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Battlestar

Gozanti
A cooperative X-Wing Campaign for 1-4
players
Based on Heroes of the Aturi Cluster
Version 0.7

This campaign is a supplement to the popular Heroes of the Aturi Cluster-coop campaign. If not stated
otherwise, its rules apply. This campaign cannot be played without the HotAC material and rules. The gist of
this campaign is that it outfits the players with a mothership, a captured Gozanti carrier, that they can outfit
and strengthen over the course of the missions and take into battle on several occasions. The campaign can
be played with a maximum of four players. The players start with either an X-Wing (5XP), Y-Wing (8XP), AWing (10XP), B-Wing (4XP), HWK290 (10XP) and may later gain access to the T70 X-Wing (see below). The
Gozanti Assault Carrier expansion is needed or needs to be proxied.

Gozanti
-

Pilot Skill: The Gozantis PS always averages that of all players (example: two players with pilot level
3 and 4. Gozanti pilot level is 3).
Upgrades: Upgrades, including Titles, can be purchased for the Gozanti at the regular prices.
It also needs to purchase the regular actions it can take (like Reinforce or Jam) for 2XP each.
The Gozanti may also purchase additional energy, hull and shields. The first energy and hull cost 2XP,
the first shield 3XP. Every additional point costs one more XP than the last (example: the second
point of shields purchased costs 4XP). Note these points separately for later reference.
The Gozanti may gain no Imperial Only upgrades that are not directly related to the ship itself
(example: it cannot gain Emperor Palpatine, but it can gain the Broadcast Array or a Title).
Ordnance Tubes are not a modification; instead, they are purchased for their respective torpedo and
rocket slots for 5XP. Mark them on your character card in the corresponding box.
XP: The Gozanti scores XP by destroying and damaging ships, just like the players would. However, it
also scores the end-of-mission bonus XP, even if it didnt participate in that mission.
Replenishing: Between missions, the Gozanti replenishes its shields, hull points and energy as well as
discarded upgrade cards unless explicitly stated otherwise by the mission.
Jumping: The Gozanti can jump out of a system (and be removed from the board) as per usual
hyperjump rules. However, acquiring a jump-token costs one energy. For the Gozanti, all 1- and 2maneuvers count as green for this purpose.
Docked ships: Players may start a mission including the Gozanti docked, as per Gozanti rules, if not
expressly forbidden by the scenario rules, and may re-dock during each mission as per docking rules
of HotAC. When docked to the Gozanti, the Gozanti can
o use the Recover action to also recover the shields of docked fighters (the cost must still be
paid)
o use the Reinforce action to repair up to four hull points of ships docked instead of its usual
effect. It needs to spend two of those points to repair a face-up damage card.
o replenish all docked Rebel ships with their ordinance. This doesnt cost an action and
happens automatically.
When players redock, they lose their next turn as they are repaired, replenish their ordinance or
recover their shields. Only if they do neither of those may they undock (see below) directly in the
next turn.
Undock: Players undock from the Gozanti in their own turn. Undocking is not a Gozanti action.

Miscellaneous
-

Difficulty: At the beginning of the campaign, decide whether to play in normal or hardcore mode. In
normal mode, the Gozanti loses its most expensive upgrade when destroyed. In hardcore, if the
Gozanti is ever destroyed, the players lose the campaign.
Territory: When getting shot down in neutral territory, players lose 1XP. If they get shot down in
enemy territory, they lose 2XP. This is additional to the cost of purchasing a new ship (see below).
Hangar: All upgrades purchased are put in one pool (Hangar). All upgrades in the Hangar can be used
by any player; players need to agree on the distribution. If they cant, the Squad Leader decides.
Players can also switch between purchased craft (see below) if they like.
AI: All AI ships serve out of the Gozanzis 4-straight flight path (no matter the maneuver actually
chosen) as if it would be the board edge as to avoid being rammed. AI ships also swerve like this in
order to avoid ramming it.

TIE Fighters and Interceptors ignore the Gozanti for their choice of maneuver and always target the
players fighters.
XP: All XP are earned in a collective pool. Players need to agree on how they spend them; Pilot skill
needs to be acquired by all players simultaneously (e.g. three player buy pilot skill 4: they pay 24XP
[three times eight XP]).
Changed ship upgrades: All ships gain two System or Tech slots at pilot level 6, to accommodate the
rising difficulty in encountering more non-standard TIE fighters. The A-Wing has received new
upgrades available from the start to increase its viability as a player ship.
T70 X-Wing: You can unlock the T70 X-Wing by paying 20XP. From now on, you can purchase it for
5XP like all the other ships (note: this means that for 20XP, you dont gain a ship to fly!).
Losing and switching ships: Whenever you get shot down, you need to get a new ship. New ships
cost 5XP. You can buy them in advance and put them in the Hangar. If you have ships in the Hangar,
player may switch between missions (e.g. two players bought two X-Wings and one Y-Wing. They can
decide to fly either two X-Wings or one X-Wing and one Y-Wing into the mission. If in the latter case
the X-Wing gets show down, the players may either use the one left or purchase another eligible ship
for 5XP). If players get shot down in a mission with the Gozanti, they can purchase a new ship or use
one already purchased until they run out of XP. If they have fewer than 5XP and get shot down, they
may rejoin the mission in a Z95 Headhunter without any upgrades.
Strike AI: Unless otherwise stated, Strike AI targets the Gozanti. If not otherwise specified, such ships
carry either Proton Torpedoes or Concussion Missiles, if applicable.

Material required
If you have everything you need to play the Heroes of the Aturi Cluster campaign, youre pretty much set.
The only things you need to produce more of are one additional Docking Bay, Single Station Module and four
additional Turbo Laser Turrets from said expansion if you play with three to four players. If you care not to
proxy Imperial ships, theres a recommendation of having multiple TIE Bombers and TIE Interceptors, since
they are beside the standard TIE of course the main staple of enemies youre going to face. The GR75
Carrier also makes a repeated appearance, as do the Lambda Shuttle and the YT-3000. Later in the campaign,
the Imperials start using TIE/fo.
All additional cards etc. can be found at the end of this document.

Special Mission 1: Gozanti Attack


This mission can happen multiple times over the course of the campaign. The Gozanti is attacked by an
Imperial strike force.
NEUTRAL TERRITORY 8 TURNS

Mission Objectives:
Primary

Survive the assault.

Rebel Victory:
That was way too close! We need to be more
careful next time!

Imperial Victory:

Refer to preceding mission.

Refer to preceding mission.

They got us! Nooooooo.!

Squad
Alpha
Beta
Gamma
Delta
Epsilon

Arrival
Setup
Setup
Setup
4
6

Vec.
D8
D8
D8
D8
D8

AI
Attack
Strike
Strike
Attack
Strike

1P
+TIE
+Bomber

2P
+TIE

3P
+TIE
+Bomber

+Bomber
+Elite (random)
+Bomber

4P
+TIE
+Bomber
+Bomber

Setup
The players start the mission docked to the Gozanti. Refer to mission variations for obstacles.

Jumping
Players can only jump to hyperspace beginning with round 6.

Mission Variations: Location and obstacles


If not determined otherwise by the preceding mission, roll 1d6 to determine the location of the battle.
1 Empty Space. No obstacles.
2 Asteroid Field. Place 3 random asteroids in the Gozanti zone, at distance 1 from each other, and 3
random asteroids in the neutral zone, at distance 3 from each other.
3 Asteroid Cluster. Place 6 asteroids at distance 1 from the Gozanti and at distance 1 from each other.
4 Nebula. Place four random ion nebulas. If you draw one with the edge cut off, roll 1d8 to determine its
location at the board edge. In all other cases, roll 1d8 and place the nebula at 3 distance from the vector,
even if it would then overlap the Gozanti.
5 Minefield. Place 6 minefields, 2 in the Gozanti zone at distance 1 from the Gozanti, 2 in the neutral zone
and 2 in the Imperial zone. You can place those anywhere you like; however, Imperial ships will not spawn
closer than distance 1 to any minefield. Minefields are hostile to both sides.
6 Ship graveyard. Place 6 debris tokens. Place 3 random debris tokens in the Gozanti zone, at distance 1
from each other, and 3 random debris tokens in the neutral zone, at distance 3 from each other.

Mission Variations: Danger level


If not determined by the preceding mission, roll 1d6 for danger level.
1 The Gozanti has full hull, shields and energy.
2 The Gozanti has full hull, shields and half energy.
3 The Gozanti has full hull, shields and no energy.
4 The Gozanti has full hull, half shields and no energy.
5 The Gozanti has full hull, half shields, no energy and cannot use its most expensive upgrade.
6 The Gozanti has full hull, no shields, no energy and cannot use its most expensive upgrade.

Taking over damage after mission loss


If you are not playing on hardcore difficulty and you lost this mission, start the next mission with the values
of Danger Level 6 unless you are instructed to use worse values by the mission setup.

XP
You dont gain any XP in this mission.

It is a period of fierce space battles. Many pilots have been shot down. Many more have died.
In the Aturi Cluster, a peripheral system without much presence from either side, some pilots have been
interred in a secret Imperial prison.
A small group of daring pilots is sent to rescue the prisoners. Just before the mission starts, an Imperial
GOZANTI Assault Carrier docks at the prison. The rebels devise a daredevil new plan...

Special rules for Season 1:


Pilot Skill is limited to a maximum of four in Season 1.
Expected XP earned: 30-40 per ship, including Gozanti.

Mission 1: Flying School (no Gozanti, 3x3)


While flying a standard training mission, a small patrol of TIE fighters is interrupting your exercise. Instead of
following standard protocol to disengage and flee the area, being the hotheaded jocks that you are, you
decided to take on the enemy despite not being exactly in the most combat-fitted craft ever devised by the
Alliance. Youre pretty sure youll cover yourself in glory with this stunt.
NEUTRAL TERRITORY NO TURN LIMIT

Mission Objectives:
Primary
Bonus
Bonus

Destroy all enemy craft.


