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FIRST CUT
By Tom Lischke, Decipher Product Development
Death Star II: Fully Armed and Operational
Well, I was thinking about what I could do for an introduction to this article:
talk about the climactic space Battle of Endor, or the final confrontation between
Luke and Vader; but you've all waited long enough for Death Star II, so let's
just go look at the new cards, alright?
Emperor Palpatine leads the list of big hitters in the Death Star II Expansion.
This guy is pretty tough, with some features that match Yoda, such as total immunity
to attrition and a bonus Force icon. There are some differences, though. Where
Yoda played the role of stay-at-home mentor, Palpatine has an Empire to run, and
the tools to do it.
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ARTICLES
A Small Preview of Cards, 6/16
Reynolds on Objectives, 6/22 |
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He can lay back at the Throne Room while you deploy
the Emperor's
Power. This keeps him relatively safe, and provides battle enhancements
across the galaxy -- a true cornerstone for the Bring Him Before Me objective.
But the Emperor isn't afraid to go and oversee things personally, either. Once
the Royal Guards have prepared the way for him, Palpatine and his advisors are
willing pay a visit to a battleground site. His personal shuttle is just the ship
to make sure he gets there safely, being immune to attrition and letting you add
a battle destiny while the Emperor is aboard.
This expansion has the story moment that we've all been waiting for, when Luke
becomes a Jedi Knight (like his father before him). We've given you a few tools
to ensure this story is satisfying on a gameplay level. First, the new versions
of Luke and Vader sport the biggest numbers in the game. They are also pretty
stable once on table -- when armed with their lightsabers, which are also in Death
Star II, both of them have an increased defense value and huge immunity, and there
isn't a whole lot that is going to stand up to them. Both sides have objectives
that revolve around the confrontation in the Throne Room. To turn your opponent's
Jedi, you'll have to win battles with the rest of your deck as well, though.
Big Blue never had so many options as it does in Death Star II. Even the Executor
makes another appearance as the Flagship of the Imperial Fleet at Endor. With
a variety of ISDs, and even a Victory-class Star Destroyer thrown in for spice,
the fleet can bring more power to the table than ever. Officers such as Commander
Merrejk and Admiral Chiraneau open up a few deck building avenues by downloading
systems and enhancing Force drains where you have a Star Destroyer. Admiral
Piett, commander of the fleet (check out his Rebel counterpart, Admiral
Ackbar), lowers the deploy cost of capital starships, and allows you to
take an Admiral's Order into hand (more on Admiral's Orders later). Dust off the
old TIE deck too, as the TIE
Interceptor makes its debut. Designed to counter X-wings, this ship is
ready for battle. Readers of the Rogue Squadron publications will be pleased to
meet Wedge's nemesis, Baron Soontir Fel, and his 181st Imperial Squadron. ?
Another star of the expansion will be the Death Star II system itself. The most
obvious use of this card is to build a deck based on the Endor Operations objective,
and use the starting interrupt Operational As Planned to quickly grab Moff Jerjerrod,
the system and an effect of your choice. Before you know it, you'll have a "fully
armed and operational battle station" which acts in a similar manner to the Special
Edition Occupation cards, but with a little more juice and a battle bonus thrown
in for good measure. The unique Scythe Squadron TIEs make ideal defenders of the
second Death Star.
The Alliance finally lets its big boys come out to play for real in Death Star
II. After the original Mon Calamari starships were somewhat (cough) underappreciated
in their original form, we upgraded the apparatus a bit. The Star Cruisers can
now form the backbone of a Light Side deck ("Big Squid"?). Of course, the strength
of the Rebels has always been its starfighters, and Death Star II builds on that
strength with A-wing,
as well as several squadrons of unique starfighters. An effect available to both
Light and Dark allows you to show either a pilot or unique starfighter from hand
and get the match from the Reserve Deck. No more waiting for the other half of
the combo to come up. Finally, a couple of Rogue Squadron favorites show up, and
Hobbie finally gets his very own X-wing. Check out the markings on the side of
Wedge's X-wing, one of my favorite parts of the set!
With all of the starships in the set, it seemed only appropriate to bring out
a new card type to both enhance battles in space and tie them more closely to
what is happening on the ground. Welcome to Admiral's Orders! Each side of the
Force gets five of these cards in the Death Star II expansion, with functions
that vary from enhancing unique starfighters to a reward for decks that combine
capital starships with snub fighters. Many of these cards give a bonus at sites
related to the systems that you occupy (or control) as well. I also think they
are also the best looking cards in the set.
Finally, there are plenty of metagame cards as well. Both sides have a starting
interrupt that allows you to deploy a variety of primarily defensive effects at
the beginning of the game. You want Battle Order and Imperial Arrest Order? You
got it. You want Combat Response too? And all of them at the start? What the heck,
we're easy! A couple of the top decks for each side are going to be forced to
retool as well, by cards such as You Cannot Hide Forever and Honor Of The Jedi.
All in all, Death Star II is an interactive set that dovetails neatly with the
Endor expansion for both Sealed Deck and constructed play. Now go out there and
build yourself a battle station. And remember, Skywalkers is right around the
corner!
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