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Star Wars Imperial Assault Campaign Guide OP PDF
Star Wars Imperial Assault Campaign Guide OP PDF
This book contains 30 missions to be played with Imperial Assault. Each mission has an "Event Summary" that provides a list of events
Many of these missions link together to form the core campaign, but that will trigger during the mission. This section is used for the
this book also contains numerous side missions that can be played in Imperial player's reference only and contains abbreviated versions
the core or any future campaign. of event triggers. For the ful! timing trigger of each event, see the
corresponding event in the mission text.
HIDDEN INFDRMATIDN The information in the Event Summary is never read aloud.
E
When the rules instruct to choose and place a number of specified o ut the Mess'' i:.=
cards that do not include the range number associated ame).
tokens, the Imperial player collects the listed tokens and places
with the campaign. For this campaign, the time period
them facedown in any of the indicated spaces of his choice.
is 3, and none of the Side Mission cards contained in
Until revealed by mission rules, Rebel players are not allowed cr)11nd1e\)" '.lll\'
the core game need to be set aside.
to examine the facedown side of these tokens. After the tokens
are placed, they cannot be moved, but the Imperial player can
.,
examine them during the mission. STOP!
O nly the Imperial player is allowed to read information in this
guide. Rebel players are never allowed to look at or read any of
the mission information beyond this page.
IMPERIAL ASSAULT-CDRE 6AME
CAMPAIGN GUIDE
DEPLDYMENT AND SETUP
Initial Groups: Imperial Officer, Probe Droid,
Stormtrooper.
STDRAGE RaaM Reserved Groups: E-Web Engineer, Imperial
e~ 22B ) Officer, Stormtrooper.
Open Groups: None.
EVENT SUMMARY
End of Round when door
open s: Lockdown
Round 6: End of Mission
ATRIUM (~ 25B )
EVENT SUMMARY
Ali items faceup: Escape
TRASH Heroes depart or all heroes wounded:
CaMPACTDR End of Mission
C@tse )
STDRAGE RaaM (@22A }
(~
'''
'
MISSIDN BRIEFING The mission will progress when ali heroes
flip their items faceup ( "'). The mission
END DF MISSIDN
ends when ali heroes are wounded. When the heroes depart:
You've been workingfor days on
how to open your ce!!, but ali ofyour ESCAPE
equipment, except one well-hidden Sliding through the filth and muck,
comlink, is gane. When aU heroes flip their items faceup: you come across other Rebel prisoners
You think it pretty hopeless until the recently freed. Working together, you
facility shudders and the comlink "I've got the ship parked near the overpower the Imperial forces in your
crack/es. "In ten seconds," a voice comes garbage disposal," you're told by your way. Following the instructions of your
through, "the door to your cell is going to rescuer, "but you've got to hack into rescuer, you lead them out and pile into
open. Your equipment is being held just their system and open the passages. a transport sorne distance away.
down the hall. Run there... now!" Whatever you do, hurry! I'm keeping
them busy, but I don't know if I can far When all heroes are wounded:
much longer."
Flip ali heroes' Itero cards facedown. They
cannot use facedown cards. The neutral
You're captured again and held in higher
mission token represents the equipment Imperial mission tokens represent closed
security as you're transported to Kessel.
cache. A hero can interact with the passageways and Rebel mission tokens
Thankfully, after a couple of weeks
equip1nent cache to flip his items faceup. represent open passageways. A hero can
of hard labor, Rebel High Command
When a hero withdraws, he is interact ( 0 or \l.) with a terminal to flip
launches a full-scale operation.
incapacitated instead. When activating, ali Imperial mission tokens of the color
corresponding to that terminal. Rogue Squadron performs magnificently,
he receives only 1 action and can only use
and you are freed alongside sorne high-
that action to perform a move. A figure can interact with a red Rebel
ranktng rebel ojjicers.
mission token to place his figure in any
A hero without a weapon can attack an 3
adjacent hostile figure with 1 green and 1 empty space on the Trash Compactor.
~ The Imperial player receives 2 influence.
yellow die. Before this attack, the hero tests When the yellow Imperial tokens are
~. Ifhe passes, the attack gains .N: +2}:(. flipped, open ali doors.
