringe]
Companion * Human
Strength 5
Vitality 3
Resistance 5
Response: If your starship is about to be damaged, exert this companion to prevent that.
!2C5

Something like this will be available to all the cultures, and it's yet another thing that Fringe will excel at.

[2] Got It Where It Counts [Fringe]
Event * Skirmish
Spot your [Fringe] starship to make a [Fringe] companion strength +3.
2U6

Compare to Right Here Waiting, which gives +2 strength and a potential damage bonus, this new strength pump is geared solely towards starships. Once again, though, the pump receives a high credit cost.

[1] *Millennium Falcon [Fringe]
Starship * Freighter
Power 5. To play, spot Han or Chewie.
Shields (Power 3): Make the minion crossfire total -2.
Speed (Power 2): At the start of the regroup phase, exert Han or Chewie to make the move limit for this turn +1 (limit once per turn).
Weapons (Power 3): Damage an opponent’s starship.
2R14

I was wanting to save this for down the road, but if there's an issue with the core of starship design I want you to point it out now, so it just makes sense to reveal the heavy-hitter in the set.

I don't imagine power levels going much higher than 5 (except for the Death Star and the Executor, since they've got to be much harder to kill), but I was trying to capture the feeling of everything the Falcon is: fast, strong, hardy.

Something else just came to mind... is it too powerful to allow the Weapons to be used at any time? I mean, what I can see happening is a lot of regroup phase destruction, since all you have to do is save a free power token that long. What I really don't want is a stall/delay war, and restricting the use of Weapons to a certain phase would help even things out. What do you think?

I'll post some shadow stuff next time!
Title: Re: SW/LotR Project: New cards from the new set, including the Falcon!
Post by: azogsbane on September 04, 2011, 02:13:55 PM
I love the starships!
Title: Re: SW/LotR Project: New cards from the new set, including the Falcon!
Post by: sickofpalantirs on September 04, 2011, 03:46:40 PM
(0) Medium Freighter [Fringe]
Starship * Freighter
Power 2. To play, spot a [Fringe] companion.
Shields (Power 1): If a companion is about to take a wound, exert a [Fringe] companion to prevent that.
Weapons (Power 2): Damage an opponent’s starship.
2C13


In your explanation you said this was power 3...is it meant to be 3? or 2 like you have here.  So can every action be used at any time? 


[2] *Chewie, Proficient Mechanic [Fringe]
Companion * Wookiee
Strength 7
Vitality 3
Resistance 6
Damage +1. To play, spot Han.
At the start of your alliance phase, you may make your [Fringe] starship power +1 until the end of the turn.
2C1

Seems undercosted.  A damage +1 character with 7 strength and a very handy ability? I guess you want to be able to start Chewie and Han, but I'd rather make him cost 3 and cost -1 while you spot Han.


[1] *Falcon’s Turrets [Fringe]
Possession
Plays on your [Fringe] starship.
This starship’s weapons require 1 less power.
!2U4

Seems like it should do something extra special when on the Falcon.  Could get ridiculous depending on how many ways you have for action to cost less power.

[1] *Millennium Falcon [Fringe]
Starship * Freighter
Power 5. To play, spot Han or Chewie.
Shields (Power 3): Make the minion crossfire total -2.
Speed (Power 2): At the start of the regroup phase, exert Han or Chewie to make the move limit for this turn +1 (limit once per turn).
Weapons (Power 3): Damage an opponent’s starship.
2R14

That seems like a really easy way to triple move.  I don't know.  Maybe it's ok.

Something else just came to mind... is it too powerful to allow the Weapons to be used at any time? I mean, what I can see happening is a lot of regroup phase destruction, since all you have to do is save a free power token that long. What I really don't want is a stall/delay war, and restricting the use of Weapons to a certain phase would help even things out. What do you think?

It would be kinda nice to have a weapons phase (or maybe multiple weapons phases) because if it is just response it could get weird very fast.
Title: Re: SW/LotR Project: New cards from the new set, including the Falcon!
Post by: menace64 on September 09, 2011, 11:11:15 PM
I am hijacking my own thread. Please see (this thread) (http://lotrtcgwiki.com/forums/index.php/topic,8241.0.html) for more information. The crap ton of posts below are just for easy-linking.

Star Wars

1. The Force, Bound to All Living Things
2. The Force, The Source of Power

Fringe Culture – Alliance (33 Cards):
3. Bandoleer
4. Boasting
5. Boring Conversation Anyway
6. BoShek, Rogue Tech
7. Braver Than She Thought
8. Chewie, First Mate
9. Chewie, Noble Wookiee
10. Chewie’s Bowcaster
11. Corellian Flightsuit
12. Credit Coin
13. A Dangerous Occupation
14. Feint
15. Han, In It for the Money
16. Han’s Heavy Blaster
17. Hidden Compartments
18. Imperial Slugs
19. It’s Not Wise to Upset a Wookiee
20. I’ll Bet You Have
21. Lucky Dice
22. Magnetically Sealed
23. Nadon, Ithorian in Exile
24. Navigation Droid
25. Negotation
26. Priorities
27. Quick Shot
28. Right Here Waiting
29. Rimward Pilot
30. Scoundrel’s Blaster
31. Sorry About the Mess
32. Treadwell Droid
33. What’s That Flashing?
34. A Wonderful Human Being
35. Wookiee Pack

Fringe Culture – Shadow (41 Cards):
36. Bith Guildsman
37. Boba, Hired Killer
38. Cantina Denizens
39. Challenged
40. Dannik, Anzati Assassin
41. Dark Devourer
42. Disintegrator Pistol
43. Droid Detector
44. Ensnared
45. Figrin, Kloo Horn Master
46. For Any Credit
47. Greedo, Bounty Hunter
48. He Will Return
49. Ickabel, Fanfarist
50. It’s Too Late
51. Jabba, Hutt Crimelord
52. Jabba’s Bounty
53. Jabba’s Lackey
54. Mandalorian Awareness
55. Mercenary’s Armor
56. The Modal Nodes
57. Mos Eisley Cur
58. Mos Eisley Hunter
59. Mos Eisley Messenger
60. Mos Eisley Robber
61. Mos Eisley Savage
62. Mos Eisley Scum
63. Mos Eisley Spy
64. Mos Eisley Villain
65. Nalan, Player of the Bandfill
66. Nook
67. Quite a Mercenary
68. Ommni Box
69. Outer Rim Pirate
70. A Price On His Head
71. Run Down
72. Spaceport Robes
73. Spotted
74. Thuggish Sentry
75. Ultimatum
76. The Weapons and the Spice

Imperial Culture (45 Cards):
77. Assault Blaster
78. Auto-acquire Turret
79. Checkpoint
80. Cody Cylinders
81. Counter Assault
82. Crossfire
83. A Day Long Remembered
84. Death Star Detachment
85. Death Star Patrol
86. Destroyed Homestead
87. Entanglement
88. Full Scale Alert
89. Garindan, Imperial Informant
90. Grand Moff’s Uniform
91. Imperial Besieger
92. Imperial Guard
93. Imperial Officer
94. Imperial Pursuer
95. Imperial Sentry
96. Imperial Soldier
97. Imperial Trooper
98. Imperial Vanguard
99. Imperial Warrior
100. Motti, Senior Commander
101. Mouse Droid
102. No Escape
103. Overtaken
104. Precision Targeting
105. Pursuit Just Behind
106. Scanning Crew
107. Search Party
108. Slaughtered
109. Standard-issue Blaster
110. Star Destroyer Captain
111. Stormtrooper Armor
112. Stormtrooper Brigade
113. Stormtrooper Fanatic
114. Stormtrooper Recruit
115. Stormtrooper Reinforcements
116. Stormtrooper Utility Belt
117. Tagge, Imperial General
118. Tarkin, Fear-monger
119. Tarkin, Grand Moff
120. Tracking
121. Vader, Agent of the Emperor

Jedi Culture (31 Cards):
122. Affect Mind
123. Alter
124. And No Questions Asked
125. Attunement
126. A Bad Feeling
127. The Circle of Destiny
128. Cleaving Blow
129. Deep in Thought
130. Early Training Regimen
131. Gift of the Mentor
132. Guardian
133. Kenobi’s Coffer
134. Knight’s Robes
135. Krayt Dragon Howl
136. Let Go
137. Moment of Respite
138. A More Civilized Age
139. Mysterious Wizard
140. Noble Sacrifice
141. Obi-Wan, Aged Mentor
142. Obi-Wan’s Lightsaber
143. Obi-Wan’s Wisdom
144. Old Fossil
145. Parry
146. Sense
147. Stand Against Darkness
148. A Strong Influence
149. This One’s Not Worth the Effort
150. Training Remote
151. Trust Me
152. Use the Force, Luke

Rebellion Culture (40 Cards):
153. Anakin’s Lightsaber
154. Artoo, Astromech Droid
155. Artoo, Overweight Glob of Grease
156. Astro-droid
157. Biggs, Friend of Luke
158. Charming to the Last
159. Chewie, Idealistic Rebel
160. Deft Words
161. A Diplomatic Mission
162. Escape Pod
163. Extraordinary Resilience
164. Fearless
165. The Force is Strong With This One
166. Greatest Need
167. Here to Rescue You
168. Hidden Base
169. Honor and Heroism
170. Leia, Freedom Fighter
171. Leia, Imperial Senator
172. Luke, Attuned to the Force
173. Luke, Student of Kenobi
174. Manipulator Arm
175. Narrow Escape
176. Our Lot in Life
177. Our Most Desperate Hour
178. Rebel Blaster
179. Rebel Guard
180. Rebel Trooper
181. Rebel’s Hope
182. Resourcefulness
183. Revolution
184. Sporting Blaster
185. Stolen Armor
186. Strength of Spirit
187. Taken Captive
188. Threepio, Mindless Philosopher
189. Threepio, Protocol Droid
190. Transport Cart
191. Trooper Captain
192. Trooper’s Helmet

Sith Culture (37 Cards):
193. Alternative Forms of Persuasion
194. Assembled
195. Closing In
196. Dark Collaboration
197. Dark Fury
198. Dark Hours
199. The Emperor’s Will
200. Enter the Dark Lord
201. Face Him Alone
202. He Betrayed and Murdered Your Father
203. I Find Your Lack of Faith Disturbing
204. Imperial Envoy
205. Imperial Interrogators
206. Imperial Lackey
207. Imperial Servant
208. In the Dark Jedi’s Wake
209. Interrogation Droid
210. Machinations
211. Mind Probe
212. Not Easily Destroyed
213. Private Turbolift
214. Relentless
215. Sinister Agents
216. Sith Armor
217. Sith Counselor
218. Sith Power
219. Sith Strangle
220. Tarkin, Aligned to Evil
221. Terror
222. Trapped and Alone
223. A Tremor in the Force
224. Ulterior Mission
225. Vader, Devoted to the Force
226. Vader, Sith Warrior
227. Vader’s Obsession
228. Weapon of the Sith
229. You Are Weak

Tatooine Culture – Alliance (35 Cards):
230. Artoo, Quirky and Troublesome
231. Beru, Guardian of Luke
232. Beru’s Stew
233. Blue Milk
234. Concealing the Past
235. Crash Site Memorial
236. Desert Poncho
237. Destiny and Fate
238. Droid Repair
239. Farming Droid
240. Going Nowhere
241. A Hard Life
242. Harvest
243. Hunting Rifle
244. Hydroponics Droid
245. Landspeeder
246. Lars’ Security Perimeter
247. Loading Droid
248. Lock the Door, Artoo
249. Luke, Young Farmhand
250. Macrobinoculars
251. Oil Bath
252. On the Edge
253. Owen, Guardian of Luke
254. Owen’s Ideals
255. Power Droid
256. Security Droid
257. Stumbled Upon a Message
258. These New Astro-droids
259. They Belong to Us Now
260. Threepio, Just an Interpreter
261. Vaporator
262. The Ways of the Force
263. We Don’t Want Any Trouble
264. Wuher, Gruff Bartender

Tatooine Culture – Shadow (39 Cards):
265. Ambushed
266. Bantha
267. Constantly Threatening
268. Dangerous and Unscrupulous
269. Disarmed
270. Droid Caller
271. Droid Junkheap
272. From the Stones
273. Gaderffi Stick
274. Hiding Their Numbers
275. Indigenous
276. Jawa Deceiver
277. Jawa Ingenuity
278. Jawa Ion Gun
279. Jawa Leader
280. Jawa Shaman
281. Jawa Thief
282. Jawa Trader
283. Jawa Warden
284. Nebit, Tribal Leader
285. Physical Strike
286. Raiders and Brigands
287. Restraining Bolt
288. Sandcrawler
289. Secret Folk
290. They’ll Soon Be Back
291. A Transport!
292. Tusken Chieftain
293. Tusken Follower
294. Tusken Marksman
295. Tusken Nomad
296. Tusken Raiders
297. Tusken Rifle
298. Tusken Slayer
299. Tusken Vagabond
300. Uurru’R’R, Son of the Sands
301. Wailing Cry
302. Warriors of the Sand
303. Wild Raid

Creature Deck (20 Cards):
304. Dark Waters
305. Dianoga, Sewage Scavenger
306. Dune Sea Predator
307. Echoing Howl
308. Greater Dragon Bones
309. Hunting Grounds
310. Jerba
311. Jungle Predator
312. Krayt Dragon, Terror of the Dune Sea
313. Rock Wart
314. Scurrier
315. Sunsdown
316. Tatooine Predator
317. Tentacle
318. Territorial
319. Wild Bantha
320. Wild Dewback
321. Wild Ronto
322. Wamp Rat
323. Yavin Predator

Adventure Path (40 Cards):
324. Anchorhead
325. Borderland
326. Cantina
327. Cell Block 1138
328. Conference Room
329. Control Core
330. Control Room
331. Death Star War Room
332. Dense Jungle
333. Docking Bay 94
334. Docking Bay 327
335. Docking Bay Lift
336. Dune Sea
337. Empty Hallway
338. Falcon’s Cabin
339. Falcon’s Cockpit
340. Grand Audience Chamber
341. Imperial Cell
342. Jawa Camp
343. Jawa Canyon
344. Jundland Wastes
345. Krayt Dragon Pass
346. Lars’ Moisturefarm
347. Massassi Ruins
348. Mos Eisley Alley
349. Mos Eisley Avenue
350. Narrow Corridor
351. Obi-Wan’s Hut
352. Obi-Wan’s Living Room
353. Prefect’s Office
354. Rocky Outcrop
355. Scrap-pile
356. Spaceport Center
357. Staging Area
358. Tatooine Spaceport
359. Tatooine Wasteland
360. Trading Route
361. Trash Compactor
362. Tusken Canyon
363. Yavin War Room

Premium Starter Deck Characters (2 Cards):
364. Han, Captain of the Falcon
365. Obi-Wan, Old Ben Kenobi

Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 19, 2012, 11:48:38 PM
A Few Maneuvers

Fringe Culture – Alliance (18 Cards):
1. Bowcaster
2. A Checkered Past
3. Corellian Bloodstripes
4. Customized Hyperdrive
5. Falcon’s Turrets
6. Freighter Captain
7. Got it Where it Counts
8. Han, Not a Revolutionary
9. Here Me Baby, Hold Together
10. Heroes of the Clone Wars
11. Hyper Escape
12. In the Corner
13. Medium Freighter
14. Millennium Falcon
15. Rectenna
16. Special Modifications
17. Wealthier Than He Can Imagine
18. You Call That Easy?