If no player ship is shot down, gain 1XP.
If no player ship takes hull damage, gain 1XP.

Rebel Victory:
You people are absolutely nuts and reckless.
This is no way to behave as fighter pilots. Turns
out, however, that we have just the job for
yourtalents.

Imperial Victory:
Not only did you endanger your lives and that
of your comrades, you also lost your ships and
let Imperials escape. Turns out, however, that
we have just the job for yourtalents.

Proceed to mission 2.

Proceed to mission 2.

Squad
Alpha
Beta

Arrival Vec.
Setup 2
3
4

AI
Attack
Attack

1P
+TIE
+TIE

2P
+TIE
+TIE

3P
+TIE
+TIE

Rebel Setup:
The Rebel players start in vector 7 in a Z95 Headhunter outfitted with Assault Missiles.

Gozanti XP
The Gozanti isnt available yet and doesnt score any points in this mission.

4P
+TIE
+TIE

Mission 2: Covert Ops (no Gozanti, 3x3)


Pilots, we are very thankful that you are undertaking this highly dangerous mission. As you know, we lost
some of our pilots recently. Those who survived the loss of their crafts where interred at the Morraj Interment
Center. We want you to rescue them. You will have weapons and tools concealed on your bodies, will let
yourselves be taken captives and infiltrate the prison from within, freeing the captives. This requires you to
get shot down and captured. We know from intercepts that an Imperial Assault Carrier with some TIE
Fighters is on its way to the prison. You will commandeer this craft and rendezvous with a transporter at a
remote location seven parsecs away.
NEUTRAL TERRITORY NO TURN LIMIT

Mission Objectives:
Primary
Bonus
Bonus

Get shot down. The players win when all their ships are destroyed. They may
voluntarily eject and thus self-destruct as an Action.
Every time a turret is destroyed, the active player gains 1XP.
Every time a minefield is destroyed, the active player gains 1XP.

Rebel Victory:
The plan worked, and were in. Now comes the
difficult part: getting out again.
Proceed to mission 3.

Imperial Victory:
(theres no way to lose this mission)

Squad
Alpha
Beta
Gamma

Arrival
Setup
3
6

Vec.
Special
Special
Special

AI
Attack
Attack
Attack

1P
+TIE
+TIE
+Interceptor

2P
+TIE
+TIE
+TIE

3P
+TIE
+TIE
+Interceptor

4P
+TIE
+TIE
+TIE

Rebel Setup:
The Rebels set up their ships in the rectangle created at range 2 or less of the bottom and right edge of the
game area.

Imperial Setup:
The Alpha Squadron is placed docking to the Docking Station. Every subsequent squad is also spawned
docking.

Obstacles and Emplacements:


There are no special rules for turrets and mines. Destroying them grants additional XP.

Mines
The mines are hostile only to the rebel players.

Mission End:
Do not remove any obstacles, emplacements or other stuff from the board. Only remove ships. The next
mission will be played on the same board. The more emplacements and minefields the player destroy, the
less they have to fear in the next mission.

Gozanti XP
The Gozanti isnt available yet and doesnt score any points in this mission.

Mission 3: Escape (Gozanti, 3x3)


While sirens are blaring, smoke fills the corridors. You and the captives are making their way to the Hangar,
where the Gozanti Carrier is docked. Your hearts sink as you notice the extensive damage due to some fuel
explosion nearby. The ship, however, looks like it could still fly. As fast as you can you usher the captives
inside the bulky hull, run up the ramp and close the hatch. Now, lets hope that there isnt too much
resistance on the way out
HOSTILE TERRITORY 10 TURNS

Mission Objectives:
Primary
Bonus
Bonus

The Gozanti and all players need to leave the mission area. Jumping is only possible in
the green zone.
If Alpha Squad is destroyed, every player gains 1XP.
For every destroyed shuttle, the players gain 2XP.

Rebel Victory:
We made it, guys. Now we need to patch up
this hump of scrap metal before any more
Imperials are showing up.

Imperial Victory:
We made it out, but the damage to the ship is
extensive. It will take us quite some time to
repair all of that.

Proceed to Mission 4.

Half the XP earned this mission. Then proceed


to Mission 4.

Squad
Alpha
Beta
Gamma
Elite

Arrival
Setup
Setup
Setup
3

Vec.
5
6
7
4-7

AI
Special
Special
Special
Attack

Delta

Special Strike

1P
+TIE
+Shuttle
+Interceptor
(E)
+TIE

2P
+TIE
+Shield

Upgrade to
Advanced

3P
+TIE
+Shield

+TIE

4P
+TIE
+Shield
+Interceptor
(E)
Upgrade to
Advanced

General setup
The board is not set up fresh for this mission. Instead, it is taken over from mission 1. Emplacements and
mines destroyed in mission 1 remain destroyed in this mission.

The Jump zone


The jump zone is at range 2 from the left and at range 4 from the lower edge.

Gozanti setup
The Gozanti is set up with its aft bordering the dock. If this would make her overlap a minefield, immediately
resolve the damage and then remove the minefield. The Gozanti has only 6 hull and 0 shields, plus 1
additional shield per player above 1. It has zero energy. It has no upgrades or weapons and cannot perform
any actions.

Gozanti energy
The Gozantis engine is damaged. At the beginning of every round, the Gozanti loses one energy.

Player ships
The players all fly standard TIE fighters with their usual pilot level. They start the game docked to the
Gozanti.

Mines
The mines are hostile only to the rebel players.

Turrets
The turrets arent able to discern between TIE fighters and will fire at the TIE theyre closest to. They ignore
the Gozanti.

Alpha, Beta and Gamma squadron AI


Alpha and Beta are tasked with recovering the Gozanti. They use Strike AI against it, but theyre firing Ion
weapons. If their attack hits, the Gozanti gains one Ionize token and only moves one straight this turn (gain
energy from the maneuver, though). Gamma squadron is tasked with retaking the Gozanti and will not shoot
at all, instead using Strike AI to close to the Gozanti as fast as possible (always use the highest possible
number of the chosen bearing). It will try everything it can to stay out of the front path of the Gozanti. Once
in range 1, the Shuttle will only use the 1-maneuver of every possible bearing. If the Shuttles 1-maneuver
template ever overlaps the Gozanti, the Shuttle docks and the Gozanti is boarded and captured, in which
case the players lose the scenario.

Delta Squadron
This squadron is set up in the vector closest to the players.

Mission 4: Meeting (Gozanti, 3x3)


Commander Abel, a lean woman in her late 40s, has taken over command of the Gozanti. She was among the
captives you rescued.
This ship isnt much more than a heap of scrap metal. Lucky for us, the distress call went through, and were
about to rendezvous with a transporter. It will take the injured captives and bring some new ships for you
pilots. For now, though, we need to keep this heap afloat without weapons or repair tools, unfortunately, so
lets gear up.
NEUTRAL TERRITORY 10 TURNS

Mission Objectives:
Primary

Bonus
Bonus

1) After seven turns, the transfer of goods is completed. At the beginning of turn
eight, the Carrier jumps away.
2) The Carrier must not be destroyed.
If the Carrier lost no hull, all players gain 3XP.
If the Gozanti and all players jump away before the end of turn 8 and after the
Carriers jump, all players gain 2XP.

Rebel Victory:
It was a close call, but we made it. We have
ammo, we have food, and we have our ships.
Now its time that we repaired the damn
carrier.
Proceed to Mission 5.

Imperial Victory:
The Imperials destroyed our supplies! We need
to arrange another meeting asap!
Half the XP earned this mission. Repeat the
mission.

Squad
Alpha

Arrival Vec.
Setup D12

AI
Attack

1P
+TIE

Beta

Setup

D12

Attack

+TIE

Gamma
Delta
Epsilon

2
4
6

D12
D12
D12

Strike
Attack
Strike

+Bomber
+TIE
+Bomber

2P
Upgrade to
Interceptor
Upgrade to
Interceptor
+TIE

3P
+TIE
+TIE
+Bomber
+TIE
+Bomber

4P
Upgrade to
Interceptor
Upgrade to
Interceptor
+TIE

Carrier/Gozanti
Both ships are immobile in this scenario. The Carrier is not under the control of the players and cannot
perform any actions. The Gozanti has only 6 hull and 0 shields, plus 1 additional shield per player above 1. It
has zero energy and no weapons. The Gozanti can perform actions and gains two energy per round, of which
it loses one at the end of each round (because the reactor is still damaged). Remember that the ship needs
energy to jump. The Carrier has its generic values, gains +1 shield per player and can perform all actions it
normally would. It does not regain any energy, though.

Strike AI
The AI is ignoring the Gozanti. The Imperials are still hoping to recapture it; instead, Strike AI focuses on the
Carrier. If the Carrier is destroyed, Strike AI reverts to Flee AI.

AI swerving
It is easy for the AI to get hung up on the two huge ships because the chosen template doesnt lead out of
their bases. Since they would accumulate damage in that way, keep choosing templates with the intended
bearing until you find one that leads them out, first by going up in numbers (e.g. 2-bank to 3-bank), then by
changing the bearing (e.g. from 3-bank to 3-turn). If no possible bearing avoids a collision, the AI ship suffers
the collision.

Player setup
The players may setup their ships anywhere in the square Player Starting Area. The players need to set up
their ships before the Imperials. The players regain any rebel ships they owned in mission 1.

