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CAMPAIGN GUIDE

This book contains 30 missions to be played with

Imperial Assault.

Many of these missions link together to form the core campaign, but this book also contains numerous side missions that can be played in the core or any future campaign.

HIDDEN INFDRMATIDN

Missions within a campaign of

Imperial Assault

are played with information hidden from the Re bel players ( often referred to as

heroes). Rebel players are not allowed toread any ofthe information found within this Campaign Guide, but they are always allowed to ask the Imperial player to repeat any current or previous rules.

MAP DIAGRAM

The map diagram for each mission indicates assembly for the map, as well as placement of tokens, doors, and figures. It also displays

information referenced by mission rules, such as named map tiles or deployment points.

Figures on the map Deployment Point Door

Note: Figures shown with gray and black borders both correspond to gray Deployment cards, but belong to different groups.

DEPLDVMENT AND SETUP

Each mission has a "Deployment and Setup" section that provides the list of the Imperial figures that will be present during the mission, as well as other special rules resolved during setup.

• When collecting the listed Deployment cards, figures listed in red text refer to the elite (red) version of the Deployment card, and ali other figures use a regular (gray) version of the Deployment card. • When choosing open groups, the mission may list specific groups

or traits (such as CREATURES) that cannot be chosen. Additionally, the Imperial player cannot choose a unique Deployment card unless it has been rewarded to him as a villain.

SPECIAL SETUP

Many missions have special setup instructions covering rules such as Rebel ally usage or token placement.

• When the rules instruct to randomly place a number of specified tokens, the Imperial player collects the listed tokens, shuffies them together, and places them facedown in the spaces indicated on

the map. Until revealed by mission rules, no player is allowed to examine the facedown side of these tokens.

• When the rules instruct to choose and place a number of specified tokens, the Imperial player collects the listed tokens and places

them facedown in any of the indicated spaces of his choice. Until revealed by mission rules, Rebel players are not allowed to examine the facedown side of these tokens. After the tokens are placed, they cannot be moved, but the Imperial player can examine them during the mission.

IMPERIAL ASSAULT-CDRE 6AME

CAMPA

I

GN GUIDE

EVENT SUMMARV

Each mission has an "Event Summary" that provides a list of events that will trigger during the mission. This section is used for the

Imperial player's reference only and contains abbreviated versions of event triggers. For the ful! timing trigger of each event, see the corresponding event in the mission text.

The information in the Event Summary is never read aloud.

MISSIDN EVENTS

Events form the initial structure and changing rules of a given

mission. A mission can consist of any number of events starting with "Mission Briefing" and concluding with "End of Mission:'

Each event can contain any combination of story text and additional rules that apply to the mission. When an event is triggered, all of the text and rule information within that section is read aloud and resolved, in arder. Mission rules are instant (~) or ongoing ( + ) effects. An instant effect is resolved immediately and most often no longer needs to be referenced. An ongoing effect applies throughout the mission and often determines special abilities granted to Rebel or Imperial figures.

• In sorne cases, an event will require the Imperial player to choose one of a number of effects, which can be instant or ongoing. When he chooses one, he reads the effect aloud and resolves it, but he

<loes not read or resolve any of the unchosen effects.

• When the Imperial player deploys an initial or reserved group, this does not cost any

<§>

(threat). When a rule allows the Imperial

player to resolve an optional deployment, such as during the Status Phase, he must spend

<§>

to place these figures.

• While resolving an optional deployment, the Imperial player can also reinforce figures corresponding to groups already on the map. • Certain rules reference the mission ending or progressing,

followed by the ~ symbol. This indicates that the preceding text is an objective tnat the heroes are attempting to fulfill, which should be emphasized to the Rebel players by the Imperial player.

REWARDS

At the end of a mission, a number of rewards are received by the

Imperial and Rebel players. Note that sorne rewards are received from mission results and are listed in the "End of Mission" section. Others are found in the "Additional Rewards" section, and these are received in addition to those from "End of Mission:'

TIME PERIDD

Each campaign in

Imperial Assault

is associated with a 01º· :vever shy et, Han has time period, represented by a number. This corresponds >rt.

to time period numbers found on certain Side Mission cards.

o assure that

Imperial

~ willing to

~ During campaign setup, do not use any Side Mission

cards that do not include the range number associated with the campaign. For this campaign, the time period is 3, and none of the Side Mission cards contained in the core game need to be set aside.

E out the Mess'' i:.=

ame).

cr)11nd1·e\)" '.lll\'

.,

STOP!

Only the Imperial player is allowed to read information in this guide. Rebel players are never allowed to look at or read any of the mission information beyond this page.

(3)
(4)

D

E

PLDY

MENT AND

SETUP

STDRAGE

RaaM

e

~

22B

)

Initial Groups: Imperial Officer, Probe Droid, Stormtrooper.

Reserved Groups: E-Web Engineer, Imperial Officer, Stormtrooper.

MISSIDN BRIEFING

- ----, ' ' ' ' '

Arriving at the outpost, you immediately i

open fire upan the troops standing guard. You suspect they knew you were coming and that you're likely walking into an ambush. Ali the same, with the signa! continuing to broadcast, there Just isn't time for a more subtle approach.

+

A Rebel figure can attack a terminal (Health: 4, Defense: 1

Y).

Apply + 1

Y

to the terminal's defense results if it is adjacent to 1 or more Imperial figures.

+

Doors are locked to Imperial figures.

+

The mission ends when all terminals are destroyed ( ~ ), at the end of Round 6, or when all heroes are wo11nded.

LDC

KDDWN

At the end of the Round in which the door opens for the first time:

The Imperial player chooses 1 of the following:

+

Each terminal has 7 Health instead of 4.

+

The <loor to the Atrium closes and is

locked. A Rebel figure can attack the <loor (Health: 8, Defense: 1 black die). The red deployment point ls now active.

IMPERIAL ASSAULT-CORE 6AME

C:AMPAIGN GUIDE

Open Groups: None.

ATRIUM

(

~

25B

)

FDRTIFIED

The first time the door opens:

"They're here!" the Imperial forces shout as they scramble their defenses. "Keep

them away from the transmitters!"

There's a crack/e from your comlink. "Imperial forces on approach!" your

i

pilot contacts you from your transport,

¡

now circling overhead. "The place is

going to be crawling with them soon, so get the Job done quick!"

~ Deploy the reserved E-Web Engineer to any yellow point. That figure becomes Focused.

~ Deploy the reserved Stormtrooper group and Imperial Officer to the Storage Room.

..

EVENT SUMMARY

• End of Round when door

opens: Lockdown

• Round 6: End of Mission

• Door opens: Fortified

• All terminals destroyed or all heroes wounded: End of Mission

END DF

M

ISSIDN

When all terminals are destroyed:

Í

Their plans disrupted, the remaining - ... , Imperial forces fall into a hasty retreat.

"Nice work!" Your pilot grins back at you as you pile into the transport.

~ Place Story Mission card "A New Threat" in to play. Heroes receive 100 credits

per hero.