Fringe Culture – Shadow (18 Cards):
19. Air Traffic Control
20. Evazan, The Mad Doctor
21. Grounded
22. Hold-out Blaster
23. Illegal Approach
24. Juri Juice
25. Local Trouble
26. Mos Eisley Pilot
27. Mos Eisley Thug
28. Mos Eilsey Trouncer
29. Patrol Craft
30. Pirate Blastboat
31. Pirated Array
32. Ponda, Aqualish Gangster
33. Prohibited Blaster
34. Reputation
35. Tonnika Sisters, Slippery Con Artists
36. Watch Your Step

Imperial Culture (28 Cards):
37. Blast Points
38. Devastator
39. Dewback
40. Discovered
41. Imperial Ace
42. Imperial Enforcer
43. Imperial Patroller
44. Imperial Pilot
45. Imperial Sandtrooper
46. Imperial Scout
47. Imperial Star Destroyer
48. Imperial Wingman
49. Landing Shuttle
50. Local Help
51. Overrun
52. Overwhelmed
53. Praji, Imperial Commander
54. Short-range Fighters
55. Stop That Ship!
56. Stormtrooper Backpack
57. Stormtrooper Battalion
58. Stormtrooper Rifle
59. Stunned
60. Tallon Roll
61. TIE Fighter
62. TIE Scout
63. TIE Wing
64. Turbolaser Battery

Jedi Culture (11 Cards):
65. Another Fate
66. Awareness
67. Blast Helmet
68. Come With Me to Alderaan
69. Crazy Old Wizard
70. The Force is With Him
71. A Healthy Skepticism
72. Hokey Religion and Ancient Nonsense
73. Kenobi’s Secret
74. Kenobi’s Ward
75. That’s Your Uncle Talking

Rebellion Culture (22 Cards):
76. All Wings Report In
77. Artoo, Luke’s Astromech
78. Biggs, Red Squadron Pilot
79. Blockade Runner
80. Corellian Slip
81. Darklighter Spin
82. Hang On Back There!
83. Immediate Repairs
84. Light Armor
85. Perseverance
86. Raymus, Corellian Captain
87. Rebel Rifle
88. Rebel Technician
89. Rebel X-wing
90. Rebel Y-wing
91. Red Three
92. Red Two
93. S-foils
94. Snubfighter Shielding
95. Tantive Four
96. Threepio, Always Left Behind
97. Wedge, Elite Star-pilot

Sith Culture (16 Cards):
98. Backstabber, Black Squadron Ace
99. Black Squadron Pilot
100. Black Squadron TIE
101. Boosted TIE Cannons
102. Close Pursuit
103. Dark Alter
104. Dark Curse, Black Squadron Ace
105. Dark Sense
106. Incisive
107. Mauler, Black Squadron Ace
108. No One to Stop Us This Time
109. On the Leader
110. Ship to Ship
111. The Sith’s Wingmen
112. Vader, Black Squadron Leader
113. Vader’s Starfighter

Tatooine Culture – Alliance (14 Cards):
114. Ambition
115. Camie, Friend to Luke
116. Fixer, Friend to Luke
117. A Greater Destiny
118. #$&*@! to Pay
119. Humble Origins
120. Lars’ Landspeeder
121. Luke, Not Going Anywhere
122. Not Such a Bad Pilot Myself
123. Repair Kit
124. Translation Droid
125. Shutting Up, Sir
126. Skyhopper
127. Wioslea, Spaceport Dealer

Tatooine Culture – Shadow (16 Cards):
128. Aging Sandcrawler
129. Band of Thieves
130. Clever Diversion
131. Communication Droid
132. Jawa Longrobes
133. Jawa Miscreant
134. Jawa Pistol
135. Jawa Scurrier
136. Jawa Stalker
137. The Land of the Sand People
138. Riding Bantha
139. Rites of Ascension
140. Sliven, Young Warrior-raider
141. Tusken Ambusher
142. Tusken Champion
143. Tusken Pillager

Creature Deck (5 Cards):
144. The Dangerous Wilds
145. Predatory
146. Riled Up
147. Rogue Bantha
148. Something Alive in Here

Adventure Path (10 Cards):
149. Briefing Room
150. Command Station
151. High Orbit
152. Hyperspace Lane
153. Lars’ Garage
154. Massassi Outpost
155. Sunken Courtyard
156. Tatooine Approach
157. Tosche Station
158. Yavin Approach

Premium Starter Deck Characters (2 Cards):
159. Chewie, Proficient Mechanic
160. Wedge, Rebel Warrior
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 19, 2012, 11:53:11 PM
The Death Star

Fringe Culture – Alliance (11 Cards):
1. Battered Transport
2. Courage or Suicide
3. Good in a Fight
4. His Own Path
5. Let the Wookiee Win
6. Life Debt
7. Nabrun, Pilot-for-Hire
8. Scarlet Vertha
9. Situation Normal
10. Weapons System
11. You’re All Clear, Kid!

Fringe Culture – Shadow (18 Cards):
12. Boelo, Majordomo
13. Dark Hellions
14. Lookout Droid
15. Marauders and Brigands
16. Mercenaries
17. Modified Swoop
18. Pittance End
19. Racing Swoop
20. Shock Helmet
21. Swoop Biker
22. Swoop Boss
23. Swoop Criminal
24. Swoop Gang
25. Swoop Goon
26. Swoop Pillager
27. Swoop Racer
28. Under No Man’s Law
29. Welfare for None

Imperial Culture (28 Cards):
30. Blast Door
31. Commence Primary Ignition
32. Conquest
33. The Death Star, Technological Terror
34. The Death Star, Ultimate Power in the Universe
35. Death Star Gunner
36. Death Star Officer
37. Destroyer Ion Cannon
38. Fear Will Keep Them in Line
39. Heavily-shielded
40. Heavy Fire Zone
41. Homing Beacon
42. Hyperwave Scan
43. Imperial Defender
44. Imperial Flightsuit
45. Imperial Justice
46. Imperial Prefect
47. Imperial Vanquisher
48. Laser Gate
49. Moment of Triumph
50. Pride of the Empire
51. Sentry Droid
52. Superlaser
53. Tarkin’s Orders
54. TIE Cannons
55. Trooper Charge
56. Wrong Turn
57. You May Fire When Ready

Jedi Culture (16 Cards):
58. Come Here, My Little Friend
59. The Duel of Two Masters
60. Easily-startled
61. Final Standoff
62. The Fool Who Follows Him
63. Into the Force
64. Jedi Cloak
65. Jedi Master’s Insight
66. A Monstrous Realization
67. Obi-Wan, Former Master
68. Obi-Wan’s Lightsaber, Heritage of the Jedi
69. Presence of the Force
70. Sabotage
71. Serenity
72. Strange Old Hermit
73. You Can’t Win, Darth

Rebellion Culture (26 Cards):
74. Antilles Maneuver
75. Attack Run
76. Ceremonial Necklace
77. Combined Assault
78. Death Star Plans
79. Dodonna, Rebel General
80. Double-front
81. Full Throttle
82. Garbage Chute
83. Gold One
84. Han, Finishing the Fight
85. I’m All Right
86. Jek, Pilot From Bestine
87. Jon, Commander of Gold Squadron
88. Leia, Natural Leader
89. Leia’s Intuition
90. Luke’s X-wing, Red Five
91. Massassi Stronghold
92. Proton Torpedoes
93. Rebel Astromech
94. Rebel Flightsuit
95. Red Six
96. Right There With You
97. Snubfighter Ion Cannon
98. Stay On Target
99. Targeting Computer

Sith Culture (18 Cards):
100. Aghast
101. Blown Clear
102. Broken Concentration
103. Dark Jedi Presence
104. Dark Maneuvers
105. I Have You Now
106. Imperial Arbiter
107. Imperial Captain
108. Imperial Moff
109. Jedi’s End
110. The Last of the Jedi
111. A Master of Evil
112. Now I Am the Master
113. Rapid Fire
114. Sith Vengeance
115. Vader, Master of the Dark Force
116. Vader’s Grasp
117. Vader’s Reach

Tatooine Culture – Alliance (14 Cards):
118. Beru, Sympathetic Aunt
119. Biggs, Son of Huff
120. Chalmun, Mos Eisley Proprietor
121. Farmer’s Demands
122. Labor Droid
123. Mutiny
124. Old Times
125. Owen, Obstinate Uncle
126. Owen’s Rifle
127. Rand Ecliptic
128. The Side to Believe In
129. Soldier’s Cloak
130. Torn Between Worlds
131. Willing to Defect

Tatooine Culture – Shadow (13 Cards):
132. Breath Mask
133. Demolition Droid
134. Ezjenk, Jawa Bolter
135. Garb of the Sand
136. Iasa, Traitor of Jawa Canyon
137. Jawa Acquirer
138. Jawa Plunderer
139. Tusken Devotee
140. Tusken Scout
141. Tusken Tender
142. Tusken Warlord
143. Ur’Ru’r, Fearless Raider
144. Utinni!

Creature Deck (4 Cards):
145. Dune Hawk
146. Exposed
147. Lurking in the Sludge
148. Tunneler

Adventure Path (10 Cards):
149. Alderaan Approach
150. Cell 2187
151. Dantooine
152. Death Star Approach
153. Death Star Trench
154. Debris Field
155. Deflection Tower
156. Lift Tube
157. Magnetic Field
158. Yavin Orbit

Premium Starter Deck Characters (2 Cards):
159. Tarkin, Death Star Commandant
160. Luke, Hero of the Rebellion
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 04:25:39 PM
The Empire Strikes Back

1. The Force, Most Powerful Ally
2. The Force, The Source of Power

Bespin Culture – Alliance (43 Cards):
3. Airten, Burly Compatriot
4. Among the Clouds
5. Armed Escort
6. Artoo, Still in One Piece
7. Augmentation
8. Baron’s Blaster
9. Baron’s Cloak
10. Beldon’s Eye
11. Bespin Security Craft
12. Civil Disorder
13. Cloud Car
14. Cloud City Armory
15. Commando Pilot
16. Cybernetic Construct
17. Earned Loyalty
18. Indentured Servitude
19. Intrepid Technicians
20. Lando, Respectable Rogue
21. Lando’s Indignation
22. Loader Droid
23. Lobot, Baron’s Aide
24. Lobot, Computer-Liaison Officer
25. Measure of Character
26. Millennium Falcon, Lando’s Prize
27. No Love For the Empire
28. Old Pirates
29. On His Own Ground
30. Quiet Mining Colony
31. Resistance
32. The Resources of Bespin
33. Rich Deposits
34. Security Codes
35. Sentry Armor
36. Surreptitious Glance
37. Surrounded
38. Taking Control of the City
39. Tibanna Freighter
40. Tibanna Gas
41. Tibanna Miner
42. Utris, The Unbribable
43. Wing Guard Pistol
44. Wing Guard Veteran
45. Wrist Comlink

Bespin Culture – Shadow (44 Cards):
46. Abyss
47. Atmospheric Assault
48. Bespin Controller
49. Bespin Engineer
50. Bespin Guard
51. Bespin Inspector
52. Bespin Rifle
53. Bespin Sentry
54. Bespin Trooper
55. Blastboat
56. Bribes and Kickbacks
57. Carbon Servitor
58. Carbon Technician
59. Combat Cloud Car
60. Covetous
61. Disabled Hyperdrive
62. Dishonorable
63. Escort Craft
64. Forced Landing
65. High-orbit Skiff
66. History of Corruption
67. Jerrol, Crooked Captain
68. Labor Difficulties
69. Merril, Sergeant of the Guard
70. Not His People
71. Old Junkpile
72. On the Criminal Payroll
73. A Real Hero
74. Retracting Claw
75. Shadowplay
76. Starship Saboteurs
77. Supply Problems of Every Kind
78. Their Own World
79. Ugarte, Under No Man
80. Ugnaught Demolitionists
81. Ugnaught Forger
82. Ugnaught Laborer
83. Ugnaught Slaver
84. Ugnaught Toolkit
85. Ugnaught Underbaron
86. Ugnaught Workers
87. Warning Shots
88. Welder
89. You’re All Invited

Fringe Culture – Alliance (43 Cards):
90. As Good As Gone
91. Asteroid Sanctuary
92. A Bandit Bound to Friends
93. Blaster Proficiency
94. Boosted Shielding
95. Bulk Freighter
96. Chewie, Enraged
97. Chewie, Honorable Wookee
98. Chewie’s Bowcaster, Weapon of Kashyyyk
99. Close Call
100. Death Mark
101. Double-crossing, No-good Swindler
102. Expert Maneuvers
103. Friendship Wrought From War
104. A Goodbye Kiss
105. Han, Rebel Captain
106. Han, Smuggler at Heart
107. Han’s Assurance
108. Han’s Heavy Blaster, Illegal Hardware
109. Han’s Toolkit
110. Hidden in the Garbage
111. It’s Not My Fault!
112. Lando System?
113. Mercenary Pilot
114. Millennium Falcon, Less than Spaceworthy
115. My Friend’s Out in It
116. Nothing to Worry About
117. On the Word of a Scoundrel
118. Protector
119. Quick Shot
120. Rogue Asteroid
121. Sidearm
122. So Long, Princess
123. Take it Easy
124. Tech Droid
125. Temporary Shelter
126. They’d Be Crazy to Follow Us
127. Threepio, The Professor
128. Through the Storm
129. Tricky Repairs
130. Uncertain Farewell
131. Wookiee Roar
132. Wookiee Strangle