Mission 5: Arms race (no Gozanti, 3x3)


Commander Abel is showing you intel of a small station.
Listen up. Command has sent us intel about a small imperial station in the area that we might take over and
scuttle for armaments. Unfortunately, those armaments are pretty hot, and we need to disable the damn
station first. Sergeant Kabowski will fly a refitted YT-3000 in this mission, trying to ram into the main dock
and drop a squad of commandos on their unsuspecting asses. It is important that you screen their advance
and keep anysurprisesoff their backs.
HOSTILE TERRITORY 12 TURNS

Mission Objectives:
Primary

Bonus
Bonus

1) The Outer Rim Smuggler needs to dock with the station at the Main Dock.
Remove the ship from play.
2) After that, the commandos will proceed to the Main Module and disable it.
3) When the Main Module is disabled, the Turbolasers revert to friendly. The
territory reverts to neutral territory.
4) All players and the YT-3000 need to jump away to end the mission.
For every emplacement that gets destroyed, the players lose 1XP.
For every emplacement that is not destroyed at the end of the game, the players gain
1XP.

Rebel Victory:
There are some really strong turbolasers here
that we can install on the Gozanti. Very well
done.
Proceed to Mission 6.

Imperial Victory:
We failed, and now theyre on our scent!
Half the XP earned this mission. Proceed to
Special Mission 1: Gozanti Attack. Then
repeat this mission.

Squad
Alpha
Beta
Gamma

Arrival
Setup
Setup
6

Vec.
1
3
1

AI
Attack
Attack
Attack

Delta

D12

Attack

1P
+TIE
+TIE
+TIE
Phantom (E)
+TIE

2P
+TIE
+TIE
Upgrade to
Decimator
Upgrade to
Advanced

3P
+TIE
+TIE
Upgrade to
Elite
+TIE

4P
+TIE
+TIE
Upgrade +4
shields
Upgrade to
Advanced

Player Setup
The players set up their ships in range 2 of vectors 9, 8 or 7.

Outer Rim Smuggler


Players dont gain XP from ships damaged or destroyed by the Outer Rim Smuggler. They control his ship
until it docks with the Main Dock, at which point it is removed from play, and when it takes off again (see
below). All damage suffered is kept.

Moving the Commandos and disabling the Main Module.


At the beginning of each turn, roll three dice. If the total number of hits is equal or higher than the number
of emplacements on that station tile, move forward one station tile (skip the triangular one). Otherwise, they
destroy one emplacement. When the Commandos succeed their movement roll in the Main Module, they
disable it. At the beginning of the following turn, theyre back in the Main Dock and can take off with the YT3000.

Mission 6: Resources (Gozanti, 3x3)


When you enter the CIC, Commander Abel greets you with the smile of a raptor.
Hunting time. Command has sent us intel about an Imperial transporter en route delivering spare parts and
tools for the repair of Morraj. Were going to kill two TIE with one blast and intercept the stuff for our own
ends while depriving the prison of its goods. You will need some Ion armaments for this mission, so plan
accordingly.
NEUTRAL TERRITORY 10 TURNS

Mission Objectives:
Primary

Bonus
Bonus

1) Ionize the Carrier.


2) Dock the Gozanti in order to capture it.
3) The Carrier must not be destroyed or leave the mission area.
If the Carrier did not lose any hull during the boarding, gain 2XP.
If the Shuttle is ionized and captured as well, gain one free Crew upgrade for the
Gozanti. You may gain the Captured Rebel Officer.

Rebel Victory:
Now we have everything we need to repair and
outfit the ship. Good work, people!
Proceed to Mission 7.

Imperial Victory:
We failed, and now theyre on our scent!
See Mission Fail on the next page. Proceed
to Mission 7.

Squad
Alpha
Beta

Arrival Vec.
AI
Setup Special Special
2
2
Attack

1P
+Interceptor
+TIE

Gamma
Delta

2
6

+Shuttle
+Random

2
Attack
Special Strike

2P
+Interceptor
Upgrade to
Advanced
+2 Shield

3P
+Interceptor
+TIE
+2 Shield
+Random

4P
+Interceptor
Upgrade to
Advanced
+2 Shield

Player setup
Set the Gozanti up in any vector of 9, 10 or 11. The players may start the game docked. The Gozanti has full
hull and shields. It has zero energy. The Gozanti can perform actions and gains energy according to its
maneuvers each round, of which it loses one at the end of each round (because the reactor is still damaged).

Carrier AI
The Carrier is flying with a straight bearing at its top possible speed. If it is ionized, it will bank one randomly
to the left or right and adjust its bearing with its next action if necessary to be able to fly straight to the
escape edge. Whenever any part of the Carriers base overlaps the edge, it jumped away to safety.

Mission Fail
If the players fail this mission, they need to repair the Gozanti manually. For this, they need to collectively
pay 1XP for every hull, shield and energy of the Gozanti as it is at the end of the mission in order to gain the
Gozanti Repair effect below. This expenditure of XP is mandatory. If needed, the players accrue negative
XP for this.

Gozanti repair
After this mission, and for every following mission until otherwise stated, the Gozanti recovers all hull,
shields and energy between missions.

Alpha AI and setup


Alpha Squad is set up in distance 1 in front and to left and right to Carrier. It tries to protect the Carrier and
will swerve in order to stay within three range of it if necessary. This swerving allows even for K-Turns or 90
turns. Remember that the Interceptors can boost to stay out of the Carriers flight path.

Boarding
When the Carrier or Shuttle are ionized, the Gozanti may dock with it in order to board it. To dock, any part
of the chosen speed of the maneuver tool needs to overlap the target ship. The Gozanti is then immediately
put adjacent to the target ship. Both ships are immobilized for the remainder of the round and cannot take
any actions. At the beginning of each subsequent round, the commandos are trying to taking over the target
ship. Roll 3 dice against 3 evade. If the commandos role more hits than are cancelled by enemy evades, they
take over the ship, which is reverting to player control immediately. If they do not, the target ship loses one
hull.

Ion Armaments
For this mission only, every player may equip an Ion weapon compatible with their chosen ship for free.

Mission 7: Traitor Hunt (no Gozanti, 3x3)


Alarm sirens blare. Attention! All pilots! Emergency launch! As your fighters decouple from the Carrier,
Abels voice is in your earpieces.
Seems like the Imperials paid well enough for Lieutenant Ferengo to consider the offer. He took one of our
spare fighters and tries to make contact with the Empire. You need to pursue him and stop him at all costs!
Bring him alive if you can, but do not hesitate to shoot.
NEUTRAL TERRITORY 7 TURNS

Mission Objectives:
Primary
Bonus
Bonus

Kill or capture the Traitor.


If the Traitor never flies according to Flee AI, gain 2XP.
If you capture the Traitor, gain 3XP.

Rebel Victory:
That should teach others a lesson. We cannot
allow anyone to compromise our mission here.
Unity is everything.
Proceed to Mission 8.

Imperial Victory:
We failed, and now theyre on our scent!
Proceed to Special Mission 1 Gozanti attack.
Take over any damage, shield or energy loss
you suffered. After, proceed to mission 8.

Squad
Alpha

Arrival Vec.
Setup D12

AI
Special

1P
+X-Wing

2P
+2 Shield

3P
+2 Shield

4P
+2 Shield

Player and traitor setup


Players may start at any vector, but need to deploy before the traitor. The traitor doesnt start closer than 3
distance to any rebel ship; reroll if necessary.

Traitor AI
The Traitors PS is 3. Use Attack AI in the beginning, treating the ion cloud nearest to the currently opposing
edge as your target. The traitor will not swerve to escape clouds. Whenever there is Line of Sight unbroken
by clouds to any rebel ship or when any rebel ship is in range 2 or closer (check after each maneuver), the
traitor instantly reverts to Flee AI, trying to reach the nearest edge. In this case, hell jump away.

Capturing the traitor


If the traitor is shot down, replace his ship with a bomb token to represent his life pod. To collect it, a rebel
ship must overlap the token using a green 1- or 2-maneuver.

Mission 8: Attack on the mining station (Gozanti, 6x3)


Its time. Abel is leaning heavily on her table. Command has detailed information about an Imperial mining
operation in the area. Its heavily guarded, but if we take it out, it will be a major blow to the Empire. The
mining operations are directly connected to an automated fighter production facility. This a good news, bad
news situation. Good news is that we get to take that down, too. Bad news is that they will be able to launch
quite a lot of reinforcements. Use the space to your advantage, draw back if necessary and fight this out.
HOSTILE TERRITORY NO TURN LIMIT

Mission Objectives:
Primary
Bonus
Bonus

Destroy the Station.


If the YT-3000 is destroyed, gain 3XP.
For every emplacement destroyed by the Gozanti, gain 1XP.

Rebel Victory:
We did it! This is a serious blow for the Empire
and its aspirations in this sector. Now, lets get
the hell out of here and grab a drink or two!

Imperial Victory:
A plaque in the Rebel Base commemorates the
brave heroes who died in the attack to this day.

Proceed to Season 2.

Imperials win.

Squad
Alpha
Beta
Gamma

Arrival
2
Setup
Special

AI
Attack
Flee
Attack

1P
+TIE
YT-3000

2P
3P
+TIE
+TIE
+1 Shield
+1 Shield
(see below)

4P
+TIE
+1 Shield

Delta

Vec.
Dock 1
Special
Dock
1/2
Special 8

Strike

+Bomber

Epsilon

Special 9

Attack

Decimator

Upgrade to
Elite
Upgrade to
Elite

Upgrade to
Elite
+2 Shields

+Bomber
+2 Shields

Player setup
The players may start docked. All their ships are placed in any vector 17-20.

Asteroid setup:
Place six asteroids in the middle of the left part of the map in distance 2 or more to each other.

YT-3000
The YT-3000 represents a mining craft trying to escape the rebel strike force. It will cease mining at the start
of round 2 and try to escape to right edge using Flee AI. Use Outer Rim Smuggler for stats.

Destroying the Station


In order to destroy the station, its Main Module must be destroyed. To do this, the players need to destroy
all shield generators on the Main Module (a total of three) and then destroy it. The Main Module has 10 hull
and rolls one defense die. Critical hits count as two hits.