At the end of Round 6 or when all heroes are wounded:

Imperial soldiers pour out of the forest on ali sides; the beacon has done its Job, and you have to run. With so many of

the Imperial survivors getting organized, Rebel ground troops are going to have

their hands ful!.

~ Place Story Mission card "Under Siege" into play. The Imperial player receives 1 influence.

AD

D

ITID

NA

L REWAR

D

S

~ Each player receives 1 XP. Heroes receive 100 credits per hero. The Imperial player receives 1 influence.

(5)

HALLWAY

(

@

3DA

)

TRASH

CaMPACTDR

C

@

tse

)

(~

MISSIDN BRIEFING

' ' ' '

You've been workingfor days on

how to open your ce!!, but ali of your equipment, except one well-hidden comlink, is gane.

You think it pretty hopeless until the facility shudders and the comlink

crack/es. "In ten seconds," a voice comes through, "the door to your cell is going to open. Your equipment is being held just down the hall. Run there ... now!"

• Flip ali heroes' Itero cards facedown. They cannot use facedown cards. The neutral mission token represents the equipment cache. A hero can interact with the

equip1nent cache to flip his items faceup. When a hero withdraws, he is

incapacitated instead. When activating, he receives only 1 action and can only use that action to perform a move.

• A hero without a weapon can attack an adjacent hostile figure with 1 green and 1

yellow die. Before this attack, the hero tests ~. Ifhe passes, the attack gains .N: +2}:(. • The doors in the Storage Room and

Hallway are locked. A <loor adjacent to an Imperial figure <loes not block his movement or line of sight.

STDRAGE RaaM

(

@

22A

}

• The mission will progress when ali heroes flip their items faceup ( "'). The mission ends when ali heroes are wounded.

ESCAPE

When aU heroes flip their items faceup:

"I've got the ship parked near the

garbage disposal," you're told by your rescuer, "but you've got to hack into their system and open the passages. Whatever you do, hurry! I'm keeping them busy, but I don't know

if

I can far much longer."

• Imperial mission tokens represent closed passageways and Rebel mission tokens represent open passageways. A hero can interact ( 0 or

\l.)

with a terminal to flip ali Imperial mission tokens of the color corresponding to that terminal.

• A figure can interact with a red Rebel mission token to place his figure in any empty space on the Trash Compactor. • When the yellow Imperial tokens are

flipped, open ali doors.

• If ali heroes are on or adjacent to the

yellow Rebel tokens, they depart and the mission ends ("').

MAP TILES: @19e, 21A, 22A, 23A, 24A. 25A, 27A. 2BA. 30A, 32A{2). 33A, 34A. 36A, 36e(2), 37e

DEPLDVMENT ANO SETUP

Initial Groups: Imperial Officer, Imperial Officer, Stormtrooper, Stormtrooper.

Reserved Groups: None. Open Groups: 3.

Special Setup: Heroes cannot bring allies.

EVENT SUMMARY

• Ali items faceup: Escape

• Heroes depart or all heroes wounded: End of Mission

END DF

MISSIDN

When the heroes depart:

Sliding through the filth and muck, you come across other Rebel prisoners

recently freed. Working together, you overpower the Imperial forces in your way. Following the instructions of your rescuer, you lead them out and pile into a transport sorne distance away.

When all heroes are wounded:

You're captured again and held in higher security as you're transported to Kessel.

Thankfully, after a couple of weeks of hard labor, Rebel High Command launches a full-scale operation.

Rogue Squadron performs magnificently, and you are freed alongside sorne high-ranktng rebel ojjicers.

~ The Imperial player receives 2 influence.

IMPERIAL ASSAULT-CDRE GAME

CAMPAllJN IJUIDE

(6)

-~/

MISSIDN BRIEFING

' ' ' ' ' ' i

"Hurry up!" Fenn barks, charging through the underbrush. Driven by singular purpose, he curses the shortsighted caution of Rebel High Command. They repeatedly denied support, saying it would be too

dangerous.

"J guess it's justas well," he says, shaking his head as you continue. 'f\.nyone else

they sent would've screwed it up."

• Mission tokens represent explosives. A

hero can interact with an explosive ( ~) to disarm and discard it. If the hero is Fenn or is within 3 spaces of Fenn, the figure

disarms and retrieves the explosive instead.

:

.

If an explosive is dropped, place the token

Rebel side up. The explosive remains

disarmed, and a Rebel figure can retrieve it. • A hero carrying an explosive can interact

with the AT-ST to place 1 explosive on the AT-ST Deployment card.

• At the end of each round, discard al!

explosives from the AT-ST. It suffers 5 ):{ for each token discarded.

• The mission ends when al! explosives have been disarmed ( ~ ), at the end of Round 5, or when ali heroes are wounded.

IMPERIAL ASSAULT-GDRE GAME

CAMPAIGN GUIDE

SMALL VICTDRY

When the AT-ST is defeated:

The walker's husk slams into the ground with a metallic screech befare detonating

'

with a massive explosion. '

• Rol! 2 red dice. Each figure within 2 spaces of the defeated AT-ST suffers ):{ equal to the ):{ results.

• Deploy the reserved Trandoshan Hunter group.

LAST STAND

When 4 explosives have been disarmed:

• Increase <§> by the threat leve!. The Imperial player resolves an optional deployment.

The Imperial player chooses 1 of the following, if possible:

• Discard 1 explosive that a hero is carrying. That hero suffers 4):(.

• Choose a supply crate and place an explosive in a space adjacent to it.

DEPLDYMENT AND SETUP

Initial Groups: AT-ST, E-Web

Engineer, Imperial Officer, Probe Droid.

Reserved Groups: Trandoshan Hunter.

Open Groups: 3.

Special Setup: Increase {§> by

twice the threat leve! and resolve an optional deployment.

EVENT SUMMARV

• Round 5: End of Mission

• AT-ST defeated: Small Victory

• 4 explosives disarmed: Last Stand

• All explosives disarmed or all heroes wounded: End of Mission

END DF MISSIDN

When ali explosives have been disarmed:

With the explosives removed and the advantage of the Empire eroded away, Fenn continues onward. With brutal efficiency, he cuts down any Imperial soldiers foolish enough not to jlee.

• Fenn receives the "Veteran Prowess" Reward card.

At the end of Round 5 or when ali heroes are wounded:

Explosions shake the ground, and fires burn ali around. Fenn continues to fight, and seores of enemy soldiers fall.

Yet to no avail. The raging fire drives

everyone back with unbearable heat and a choking black smoke. Retreating, Fenn can only watch as the place he bled to liberate burns.

• The Imperial player receives 2 influence.

ADDITIDNAL REWARDS

• Each player receives 1 XP. Heroes receive 100 credits per hero. The Imperial player receives 1 influence.

(7)

' ' 1 : ' ! ' ' : ' '

¡

' ' ' '

HaLa~RaN

CHAMBER

(

@2Be

)

MISSIDN BRIEFING

{". ---,

i A heavy mist settles about the forest

1 as you travel in silence. A pained

¡ expression cross es Diala's features, more than ji1st the sorrow of returning here. There is a darkness here, ali of you can feel it. As you draw near to the place

where Diala's master died, ghostly figures, your foes of past and present,

rise out of the mist and attack!