The doors in the Storage Room and If ali heroes are on or adjacent to the
Hallway are locked. A <loor adjacent to yellow Rebel tokens, they depart and the
an Imperial figure <loes not block his mission ends ("').
movement or line of sight.
MAP TILES: @19e, 21A, 22A, 23A, 24A. 25A, 27A. 2BA. 30A, 32A{2). 33A, 34A. 36A, IMPERIAL ASSAULT-CDRE GAME
36e(2), 37e CAMPAllJN IJUIDE
DEPLDYMENT AND SETUP
Initial Groups: AT-ST, E-Web
Engineer, Imperial Officer, Probe
Droid.
Reserved Groups: Trandoshan
Hunter.
Open Groups: 3.
Special Setup: Increase {> by
twice the threat leve! and resolve an
optional deployment.
EVENT SUMMARV
Round 5: End of Mission
~/
''
'' MISSIDN BRIEFING SMALL VICTDRY END DF MISSIDN
When the AT-ST is defeated: When ali explosives have been disarmed:
"Hurry up!" Fenn barks, charging
through the underbrush. Driven
by singular purpose, he curses the The walker's husk slams into the ground With the explosives removed and the
shortsighted caution of Rebel High with a metallic screech befare detonating advantage of the Empire eroded away,
'
Command. They repeatedly denied with a massive explosion. Fenn continues onward. With brutal
support, saying it would be too ' efficiency, he cuts down any Imperial
dangerous. soldiers foolish enough not to jlee.
Rol! 2 red dice. Each figure within 2 spaces
"J guessit's justas well," he says, shaking of the defeated AT-ST suffers ):{ equal to
his head as you continue. 'f\.nyone else the ):{ results. Fenn receives the "Veteran Prowess"
- they sent would've screwed it up."
Deploy the reserved Trandoshan Hunter
Reward card.
group. At the end of Round 5 or when ali heroes
Mission tokens represent explosives. A are wounded:
hero can interact with an explosive ( ~) to LAST STAND
disarm and discard it. If the hero is Fenn
When 4 explosives have been disarmed: Explosions shake the ground, and fires
or is within 3 spaces of Fenn, the figure
disarms and retrieves the explosive instead. burn ali around. Fenn continues to fight,
Increase <> by the threat leve!. The Imperial
.
'
'
i and seores of enemy soldiers fall.
: If an explosive is dropped, place the token player resolves an optional deployment.
Rebel side up. The explosive remains Yet to no avail. The raging fire drives
The Imperial player chooses 1 of the following,
disarmed, and a Rebel figure can retrieve it. everyone back with unbearable heat and
if possible:
a choking black smoke. Retreating, Fenn
A hero carrying an explosive can interact Discard 1 explosive that a hero is carrying. can only watch as the place he bled to
with the AT-ST to place 1 explosive on the That hero suffers 4):(. liberate burns.
AT-ST Deployment card.
Choose a supply crate and place an
At the end of each round, discard al! explosive in a space adjacent to it. The Imperial player receives 2 influence.
explosives from the AT-ST. It suffers 5 ):{
for each token discarded.
ADDITIDNAL REWARDS
The mission ends when al! explosives have Each player receives 1 XP. Heroes receive
been disarmed ( ~ ), at the end of Round 5, 100 credits per hero. The Imperial player
or when ali heroes are wounded. receives 1 influence.
EVENT SUMMARY
Round 1, 3, and 5: Allure of Power
DEPLDYMENT AND SETUP
Initial Groups: E-Web Engineer, Imperial
Officer, Nexu, Stormtrooper.
Reserved Groups: Trandoshan Hunter,
Trandoshan Hunter.
Open Groups: 3.
Special Setup: Increase <> by twice the threat
level and resolve an optional deployment. Jyn
Odan <loes not deploy with the heroes and
instead is deployed as shown.
EVENT SUMMARV
Jyn calls Szark out: The Gunfight
Szark defeated or all heroes wounded: End
ofMission
the street, Szark walks out of the Never thought I'd see the day." His hand Not long after, she reemerges, holstering
slides down toward his holstered blaster.
cantina, over to the small group of her weapon. "Let's go," she says, not
Imperial troops. "Working another deal, looking back.
huh? What, one moon wasn't enough?" ~ Open the <loor.