Shield Generators
In this scenario, Shield Generators provide two additional shields for all adjacent emplacements as well as
connected emplacements, including themselves. This means that in the beginning, all emplacements have
eight (1-2 players) or ten (3-4 players) additional shields.

Destroying the Docks


It is advisable to destroy Dock 1 and Dock 2 as well. To do this, the single Shield Generator protecting it must
be destroyed. The docks have 8 hull. Critical hits count as two hits. When the Dock(s) is/are destroyed, the
Imperials will receive Delta and Epsilon squadrons two turns later.

Imperial Reinforcements (Gamma Squadron)


As long as the docks are active, the Imperials will launch new fighters from them. At the beginning of every
turn, throw a dice for each dock. Then, check how many Imperial ships are currently on the table (not
counting ships still docked in the Docks). Refer to the table below which ship to spawn.
Number of
Hit or Critical
Focus or Hit or Critical Automatic
Players/Result
1 Player
3+
1-2
0
2 Players
4+
2-3
1
0
3 Players
5+
3-4
2
0
4 Players
6+
4-5
2
1
(Example: Three players, one Imperial ship on the board. Each dock will spawn at a Focus or Blank result, or
with a 50/50 chance.)
Then, refer to this table to see which ship type is spawned (roll d20):
1-14

TIE

15-16

Advanced

17 Interceptor

18 Bomber

19

Phantom

20

Defender

Whenever two ships are spawned in a dock, they take off in that turn. The first ship spawned ins Squad
Leader. They remain in Squad until the formation breaks or the squadmate cannot perform the maneuver of
the Squad Leader. Bombers start with Strike AI on the Gozanti, all other ships with Attack AI.

It is a time of jubilance for the rebels aboard their GOZANTI carrier. After having destroyed the Imperial
mining operations, they are on their way back to the small REBEL BASE.
However, the Empire has not been idle. Under the command of the evil ADMIRAL ZERAK, reinforcements
have arrived in the Aturi Cluster.
While the Imperial forces are searching for the rebel base, the GOZANTI needs to take a route through the
most inhospitable sectors of the Aturi Cluster to avoid patrols

Special rules for Season 2:


The XP for damaging enemy ships can only be earned once per round.
Pilot Skill is limited to a maximum of six for Season 2.

Mission 1: Minesweepers (no Gozanti, 3x3)


Commander Abel is calling you into CIC.
If we want to escape the Imperials, we need to take some detours. This one leads us straight through an
asteroid field. Unfortunately, the Imperials are already there and try to lay some mines. You need to destroy
the mines and as many asteroids as possible to clear our advance.
FRIENDLY TERRITORY 10 TURNS

Mission Objectives:
Primary
Bonus
Bonus
Bonus

Destroy all enemy ships.


If the Lambda Shuttle is destroyed, gain 2XP.
If an asteroid is destroyed, gain 1XP.
If Delta never spawns, gain 1-4XP (1 per player).

Rebel Victory:
We avoided the trap the Imperials laid out for
us, but the asteroid field is still ahead. Brace
yourselves.

Imperial Victory:
We were hit! Seems like we didnt clear up all
mines after all.

Proceed to Mission 2.

Proceed to Mission 2. The Gozanti will start


with half hull and shield points.

Squad
Alpha
Beta
Gamma

Arrival
Setup
Setup
3

Vec.
5-6
5-6
5-6

AI
Attack
Attack
Attack

1P
+TIE
+TIE
+Shuttle

Delta

D8

Attack

+TIE

2P
+TIE
+TIE
Upgrade to
Elite
+TIE

3P
+TIE
+TIE
+3 Shields

4P
+TIE
+TIE
+3 Shields

+TIE

+TIE

Player setup
Players may set up in vectors 1 or 2.

Asteroid setup
Distribute 12 asteroids randomly over the map in distance 1 or more to each other.

Mined asteroids
At the beginning of the game, put a sensor token on three asteroids (the biggest three tokens). These
asteroids explode whenever a player gets in range 1. Throw three dice and apply all hits and critical effects in
1 range to the mined asteroid.

Destroying asteroids
The players may destroy asteroids in order to clear the Gozantis path ahead. Asteroids have two hull and
one agility.

Gamma AI
When all ships save the Shuttle are destroyed, this unit reverts to Flee AI.

Mission 2: Icebreakers (Gozanti, 3x3)


The Imperials are hard on our heels. We need to traverse this field before we can jump into hyperspace and
reach our base. You need to escort the ship.
HOSTILE TERRITORY 8 TURNS

Mission Objectives:
Primary
Bonus
Bonus

Leave the mission area through vectors 5 or 6.


If the Decimator is destroyed, gain 2XP.
If no player ship ever overlapped an obstacle, gain 2XP.

Rebel Victory:
Were through! But we just received a distress
call from the base. Seems we didnt get it earlier
because of the asteroids interference. We need
to make haste!
Proceed to Mission 3.

Imperial Victory:
We were hit pretty badly. This isnt boding
well.

Proceed to Mission 3. Check the Failed


Mission 2 part there.

Squad
Alpha
Beta

Arrival
Setup
Setup

Vec.
7
4

AI
Attack
Attack

1P
+TIE
+Advanced

Gamma

Strike

+Decimator

2P
+TIE
Upgrade to
Defender
+TIE

3P
+TIE
+Advanced
+Bomber

4P
+TIE
Upgrade to
Defender
+Bomber

Player setup
Players may set up in vectors 1 or 2. The Gozanti sets up in vector 1.

Asteroid setup
Distribute 12 asteroids randomly over the map in distance 1 or more to each other.

Destroying asteroids
The players may destroy asteroids in order to clear the Gozantis path ahead. Asteroids have two hull and
one agility.

Mission 3: The longest day (Gozanti, 6x3)


You receive a message from the base: We need help! A Star Destroyer came out of hyperspace! The nebula
prevents it from engaging directly, but enemy fighters and bombers are inbound! We need help, now! We
cannot hold!
Commander Abel looks grim. This is Zeraks work. Favorite tactic of his. Theres no way we can hold the base
against this onslaught. We need to evacuate everyone still alive.
FRIENDLY TERRITORY NO TURN LIMIT

Mission Objectives:
Primary
Bonus

1) Evacuate the Station


2) Flee the battlefield
If a turret destroys an enemy ship, gain 1XP.

Rebel Victory:
We rescued most people, but now were alone
in the Cluster, without a chance for
reinforcements. We need to be really careful
from now on.

Imperial Victory:
We couldnt rescue anyone. Theyre all dead.

Proceed to Mission 4.

Half the XP this mission. Proceed to Mission 4.

Squad
Alpha
Beta
Gamma
Delta

Arrival
Setup
Setup
Setup
Setup

Vec.
Special
Special
Special
4-5

AI
Strike
Strike
Attack
Attack

1P
+Bomber
+Bomber
+TIE
+Shuttle

2P
+Bomber
+Bomber
+TIE
Upgrade to
Elite

3P
+Bomber
+Bomber
+TIE
Upgrade to
Decimator

4P
+Bomber
+Bomber
+TIE
Upgrade to
Elite

Player setup
The players set up in vector 10.

Station setup
Players control the turrets. The Turrets on the dock are Single Turbolaser Turrets (Range 3-5, 4 Firepower,
double target agility, revert one blank to hit).

Strike AI
Ships with Strike AI will attack targets with this priority: Shield Generator, Main Module, Turrets, Gozanti.

Main Module
The Main Module can be attacked as soon as the Shield Generator has been destroyed. It has 10 hull points
and one Agility. Critical hits count as two hits. When the Main Module is destroyed before the evacuation is
complete, the players lose the mission.

Alpha, Beta and Gamma starting area


Alpha and Beta squad start in the clouds next to vectors 3 and 6, respectively. Gamma starts in the middle
cloud.

TIE Bomber Ordnance


Do not draw a card for the TIE Bombers. Instead, each TIE Bomber carries two Proton Torpedoes.

TIE Bomber AI and Imperial Reinforcements


TIE Bombers use their ordnance against their targets and then revert to Flee AI. The round after they left the
board, or whenever any TIE Bomber is destroyed, spawn a new TIE Bomber and TIE Fighter into their
respective squads, using the setup spawn point as described above. If the Large Ship is destroyed, spawn a
new one in its setup location.

Evacuation
To evacuate the station crew, the Gozanti needs to dock with the main dock. To do this, the Gozantis
maneuver tool needs to overlap the dock entrance with the part of its chosen speed. When the Gozanti
docks, place it alongside the dock as evenly as possible. The Gozanti is now immobile (+3 energy per round),
but can still take actions and attack. Place ten critical hit tokens on top of the dock. At the beginning of every
round, starting the one after the docking is complete, remove one token. When all tokens are removed, the
evacuation is complete. The mission ends when all rebel ships have left the board.

Mission 4: Buccaneers (no Gozanti, 3x3)


If we ever want to return the favor and conquer us a base, we need to surprise them. I want you to take
Sergeant Kabowski to capture an Imperial transmitter so we can pose as one of their ships.
HOSTILE TERRITORY 12 TURNS

Mission Objectives:
Primary
Bonus
Bonus

Board the Gozanti.


If the YT-3000 doesnt lose any hull, gain 2XP.
If the Gozanti doesnt lose any hull to attacks other than Ion attacks, gain 2XP.

Rebel Victory:
Now we have the unique opportunity to spring
a deadly trap on the Imperials. Lets get to
work.
Proceed to Mission 5.

Imperial Victory:
That went badly. Lets hope we can find
another one.
Gain no XP this mission. Lose 5XP. Repeat the
mission.

Squad
Alpha
Beta
Gamma

Arrival
Setup
Setup
6

Vec.
Special
4-5
Special

AI
Attack
Protect
Attack

1P
+TIE
+TIE/fo
+Phantom

2P
+TIE
+TIE/fo
Upgrade to
Elite

3P
+TIE
+TIE/fo
+Phantom

4P
+TIE
+TIE/fo
Upgrade to
Elite

Player setup
Players may set up in any vector 1, 2 or 8.