:

.

' Rebel mission tokens represent inner

strength. During each Status Phase, Diala discards 1 Rebel mission token. Then,

she tests ©. If she fails, she discards 1

additional Rebel mission token.

+

The door is locked to ali figures except Diala.

+

When a hero becomes wounded, Diala discards 1 Rebel mission token for each activation token that hero possesses.

+

Imperial figures can deploy and reinforce to any empty space.

+

The mission will progress when the door to the Holocron Chamber opens (~). The mission ends when Diala withdraws or

has discarded ali Rebel mission tokens.

ALLURE DF PDWER

At the end ofRounds 1, 3, and 5:

Diala must choose 1 of the following:

• Diala discards 1 Rebel mission token and moves up to 2 spaces. Then, she performs 2 attacks.

DEPLDYMENT AND SETUP

Initial Groups: Nexu, Royal Guard, Stormtrooper. Reserved Groups: Darth Vader (Lord of the Sith). Open Groups: 3.

Special Setup: Place 8 Rebel mission tokens in Diala's play area. Increase {§> by twice the threat leve! and resolve an optional deployment (see "Mission Briefing").

EVENT SUMMARY

• Round 1, 3, and 5: Allure of Power

• Door to Holocron Chamber opens: Hatred

• Darth Vader defeated, Diala withdraws, or all mission tokens discarded: End of Mission

END DF MISSIDN

When Darth Vader is defeated: .

Í

Diala pauses, kneeling befare the

1 ghostly vision of her master's killer. She

whispers, "Please, master, forgive me."

~ Diala claims 1 Rebel 1nission token, and each other hero within 3 spaces ofher

recovers 2}:( and 20. Then, the Imperial player chooses 1 figure to perform 1 move and 1 attack.

At her words, the spirit vanishes and the

mist sinks into the ground. The sense of darkness Jades, and ali that remains is

¡ an object upan the nearby pedestal.

1

HATRED

When the door to the Holocron Chamber opens:

In the darkness stands the ghostly figure of Shu Yen, Diala's master. "Diala,

pleasef" he críes. "You must come backf" Screaming in agony, the spirit's form

changes, flowing outward and taking the

shape of a familiar, terrible f oe. U pon

seeing this, Diala releases a cry of sorrow and leaps forward to attack.

~L_==========-========~~

• Deploy the reserved Darth Vader to the

red point.

+

When Darth Vader suffers }:( equal to twice the threat leve!, he is defeated and the mission ends (~).

• Diala receives the "Shu Yen's Lightsaber" Reward card.

When Diala withdraws or has discarded ail Rebel mission tokens:

You ali awaken sorne number of hours

later u pon the f orest floor. You don't even recall falling unconscious.

The mist is gane, but an eerie sense of darkness remains. Though no one seems

harmed, you cannot shake the sense that sorne opportunity was lost here.

• The Imperial player receives 2 influence.

ADOITIDNAL REWAROS

• Each player receives 1 XP. Heroes receive 100 credits per hero. The Imperial player receives 1 influence.

MAP TILES: @D2A. D!IA. IDA. 13A, 14A, 18A(2). 27e. 28e, 32s(2). 36s, 38s(2) IMPERIAL ASSAULT-~ORE GAME

CAMPAIGN GUIDE

J

1 l J ¡

(8)

DEPLDYMENT AND SETUP

Initial Groups: E-Web Engineer, Imperial Officer, Nexu, Stormtrooper.

Reserved Groups: Trandoshan Hunter,

Trandoshan Hunter.

Open Groups: 3.

Special Setup: Increase <§> by twice the threat level and resolve an optional deployment. Jyn Odan <loes not deploy with the heroes and

instead is deployed as shown.

EVENT SUMMARV

• Jyn calls Szark out: The Gunfight

• Szark defeated or all heroes wounded: End ofMission

---~---~--- ---·---·---

---MISSIDN BRIEFING

Hiding in cover, you wait for Szark to show himself. "It's apparently his moon.

He's bound to come eventually." Jyn

swears, scowling. Your wait is quite long. "There he is," Jyn says, pointing. Down the street, Szark walks out of the

cantina, over to the small group of

Imperial troops. "Working another deal, huh? What, one moon wasn't enough?" Befare you can stop her, Jyn leaps out of cover and sprints forward, firing her blaster. Szark's eyes go wide, and he scrambles away. He ducks into his personal cantina, slamming the door

shut as blaster bolts sizzle past his head. You're a few steps behind Jyn as Szark's mercenary and Imperial allies draw their weapons.

+

The <loor is locked.

+

The Rebel mission token represents a comlink. Jyn can interact with the comlink to cal! out Szark.

+

The mission will progress when Jyn calls out Szark (~). The mission ends when all heroes are wounded.

~ --- -

----IMPERIAL ASSAUL T-CORE GAME

CAMPAIGN GUIDE

THE GUNFIGHT

When Jyn calls out Szark:

l The door to the cantina slowly opens 1

and a thin Trandoshan saunters out. ''My, my," he growls, smiling. ''Jyn Odan. Never thought I'd see the day." His hand

slides down toward his holstered blaster.

~ Open the <loor.

~ Deploy 1 of the reserved Trandoshan

Hunter figures to the yellow point. Deploy 1 of the reserved Trandoshan Hunter

figures at each of the red points.

~ Jyn tests ©. If she passes, she interrupts to perform an attack targeting Szark.

Otherwise, Szark interrupts to perform an

attack targeting Jyn ( see below).

+

The Trandoshan Hunter is Szark. His

group size is reduced to 1. Apply additional Health equal to twice the threat leve! to

Szark. Apply + 2 Accuracy to his attack results, and he gains N: + 2 ).:(.

+

When Szark activates, the Imperial player may spend 2<§> for Szark to recover ).:( equal to the threat leve!.

+

At the start of each round, the Imperial

player may spend 2<§> for Szark to recover ).:( equal to the threat leve!.

+

The mission ends when Szark is defeated ( ~).

r

~

END DF MISSIDN

When Szark is defeated:

Wounded, Szark scrambles around the corner. Jyn follows, and you hear an exchange of blaster jire, then silence.

Not long after, she reemerges, holstering

her weapon. "Let's go," she says, not looking back.

Jyn Odan receives the "Peacemaker"

Reward card.

When all heroes are wounded:

Shouting, Jyn jumps out of cover, trying to squeeze off a few more shots. Three blaster bolts catch her in the chest, and she falls. In a fighting retreat, you drag her barely alive body back to the ship.

"Until next time, Jyn ... " a transmission comll.5 in. "You'll have to visit again

l

soon!" Szark gives a long, mocking laugh, ma:g you glad that she's unconscious.

j

~ The Imperial player receives 2 influence.

ADDITIDNAL REWARDS

~ Each player receives 1 XP. Heroes receive 100 credits per hero. The Imperial player receives 1 influence.