Befare you can stop her, Jyn leaps out ~ Deploy 1 of the reserved Trandoshan ~ Jyn Odan receives the "Peacemaker"
of cover and sprints forward, firing Hunter figures to the yellow point. Deploy Reward card.
her blaster. Szark's eyes go wide, and 1 of the reserved Trandoshan Hunter
he scrambles away. He ducks into his When all heroes are wounded:
figures at each of the red points.
personal cantina, slamming the door
shut as blaster bolts sizzle past his head.
~ Jyn tests . If she passes, she interrupts
to perform an attack targeting Szark.
Shouting, Jyn jumps out of cover, trying l
You're a few steps behind Jyn as Szark's to squeeze off a few more shots. Three
Otherwise, Szark interrupts to perform an
mercenary and Imperial allies draw blaster bolts catch her in the chest, and
attack targeting Jyn (see below).
their weapons. she falls. In a fighting retreat, you drag
+ The Trandoshan Hunter is Szark. His her barely alive body back to the ship.
group size is reduced to 1. Apply additional
"Until next time, Jyn ..." a transmission
+ The <loor is locked. Health equal to twice the threat leve! to
comll.5 in. "You'll have to visit again
+ The Rebel mission token represents Szark. Apply +2 Accuracy to his attack
soon!" Szark gives a long, mocking laugh,
a comlink. Jyn can interact with the results, and he gains N: + 2 ).:(.
ma:g you glad that she's unconscious. j
comlink to cal! out Szark. + When Szark activates, the Imperial player
may spend 2<> for Szark to recover ).:(
+ The mission will progress when Jyn calls ~ The Imperial player receives 2 influence.
out Szark (~). The mission ends when all equal to the threat leve!.
heroes are wounded. + At the start of each round, the Imperial ADDITIDNAL REWARDS
player may spend 2<> for Szark to recover ~ Each player receives 1 XP. Heroes receive
).:( equal to the threat leve!. 100 credits per hero. The Imperial player
+ The mission ends when Szark is receives 1 influence.
defeated ( ~).
~ --- - ----
EVENT SUMMARY
Round 6: End of Mission
EVENT SUMMARY
Round 1: Chaos
Roun d 3: Strategic Withdrawal
Round 7: End ofMission
~-akes t~orough
with destroying this facility. He still hasn't
Shouting curses, Mak dives out of the I Mak a search of the
told you what sort of importance it holds,
top of the walker as it continues to be facility, retrieving prototype components
but his attitude is quite volatile. 1
At the end of Round 1: + For the rest of the mission, <> cannot ADDITIDNAL REWARDS
increase. Each player receives 1 XP. Heroes receive
Deploy the reserved E-Web Engineer.
100 credits per hero. The Imperial player
receives 1 influence. .J
EVENT SUMMARY
Mission token revealed: The Squad
2 Rebel Troopers escape, 2 Rebel Troopers are
defeated, or all heroes wounded: End of Mission
"
,..----~--- ------~--- -- ------ ----~ - -
'
1
''
EVENT SUMMARY
Round 2: Regulars
Deploy the reserved Trandoshan Hunter Han may interrupt to perform an attack
group to the entrance. targeting Gerrin. The Imperial player receives 2 influence.
The mission will progress when the ~ Deploy the reserved Darth Vader to the
doors to the Garage are opened (~). The red point. You're driven back by a hail of blaster
mission ends at the end of Round 6 or ~ Deploy the reserved Stormtrooper group fire, separating you from Luke. You are
when Luke Skywalker is defeated . to the Garage. forcer;l, to retreat, hoping desperately that
''
Luke can make his own escape.
+ The adjacent blocked spaces on the Garage _j
form a T-16 Skyhopper. If there are 2 or
fewer Imperial figures on the Garage, Luke ~ The Imperial player receives 2 influence.
Skywalker can interact with the T-16 to
escape, ending the mission ( ~ ). ADDITIDNAL REWARDS
~ Each player receives 1 XP. Heroes receive
100 credits per hero. The Imperial player
receives 1 influence.