Imperial Culture (61 Cards):
133. All-terrain Walker
134. Beaten Back
135. Bewil, Tactical Expert
136. Blizzard One
137. Blizzard Scout
138. Blizzard Two
139. Blizzard Walker
140. Bomber Pilot
141. Bombing Run
142. Breached Defenses
143. Deploy the Fleet
144. Dreaded Imperial Starfleet
145. E-web Blaster
146. Emergency Evacuation
147. Encroachment
148. Imperial Assaulter
149. Imperial Attacker
150. Imperial Binders
151. An Imperial Code
152. Imperial Doctrine
153. Imperial Driver
154. Imperial Helmsman
155. Imperial Grenadier
156. Imperial Lander
157. Imperial Marksman
158. Imperial Snowtrooper
159. Imperial Star Destroyer
160. Imperial Strafer
161. Maximum Firepower
162. Mechanizations of Terror
163. Meteor Impact
164. Occupation
165. Order to Engage
166. Our First Catch of the Day
167. Ozzel, Commander of the Fleet
168. Piett, Chief Fleet Captain
169. Prisoner of the Empire
170. Probe Droid
171. Probe Telemetry
172. Proton Bombs
173. Scramble
174. Self-destruct
175. Snowtrooper Breacher
176. Snowtrooper Intruder
177. Snowtrooper Legionnaire
178. Snowtrooper Officer
179. Snowtrooper Rifle
180. Snowtrooper Sergeant
181. Snowtrooper Stormer
182. Subjugated Planet
183. Surface Attack
184. Target the Main Generator
185. TIE Bomber
186. TIE Fighter
187. Trample
188. Tyrant
189. Walker Barrage
190. Walker Cannon
191. Walker Commander
192. Walker Operator
193. Walker Technician

Jedi Culture (15 Cards):
194. All the Scopes are Dead
195. Anakin’s Legacy
196. Barely Visible Through the Blinding Snow
197. Connection and Vitality
198. The Dagobah System
199. Innate Talent
200. The Jedi Master Who Instructed Me
201. A Knight’s Potential
202. Obi-Wan’s Apparition, Specter in the Snow
203. Or I Will Help You Not!
204. Something Familiar About This Place
205. Transcended
206. Upward Swing
207. Weapon Levitation
208. Windswept Horizon

Rebellion Culture (47 Cards):
209. Anti-infantry Laser Battery
210. Artoo, Little Short-circuit
211. Astro-droid
212. Attack Pattern Delta
213. Bacta Tank
214. Concussion Grenade
215. Dack, Rogue Gunner
216. Defender’s Rifle
217. Desperate Tactics
218. Echo Trooper
219. Entrenchment
220. Evacuation Control
221. First Aid
222. I’m Not Afraid
223. Leia, On the Run from the Empire
224. Leia, Princess of a Lost Planet
225. Luke, Rogue Commander
226. Luke, Student of the Force
227. Luke’s Determination
228. Luke’s X-wing, Hardened Snubfighter
229. Maneuvering Flaps
230. Medical Droid
231. One More Pass
232. Planetary Energy Shield
233. Planetary Ion Cannon
234. Power Harpoon
235. Quantum Storm
236. Quite All Right
237. Rebel Scout
238. Rebel Transport
239. Rebel X-wing
240. Rendezvous Point
241. Rieekan, General of Echo Base
242. Rogue One
243. Rogue Pilot
244. Rogue Three
245. Rogue Two
246. Sensor Emplacements
247. Snowspeeder
248. Snowspeeder Cannon
249. Survival Gear
250. Tactical Blunder
251. Tauntaun
252. They Know Their Duty
253. Threepio, Experienced Translator
254. Wedge, Rogue Veteran
255. Zev, Rogue Ace

Sith Culture (48 Cards):
256. Across the Stars
257. Apology Accepted
258. Bewil, Death Squadron Captain
259. Blizzard Escort Walker
260. Channeling
261. Clear Transmission
262. Dark Deal
263. Dark Fury
264. The Dark Path
265. Dark Time for the Rebellion
266. Death Squadron
267. Death Squadron Star Destroyer
268. Executor
269. Executor Tactical Officer
270. Fearless Advance
271. Field Promotion
272. Flagship Operations
273. He Wants Us All Dead
274. He Will Never Stop Hunting You
275. I Want That Ship
276. Imperial Protégé
277. Leading the Assault
278. Meditation
279. Needa, Death Squadron Captain
280. Officer Shuttle
281. Ozzel, Death Squadron Admiral
282. Pawns of the Sith
283. Piett, Death Squadron Captain
284. Projectile
285. Pursued
286. The Qabbrat
287. A Reasonable Test
288. The Rebels Are There
289. Report to Lord Vader
290. Setting the Trap
291. Sith Armor, Borne of Arcane Alchemy
292. Sith Plotting
293. They Are Alive
294. Thick as Flies
295. Vader, Agent of Evil
296. Vader, Lord of the Sith
297. Vader’s Intuition
298. Vader’s Personal Transport
299. Veers, Death Squadron General
300. Visage of the Emperor, The Shroud of Evil
301. We’re the Bait
302. What is Thy Bidding?
303. You Have Failed Me for the Last Time

Creature Deck (20 Cards):
304. Bespin Predator
305. Cavernous Lair
306. Chewing On the Power Cables
307. Dagobah Predator
308. Echoing Howl
309. Exogorth, The Devourer
310. Hoth Predator
311. In Its Belly
312. Inhospitable Night
313. Mynock
314. Mynock Swarm
315. Predatory
316. Starship Parasites
317. Sudden Strike
318. Tauntaun Bones
319. This is No Cave
320. Wampa
321. Wampa Den
322. Wampa Pack
323. Wild Tauntaun

Adventure Path (40 Cards):
324. Anoat
325. Asteroid Field
326. Asteroid Tangle
327. Asteroid Tunnel
328. Bespin
329. Big One
330. Carbon-freezing Chamber
331. Chasm
332. Cloud City Approach
333. Defensive Perimeter
334. Dense Atmosphere
335. Echo Command Center
336. Echo Corridor
337. Echo Docking Bay
338. Echo Med Lab
339. Executor Bridge
340. Falcon’s Corridor
341. Falcon’s Hold
342. Frozen Plains
343. Guest Quarters
344. Hoth
345. Hunting Pools
346. Ice Cave
347. Incinerator
348. Kerane Valley
349. Lower Corridor
350. Main Promenade
351. Meditation Chamber
352. Moorsh Moraine
353. North Ridge
354. Ord Mantell
355. Outer Perimeter
356. Platform 327
357. Security Tower
358. Shield Generator
359. Siege Zone
360. Snow Trench
361. Thick Cloud-cover
362. Tundra Expanse
363. Unexplored Swamp

Premium Starter Deck Characters (2 Cards):
364. Lando, Administrator of Cloud City
365. Veers, Blizzard Force Commander
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 04:30:47 PM
Hunters & Heroes

Bespin Culture – Alliance (11 Cards):
1. The Face of a Frozen Hero
2. Floating Refinery
3. Kuep, Wing Guard Corporal
4. Lando, The Baron of Bespin
5. Lando’s Confidence
6. Local Defense
7. Necessary Evil
8. Old Grudges
9. Stolen Blaster Rifle
10. Trust Him! Trust Him!
11. Uprising

Bespin Culture – Shadow (14 Cards):
12. Arrogant Protocol Droid
13. Bespin Keeper
14. Bespin Patroller
15. Bespin Warden
16. Control Panel
17. Deal With the Devil
18. I Had No Choice
19. In Perfect Hibernation
20. Lando, Instrument of the Empire
21. Not Permanently Damaged
22. Problems of My Own
23. Ugloste, Carbon-freezing Expert
24. Ugnaught Tech
25. Ugnaught Tinker

Fringe Culture – Alliance (8 Cards):
26. Chewie, Tall and Proud
27. Han, Victim of Fate
28. Han’s Tauntaun
29. I Know
30. Landing Claw
31. Legendary Starfighter
32. Moving to Attack Position
33. Shot in the Dark

Fringe Culture – Shadow (23 Cards):
34. 4-LOM, Reprogrammed Automaton
35. Any Methods Necessary
36. Boba Fett’s Blaster Rifle
37. Bossk, Spawn of Cradossk
38. Capture Rifle
39. Dengar, Sworn Enemy of Solo
40. Double Back
41. Elite Bounty Hunter
42. IG-88, Deranged Battle Droid
43. Illegal Jamming Equipment
44. Imperial Bounty
45. Infamous Hunters
46. Mandalorian Armor
47. Neural Inhibitor
48. No Use to Me Dead
49. On the Right Trail
50. Pinned Down
51. Punishing One
52. Shadow-hunter
53. Slave One
54. A Substantial Reward
55. Tracking the Prize
56. Zuckuss, Clever Findsman

Imperial Culture (18 Cards):
57. Avenger
58. Bomber Wing
59. Coercion
60. Executor, Flagship of the Empire
61. Human Shield
62. Imperial Bomber
63. Imperial Garrison
64. Imperial Tracker
65. Needa, Captain of the Avenger
66. Obsidian Five
67. Obsidian Pilot
68. Obsidian Six
69. Selective Targeting
70. Systematic Bombing
71. TIE Avenger
72. Torture
73. Tractor Beam
74. Vengeance

Jedi Culture (16 Cards):
75. At Peace
76. Away Put Your Weapon
77. Bad Feeling Have I
78. Knowledge and Defense
79. Mind What You Have Learned
80. Rite of Passage
81. Size Matters Not
82. Stone Pile
83. Take You to Him, I Will
84. Visions in the Force
85. Wars Not Make One Great
86. Yoda, Jedi Master
87. Yoda, Wisest of Beings
88. Yoda’s Cane
89. Yoda’s Hope
90. Yoda’s Stew

Rebellion Culture (21 Cards):
91. Anakin’s Lightsaber, Ominous Heirloom
92. Armed and Dangerous
93. Artoo, Curious Companion
94. Bionic Hand
95. Bright Hope
96. Clash of Sabers
97. Courage of a Skywalker
98. Emergency Supplies
99. Glancing Blow
100. Hero of a Thousand Devices
101. Hoth Sentry
102. Leia, Last Scion
103. Lightsaber Sweep
104. Luke’s Backpack
105. Luke’s Blaster Pistol
106. Luke’s Tauntaun
107. Only One Escape
108. The Quick and Easy Path
109. Redemption
110. Sensorscope
111. Smoke Screen

Sith Culture (22 Cards):
112. All Too Easy
113. Altering the Deal
114. Dark Approach
115. Dark Revelation
116. Despair
117. Domain of Evil
118. The Emperor’s Prize
119. Failure at the Cave
120. Focused Attack
121. Force Field
122. He Will Join Us or Die
123. Much Anger in Him
124. No Disintegrations!
125. Put Him In
126. Release Your Anger
127. Torture Rack
128. Uncontrollable Fury
129. Vader, Sith Sorcerer
130. Vader’s Bounty
131. Vader’s Garrison
132. Weapon of the Sith, Vader’s Crimson Blade
133. You Are Beaten

Creature Deck (14 Cards):
134. Asteroid Den
135. Bog-wing
136. The Bowels of Predation
137. Butcherbug
138. Camouflaged
139. Dragonsnake
140. Hunting Party
141. Nest-trap
142. Silicon-based Lifeforms
143. Sleen
144. Space Slug
145. Swallowed Whole
146. Teeming With Life
147. Vine Snake

Adventure Path (11 Cards):
148. Bog Clearing
149. Cargo Hold
150. Cloud City Plaza
151. Dagobah Approach
152. Dagobah Swamp
153. Dark Cave
154. Dining Room
155. Holotheatre
156. Port Town District
157. Raithal
158. Yoda’s Hut

Premium Starter Deck Characters (2 Cards):
159. Boba, Master Hunter
160. Luke, Reckless Pupil
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 04:34:16 PM
Shadows of the Empire

Bespin Culture – Alliance (8 Cards):
1. Back in the Pilot’s Seat
2. Docked for Repairs
3. Finding the Way
4. Lobot, Rehabilitated Intellectual
5. Permission Granted
6. A Responsible Businessman
7. Sabacc
8. What Have We Here?

Bespin Culture – Shadow (10 Cards):
9. Bespin Investigator
10. Bespin Stalker
11. Bespin Watchmen
12. Extortion
13. I’ve Done All I Can
14. Off the Books
15. Pistol Whip
16. Ugnaught Ingenuity
17. Ugnaught Mechanics
18. Ugnaught Specialist

Fringe Culture – Alliance (18 Cards):
19. Benedict, Sewage Engineer
20. Clandestine Shipments
21. Dash, Good for the Credits
22. Dash’s Blaster
23. Falling Back
24. Jetpack
25. Lando, Seeking Redemption
26. Leebo, Eccentric Repair-droid
27. A Living Martyr
28. Not Hired to Fight
29. Outrider
30. Pulse Bomb
31. Rogue Twelve
32. Showdown
33. Shut Him Up or Shut Him Down
34. Split Decision
35. Taking Stock of the Situation
36. Threepio, Pilot of the Falcon

Fringe Culture – Shadow (21 Cards):
37. Aggression
38. Black Sun Agent
39. Black Sun Blastboat
40. Black Sun Enforcer
41. Black Sun Profiteer
42. Black Sun Syndicate
43. Black Sun Underling
44. Black Sun Vigo
45. Boba, Dark Collector
46. Dark Hands in Dark Dealings
47. Falleen’s Fist
48. Gladiator Droid
49. Guri, Exquisite Killer
50. Malprogramming
51. More Than a Criminal
52. Paid Up
53. Pheromones
54. Stinger
55. Virago
56. Wealth of Information
57. Xizor, The Dark Prince

Imperial Culture (18 Cards):
58. An Agreeable Business Partner
59. Diamond Boron Missile
60. Disabled
61. Imperial Chaser
62. Imperial Commando
63. Imperial Enclave
64. Imperial Fleet Admiral
65. Imperial Gunner
66. Imperial Invader
67. In Range
68. Misplaced Trust
69. Okins, Ruthless Admiral
70. Stormtrooper Commander
71. Stormtrooper Squad
72. A Suitable Compensation
73. Suprosa
74. Under Heavy Fire
75. Xizor, Servant of the Empire

Jedi Culture (11 Cards):
76. A Close Connection
77. Dangers of the Dark Side
78. Echoes of Kenobi
79. I Cannot Interfere
80. Inside Information
81. Obi-Wan’s Journal
82. Refining His Skills
83. Strong is Vader
84. There is Another
85. Why Didn’t You Tell Me?
86. Yoda, Elder Knight

Rebellion Culture (16 Cards):
87. Bothan Infiltrator
88. The Bothan Intelligence Network
89. Chewie, Snoova
90. Daring and Brave
91. Leia, Boushh
92. Mustering New Allies
93. Of Vital Importance
94. Paying for Protection
95. Precision Strike
96. Rogue Squadron X-wing
97. Rogue’s Astromech
98. Temporary Facility
99. Time and Route
100. Two Enemies to Face
101. Wedge, Corellian Rebel
102. Wes, Native of Taanab