MAP TILES: @D3o, D5o, DSB, D7B, IDB, llB, 18o(2), 21B, 36o(2), 390

'

i

' 1 ' ' ' ' ' ' ' ' 1

(9)

MISSIDN BRIEFING

Gaarkhan lets out a soft growl as you approach the small series oj buildings. Several guards and sentry weapons are

present, and the hum oj machinery fills the air. A jew prisoners mili around, hauling equipment, but many are escorted to

cells. You don't see any Wookiees. The one you're lookingjor, Shortatha, must be in a

holding cell somewhere nearby.

• The <loor is locked. A hero can interact with a terminal ( ~. or f':i) to disable it

and claim the token. When al! terminals

are disabled, the <loor opens.

' • Imperial mission tokens represent pulse

cannons; at the end of each round, each

one will fire upon a hero. When this happens, the Imperial player chooses a hero in line of sight of that cannon and rolls 1 red and 1 yellow die. That hero

suffers }:{ equal to the }:{ results. If that hero is Gaarkhan, he becomes Focused. • A hero can interact with a pulse cannon

(2 ~) to disable and discard it.

• The Rebel mission token represents Shortatha. A hero can interact with Shortatha to rescue him.

• The mission ends when Shortatha is rescued ( ~ ), at the end of Round 6, or when ali heroes are wounded.

CELL

(

@

3JA

)

PRISDN GUAROS

When the door opens:

Seeing your advancement through their jellow guards, stormtroopers in jront aj the main prison area charge out, setting up a heavy blaster emplacement.

~ Deploy the reserved E-Web Engineer to

the yellow point.

DIVERT PDWER

DEPLDVMENT AND SETUP

Initial Groups: Nexu, Stormtrooper.

Reserved Groups: E-Web Engineer.

Open Groups: 3.

Special Setup: Increase <§~ by twice the threat leve! and resolve an optional deployment.

EVENT SUMMARY

• Round 6: End of Mission

Door opens: Prison Guards

2 pulse cannons discarded: Divert Power

• Shortatha rescued or all heroes wounded: End ofMission

END DF MISSIDN

When Shortatha is rescued:

As you blast the restraints jrom

Shortatha's limbs, he roars and charges the remaining stormtroopers in the

base. Gaarkhan jollows along, releasing other captives in the wake oj his

rampaging comrade.

~ Gaarkhan receives the "Life Debt"

Reward card.

J

When 2 pulse cannons have been disabled:

Frisan officers run back and j orth, shoutingjrantic orders to the guards. One reaches the compound's intercom system. "Rebel troops are advancing! Divert power to the remaining pulse cannon, and stop them, you jools!"

~ Increase <§~ by the threat leve!.

• For the rest of the mission, when the pulse

cannon fires, rol! 2 red dice instead of 1 red and 1 yellow die.

.,

At the end of Round 6 or when all heroes are wounded:

The dejenses are too thick, and you are jorced to pul/ back. As the shuttle picks you up at the extraction point,

Gaarkhan gives a low growl aj sorrow;

his brother's lije debt remains unjulfilled.

j

~ The Imperial player receives 2 influence.

ADDITIDNAL REWARDS

~ Each player receives 1 XP. Heroes receive 100 credits per hero. The Imperial player receives 1 influence.

IMPERIAL ASSAUL T-GORE GAME

MAP TILES: @DIA, D4A, D6A. IBA. 22A. 23A. 2BA, 33A, 36A(2). 39A(3)

CAMPAIGN GUIDE

(10)

HANGAR

(

@

ISA

)

MISSIDN BRIEFING

r

You're concerned with Mak's obsession '

i

with destroying this facility. He still hasn't told you what sort of importance it holds, but his attitude is quite volatile.

That is, until you arrive in the main hangar of the facility and he spots an unmanned scout walker.

+

The AT-ST is a Rebel figure under Mak's control. When Mak activates, ready and actívate the AT-ST. Mak's hero figure is not deployed and cannot actívate. Apply additional Health equal to the threat leve! to the AT-ST. The AT-ST can enter and occupy spaces on the Hangar.

+

The wall between the Hangar and Testing Grounds <loes not block movement or line of sight.

'

+

The mission ends when ali In1perial figures have been defeated ( ~ ), at the end of

Round 7, or when ali her~es are wounded.

CHADS

At the end of Round 1:

• Deploy the reserved E-Web Engineer.

IMPERIAL ASSAUL T-CDRE GAME

C

AMPAIGN GUIDE

PRESS THE ADVANTAGE

When the AT-ST is defeated:

Shouting curses, Mak dives out of the top of the walker as it continues to be

assailed from ali sides.

Mak hits the ground hard. He rises to his

¡

feet as his.tactical advantage detonates, 1 sending h1m sprawl1ng once more.

L

.

• Place Mak's figure in one of the spaces that was occupied by the AT-ST. He suffers 1 O):{.

The Imperial player chooses 1 of the following:

• The Royal Guard Champion may perform 1 move and 1 attack.

• The Royal Guard Champion

recovers ):{ equal to 1 plus the threat leve!.

• Each Imperial figure gains 2 movement points.

STRATEGIC WITHDRAWAL

At the end of Round 3:

+

For the rest of the mission,

<§>

cannot increase.

DEPLDVMENT

AN

D SETUP

Initial Groups: AT-ST, Royal Guard Champion, Imperial Officer, Royal Guard, Stormtrooper.

Reserved Groups: E- Web Engineer. Open Groups: 3. No

tf,

figures.

Special Setup: Increase

<§>

by twice the threat level and resolve an optional deployment.

EVENT SUMMARY

• Round 1: Chaos

• Round 3: Strategic Withdrawal

• Round 7: End ofMission

• AT-ST defeated: Press the Advantage

• Ali Imperial figures defeated or ali heroes wounded: End of Mission

TESTING llRDUNDS

{

@D2B

}

--·---

-

-- ---

-

-

-

---

-

--- ---¡

END DF MISSIDN

When ali Imperial figures have been defeated:

I Mak

~

-

akes

a

t~orough

search of the

1 facility, retrieving prototype components befare planting severa! explosive charges. From a saje distance away, you watch as the needlessly massive explosion reduces

, the facility to tiny smolderingfragments. 1

l_ ·--

A

• Mak Eshka'rey receives the "Shadow Suit" Reward card.

At the end of Round 7 or when ali heroes are wounded:

( "Not again!" Mak shouts, trying to push forward even as you drag him away

and depart the planet. With smoldering anger, Mak crouches in the corner of the hold, muttering "Next time ... " over and over under his breath.

• The Imperial player receives 2 influence.

ADDITIDNAL REWARDS

• Each player receives 1 XP. Heroes receive

100 credits per hero. The Imperial player

receives 1 influence. .J

(11)

¡

"

,..·----~---

---~--·-MISSIDN BRIEFING

Rumors of the traitor have proven true. You arrive in the system under attack, barely able to disengage from Imperial fighters. You're safely dropped off near

the rendezvous point.

Imperial forces crawl throughout the area; there are no signs of Gideon's f ormer comrades.