EVENT SUMMARY
Round 5: End of Mission
---------- - -
..t'
MISSIDN BRIEFING DEFEND THE SPICE END DF MISSIDN
The first time the keycard is retrieved: When the Rebels have claimed ali of the spice:
A Weequay stands guard in the a/ley
outside the storehouse, confirming that ,
The Imperial player chooses 1 of the follpwing:
you're at the right place. As you walk up, After blasting your way clear and
he glares, placing a hand on his blaster. Increase <} by the threat leve!.
hauling the stolen spice out, Chewbacca
With a roar, Chewbacca charges Interrupt to perform an attack with an thanks you far your help. He quickly
f orward. He seizes the surprised guard Imperial figure. assures you that, should you need the
and slams him in to the door, over and assistance, he would be more than
over, until it smashes inward.
THE BACK RDDM happy to help you in return.
+ Doors are locked. A Rebel figure carrying You 're immediately assaulted by the
At the end of Round 5, or when ali heroes
the keycard can open doors. stinging aroma of spice. A blaster
are wounded and Chewbacca is defeated:
emplacement swivels toward you, a last
+ The yellow neutral mission token is the line of defense to protect the greater
keycard. After an Imperial figure with a portio ns of the stash. The Hutt had his spice guarded well;
11eutral mission token is defeated, place .the resistance you encountered is simply
the token in its space facedown without too much. Your attempted theft will
1---_
revealing it. A Rebel figure can interact Deploy the reserved E- Web Engineer to
keep the Hutts busy and paranoid far a
with the token to revea! and retrieve it. the yellow point.
little while, but significantly less than if
Imperial mission tokens represent spice The Imperial player chooses 1 of the following: you'd succeeded. 1
barreis. A healthy hero or Chewbacca can Increase <} by the threat leve!.
interact with a spice barre! ( ~) to claim the
Interrupt to perform an attack with an The Imperial player receives 2 influence.
token.
Imperial figure.
+ The mission ends when ali of the spice has ADDITIDNAL REWARDS
been claimed ( ~ ), at the end of Round Each player receives 1 XP. Heroes receive
5, or when ali heroes are wou11ded and 100 credits per hero. The Imperial player
Chewbacca is defeated. receives 1 influence.
ARCHIVE
(@23A )
~
,...-- -----~-----
-----------'
EVENT SUMMARY
D oor op ens: Find the Droid
Figure escapes or ali heroes
wounded: End of Mission
'
,, FIND THE DRDID
1
MISSIDN BRIEFING
'
,,'
1
END DF MISSIDN !
'
'
J. _e - - - . '
The first time a door opens: When a Rebel figure carrying the data '''
,
"Uh, can you guys hurry up? I'm core escapes:
in so me trouble here .. ." Jarl's last
Sunlight spills into a musty junk shop, - - 1
transmission carne in hours befare, his :
unoccupied save far a large collection With blaster bolts whining overhead and
1 voice weak.
1
'
of worthless trinkets. A half-dismantled the droid's data core in hand, you make '
i Now, Imperial forces crawl throughout 1 probe droid les discarded on the floor. a quick retreat. If someone back at High ''
1: i
this area, likely searchingfor the very Command can crack the encryption on
! Pinpricks of light shine through small
thing you carne to retrieve. :
hales scattered throughout the walls, 1
this, it'll definitely come in handy. ,
' '
Repeated attempts to contact Jarl prove
1
presumably from blaster fire. b'-=-=-~-~-~
-- =-=~-~-~-~--=-==-~---=
-=-==-=~--.J
-~-~
1 ! fruitless, but you're getting clase to the
1 A small distance away lies the f acedown Rebel players choose 1 hero to receive the
i meeting place. Unfortunately, so are i body of Weyn Jarl, bearing several "Rebel Recon" Reward card.
' Imperial forces, who ha ve surrounded
blaster wounds. It appears he barricaded
the structure and are working at the
1
When an Imperial figure carrying the data :
himself in, but the structure proved
1 doors with cutting equipment. core escapes or when ali heroes are wounded: !
' ) unsuitable far hiding.
'
Another door bursts inward, and '
''
'
+ The mission token represents a memory Imperials flood inside. You iose sight of the individual carrying
1
1 core inside a broken droid. