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by Josh Derksen

v0.7 – 2015/09/21

Campaign –Introduction
Introduction

Foreword
Since X-wing Miniatures was released in
2012 there have been numerous fanmade
campaigns, ideas for new terrain types,
and projects to write artifical intelligence
to control opposing ships.
To my knowledge, no one has combined
these elements into a cohesive package.
With this campaign, I set out to convert
X-wing into a fully co-operative game for
1-6 players. Among our gaming group,
it has provided a refreshing alternative
to the standard dogfight game, in which
some of our favorite and most iconic Star
Wars ships no longer see regular play.

Credits & Acknowledgments
Campaign Rules, Graphic Design, Cover Art: Josh Derksen
Playtesters: Shiu-Yik Au, James Binnie, Don Komhyr, Kelvin Lau, Victor Naqvi, Michael Parise,
Chris Powell, William Tink, Joe Silva, Norm Weir.
Illustrations: Matt Allsopp, Sacha Angel Diener, Jon Bosco, Matt Bradbury, Blake Henriksen,
Jason Juta, Lucasfilm Ltd., Henning Ludvigsen, Jorge Maese, Ralph McQuarrie, Dallas Mehlhoff,
Scott Murphy, David A. Nash, Matthew Starbuck, Nicholas Stohlman, Angela Sung, and many
others whose work has been used without permission.
Special Thanks: Grish Kalashnikov (R2EQ) of dockingbay416.com for getting me started on this
massive project. The X-wing Campaign by Ryan Voigt (Rekkon on Team Covenant) was a great
inspiration for ways to expand the game. Ralph Berrett’s X-wing AI project for the basis of the AI
statcards and logic used in this campaign. Hinny (Github) for developing the icon font used in this
project. And finally, Fantasy Flight Games, for making such an incredible game that captures the
essence of starfighter battles in the Star Wars universe.
This unofficial fanmade campaign is not affiliated with, nor endorsed by, Fantasy Flight Games.

02

Heroes of theCampaign
Aturi Cluster
Rules
Campaign v0.3
Beta v0.7 – Josh Derksen –416
2015/09/21

03

Campaign – Components
This campaign introduces a number of
new components you will need to print
before you can play the game:

You can download all of the campaign
components (including this book),
from dockingbay416.com/campaign

PLAYER

x

START
START

CALLSIGN

f l
P

m

3E

4m

5E

6m

7E

8m

9E

MISSIONS:

XP:

Neutral
Neutral Territory
Territory

TIE Interceptor

2% 3^ 3 & 0 *

! +“Disable Sensor Net”
@ Reshuffle

2) Nearest Enemy

4

2 Select Maneuver

Increase your agility value by 1. If you are hit by an attack,
discard this card.

Requires: Asteroids x6,

5
4
3
2
2
2
4

2
2
4
1

Check Target’s Range & Direction,
Roll on the matching table

E Expert Handling
When you perform a Barrel Roll action, remove 1 enemy
Target Lock from your ship.

+ Skip step 3 on red moves

3

t Whisper
After you perform an attack that hits, assign 1 Focus token
to your ship.

8

E Elusiveness

Attack Target

When defending, the attacker must reroll one Critcal or Hit
result. You cannot use this ability if you are stressed.

1) Nearest enemy

10

1
2
3
4

4
3
3
3
5
3
1
1

When defending, ships attacking you cannot spend focus
tokens or reroll attack dice.

Imperial Pilot Cards, p35
When deploying an Imperial ship, draw
one of these to determine its type and
any upgrades.

3
3
2
2
1

1
2
3
4

Action Selection
1) Remove stress or Resolve c
2) r to get a shot
3) r to avoid target’s arc,
and keep target in your arc
4) f if you have a shot
5) e

6

4
3
2
1
v0.7

R1/R2+Closing
R3+/R2+Fleeing

AI Ship Statcards, p17
Imperial ships use special statcards to
determine their movement, actions and
attack targets.

New Terrain Tiles, p36
A variety of new terrain types.
Print on cardstock, or mount on cardboard.

04

h

3
2
3
3

Select Target
1) Nearest Enemy in
Arc and at Range 1-3

m Stealth Device

10 Turns

Intercept and protect a damaged
HWK-290 from an Imperial patrol.

Mission Deck, p07
These cards are used to track the
campaign’s progress and randomize
which missions are played.

1

E TIE Interceptor Elite

page 40

Neutral Territory

+“Disable Sensor
Sensor Net”
Net”
! +“Disable
Reshuffle
@ Return
to deck and shuffle

F TIE Fighter

1

When defending, if you are beyond Range 2 or outside the
attacker’s firing arc, change 1 of your blank results to an
Evade result.

t Dark Curse

10 Turns

Intercept
protect
a damaged
Intercept
a and
damaged
HWK-290
and
HWK-290
from an
an Imperial
Imperial patrol
patrol.
protect it from

Requires: Asteroids
Asteroids x6,
x6, h
Requires:

m Autothrusters

Rescue Rebel Operatives

F
I
A
B
D
P
l
d

Player Scoresheets, p09
Each player uses a campaign scoresheet
to keep track of their abilities, upgrades,
missions, kills, and experience earned.

I

START

page
40
page 48

Refueling Station: Part I

3% 2^ 3 & 2 *

PS

A

Rescue Rebel Operatives

and typically only 1 of each large or huge ship as they are used as allies. Other Required Components In addition to X-wing components.Heroes of the Aturi Cluster Beta v0. Missions Mission Story Arcs Missions 44 46–79 05 . mission objectives. You will need the 6 Asteroids from the X-wing core set. many of the missions also make use of the following gaming supplies: • Numbered tokens from 1-12 (You can use X-wing base numbers) • Draw bag or opaque cup • One Six-sided die (1d6) • One Twelve-sided die (1d12) • Tokens to track Experience Points earned. proxy the missing ships/pieces. Each player will need an X-wing or Y-wing. feel free to either play another mission. be aware that substitution may affect the mission’s intended difficulty. 6 Debris fields. For Imperial forces. glass beads work well. However. Introduction Campaign Components Campaign Basics Your First Mission Setting up the Campaign 02 04 06 06 07 Rebel Pilots Player Scoresheets Choose a Starting Ship Spending Experience Rebel Pilot Abilities 08 09 10 12 14 Imperial AI AI Setup Select Target Select Maneuver Red Maneuvers & Stress Obstacles and Board Edges Select Action Attack Target Damage and Critical Hits Breaking Formation Sample AI Dogfight 16 18 19 20 20 21 22 22 23 23 24 Campaign Rules The Campaign Round Mission Setup Diagrams Mission Scaling Imperial Ships Imperial Pilot Cards New Terrain Types 28 30 32 34 35 36 Playing Co-operatively A Few Modifications New Actions & Maneuvers Mission Territory Types Earning Experience & Assists 39 40 41 42 All missions in the campaign take place on the standard 3x3’ or 90x90cm play area.7 – Josh Derksen – 2015/09/21 Required X-wing Components Table of Contents This campaign assumes that the player group has a mostly-complete X-wing Miniatures collection between them. or elite enemies. and some missions use the Rebel transport. or substitute another ship with the same base size and similar stats. If you do not have the ships or components listed for a mission. 1 of each other TIE for every 2 players. you will need approximately 2 TIE Fighters per player.

and can be replayed with high-level pilots if desired. all missions in this book were thoroughly tested to scale in difficulty with Pilot Skill level. and provides a good opportunity to get familiar with how the Imperial AI works. See the following page. and advance the story by modifying the campaign mission deck. representing control of the star system. See Choose a Starting Ship. Starting a New Campaign with Experienced Pilots Players are intended to retire their pilots when a campaign is complete. 06 However. The number of VP needed to win the campaign depends on the campaign length chosen. The mission Local Trouble. working together over a series of campaign rounds to liberate a star system from the Empire’s grasp. During key missions. is intended as a starting mission for new players.Campaign – Setup Campaign Basics Your First Mission Players are pilots in a Rebel squadron. During each campaign round. p10. each faction can earn Campaign Victory Points (VP). improve their pilots and ships. and perform ship setup. You will need to: • Print an X-wing or Y-wing scoresheet for each player. p16. See AI Ships. and familiarize yourself with how the AI works. It doesn’t have any campaign special rules or new terrain. and any future campaigns should be played with new pilot scoresheets. players play missions co-operatively against the AI (the core game of X-wing with some changes). It can be used to earn a few experience points so players can customize their pilots and ships a little before launching into a full campaign. • Print and cut AI statcards for the TIE Fighter and TIE Interceptor. p46. .

Starter missions are smaller skirmishes that provide good flight practice while later missions involve bigger. You may not need to print and cut all of the new terrain if you are only playing the Short campaign and didn’t draw any missions that use a given terrain type. you are ready to commence the full-fledged campaign. which determines the number of missions arcs used and the possible missions played: Campaign Length Short Use 3 Starting Missions (6-9 Missions total) Earn 2 Campaign VP to win Medium Use all 5 Starting Missions (9-15 Missions total) Earn 3 Campaign VP to win Additional future mission arcs will allow for longer campaigns. and set the rest aside. For reference. Shuffle the chosen starting missions to form a mission deck. you might consider laminating these instead. Each mission’s victory text will instruct you modify the deck by adding new missions or discarding missions as you play the campaign. and when a mission is completed. p44 07 . Players must decide on a campaign length. Separate out all of the mission cards with “Start” in the top corner.if you normally sleeve your cards. it is usually removed from the deck and the next part of the story (another mission card) is added to the mission deck. Keep this deck and the remaining missions with your squad’s scoresheets. also print the Reference cards. Not all of the missions in the campaign are equally important or difficult.Heroes of the Aturi Cluster Beta v0. Mission Deck Each mission has a corresponding card which is used to form a mission deck. it is recommended to print them on sticker paper and stick them to cardboard. See Mission Story Arcs. Print the AI Statcards . Prepare AI & Imperial Pilots Print and cut the Imperial Pilot cards and shuffle them into a deck. If desired. replacing it.7 – Josh Derksen – 2015/09/21 Setting up the Campaign Once you are familiar with the AI and the flow of the campaign format. better-defended targets that must be conquered to earn campaign victory points. each Mission card includes a list of required components. Prepare Mission Deck Print and cut out the mission cards. Assemble New Terrain To make the new terrain tiles. Missions are loosely organized into story arcs. players draw several cards from the mission deck and choose one to play. Shuffle the starting missions and draw (or choose) a number of them depending on the campaign length chosen. Each campaign round.

Pilots 08 .

4) When you purchase upgrades. Give your Pilot a cool name! 3) Ship stats and available actions. Elite Pilot Talents E. as these fields may change frequently. experience points earned/spent. It is highly recommended to record your ship data in pencil. 7) Keep a tally of kills by enemy ship type.Heroes of the Aturi Cluster Beta v0. missions flown. 09 . including their current pilot skill. but you may only equip one to each upgrade slot during a mission. You may purchase any number of these upgrades. kills. 6) Keep a tally of missions flown.7 – Josh Derksen – 2015/09/21 Player Scoresheets Each player should use a scoresheet to keep track of their ship. and upgrades available to them for each mission. For new Pilots. and record your Experience Point (XP) total as you gain XP from missions and spend it on upgrades. and additional Modification upgrade slots preceded by numbers become available once those Pilot Skill levels are achieved. write them here. for bragging rights. 1 2 PLAYER x CALLSIGN 3% 2^ 3 & 2 * PS f l 4 A P MISSIONS: XP: m 3E 5 4m 5E 6m 7E 8m 9E 1) Ship type icon and artwork 2) Player and Pilot Callsign name fields. and a field to record your current Pilot Skill level. 6 3 F I A B D P l d 7 5) Ships can take one Modification m. this will be 2. such as multiple types of torpedoes.

p12. For Pilots looking to switch to an A-wing or B-wing later. each player may choose to fly either an X-wing or a Y-wing with some Experience Points (XP) to immediately spend on upgrade cards. Players cannot purchase additional Pilot Skill with their initial XP. . Bomb Loadout is factored into the scoresheet and not limited here. and BTL-A4 can give any turreted Y-wing extra punch. X-wing PLAYER x Starting Experience: CALLSIGN 3% 2^ 3 & 2 * PS f l A P MISSIONS: XP: m 3E 4m 5E 6m 7E 8m 9E F I A B D P l d Starting Experience: CALLSIGN f l U BTL-A4 P/B MISSIONS: P/B XP: m 3E 4m 5E 6m 7E 8m 9E 10 8XP 2% 1^ 5 & 3 * PS A The X-wing is a well-rounded campaign workhorse. Record unspent XP on your player scoresheet. it tends to be the most efficient starting choice.Pilots – Ship Setup Choose a Starting Ship When beginning a campaign. and is great for cleaning up enemy fighters. the Y-wing is flexible enough to take on any campaign mission. See Spending Experience. Players may change to other types of Rebel ships once they reach Pilot Skill 4. Y-wing PLAYER y 5XP F I A B D P l d Capable of carrying a turret and multiple types of ordnance.

and gains an Illicit upgrade slot as well. and receives an additional E upgrade slot. so it can optionally equip a crew instead of one modification. slow speed and poor agility makes the B-wing an easy target for enemy fighters. the HWK-290 is the only Rebel ship that can equip a crew without giving up a modification slot.Heroes of the Aturi Cluster Beta v0. F f lr S P MISSIONS: C P XP: m/W 3E 4m 5E 6m 7E 8m 9E F I A B D P l d 11 . making it ideal for assault missions against large or stationary targets. the A-wing makes a great campaign choice for hit and run missions. However.7 – Josh Derksen – 2015/09/21 A-wing Unlocked at Pilot Skill 4 a PLAYER CALLSIGN 2% 3^ 2 & 2 * PS Exceptionally fast and maneuverable. I A B D P l d PLAYER Unlocked at Pilot Skill 4 A solid choice for a dedicated support ship using the tMoldy Crow title. B-wing/ E2 is also factored in. Every Pilot flying an A-wing is considered to be an A-Wing Test Pilot. HWK-290 fl eb E M MISSIONS: XP: m 3E 4m 5E 6m 7E 8m 9E h CALLSIGN 1% 2^ 4 & 1 * PS f l W I MISSIONS: U t XP: m 3E 4m 5E 6m 7E 8m 9E B-wing F I A B D P l d PLAYER Unlocked at Pilot Skill 4 CALLSIGN 3% 1^ 3 & 5 * PS The B-wing packs unparalleled firepower.