+

Neutral mission tokens represent hidden

rebels. A hero can interact with a mission

token ( ©) to revea! that token and

replace it with a Rebel Trooper figure.

Heroes control Rebel Troopers as allies.

+

Apply additional Health equal to the

threat leve! to each Rebel Trooper. A Rebel

Trooper cannot use more than 1 action to

perform a move during each activation.

+

A Rebel Trooper can escape through

the entrance.

'

+

At the end of each round, starting with

Round 4, the Imperial player chooses and

reveals 1 mission token, and replaces it

with a Rebel Trooper. This figure suffers }:( equal to the threat leve! and is Stunned.

+

The 1nission ends when 2 Rebel Troopers

have escaped ( \&;I ), when 2 Re bel Troopers

have been defeated, or when al! heroes are wou11ded.

DEPLDYMENT AND SETUP

Initial Groups: Imperial Officer, Stormtrooper.

Reserved Groups: Imperial Officer, Probe

Droid, Stormtrooper.

Open Groups: 3.

Special Setup: Randomly place 1 red, 1 blue, 1 green,

and 1 yellow neutral mission token facedown in the

indicated spaces. Increase ~§> by twice the threat leve!

and resolve an optional deployment. Heroes cannot

bring Rebel Troopers as allies.

EVENT SUMMARY

• Mission token revealed: The Squad

• 2 Rebel Troopers escape, 2 Rebel Troopers are defeated, or all heroes wounded: End of Mission

-- --- ----~ -

-THE SllUAD

Each time a mission token is revealed:

Resolve the following based on the color of

the revealed token:

• Red: A hero within 3 spaces of this

Re bel Trooper recovers 5 }:(. Deploy the •

reserved Stormtrooper group.

• Blue: This Rebel Trooper becomes

Focused. He may interrupt to perform an attack. Increase ~§> by the threat leve!.

• Green: The active hero, if any, may

interrupt to perform a move or attack.

Deploy the reserved Probe Droid.

• Yellow: Replace the mission token with

an Imperial Officer instead of a Rebel

Trooper. He may interrupt to perform 1

move and 1 attack .

rr'

END DF MISSIDN

When 2 Rebel Troopers have escaped:

The reunían between Gideon and his comrades begins with awkward apologies. After, however, drinks and stories begin to jlow, and old friendships are mended.

¡ Through the course of the long evening, ¡ many of Gideon's exploits are revealed:

1 more information than you ever wished

1 to know about your companion. '

~

_)

• Gideon receives the "Fearless Leader"

Reward card. Heroes receive Rebel

Troopers as allies.

When 2 Rebel Troopers have been defeated

or when ali heroes are wounded:

1

'

Gideo¡i mourns the loss of his comrades 1

as you depart. He rubs his leg; you recall that it's an old wound. He doesn't speak at ali during the return journey.

• The Imperial player receives 2 influence.

ADDITIDNAL REWARDS

• Each player receives l XP. Heroes receive

100 credits per hero. The Imperial player

receives 1 influence.

IMPERIAL ASSAULT-CDRE GAME

' 1 ' '

MAP TILES: ®D4A. D5A. D6A. D7A. D!IA. llA. 12A. 14A, 17A(2). IBA

C:AMPAIGN GUIDE

(12)

MISSIDN BRIEFING

Í

"You're just in time," Han Solo remarks as you arrive. "I heard about an

Imperial officer working sorne sort of

operation out here."

"Now, J've checked the place out. It's

locked up pretty tight," he says, waving

-1

you forward and holding up a small

metallic chit, "but the guards are just so

careless with their keycards." He grins.

..

J

+

The <loor is locked to ali figures except

Han Solo.

+

The mission will progress when the <loor

to the Garage opens ( ~ ). The mission

ends when Han Solo is defeated.

REGULARS

At the end of Round 2:

• Deploy the reserved Trandoshan Hunter

group to the entrance.

IMPERIAL ASSAULT·CDRE 6AME

CAMPAIGN GUIDE

DEPLDVMENT AND

SETUP

Initial Groups: Probe Droid, Stormtrooper.

Reserved Groups: E-Web Engineer, Imperial Officer, Trandoshan Hunter.

Open Groups: 3.

GARAGE

(

§

DIB

)

Special Setup: Increase

<§>

by twice the threat leve! and resolve an optional

deployment. Heroes control Han Solo (Scoundrel) asan ally at no threat

cost.

DLD FRIENDS

When the door to the Garage opens:

The door slides open and the officer

looks up in alarm. "Han? What are you

doing here?" Han smiles. "Hey there, Gerrin. I heard you bought yourself a military commission. J'm just here to congratulate you." He raises his blaster.

• Deploy the reserved Imperial Officer to

the yellow point.

• Increase

<§>

by the threat leve!. The

Imperial player resolves an optional deployment to the red point.

+

The Imperial Officer is Gerrin. Apply

additional Health equal to twice the threat leve! to Gerrin.

+

The mission ends when Gerrin is

defeated ( ~).

• Han may interrupt to perform an attack targeting Gerrin.

The Imperial player chooses 1 of the following: • Gerrin becomes Focused and may

interrupt to perform 1 move and 1 attack. • Deploy the reserved E- Web Engineer to

the red point.

EVENT SUMMARY

• Round 2: Regulars

• Door opens: Old Friends

• Gerrin or Han Solo

defeated: End of Mission

END

DF MISSIDN

When Gerrin is defeated:

"No hard feelings for Nar Shadaa,"

Han says sarcastically. He turns to you, smiling. "Thanks guys, I owe you one.

If

you ever .find yourself in a tight spot, maybe I can repay the favor."

• Heroes receive Han Solo (Scoundrel) as

an ally.

When Han solo is defeated:

Han ducks as a volley of blaster .fire sizzles overhead. "Huh," he says, .firing

back. "Didn't think there'd be so many."

Imperials continue to press forward;

befare long you disengage, unable to

handle their sheer numbers.

• The Imperial player receives 2 influence.

ADDITIDNAL REWARDS

• Each player receives 1 XP. Heroes receive 100 credits per hero. The Imperial player receives 1 influence.

(13)

• • ( ' i ' ' ' '

MISSIDN BRIEFING

You receive a cal/ from Luke when you draw near to his saje house. "Final/y. I

was starting to think no one would come."

Imperial forces swarm throughout the farmstead, and it seems your arrival is

rather timely.

''My transport is inside the garage,"

Luke tells you, waving to you through a window as you approach.

+

Doors are loc'ked. Luke Skywalker can

interact with the terminal to open ali doors.

+

Apply additional health to Luke

Skywalker equal to twice the threat leve!. • The mission will progress when the

doors to the Garage are opened (~). The

mission ends at the end of Round 6 or

when Luke Skywalker is defeated .

GARAGE

(

®

Die

}

DEPLDYMENT AND SETUP

Initial Groups: Probe Droid, Stormtrooper,

Trandoshan Hunter.

Reserved Groups: Darth Vader (Lord of the Sith), Stormtrooper.

Open Groups: 3.