Sith Culture (16 Cards):
103. Atrocity
104. Dueling Droid
105. The Emperor’s Affection
106. Emperor’s Skyhook
107. Healing Old Wounds
108. Imperial Center
109. Insidious Strategy
110. Jix, Servant of the Sith
111. New Enemy
112. New Fear
113. Sith Lightsaber
114. Sith Star Destroyer
115. Unending Pursuit
116. Vader, The Fallen Skywalker
117. Vader’s Starfighter, Sith Lord’s TIE
118. With Our Combined Strength

Tatooine Culture – Alliance (2 Cards):
119. Luke, Weary Warrior
120. Luke’s Swoop

Tatooine Culture – Shadow (21 Cards):
121. Assassin
122. Dispatched With Haste
123. Gizman, Swoop-master
124. Gizman’s Swoop
125. Illegal Swoop
126. In the Red
127. Jabba, Denizen of Tatooine
128. Jabba’s Interests
129. Rammed
130. Riding Gear
131. Running Him Down
132. Spiker, Chiss Infiltrator
133. Swift End
134. Swoop Assassin
135. Swoop Expert
136. Swoop Jockey
137. Swoop Outlaw
138. Swoop Patroller
139. Swoop Rider
140. Swoop Spotter
141. Swooper’s Blaster

Creature Deck (8 Cards):
142. Coruscant Underworld
143. Dank Tunnels
144. Firecat
145. Hawk-bat
146. Mountain-wampa
147. Sewer Serpent
148. Strangled
149. Undercity Dianoga

Adventure Path (9 Cards):
150. Coruscant
151. Gall
152. Imperial Palace
153. Kile Base
154. Ord Mantell Junkyard
155. Sith Castle
156. Smuggler’s Gorge
157. Stone Needle
158. Xizor’s Palace

Premium Starter Deck Characters (2 Cards):
159. Dash, Outrider’s Captain
160. Xizor, Leader of Black Sun
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 04:37:22 PM
Return of the Jedi

1. The Force, The Source of Power
2. The Force, Strength of the Galaxy

Endor Culture (40 Cards):
3. Artoo, Demigod
4. Band of Bowmen
5. Battle-horn
6. Brought Down
7. Catapult
8. Chirpa, Chief of the Tribe
9. Courageous in Battle
10. Diversion
11. Divine Influence
12. Ewok Archer
13. Ewok Bow
14. Ewok Glider
15. Ewok Warrior
16. Hail of Stones
17. High Into the Trees
18. Impersonation
19. Join the Fight
20. Logray, Tribal Shaman
21. Long Spear
22. Lost in the Wilderness
23. Main Course
24. An Old Friend of Mine
25. Paploo, Brave Scout
26. A Part of the Tribe
27. The Realm of the Great Tree
28. Simple Tactics
29. Sling
30. Sound the Attack
31. Teebo, Watcher of the Stars
32. Threepio, The Golden One
33. Trapper
34. Trials by Firelight
35. Unheeded
36. Village Sentry
37. Village Tribesman
38. Wary
39. Were You Looking For Me?
40. Wicket, Jittery Little Thing
41. Wokling
42. Yub Yub!

Fringe Culture – Alliance (38 Cards):
43. All in Bonds
44. Backwater Pilot
45. Base of Operations
46. Blind Luck
47. Chewie, Prisoner of the Palace
48. Chewie, Sworn Companion
49. Chewie’s Satchel
50. Clever Disguise
51. Direct Hit
52. Down on His Luck
53. Enter the Hive
54. Gondar Helmet
55. Han, Son of Corellia
56. Han, Warming Up
57. Hibernation Sickness
58. Infiltrated Blaster
59. I’ll Pay You Triple
60. Just a Little Higher!
61. Lando, Rebel Sympathizer
62. Lando, Tamtel Skreej
63. Lando’s Vibro-axe
64. Leia, Infiltrating Operative
65. Millennium Falcon, Fastest Ship in the Fleet
66. Now I Owe You One
67. Precarious Position
68. Private Yacht
69. The Respectful One
70. Retort
71. The Same as Always
72. A Smuggler’s Luck
73. Smuggler’s Reunion
74. Someone Who Loves You
75. Spice Trader
76. Stolen Skiff
77. Tanus, Insider
78. Thermal Detonator
79. Well Who Says They Didn’t?
80. We’re On Our Way!

Fringe Culture – Shadow (38 Cards):
81. All Warmed Up
82. Behind the Line
83. Bib, Majordomo
84. Boba, Disciple of the Hunt
85. Boba, In Jabba’s Employ
86. Crooked Ambitions
87. Den of Thieves
88. Dengar, Corellian Tracker
89. Desilijic Tattoo
90. Feeding Bowl
91. Fett’s Jetpack
92. Hidden Weapons
93. Hunter in the Court
94. Hunter’s Rifle
95. Hutt Bounty
96. Hutt Influence
97. Hutt’s Assassin
98. Jabba, Vile Gangster
99. Jabba’s Dais
100. Jabba’s Sail Barge
101. My Favorite Decoration
102. Nar Shaddaa Interlopers
103. No Bargain
104. Outer Rim Warship
105. Overwatch
106. Periphery Sensors
107. The Power of the Outer Rim
108. Quick Reflexes
109. Rallied by Credits
110. Rocket Launcher
111. Salacious, Kowakian Miscreant
112. Shadowy Chaser
113. Snare Line
114. Soldier of Fortune
115. Spice Runner
116. Tracking In for the Kill
117. Traveled Far and Long
118. Wandering Hunter

Imperial Culture (44 Cards):
119. Accuser
120. Bulwark
121. Chimaera
122. Combat Readiness
123. Control Officer
124. Dune Walker
125. Elite Star Destroyer
126. Endicott, Stern Lieutenant
127. An Entire Legion of My Best Troops
128. How Could They Be Jamming Us?
129. Imperial Combatant
130. Imperial Conqueror
131. Imperial Infantry
132. Imperial Killer
133. Imperial Navy Gear
134. Imperial Pilot
135. Imperial Shuttle
136. Imperial Stormtrooper
137. Imperial TIE
138. Imperial Veteran
139. Imperial Weaponsmaster
140. Insurmountable Forces
141. Mobilized
142. New Terror
143. Operational as Planned
144. Piett, Veteran of the Navy
145. Ready for War
146. Saber Squadron TIE
147. Security Shield
148. Shuttle Captain
149. Something Special Planned for Them
150. Soontir Fel, Corellian Baron
151. Stormtrooper Armor
152. Stormtrooper Blaster
153. Stormtrooper Corporal
154. Stormtrooper Division
155. Stormtrooper Formation
156. Stormtrooper Legion
157. Sweeping the Area
158. They Will Be Dealt With
159. TIE Interceptor
160. Visage
161. Volley Fire
162. We Shall Double Our Efforts

Jedi Culture (21 Cards):
163. But Not That Strong
164. Force Kick
165. Forced Entry
166. I Must Be Allowed to Speak
167. I Was Wrong
168. I’ve Come Back to Complete the Training
169. Jedi Master’s Abode
170. Jedi Mind Trick
171. Knight’s Robes
172. Lightsaber Deflection
173. Luke’s Lightsaber
174. Obi-Wan’s Apparition, Jedi Ghost
175. A Promise
176. Sick Have I Become
177. Twilight is Upon Me
178. Underestimated
179. Weapon Levitation
180. Wise Advice
181. Yoda, Great Warrior
182. Yoda, Practitioner of the Luminous
183. Yoda Will Always Be With You

Rebellion Culture (36 Cards):
184. Ackbar, Leader of the Alliance
185. Arc Welder
186. Artoo, Just Serving Drinks
187. Assembling the Fleet
188. Capital Support
189. Commando Rifle
190. Concentrate All Fire
191. Critical Error Revealed
192. Dressellian Commando
193. A Gift
194. Home One
195. Independence
196. I’m With You, Too
197. Leia, Enslaved
198. Leia’s Blaster
199. Luke, Friend to Captain Solo
200. Luke, Young Jedi
201. A Message to Your Master
202. Miscommunication
203. Mon Calamari Pilot
204. Mon Calamari Technician
205. Mothma, Courageous Leader
206. A Proper Show of Strength
207. Rebel A-wing
208. Rebel Star Cruiser
209. Rebel X-wing
210. Rebel’s Struggle
211. Seeking an Audience
212. The Signal
213. Storage Compartment
214. Strength of Spirit
215. Threepio, Interpreter of Jabba
216. Tydirium
217. Unfriendly Fire
218. Walex, Shipwright
219. You’re Going to Regret This

Sith Culture (38 Cards):
220. Accepting the Truth
221. Agent of the Sith
222. All Thought Bent on It
223. An Unexpected Pleasure
224. Armed Only With This
225. Bound to His Will
226. Coruscanti Delegate
227. Coruscanti Robes
228. Dark Motivation
229. Dark Passion
230. A Distant Impression
231. The End of the Rebellion
232. Executor, Super-class Star Destroyer
233. Executor Turbolaser
234. He Will Seek You Out
235. Imperial Liaison Officer
236. Imperial Servitor
237. Invasion of the Mind
238. Jerjerrod, Subservient Moff
239. Leave Them to Me
240. Mooring Fighter
241. New Master
242. Overseeing it Personally
243. Pitiful Little Band
244. Pleasantries
245. Proceeding as He Has Foreseen
246. Rise, My Friend
247. Royal Escort
248. Service Blaster
249. Sinister Cavalcade
250. Sith Foresight
251. Sith Pupil
252. Thick as Flies
253. Tyranny
254. Vader, Imperial Overseer
255. Vader, Slave to the Emperor
256. Vader’s Personal Transport, Lambda-class Shuttle
257. You Cannot Hide Forever

Tatooine Culture – Shadow (41 Cards):
258. Barada, Chief Repulsor Mechanic
259. B’omarr Monk
260. Cast into the Pit
261. Denizens of the Palace
262. Escort Skiff
263. EV-9D9, Warden of the Droids
264. Eyes in the Dark
265. Fiendish
266. Fit Him With a Restraining Bolt
267. Fusillade
268. Gatewatcher
269. Guard’s Spear
270. Havoc
271. He Hopes You Will Die Honorably
272. Heavy Personnel Cannon
273. In Complete Control
274. Laceration
275. Palace Creep
276. Palace Instigator
277. Palace Keeper
278. Palace Ruffian
279. Palace Scavenger
280. Palace Strangler
281. Palace Zealot
282. Pandemonium
283. Powerful and Mighty
284. Prod
285. Repair Droid
286. Retracting Plank
287. Sawed-off Blaster
288. Skiff
289. Skiff-master
290. Torture Droid
291. Vibro-axe
292. Weequay Hunter
293. Weequay Lookout
294. Weequay Marksman
295. Weequay Watcher
296. Well Guarded
297. Wounded Wookiee
298. You’re a Fiesty Little One

Creature Deck (25 Cards):
299. Bantha Bull
300. Bantha Herd
301. The Battle of Carkoon
302. Bubo
303. Disgusting Creatures!
304. Dungeon Rat
305. Echoing Howl
306. Gorg
307. Held
308. Into the Maw
309. Jabba’s Rancor, Terror of the Pit
310. Klatooine Paddy Frog
311. Litter and Bones
312. Malakili, Creature-keeper
313. Palace Predator
314. Sandstorm
315. Sandwhirl
316. The Sarlacc, Keeper of the Dune Sea
317. Second Barrier
318. Tatooine Predator
319. Tentacle
320. Trap Door
321. Well-fed
322. Wild Moon
323. Worrt

Adventure Path (40 Cards):
324. Audience Chamber
325. Back Door
326. Canyon Route
327. Chief Chirpa’s Hut
328. Dagobah
329. Death Star II Docking Bay
330. Death Star II Orbit
331. Dense Forest
332. Distant Rendezvous
333. Droid Workshop
334. Endor
335. Endor Approach
336. Endor Bunker
337. Endor Landing Platform
338. Ewok Village
339. Fog-bound Moor
340. Forest Clearing
341. Gantries
342. Great Forest
343. Great Pit of Carkoon
344. Hidden Landing Site
345. Home One War Room
346. Jabba’s Palace
347. Lower Deck
348. Mooring Spire
349. Nal Hutta
350. Palace Dungeon
351. Palace Entrance
352. Palace Passageway
353. Passenger Deck
354. Rancor Pit
355. Rebel Staging Area
356. Solemn Hollow
357. Sullust
358. Taanab
359. Tatooine
360. Tatooine Expanse
361. Village Center
362. Village Walkway
363. Western Dune Sea

Premium Starter Deck Characters (2 Cards):
364. Leia, Royal Highness
365. Jabba, Exalted One
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 04:40:18 PM
Sentry Moon

Endor Culture (22 Cards):
1. Arrows Thick on the Air
2. Chewie, Tree-climber
3. Dogpile
4. Drawn Taut
5. Ewok Celebration
6. Ewok Hatchet
7. Ewok Hunter
8. Fervor
9. Forests of Endor
10. Horn of Endor
11. Intuitive Understanding
12. Kazak, Advisor to Chief Chirpa
13. Large Stone
14. Leader’s Headdress
15. Pronouncement
16. Renewed Assault
17. Safe Paths
18. Secret Entrance
19. Taking the Field
20. Threepio’s Magic
21. Village Elder
22. Wuta, Ewok Explorer

Fringe Culture – Alliance (13 Cards):
23. Audacious Gamble
24. Bravado
25. Chewie’s Bowcaster, Faithful Crossbow
26. Chewie’s Walker
27. Field-dressing
28. Han’s Heavy Blaster, Scoundrel’s Pistol
29. I Have an Idea
30. Inspiring Leader
31. I’m Sorry
32. Let’s Keep a Little Optimism Here
33. Masterful Hit
34. Take Cover
35. Tydirium, Hunk of Junk

Fringe Culture – Shadow (16 Cards):
36. Bane, Paranoid Telepath
37. Fozec, Man of Many Allegiances
38. Gangster’s Net
39. Hookah
40. Jabba’s Bodyguard
41. Jabba’s Henchman
42. Jabba’s Observer
43. Just a Little Sidetracked
44. Lost in Translation
45. My Kind of Scum
46. No Less
47. Pirate Frigate
48. Terminated Immediately
49. Unending Greed
50. Upgraded Tracking Vessel
51. Wrist Laser

Imperial Culture (29 Cards):
52. Accelerate
53. Avarik, Corulag Brawler
54. Biker Scout Armor
55. Biker Scout Blaster
56. Don’t Move
57. Go for Help!
58. High-speed Tactics
59. Hot Pursuit
60. Igar, Walker-general
61. Imperial Academy Training
62. Imperial Speeder Bike
63. Marquand, Imperial Major
64. On High Alert
65. Perimeter Patrol
66. Search and Destroy
67. Scattered
68. Scout Leader
69. Scout Picket
70. Scout Pursuer
71. Scout Recon
72. Scout Stalker
73. Scout Trooper
74. Speeder Bike Cannon
75. Tempest Driver
76. Tempest One
77. Tempest Pilot
78. Tempest Scout
79. Tempest Technician
80. Tempest Walker