tA-Wing Test Pilot. . they are not considered upgrades for eject rolls or mission effects. you can only choose between the X-wing and Y-wing. Any upgrades that cannot be equipped to the new ship can be written on the back. 12 Changing Ships XP Cost = 5 XP Initially. you are securing access to that equipment. Upgrades and Elite abilities with “discard this card” effects are reloaded/refreshed for each mission and do not need to be re-purchased with XP after each use. or Hull Upgrade). such as MChardaan Refit. you must buy multiple copies.Pilots – Spending Experience Points Spending Experience Players can spend Experience Points on five different areas. If you wish to change ships again (even back to a ship you had before). Free Upgrades: Upgrades that cost 0 or negative points. All upgrades you have unlocked are available to you when preparing your ship for a mission. tBTL-A4 and PBomb Loadout are already built into ship statcards. B-wing or HWK-290. Once you reach Pilot Skill 4. When changing ships. Of the possibilities below. you may also choose between the A-wing. Unspent points are banked for later. you must spend another 5XP. You can own more upgrades/abilities than the slots on your player scoresheet and choose which to equip for each mission. only Upgrades and Modifications may be purchased with a player’s starting experience points. take the scoresheet for the new ship and record all your unlocked upgrades that the new ship can take. If you want to field multiple copies of a card (such as Proton Torpedoes. along with your kills and missions flown. • Upgrades & Modifications • Change Ships • Increase Pilot Skill • Elite Pilot Talent • Rebel Pilot Abilities (see p14) Upgrades & Modifications XP Cost = Squad Point Cost When you spend XP to buy an upgrade or modification. in case you change ships again.

your ship gains an Elite Pilot Talent slot. unless they are looking for a significant challenge. Each increase in pilot skill comes with an additional benefit: You gain an additional Elite Pilot Talent icon at Pilot Skill levels 3. p28 for details. as players increase in Pilot Skill they are able to combine up to four (five for an A-wing) Elite Pilot Talents and Pilot Abilities. When you reach Pilot Skill 3.7 – Josh Derksen – 2015/09/21 Increase Pilot Skill Elite Pilot Talents XP Cost = New Pilot Skill Level x2 XP Cost = Squad Point Cost x2 Must be purchased one level at a time. and 8. is determined by the average Pilot Skill rating of all the Rebel players flying the current mission. in new and powerful combinations. Note that EVeteran Instincts does not increase your Pilot Skill for this purpose. 6. The Elite Pilot Talent E Squad Leader may not be purchased. Multiple Elite Pilot Talents: Unlike the standard game. it has a special function in the campaign. See Assign Squad Leader. PS3 to PS4 will cost (4x2) = 8XP. 13 . They are generally better than other upgrades. Therefore. XP Cost examples: PS2 to PS3 will cost (3x2) = 6XP.Heroes of the Aturi Cluster Beta v0.7. and an additional ship modification icon at Pilot Skill 4. Part of the fun of playing the campaign is building ships that are far too unbalanced for normal skirmish play. including the number of enemy ships and the quality of Elite enemies. Pilot Skill and Campaign Difficulty: The overall difficulty level of the campaign. players should be careful not to purchase too many levels of Pilot Skill before other upgrades.5. and you are less likely to lose Elite Pilot Talents when suffering Eject penalties. and 9.

5 Leebo When you are dealt a faceup Damage card. treat that ship's pilot skill value as "12. +Possible Assist 14 . +Assist if the defender is an emplacement. choose another friendly ship at Range 1-2. you may acquire a target lock on that ship. 5 Etahn Abaht When an enemy ship inside your firing arc at Range 1-3 is defending. The cost is equal to the PS column. below. increase your agility value by 1. and discard the other. 5 "Hobbie" Klivian When you acquire or spend a target lock. 5 Chewbacca When you are dealt a faceup Damage card. Until the end of the phase." +Assist if the friendly ship destroys an enemy with PS > friendly ship’s normal PS. the attacker may change 1 of its d results to a c result. However. choose 1 other friendly ship at Range 1-3. or is destroyed by the effect of a critical hit such as Direct Hit. a friendly ship at Range 1 cannot be targeted by an attack if the attacker could target you instead. 5 Nera Dantels You can perform P attacks against enemy ships outside your firing arc. choose 1 to resolve. you may remove 1 stress token from your ship. immediately flip it facedown (without resolving its ability). 4 Roark Garnet At the start of the Combat phase. 6 Dutch Vander After acquiring a target lock. Changes are marked in red. PS Rebel Pilot Ability Text 3 Eaden Vrill When performing a primary weapon attack against a stressed ship. draw 1 additional Damage card. 5 Gemmer Sojan While you are at Range 1 of at least 1 enemy. most of them cannot be purchased until your pilot is very experienced. Your pilot skill must be greater than or equal to the Pilot Skill of the Rebel Pilot whose ability you wish to purchase. roll 1 additional attack die.Pilots – Pilot Abilities Rebel Pilot Abilities XP Cost = Pilot Skill of Original Owner The pilot abilities of existing Rebel pilots may be purchased and equipped as if they were Elite Pilot Talents. The chosen ship may immediately acquire a target lock. 6 Arvel Crynyd You may declare an enemy ship inside your chosen weapon’s firing arc that you are touching as the target of your attack. 3 Tarn Mison When an enemy ship declares you as the target of an attack. 5 Biggs Darklighter Once per round.

8 Ten Numb When attacking. 7 Jake Farell After you perform a focus action or are assigned a focus token. such as Ion and Stress. 6 Kyle Katarn At the start of the Combat phase. +Possible Assist 6 Lt. you may receive 1 stress token to allow that ship to roll 1 additional attack die. you may assign 1 of your focus tokens to another friendly ship at Range 1-3. you may either spend 1 shield to roll 1 additional attack die or roll 1 fewer attack die to recover 1 shield. you may reroll 1 of your dice. you may change 1 of your f results to a e result. That ship may perform 1 free action. you may remove 1 stress token to change all of your f results to d results. 7 Lando Calrissian After you execute a green maneuver.7 – Josh Derksen – 2015/09/21 PS Rebel Pilot Ability Text 6 Esege Tuketu When another friendly ship at Range 1-2 is attacking. +Possible Assist 8 Luke Skywalker When defending. 8 Horton Salm When attacking at Range 2-3. Blount When attacking. but the defender may still suffer tokens. if you have at least 1 stress token. 8 Jan Ors When another friendly ship at Range 1-3 is attacking. You gain no XP. 9 Wedge Antilles When attacking. deal 1 facedown Damage card to this ship. 8 Miranda Doni Once per round when attacking. you may remove it and roll 1 attack die. choose 1 other friendly ship at Range 1. 8 Wes Janson After you perform an attack. +Possible Assist 9 Han Solo When attacking. you may remove 1 focus. you may reroll any of your blank results.Heroes of the Aturi Cluster Beta v0. if you have no stress tokens. or blue target lock token from the defender. it may treat your focus tokens as its own. you may reroll all of your dice. +Possible Assist 6 Garven Dreis After spending a focus token. 7 Keyan Farlander When attacking. you may perform a free boost or barrel roll action. evade. reduce the defender's agility value by 1 (to a minimum of "0"). 7 Dash Rendar You may ignore obstacles (including Ion Storms and Minefields) during the Activation phase and when performing actions. If you do. That ship may perform 1 free action shown on its action bar. +Possible Assist 8 Airen Cracken After you perform an attack. On a d result. +Possible Assist 8 Corran Horn At the start of the End phase. you may place that token on any other friendly ship at Range 1-2 (instead of discarding it). You cannot attack during the next round. 8 Tycho Celchu You may perform actions even while you have stress tokens. you may perform one attack. You may consider the defender to be hit by your attack regardless of dice results. 7 Jek Porkins When you receive a stress token. the defender suffers no damage.+Possible Assist 6 Ibtisam When attacking or defending. If you choose to do so. 15 . 1 of your c results cannot be canceled by defense results. you must reroll as many of your dice as possible. you may choose another friendly ship at Range 1.

AI Ships Imperial Artifical Intelligence 16 .

3 2 3 3 Select Target 1) Nearest Enemy in Arc and at Range 1-3 2) Nearest Enemy 2 5 4 3 2) Activation Phase logic. AI ships do not take their target’s pilot skill into account. easy to outmaneuver. only its current position and facing. so AI ships will always act before Rebel ships of the same Pilot Skill. follow Steps 1-3 on its statcard. they determine their maneuver when it is their turn to activate during the Activation Phase. use the “Attack Target” step to determine its attack target. Instead. top to bottom. and Basic Stats 3 3 2 2 1 1 2 3 4 Action Selection Each AI ship has a statcard with its basic stats as well as logic for determining its movement. The Empire always has Initiative. Some mission special rules modify this. Roll on the matching table + Skip step 3 on red moves 3 2 2 2 4 2 2 4 1 4 1) Remove stress or Resolve c 2) r to get a shot 3) r to avoid target’s arc. actions taken. When activated.7 – Josh Derksen – 2015/09/21 Introduction – AI Ships AI ships do not program dials during the Planning Phase like human players do. but Elite ships with high pilot skill that can barrel roll or boost are much more challenging to catch. As a result. and keep target in your arc 4) f if you have a shot 5) e Attack Target 1) Nearest enemy 1) Ship Icon.7 R1/R2+Closing R3+/R2+Fleeing 5 3) AI Ship’s Faction 4) Ship Image and Maneuver Table 5) Maneuver Table selection logic 17 . Sometimes you will need to pre-measure for maneuvers or actions in order to help it make the correct choice for the situation. 1 2 3 4 4 3 3 3 5 4 3 2 1 3 1 1 v0. AI Ship Statcards 3 TIE Fighter 1 F & 2% 3^ 3 1 0* 2 Select Maneuver Check Target’s Range & Direction. AI ships choose a target and then roll to determine their maneuver based on the target’s current distance and bearing. Name.Heroes of the Aturi Cluster Beta v0. AI ships with low pilot skill are When an AI ship activates during the Combat Phase. These steps may be modified by mission special rules. and attack targets. When activating an AI ship during the Activation Phase.

. you will also usually need to draw an Imperial Pilot card to determine its equipment. but the exact layout depends on the number of ships. and the mission diagram indicates where those squadrons enter play using numbered arrows (vectors). This numbering system removes any player decision-making from the AI ship activation order. so that the width of a maneuver template fits between them. If additional enemy ships deploy later in the mission. p30 for more details. lowest to highest. Ship Numbering For each mission. number the Alpha Squad ships 1-4 and the Beta Squad ones 5-8. and fire in. For example. Since the lowest-numbered ship in a formation moves first. move. See Enemy Ship Types. Center a squad’s formation(s) over its numbered arrow on the mission’s setup diagram and follow the diagram to the left. This is most important for AI ships of the same pilot skill. p33. and so on until all ships in the squadron are placed. this setup prevents them from overlapping each other (and losing their actions) most of the time. See Mission Setup Diagrams. For ships other than TIE Fighters. B D 1 A C 1 18 Ships in a squadron are deployed in Formation. Deploy the highest numbered ship in position A along the board edge. AI ships do not need maneuver dials. the next highest in B. if Alpha and Beta Squadrons have 4 TIE Fighters each. continue numbering them in the same way. The mission’s Squad Composition table lists which enemy ships are present. The ships should be spaced about 2cm apart. you will need the model with its base and its AI card.AI Ships – Setup AI Setup AI Deployment For each AI ship present. number all AI enemy ships listed in the Squad Composition table in ascending order. The numbers on their bases will be the order they activate.

Escort AI These ships only have modified Action Selection. When performing a maneuver. The default AI logic presented in this section is referred to as Attack. use the fastest speed for the selected bearing. use the nearest point of the huge ship’s base to determine if it is the priority target. Targeting Huge Ships When selecting a target. unless they can make a Range 1 attack against something else. choose the one that is closest to being directly ahead of the AI ship. In this case. all ships in a Formation make the same choices during their Select Target and Select Maneuver steps. If there are several possible targets that are at similar distances. use its position and facing to determine the target. Many missions in the campaign have special rules that override the standard target selection for some squadrons of AI ships: Strike AI These AI ships relentlessly pursue a specific target (usually a mission objective) and will use that target for movement and action selection. When the lowest-numbered ship in a formation activates. Touching AI ships ignore targets they are touching unless there are no other targets within range.Heroes of the Aturi Cluster Beta v0. If the huge ship can move this round. If their escort target is within Range 1. See Protect. If the Huge ship does not move (due to mission special rules) use its nearest stand. Use this target for all activation phase steps (1-3). Flee AI Mission special rules will specify a board edge. Formations During the Activation Phase. p40. they will also fire on the same target during the combat phase. These ships will use the nearest point of that board edge as their target. 19 . but re-select a target when attacking in the combat phase (%). and treat it as if it were Closing. use the distance and position of its front stand when selecting a maneuver. Determining “Nearest” The target that is physically nearest in the shortest range band is considered nearest. All other ships in the formation will select the same target.7 – Josh Derksen – 2015/09/21 Step 1: Select Target Other AI Target Selections Follow the steps on the AI statcard to choose the target that best meets the criteria. treat the target as being at Range 1 behind the AI ship. If possible. they will use the Protect Action on it.

use the inner tables. Note that some ships like the Decimator (d) have maneuvers that turn away from their targets. but cannot perform free actions. In this case. Determining Inner or Outer tables If the target is at Range 1. Roll a six-sided die.AI Ships – Maneuvers Step 2: Select Maneuver Red Maneuvers & Stress Once a target is selected. B A 20 . However. or at Range 2 and Closing on the AI ship. If an AI ship executes a red maneuver. This rule is crucial for operating the AI. Its next normal action will be used to remove the stress token. for example) it may remove a stress token first and then select another action. determine its distance. but sometimes its nearest target is on a dividing line. and facing relative to the AI ship and use this information to select the appropriate maneuver table from the diagram. However. Determining Direction The AI’s maneuver tables are divided into 8 directions. If the target is at Range 2 and Fleeing from the AI ship. If a ship can perform multiple actions. randomly choose which table to use. Each AI statcard has a reminder R1/R2+Closing in the corner: R3+/R2+Fleeing Ion Tokens An AI ship with an Ion token does not need to select a maneuver as it must perform a 1 8 for the ionization effect. it must still select a target in Step 1. reversing the maneuver icons. it does not receive a stress token– simply skip its Action Selection step. and excute the maneuver that matches the result. use the corresponding table on the right side of the diagram. For targets on the port (left) side. (due to Push the Limit. While an AI ship has a stress token. use the table that the target ship is facing towards. AI ships can still receive stress from other effects such as Debris Fields and Flechette Torpedoes. If the target ship is pointing directly toward or away from the AI ship. use the outer tables. since it must reference the target’s position during Action Selection to determine which action(s) it takes. or at Range 3+. it may still perform red maneuvers and acquire tokens.

