Star Wars: Destiny - Empire at War Booster (engl.) - Preorder
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“How we choose to fight is just as important as what we fight for.”
- Ezra Bridger, Star Wars Rebels
From the Clone Wars to the rise of the First Order, the Star Wars™ galaxy is in a constant state of turmoil. When villains look to impose their oppressive wills upon the galaxy, heroes will dutifully rise to defend their freedoms, even if it means war.
Fantasy Flight Games is proud to announce Empire at War, the third set of booster packs for Star Wars: Destiny™!
Empire at War emulates the chaos found in the Star Wars galaxy during its darkest times with themes that disrupt your opponent’s board and decimate their best laid plans. These 160 brand-new cards will focus on taking core concepts of Star Wars: Destiny and throwing them into disarray.
Just like Spirit of Rebellion brought the characters of Rogue One™ to players’ games, Empire at War brings the thrilling action of Star Wars Rebels to the tabletop. Join the crew of the Ghost and their adversaries as they join the epic duels taking place across every era of the Star Wars saga.
A Master Strategist
Few of the Empire's Grand Admirals are as efficent and talented as Thrawn (Empire at War, 4). Hunting down the Empire’s enemies through studying their culture and art, Thrawn is one of the fiercest assets Emperor Palpatine has under his command.
Now, Thrawn brings his strategic mind to Star Wars: Destiny, at fourteen points for a normal version or seventeen for an elite. The Grand Admiral’s die features two focus symbols, ensuring players will be in control of their destiny, even in the most chaotic of times. His die is further rounded out by disrupt, shield, and resource symbols. Furthermore, Thrawn’s ability shows off the disruptive themes of Empire at War—every time a player activates Thrawn, they may name a number, then view their opponents hand and discard a card that costs that amount. If players know what their opponent is thinking, Thrawn provides the perfect tool to disrupt their plans, discarding key cards and getting a view of things to come. An elite Thrawn can be paired with an elite Kylo Ren (Awakenings,11) for consistant views of your opponent's hand. Cards viewed with Kylo Ren's special ability are easy fodder for Thrawn to target.
Amid the chaos of an Empire at War, Thrawn stands supreme as a commander in control. His two focus symbols ensure everything will go according to plan, and with twelve health, Thrawn will be a difficult foe to take down.
Like Thrawn, Red villains in Empire at War will earn victory through careful preparation and an efficient use of resources. Prepare for War (Empire at War, 65) gives you a free resource when playing it as the first action taken during the turn, meaning planning ahead will be essential in order to use the benefit effectively. Red villains will also turn resource costs to their advantage with cards like Ruthless Tactics (Empire at War, 67), which allows them to increase the value of a die by the resource cost showing on it.
Even previous sure-things in Star Wars: Destiny are thrown into turmoil in Empire at War, with cards like The Day is Ours (Empire at War, 125), Red characters can clinch victory away from their enemies by claiming the battlefield, even after their opponent has already claimed it. Not only will they get to use the claim ability of the battlefield, but their opponent, who was planning to go first during the next round, now must readjust their plans.
Spark of Rebellion
With an Empire at War, survival becomes key for the citizens of the galaxy. Yellow characters use their wits and tricks to ensure they not only survive in a tumultuous time of war, but come out ahead.
In the early days of the Rebellion, Ezra Bridger (Empire at War, 38) emerged as a natural-born hero. Along with the crew of the Ghost, Ezra helped disparate cells of the Rebellion come together, and now brings the fight to Star Wars: Destiny.
At only seven points for a normal version, or ten points for an elite, Ezra is one of the most affordable heroes in the game. Being Force-sensitive, Ezra can use Blue upgrades normally only reserved for Blue characters, including the powerful Force Speed (Spirit of Rebellion, 55).
Ezra also exhibits the resourcefulness of Yellow heroes, with a special ability on his die that takes a resource from your opponent. The rest of his die is rounded out by a resource symbol, a disrupt symbol, a ranged damage symbol, and a modified ranged damage symbol, giving him a mix of damage and support abilities, and making him well worth his meager cost.
Though Ezra only has seven health, new Yellow cards will help him survive the duels to come. Quick Escape (Empire at War, 113) has to be the last action you take on a turn, but allows you to remove two dice showing damage, ensuring your heroes will live to fight another day.
A True Champion
Though Empire at War focuses on bringing the characters of Star Wars Rebels to players’ tabletop, it still features iconic characters from every era of the Star Wars saga.
Before the Ghost crew rebelled against the Empire, the Republic was defended by the Jedi Order. Among the greatest of these warriors was Mace Windu (Empire at War, 34), Jedi Champion.
At sixteen points for a normal version or twenty-two for an elite, Mace Windu is one of the most powerful Blue heroes in the game. With three die sides showing melee damage, one of which deals a massive four damage, Mace Windu is a consistent threat to any opponent.
When he has his opponent at the brink of defeat, Mace is an expert at delivering the final blow. With the ability to remove his character die to defeat a character that has two or less health, no amount of shields will protect Mace’s enemies from his iconic lightsaber.
While Mace Windu is a master on the battlefield, he also serves a role as a Master of the Council (Empire at War, 36), a powerful upgrade perfectly suited for Mace. The modified melee damage can potentially double Mace’s already impressive damage output, and with a special ability that allows you to spend two resources to ready a character, Master of the Council is one of the most threatening cards in the game.
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