Jedi Culture (9 Cards):
81. A Certain Point of View
82. Confessions in t he Pale Moonlight
83. Dismembered
84. Leia, Daughter of Skywalker
85. More Machine Now Than Man
86. Night Must Fall
87. On This Moon
88. The Only Hopes for the Alliance
89. Revelation

Rebellion Culture (25 Cards):
90. All the Help We Can Get
91. Battle Plan
92. Brooks, Veteran Pathfinder
93. Commando Training
94. Commando’s Blaster
95. Commando’s Cloak
96. Count Me In
97. Covert Landing
98. Crix, Visionary Advisor
99. Endor Trooper
100. Explosive Charge
101. Firefight
102. Greeve, Insertion Commando
103. Han, General Solo
104. Insurrection
105. Leia’s Vengeance
106. Luke, A Danger to the Mission
107. Page, Insertion Commando
108. Rebel Commando
109. Rebel Strike Team
110. Sharpshooter Rifle
111. Speeder Bike
112. Survival Helmet
113. There is Good in Him
114. War Must Be

Sith Culture (9 Cards):
115. Conduct Your Search
116. Fanfare
117. Fates Entwined
118. I Shouldn’t Have Come
119. Misuse of Power
120. The True Nature of the Force
121. Vader, Sworn to Darkness
122. Sith Armor, Conservator
123. Surrendered

Tatooine Culture – Shadow (17 Cards):
124. Brutality
125. Gamorrean Axe
126. Gamorrean Beast
127. Gamorrean Enforcers
128. Gamorrean Guards
129. Gamorrean Jailor
130. Gamorrean Sentinel
131. Hefty Swing
132. Imprisoned
133. Maintenance Droid
134. None Shall Pass
135. Oola, Slave Dancer
136. Palace Cur
137. Ortugg, Strongarm
138. The Rack
139. Summoned to the Court
140. The Way is Shut

Creature Deck (9 Cards):
141. Bordok
142. Churi
143. Concealing Canopy
144. Deadly Adaptations
145. Gorax
146. Gureck
147. Lush and Exotic
148. Mantigrue
149. The Planet’s Setting

Adventure Path (9 Cards):
150. Chandrilla
151. Dark Corridors
152. Death Star II Lift
153. Endor Orbit
154. Hidden Forest Trail
155. Palace Tunnel
156. Prep Bay
157. Thick Foliage
158. Wild Forest

Premium Starter Deck Characters (2 Cards):
159. Threepio, Voice of the Stories
160. Han, Hardened Fighter
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 04:42:40 PM
Reflections

0. Beyond the Galactic Rim
1. The Force, The Binding Force

Bespin Culture - Alliance (3 Cards):
2. Lady Luck
3. Slave-circuit
4. Streen, Bearer of Affinity

Bespin Culture – Shadow (2 Cards):
5. Lobot, Centralizer
6. Wind and Weather

Endor Culture (1 Card):
7. Threepio’s Throne

Fringe Culture – Alliance (5 Cards):
8. The Katana Fleet
9. Mara, Bearer of Avidity
10. Talon, Center of Attention
11. Wilde Karrde
12. Z-95 Headhunter

Fringe Culture – Shadow (2 Cards):
13. IG Assassin Droid
14. Wraith

Imperial Culture (7 Cards):
15. Battle Meditation
16. Cloaking Device
17. Dreadnaught
18. Joruus C’baoth, Fallen Jedi Master
19. Pellaeon, Captain of the Chimaera
20. Rukh, Noghri Commando
21. Thrawn, Grand Mastermind

Jedi Culture (6 Cards):
22. Chu’unthor
23. Gantoris, Bearer of Hauteur
24. Jedi Holocron
25. Luke, Master of the Force
26. The Netherworld of the Force
27. Yoda, Bearer of Providence

Rebellion Culture (7 Cards):
28. Corran, Bearer of Courage
29. Dual-phase Lightsaber
30. E-wing Starfighter
31. Fireworks
32. Leia, Bearer of Legacies
33. Rogue Nine
34. Wedge, Bane of Death Stars

Sith Culture (9 Cards):
35. The Death Star, Instrument of the Sith
36. Double-bladed Lightsaber
37. Emperor’s Throne
38. Exar Kun, Lord of Ancient Sith Magic
39. Luuke, Dark and Twisted Clone
40. Malignant Artifice
41. Mara, The Emperor’s Hand
42. Sith Holocron
43. Vader, Weapon of the Dark Powers

Tatooine Culture – Shadow (4 Cards):
44. Jabba, Prince of Great Nal Hutta
45. Jabba’s Entourage
46. Mara, Arica
47. Pulse Rifle

Creature Deck (5 Cards):
48. Energy Spider
49. Gundark
50. Massassi Shadow
51. Vornskr
52. Ysalamir

Adventure Path (8 Cards):
53. Alderaan
54. Bright Tree Village
55. Driftdocks
56. Jedi Praxeum
57. Kessel Tunnelworks
58. Massassi Temple
59. Mount Tantiss
60. Slave One Holding Cell
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 04:45:57 PM
Power of the Dark Side

Endor Culture (12 Cards):
1. Council of Elders
2. Ewok Pipe
3. Ewok Prowler
4. Graak, Cunning Trapper
5. Grim Trophies
6. Imperial Rifle
7. Now We Fight
8. Rabin, Tamer of Beasts
9. A Sudden Rage
10. Trip-wire
11. Unlikely Allies
12. Wicket, Warrior of Endor

Fringe Culture – Alliance (12 Cards):
13. Cargo Hauler
14. Convoy Picket
15. Fly Casual
16. A Friend in Need
17. Harc, Accountant
18. I’ve Got Your Promise, Now
19. Keen Interests
20. Lando, Hero of Taanab
21. Military Discipline
22. Missile Launcher
23. Quad Laser Cannons
24. Ralltiir Freighter Captain

Fringe Culture – Shadow (12 Cards):
25. Boba, The Mandalorian
26. Boba Fett’s Blaster Rifle, Tool of the Hunter
27. Composite Designs
28. Daring Ambusher
29. Dropping In
30. Fearless and Inventive
31. Hutt Prince
32. Jabba’s Sentry
33. Salvaged Starfighter
34. Silent Vigil
35. Ugly Class Starfighter
36. Well-trained Eye

Imperial Culture (26 Cards):
37. 181st Pilot
38. Attack Position
39. Destructive Blast
40. Dominator
41. Elite Armor
42. Elite Wingman
43. Executor, Hammer of the Navy
44. Fighters Coming In
45. Heading For the Medical Frigate
46. Holding Position
47. Imperial Hunter
48. Imperial Skirmisher
49. Imperial Stormer
50. Interceptor Wing
51. Interdictor Class Heavy Cruiser
52. It’s a Trap!
53. Jendon, Onyx Lead
54. Judicator
55. Onyx Fighter
56. Palpatine, Overlord of the Empire
57. Saber Fighter
58. The Second Death Star, The End of the Alliance
59. Superlaser Mark II
60. That Thing’s Operational!
61. Thunderflare
62. We Won’t Get Another Chance at This

Jedi Culture (23 Cards):
63. Anakin Skywalker, My Father
64. Anakin’s Apparition, Redeemed
65. Artoo, Friend of Yoda
66. Discarded Weapon
67. He Was a Good Friend
68. Honor of the Jedi
69. Hope and Determination
70. I Feel the Conflict
71. I Took it Upon Myself
72. A Jedi’s Insight
73. Luke, Last of the Jedi
74. Luke’s Cloak
75. Luke’s Lightsaber, Symbol of Redemption
76. Menace Fades
77. Our Only Hope
78. A Task Still to Be Done
79. To Look On You With My Own Eyes
80. Torment
81. The Way of Things
82. Yoda, Strong With the Force
83. Yoda’s Apparition, Visiting From Beyond
84. Yoda’s Robes
85. You’ve Failed, Your Highness

Rebellion Culture (26 Cards):
86. A-wing Cannons
87. Already On My Way Out
88. Concussion Missiles
89. Defiance
90. Enhanced Proton Torpedoes
91. Good Shot!
92. Green Three
93. Lando’s Command
94. Launching the Assault
95. Masanya
96. Millennium Falcon, Gold One
97. Mon Calamari Star Cruiser
98. Nien, Trusty Copilot
99. Overthrown
100. Point-Blank Range
101. Rebel B-wing
102. Rebel Fighter Wing
103. Rebel Mechanic
104. She Won’t Get a Scratch
105. Squadron Assignments
106. Starfighter Pilot
107. Taking Them With Us
108. That Was Too Close
109. Through the Fire and Flames
110. Wedge, Leader of Red Squadron
111. Wedge’s X-wing, Red One

Sith Culture (24 Cards):
112. Bring Him Before Me
113. Dark Betrayal
114. Emperor’s Personal Shuttle
115. Emperor’s Power
116. Force Lightning
117. Force Pike
118. Janus, Cruel-heart
119. Kir, Dark Devotee
120. Made to Serve the Emperor
121. Palpatine, Dark Jedi Master
122. Royal Armor
123. Royal Defender
124. Royal Guard
125. Royal Retinue
126. The Second Death Star, Fully-operational
127. Sim, Senior Political Advisor
128. Sith Robes
129. So Be It, Jedi
130. Strike Me Down
131. Take Your Father’s Place
132. There is No Conflict
133. Vader, Twisted and Evil
134. Walking Into a Trap
135. Weapon of the Sith, Saber of Darkness

Tatooine Culture – Shadow (15 Cards):
136. Abhor
137. Ak-Buz, Captain of the Barge
138. Ephant, Loyal to Jabba
139. Execution Skiff
140. Fill With Fear
141. Ghana, Gamorrean Cleaver
142. Harsh Histories
143. Malice
144. Maneuvering Into Position
145. Palace Assassin
146. Palace Raider
147. Smelter Droid
148. Unfamiliar Territory
149. Weequay Jackal
150. Weequay Long-rifle

Adventure Path (8 Cards):
151. Death Star II Approach
152. Downtown Square
153. Emperor’s Throne Room
154. Endor Shield Generator
155. Imperial City
156. Mon Calamari
157. New Quarter
158. Reactor Core

Premium Starter Deck Characters (2 Cards):
159. Lando, Gold Leader
160. Palpatine, Sith Lord
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 04:49:15 PM
Scum and Villainy

1. The Force, The Source of Power
2. The Force, The Unifying Force

Alien Culture (40 Cards):
3. Bantha Droid
4. The Bith Shuffle
5. Bloodthirsty
6. Bounty Postings
7. Business Droid
8. Cantina Brawl
9. Cobbled Armor
10. Dashade Assassin
11. Defel Stalker
12. Devaronian Subduer
13. Distruptor Pistol
14. Djas, Sakiyan Bounty Hunter
15. Droid Merchant
16. Duros Trader
17. Eyes Everywhere
18. Freelance Hunter
19. Gangster’s Bounty
20. Garindan, Clever Spy
21. Givin Slaver
22. Gotal Collector
23. Greedo, Rodian Henchman
24. Greedo’s Blaster
25. Guidance Droid
26. Gunned Down
27. Huttese Raider
28. Incompacitator
29. Jabba, Hutt Slaver
30. Jabba’s Space Cruiser
31. Jabba’s Twerps
32. Monitored
33. Myo, Abyssin Scout
34. Plated Gunboat
35. Prefect’s Bounty
36. Respirator
37. Rodian Lurker
38. Running Silent
39. Spice-addiction
40. Tarkin’s Bounty
41. We Must Be Cautious
42. Zutton Dealer

Endor Culture (16 Cards):
43. Catalyst
44. Chirpa, Elder Statesman
45. Commandeering
46. Defensible Position
47. Encircled
48. Ewok Protector
49. Ewok Spear
50. Forest Patrol
51. Heavy Losses
52. Paploo, Furball
53. Romba, Village Defender
54. Stolen Speeder
55. A Very Primitive Dialect
56. Village Guardian
57. Village Sentinel
58. Wicket, Ewok Scout

Fringe Culture – Alliance (20 Cards):
59. Better Her Than Me!
60. BlasTech Heavy Pistol
61. Brainiac, Siniteen Spacer
62. Chewie, Warrior of Kashyyyk
63. Dejarik Holotable
64. From One Side of This Galaxy to the Other
65. Han, Corellian Rogue
66. Honest Traders
67. Kessel Run
68. K’lor’slug
69. Lando, Socorran Gambler
70. Lando’s Blaster Rifle
71. Mantellian Savrip
72. Millennium Falcon, Corellian Freighter
73. Molator
74. Nick of Time
75. Outer Rim Scout
76. Sworn to Silence
77. Unquestioned Loyalty
78. Well That’s the Trick, Isn’t It?

Imperial Culture (27 Cards):
79. Armored Patrol
80. Bast, Personal Aide
81. Besieged
82. Blaster Scope
83. Chasing Trooper
84. Courage Under Fire
85. Death Star Platoon
86. Flanking Formation
87. Imperial Governor
88. Impregnable
89. Invading Trooper
90. Isolation
91. Light Repeating Blaster
92. Messenger Droid
93. Might of the Empire
94. Outer Rim Star Destroyer
95. Outer Rim TIE
96. Plastoid Armor
97. Praji, Able Leader
98. Progressive Interrogation
99. Pursuing Trooper
100. She Lied to Us!
101. Tarkin, Ambitious Governor
102. Tarkin’s Star Destroyer
103. They’re Coming Through!
104. Tracking Trooper
105. Vanquishing Trooper

Jedi Culture (20 Cards):
106. Alter
107. Beyond the Dune Sea
108. BoShek, Force-sensitive Pilot
109. Cloud of Fear and Mystery
110. Desperate Plea
111. He Wanted You to Have It
112. I Want to Become a Jedi
113. Influence
114. Jemour, Trusted Contact
115. Kenobi’s Landspeeder
116. Legendary Reputation
117. My Mission Has Failed
118. Obi-Wan, Veteran of the Clone Wars
119. Obi-Wan’s Cape
120. Obi-Wan’s Lightsaber, Jedi Relic
121. Staying Informed
122. That’s What Your Uncle Told You
123. They Would Be a Threat to Him
124. Water Pipe
125. Youthful Energy

Native Culture (40 Cards):
126. Acquisition
127. Ambushing Tusken
128. Band of Jawas
129. Dathcha, Nebit’s Scout
130. Demo Droid
131. Denizen of the Desert
132. Denizen of the Dune Sea
133. Don’t Shoot!
134. Emboldened Tusken
135. Gaffi Stick
136. Gonk Droid
137. In Dangerous Territory
138. Jawa Clan
139. Jawa Pack
140. Jawa Robes
141. Kalit, Jawa Chieftain
142. Kalit’s Sandcrawler
143. Magnetic Suction Tube
144. Nebit, Chief Negotiator
145. No Strangers to These Lands
146. Obsolete Astromech
147. Plundering Jawa
148. Raiding Tusken
149. RR’uruurrr, Tribesman
150. The Sand People
151. Sandcrawler Transport
152. Scavenging Jawa
153. Sniper Rifle
154. Spurred to Battle
155. Strength in Numbers
156. Sudden Attack
157. Swindling Jawa
158. Tinkering Ugnaught
159. Tusken Bantha
160. Tusken Camp
161. Tusken Elder
162. Tusken Mask
163. Ugnaught Hammer
164. Ugnaught Underling
165. Will This Never End?