Swerving and Formations Although all ships in a formation select the same maneuver. the AI ship is destroyed.7 – Josh Derksen – 2015/09/21 Obstacles and Board Edges If the AI ship’s maneuver template or ship base will overlap an obstacle. Swerving Examples A TIE Fighter attempting a 1 6 will collide with an asteroid. in classic TIE Fighter style. If the AI flies off the board as a result of being ionized. a 2 9. AI ships make every effort to avoid the board edge. Changing the maneuver’s bearing would result in a 1 9.Heroes of the Aturi Cluster Beta v0. This will not result in the TIE hitting an asteroid. select the most similar maneuver that still keeps on the board. so it simply performs the original 4 2 and collides with the asteroid anyway. If an AI ship begins its movement overlapping an obstacle. Board Edges Unlike avoiding obstacles. so it performs the 2 9. they move one at a time in ascending order and each will swerve independently as required. Another TIE Fighter begins its move with an asteroid directly in front of it. the player that ionized them scores XP for the kill. The players are pretty sure this is a dumb TIE Fighter pilot and that there are no moves that will avoid the asteroid. execute its original move. This new maneuver will still cause the TIE Fighter to overlap. The TIE selects a 4 2. If it is unable to avoid the obstacle by swerving. If there is no possible maneuver that achieves this. Swerving Adjust the intended bearing of the maneuver 45º in either direction and then select a new maneuver at the same speed (or closest speed possible within the limitations of the ship’s dial) that brings it closest to its target. If their chosen maneuver causes them to leave the board. 21 . perform the original maneuver chosen and suffer the collision. Since this maneuver will overlap. p23. Koiogran Turns 2 will change to banks 9. Instead it chooses the next closest speed for that maneuver it has. Adjust its chosen maneuver once to try and avoid the collision. it attempts to Swerve. as described below. swerving changes it to a 3 9. If the ship’s new maneuver will still collide with the obstacle. it does not attempt to Swerve that turn. This may cause ships to break formation – see Breaking Formation. but the TIE Fighter can’t perform that maneuver.

most will require you to measure range. Rolling Attack and Defense Dice AI ships attempt to maximize the result of each dice roll they make using any tokens and reroll abilities. Check each condition of its action priority in order. or see if repositioning will fulfil that action’s criteria. Spending Tokens when Defending Spend Focus and Evade tokens to reduce damage as much as possible. such as Damaged Sensor Array or Console Fire. simply move it back and check its next priority. spend its Evade token first. also reroll all focus results. but usually you will need to lay the range ruler or move templates and move the AI ship to check. following the steps on the AI statcard. If the ship can perform multiple actions. Sometimes you may be able to judge these criteria by eye. regardless of the defense value of the target they are firing upon. if an AI ship did not perform a red maneuver. Each AI ship determines a target to fire upon during the Combat Phase. don’t spend it. If spending a token won’t affect the amount of damage taken. Spend a focus token if there is at least 1 eye result to convert to a hit. top to bottom and perform the first action that meets the criteria. Spending Tokens when Attacking Spend tokens to maximize damage. continue until it has performed as many actions as possible. Use tokens assigned to the ship as required below at the first opportunity. and Focus token second. it will perform its action step. or overlap an obstacle or ship. use it to reroll all blanks. without adding excess evades. 22 . it will perform that action as top priority (unless it is stressed). Pre-measuring Actions and Range When deciding which action to perform.AI Ships – Actions & Attacks Step 3: Select Action Step 4 (%): Attack Target After moving. If the AI has a target lock on the defender. unless the Focus token would prevent all damage taken. If a ship has both tokens. or how likely they are to hit. If the AI does not have a focus token. Clearing the Effects of Critical Hits If an AI ship suffers from the effects of a critical hit that can be removed with an action. If it turns out that the ship can’t meet the criteria for doing an action after you’ve measured or moved it. check arcs.

or suffers damage from. See Earning Experience. Applying Effects If the AI player must choose the target of an effect (such as Ruthlessness). Do not break formation for Imperial collisions. Since the majority of Imperial ships have no shields and most missions require many ships to be in play. This greatly helps to keep things organized. 23 . 2) The ship is no longer facing the same direction as the majority of ships in a formation. if the ship is the only one of its kind. 3) One (or more) ships in the formation collides with. Earning Experience Points Players gain Experience Point tokens whenever they damage or destroy enemy ships. it is described on its Imperial Pilot card for that ship. This can happen due to swerving to avoid an obstacle. Otherwise. on its AI statcard. use the AI ship’s target priority to determine which ship(s) or targets are affected. consider assigning them the orange damage tokens instead of drawing damage cards: Any critical hits suffered can be tracked by placing the card on the table beside the affected ship or. a player-controlled (Rebel) ship.Heroes of the Aturi Cluster Beta v0.7 – Josh Derksen – 2015/09/21 Damage and Critical Hits Damage and critical hits are resolved as usual. or being unable complete a maneuver due to overlapping other ships. p42 Breaking Formation AI Ships will break from their Formation and act independently when one of three things happen: 1) The ship is no longer at Range 1 of any other ship in its formation.

but will spend its Focus token 3 2 Now.3). T1 and T2 are in range of the Rebels and will Focus. Each TIE performs a 5 8 maneuver. T2. so all four TIEs evade. lowest to highest number. it will hit an asteroid. getting dd. T4) deploy in formation. the X-wings move into range and fire at Pilot Skill 2. so each TIE performs a 3 7. This time the nearest Rebel ship is directly ahead. The Rebels move forward but are out of range. but still out of range. 1 4 2 Turn 2. The TIE’s defense roll is eef. This TIE rolls only 1f. There are no enemy ships in combat range. The roll is a 4. since it can get X1 in range and arc by barrel rolling. X1 fires at T2. Since it has already rolled enough evades to mitigate all incoming damage.1). so all will perform the same maneuver. as T3 moves. it will do so. and gets dd.2). Four Academy Pilot TIE Fighters (T1. moving in order of lowest number to highest number (fig. T4 will not swerve to avoid hitting a ship. 24 1 X2 fires at T1. It must swerve and adjust its maneuver 45º to a 3 9 (fig. again. T3. and they are a formation. it does not spend its token. 2 3 T4 moves but collides with T3. The nearest Rebel ship is out of range at 45º.AI Ships – Sample Dogfight 1 4 1 Turn 1. Then. 1 1 2 . Players deploy their PS2 X-wings (X1. only a hazardous obstacle (fig. The TIE formation rolls a 2. X2) on the far corner of the board and set their dials. Players then activate the TIEs. 2 3 1 2 However.

X1 is at Range 1 (45º). 3 1 Turn 3. it rolls dff. X1 rolls 1e and loses its shields. T3 skips its action selection step instead of receiving a stress.Heroes of the Aturi Cluster Beta v0. At Range 1. (fig. T2 selects X1. The TIE formation is now broken. T1 targets X2 and rolls a 3. X1 is the closest target for all of them. X2 scores 1 Experience Point for damaging at least 1 enemy ship this turn. Since the X-wing is at Range 1 directly ahead. but now that a ship in the formation has suffered damage (T1). T1 targets the only enemy it can: X2 (fig. There isn’t room to complete the maneuver. 3 1 2 The TIEs return fire at Pilot Skill 1. Finally. T4 targets X1 and rolls a 6.4). which results in a 4 2. so it will also collide with X2 (fig. 1 2 2 1 4 4 6 1 2 3 The players set their dials again and then activate each TIE in order. the result is 2 8: a collision. It rolls a 4. all ships break formation select their own targets. 1 2 5 4 Although the remaining TIEs have both X-wings in arc and in range. With no Focus token. which is at Range 1 and 45º to the right.6).5). 25 . so T4 performs a 1 6 and will barrel roll to get X1 in arc. the X-wing evades easily. Since this is a red maneuver. again in order of lowest to highest number. and will spend its focus token to maximize damage. 2 T3 targets X1 and rolls a 6: also 4 2. T2 rolls ddf. T3 is now facing a different direction and would have selected its own target anyway. and the remaining TIEs roll poorly add another 1 damage.7 – Josh Derksen – 2015/09/21 4 4 to prevent as much damage as possible.

9 2 3 26 2 4 1 The X-wings move. followed by Focus (fig 8). 1 Desperate to even the odds. and both are almost exactly the same distance apart. It rolls a 4 and performs a 3 2 (X2 is 45º behind and closing). T2’s nearest enemy is X2. 4 1 3 Turn 4. A roll of 5 results in a 3 9 maneuver. and spends its Focus token to prevent all damage. . they take shots at the only target they both have: T4. so T3 will roll on the green 45º table. Then. T4 rolls ff to defend. X1 planned a cautious 37. so T4 rolls on the Green 45º table: a 2. Lucky . 4 1 2 3 8 2 T3 is the only TIE that can attack. In this case. X2 performs a 19 and collides with T3. T4 has neither X-wing in arc.it dodges all firing arcs. X1 is fleeing at Range 2. T1 rolls its defense and gets 1e . X2 is closing but at Range 3. X2 fires first. it targets the ship that is closest to being directly ahead of it: X1. X2’s player marks a TIE Fighter kill on his player scoresheet. X1 performs a 4 2 (fig 9).AI Ships – Sample Dogfight Continued 7 2 Anticipating a TIE Fighter kill box. so T2 skips its action. and collects 2XP: 1 for dealing at least 1 damage this turn. It’s a red maneuver. and 1 for the kill (fig 7). X2 fires at T1 and rolls a natural ddd.not enough! T1 is destroyed. T4 performs a 2 9 and since it has X1 in arc now. X2 performs a 4 2 and receives a stress as usual. 2 T3 has X2 in arc. it take a Focus. rolling d. and fires on X2 at Range 3 with no results. even though this is a little inefficient.

7 – Josh Derksen – 2015/09/21 10 2 3 Then X1 attacks T4. 2 5 Turn 5. They also draw an Imperial Pilot card (TIE Bomber type) and tuck it under the Interceptor’s AI statcard. rolling ddc at Range 3. they assign it a #5 token.this time X1’s player marks a kill and collects 2XP. Now players set their maneuvers and the mission resumes (fig 11). Since it is the fifth AI ship to be deployed.Heroes of the Aturi Cluster Beta v0. The players assign it a damage token. 1p Beta Turn 5 1d6 B 2p They roll a six-sided die to see where it will be deployed: Vector #6. the players see they must deploy a TIE Bomber this round: The Empire always has initiative in the campaign. 3 4 5 2 2 3 1 6 2 1 11 2 3 Squad Arrival Vec. it is likely there would be another squad of incoming enemy fighters by now. so the Pilot Skill 2 TIE Bomber it will move and fire before Rebel ships of the same pilot skill (the X-wings). and without a Focus token it fails to deal any damage to X2 (fig 10). If this were an actual Mission. Checking this hypothetical Mission’s Squad Composition table for a 2-player game. 27 . T4 rolls just 1e on 4 dice. Scratch another TIE! . 2 T2 is the only TIE Fighter with a shot. then draw a critical hit from the deck: Direct Hit.

read aloud the Mission Briefing and any mission special rules. 28 3. Play Mission 7. For this calculation. players perform these phases: 1. for free.The Campaign Round During each campaign round. Mission Setup 5. Mission Selection Phase The Squad Leader shuffles the Mission Deck and draws two mission cards. players may decide who is Squad Leader. ignore abilities that modify Pilot Skill. Calculate Rebel Pilot Skill 4. Upkeep 1. That player is automatically equipped with ESquad Leader for the next mission. 2. Assign Squad Leader 2. See Mission Setup Diagrams. 4. Equipment & Deployment 6. This is used during mission setup to determine which enemy ships are included. showing them to the other players. This Elite Pilot Talent cannot be purchased or used by other ships.Then. p30 for more details. Calculate Rebel Pilot Skill Average the recorded Pilot Skill ratings of all players (round down) to determine the Rebel Pilot Skill level. Modify Mission Deck 8. Mission Setup Phase Set up all ships and terrain following the mission diagram and squad composition table. such as EVeteran Instincts. Assign Squad Leader The player with the highest Pilot Skill is declared Squad Leader. p40 has a list of new campaign special rules. The squad can decide which mission they want to attempt and shuffle the other mission card back into the deck. . New Actions and Maneuvers. If there is a tie. This ability does not use one of that player’s E slots. that are used in most missions. Mission Selection 3.

6. p12. “Discard” removes the mission from the deck. Modify Mission Deck Phase Read aloud the Rebel or Imperial Victory text and modify the mission deck. and use tokens to track experience (XP) they earn during combat. each player should keep a tally of the ships they destroy on their player sheet. See Spending Experience. Upkeep Phase Any pilot that was shot down must make an eject roll. The mission ends when a number of turns equal to the mission’s limit have been played. Equipment & Deployment Phase Each player chooses which upgrade cards they will equip for this mission. they must be accomplished in order. Players cash in their XP tokens and record the total (and any effects of ejecting) on their player scoresheet. Then. p41. 7. p41. If mission objectives are numbered. or there are no player ships in play. 29 . they can still gain XP after resolving any Ejects and penalties. 8.Heroes of the Aturi Cluster Beta v0. See Earning Experience. Players may spend their Experience Points to purchase upgrades between missions. “Reshuffle” returns the card to the deck to replay later. Play Mission Phase As you play. p42. the mission’s setup diagram and special rules for details. ending that mission arc.7 – Josh Derksen – 2015/09/21 5. If the players lose a mission. See Mission Territory Types. see Ejecting. players place their ships in the mission’s starting area(s). A plus (“+”) replaces the current mission with the one listed.

p41. See Mission Territory Types. Red for Rebels. 3) Approach Vector arrows show where enemy squadrons listed in the squad compsition table may arrive. this campaign 3 2 1) Grid Lines in Range-1 increments are used to locate ships and mission features. p48 2) Deployment Areas. blue for Imperial AI.Missions – Setup Diagram Mission Setup Diagrams If you’ve ever played a scenario for X-wing before. some have setup areas that are only for allied ships. See the sample mission diagram below: 1 4 5 C 3 6 1 B 5 Neutral Territory – 10 Turns A . Any obstacles should be placed randomly within this area. most of the mission set up will be familiar to you. and their facing when deployed.Asteroids x6. Range >2 from edge Example from Rescue Rebel Operatives. 30 .Rebel Operative HWK-290 setup B . 4) Obstacle placement areas are marked with a white box. Some missions have multiple setup areas for players to choose between. 6) Legend for letters used in the diagram. random layout Range >1 apart. However. See the mission’s special rules. 4 A 2 introduces several new mechanics to streamline mission setup for the AI. Territory type determines what happens to Rebel ships still in play when the turn limit is reached. 5) Territory & Turn Limit. the diagram usually has an example layout.Player setup/escape edge 6 C .