Special Setup: Increase ~§~ by twice the threat leve]

a11d resolve an optional deployment. Heroes control

Luke Skywalker (Hero of the Rebellion) asan ally at no threat cost.

EVENT SUMMARV

• Round 6: End of Mission

Door opens: The Dark Lord

Luke Skywalker escapes or is defeated: End of Mission

--- --- --- --- -- --- -- ---1

THE DARK LDRD

When the doors to the Garage open:

The doors to the garage slide open,

revealing more than just Luke's T-16. A squad of Imperial stormtroopers is deployed inside with blasters raised,

ready and waiting to capture the Rebellion's hero.

You see the terrifying outline of

'

'

•• i

Darth Vader standing tal/ among the soldiers. With one hand he activates his

lightsaber and with the other he points at you and Luke, indicating to his troops

to begin their attack.

j

~ Deploy the reserved Darth Vader to the

red point.

~ Deploy the reserved Stormtrooper group

to the Garage.

+

The adjacent blocked spaces on the Garage

form a T-16 Skyhopper. If there are 2 or

fewer Imperial figures on the Garage, Luke

Skywalker can interact with the T-16 to

escape, ending the mission ( ~ ).

END DF MISSIDN

-When Luke Skywalker escapes:

The T-16 rockets into the air, twisting and weaving to evade the fire of the ground forces. Eager to get off-world, you hurry back to your ship as a

message comes through:

"Thanks, that was a clase one," Luke

says, relief in his voice. "I owe you one." 1

_ _ )

~ Heroes receive Luke Skywalker (Hero of

the Rebellion) as an ali y.

At the end of Round 6 or when Luke Skywalker is defeated:

You're driven back by a hail of blaster fire, separating you from Luke. You are forcer;l, to retreat, hoping desperately that

'

'

Luke can make his own escape.

_j

~ The Imperial player receives 2 influence.

ADDITIDNAL REWARDS

~ Each player receives 1 XP. Heroes receive

100 credits per hero. The Imperial player receives 1 influence.

IMPERIAL ASSAULT-~DRE GAME

MAP TILES: ®Die. D2a. D4a. D5a. D6a, D7a. IDa. lle. 17s(2). IBs

C:AMPAIGN GUIDE

(14)

1---_

SP1CE

RaaM

(

~ 24a

)

.. t'

MISSIDN BRIEFING

A Weequay stands guard in the a/ley

outside the storehouse, confirming that you're at the right place. As you walk up,

he glares, placing a hand on his blaster. With a roar, Chewbacca charges

f orward. He seizes the surprised guard and slams him in to the door, over and over, until it smashes inward.

Dropping the unconscious and battered

Weequay, he steps inside, and you follow.

j

+

Doors are locked. A Rebel figure carrying the keycard can open doors.

+

The yellow neutral mission token is the keycard. After an Imperial figure with a 11eutral mission token is defeated, place the token in its space facedown without revealing it. A Rebel figure can interact with the token to revea! and retrieve it.

• Imperial mission tokens represent spice barreis. A healthy hero or Chewbacca can interact with a spice barre! ( ~) to claim the token.

+

The mission ends when ali of the spice has been claimed ( ~ ), at the end of Round 5, or when ali heroes are wou11ded and Chewbacca is defeated.

IMPERIAL ASSAULT-CDRE GAME

CAMPAIGN GUIDE

DEFEND THE SPICE

The first time the keycard is retrieved: The Imperial player chooses 1 of the follpwing:

• Increase <§} by the threat leve!.

• Interrupt to perform an attack with an Imperial figure.

THE BACK RDDM

The first time a door to the Spice Room opens:

You're immediately assaulted by the

stinging aroma of spice. A blaster

emplacement swivels toward you, a last line of defense to protect the greater

portio ns of the stash.

• Deploy the reserved E- Web Engineer to the yellow point.

The Imperial player chooses 1 of the following: • Increase <§} by the threat leve!.

• Interrupt to perform an attack with an Imperial figure.

MAP TILES: €}198, 2D8, 238, 248. 288. 368

DEPLDYMENT ANO SETUP

Initial Groups: Nexu, Probe Droid,

Trandoshan Hunter.

Reserved Groups: E-Web Engineer. Open Groups: 3.

Special Setup: Collect 2 red and 1 yellow neutral mission tokens. Choose and place 1 token each under both Trandoshan

Hunter figures and the Probe Droid.

Increase <§} by twice the threat leve! and resolve an optional deployment. Heroes control Chewbacca (Loyal Wookiee) as

an ally at no threat cost.

EVENT SUMMARY

• Round 5: End of Mission

• Keycard retrieved: Defend the Spice

• Door to Spice Room opens:

The Back room

• Heroes claim ali spice, or ali heroes

wounded and Chewbacca defeated:

End of Mission

·

-END

DF MISSIDN

When the Rebels have claimed ali of the spice:

,

After blasting your way clear and

hauling the stolen spice out, Chewbacca thanks you far your help. He quickly

assures you that, should you need the

assistance, he would be more than

happy to help you in return.

• Heroes receive Chewbacca (Loyal

Wookiee) asan ally.

At the end of Round 5, or when ali heroes are wounded and Chewbacca is defeated:

The Hutt had his spice guarded well;

.the resistance you encountered is simply

too much. Your attempted theft will

keep the Hutts busy and paranoid far a little while, but significantly less than

if

you'd succeeded. 1

• The Imperial player receives 2 influence.

ADDITIDNAL REWARDS

• Each player receives 1 XP. Heroes receive

100 credits per hero. The Imperial player receives 1 influence.

• • •

(15)

DEPLDVMENT AND SETUP

Initial Groups: Imperial Officer, Probe Droid, Stormtrooper.

Reserved Groups: Royal Guard.

Open Groups: 2.

,-, b . Special Setup: Increase ,g, y tw1ce the threat leve! and resolve an optional deployment.

CELL

(

@33A

)

ARCHIVE

(

@23A

)

~ ,...--

·---~---MISSIDN BRIEFING

p

1 It seems you arrived too late far your

l

' saboteur associates. They foolishly

attempted the mission without you and now sit rotting in a cell.

Your new mission is to rescue them,

ar at the very least finish the job.

Fortunately, they're being held relatively clase to their original objective; it occurs to you that they may have incorporated this as part aj their plan.

1

'"---•

Doors are locked. A hero can interact with the terminal (2 ~ )to unlock the <loor to the Cell. A Rebel figure can attack the <loor to the Archive (Health: 8, Defense: SY ).

Rebel Saboteurs are neutral figures until

the <loor to the Cell opens.

The neutral mission token is the data core . A Rebel figure can attack the data core

(Health: 6, Defense: None).

+

The mission ends when the data core is destroyed (~), at the end ofRound 6, or when ali heroes are wounded.

FINISH THE JDB

When the door to the Cell opens:

í

Without speaking, the operatives glance down, seeing sorne aj their equipment

in your hands. As they reach far it, one cocks his head slightly in question.

You nod, telling them that there's no

reason why the job can't still be done.