Rebellion Culture (20 Cards):
166. Artoo, Keeper of the Plans
167. Close Quarters
168. Docking and Repair Facilities
169. Gold Squadron Y-wing
170. Grappling Hook
171. Infantry Armor
172. Inner Rim Spy
173. Keyan, Lucky Pilot
174. Leia, Princess Organa
175. Luke, Gifted With the Force
176. Luke’s Cape
177. Pilot’s Blaster
178. Planning the Attack
179. Rebel Officer
180. Red Squadron Astromech
181. Red Squadron X-wing
182. Sprial
183. Thank the Maker
184. They’re On Dantooine
185. Threepio, The Adventurer

Sith Culture (24 Cards):
186. As You Wish
187. Dark Alter
188. Dark Jedi Lightsaber
189. A Disturbance in the Force
190. Echoes of the Past
191. Emperor’s Intuition
192. The End of Bureaucracy
193. Force Choke
194. Khurgee, Security Officer
195. Passion and Anger
196. Personal Guard
197. Physical Choke
198. Planetside Detachment
199. Prophecy
200. Sith Disciple
201. Sith Wisdom
202. Suddenly Silenced
203. Tracking Device
204. Turned to Evil
205. Vader, Prophet of the Dark Side
206. Vader’s Cape
207. Vader’s Demands
208. Vader’s Interrogation Droid
209. Warrior in Black

Creature Deck (25 Cards):
210. Aggressive Bantha
211. Aggressive Dewback
212. Alpha’s Territory
213. Arid Predator
214. Bantha of Tatooine
215. Burrow
216. Canopy Predator
217. Canyon Krayt
218. Desert Beast
219. Downwind
220. Eaten Alive
221. Echoing Howl
222. Greater Krayt Dragon
223. Jungle Predator
224. Marsh Predator
225. Natural Killer
226. Nightfall
227. Pack of Scurriers
228. Slimy Mud Hole
229. Solitary Hunter
230. Tactics of Instinct
231. Tundra Predator
232. Wampa Bull
233. Wild Dianoga
234. Wild Rancor

Adventure Path (40 Cards):
235. Anchorhead Repair Shop
236. Ancient Forest
237. Asteroids of Alderaan
238. Audessian Expanse
239. Cave Entrance
240. Corellia
241. Corporation Road
242. Dantooine Orbit
243. Dark Forest
244. Death Star Bridge
245. Death Star II Shield
246. Deserted Encampment
247. Desilijic Complex
248. Ewok Settlement
249. Expanding Marshland
250. Falcon’s Gunner Well
251. Flats of Hoth
252. Fortress of the Massassi
253. Great Temple
254. Hermit’s Hut
255. Imperial Stronghold
256. Kashyyyk
257. Kerner Plaza
258. Kessel
259. Leia’s Cell
260. Moors of Dagobah
261. Nomadic Route
262. Rebel Base
263. Rebel Headquarters
264. Sanctuary Moon
265. Sandcrawler Bay
266. Sandcrawler Bridge
267. Spacers Row
268. Spice Mines
269. Star Destroyer Capture Bay
270. Tatooine Orbit
271. Trading Post
272. Tusken Territory
273. Ubrikkian Trade Tower
274. Wampa Plains
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 04:51:40 PM
The Dark Lords

Alien Culture (20 Cards):
1. Aqualish Pirate
2. Boba, Kaminoan Seeker
3. Boba Fett’s Blaster Rifle, Modified Carbine
4. Bossk, Trandoshan Assassin
5. Dark Lord’s Bounty
6. Evazan, Wanted Man
7. Gand Hunter
8. A High Profile
9. IG-88, Hunter-killer
10. IG-2000
11. Munitions
12. Ponda, Wanted Man
13. Quarren Murderer
14. Res Luk Ra’auf
15. Rodian Spy
16. Seeker
17. Shrouded Stalkers
18. Slave One, Firespray Patrol Craft
19. Thrown Aside
20. What if He Doesn’t Survive?

Bespin Culture – Shadow (1 Card):
21. Lando, Under Imperial Control

Endor Culture (9 Cards):
22. Counterattack
23. Ewok Avenger
24. Ewok Determination
25. Fast Friends
26. Logray, Wizened Elder
27. Medicine Cane
28. Natural Camouflage
29. Power Belying Their Stature
30. Spirits of the Trees

Fringe Culture – Alliance (13 Cards):
31. Adventurous Spacer
32. Buying a Little Time
33. Cargo Vessel
34. Chewie, Walking Carpet
35. Effective Repairs
36. Falcon’s Deflectors
37. Han, TK-422
38. Houjix
39. Kintan Strider
40. Marching Into the Detention Area
41. Never Tell Me the Odds
42. Tight Squeeze
43. Traveled Pilot

Imperial Culture (17 Cards):
44. Affiliation Check
45. Agents of the Bureau
46. Concealed Blaster
47. Garrison Commander
48. Imperial Bureaucrat
49. Imperial Investigators
50. Imperial Operative
51. Imperial Security Bureau
52. Imperial Targeter
53. Information Analysis
54. Intelligence Agent
55. Intelligence Destroyer
56. Intelligence Frigate
57. Purging All Records
58. The New Order
59. Vandolay, Intelligence Attache
60. Yularen, Colonel of the Bureau

Jedi Culture (6 Cards):
61. Communing
62. I Can’t Believe He’s Gone
63. I’ll Never Join You!
64. Mysterious Wizard
65. A New Hope
66. Old Order Sympathizer

Native Culture (20 Cards):
67. Air Car
68. Carbonite Trap
69. Cloud City Serf
70. Cloud City Under-chambers
71. Corrupted Spy
72. Crooked Local
73. Crude and Effective
74. Dark Alliance
75. Enthralled
76. Jumpsuit
77. Lobot, Cyborg Adjunct
78. Many Modifications
79. Scurrying Ugnaught
80. Skulking Ugnaught
81. Smelting-works
82. Storm Car
83. Tibanna Refinery
84. Timid Ugnaught
85. Ugloste, Veteran Manager
86. Ugnaught Kit

Rebellion Culture (11 Cards):
87. Challenging the Empire
88. Consular Ship
89. Honor Guard
90. Insertion Team
91. Luke, TK-421
92. Luke’s Blaster Rifle
93. Prisoner of War
94. Rebel Platoon
95. Refueling Technician
96. To Stand and Fall
97. You’ll Be Forced to Kill Me

Sith Culture (24 Cards):
98. Dark Side Adept
99. The Emanation of Darth Vader, Phantom of Fear
100. Emperor’s Bodyguard
101. The Emperor’s Shield
102. The Emperor’s Sword
103. End This Destructive Conflict
104. Great Cost
105. Guard’s Robes
106. Lack of Vision
107. Palpatine, Dark Lord of the Sith
108. Palpatine, Embodiment of Evil
109. Palpatine’s Cane
110. Retribution
111. Sate, Grand Vizier
112. Sense of Obligation
113. Tarkin, Pawn of the Emperor
114. Taunt
115. Trap is Sprung
116. Unbearable Agony
117. Vader, Dark Disciple
118. Vader, Lord and Leader
119. Vader’s Starfighter, Enhanced Interceptor
120. Weapon of the Sith, Fallen Jedi’s Weapon
121. Young Fool

Creature Deck (10 Cards):
122. Airsquid
123. Beldon
124. Cloud Cover
125. The Floaters of Bespin
126. Prevailing Winds
127. Rawwk
128. Swooping
129. The Targets of Poaching
130. Tibannuck
131. Velker Flock

Adventure Path (6 Cards):
132. Bespin Habitable Zone
133. Gentes
134. Hindsasar
135. Horuz
136. Imperial Outpost
137. ISB Central Office
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 04:54:08 PM
Skywalkers

Alien Culture (19 Cards):
1. Attack Craft
2. Black Sun Assassin
3. Black Sun Bounty
4. Black Sun Informant
5. Black Sun Mercenary
6. Black Sun Operative
7. Black Sun Pirates
8. Black Sun Swoop
9. Coruscanti Corrupter
10. Criminal Underworld
11. Dispatched for Free
12. Personal Vendetta
13. Skyhook
14. StarViper
15. The Tendrils of Corruption
16. Vibroblade
17. Xizor, Falleen Crimelord
18. Xizor’s Bounty
19. Zekka, Patches

Endor Culture (7 Cards):
20. Arboreal Homestead
21. Brute Strength
22. Get Him Off of There!
23. Guardian of Endor
24. Lumat, Woodcutter
25. Startled
26. Warrior’s Bow

Fringe Culture – Alliance (17 Cards):
27. Artoo, Counterpart of Threepio
28. Beru, Moisture Farmer
29. Camie, Tatooinian Gardener
30. Fixer, Tatooinian Mechanic
31. Hiring Some More Hands
32. Humble Homestead
33. Looking Away to the Horizon
34. Luke, Wormie
35. Luke’s Landspeeder
36. Memory-wipe
37. Out On the Fringe
38. Owen, Moisture Farmer
39. Robes of Tatooine
40. Servant Droid
41. Simple Living
42. Threepio, Counterpart of Artoo
43. What About That One?

Imperial Culture (15 Cards):
44. Cass, Communications Officer
45. Expeditionary Dewback
46. Look Sir, Droids
47. Occupation Force
48. Sandtrooper Captain
49. Sandtrooper Gear
50. Sandtrooper Lieutenant
51. Sandtrooper Private
52. Sandtrooper Sergeant
53. Squad Leader
54. Squad of Sandtroopers
55. Take Her Away!
56. Vader, Emissary of the Empire
57. Vader’s Detachment
58. War Machine

Jedi Culture (20 Cards):
59. Anakin, Father of Skywalkers
60. Anakin’s Lightsaber, Weapon of a Skywalker
61. Balance Point
62. Bury Your Feelings Deep Down
63. Flash of Insight
64. The Force is Strong in My Family
65. I Won’t Fail You
66. A Jedi Craves Not These Things
67. Lightsaber Levitation
68. Luke, Son of Skywalker
69. Luke’s Lightsaber, Proof of Power
70. Obi-Wan, Bearer of Wisdom
71. Reasons for Sorrow
72. Secluded Homestead
73. Strange Meeting
74. The Truths We Cling To
75. Yoda, Instructor and Councillor
76. Yoda’s Cane, Old Gimer Stick
77. Yoda’s Lightsaber
78. You Will Go to the Dagobah System

Native Culture (15 Cards):
79. Always Threatening
80. Elder Bantha
81. Entranced Tusken
82. Farm Raid
83. Harassment
84. Homestead Raid
85. Naked Waste
86. Outpost Raid
87. Pillaging Tusken
88. Razing Tusken
89. R’kik D’nec, Hero of the Dune Sea
90. Tusken Howler
91. Tusken Outrider
92. Tusken Zealot
93. Young Bantha

Rebellion Culture (19 Cards):
94. Biggs, Rebel Ace
95. Biggs’ X-wing, Red Squadron Fighter
96. Delivered Safely
97. Dodonna, Seasoned Tactician
98. Emergency Homestead
99. For Luck
100. Heroes of Yavin
101. Leia, Separated Sister
102. Luke’s X-wing, Red Squadron Fighter
103. Mantle of Leadership
104. Red Squadron Helmet
105. Retractable Arm
106. Portable Fusion Generator
107. Sorrow Shared
108. Visual Scanning
109. We Have to Go Back
110. X-wing Cannons
111. Yavin Sentry
112. Yoda, Exile of the Old Order

Sith Culture (9 Cards):
113. Brief Loss of Control
114. Chasm’s Edge
115. The Emperor’s Inner Circle
116. Kren, Prominent Advisor
117. Only Your Hatred Can Destroy Me
118. Overpowering Doubt
119. Sith Assassin
120. Trusted Servants
121. Your Father Can Never Be Turned

Creature Deck (10 Cards):
122. Dragonsnake of Dagobah
123. Gnarltree
124. Knobby White Spider
125. Lobel
126. Massive Life-readings
127. Nexus of the Dark Force
128. Scrange
129. Stranded
130. Swamp Slug
131. Uncharted Terrain

Adventure Path (6 Cards):
132. Beggar’s Canyon
133. Black Sun Facility
134. Close Orbit
135. Coruscant Approach
136. East Platform
137. Hydroponics Bay
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 09:33:35 PM
Enhanced One - Weapons

Alien Culture (1 Card):
1. Boba, With Modified Blaster Rifle

Bespin Culture – Alliance (1 Card):
2. Lando, With Wing Guard Rifle

Endor Culture (1 Card):
3. Paploo, With Stolen Speeder Bike

Fringe Culture – Alliance (2 Cards):
4. Han, With Heavy Blaster
5. Lando, With Vibro-axe

Imperial Culture (2 Cards):
6. Sandtrooper With Dewback
7. Stormtrooper With Assault Rifle

Jedi Culture (2 Cards):
8. Luke, With Lightsaber
9. Obi-Wan, With Lightsaber

Native Culture (2 Cards):
10. Lobot, With Cybernetic Construct
11. Thedit, With Demolition Droid

Rebellion Culture (2 Cards):
12. Artoo, With Arc Welder
13. Leia, With Sporting Blaster

Sith Culture (2 Cards):
14. Palpatine, With Force Lightning
15. Vader, With Lightsaber
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 09:36:40 PM
Galactic Civil War