Alpha setup
Alpha squad is docked to the Gozanti. In any round in which the players come in range 2 of the Gozanti, the
Gozanti gains a free action to unlock the squadron in its upcoming activation phase. Alpha Squadron takes
off from the section of the Gozanti closest to the offending player.

Gamma setup
Gamma squadron launches in the vector closest to the players.

YT-3000
The YT-3000 is an Outer Rim Smuggler and carries Ion Pulse Missiles.

Boarding the Gozanti


When the Gozanti has zero shields, it may be ionized. Whenever the maneuver tool of the Outer Rim
Smuggler overlaps the ionized Gozanti, it gets boarded. Place the Outer Rim Smuggler adjacent to the
Gozanti. It is not ignored by the AI, but will move along with the Gozanti (and thus cannot be attacked by the
Gozanti itself). Each subsequent round, throw three red dice and three green dice. If you achieve one or
more uncancelled hit or critical results, the Gozanti is boarded. In the following round, you regain control
over the Outer Rim Smuggler.

Gozanti upgrades and AI.


The Gozanti has Tibana Gas Supplies, Dual Laser Turrets, Docking Clamps, Agent Kallus. Agent Kallus chooses
the first players ship. Tibana Gas Supplies are used when Energy is at 1 or lower. Energy is assigned to the
Dual Laster Turrets, if able. The Gozanti always reinforces the section closest to the players ships.
The Imperial fighters will try the best possible maneuver to get to the side of the Gozanti where the player
ships are.

Mission 5: Back to the shack (Gozanti, 3x3)


We have the transmitter, now we have to install it. This refit station is sufficiently far out. It will take them a
while to get behind what exactly we did, especially if we dont leave any witnesses. Prepare to engage!
HOSTILE TERRITORY 12 TURNS

Mission Objectives:
Primary
Bonus
Bonus

1) Dock to the station.


2) Flee with the refit done.
If a turret shoots down an enemy ship, gain 1XP.
If an enemy ship is destroyed by Mines, gain 2XP.

Rebel Victory:
Works done, people. Now its time to hit them
where it hurts. Who wants themselves a new
base?
Proceed to Mission 6.

Imperial Victory:
That went badly. Lets hope we can find
another one.
Gain no XP this mission. Lose 5XP. Repeat the
mission.

Squad
Alpha
Beta

Arrival
Setup
4

Vec.
AI
Special Attack
1
Attack

1P
+TIE/fo
+Advanced

Gamma

+Bomber

Strike

2P
+TIE/fo
Upgrade to
Elite
+1 Shield

3P
+TIE/fo
+Advanced
+Bomber

4P
+TIE/fo
Upgrade to
Elite
+1 Shield

Player setup
Players may set up their ships in any vector 1-5.

Alpha Squadron setup


Alpha squadron starts docked to the Dock and will undock in its first turn.

Docking with the Gozanti


The Gozanti docks by overlapping the Dock entrance with its maneuver tool with the part of its chosen
speed. When the Gozanti docks, place it alongside the dock as evenly as possible. The Gozanti is now
immobile (+3 energy per round), but can still take actions and attack. Place three tokens on the Dock. At the
beginning of each subsequent turn, remove one. When all tokens are removed, the Gozanti may undock (its
aft adjacent to the Dock) and flee through any vector 1-5.

Turrets and minefields


Both start under Imperial control. When the Gozanti docked, the turrets are under player control. The
Minefields switch to hostile for both sides. When the Gozanti undocks, the turrets revert back to Imperial
control.

Jumping
Jumping is not possible in this mission.

Mission 6: The Fugitives (Gozanti, 6x3)


We have what we wanted, Commander Abel is telling you as you are impatiently waiting for your ships to
be rearmed. But the Imperials want it back. In this Ion storm ahead, jumpings nigh impossible, so we need
to get past it first. You need to protect the ship until were ready to jump.
HOSTILE TERRITORY 20 TURNS

Objectives:
Primary
Bonus
Bonus

Leave the map through the sectors 4 or 5.


When the Gozanti never overlaps an Ion Storm, gain 2XP.
When the Gozanti doesnt lose any hull, gain 2XP.

Rebel Victory:
Were out! Now lets take an Imperial base.
Theyll never know what hit them.
Proceed to Mission 7.

Imperial Victory:
Theyre all over us! Prepare for battle!
Gain half XP this mission. Proceed to Special
Mission 1. Then proceed to Mission 7.

Squad
Alpha
Beta
Gamma

Arrival
1/4/7
1/4/7
3/6/9

Vec.
Special
Special
Special

AI
Attack
Strike
Attack

1P
+Interceptor
+Bomber
+Defender

Delta
Epsilon

8/11
9/12

Special Attack
Special Attack

+TIE
+Interceptor

2P
+Interceptor
+Bomber
Upgrade to
Elite
+TIE
Upgrade to
Elite

3P
+Interceptor
+Bomber
+Defender
+TIE
+Interceptor

4P
+Interceptor
+Bomber
Upgrade to
Elite
+TIE
Upgrade to
Elite

Player setup
The Gozanti sets up in vector 10. The player may deploy docked or at any point in range 1 of the Gozanti.

Ion Clouds
Whenever any part of a ship overlaps an Ion cloud, it cannot select a maneuver higher than 2. AI does not
try to swerve.

Jumping
Jumping is not possible in this mission.

Imperial spawning
These squadrons spawn always on the side of the map father away from the Gozanti. Their spawn vector is
determined by the Gozantis advance: when the Gozanti has passed into the latitude of vector 2, enemies
spawn in vector 1, and so on.

Imperial AI
Until they are at range 3 to the Gozanti, Imperial ships will fly at maximum possible speed for the selected
bearing.

Mission 7: My Home Is My Castle (Gozanti, 3x3)


With our new transmitter, we will be able to directly fly into the Imperial base. We will take it and hold it
against the inevitable counter-attack. Commander Abel is looking determined. The Imperials will try to
destroy the base, Id recon. Your job is to protect it as best you can. Saving the Gozanti from a few repairs if
the base goes to hell is no good bargain.
FRIENDLY TERRITORY NO TURN LIMIT

Mission Objectives:
Primary
Bonus
Bonus

Defend the Station against the waves of enemy fighters.


If a turret shoots down an enemy ship, gain 1XP.
If an emplacement, player ship or turret gets destroyed, lose 2XP.

Rebel Victory:
We did it! This station is ours. From now on,
refueling and rearming is quite a bit easier. Even
better, the station contained information about
Admiral Zeraks location. Were going to carry
the fight to him.
Proceed to Mission 5.

Imperial Victory:
This Mission cannot be lost.

Squad
Alpha
Beta
Gamma

Arrival
1/5/9
2/6/10
3/7/11

Vec.
1-5
1-5
1-5

AI
Attack
Strike
Attack

1P
+TIE/fo
+Bomber
+TIE

Delta

4/8/12

1-5

Strike

+Decimator

2P
+TIE
+Bomber
Upgrade to
FIE/fo
+TIE

3P
+TIE/fo
+Bomber
+TIE
+Decimator

4P
+TIE
+Bomber
Upgrade to
TIE/fo
+TIE

Player setup
The players start the mission docked to the right dock. The Gozanti starts the game docked to the left dock,
as depicted. It may undock or remain docked and immobile (+3 energy per round, protection from the Shield
Generators).

Docking
Players may dock with either the Gozanti or the right dock. Docking provides them with full shields and
replaces any discarded upgraded cards, such as torpedoes. Only the Gozanti can repair ships. If a player is
shot down, they may respawn in a generic TIE/fo in the right dock (note that this may lead to additional XP
loss due to lost ships).

Winning the mission


When the players destroyed (Player number)+1 Decimators, they win the mission. All enemy ships remaining
on the board revert to Flee AI.

Strike AI
The Strike AI prioritizes the following targets (Decimators also shoot at rebel ships if theyre at range 1):
Shield Generators, Dock Turbolasers, other Turbolasers, Fuel Tanks, Cargo Containers. TIE Bombers are
always armed with two Proton Torpedoes. All Decimators are equipped with Anti Pursuit Lasers.

Mission 8: Its a trap! (Gozanti, 6x3)


Red warning lights flash everywhere on the bridge, in the hallways, in the hangar, in the mess hall. You
haste onto CIC as quick as you can. You never saw Commander Abel as shaken as she stands now. Star
Destroyer directly ahead. Its an Allegiance class. Seems like theyre armed with a Disruptor. Unless they start
to allocate energy to their shields, well have a serious problem. You need to escort a bomber so it can drop
EMP right at the Star Destroyers bridge so we can plot a jump out of here.
HOSTILE TERRITORY NO TURN LIMIT

Mission Objectives:
Primary

Bonus
Bonus

1) Force the Star Destroyer to switch off the Disruptor.


2) The B-Wing must survive until the bomb is dropped.
3) Jump away.
For every scan action performed, gain 1XP.
For every destroyed turret, gain 1XP.

Rebel Victory:
This was way too close. The Star Destroyer is
now likely en route to the station. If we dont
stop it, everything was for naught.
Proceed to Mission 9.

Imperial Victory:
Pretend you never started the mission in the
first place. Every player loses his most
expensive upgrade. Retry the mission.

Squad
Alpha
Beta
Gamma
Delta
Epsilon

Arrival
Setup
Setup
6
6
10

Vec.
9
10
9
10
9-10

AI
Attack
Attack
Attack
Strike
Attack

1P
+TIE/fo
+TIE/fo
+Interceptor
+Bomber
+TIE +TIE

2P
+TIE/fo
+TIE/fo
+Interceptor
+Bomber
+TIE +TIE

3P
+TIE/fo
+TIE/fo
+Interceptor
+Bomber
+TIE +TIE

4P
+TIE/fo
+TIE/fo
+Interceptor
+Bomber
+TIE +TIE

Player setup
Set the Gozanti up so its aft base is 4 distance away from the fore of the Star Destroyer. Player ships and the
B-Wing start docked.