New Terrain When a mission requires these terrain features or emplacements. 4 5 T B B 4p 3 Each piece of terrain or emplacement that has variable setup is outlined in yellow. random layout Range >1 apart. include this piece of terrain in the mission. found on page p36.7 – Josh Derksen – 2015/09/21 Setup with New Terrain Much of the campaign content is special rules for new terrain and environments for players to battle the Empire over. Range >1 from edge C . p72 Emplacements Emplacements are shown in the setup diagram with letter to note their type. Each Emplacement type has a corresponding token: T Turbolaser Tower S Shield Generator F Fuel Tank A Sensor Array C Command Centre G Cargo Container 31 . Ground Missions frequently have special rules. You will need the Emplacement AI statcard for missions that use these.Asteroids x6. others include new obstacles. G G 5p G G 3p T G G G G T 6p 1 A Hostile Territory – 12 Turns A .Heroes of the Aturi Cluster Beta v0. the number and position scale based on the number of players. with a player number beside it. 3p T 6 T 5p C 2 Ground Missions Any mission that takes place over the surface of a planet or other large object is represented in the diagram using a different background.Player setup edge B . Some missions have map-wide effects (see their special rules). G G 6p G G 4p T If you have at least this many players.Refueling Base as shown Example from Miners’ Strike.

Vec. AI 1p 2p 3p 4p 5p 6p Alpha Setup 3 Attack 68@ +F 48@ +F Turn 3 1/6 Attack F F +F Beta 4+F +F 8+F +F 6+F Elite Special 1d6 Attack Squad The callsign of the squadron is often referenced in mission special rules. In a few cases. “Special” is described in a mission’s special rules. and all ships in a squadron deploy in formation and move together until they engage in combat. Sometimes dice (d6) or options (1/6 or 1-3) are listed. . roll the dice or randomly select an option to determine where the squadron appears. In that case. Player Scaling (1p – 6p) Use the contents of each column that is less than or equal to the number of players in the current mission. 32 E@ AI (Enemy Logic) The Artificial Intelligence column lists the target priority of each enemy squadron. they deploy in separate formations. p18. Squad Arrival Vec. Arrival Squadrons with “Setup” listed will be deployed on the table before any Rebel players. See AI Deployment. If a squad contains several ship types. while some cells upgrade existing ships (8). “Turn #” means the squad is placed before players program their maneuvers for that Turn. but other types change how a ship behaves and are described in mission special rules. and where they are deployed. Attack is the default on the AI ship cards. (Approach Vector) Numbers and letters refer to the setup diagram for the mission. when the squad needs to be placed on the table. usually triggered by an event. which lists which enemy ships are present. Some cells add ships (+). cells also improve the stats of ships (+2*).Missions – Squad Composition Mission Scaling Each campaign mission is designed to scale based on the number of players and their pilot skill. Every mission has a Squad Composition table. (example below). Each squad can be 1-4 ships. Coloured cells (8+F) with numbers only apply if the average Pilot Skill of the Rebel squad is at least as high as the number. when they arrive. so that your squadron can play even if somebody can’t make it that gaming session.

See Other Ships. A Little Harder: You can add 2 to your squad’s average pilot skill. These ships either have mission special rules. However. the nature of the squad composition’s player scaling can also be used to adjust the game’s difficulty level. You can reuse destroyed models for new ships. This often adds an extra objective. if Rebel PS is ≥4 E@ Add an Elite of a random type Easier: If you are playing with kids. This makes a huge difference for 2-3 player games. or prefer a more casual game of X-wing. Don’t Own Enough Specialty TIEs? Some missions in the campaign use a large number of “specialty” ships such as TIE Phantoms or TIE Defenders. or will require an Imperial Pilot card.simply draw an Imperial Pilot card to determine the ship type (as if the table entry is @).7 – Josh Derksen – 2015/09/21 Enemy Ship Types Difficulty Level The majority of missions include enemy ships other than standard TIE Fighters. you can reduce the difficulty level of the campaign by treating the Imperial setup as if you have one fewer Rebel players. if Rebel PS is ≥8 48@ Replace a F with a random ship type. If your player group doesn’t collectively own enough to field the required number. substitute 1 other random type of TIE. but you may need more than 8 models for 5 and 6-player games. This will reduce the number of enemy ships and objectives. The campaign’s missions have been carefully balanced and extensively playtested to a standard level of difficulty. particularly for low player counts.Heroes of the Aturi Cluster Beta v0. 8I Replace a 8+F Add this ship. 33 . substitute each missing model for a random Imperial ship . Note: All random ships in a squad should be the same. and Elite enemies will have an additional ability. two more TIEs. p34 to complete their setup. For every 2 standard TIE Fighters you are short. Be warned that adjusting the game’s difficulty this way might make some missions very hard to win. and makes Elite enemies more resilient. Interpreting the squad composition table this way will upgrade more enemy TIE Fighters to better ship types than usual. Setup Icon Examples +I Add this ship type +@ Add a random ship type. A Lot Harder (1-5p only): Treat the Imperial setup as if you have an extra Rebel player. but it will also reduce the total amount of Experience Points the players can earn. This difficulty boost is more severe for squads of 2-3 players. F with this type Don’t Own Enough TIE Fighters? Most missions in the game use 2-3 TIE Fighters per player.

See the following page for details. they are always considered to be Academy Pilots from the standard game. Specific Imperial Ship (I. Random Imperial Ship (@): Draw an Imperial Pilot card. and they never have any upgrades or modifications. only draw once.Missions – Imperial Ships TIE Fighters Other Ships The majority of enemies in the Campaign are standard TIE Fighters. Shown as F in the Squad Composition table. If a squad has several random ships. but draw until you get a Pilot of the required ship type. and these will require you to draw an Imperial Pilot card. draw again for the others. 34 . the Empire has many other ship types in its arsenal. Large Ships (l): Each enemy Squadron is limited to a single large ship. all ships in a squad will use that card (they will all be equipped with the same upgrades). EI. The different types of Imperial Pilots you may need are: However. for either a random or specific ship type as required. etc): Follow the procedure for a random ship type above. Elite Enemies (E@. If there are multiple ships of the same type in the squad. etc): Draw an Imperial Pilot card for these ships as described above. Drawing Imperial Pilot Cards: The procedure for drawing an Imperial Pilot depends on the symbol listed in the Squad Composition. The only difference is that Elite enemies use more of the abilities on the card.

Heroes of the Aturi Cluster Beta v0. remove 1 enemy Target Lock from your ship. Check Target’s Range & Direction. 3 % 3 ^ 3 & 0 *discard this card. the attacker must reroll one Critcal or Hit result. E Expert Handling 1 Select Target When you perform a Barrel Roll action.). remove 1 enemy Target Lock from your ship. ships attacking you cannot spend focus 5 1) Remove stress or Resolve creroll attack dice. 2 2 2 2 6 2 5 hits. change 1 of your blank results to an Evade result. or 8+. E TIE Interceptor Elite I TIE Interceptor m Stealth Device 5 4 3 4 Increase your agility value by 1. 8 E Elusiveness When defending. change 1 of your blank results to an Evade result. the ship gains each of those abilities as well (these abilities stack). 5 I TIE Interceptor 1 m Autothrusters When defending. 4) Elite Versions of the ship (E in squad composition) gain the abilities listed. + Skip step 3 on red moves 3 3 3 2 2 310 Action Selection t Dark Curse 2 When defending. If the average pilot skill of the Rebel players is at least the value listed (4+. R3+/R2+Fleeing 35 . 10 t Dark Curse When defending. discard this card. 2 Select Maneuver 1 1) Nearest Enemy in Arc and at Range 1-3 2) Nearest Enemy t Whisper *) Free f Action 3 2 3 3 3 1) Ship Type When a mission calls for a random ship type (@). 8 E Elusiveness Roll on the matching table When defending. 4 E Expert Handling When you perform a Barrel Roll action. 2) Basic Upgrade. revealing only the sections needed. 6 t Whisper After you perform an attack that hits. 3) The Pilot Skill Rating of the ship changes depending on which version of the ship is used . assign 1 Focus After you perform an attack that token 5 to your ship. 1 tokens or 2) r or b to get a shot 1 3) r or b to avoid target’s arc. If you are hit by an attack. E TIE Interceptor Elite 4 m Stealth Device Increase your agility value by 1. 6+. if you are beyond Range 2 or outside the attacker’s firing arc. in addition to the basic one. including the upgrade name and full ability text. If you are hit by an attack. Many abilities have be modified slightly for the campaign to provide decision logic for the AI.7 – Josh Derksen – 2015/09/21 Imperial Pilot Cards 1 2 I TIE Interceptor 1 m Autothrusters When defending. the attacker must reroll one Critcal or Hit 1 result.7 1 1 R1/R2+Closing 5) Tuck the Imperial Pilot card under the corresponding AI statcard. use this icon to determine it. You cannot use this ability if you are stressed. 2 5 and keep target in your arc 3 3 4) e 5 3 5 3 Attack Target 3 5 1) Nearest enemy 2 1 3 v0. assign 1 Focus token to your ship. if you are beyond Range 2 or outside the attacker’s firing arc.Elite versions have higher pilot skill that scales with the Pilot Skill of the Rebel squadron. ships attacking you cannot spend focus tokens or reroll attack dice. You cannot use this ability if you are stressed.

some of the rules for clouds depend upon the setting of each Mission. If the minefield is hostile. remove destroyed minefields from play. clouds prevent all attacks at Range 3+. the Defender is obstructed and gains an additional defense die. Attacking Minefields: Minefields have 3 hull and 1 agility.Missions – New Terrain This campaign introduces several new types of obstacles. it detonates: Roll 1 attack die for each of the Mine’s remaining hull points and suffer any d or c results rolled. However. Template or Ship Overlap: Skip your perform action step. . AI Logic: Do not swerve. Line of Sight: If the Attacker’s line of sight crosses a cloud. AI Logic: Swerve to avoid hostile Mines. Remove detonated Minefields from play. even for Ion Storms. 36 Template or Ship Overlap: No effect. below. They can be targeted and attacked as usual but each critical hit counts as 2 damage. Minefields can be owned by a faction. opposing ships consider the mines hostile for the effects below. See Ion Storm variant. Line of Sight: If the Attacker’s line of sight crosses a Minefield. without a defense roll. Concentrations of gasses that do little to impede movement but limit effective line-of-sight. the Defender is obstructed and gains an additional defense die. to supplement the Asteroids and Debris Fields from the standard game: Minefields Clouds Unlike other terrain types. The mission setup diagram indicates who owns any Minefields.

attacked.they only serve to maintain the position of emplacements. each square area (highlighted on the above tile) can have one emplacement. on the surface of stations. If ships can’t be placed because other ships are in the way. or land in. Some missions require ships to deploy from. Emplacements are not obstacles. so ships do not collide or interact with them. Deploying AI ships: Place ships in formation. just place them as close to the above diagram as possible. However. Emplacements These represent various structures found on the ground. When used on a station. with the highest-numbered ship along the edge of the docking bay’s entrance. as shown in the formation diagram above. Stations are decorative . except that they can be targeted. and destroyed. a ship must reveal a non-red maneuver and declare that it is attempting to land.Heroes of the Aturi Cluster Beta v0. Landing: To attempt to land in a Docking Bay. station modules interlock so that a station or base and its emplacements can scale with the number of players. If the ship’s maneuver template overlaps the bay entrance.7 – Josh Derksen – 2015/09/21 3 1 4 2 Station Modules Docking Bay Modules Unlike other terrain types. p52 for an example layout. Docking Bay modules. the ship lands and is removed from the play area. and occasionally floating in space. the ship fails to land and immediately suffers 1 face-up damage card as a result. The Emplacements Statcard has the abilities and special rules of each emplacement type. See Capture Refueling Station. If the ship’s base overlaps the docking bay but the template does not. 37 .

Playing Co-operatively 38 .