1. The Force, Luminous and Eternal
2. The Force, The Source of Power

Alien Culture (29 Cards):
3. Allied Trackers
4. Black Sun Empire
5. Black Sun Fleet
6. Black Sun Negotiator
7. Black Sun Weaponmaster
8. Boba, Dangerous and Cunning
9. The Bounty Hunters Guild
10. Convoy Guard
11. Core Hunter
12. Corporate Facilitator
13. Flame Projector
14. Highest Priority
15. Inner Rim Hunter
16. Interstellar Convoy
17. Jabba’s Ambitions
18. Jabba’s Yacht
19. Less Than an Honorable Killing
20. MandalMotors
21. Modified Blaster
22. Outer Rim Hunter
23. A Power in Every Port
24. Pursuit Craft
25. Seedy Benefactor
26. SoroSuub Corporation
27. There Will Be No Bargain
28. Vibro-shiv
29. Wealthy Attendant
30. Xizor, Prince of the Falleen
31. Xizor Transport Systems

Endor Culture (21 Cards):
32. Apprehended Walker
33. Chewie, Skyward Warrior
34. Contingent of Archers
35. Ewok Axe
36. Ewok Intuition
37. Ewok Sentry
38. Forest Moon Scout
39. Forest Trap
40. Glider of Endor
41. Hero Worship
42. In My Honor
43. Leia, Skyward Guest
44. Logray, Medicine Man
45. Masters of Wood and Trail
46. Relaxation
47. Stalwart Allies
48. Surrendered Weapons
49. Teebo, Student of Logray
50. Threepio, Skyward Deity
51. Watchful Eyes
52. Wicket, Scout of the Sentry Moon

Fringe Culture – Alliance (34 Cards):
53. BlashTech Industries
54. Brazen Response
55. Chewie, Protector
56. Chewie’s Bowcaster, Lethal Blaster
57. Corellian Cruiser
58. Corellian Defense Force
59. Corellian Engineering Corporation
60. Corellian Security Officer
61. Crack Shot
62. Down and Out
63. Going It Alone
64. Han, Able Pilot
65. Han’s Heavy Blaster, Weapon of Solo
66. Han’s Tauntaun, Loyal Steed
67. Hideout
68. I Don’t Have it With Me
69. Into the Asteroid Field
70. It Can Wait
71. Lando, Wealthy Entrepreneur
72. Millennium Falcon, Heavily-armed
73. Obi-Wan, Problematic Passenger
74. Outer Rim Navigator
75. Pocket-blaster
76. Promised Reward
77. Real Quiet-like
78. Retrofitted Freighter
79. Seasoned Smuggler
80. Shadowport
81. Smuggler’s Garb
82. Something Hit Us!
83. Vested Interest
84. We’ll Find Han
85. We’re Gonna Have Company!
86. Wuher, Information Broker

Imperial Culture (40 Cards):
87. Aratech Corporation
88. Blizzard Force
89. Coming Into Our Sector
90. The Death Star, Weapon of the Empire
91. Death Star Technician
92. Death Star Turbolaser
93. Elite Pilot
94. Elite Sandtrooper
95. Elite Snowtrooper
96. Elite Stormtrooper
97. Espionage
98. Executor, Scourge of the Alliance
99. Imperial Aggressor
100. Imperial Fleet
101. Imperial Murderer
102. Imperial Scout Walker
103. Imperial Starfleet
104. Imperial Walker
105. Imperial Watchman
106. Kuat Drive Yards
107. Kuat of Kuat, The Technician
108. Maw Installation
109. Motti, Ambitious Officer
110. Navy Gunner
111. Piett, Outstanding Officer
112. Rendili StarDrive
113. Setting a Front
114. Sienar Fleet Systems
115. Star Destroyer
116. Star Destroyer Turbolaser
117. Stormtrooper Assaulter
118. Stormtrooper Pursuer
119. Stormtrooper Unit
120. Suppressing Fire
121. Tarkin, Eriaduan Moff
122. The Tarkin Doctrine
123. Their Primary Target
124. TIE Bomber
125. TIE Interceptor
126. Veers, Commander of Blizzard Force

Jedi Culture (24 Cards):
127. Abstraction
128. Adventure and Excitement
129. Artoo, Voyeur
130. Before the Dark Times
131. The Betrayal of Darth Vader
132. Cloak of the Old Order
133. Debnoli, The Sharp-eared
134. A Different Path
135. Infiltration
136. Intuition
137. Jedi Introspection
138. Moment of Clarity
139. Obi-Wan, Jedi General
140. Obi-Wan’s Lightsaber, Beacon of the Return
141. Pressing Need
142. Recovered Lightsaber
143. Rest I Need
144. A State of Thought and Peace
145. Survivor of the Purge
146. Through the Force, Things You Will See
147. The Weak-minded
148. Yoda, Master of the Force
149. Yoda’s Guidance
150. You Know Him?

Native Culture (31 Cards):
151. Ancient Holy Lands
152. Beast of Burden
153. Bespin Defense Force
154. Bespin Intermediary
155. Bespin Retaliator
156. Bespin Suppressor
157. Bespin Wing Guard
158. Blasted Droid
159. Carbon-freezing Aparatus
160. Column of Tuskens
161. Deceived
162. Diversionary Tactics
163. Encroaching Tusken
164. Experimenting Ugnaught
165. If He Survived
166. Interrogation Array
167. Merril, The Usurper
168. Nomadic Tusken
169. Ogwon, Clever Instigator
170. Oppressed
171. Possessive Ugnaught
172. Rider and Beast
173. Soldier’s Blaster
174. Spirits in the Sands
175. Tusken Longrobes
176. Tusken Sniper
177. Ugnaught Engineer
178. Ugnaught Incinerator
179. Ugnaught Mechanics Union
180. Uu’rr’u, Eldest Dunesman
181. Villainous Fascination

Rebellion Culture (40 Cards):
182. 2-1B, Sophisticated Surgeon
183. Ackbar, Admiral of the Fleet
184. Atgar Cannon
185. Atgar Defense Corporation
186. A-wing Fighter
187. Bail, Alderaanian Senator
188. Balanced Attack
189. Bothan Spy
190. B-wing Fighter
191. Corporate Defection
192. Cut the Chatter
193. Echo Base Rifle
194. Echo Base Warrior
195. Evasive Maneuvers
196. Experimental Innovations
197. Fighter Cover
198. Her Dangerous Mission
199. Home One, Mon Calamari Warship
200. Incom Industries
201. Koensayr Manufacturing
202. Leia, Alderaanian Princess
203. Leia’s Blaster, Weapon of Royalty
204. Luke, Rogue Squadron Leader
205. Luke’s Tauntaun, Restless Steed
206. Mothma, Chandrillan Senator
207. Raymus, Captain of the Tantive Four
208. Rebel Snowspeeder
209. Rebel Starfleet
210. Rebel Tech
211. Rogue Squadron
212. Slayn and Korpil Facilities
213. Snubfighter Weaponry
214. Strike and Fade
215. Tactical Bombing
216. Tantive Four, Royal Vessel
217. Their First Victory
218. Tow Cable
219. Wedge, Rogue Squadron Warrior
220. X-wing Fighter
221. Y-wing Fighter

Sith Culture (29 Cards):
222. Absolute Power
223. Black Squadron Ace
224. Black Squadron Interceptor
225. Constrictors
226. Dark Discipline
227. Dark Jedi Starfighter
228. Dissolution of the Senate
229. Emperor’s Shroud
230. Heavy Storage Container
231. Hunt Down and Destroy the Jedi
232. In Direct Control Now
233. Kir, Subject of the Guard
234. Master’s Torrent
235. Orbiting Armada
236. Palpatine, Manipulator of the Galaxy
237. Psychological Domination
238. Royal Detainer
239. Royal Guardian
240. Royal Pike
241. Royal Protector
242. Security Fixture
243. Sith Armor, Symbol of the Sith
244. Sudden Blast of Wind
245. Temptation
246. Vader, Master Duelist
247. Vader’s Starfighter, Dark Lord’s Fighter
248. Visage of the Emperor, Domineering Presence
249. The Weight of a Legacy
250. You No Longer Need Those

Creature Deck (15 Cards):
251. Balancesheet, Primary Subnode
252. Calculator Subnode
253. Exoskeleton
254. Identifier Subnode
255. Kud’ar Mub’at, Assembler
256. Lookout Subnode
257. Mub’at’s Docking Bay
258. Neurofibers
259. Outlandish Middleman
260. Reabsorption
261. Signaler Subnode
262. Small Arachnoid
263. Trapped in a Web
264. Tympanic Membranes
265. Young Sentience

Adventure Path (9 Cards):
266. Atgara
267. Bestine
268. Carida
269. Fresia
270. Kuat
271. Mandalore
272. The Maw Cluster
273. Rendili
274. Roche
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 09:38:48 PM
Enhanced Two - Vehicles

Alien Culture (2 Cards):
1. Slave One, With Boba Fett
2. Virago, With Prince Xizor

Endor Culture (1 Card):
3. Chewie’s Walker, With Chewbacca

Fringe Culture – Alliance (3 Cards):
4. Lady Luck, With Lando Calrissian
5. Millennium Falcon, With Han Solo
6. Outrider, With Dash Rendar

Imperial Culture (3 Cards):
7. Blizzard One, With General Veers
8. Chimaera, With Grand Admiral Thrawn
9. The Death Star, With Grand Moff Tarkin

Native Culture (1 Card):
10. Nebit’s Sandcrawler, With Nebit

Rebellion Culture (3 Cards):
11. Home One, With Admiral Ackbar
12. Luke’s X-wing, With Luke Skywalker
13. Rogue Three, With Wedge Antilles

Sith Culture (2 Cards):
14. Emperor’s Personal Shuttle, With Palpatine
15. Executor, With Darth Vader
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 09:41:34 PM
Jabba’s Palace

Alien Culture (25 Cards):
1. 4-LOM, Partner of Zuckuss
2. Bantha Fodder
3. Bib, Soft-spoken Steward
4. Cloaked Freighter
5. Close Observation
6. Curtains
7. Dengar, Vengeful Mercenary
8. Desilijic Empire
9. Han, Frozen in Carbonite
10. Hutt Informant
11. Hutt’s Power
12. Jabba, Honorable Hutt
13. Jabba, The Illustrious
14. Luxury Barge
15. Mandalorian Outcast
16. Merr-Sonn Munitions
17. Mist Hunter
18. Outer Rim Blaster Rifle
19. Outer Rim Thieves
20. Tenacious Hunter
21. Throwing Away a Fortune
22. Twi’lek Advisor
23. Twi’lek Councillor
24. Wandering Brawler
25. Zuckuss, Hunter of Fortune

Endor Culture (7 Cards):
26. Ewok Scouting Party
27. Forest Fighter
28. Old Bones
29. Rout
30. Stone-thrower
31. Village Care-giver
32. Wicket’s Spear

Fringe Culture – Alliance (13 Cards):
33. Chewie, In Pursuit of Han
34. I Can See a Lot Better
35. Infiltrator’s Diguise
36. Is That You?
37. Lando, In Pursuit of Han
38. Laudica, Gun-runner
39. Legend of the Homeworld
40. Noble Intentions
41. Refugee of Kashyyyk
42. Smugglers’ Alliance
43. Together Again
44. Wookiee Bandoleer
45. Wookiee Bowcaster

Imperial Culture (13 Cards):
46. Baseless Apprehension
47. Clear the Lane
48. Impending Invasion
49. Jabba, Friend of the Empire
50. Local Despot
51. Mos Eisley Controller
52. Mos Eisley Enforcer
53. Mos Eisley Occupier
54. New Facilities
55. Ominous Construction Project
56. Security Sweep
57. Show of Force
58. Vader, Commandant of New Terror

Jedi Culture (8 Cards):
59. Bargaining For His Life
60. A City in the Clouds
61. Fear and Respect
62. He’s No Jedi
63. Luke, In Pursuit of Han
64. Luke’s Lightsaber, Smuggled Weapon
65. Mastering His Emotions
66. Skull

Native Culture (26 Cards):
67. Akkik, Crooked Collector
68. Ancient Monastery
69. B’omarr Elder
70. B’omarr Master
71. B’omarr Stalkers
72. B’omarr Watcher
73. B’omarr Xenophobe
74. Dathomiri Witch
75. Enlightenment
76. Execution Spectators
77. Gamorrean Bruiser
78. Gamorrean Killer
79. Gamorrean Poleaxe
80. Gamorrean Rager
81. Gorrt, Protector of Akkik
82. Jabba, Executioner
83. Jabba, Lord of the Palace
84. Jawa Tribesman
85. Megaphone
86. Nutrient Jar
87. Palace Skiff
88. Palace Workshop
89. Skiff Guards
90. Strong and Dumb
91. Ubrikkian Industries
92. Vigilance

Rebellion Culture (11 Cards):
93. Alliance Officer
94. Artoo, Unassuming Smuggler
95. Cold Purpose
96. Congregated Captives
97. Fire Extinguisher
98. Leia, In Pursuit of Han
99. Slave’s Chain
100. Springing Into Action
101. Threepio, New Acquisition
102. We Have Powerful Friends
103. What Did I Say?

Sith Culture (9 Cards):
104. Delusions of Grandeur
105. The Emperor’s Ambition
106. Flirtation
107. Hand of the Emperor
108. Mara, Dark Tracker
109. Mara’s Lightsaber
110. Mission From the Master
111. Rogue Sorcerer
112. Steady Hand

Creature Deck (20 Cards):
113. Bantha Tracks
114. Bestial Ambush
115. Bog-wing Flock
116. Cover of Darkness
117. Dianoga, Stowaway
118. Exogorth, Swallower of Vessels
119. Feasting Mynock
120. Ferocity
121. Frog-dog
122. Hunting Wampa
123. Jabba’s Rancor, Feasting on the Fallen
124. Jerba Pest
125. Malakili, Caretaker of Creatures
126. A New Definition of Pain and Suffering
127. Occupational Hazard
128. Rancor of Dathomir
129. The Sarlacc, The Insatiable
130. Scurrier Rascal
131. That Looks Pretty Good
132. Undomesticated Tauntaun

Adventure Path (5 Cards):
133. Antechamber
134. Asteroids of Hoth
135. Palace Domain
136. Under-tunnels
137. Upper Deck
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 09:44:05 PM
Enhanced Three - Duos

Alien Culture (2 Cards):
1. 4-LOM & Zuckuss, Partnered Hunters
2. Boba & Vader, Dark Duo

Endor Culture (2 Cards):
3. Chewie & Wuta, Clever Thieves
4. Leia & Wicket, Forging a Friendship

Fringe Culture – Alliance (2 Cards):
5. Han & Chewie, Crew of the Falcon
6. Owen & Beru, Guardians of Luke

Imperial Culture (2 Cards):
7. Jerjerrod & Vader, Attendants of a Death Star
8. Tarkin & Bast, Death Star Controllers

Jedi Culture (1 Card):
9. Luke & Yoda, Apprentice and Master

Native Culture (2 Cards):
10. Lando & Lobot, Overseers of Cloud City
11. Nebit & Dathcha, Scheming Jawas

Rebellion Culture (2 Cards):
12. Artoo & Threepio, Counterparts
13. Luke & Leia, Reunited Twins

Sith Culture (1 Card):
14. Palpatine & Vader, Sith Lords

Creature Deck (1 Card):
15. Exogorth & Mynocks, Eaters of Energy
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 09:46:52 PM
The Battle of Endor

Alien Culture (16 Cards):
1. Bar Crawler
2. Capture Net
3. Entrepreneurial Scammer
4. Falleen Interceptor
5. Guri, Most Valuable Killer
6. Hidden Explosives
7. IG-88A, Assuming Control
8. Liars and Villains, The Court of Xizor
9. Nowhere to Hide
10. Observer, The Unflinching
11. Rich in Political Currency
12. Sidelines
13. Snoova, Excommunicated Wookiee
14. Snoova’s Vibro-axe
15. Vying for Power
16. Xizor’s Reckoning

Endor Culture (16 Cards):
17. Arrow Volley
18. Asha & Kneessaa, Daughters of Chirpa
19. Bright Tree Warrior
20. Call to Arms
21. Chirpa, Venerated Ewok
22. Clever Defenses
23. A Dangerous Chase
24. Elder’s Staff
25. Power of the Indigenous
26. Prodding
27. Scout’s Hut
28. Supporting Fire
29. Unyielding
30. Village Bow
31. Warrior’s Headdress
32. Wuta, The Unvexed

Fringe Culture – Alliance (16 Cards):
33. Can You Reach My Lightsaber?
34. Chewie’s Satchel, Hand-woven Carryall
35. Combat Roll
36. Crash-webbing
37. Dash, Gifted Starpilot
38. Emotional Parting
39. Falcon’s Gunner
40. Han, Insertion Commander
41. Hotwire
42. Lucky Dice, Hopeful Relic
43. Nien, Sullustan Smuggler
44. Outrider, Modified Corellian Transport
45. Rallying Call
46. Scoundrel’s Misdirection
47. United Front
48. When He Gets Back

Imperial Culture (16 Cards):
49. Cut Off
50. Emperor’s Immolator
51. Emperor’s Platoon
52. Emperor’s Regular
53. Emperor’s Sergeant
54. Emperor’s Surrounder
55. Endor Shipyard
56. Heavy Recruitment
57. Incursion
58. Onyx Squadron
59. Piett, Decorated Admiral
60. Saber Squadron
61. Scout Brigade
62. The Second Death Star, Armed and Operational
63. Swarm of TIEs
64. Unimaginable Magnitude

Jedi Culture (16 Cards):
65. Anakin’s Apparition, Now At Peace
66. Dynasty of the Skywalkers
67. Funeral Pyre
68. Ghosts of the Jedi
69. I’ve Always Known
70. Jedi Jumpsuit
71. Leia, Child of the Force
72. Let Go of Your Hate
73. Lowered Defenses
74. Luke, First of the New Jedi
75. Luke’s X-wing, Vessel of the Student
76. Obi-Wan, Deeply-attuned
77. Obi-Wan’s Apparition, One With the Force
78. Then My Father is Truly Dead
79. The Whispers of Parallel
80. Yoda’s Apparition, Silent Visage

Native Culture (16 Cards):
81. Boba, Jaster Mereel
82. Brigands and Thieves, The Court of Jabba
83. Coruscanti Anarchist
84. Coruscanti Dreg
85. Coruscanti Hooligan
86. Coruscanti Pillager
87. Droopy McCool, Flutist from Kirdo Three
88. Fallen Capitol
89. Joh & Sy, Clever Singers
90. Martial Law
91. Max Rebo, Lifelong Frontman
92. Outlawed Rifle
93. Outnumbered
94. Public Disarray
95. Rystall, Dancer
96. Thok & Thug, Dim-witted Jailors

Rebellion Culture (16 Cards):
97. Ackbar, Mon Calamarian Hero
98. All Craft, Pull Up!
99. As Close as You Can
100. Blue Squadron
101. Blue Squadron Pilot
102. Green Squadron
103. Keeping it Close
104. Lando, Leading the Attack
105. Luke, Hope of the Alliance
106. Millennium Falcon, On Loan From a Scoundrel
107. Mon Calamari Starship
108. Once the Shield is Down
109. Standing By
110. Tydirium, Small Imperial Shuttle
111. Wedge, Fearless Flier
112. Wedge’s X-wing, Red Leader

Sith Culture (16 Cards):
113. At His Side
114. Conjurors and Disciples, The Court of Palpatine
115. Dark Agony
116. Dark Entourage
117. The Emperor’s Armada
118. Executor, Command Ship
119. Fire at Will
120. Indomitable
121. It’s an Older Code
122. Palpatine, The Evil Emperor
123. Palpatine’s Lightsaber
124. Sith Shuttle
125. Summon Dark Energies
126. Swelling Hatred
127. Vader, Wielder of Destiny
128. Weapon of the Sith, Dark Lord’s Device

Creature Deck (4 Cards):
129. Evolutionary Terror
130. Rampaging Beast
131. Security Gate
132. Under the Moon

Adventure Path (5 Cards):
133. Capacitors
134. Dark Tower
135. Quiet Clearing
136. Royal Hut
137. Superstructure
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 09:51:04 PM
Reflections Gold

1.   The Force, Flowing Energy Field

Alien Culture (3 Cards):
2.   The Darksaber, Retrofitted Prototype
3.   Evazan & Ponda, Ill-fated Lackeys
4.   Jodo Kast, Imposter

Bespin Culture – Alliance (1 Card):
5.   Lando, Old Friend

Bespin Culture – Shadow (1 Card):
6.   Death Squadron Garrison

Endor Culture (3 Cards):
7.   Offworlder Strike Force
8.   Paploo, The Reckless
9.   Wicket, Brave Warrior

Fringe Culture – Alliance (3 Cards):
10.   Anonymous Passengers
11.   Han, Head of the Smugglers’ Alliance
12.   Jacen & Jaina, Twin Children of Solo

Fringe Culture – Shadow (1 Card):
13.   Dannik, Eater of Luck

Imperial Culture (4 Cards):
14.   Planetside Operatives
15.   Soontir Fel, Deadliest Pilot in the Navy
16.   Thrawn, Chiss Grand Admiral
17.   Ysanne Isard, The Heiress of Espionage

Jedi Culture (5 Cards):
18.   Kyle Katarn, Bearer of Heritage
19.   Luke, Master of the Praxeum
20.   Obi-Wan, Protector of Skywalker
21.   Rebel Sympathizers
22.   Yoda, Grand Master of the Jedi

Native Culture (5 Cards):
23.   Dathomiri Warrior, With Rancor
24.   Mandalorian Invaders
25.   Tsavong Lah, Warmaster
26.   Yuuzhan Vong Shaper
27.   Yuuzhan Vong Warriors

Rebellion Culture (4 Cards):
28.   Crix & Mothma, Figureheads
29.   Elders of Bright Tree Village
30.   Leia, Lady Vader
31.   Rieekan, Steadfast Leader

Sith Culture (5 Cards):
32.   Imperial High Command
33.   Palpatine, The Emperor Reborn
34.   The Suncrusher, Doomsday Device
35.   Vader, Last of an Ancient Order
36.   World Devastator

Tatooine Culture – Alliance (1 Card):
37.   Artoo & Threepio, Conveyors of Fate

Tatooine Culture – Shadow (1 Card):
38.   Boba, Lurking in the Shadows

Creature Deck (2 Cards):
39.   Amphistaff
40.   Yammosk
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 09:54:47 PM
A New Hope Box Set

Fringe Culture – Shadow (3 Cards):
1.   Armored Skiff
2.   Dead or Alive
3.   Wretched Hive

Imperial Culture (1 Card):
4.   Aryon, Governor of Tatooine

Sith Culture (2 Cards):
5.   Sariss, Dark Prophetess
6.   Look Out!

Tatooine Culture – Alliance (3 Cards):
7.   Obi-Wan, Master in Exile
8.   Spice Freighter
9.   System Trawler

Tatooine Culture – Shadow (3 Cards):
10.   Jawa Gathering
11.   Jawa Tribe
12.   Tusken Tribe
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 09:55:57 PM
The Empire Strikes Back Box Set

Bespin Culture – Alliance (3 Cards):
1.   At Least You’ll Be Safe
2.   Keep it Quiet
3.   Wing Guard Patrol

Bespin Culture – Shadow (3 Cards):
4.   Lando, Turncoat
5.   Prisoner Tower
6.   Ugnaught Master

Fringe Culture - Shadow (2 Cards):
7.   He’s Worth a Lot to Me
8.   Underworld Mercenary

Jedi Culture (2 Cards):
9.   It is the Future You See
10.   Will They Die?

Tatooine Culture – Shadow (2 Cards):
11.   Plundering from the Empire
12.   Swoop Villain
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 09:58:17 PM
A New Hope Anthology

1.   The Force, Bound to All Living Things

Fringe Culture – Alliance (3 Cards):
2.   Chewie, First Mate
3.   Han, In It for the Money
4.   Millennium Falcon

Fringe Culture – Shadow (2 Cards):
5.   Boba, Hired Killer
6.   Dannik, Anzati Assassin

Imperial Culture (3 Cards):
7.   The Death Star, Ultimate Power in the Universe
8.   Stormtrooper Battalion
9.   Tarkin, Fear-monger

Jedi Culture (1 Card):
10.   Obi-Wan, Former Master

Rebellion Culture (2 Cards):
11.   Leia, Imperial Senator
12.   Luke, Student of Kenobi

Sith Culture (2 Cards):
13.   Vader, Master of the Dark Force
14.   Vader’s Starfighter

Tatooine Culture – Alliance (1 Card):
15.   Biggs, Son of Huff

Tatooine Culture – Shadow (2 Cards):
16.   Tusken Warlord
17.   Uurru’R’R, Son of the Sands

Creature Deck (1 Card):
18.   Dianoga, Sewage Scavenger
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 10:08:59 PM
The Empire Strikes Back Anthology

1.   The Force, Most Powerful Ally

Bespin Culture – Alliance (1 Card):
2.   Millennium Falcon, Lando’s Prize

Bespin Culture – Shadow (2 Cards):
3.   Lando, Instrument of the Empire
4.   Ugloste, Carbon-freezing Expert

Fringe Culture – Alliance (2 Cards):
5.   Dash, Good for the Credits
6.   Threepio, Pilot of the Falcon

Fringe Culture – Shadow (2 Cards):
7.   Slave One
8.   Xizor, The Dark Prince

Imperial Culture (2 Cards):
9.   Executor, Flagship of the Empire
10.   Okins, Ruthless Admiral

Jedi Culture (2 Cards):
11.   Obi-Wan’s Apparition, Specter in the Snow
12.   Yoda, Elder Knight

Rebellion Culture (3 Cards):
13.   Artoo, Curious Companion
14.   Leia, Boushh
15.   Luke, Rogue Commander

Sith Culture (2 Cards):
16.   The Qabbrat
17.   Vader, The Fallen Skywalker

Creature Deck (1 Card):
18.   Exogorth, The Devourer
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 10:12:43 PM
Return of the Jedi Anthology

1.   The Force, Strength of the Galaxy

Endor Culture (2 Cards):
2.   Chewie, Tree-climber
3.   Wicket, Warrior of Endor

Fringe Culture – Alliance (1 Card):
4.   Millennium Falcon, Fastest Ship in the Fleet

Fringe Culture – Shadow (1 Card):
5.   Jabba, Vile Gangster

Imperial Culture (2 Cards):
6.   The Second Death Star, The End of the Alliance
7.   Soontir Fel, Corellian Baron

Jedi Culture (2 Cards):
8.   Leia, Daughter of Skywalker
9.   Yoda, Great Warrior

Rebellion Culture (3 Cards):
10.   Han, General Solo
11.   Home One
12.   Luke, Friend of Captain Solo

Sith Culture (3 Cards):
13.   Executor, Super-class Star Destroyer
14.   Palpatine, Dark Jedi Master
15.   Vader, Twisted and Evil

Tatooine Culture – Shadow (1 Card):
16.   EV-9D9, Warden of the Droids

Creature Deck (2 Cards):
17.   Jabba’s Rancor, Terror of the Pit
18.   The Sarlacc, Keeper of the Dune Sea
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 10:19:03 PM
Scum and Villainy Anthology

1.   The Force, The Unifying Force

Alien Culture (2 Cards):
2.   Greedo, Rodian Henchman
3.   IG-88, Hunter-killer

Bespin Culture – Shadow (1 Card):
4.   Lando, Under Imperial Control

Endor Culture (1 Card):
5.   Chirpa, Elder Statesman

Fringe Culture – Alliance (2 Cards):
6.   Han, TK-422
7.   Millennium Falcon, Corellian Freighter

Imperial Culture (1 Card):
8.   Tarkin’s Star Destroyer

Jedi Culture (2 Cards):
9.   Obi-Wan, Bearer of Wisdom
10.   Obi-Wan’s Lightsaber, Jedi Relic

Native Culture (2 Cards):
11.   Kalit, Jawa Chieftain
12.   Lobot, Cyborg Adjunct

Rebellion Culture (2 Cards):
13.   Keyan, Lucky Pilot
14.   Yoda, Exile of the Old Order

Sith Culture (3 Cards):
15.   The Emanation of Darth Vader, Phantom of Fear
16.   Palpatine, Embodiment of Evil
17.   Palpatine’s Cane

Creature Deck (1 Card):
18.   Greater Krayt Dragon
Title: Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
Post by: menace64 on November 20, 2012, 10:24:48 PM
Galactic Civil War Anthology

1.   The Force, Luminous and Eternal

Alien Culture (1 Card):
2.   Allied Trackers

Endor Culture (2 Cards):
3.   Apprehended Walker
4.   Wicket, Scout of the Sentry Moon

Fringe Culture – Alliance (2 Cards):
5.   Han, Insertion Commander
6.   Obi-Wan, Problematic Passenger

Imperial Culture (2 Cards):
7.   Jabba, Friend of the Empire
8.   Kuat of Kuat, The Technician

Jedi Culture (3 Cards):
9.   Leia, Child of the Force
10.   Luke, First of the New Jedi
11.   Luke’s Lightsaber, Smuggled Weapon

Native Culture (2 Cards):
12.   Bespin Defense Force
13.   Dathomiri Witch

Rebellion Culture (1 Card):
14.   Bail, Alderaanian Senator

Sith Culture (3 Cards):
15.   Mara, Dark Tracker
16.   Palpatine, Manipulator of the Galaxy
17.   Vader, Master Duelist

Creature Deck (1 Card):
18.   Kud’ar Mub’at, Assembler