Star Destroyer armaments


The Star Destroyer is almost invulnerable against fighter attacks. It sports a total of 12 heavy turbolasers, six
to either side, and three heavy Ion cannons in the front. They are designed for fighting against other capital
ships and will not shoot the players ships. Place the HotAC turbolasers on the three broadside ion cannons
(the round things on the side) facing forward. Theyre acting as the ASDs anti-fighter armament. Treat them
as if they were protected by [number of players] Shield Generators. Mainly, though, it relies on its fighter
squadrons to fend off fighters.

B-Wing AI
Players have an AI controlled B-Wing in this mission. The B-Wing is armed with an Ion Cannon that it can use
at range 2-3 and with an EMP bomb to drop on the bridge. It has Strike AI on the bridge and will drop the
bomb as soon as the rules allow any bomb marker to overlap the bridge. If the B-Wing is killed before the
mission is a success, the players lose. After dropping the bomb, the B-Wing reverts to Flee AI. The B-Wing
costs 5XP, which are subtracted from the missions total, and the players can keep it in their reserves if it
survives the mission.

Shield Damage
In order to force Admiral Zerak to pull energy from the Disruptor, the players need to
allow their B-Wing to drop an EMP bomb on the bridge. The bridge section is the
highest level of the Star Destroyer (see illustration). As soon as this happens, the
players can try to perform a jump. The scenario ends victorious for the players when
at least one ship jumps out.

Scanning
Players may perform scans whenever they are in range 1 of the Star Destroyer
template as per HotAC rules. Note the total number of successful scans for the next
mission.

Bridge section

Mission 9: Time buys lives (no Gozanti, 6x3)


Commander Abel leans heavily on the table projecting a map of the Aturi Cluster. This is really bad. Really,
really bad, she murmurs. Its less than a day before the Star Destroyer can reach your base, and everyone
knows it. She straightens, and her mouth tightens. Cant be helped. We have to evacuate the base right now.
HQ is sending us a Carrier, but I dont see how well manage in time if we do not delay the enemys advance.
While we assist the evacuation, I need you to perform an almost suicidal task. Youll jump on them as they
are preparing for jump themselves, where, according to Imperial protocol, the guns are drained of energy for
a few minutes in order to stabilize everything and all fighters are in the hangar. You will then proceed and
damage the ASD so that it has to undertake repairs. Then, return asap. Dismissed.
HOSTILE TERRITORY 10 ROUNDS

Mission Objectives:
Primary
Bonus
Bonus

1) Damage the Docking Bay.


2) Jump away.
Once per round, when damaging the Docking Bay, gain 1XP.
Every time a player spends a scan token to avoid damage from the ASD, gain 1XP.

Rebel Victory:
This should have bought us the time needed to
evacuate the Aturi Cluster. Well be back. Count
on it.

Imperial Victory:
A plaque in the rebel headquarters remembers
the brave heroes who died here until this day.

Proceed to Season 3.

The Imperials win.

Squad
Alpha
Beta
Gamma
Delta
Epsilon

Arrival
Setup
2
3
4
6

Vec.
Special
Special
Special
Special
Special

AI
Attack
Attack
Attack
Attack
Attack

1P
+TIE
+Interceptor
+TIE
+TIE
+Interceptor

2P
+TIE
+TIE/fo
+TIE
+TIE
+Interceptor

3P
+TIE
+Interceptor
+TIE
+TIE
+Interceptor

4P
+TIE
+TIE/fo
+TIE
+TIE
+Interceptor

Scans
Divide the total number of scans performed in mission 8 by the number of players (round up). The players
gain as many scan tokens. Scan tokens can be used to
-

force an enemy fighter to skip its attack this round


temporarily reduce the Docking Bays shields to zero for the current attack
treat the ASDs armaments as it its round 1-3 (see below)

Player setup
Player set up on the vertical line of the Star Destroyer between vectors 2 and 3. The players need to damage
the Docking Bay, as it will force the Star Destroyer to repair before jumping. You can
identify the Docking Bay by the illustration on the right. The Docking Bay has 10 hull
(critical hits count as two damage), (players*3) shields and 0 Agility. To damage the
Docking Bay, players need to reduce its hull to zero.

Enemy ships
Enemy fighters are taking off the Docking Bay and are placed adjacent to it.

Docking Bay

Star Destroyer Armaments


Due to the jumping procedures, the armaments are shut down. While the attack is underway, the turrets are
powering back up. Traversing the length of the Star Destroyer becomes increasingly difficult as more and
more weapons are coming back online. Luckily, the rebel ships will easily be able to stay on the bottom side
of the Star Destroyer. Use the following rules whenever the rebels ships are overlapping the Star Destroyer
template. The players can spend a scan token to treat their current round as 1-3.
Round
1-3

Effect
No effect

Round
7-10

4-6

Roll two red dice against your agility


value. Suffer any damage.

11+

Effect
Roll one red die. Suffer any hits or critical
hits.
Roll two red dice. Suffer any damage.

After only closely escaping the Imperial Star Destroyer of the evil ADMIRAL ZERAK, the rebels are now
completely driven out of the Aturi Cluster.
After establishing a base, the evil Admiral now prepares to launch attacks in neighboring rebel sectors.
Veteran pilots and prototype starfighters are summoned.
However, things cant stand that way. And so, the daring group of veteran pilots in their captures GOZANTI
gets the mission to sneak in and prepare a new push to gain a foothold in the Aturi Cluster

Special rules for Season 3:


The XP for damaging enemy ships can only be earned once per round.
Pilot Skill is limited to a maximum of eight for Season 3.

Mission 1: Trash, Lies and Identification Codes (no Gozanti, 3x3)


Commander Abel calls you to CIC. Listen up, pilots. Command decided to go back to the Aturi Cluster and to
impede Imperial operations there. Were to be the tip of the spear. But if we want to stand even the slightest
chance, well need current Imperial codes that we didnt already use before. Intelligence has found a small
independent operation nearby, salvaging junk. Youre to board the junk processor unit and use its codes. Its
not much, but its the best we have until we get close to a real Imperial unit with current codes. For even this
crutch to succeed, however, its imperative that no Imperial fighter escapes.
NEUTRAL TERRITORY NO TURN LIMIT

Mission Objectives:
Primary
Bonus
Bonus

Destroy all enemy craft.


If no Rebel player starts at the same edge (opposite edges if possible), gain 1XP.
For every Imperial fighter disabled by an Ion weapon, gain 1XP.

Rebel Victory:
Lets hope those identification codes are
passing superficial muster.

Imperial Victory:
Maybe youre not as good as they say after all.
Anyway, theres a lot of junk out here. Lets
search for more of those ships.

Proceed to mission 2.
Gain no XP. Repeat the mission.

Squad
Alpha
Beta
Gamma

Arrival
Setup
3
6

Vec.
Special
Special
Special

AI
Flee
Flee
Flee

1P
+TIE
+TIE
+TIE

2P
+TIE
+TIE
+TIE

3P
+TIE
+TIE
+TIE

4P
+TIE
+TIE
+TIE

Rebel Setup:
The players setup their ships in any sector they like. Note that they can earn bonus XP by starting on
opposite edges to each other.

Enemy setup
Enemy squads take off from the Processor. Place them adjacent to the Processor. Randomly determine
which edge each ship of each squad is facing.

Junk Processor
The Junk Processor is represented by a Rebel Carrier and doesnt move. However, it will try to defend itself
by swinging out with its collector arms. Any rebel ship in Range 1 of the Processor needs to roll 2 red dice at
the end of its turn and suffer any damage rolled.

Enemy escape
The enemy squads will try to escape. To achieve this, they will need to flee from through any board edge.

Mission 2: Like the Good Old Days (no Gozanti, 6x3)


Now that you have the identification codes, a new suspense can be felt on the ship. Commander Abel calls
you to CIC in order to brief you on the latest intel. Our guys found a remote Imperial base hidden in a nebula.
Its an old base, staffed only by a skeleton crew and mainly performing scanning duty. Command wants us to
take it, but for that, we need to eliminate, you know, its scanning equipment. You will be assigned a counterintelligence vehicle to block their communications and sensors, but be warned, its very close range. Youll
need to get into a knife-fight with this. The listening posts are outside the worst ion storms, so when theyre
down, the base will be essentially blind. Youre going in fast, and when youre finished, youll call
reinforcements.
HOSTILE TERRITORY 12 TURNS

Mission Objectives:
Primary
Bonus
Bonus

1) Destroy the sensor arrays in both small stations outside the main base.
2) Do not get discovered before.
If no rebel ship gets shot at, gain 2XP.
For each round that you stay below the turn limit, gain 1XP.

Rebel Victory:
Reinforcements are on the way, I repeat,
reinforcements are on the way. Lets hit them
hard.
Proceed to mission 3.

Imperial Victory:
Shit, theyre onto us. This will get harder than
we thought!
Proceed to Mission 3. All player ships start
with half shields, round down, and one point
of hull damage.

Squad
Alpha
Beta

Arrival Vec.
AI
Special Special Special
3
2 or 7 Attack

1P
+TIE/fo
+Shuttle

Gamma
Delta

6
Special Attack
Special Special Attack

+Interceptor
+Defender

2P
+TIE/fo
Upgrade to
Elite
+Interceptor
Upgrade to
Elite

3P
+TIE/fo
+Shuttle
+Interceptor
+Defender

4P
+TIE/fo
Upgrade to
Elite
+Interceptor
Upgrade to
Elite

Rebel Setup:
The rebel players may setup in either sectors 4, 5, 9 or 10.