Rebel Saboteurs are now Rebel figures. Heroes control the Rebel Saboteurs as allies at no threat cost.

When a Rebel Saboteur is defeated, he is incapacitated instead. When activating, he receives only 1 action.

While a non-incapacitated Rebel Saboteur is attacking the <loor, apply

+

1 N to the attack results .

DATA CDRE

When the door to the Archive opens: • Deploy the reserved Royal Guard group

to the red point. The Imperial player can spend 2~§>. Ifhe <loes, each Royal Guard may interrupt to perform 1 move and

1 attack.

MAP TILES: ~21A, 22A, 23A, 26A, 2BA. 3DA. 32A. 33A, 36A(4)

EVENT SUMMARV

• Round 6: End of mission

• Door to the Cell opens:

Finish the Job

• Door to Arch ive opens:

Data Core

• Data core destroyed or ali

heroes wounded: End of Mission

---·-·

END DF MISSIDN

When the data core is destroyed:

Leaving the smolderingfragments aj

the data core scattered throughout the

archive, you depart. Soon after, a message arrives from the saboteurs. Grateful far the assistance, they offer their service should you need it. Though they use unorthodox

'

methods, you're pleased to have capable

__J

demolitionists at your disposal.

j

l

Heroes receive the Rebel Saboteurs as allies . At the end of Round 6 or when all heroes

are wounded:

Imperial forces clase in, and it seems more

prudent to depart.

The Imperial player receives 2 influence .

ADDITIDNAL REWARDS

• Each player receives 1 XP. Heroes receive

100 credits per hero. The Imperial player receives 1 influence.

IMPERIAL ASSAULT-CORE GAME

CAMPAIGN GUIDE

l

(16)

,

,

' 1

,

,

1 1: 1 1

MISSIDN BRIEFING

J. _e - -

-"Uh, can you guys hurry up? I'm in so me trouble here .. . " Jarl's last

transmission carne in hours befare, his · voice weak.

1 '

i

Now, Imperial forces crawl throughout this area, likely searchingfor the very thing you carne to retrieve.

' '

1 Repeated attempts to contact Jarl prove

!

fruitless, but you're getting clase to the

i

meeting place. Unfortunately, so are ' Imperial forces, who ha ve surrounded 1 the structure and are working at the

1 doors with cutting equipment.

'

. '

+

The mission token represents a memory

core inside a broken droid. Any figure can

retrieve the data core.

+

A figure carrying the men1ory core can

escape through the entrance.

+

Doors are locked. Any figure can attack a

<loor (Health: 8, Defense: None).

1

+

The mission ends when a figure carrying the memory core escapes or when ali

heroes are \Vounded.

,. ' ·--.-·- ~ ·"' ' ~

IMPERIAL ASSAULT-CDRE GAME

CAMPAIGN GUIDE

FIND THE DRDID

DEPLDYMENT AND SETUP

Initial Groups: E- Web Engineer, Stormtrooper, Trandoshan Hunter.

Reserved Groups: Imperial Officer, Stormtrooper.

Open Groups: 3.

Special Setup: Increase ~§~ by twice the threat leve! and resolve an optional deployment.

EVENT SUMMARY

• Door opens: Find the Droid

• Figure escapes or ali heroes

wounded: End of Mission

END DF MISSIDN

The first time a door opens: When a Rebel figure carrying the data

core escapes:

,

Sunlight spills into a musty junk shop, unoccupied save far a large collection of worthless trinkets. A half-dismantled

·•··· - - · 1

1 probe droid líes discarded on the floor.

! Pinpricks of light shine through small · hales scattered throughout the walls,

¡ presumably from blaster fire.

1 A small distance away lies the f acedown

:

With blaster bolts whining overhead and ·

:

the droid's data core in hand, you make a quick retreat.

If

someone back at High Command can crack the encryption on this, it'll definitely come in handy.

1 ,

b' -=-=- ~-~-~--=·-=~-~-~-~--=-==-~---=· -=-==· -=~--.J-~-~

• Rebel players choose 1 hero to receive the

"Rebel Recon" Reward card.

' 1 '

!

' ' ' ' ' ' ' ' i

i

body of Weyn Jarl, bearing several

blaster wounds. It appears he barricaded

himself in, but the structure proved When an Imperial figure carrying the data : ) unsuitable far hiding.

· Another door bursts inward, and Imperials flood inside.

' ' ' ' ' 1 ~J

• Deploy the reserved Imperial Officer and

Stormtrooper group to the yellow point.

core escapes or when ali heroes are wounded: !

You iose sight of the individual carrying the data core down an alley. Trying to

1 catch up while fighting other Imperial

. forces, eventually you come to a dead end.

. )

• The Imperial player receives 2 influence.

ADDITIDNAL REWARDS

• Each player receives 1 XP. Heroes receive

100 credits per hero. The I1nperial player

receives 1 influence.

(17)

¡

• 1 f !

HANGAR

(

~

ISA

)

CaMMAND RaaM

(

®

23A

)

MISSIDN BRIEFING

r ·

Standing at the cliff edge, you can see the facility down below. With a few guards lingering outside, the facility

doesn't appear quite as abandoned as

advertised. Investigating it might be

more difficult than you anticipated, but it should still be manageable.

+

Doors are locked. A hero can interact with

a terminal (

"4

or ~) to open the door

closest to the terminal.

+

The neutral mission token represents the formula. A hero can retrieve the formula.

+

A hero carrying the formula can escape

through the entrance.

+

The mission ends when a hero carrying

the formula escapes ( ~) or when ali heroes are wounded.

LIGHTL Y GUARDED

The first time the first door opens:

r

Dust covers the jloor in this room, empty

save for a group of Imperial soldiers who

i

quickly take cover and begin firing.

j

l_

• Deploy the reserved Imperial Officer and Stormtrooper group to the

Command Room.

Taa OUIET

DEPLDYMENT AND SETUP

Initial Groups: Stormtrooper, Trandoshan Hunter.

Reserved Groups: Imperial Officer, Stormtrooper.

Open Groups: 3.

-Special Setup: Increase {2~ by twice the threat leve! and resolve an optional deployment.

EVENT SUMMARY

• First door opens: Lightly Guarded

• Door to Hangar opens: Too Quiet

• Formula retrieved: Sound the Alarms

• Hero escapes or ali heroes wounded:

End of Mission

END DF MISSIDN

The first time the door to the Hangar opens: When a hero carrying the formula escapes:

A large receiving bay líes befare you,

clearly disused. Shelves of miscellaneous

items are lined up throughout the area.

Though the organization system is a bit

lacking, at least everything is labeled.

_J

SDUND THE ALARMS

The first time a hero retrieves the formula:

L.

Flashing red light fills the hangar

hay, while a blaring alarm sounds throughout the facility.

With the formula in hand, you turn

toward the exit with thoughts of a

hasty retreat. You manage to take two steps befare the door snaps shut with a

loud clang.

• Close ali doors.

• Increase {§~ by twice the threat leve!.

+

The red deployment points are now active.

Dozens of stormtroopers pour out of the supposedly abandoned facility, but you're long gane befare anyone picks up

your trail. You senda polite message to

your contact, emphasizing precise/y how not abandoned the facility actually was.

L_

-• Rebel players choose one hero to receive the "Adrenal Implant" Reward card.

When ali heroes are wounded:

v---- .

Í

You curse the name of whatever idiot

gave the intelligence about this facility being abandoned. What seems like

a legion of Imperial troops begins to

respond to a deafening alarm.

Dozitns run out of the facility in pursuit of you, far more motivated in the chase

than youa have expected.

• The Imperial player receives 2 influence.

ADDITIDNAL REWARDS

l

• Each player receives 1 XP. Heroes receive 100 credits per hero. The Imperial player receives 1 influence.

-IMPERIAL ASSAULT-CDRE GAME

MAP TILES: ®a2s. D7a. 17a. 1Ba. 19A, 23A, 24A, 2BA. 32A, 36A(2). 3BA

C:AMPAllJN IJUIDE

---. 1 ! ' ' ' ' ' ¡ ' ; ' '

(18)

r" 1 ' ' ' ' '

1

DEPLDYMENT ANO SETUP

Initial Groups: E- Web Engineer, Pro be Droid, Trandoshan Hunter.

Reserved Groups: AT-ST, E-Web

Engineer, Royal Guard, Stormtrooper.

Open Groups: 4.

Special Setup: Set aside 12 neutral mission tokens. Increase

<§>

by twice the threat

leve! and resolve an optional deployment.

EVENT SUMMARY

• Round 8: End of Mission

• Door opens: Clear the Area

• Virus uploaded: The Virus

• Heroes claim 12 mission tokens, ali terminals disabled, or ali heroes

wounded: End of Mission

1

MISSIDN BRIEFING

~----It sickens you a little to work with

criminals, but it seems worth it to steal

from the Empire and fund the Rebellion.

"Just stick this in the main computer and

it'll take care of the rest." Your contact

1

hands you a data crystal. "You'll have to

[ stick around to let the transfer run." She

' gives a nasty grin. ''fust don't expect the

l

security response to be gentle."

+

Doors are locked. Any figure can attack a <loor (Health: 5, Defense: 1 Y).

+

A Rebel figure can interact with a terminal ( ~ ) to upload the virus.

• The mission will progress when the virus is

uploaded ( ~ ). The mission ends at the end ofRound 8 or when ali heroes are wounded.

C:LEAR THE AREA

The first time a door opens:

• The red deployment point is now active.

The green deployment points are

now inactive.

• Deploy the reserved E-Web Engineer

and Royal Guard group to the

Co1nmand Room.

IMPERIAL ASSAUL T-CORE GAME

CAMPAllJN IJUIDE

C:aMMAND RaaM

(

e

23A

}

THE VIRUS

When the virus is uploaded:

"~· ' ' -· ' ' ·-·--- ' -

'·----,

r

It's hard to tell

if

the siphoning software • :

has kicked in until a deafening

alarm blares within the complex and

surrounding grounds. Externa! cameras ,

show a fair number of guards respondingj

• Deploy the reserved AT-ST and

Stor1ntrooper group to the yellow point. Increase ~§> by the threat leve! and close ali doors (including destroyed doors).

+

A <loor adjacent to a Rebel figure <loes not block his movement or line of sight.

+

If there is not a healthy Rebel figure within 2 spaces of a terminal, an Imperial figure

can interact with that terminal to disable and discard it.

+

At the end of each round, heroes claim 1 neutral 1nission token for each terminal

,-, b h

on the map. Then, increase ,2, y t e

threat level.

+

The mission ends when the heroes have

claimed 12 mission tokens ( ~) or when

ali terminals have been disabled.

END

DF MISSIDN

At the end of Round 8, when the heroes

have claimed 12 mission tokens, when ali

terminals have been disabled, or when ali

heroes are wounded:

With the continuing intensity of

response, you deem it best to make your

departure and secure your new finances.

Your partner never shows up to the

rendezvous, and when you examine the

account, you understand why.

It seems the proportions were a little

different than you were promised. There

is very little remaining in the account, the rest of it drawn away.

ADDITIDNAL REWARDS

'

---• Each player receives 1 XP. Heroes receive 100 credits per hero. The Imperial player receives 1 influence.

• The heroes receive 100 credits per hero for every 3 missio11 tokens they have claimed.

• The Imperial player receives 1 influence for every 3 unclaimed mission tokens.

(19)

4

MISSIDN BRIEFING

With a soft click, you open the panel and climb into the main body of the ship. After crawling through sewer and maintenance decks for the better part of a day, you're glad to be out.

The ship isn't too heavily defended, nor is the hangar in which it sits. Should be an easy theft.

-

--- -- - ...

---• Doors are locked to heroes. A hero can

interact with a door (

f',,¡

or ~) to open it. • At the end of each round, if 1 or more

Rebel figures are the only figures adjacent

to a terminal, it is secured. Discard the token.

+

The mission ends when ali terminals are sect1red ( ~) or when ali heroes are wounded.

SDUND THE ALARM

At the end of each Round:

DEPLDYMENT AND SETUP

Initial Groups: Imperial Officer, Probe Droid, Stormtrooper, Stormtrooper.

Reserved Groups: Royal Guard.

Open Groups: 3. No

(f,

figures.

Special Setup: Increase

<§>

by twice the threat leve] and resolve an optional deployment .

EVENT SUMMARY

• Each Round: Sound the Alarm

• Round 2: Secure the Ship

• Terminal secured: Desperation

• Ali heroes wounded or ali terminals secure:

End of Mission

END DF MISSIDN

When ali terminals have been secured:

- ---,

'

' '

j

The Imperial player chooses 1 of the following: /• ~·- --- .. ··--··-·--·---·---,

• Clase 1 door.

• Perform 1 attack with 1 In1perial figure.

f'

SECURE THE SHIP

At the end of Round 2:

Alarms ring throughout the ship. Sorne distance away, you can hear the soft

clang and whirring of a lift arriving and its doors opening. It sounds like you

have more company.

• Deploy the reserved Royal Guard group.

DESPERATIDN

Each time a terminal is secured:

• Increase

<§>

by the threat leve!.

l

(

i The shuttle blasts free of the hangar and

'

i out into open space. Calculations for

'

L

hyperspace are quickly made, and befare any fighters can respond, you're gane .

Rebel players choose one hero to receive

the ''Allied Operations" Reward card.

When ali heroes are wounded:

Imperjal forces defend the shuttle with more enthusiasm than you expected,

and after taking heavy jire, you abandon the mission and withdraw.

L __ -- ---·-··---·

• The Imperial player receives 2 influence.

ADDITIDNAL REWARDS

• Each player receives 1 XP. Heroes receive

100 credits per hero. The Imperial player

receives 1 influence.

IMPERIAL ASSAUL T-GDRE GAME

' '

¡

MAP TILES: ®2DA, 21A, 23A, 24A, 25A, 2BA, 2!1A, 31A, 32A(2), 35A(3)

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References

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