Heroes of the Aturi Cluster Beta v0. or Boosting in front of their allies. but the Squad Leader should try and keep the game moving. Gaming the AI While it is possible to plan maneuvers by referencing the AI statcards for nearby ships and calculating the probability that it will perform block or outfly you.7 – Josh Derksen – 2015/09/21 A Few Modifications X-wing’s roots as a 1v1 skirmish game mean that players should make a few adjustments to how they approach the game when they play the Heroes of the Aturi Cluster campaign co-operatively. It probably won’t gain you much of an advantage anyway. Barrel Rolling. You can even play Star Wars soundtracks in the background to complete the mood. this slows down the game a lot. 39 . and address each other using callsigns. Players should agree on an attack order. Strategic discussions between players is encouraged. they will do something else that will often mess you up.but if players cannot decide. To further streamline things. Maneuvers Most players find it easier to coordinate with their squad if they discuss their maneuvers openly. such as performing a red maneuver while stressed. they may randomly determine who shoots first. Discussing Strategy The best way to approach any mission is usually to have a clear plan. decent. This page is optional. or counter-counter your plans. The other half of the time. Attack Targets & Stealing Kills Frequently. maneuver dials can be placed face-up beside ship models so that all players can see their intended moves. It’s recommended to let pilots with low Pilot Skill and fewer XP get some kills . these are merely suggestions based on playtesting. at least until Imperial reinforcements arrive to mess things up. Roleplaying & Atmosphere Players are strongly encouraged to roleplay missions in character. This can help low-Pilot Skill pilots avoid maneuvering. Most AI ships are set up so that they make a predictable. maneuver choice about half the time. and should have the final say if players cannot agree on an overall course of action during a mission. This can also help prevent planning mistakes. two players of the same Pilot Skill will be able to attack the same target and have a chance to kill it.

the docking ship must be touching the target. Ships (Rebel and Imperial alike) may be allowed to protect one or more ships or emplacements during a mission. Energy tokens from huge ship sets work well). because cargo or passengers are being transferred and it is stationary. If the roll totals 3 d hits (including critical hits). leave the hyperdrive token beside the ship. a ship must be within range 1 of the target and spend an action to assign it an evade token. Unless mission special rules prevent it. There is no limit to the number of evade tokens that can be assigned. remove all hyperdrive tokens. perform an action as usual. To perform a protect action. When the ship activates during the combat phase.Playing Co-operatively – Actions & Maneuvers New Actions and Maneuvers Many missions in this campaign have objectives that require pilots to do things other than destroy enemy ships. a ship must perform a green maneuver and announce it is powering its hyperdrive. This turn. the ship may declare it is docking and is not assigned a maneuver dial. To Dock with terrain. The mission will detail the effect of performing this action. Assign it a hyperdrive token (use a tracking token from the X-wing core set or other suitable token. it must make a hyperspace roll: Roll 2 attack dice and add 1 d result for each hyperdrive token. Some objectives require close visual scrutiny. To perform a scan. it does not move and has Agility 0. A ship may undock and resume normal movement by assigning a maneuver dial during the following planning phase. Scan Action. To Dock with a ship. but they are removed during the End Phase. If a ship with a hyperdrive token performs a non-green maneuver or elects not to continue jump preparation. During the next planning phase. To prepare to jump to hyperspace. This is not an action. The jump is successful and the ship is immediately removed from play. . a ship may flee the mission area by jumping to hyperspace. 40 Jump to Hyperspace Maneuver. Some missions grant players (and sometimes enemies) new actions and maneuvers: Protect Action. instead of attacking. The hyperspace roll can be only be modified by focus tokens. the ship must overlap. a player must be within Range 1 of the target. Dock Maneuver. If the ship fails to complete the jump this turn. Some missions require ships to dock with other ships or terrain and transfer cargo.

which board edges may be used to retreat. After executing a maneuver that causes part of the ship’s base to leave the play area along the escape edge.7 – Josh Derksen – 2015/09/21 Mission Territory Types Each mission in this campaign has one of three territory types: Friendly. the Alliance will find them another ship of the same type at no XP cost.start a new pilot d Lose most expensive Upgrade f Earn Half XP this mission. Any campaign in progress is lost and the Empire gains control of the Aturi Cluster unopposed. rounded down. which generally represents how dangerous a mission is for the players. No Survivors Your squadron is the Rebellion’s last hope to secure the Aturi Cluster. Using a number of attack dice based on the mission’s territory type (see above). and what happens to Rebel ships that are still in play when the turn limit has been reached. roll the dice pool and suffer the result of each die: Eject Results cc c Pilot Killed . Effect Friendly Territory Neutral Territory Hostile Territory Eject Roll 1 attack die 2 attack dice 3 attack dice Escaping Jump to Hyperspace or any board Edge Jump to Hyperspace Jump to Hyperspace or designated edge(s) or designated edge(s) Mission End Automatically retreat Automatically retreat Escape Edges The setup diagram for each mission will designate any escape edges. they must make an eject roll to determine the condition of their pilot. At the start of the next campaign round. Neutral. Rebels are destroyed Ejecting When a player is shot down. (Earn 0 XP if ff is rolled) (blank) Safely Eject (no penalty) Lose most expensive Elite Pilot Talent or Pilot Ability Modify your player scoresheet with the results of your Eject roll. the ship flees and is immediately removed from play. A mission’s territory type will affect the results of eject rolls. A player that Ejected will be rescued automatically unless all players are shot down – See No Survivors. If all players are shot down during a mission. above. 41 . or Hostile.Heroes of the Aturi Cluster Beta v0. they are captured by the Empire and considered killed.

. no one scores XP. or Eject Roll (see Ejecting.. This can happen due to game effects such as asteroid collisions. and the results of any Eject rolls. Once recorded. and the effects of some critical hits. As you play a mission. 42 In this case.Playing Co-operatively – Earning Experience Earning Experience Experience Points (XP) are primarily earned for kills and mission objectives.) +1XP .see the following page 1XP Guardian ..and Enemy ship is Large (l ..etc. each turn: +XP Deal at least 1 damage to one or more enemy ships 1XP Destroy an enemy ship or emplacement... when the mission is complete and the pilot has returned to base. +1XP .B . leaving the board without fleeing. the last player to damage the ship scores points for the kill.. such as Console Fire.. XP are banked and cannot be lost due to penalties from future missions or Eject rolls.d ) +1XP . During the Combat Phase.and Enemy ship is a non-F TIE Fighter (I . . Earning XP for non-kills: Sometimes the players are not directly responsible for destroying an enemy ship.see the following page 1XP During Mission Resolution: +XP Mission bonus objective or penalty Varies Mission Failure. This is because the total XP earned can be affected by both the mission primary and bonus objectives.and Enemy ship is +1XP for all players E Elite Kill Assist . p41) Varies Recording Experience Points Experience points earned are not written on a player’s sheet until the Mission Resolution Phase. If no one ever damaged it. keep track of any experience you earn using tokens.

If an ally uses your Focus or Target Lock to add at least one hit when they destroy an enemy ship. you score an assist. p14 have other conditions listed that can provide assists. Barrel Roll & Boost You grant an ally a free action that is used for Barrel Roll or Boost. If this positions them to attack and destroy a target. you score an assist.Heroes of the Aturi Cluster Beta v0. or you grant a free action that is used to Focus or Target Lock. If this positions them so that an enemy ship that would have attacked them no longer has any attack targets. you score an assist. points are only awarded for situations where the bonus was useful. and encouraging teamwork. or you grant a free action that is used to Focus or Evade. p14 have other conditions listed that can provide assists. Focus & Evade You assign an ally a Focus or Evade token. 43 . However. If an ally uses your Focus or Evade token to prevent at least 1 damage when attacked. Apply the definitions below: Kill-Assist Examples Guardian Examples Target Lock & Focus You assign an ally a Target Lock or Focus token. you score an assist. Using a Pilot Ability Some of the pilot abilities listed (including Biggs Darklighter) under Rebel Pilot Abilities. Using a Pilot Ability Some of the pilot abilities (including Roark Garnet and Etahn Abaht) listed under Rebel Pilot Abilities.7 – Josh Derksen – 2015/09/21 Assists Pilots are awarded bonus Experience Points for supporting each other in a variety of situations. Note that most of the time this will only be possible to track when it involves enemies with low pilot skill. Barrel Roll & Boost You grant an ally a free action that is used for Barrel Roll or Boost.

The last mission in each arc is usually an opportunity for players to earn a Campaign Victory Point. p48 Part II: Disable Sensor Net. but they don’t seem to have any capital ships in the area. Part I: Tread Softly. p58 . p54 Part II: Imperial Entanglement. and this could pose a problem. p56 Part III: Care Package. but it’s likely to be well defended.Mission Story Arcs The remainder of this book contains all of the campaign missions. p50 Part III: Capture Refueling Station. We suspect they have a forward base hidden in the asteroid field. p46 The Refueling Station The Argus system is frequently patrolled by Imperial fighters. (intro image?) Welcome to the Aturi Cluster Introduction: Local Trouble. p52 44 Minefields The Empire has been blockading the Nulan system with minefields in an attempt to prevent smugglers and our Rebel supply transports from getting through. We have several incoming ships. which are grouped into five main story arcs. Part I: Rescue Rebel Operatives.

p62 III: Cloak and Dagger.7 – Josh Derksen – 2015/09/21 Chasing Phantoms The Hook Nebula is subject to frequent ion storms. p76 Part III: Pride of the Empire. p68 Part II: Nobody Home. Part I: Capture Officer. Part Part Part Part I: Needle in a Haystack. p74 Part II: Defector. p78 45 . Part I: Secure Holonet Receiver. Recently. p64 IV: Revenge. p72 Defection One of the Empire’s TIE Defender pilots wishes to defect with critical information about the Empire’s operations. some of our ships have disappeared. p66 Capture Officer Nulan IV is home to an Imperial Planetary Garrison. p60 II: Bait. which one of our convoys uses for cover. p70 Part III: Miners’ Strike. and we have reports that the Empire is field testing a new prototype fighter in this sector.Heroes of the Aturi Cluster Beta v0. We have decrypted a several flightplans and may be able to capture a high-ranking Imperial officer. which is the hub of most star traffic in this sector.

Player setup edge B . or begin the full campaign. . and keep them away from the convoy until we can execute a hyperspace jump to ensure our base remains hidden. Range >2 from edge Mission Objectives Primary: Engage Imperial Forces: At least one Rebel ship must survive. Bonus: If all Imperial ships are destroyed. Our base in this system must remain a secret” Replay this mission. call off the operation. Now we can begin operations against the Empire in this star system” Play the full campaign! 46 “That Imperial patrol has located our convoy. We’ve picked up a group of enemy signals in the nearby asteroid field.Local Trouble Introductory Mission 3 Mission Briefing: “Welcome to the Outer Rim. and you’ll be on escort duty until we arrive. pilots.Asteroids x6. Good luck!” 3 A 4 4 5 2 C B 6 1 A B Friendly Territory – 10 Turns A . random layout Range >1 apart. likely an Imperial patrol. Our convoy is currently en route to a hidden Rebel Base in the Parmel Sector. all players gain 1XP “Great work pilots! Our convoy is safe from harm. and remain in play at the end of Turn 10. Intercept those ships. all players gain 1XP Bonus: If no Rebel ships are destroyed.

Take note of the different action selection for TIE Fighters and TIE Interceptors. As such. AI 1p 2p Alpha Setup 3 Attack +F Beta Setup 4 Attack Gamma Turn 4 1d6 Attack F F I Delta Turn 7 1d6 Attack Your First Mission: This mission is only intended for a group of new players just starting a campaign as X-wing or Y-wing pilots with Pilot Skill 2. unlike TIE Fighters. so If things go badly. The mission is set in Friendly Territory. 3p 4p 5p +F +F 6p +F +F +I F +F +F +F Reminders: As you play your first game against the AI. and therefore you do not need to draw an Imperial Pilot card for them. Don’t forget to track experience points when players deal damage to. However. concentrate on how it operates. 47 . or destroy. enemy ships.7 – Josh Derksen – 2015/09/21 Squad Arrival Vec. damaged players can escape from any board edge. notice they perform a free Focus Action every round when they activate.Heroes of the Aturi Cluster Beta v0. TIE Interceptors: The TIE Interceptors in Gamma squad do not have upgrades. this squad composition table doesn’t have scaling for players with higher pilot skill.

Asteroids x6. If two or more players are tied. Their HWK-290 has sustained heavy damage to its weapons and hyperdrive.Player setup/escape edge C . Range >2 from edge Mission Objectives Primary: The HWK-290 must escape from your setup edge. There’s a good bet the Empire has already dispatched fighters to intercept them too”.Rescue Rebel Operatives The Refueling Station. their craft. bringing us valuable intel of the Argus System. Part I 3 Mission Briefing: “We’ve received an encrypted message from one of our Rebel Operative teams in the Argus system.Rebel Operative HWK-290 setup B . We must mount another operation to further investigate in force. . and valuable intelligence data. “The operatives have safely retreated. They were engaged in covert reconaissance of Imperial facilities in a nearby asteroid field. all tied players gain 1XP.The Empire is hiding something in that asteroid field–we need to know what!” Reshuffle. random layout Range >1 apart. 4 A 5 2 C 6 1 B Neutral Territory – 10 Turns A . They won’t make it back in one piece with their findings unless we scramble some fighter cover. Bonus: If all Elite enemy ships are destroyed. all players gain 2XP Bonus: The pilot who performs the most protect actions on the Rebel Operatives’ HWK gains 2XP.” +“Disable Sensor Net” 48 “We’ve lost two of our best operatives.

p40 49 . Escaping: After executing a maneuver. Protecting the HWK: The Rebels may use the protect action on the HWK. The ship begins the mission with the Damaged Sensor Array critical hit. they are unable to attack. the HWK immediately escapes if all or part of its base is off the play area along the Player setup/escape edge (area B).7 – Josh Derksen – 2015/09/21 Squad Arrival Vec. AI 1p 2p 3p 4p 5p Alpha Setup 3 Strike +F Beta Setup 4 Strike F F +F +F Elite Turn 3 1d6 Attack Gamma Turn 5 1d6 Strike +F 68I +F 48I +F Delta Turn 7 1d6 Strike F F 88I +F 68I +F +F +F 6p +F +F EI Rebel Operative Setup: The Operatives are represented by a Rebel Operative (HWK-290. and a total number of shields equal to the number of players. Due to severe damage from their Imperial entanglement. Pilot Skill 2) with no upgrades. and the ship may perform actions as normal if it fixes the Damaged Sensor Array critical hit.Heroes of the Aturi Cluster Beta v0. See Protect. The players decide as a team how to plan the HWK’s dial each round.

However. Disable it before we can strike!” B 1 6 A Neutral Territory – 12 Turns A . all players gain 2XP. Part II 3 4 Mission Briefing: “The operatives onboard the HWK-290 you rescued have brought us some critical intel. 5 2 The asteroid field they were investigating in the Argus system conceals an Imperial refuelling station.Asteroids x12. deep in Imperial space. Bonus: Each Sensor Beacon is an Emplacement (worth 1XP when destroyed).Player setup/escape edge B . Range >1 from edge Mission Objectives Primary: Destroy all Sensor Beacons to break the network. we would gain a welldefended stating area. “The sensor network is broken! All ships regroup with the main strike force and prepare to launch the assault. Bonus: If no Patrol squads deploy during the mission. The refueling station will be ours!” +“Capture Refueling Station” 50 “Our presence in the asteroid field has drawn too much Imperial attention! The station will now be too well defended for us to mount an immediate attack – Retreat!” Reshuffle. the base is protected by an early-warning sensor net. random layout Range >1 apart. .Disable Sensor Net The Refueling Station. which would give the Empire ample time to prepare against any attack we launch. If we can capture this base.

There is no limit to the number of Patrol squads that can arrive. Players overlapping an asteroid containing a sensor beacon add a critical hit c result to their roll. Elite Reinforcements: When half of the sensor beacons are destroyed. -1 Each player rolls their dice pool. Use two sensor beacons per player and randomly place them on top of asteroids. (see the Emplacements statcard for details). the Elite squad arrives at the start of the next turn. and not obstructed by the asteroid they are placed on. change one of the attacker’s hit results to an eye result. a Patrol squad arrives at the start of next turn.Heroes of the Aturi Cluster Beta v0. If there is at least one critical hit c result among all the players. 2& Hull. Each player builds a pool of attack dice: Sensor Check Dice Each Beacon at Range 1 +3 Each Beacon at Range 2 +2 Each Beacon at Range 3 +1 You have a Stealth Device. Rebel ships must make a sensor check. They have 3^ Agility.7 – Josh Derksen – 2015/09/21 Squad Arrival Vec. E@ Activating Sensor Beacons: During the end phase. Disabling Sensor Beacons: Sensor beacons are considered Emplacements. I per c. AI 1p 2p 3p 4p 5p 6p Alpha Setup 2 Attack +F 68I +F 48I +F Beta Setup 5 Attack F F +F +F 68I +F 48I Patrol Special d6 Attack Elite Special d6 Attack Sensor Beacon Setup: Represent Sensor Beacons using satellite tokens. The attacker cannot reroll the die with the changed result. 51 . measure range to the asteroid token. When attacking. see below. and each is equipped with a Sensor Jammer: When defending. composed of one TIE Interceptor per critical hit rolled. not the beacon. max 4.

Capture Refueling Station
The Refueling Station, Part III

Mission Briefing:
“The sensor net surrounding
the refuelling base is out of
commission. Now is the time
to strike and capture the
facility for the Alliance!
Your squadron must disable
the station’s defenses and
engage any fighter cover in the
area. You will also be required
to escort an assault ship full of
rebel commandos to dock with
the station and capture it.
Once we begin the attack, the
Empire is sure to scramble any
remaining patrols in the area.
Stay alert, and may the Force
be with you.”

5p

T
T
S

3p

2

Bay 2

F

3

T

F
C

F
Bay 1

4

F
T
F

4p

S
T
T

6p

F

5

B

6

1

A
Hostile Territory – 12 Turns
A - Player setup edge
B - Asteroids x6, random layout
Range >1 apart/from edge
Turbolasers [T] begin facing edge A.

Mission Objectives
Primary:

Capture the Refueling Station:
1) Destroy the shield generators. Pilots gain an additional 1XP for
destroying a Shield Generator emplacement.
2) The Assault Ship must land in a station docking bay.
3) The Commando team must capture the command centre.
4) Survive until the end of Turn 12 (or destroy all enemies).

Bonus:

If the station is captured, all players gain 1XP for each emplacement
that has not been damaged or destroyed.

“Our commandos have seized
control of the station and
forced the Imperials to retreat!
The Argus system is ours!”
+! Victory Point.

52

“All remaining forces retreat!
We won’t get another chance
at this; we’ve lost the station!”
+@ Victory Point.
Each player loses their most
expensive Upgrade.

Heroes of the Aturi Cluster
Beta v0.7 – Josh Derksen – 2015/09/21

Squad

Arrival

Vec.

AI

1p

2p

3p

4p

5p

Alpha

Setup

Bay 1

Attack

F

88I

+F

68I

+F

Beta

Setup

Bay 2

Attack

Gamma

Turn 4

Bay 1

Attack

Delta

Turn 5

Bay 2

Attack

Elite

Turn 8

d6

Attack

+I

F
B

+F

+I

68A

+F

+B

6p
+F
+I

48A

+F

+B

E@

one emplacement on that tile, or simply
wait until next round. Players may choose
if Fuel Tanks destroyed this way explode.
Assault Ship:
The Assault Ship is represented by an
Outer Rim Smuggler (PS1), with 1 extra
shield * per player. The players decide
as a team how to plan this ship’s dial
each round, and the ship may perform
actions and attacks as normal. Players
do not gain any XP for enemy ships
destroyed by the Assault Ship, but may
use the Protect action on it.

Capturing the Station:
The commandos must reach the center
tile. Then, they must succeed at their
movement roll to enter the Command
Centre and capture the station. Any
remaining Turbolaser emplacements are
now under Rebel control: Players may
choose their facing and attack targets for
the rest of the mission. If the Command
Centre is destroyed, the Rebels Lose.

Unloading the Commando Team:
The Assault Ship must land in one of the
station’s Docking Bays. At the end of the
round the Assault ship has landed, place
a Tracking token on the Docking Bay tile
to represent the commando team.

If the Rebels have control of the station
at the end of Turn 12, the mission is
no longer considered hostile territory
and the Imperials retreat. Otherwise,
all Rebel ships in play are destroyed.

The players may choose to deploy the
Assault ship from that docking bay at
the start of any following round.
Moving the Commando Team:
At the end of each turn, Roll 3 attack dice:
If the number of hits rolled is equal to
or greater than the number of emplacements on that station tile, players may
move the commandos to an adjacent
station tile. Otherwise, they may destroy

53

Tread Softly
Minefields, Part I
3

4

Mission Briefing:
Our efforts to undermine the
Empire’s operations in the
Nulan system are getting
noticed. Imperial forces have
begun cracking down on
hyperspace traffic by deploying
minefields along hyperspace
routes favored by smugglers.

5

2

B
6

1

We aren’t in any danger yet,
but this operation has the
potential to disrupt our supply
lines and restrict our future
movements.
Our best option is a pre-emptive strike - get out there and
clear these mines!

A
Friendly Territory – 12 Turns
A - Player setup edge
B - Imperial Minefields (sample layout)
See Minefield Setup

Mission Objectives
Primary:

Clear the Minefield:
Destroy minefield tokens. The mission is a success if there are fewer
minefields remaining than the total number of players.

Bonus:

If all minefield tokens are destroyed, all pilots gain 2XP

Bonus:

If no replacement minefields are deployed, all pilots gain 1XP

“Keeping these routes clear
of mines will buy us the time
we need to take delivery of
some much-needed supplies.”
+“Imperial Entanglement”

54

“The Empire deploys so many
mines that we can’t keep up.
Our supplies are dwindling,
and our chances of reclaiming
the Nulan system with them.”
Reshuffle.

Heroes of the Aturi Cluster
Beta v0.7 – Josh Derksen – 2015/09/21

Squad

Arrival

Vec.

AI

1p

Minelayer

Setup

3

Special

Alpha

Setup

5

Attack

B
F

Elite

Turn 5

d6

Attack

Beta

Turn 7

d6

Attack

Minefield Setup:
During setup, place 3 minefield tokens
per player. Each minefield token must
be just beyond Range 1 (or as close as
possible to Range 1) from two other
minefield tokens, and Range 1 or further
from the edge of the mission area.
These minefield tokens are hostile, and
will detonate if overlapped by Rebel ships.

2p

3p

4p

8+B +B
+F

68I

+F

8+F

5p

6p

+B
+F

48I

+F

6+F

+F

EB

F

+F

Minelayer Squad:
Each TIE Bomber in the Minelayer squad
uses the standard Attack AI, but is also
loaded with additional mines to fill gaps in
the minefield.
Each time a minefield is destroyed or
detonated by the players, set that token
aside. On the next turn, the lowest-numbered TIE Bomber in the squad that can
perform an action will attempt to replace
a previously-destroyed minefield.
Use the rules for Proximity Mines, with
the following exception: The placement of
this new minefield token must be within
range 2 of any other minefield in play, but
must not overlap a ship or minefield. If a
TIE Bomber cannot lay a mine, the next
Bomber in a squad will lay one instead.
If there are no mines to replace, or if no
bomber can legally deploy one, then no
replacement minefield is deployed.

Destroyed Minefield Tokens:
Pilots gain 1XP for destroying a minefield
token. If a player detonates a minefield by
overlapping it, do not gain any XP.

55

Part II 4 5 Mission Briefing: “We’ve just received an urgent message from one of our incoming GR75 supply transports . all players gain 1XP. our operations on Sullust will suffer greatly. Bonus: If the Transport was not hit by Ion Pulse Missiles. OR . We can’t afford to lose the ship or its supplies . pilots!“ C 1 Neutral Territory – 10 Turns A . Now we must ensure the transport makes it to Sullust.Imperial Entanglement Minefields.” +@ Victory Point Each player loses their most expensive Upgrade.Imperial Minefields (x6/area) Range >1 apart/from edge.All enemy ships are destroyed by the end of Turn 10.the Quantum Storm! They dropped out of hyperspace in the middle of an uncharted Imperial minefield and are unable to escape! 5 3 B B 2 The Empire has dispatched a Decimator-class task force to capture the Transport.” +“Care Package” 56 “The Empire has seized the Quantum Storm and it’s cargo. Bonus: If the Transport jumps to hyperspace AND the Decimator is destroyed.Player setup area B .they are are desperately needed on Sullust! Scramble. Mission Objectives Primary: Rescue the Transport: The transport must jump to hyperspace by the end of Turn 10. “We have rescued the Quantum Storm and its valuable cargo. A . all players gain 3XP.

Once their missiles are launched. 57 . these ships ignore it. the bombers change to Flee AI (p19) and escape from the nearest edge. the the Rebels lose. If it begins its movement touching the transport. or roll a die: on a focus result. each bomber is equipped with an Ion Pulse Missile. If this happens.Heroes of the Aturi Cluster Beta v0. the Transport needs time to repair its hyperdrive. 48). and gains 1 energy instead of moving. +W Gunner Decimator AI: While the transport is in play. A successful Ion Missile hit removes 2 energy from the Transport instead of applying Ion Tokens. +W Mara Jade If Rebel PS is ≥8. Decimator Stats & Equipment: The Decimator is represented by an Patrol Commander (PS3) with: m Anti-Pursuit Lasers If Rebel PS is ≥4. +E Determination If Rebel PS is ≥6. These ships will prioritize the transport but will only attack it with their missiles. The ship begins with 0 energy. AI Alpha Setup 2 Attack Beta Setup 4 Attack Gamma Turn 3 1-3 Strike Decimator Turn 6 C Special Delta Turn 6 d6 Attack 1p I F B d 8+F 2p 3p 4p 6+I +I 4+I +F +F +F +B +F 68@ 5p 6p 8+B +B +2* +2* +2* +F 48@ +F Rebel Transport Setup: Struck by multiple mines. the Decimator only uses the forward green band of its AI chart (28. Gamma Squad (Strike AI): Do not draw an Imperial Pilot card for these TIE Bombers. and they may fire them at Range 1-3. Players may choose to either perform an action for the transport. it gains an additional 1 energy. it docks instead to capture the ship with a boarding party. Instead. it must jump to hyperspace at the end of the combat phase.7 – Josh Derksen – 2015/09/21 Squad Arrival Vec. Enemy Attack AI: The Empire wants to capture the Transport. When the Transport has 7 energy. 38.

we have no choice but to blast our way through the system’s asteroid field. all players gain 1XP. 58 “The Quantum Storm is lost! Our Rebel forces on Sullust will be crippled!” +@ Victory Point. Bonus: If the transport escapes with at least half it’s hull value remaining. The supplies on the transport Quantum Storm are still desperately needed on Sullust– we must not delay their arrival. we have been unable to keep up with the Empire’s vast minelaying activies around Nulan. 2) Any remaining Rebel ships must escape from Point B or Jump to Hyperspace by the end of Turn 10. Each player loses their most expensive Upgrade.Care Package Minefields. .Escape edge (Range 2 from corner) C .Player setup area B . Bonus: If the transport escapes and has not discarded the Tibanna Gas Supplies card. Well done pilots!” +! Victory Point. “The transport is away! Those supplies will greatly assist with our efforts on Sullust.” 5 C 6 3 2 1 A Hostile Territory – 10 Turns A . Part III Mission Briefing: B 4 “Despite our best efforts. Therefore. Protect the transport from Imperial Patrols until it clears the asteroid field and makes the jump to hyperspace. all players gain 2XP.Asteroids x12 (random layout) Range >1 apart and within box shown Mission Objectives Primary: Escort the Quantum Storm to safety: 1) Transport escapes from Point B.

Roll an attack die. AI 1p 2p 3p 4p 5p 6p Alpha Setup 3 Attack +F +F 68I +F 48I Beta Setup 4 Attack +F 88I +F 48I +F Assault 1 Turn 3 * Strike F F B 8+B +B Elite Turn 3 d6 Attack Gamma Turn 6 d6 Attack Assault 2 Turn 6 * Strike F 6+B 88I +B E@ +F 68I +B +B +F 48I +B *Any random vector that is behind the front edge of the GR-75. suffer 1 damage card. Huge Ships Enemy ships that can attack a section of the transport that does not have a Reinforce token will prioritize attacking the transport. even if there are closer Rebel ships. Overlapping with Huge Ships: If a Huge ship destroys an AI ship by overlapping it. 59 . suffer 1 face-up damage card. Rebel Transport Setup: The Transport is represented by a GR-75 that begins the game with 5 Energy. They will only use their Proton Torpedoes when attacking the transport. On a c result. Enemy Attacks vs. They will priortize the transport over all other Rebel ships.Heroes of the Aturi Cluster Beta v0. On any other result.7 – Josh Derksen – 2015/09/21 Squad Arrival Vec. unless they cannot fire on it. it will suffer damage to the section that overlapped. each of the TIE Bombers with Strike AI is equipped with a PProton Torpedo. and is equipped with: t Quantum Storm m Combat Retrofit W WED-15 Repair Droid G Comms Booster G Tibanna Gas Supplies Assault Squadrons (Enemy Strike AI): Instead of the standard setup.

It’s a good bet that whatever destroyed them is still nearby. All players gain one free secondary weapon upgrade of their choice.Player setup/escape edge B .” B B 2 B B C 6 1 B B A Neutral Territory – 12 Turns A . but now we’ve discovered a bigger threat to the Alliance. 3) The Recovery ship escapes from edge A. Bonus: If the Container token is recovered. Bonus: The pilot who performs the most protect actions on the Recovery Ship gains 2XP. They were ambushed en route to U’dray and the crew was forced to abandon ship in escape pods. Part I 3 4 Mission Briefing: “We’ve just received a distress call from the Trellisk.Distress Signal Tokens (sample layout) C . but the region is subject to frequent ion storms which will make things difficult for us.Needle in a Haystack Chasing Phantoms. all tied players gain 1XP. Get out there and find them. If tied.” +“Bait” . 2) The Recovery ship loads the Escape Pod by docking with it. (random layout) Range >1 apart Mission Objectives Primary: Recover the Escape Pod: 1) Scan the tracking tokens to reveal the Escape Pod token (#12). “We’ve recovered the crew. We’re mounting search and rescue operations immediately. one of our supply ships.” +“Bait” 60 5 “Our supply lines are struggling. but now we’ve got a new problem a cloaked Imperial fighter.Ion Storm x10.

AI 1p Recovery Setup A Players Alpha Setup 3 Strike Beta Setup 4 Strike Gamma Turn 5 d6 Strike m F F F Delta Turn 8 d6 Strike @ Phantom Special d6 Attack P Recovery Ship: Your squadron has been assigned a Recovery Ship to bring home any survivors and cargo you find. that pilot gains 1XP. p40. Phantom Squad: When the Escape Pod token is placed. and the ship may perform actions (including scan) and attacks as normal. The players decide as a team how to plan this ship’s dial each round. A Rebel ship may perform a Scan action on a Tracking token at Range 1 to remove it. (from Millenium Falcon) (from Rebel Aces) Each time a pilot scans a Tracking token. Tracking Token Setup: Use 4 Tracking tokens + 1 per player. represented by an Outer Rim Smuggler (PS1).7 – Josh Derksen – 2015/09/21 Squad Arrival Vec. Draw & set aside a number from the bag: 12: Place Escape Pod token 11: Place Container token.Heroes of the Aturi Cluster Beta v0. they will fire on the nearest Rebel ship as usual. 2p 3p 4p 5p 6p +1* +1* +1* +1* +1* +F 8+@ +F 6+@ +F +F +F 6+@ +F 4+@ +F +F +@ +F +@ +P Identifying Signal Tokens: The ion clouds make identifying signals difficult. starting with the ion clouds furthest from edge A. Players do not gain any XP for Enemy ships destroyed by the Recovery Ship. Place one in the center of each ion cloud. 61 . Players may also use the Protect action on the Recovery ship to ensure it returns home safely. this squad arrives the following turn. The Recovery ship may perform a Dock maneuver to pick up revealed Escape Pod and Container tokens. Strike AI: Enemy ships with the Strike AI target the recovery ship for movement. See Dock. If they cannot attack it. Others: False signal. Add 1 other number per player. Prepare the draw bag with the numbers 9-12. each possible distress signal has to be verified at close range.

or remain in play at the end of Turn 10). and when the ion storm dissipates. 2) The transport and at least one Rebel fighter must survive (escape by jumping to Hyperspace.Rebel Transport (anywhere inside A) C . We’ve loaded the Bright Hope with sensor equipment.” 1 12 11 Neutral Territory – 10 Turns A . all players gain 2XP “The transport’s sensor team got a fix on the enemy’s hyperspace vector.Player setup area B . and bring the fight to them. our spies have confirmed only a single squadron of new TIE Phantoms was deployed to this sector for field testing. but they seem to favor operating in the Hook nebula’s ion storms. we can use this to find their home base. 4 5 6 7 8 3 A C B 9 2 We’ve been unable to track their movements. That’s where you come in. we witnessed a new Imperial fighter equipped with a cloaking device. Each player loses their most expensive Upgrade. random layout Range >1 apart/from edge/transport Mission Objectives Primary: Defeat the TIE Phantom Elite and Survive: 1) Destroy the TIE Phantom Elite. Part II Mission Briefing: “During our recovery of the Trellisk’s crew.Asteroid x6.” +“Cloak and Dagger” 62 “We’ve failed to isolate the enemy’s approach vector.Bait Chasing Phantoms. and we can’t risk another Transport as bait.” +@ Victory Point. 10 . Bonus: If all of the Shuttles in the Support squadron are destroyed. Those TIE Phantoms will hunt us freely. Luckily. we’ll lure the Phantoms out.

spend 6 Energy to jump. When the TIE Phantom decloaks. the TIE Phantom begins cloaked.Heroes of the Aturi Cluster Beta v0. 1p 2p 3p 4p 5p 6p F F +F +F 48@ +F 88@ +F 88@ +F 68@ +F l l F F EP 88@ +F +F +F 68@ +F +F 68@ 48@ +F *Opposite vector from Support A. and begins with 0 Energy. It will target the Rebel ship with the highest pilot skill. the Transport may escape by jumping to hyperspace: at the end of the combat phase. each support ship is an Omicron Group Pilot (PS2) equipped with mAnti-Pursuit Lasers and a prototype Stygium Field Generator: The TIE Phantom cannot be targeted by Jam actions. AI Alpha Setup d6 Attack Beta Setup d6+6 Attack Support A Turn 3 d6 Attack Support B Turn 3 * Attack Elite Turn 4 d12 Special Gamma Turn 6 d6 Attack Delta Turn 8 d6+6 Attack @ cannot be P or l. or there is a different target at Range 1. Modified as support craft for field testing the TIE Phantom squadron. TIE Phantom Elite: When deployed. Support Shuttles: These shuttles do not draw Pilot cards. it gains 3 Energy instead of moving. and will only fire on a different target if it cannot get a shot. 63 . it gains an Evade token (one for each shuttle in play).7 – Josh Derksen – 2015/09/21 Squad Arrival Vec. t Bright Hope m Combat Retrofit W Targeting Coordinator W WED-15 Repair Droid G Comms Booster Transport Escape: Once the TIE Phantom is destroyed. Transport Setup: The GR-75 Rebel Transport is equipped with the upgrades below. Enemy Attack AI (All Ships): Enemy ships that can attack a section of the transport that does not have a Reinforce token will attack the transport. During each activation phase.

+“Revenge” +Remove all TIE Phantoms from the Imperial Pilot deck.Signal Tokens x10. they’re somewhere in the spinward edge of the Hook nebula. or our fighters will never enjoy space superiority again. Bonus: If all Turbolaser emplacements are destroyed.Cloak and Dagger Chasing Phantoms. Sensor Array and Shield Generator emplacements to shut down the Empire’s cloaking device program. not inside area A.” +@ Victory Point. Each player loses their most expensive Elite Pilot Talent or Pilot Ability. we have managed to narrow down the possible staging areas used by the TIE Phantom Squadron. Part III 3 “Based on the sensor data we collected.Player setup edge B . 64 “All forces retreat! We’re going to need an answer to the TIE Phantom if our fighters hope to ever win a dogfight again. Exceptional flying Pilots!” +! Victory Point. one per Cloud. all players gain 1XP “The Empire’s R&D station is history. . • Destroy all TIE Phantoms. • Destroy the Command Centre. Your mission is to investigate these locations in force. Put an end to the Empire’s cloaking device testing.” 4 B Mission Briefing: B B B 2 5 B B B B B 1 6 B A Hostile Territory – 12 Turns A . and the cloaking device with it. Destroy any enemy ships and installations you find. C .Cloud x10 (random layout) Range >1 apart. Mission Objectives Primary: Search and Destroy: • Find R&D Station and all Docking Ports by scanning Ion Clouds.

4. A Rebel ship may perform a Scan action on a Tracking token within Range 1 to remove it.5. R&D Station Effects: Each emplacement on the R&D Station has a special effect that applies until the station is placed and the emplacement is destroyed. treat TIE Phantoms as having Advanced Cloaking Device. T (T) Turbolasers: When placed.7: False signal. If not. Docking Port (4-6 players only) R&D Station 65 .6. When placing the station/docking ports: • Center them over the tracking token if possible. place a Docking Port with TIE Phantom.Heroes of the Aturi Cluster Beta v0. false signal. but place them at least Range 1 from board edges. The attacker cannot reroll the die with the changed result.11. Identifying Signal Tokens: The clouds must be searched for Imperial facilities. place the R&D station. AI Alpha Setup 3 Attack Beta* Turn 4 d6 Attack Gamma Turn 8 d6 Attack *@ cannot be 1p P F F 2p 3p 4p 5p 6p 8+P +P +F 68@ +F 88@ +F +F +F 48I +F 68I P Signal Token Setup: Put the number tokens 1-7 and 10-12 into the draw bag. each begins facing the nearest Rebel ship. (S) Shield Generator: In addition to its standard effect. change one of the attacker’s hit results to an eye result. and place a Tracking token in the center of each cloud.12: When all 3 of these tokens are set aside. (A) Sensor Array: All emplacements and enemy ships are treated as if they were equipped with Sensor Jammer: When defending. draw a number from the bag and set it aside: 10. 1/2/3: If there are 4/5/6 players respectively.7 – Josh Derksen – 2015/09/21 Squad Arrival Vec. • Place them in the orientation shown: Station Tile & Emplacement Layouts: T S C A T (C) Command Centre: TIE Phantoms have Pilot Skill 10.

Cloud x10 (Ion Storm. Bonus: Each time an Enemy ship is destroyed. the Empire will be unable to regain control of the Hook Nebula.Revenge Chasing Phantoms. we’ve seen reduced Imperial activity in the Hook Nebula. your proximity alert panel flashes. random layout) Range >1 apart Mission Objectives Primary: Survive the Ambush and Escape: At least one Rebel Ship must survive and jump to hyperspace. all players gain an extra 1XP Bonus: If all enemy ships are destroyed. Part IV Mission Briefing: “With the prototype Phantom squadron destroyed.Player setup area B .” Discard. 66 7 “We’ve lost contact – Patrol flight! Respond!” +@ Campaign Victory 10 . mission is no longer considered Hostile Territory and immediately ends. +! Victory Point. We must maintain regular patrols to ensure they don’t return. “With the loss of some of their best pilots.” During a routine patrol. 4 5 6 B 8 3 A 9 2 A well-equipped squadron of TIE Interceptors emerges from the ion storm all around you – it’s an ambush! 1 12 11 Hostile Territory – 10 Turns A .

The Rebels must jump to hyperspace to escape. The Aces will only fire on other Rebels if they cannot attack their intended target. Ion Storm Interference: The severe Ion Storm interferes with Hyperdrive calculations. Imperial Ace AI: The Aces always use their assigned player ship for movement and combat priority regardless of distance or arc.7 – Josh Derksen – 2015/09/21 Squad Arrival Vec. No two ships may share an approach vector. Imperial Ace Approach Vectors: Each player rolls 1d12 to place their TIE Interceptor. see below. but they cannot start their hyperdrives until Turn 7. 67 . reroll duplicates. Imperial Ace Setup: Each player draws a TIE Interceptor card from the deck and tucks it under their player statcard. AI 1p 2p 3p 4p 5p 6p Aces Turn 1 d12 Special EI EI EI EI EI EI These Elite ships have special setup. a player with Pilot Skill 4 will tuck the Interceptor card so that all of the rows except those marked PS6+ and PS8+ are visible. Number or mark each Interceptor so that it is possible to tell which belongs to which player.Heroes of the Aturi Cluster Beta v0. Each player should position the Interceptor card so that the visible rows match their own pilot skill: For example.

all players gain 1XP for each squad of enemy ships that did not arrive. As far as we can tell. 68 .” +“Nobody Home” “We’ve failed this time. and there are no enemy ships in play. B 5 3 The local garrison is due for an inspection this week by Moff Lankin. In this case. they aren’t aware of the security breach in their holocomm network. so we can intercept and capture him. and we have managed to decrypt some holocomm messages. “Now that the Moff Lankin is in the hands of our operatives. but this won’t be the last Imperial inspection we can intercept. This should provide us with some valuable intel and deal the local Imperial forces a demoralizing blow.” 6 A A C E 2 1 Friendly Territory – 12 Turns A .” Reshuffle. Debris x6. Part I 4 Mission Briefing: “Our operatives have been watching the Imperial starport traffic coming in and out of the Nulan system for weeks.Asteroids x6. Bonus: When the primary objective is complete.Capture Officer Capture Officer. the scenario immediately ends. random layout Range >1 apart/from edge Mission Objectives Primary: Capture the Imperial Officer: The shuttle is disabled.Imperial escape edge E . we should have some new intelligence for you shortly. We have his shuttle’s flight path.Player setup edges B .

it no longer moves. 69 . Once the shuttle has suffered 5 shield damage. Once the shuttle is disabled. the shuttle gains extra shields based on the number of players–see above Disabling the Shuttle: The shuttle is disabled immediately when it has 1-3 hull remaining. However.Heroes of the Aturi Cluster Beta v0. if the shuttle is reduced to 0 hull. Remaining enemy ships also change priority from Escort to Attack. AI 1p 2p Shuttle Setup C Special Alpha Setup C Escort l F +F Elite Turn 2 d6 Attack Beta Turn 4 d6 Escort Gamma Turn 8 d6 Escort Delta Turn 11 d6 Attack F F I 3p 4p 5p 6p +2* +2* +2* +2* +F +F 68@ EA +F 88@ +F 48@ 48@ +F 68@ +F 88@ +I +I +I Shuttle Stats & Equipment: Do not draw a card for this ship. the officer’s shutte is an Omicron Group Pilot (PS2) with the following upgrades: W Flight Instructor S Sensor Jammer m Anti-Pursuit Lasers In addition. they will perform the Protect action to assign it an evade token. Treat that edge as its priority target for movement. After moving. if they are within range 1 of the shuttle. reinforcements will not arrive and the mission is over. The player that disables the shuttle gains 3XP. and always use the shuttle’s maximum speed for the selected bearing. Escort AI: Escort-type enemy ships have modified action priority.7 – Josh Derksen – 2015/09/21 Squad Arrival Vec. it will change tactics and attempt to flee via the Imperial Escape Edge (B). Shuttle AI: The Lambda Shuttle will engage and attack the nearest target as usual. it is still destroyed as usual and the Rebels fail the mission. If there are no enemy ships in play at the end of a combat phase.