Counter-intelligence unit
The rebel players also control a Rebel Operative (no upgrades) which starts with three counter-intelligence
tokens (substitute by any token not currently used). The players can spend one token at any time to either
prevent being spotted at range 3 of a sensor array or to delay the alarm when at range 1 to the sensor array.

Enemy setup
Most enemy craft are launched from inside the base. They are placed adjacent to the dock.

Alpha Squad
Squad Alpha is launched to investigate whenever a sensor array is destroyed. Alpha starts out with Strike AI
for the sensor array and reverts to Attack AI either when its within LOS of a player ship or the array.

Gamma Squad
Gamma Squad arrives in any sector 2, 4, 6, or 8 that is closest to the players.

Delta Squad
Delta Squad is spawned like Alpha Squad when the alarm is set off.

Line of Sight
A unit is said to have LOS if its could perform a range 3 attack unobstructed. If the rebel ships ever get within
unobstructed LOS of any sensor array, the crew will try to set off the alarm, which will succeed if the
emplacement isnt destroyed at the end of the round. If this happens, the ion clouds do not block LOS
anymore for all imperial units EVEN IN MISSION 3.

Rebel jump
Rebel ships can perform a hyperjump in order to switch to the other side of the board. If a jump was
successful, simply place the ships adjacent to either sector 4, 5, 9 or 10.

Setup for mission 3


Do not remove any tiles or enemy craft from the board. Mission 3 will utilize the board as is.

Mission 3: Like the Good Old Days (Gozanti, 6x3)


The Gozanti jumps into the sector, carrying ordinance and reinforcements. Turbolaser blasts cut through
space as the attack begins. Escort us to the Docking Bay! you hear Abels voice over the comms. We will
drop Marines in, but you need to keep those turrets occupied!
HOSTILE TERRITORY NO TURN LIMIT

Mission Objectives:
Primary
Bonus
Bonus

1) The Gozanti must not be destroyed.


2) The base must be captured.
If the Gozanti doesnt take any hull damage, gain 1XP.
If the HWK-290 survives the mission, gain 2XP (Note: it might have been destroyed in
mission 2 already, in which case the bonus cant be gained).

Rebel Victory:
That was intense. Everyone clean up the mess
so we can have some R&R in their canteen.

Imperial Victory:
This was a lot costlier than we thought. A lot of
good people died today.

Proceed to mission 4.

Proceed to Mission 4. The Gozanti and all


players each lose one upgrade costing three or
more XP.

Squad
Alpha
Beta
Gamma

Arrival
4
7
10

Vec.
4 or 5
4 or 5
9 or 10

AI
Attack
Attack
Attack

1P
+TIE
+Phantom
+TIE

2P
+Bomber
+TIE
+Decimator

3P
+TIE
+Defender
Upgrade to
TIE/fo

4P
+Bomber
+TIE
Upgrade
Decimator
Elite

Rebel Setup:
The rebel players start exactly where they ended the last mission. The Gozanti is set up in sector 9.

Docking with the Gozanti


The Gozanti docks by overlapping the Dock entrance with its maneuver tool with the part of its chosen
speed. When the Gozanti docks, place it alongside the dock as evenly as possible. The Gozanti is now
immobile (+3 energy per round), but can still take actions and attack.

Capturing the base


The Marines move through the dock and the connecting piece into the Main Module as per standard HotAC
rules. At the beginning of each turn, roll three dice. If the total number of hits is equal or higher than the
number of emplacements on that station tile, move forward one station tile (skip the triangular one).
Otherwise, they destroy one emplacement. When the Commandos succeed their movement roll in the Main
Module, they capture the base.

Turret AI
The turrets view the Gozanti as a valid target even when shes docked. They will prioritize player ships in
range 1-2, however, even if this means that theyll need to turn.

Mission 4: Specialist Murphy (Gozanti, 6x3)


After what should have been a routine jump, the Gozanti is ripped out of hyperspace in the most rough
manner imaginable. After you collected yourselves from falling over each other in the mess hall, you can hear
the announcement of multiple failures and the stampede of engineer boots outside. One of the many
messages blaring over speaker commands you to attend CIC, immediately. There you find Commander Abel
perched over the command console, bleeding from a head wound. Our flank has been ripped open by some
uncharted anomaly. We need to conduct emergency repairs asap, but were in the thick of enemy territory.
Most systems arent functional, so you need to fly escort like were some goddamn freighter. Go out there
and keep us safe.
HOSTILE TERRITORY 15 TURNS

Mission Objectives:
Primary
Bonus
Bonus

1) The Gozanti must not be destroyed.


2) The Gozanti must leave the mission area.
If the Gozanti doesnt take any hull damage, gain 1XP.
Every time a player ship gets shot at by an enemy with Strike AI, gain 1XP.

Rebel Victory:
Now that were in something resembling
safety, we need to get some stuff. You need to
bring it here.

Imperial Victory:
The Gozanti is totally disabled and floating in
space. You need to protect it until we can get
the engine running again.

Proceed to mission 5.

Lose 5XP per player. Proceed to Special


Mission 1. Danger Level: Keep all damage
gained this mission. Then proceed with
mission 5.

Squad
Alpha
Beta
Gamma

Arrival
Setup
Setup
3

Vec.
2
7
4

AI
Strike
Attack
Attack

1P
+Bomber
+TIE/fo
+Decimator

2P
+Bomber
+TIE/fo
+Lambda

Delta
Epsilon

6
10

9
7

Attack
Attack

+Interceptor
+Defender

+TIE
Upgrade to
Elite

3P
+Bomber
+TIE/fo
Upgrade Lam
to Elite
+Interceptor
+Defender

4P
+Bomber
+TIE/fo
Upgrade Dec
to Elite
+TIE
Upgrade to
Elite

Rebel Setup:
The rebel players start alongside the Gozanti. The Gozanti is set up so that its aft is adjacent to the left edge
of the play area in vector 10.

Leaving the mission area


The Gozanti and all players automatically leave the mission area when the Gozanzis base overlaps the right
edge of the playing area.

Strike AI
Strike AI targets the Gozanti.

Gozanti systems
The Gozantis systems are all damaged and need to power up. This happens automatically at the start of the
following rounds; until then, the system in question is inoperable or its stat zero.
System (game function)
Engine (Movement)
Computers (Actions)
Shields (Shield points)
Weapon systems (Weapon, attack)

Available at turn
2
4
6
8

Mission 5: Babysitting (Gozanti, 6x3)


Were safe for the moment, but unfortunately, were also run out of spare parts. Command has sent us a
freighter with supplies, but our safety here comes at a cost it cant jump in directly, as the nebula is messing
with the computers. You need to escort the freighter here in one piece, and preferably keep us alive, too.
HOSTILE TERRITORY NO TURN LIMIT

Mission Objectives:
Primary

Bonus
Bonus

1) The Gozanti must not be destroyed.


2) The Freighter must not be destroyed.
3) The Gozanti must be fully repaired and then conduct a jump.
If the Gozanti doesnt take any hull damage, gain 1XP.
Every time a player ship gets shot at by an enemy with Strike AI, gain 1XP.

Rebel Victory:
Were operational again. And theres some
really juicy information from Command to boot.
Lets get at it.
Proceed to mission 6.

Imperial Victory:
Luckily, we managed without the supplies, but
we had to salvage some equipment to do so.
Lose the [number of players] Gozanti
upgrades. Choose the most expensive ones
first. You may use purchased extra ships. Then
proceed to mission 6.

Squad
Alpha
Beta

Arrival
Setup
3

Vec.
8
2

AI
Attack
Strike

1P
+TIE
+Advanced

Gamma

Strike

+Advanced

Delta
Epsilon
Stigma
Zeta

5
Special
Special
Special

9
2
7
3 or 6

Attack
Attack
Strike
Attack

+Interceptor
+Random TIE
+Bomber
+Phantom

2P
+TIE
Upgrade to
Elite
Upgrade to
Elite
+Interceptor
+Random TIE
+Bomber
+Lambda (Elite)

3P
+TIE
+Advanced
+Advanced
+Interceptor
+Random TIE
+Bomber
+Defender

4P
+TIE
Upgrade to
Elite
Upgrade to
Elite
+Interceptor
+Random TIE
+Bomber
+Interceptor
(Elite)

Rebel Setup:
The Gozanti is set up in 2 distance to the right board edge between vectors 4 and 5. The Freighter is set up so
that its aft is adjacent to the left edge of the play area in vector 10. The players may each start the mission
either adjacent to the Gozanzi or the Freighter.

Repairing the Gozanti


The Freighter needs to dock with the Gozanti. It then needs five turns to conduct repairs. After repairs are
conducted, the Gozanti and the Freighter can jump away. The mission ends when the Gozanti and the
players successfully conducted a jump. The Freighter counts as destroyed if it remains on the play area.

Beta and Gamma squad armaments


All TIE Advanced of Beta and Gamma Squad carry Cluster Missiles.

Epsilon, Stigma and Zeta Squad arrival


Epsilon and Stigma arrive in the turn after the Freighter has docked to the Gozanti. Zeta arrives in the fifth
round of repairs.

Strike AI
Strike AI targets:
-

Beta: Gozanti
Gamma: Freighter
Stigma: Whichever is closer

Mission 6: Rookie Training (no Gozanti, 3x3)


You were sent out to train some of the rookie pilots you received during the resupply mission. They are green
as grass, but you need them fully operational as soon as possible, so taking out an unawares enemy patrol
during a life-fire-exercise seems like the way to go.
FRIENDLY TERRITORY 20 TURNS

Mission Objectives:
Primary
Bonus
Bonus

1) The Rookies must survive.


2) All enemy craft need to be destroyed.
Every time you maneuver your ship into the firing arc of an enemy ship in a way that
protects a rookie, gain 1XP.
Every time a rookie damages or destroys an enemy ship, gain 2XP.

Rebel Victory:
These guys have shaken off the worst
anxieties, Ill wager.
Proceed to mission 7.

Imperial Victory:
We could have really used those pilots. Your
job was to safeguard them, not to rampage
around on your own. I am deeply disappointed
in you.
Lose 10XP per rookie lost. Then proceed to
mission 7.

Squad
Alpha
Beta
Gamma

Arrival
Setup
4
8

Vec.
3
6
1

AI
Attack
Attack
Attack

1P
+TIE
+Advanced
+Interceptor

2P
+TIE
+Advanced
Upgrade to
Elite

3P
+TIE
+Advanced
+Interceptor

4P
+TIE
+Advanced
Upgrade to
Elite

Rebel Setup:
The rebel players start in vector 7. Every rebel player gets one Bandit Squadron Pilot (Z95 Headhunter) as
wingman, which is placed at distance 1 to himself.

Rookie AI
You find the Z95 AI sheet in the end section of this document. The Rookie AI works like TIE fighter AI: they
will stay in formation with you until they are damaged or you are not facing in the same direction. They will
not flee, however, but rather fight until destroyed.

Mission 7: Wolf in sheeps clothing (no Gozanti, 3x3)


Listen up, pilots. Command has sent us the coordinates of one of Zeraks subordinate officers. The man is
apparently a replacement, coming in from outside the sector, and personally not known to Zerak. We need to
intercept his shuttle and swap him with one of agents. If we can successfully infiltrate his Star Destroyer, we
might just be able to get an opening for an attack.
FRIENDLY TERRITORY 20 TURNS

Objectives:
Primary
Bonus
Bonus

1) Capture the Shuttle.


2) No Imperial ship must escape.
If you ionize the Shuttle by luring it in the Ion Storm, gain 3XP.
For every enemy fighter that loses all its hull points in a single attack, gain 1XP.

Rebel Victory:
We have the guy. Hes interrogated by our
agent. After that, well flush him out the airlock
with the trash.

Imperial Victory:
The Empire might have very well gotten wind
of this operation. It will take us some serious
extra effort to pull this off.

Proceed to mission 7.

Proceed to mission 7. Keep your failure in


mind for mission 9.

Squad
Alpha
Beta
Gamma

Arrival
Setup
Setup
Setup

Vec.
3
3
2 and 5

AI
Flee
Attack
Attack

1P
+Shuttle
+TIE
+Interceptor

2P
+1 Agility
+TIE
+Interceptor

3P
+1 Agility
+TIE
+Interceptor

4P
+1 Agility
+TIE
+Interceptor

Player setup
Players may setup their ships in any sector 1 or 6.

Flee AI
The Shuttle tries to escape through the left board edge.

Ionizing the Shuttle


When the Shuttle gains any Ion token, it is disabled and will not move (it can still obstruct movement,
though). It counts as captured when all other ships are defeated.

Mission 8: The Bait (Gozanti, 6x3)


We dont want to fight Zerak on terrain of his own choosing. Therefore, it is necessary to draw him out into a
more remote area, where he cannot count on swift resupplies and reinforcements. Intelligence has
determined that the best way to achieve this goal is to attack a refinery that is situated on an asteroid. You
will fly an attack on this refinery, so that Zerak is forced to use his strongest weapon to protect its repairs.
Since he cant expose all of the Aturi Cluster, hell need to send the Star Destroyer in a pretty barebones
fashion. Go at it.
ENEMY TERRITORY NO TURN LIMIT

Objectives:
Primary
Bonus
Bonus

Destroy all emplacements.


For every destroyed emplacement, gain 1XP.
If the Gozanti doesnt lose any hull, gain 2XP.

Rebel Victory:
Thats one refinery fewer for the Empire. Lets
hope its as dear to them as intelligence thinks it
is.
Proceed to mission 9.

Imperial Victory:
There is no way to fail this mission.

Squad
Alpha
Beta

Arrival
Setup
Setup

Gamma
Delta
Epsilon
Zigma

Vec.
2
7

AI
Attack
Strike

1P
+TIE +TIE
+Bomber

Special Special
7
Special
10
Special

Attack
Strike
Attack

+TIE
+Bomber
+TIE/fo

16

Attack

+Decimator

2P
+TIE +TIE
Upgrade to
Elite
+TIE
+Advanced (E)
Upgrade to
Defender
+TIE +TIE

3P
+TIE +TIE
+Bomber
+TIE
+Bomber
+Interceptor
Upgrade Dec
to Elite

4P
+TIE +TIE
Upgrade to
Elite
+TIE
+Advanced (E)
Upgrade to
Elite
Upgrade TIE to
/fo

Player setup
The Gozanti starts with its aft adjacent to any point of the left edge. The player ships start docked.

Station defenses
The Station is protected by three Shield Generators that function as per normal HotAC rules and are all
connected to the other emplacements. The fuel and cargo containers contain some volatile stuff; if they are
destroyed, players may assign three damage to any emplacements they choose, but not more than two
damage on the same emplacement.

Enemy spawning
Enemy TIE fighters are spawning from the dock. Normal HotAC rules apply.

Gamma Squad
Whenever there are fewer than [half number of players, round up] TIE fighters on the board, Gamma Squad
spawns.

Mission 9: Come at the king (Gozanti, 6x3)


It is time, gentlemen. Our agent inside the Star Destroyer sent a signal that everything is set. Once we jump
in, the Star Destroyer will experience multiple failures that should give us our opening to attack. If we manage
to destroy Zerak, the Aturi Cluster will be in disarray. Several independent mining ventures have already
signaled their interest to join forces with us. This is our best chance to turn the tables on the whole Aturi
Cluster. Lets not waste it.
NEUTRAL TERRITORY NO TURN LIMIT

Objectives:
Primary

Destroy the Star Destroyer.

Rebel Victory:
Admiral Zerak is defeated. The Imperial forces
are in disarray. This is the hour of the Alliance.
For now, we celebrate, but tomorrow, work is to
be done. So dont stay up late.

Imperial victory:
A plaque in the rebel headquarters remembers
the brave heroes who died here until this day.

The Rebels win.

The Imperials win.

Squad
Alpha
Beta
Gamma

Arrival
Setup
Setup
Setup

Vec.
1
2
8

Delta
Epsilon
Zigma

Special 7
Special 8
Special 2

AI
Attack
Attack
Attack

1P
+TIE +TIE
+Interceptor
+Shuttle

Strike
Strike
Strike

+TIE/fo
+Defender
+Decimator

2P
+TIE +TIE
+Interceptor
Upgrade to
Elite
+TIE/fo
+Defender
+Advanced

3P
+TIE +TIE
+Interceptor
+Shuttle
+TIE/fo
+Defender
+Decimator

4P
+TIE +TIE
+Interceptor
Upgrade to
Elite
+TIE/fo
+Defender
+Advanced

Player setup
The Gozanti is placed with its aft adjacent to the right edge of the game board. The player ships start docked.

Imperial spawn
Imperial fighters spawn adjacent to the Star Destroyer (to simulate their launch from the hangar below it), but still
adhering to the vector. Approximate the position in good faith. At the end of each round, the ASD spawns one TIE in a
random vector unless there are already [number of players*2] or more standard TIE on the board.

Star Destroyer layout


The Star Destroyer is protected by six Turbolasers. On the bridge, there are a sensor array and two shield generators.
Those are represented by the graphic itself and dont need to be marked by HotAC material (but of course you can if
you like). The prominent line on the aft of the ship, marked as spine, is only relevant if you lost mission 7. The Bridge,
as outlined in Mission 8 of Season 2, is also a specific area.
Turbolasers*
5
2

Hull
Shields

Sensor Array*
10
2

Shield Generator
5
5

Bridge*
10
2

Spine
10
2

*can only be damaged or destroyed once the Shield Generators are down

Star Destroyer actions


The Star Destroyer acts at the beginning of any round, before any other effect is resolved. It takes two actions: one
Bridge Action and one Sensor Action. For each, a d6 is rolled. Both actions are only taken until Bridge and or Sensor
Array are destroyed.
Bridge Action:
-

1-2: Regenerate Shields. The Shield


Generators regenerate their full shields unless
they are already full or destroyed. In this case,
reroll.
3: Maneuver: Move all ships 2-straight in
direction of the board edge behind the ASDs
aft without changing their bearing.
4: Coordinate Fleet: All Imperial ships gain a
Focus token.
5: Evasive Action: The ASD adds one green die
to all its defensive rolls this round.
6: Intensify firepower: All Turbolasers roll one
additional attack die.

Sensor Action:
-

1-2: Regenerate Shields. The Shield


Generators regenerate their full shields unless
they are already full or destroyed. In this case,
reroll.
3: Jam: The nearest player ships gains one
stress token.
4: Target Lock: The ASD gains two Focus
tokens, used by the first Turbolasers
applicable.
5: CAG Intervention: The highest ranking (PS)
ship in any players arc or the ship closest to
the Sensor Array gains an Evade Token.
6: Deploy TIE: Spawn a single TIE fighter in a
random vector.

If you failed mission 7


You need to destroy the Spine before you can destroy any other part of the ASD.

Winning the game


The ASD is destroyed when both Shield Generators, the Bridge and the Sensor Array are destroyed.

Delta, Epsilon and Zigma squadrons


Delta spawns when the first Shield Generator is destroyed, Epsilon after the second, and Sigma when either Sensor
Array or Bridge are gone. They have Strike AI on whoever destroyed the given emplacement.

Explanation for the Gozanti card


The actions need to be bought separately. To mark your purchase, simply cross the small rectangle adjacent
to the corresponding action. Your Shield, Hull and Energy values can be upgraded as well, so simply mark the
current values in the boxes next to three traits.

Construction manual: enlarge the two images of the Star Destroyers top and bottom to a width of 120cm (4 feet), print them and glue them together so you get one Star
Destroyer that you can turn depending on whether youre attacking the bottom or top. Get the original images here: http://www.fractalsponge.net/gallery/asd/index.html