Imperial escape edge B . Range >1 from edge Mission Objectives Primary: Destroy Imperial Search & Rescue force If too many enemies escape. the mission is a failure: 1-2p: 2 Enemies / 3-4p: 3 Enemies / 5-6p: 4 Enemies Bonus: If squads Alpha or Beta included any ships (TIE Interceptors). Penalty: For each enemy ship that escapes. “A high ranking officer. . Part II 1 Mission Briefing: 2 A 3 4 5 “While our intelligence teams are decoding the shuttle’s databanks interrogating Moff Lankin. providing us with the perfect opportunity for an ambush. random layout Range >1 apart. all players lose 1XP. Imperial patrols are certain to mount search and rescue operations for Lankin. all players gain 1XP. any information we extract from Moff Lankin is now worthless.Crippled shuttle (obstacle only) C .” +@ Victory Point. we can make use of the shuttle’s battered remains.Asteroids x6.” +“Miner’s Strike” 70 “The Imperials are onto us.Nobody Home Capture Officer. Debris x6. and now a sizable search and rescue task force have disappeared. and we’ve discovered a new target for you.” B Friendly Territory – 10 Turns A . and they were all destroyed. C Take the crippled shuttle out to a recent battle site and activate its distress beacon. Power down your ships and hide in the nearby wreckage until the time is right to strike. The Empire’s must think its grip on the Nulan system is slipping.

but cannot perform actions. AI 1p Alpha Setup 1 Attack* I Beta Setup 2 Attack* Delta Setup 3 Flee* Command Setup 4 Flee* Epsilon Setup 5 Flee* Player Setup: At the start of the mission. 71 . it will perform a scan action for lifesigns. Then. that player may plan and reveal a green maneuver. They always use the fastest speed available for the bearing chosen. AI – Fleeing Enemies: These ships treat Edge A as their target. AI – Discovering the Trap (all ships): The first time an enemy ship ends its maneuver within Range 1 of the crippled shuttle. Then. all enemy ships ignore their default AI priority and target the crippled shuttle to determine movement. but enemies with Attack will engage any Rebels in play as usual. they may choose to power up their ship and immediately deploy it overlapping the obstacle with the matching number token. each player takes a number token (1-6) and places it on an asteroid or debris field to mark the hiding location of their ship. F F 2p 3p 6+I +I +F 48@ +F 4p 5p 8+I +I 6p +I +F El +F 68@ 88@ +F +F 48@ AI – Search & Rescue (all ships): While there are no Rebel ships in play. maneuvers. Player Deployment: Each turn.7 – Josh Derksen – 2015/09/21 Squad Arrival Vec. They will still attack Rebels ships if able. and will attempt to fly off that edge of the board. enemies with the Flee AI will continue to target the shuttle. or attack. ignoring the obstacle from which the ship deployed. when it is a player’s turn to move.Heroes of the Aturi Cluster Beta v0. Command Shuttle Detection: After the Command shuttle has moved. any Rebel ships hidden in obstacles at Range 1 from it must immediately deploy as above. If there are Rebel ships in play. all enemy ships revert to their AI priority listed in the table. These hidden ships are ignored by the AI.

A . Part III 4 5 Mission Briefing: “We don’t dare approach the Imperial Garrison on Nulan VI. This should cripple the Empire’s mining operations and supply chain. Regroup and return to base. excavating materials used in weapons production. all players gain 2XP. 72 6 T 5p T C 2 B “Negative. T B 4p 3 G G 6p G G 4p Strafe this complex. 2) At least 1 Rebel ship must escape from a board edge other than Edge C. Mission Objectives Primary: Destroy Imperial Mining Operation: 1) Destroy all Cargo (G) emplacements. At any given time.Player setup area B . all players gain 1XP. “We’ve taken out a sizable portion of the supplies for the Imperial Garrison on Nulan VI. Bonus: If all Turbolaser towers are destroyed. our surprise attack barely made a dent in the Empire’s mining operation.” +! Victory Point. the base is covered with cargo containers full of the stuff.Miners’ Strike Capture Officer. The Empire appears to be engaged in mining operations on one of Nulan’s moons.Cargo Shuttle Escape Edge Turbolasers [T] begin facing corner A. Bonus: If all cargo shuttles are destroyed. However. We won’t get another shot. it’s too well defended. taking out anything you can.” 3p T G G 5p G G 3p T G G G G T 6p 1 Neutral Territory – 12 Turns A .Cargo Shuttles C . This is certain to help us in wrestling the system from the Empire’s grasp. analysis of the captured shuttle’s databanks has revealed another opportunity.” +@ Victory Point.

Each cargo shuttle has the Flee AI . all ships at Range 1 of the emplacement suffer 1 face-up damage card. Cargo Shuttle Takeoff/AI: At the start of Turn 3.Heroes of the Aturi Cluster Beta v0. there is no effect.treat Edge C as their target. On a Critical c result. and other emplacements at Range 1 suffer 2 damage. They always use the fastest speed available for the bearing chosen. Hazardous Cargo: The Rebels do not know the contents of the various cargo containers. AI 1p Cargo Setup B Special Alpha Setup 2/3 Attack l F Beta Setup 4/5 Attack Gamma Turn 6 d6 Attack Delta Turn 8 d6 Attack 2p 3p 5p 6p l +F +F +F F F F 4p +F 68@ +F 88@ +F 48@ 88@ +F 48@ +F 68@ Landed Cargo Shuttles: These ships are placed during setup but begin the game landed (you can show this by folding up the shuttle’s wings and removing the flight pegs from its base). While landed. or roll defense dice when attacked. roll 1 attack die. Each time a cargo emplacement is destroyed. but some contain explosive munitions. interfere with movement. players must escape from any board edge (other than edge C) by the end of Turn 12. On any other result. To escape the mission area. any cargo shuttles in play will take off. ships do not activate.7 – Josh Derksen – 2015/09/21 Squad Arrival Vec. 73 . and attempt to fly off that edge of the board. A player gains an additional 1XP for destroying a Cargo emplacement. They will still attack Rebels ships if able. Ground Mission: Ships cannot jump to hyperspace within the moon’s gravity field. attack.

random layout Range >1 from any terrain/from edge Mission Objectives Primary: Configure a Secure Holo-Channel on the Receiver 1) Disable Satellite relays and Sensor Array Emplacements to identify the holonet channel one used by the Rebel Spy. Part I 4 5 Mission Briefing: “Several weeks ago. We must continue to get this valuable intelligence!” B C 3 6 A 5p 6p 3p 2 1 A Neutral Territory – 12 Turns A . the spy’s transmissions are now secure. . but we now fear she may be discovered. We should have more intel for you shortly.” Reshuffle.Asteroids x6. “Thanks to our Slicer Techs. and has been sending us intelligence on their performance.Player setup area B .Secure Holonet Receiver Defection. a Rebel spy was assigned to a new squadron of Imperial fighters. all players lose 1XP Bonus: The pilot who performs the most protect actions on the Slicer Techs’ HWK gains 2XP. Escort our slicer techs out to the holonet receiver and protect them while they configure a more secure communication channel for our spy. Penalty: For each satellite relay that was destroyed. 3) The Slicer Techs must escape by jumping to hyperspace. Our spy is safe for now. 2) The Slicer Techs must secure the identified channel.Satellite Relay x1 per player C . 4p 2p A A She’s been masking her transmissions by routing them through the Empire’s holonet receiver in the Parein system. but we’ll have to start over. all tied players gain 1XP.” +“Defector” 74 “The Empire has scrambled their local holonet protocols. If tied.

put the number tokens 10-12 into the draw bag. The mission is a failure if the 12 is removed. then draw a number and assign it to mark that channel as disabled. or gain an Ion token. 3& Hull. Add one other number token for each player. If 12 is drawn. Both are considered channels for the holonet receiver. 1p 2p 3p 4p 5p 6p F F 8+I F l +F 88@ +F 68@ +F +F +F 68@ +F 48@ +F 4+I +F 6+I +F +F +F 68@ +F 48@ +I 8+I +I 6+I and are considered disabled when they have 1 hull left. Otherwise. mark the channel with a critical hit token instead and return the 12 to the bag: the spy’s holonet channel has been identified. m Engine Upgrade. These ships will prioritize the Slicer Techs. Holonet Relay Setup: During setup. From now on. even if the channel has been identified elsewhere.The players decide as a team how to plan the HWK’s dial each round. if 12 is drawn for any other disabled channel. AI Alpha Setup 2 Attack Beta Setup 5 Attack Gamma Turn 4 1d6 Attack Delta Turn 8 1d6 Attack Inspection Special 2/5 Strike Slicer Tech Setup: The Slicer Techs are represented by a Rebel Operative (HWK-290. Sensor Array: 0^ Agility. and the ship may perform actions and attacks as normal. the Inspection Squad arrives at the start of the following Turn. Inspection Squad (Strike Priority): Once the communications channel has been identified. draw a number and remove it. (Accidentally) Destroying Channels: Each time a channel is destroyed. 75 . and +1* shield for every 2 players. returning the 12 to the bag. Pilot Skill 2) equipped with an U Ion Cannon Turret. They can be attacked Securing the Holonet Channel: The Slicer Techs must perform a Scan action on the marked channel to draw: If 12 is drawn.Heroes of the Aturi Cluster Beta v0. return the number to the bag. but will attack other Rebel ships if they cannot attack the HWK.7 – Josh Derksen – 2015/09/21 Squad Arrival Vec. draw and assign that channel another number instead. Earn 1XP for disabling a channel. Disabling Relays & Emplacements: Satellite Relay: 2^ Agility. 5& Hull. the channel is secure. The Rebels may use the Protect action on this HWK.

make contact and provide cover while she escapes. 6 1 B The best opportunity for us to help her escape intact will be during her squadron’s training exercises in the Parein system. all tied players gain 1XP.” +@ Victory Point.M or C upgrade. Bonus: Each pilot that scans a TIE Defender gains 1XP Bonus: The pilot who performs the most protect actions on the Defector’s ship (once allied) gains 2XP. and we won’t know which of the prototypes is hers. is a Rebel sympathizer. Range >1 apart Mission Objectives Primary: Help the Defector Escape: 1) Make contact with the Defector. .Defector Defection. If tied. until we can make visual contact.” +“Pride of the Empire” 76 “The Defector is dead. Reward: each player gains a free m. All of this effort has been a waste.” A Hostile Territory – 10 Turns A . the TIE Defender. However. “We’ve captured a TIE Defender! We may be able to adapt some of this ship’s advanced weapons technology. and took the secrets of the prototype TIE Defender with her.Asteroids x6 (random layout) Range >2 from edges. 2) The Defector jumps to hyperspace while there is at least one Rebel ship still in play. She’s been in contact with our operatives and wishes to defect with a stolen prototype. We’ll jump in. she won’t know we’re here to cover her.Player setup edge B . Part II 2 3 4 5 Mission Briefing: “One of the test pilots for the Empire’s new space superiority fighter.

the players may plan the Defector’s dial and actions collectively. At the start of the following turn.Heroes of the Aturi Cluster Beta v0. AI 1p 2p Prototype Setup 4 Special +D Alpha* Setup 1 Attack Beta* Setup 6 Attack Gamma Turn 4 3 Attack Delta* Turn 8 d6 Attack D F F l F *@ cannot be 3p 5p +D 6p +D 88@ +F 68@ 68@ +F 48@ +F 6+F +F 4+F +F 68@ +F 48@ +F +F +F +F 88@ 4p D Defector Setup: During setup. any Rebel ship may perform the Scan action on a TIE Defender at Range 1. this TIE Defender is the Defector. with the Defector as their target 77 . Defecting: Once the Defector has been identified. pull a number token from the bag. the Rebels must identify her ship by transmitting a short-range coded message confirming their rescue plans. TIE Defenders with number tokens cannot be scanned. assign it to that TIE Defender. Making Contact the Defector: Before the Defector can switch sides. Then. other Elite enemy ships in the Prototype squad change their target priority to Strike. Prototype Squad AI: Once the Defector has changed sides. If the number 1 is drawn. To transmit the message.7 – Josh Derksen – 2015/09/21 Squad Arrival Vec. she immediately joins the Rebels and players may choose her attack targets. Rebel players may also use the Protect action on the Defector once she is an ally. put a number token for each TIE Defender in the Prototype squadron into the draw bag. If any other number is drawn. Start with number 1 and add a number for each additional ship (numbers 1-4 for 6p).

Now.Pride of the Empire Defection. all players gain 1XP. pilot candidates for the rest of the new TIE Defenders are nearing the completion of their training program. Reward: For each enemy squadron that is completely destroyed. Bonus: If all TIE Defenders are destroyed. 10 . Today. the Empire will continue in another secret location and you can bet we won’t find them a second time.” +! Victory Point. 5 6 C F 8 2 D E 9 1 12 11 4 3 B A We can use this information to strike a major blow to the Empire’s operations in the Parein sector. but our spies have provided us with the coordinates. the squadron is conducting combat exercises at a secret location in Imperialcontrolled space. and cripple their training program. Part III Mission Briefing: “According to intel from the Imperial Defector.” +@ Victory Point.” Neutral Territory – 12 Turns A . If only they could have joined the Rebellion instead. 78 7 “This was our only chance to cripple the training program.Player setup/escape edge (all edges) B . remove all TIE Defender cards from the Imperial Pilot deck.Asteroids x6 (random layout) Range >1 apart/from edges/enemies Mission Objectives Primary: Cripple Training Squadrons: Rebels must destroy all ships in at least 3 enemy squadrons. “Some of the Empire’s most promising new pilots were lost today.

Whenever an AI ship within Range 1 of the shuttle rolls dice. AI Instructor Setup Diag. 79 . Attack Alpha Setup C Attack Beta Setup D Attack Gamma Setup E Attack Delta Setup F Attack Epsilon Turn 8 d12 Attack Surprise Attack: The Imperial training squad is unprepared to deal with the squad of Rebel ships exiting hyperspace around them. For the first turn. enemy ships do not move or perform actions. the shuttle’s training crew is well-coordinated with their trainees.Heroes of the Aturi Cluster Beta v0. 1p l ED F F 2p 3p 5p 6p +2* +2* +2* +2* +F +F ED +F ED +F I 4p 8+F +F ED +F +I 6+F +I 4+F Quality Education: Among the best in the sector. it may convert all focus results to successes (hits or evades). as if it always has a focus token.7 – Josh Derksen – 2015/09/21 Squad Arrival Vec.

Available at: dockingbay416.derksen@gmail.com .com/campaign Josh Derksen 2015 josh.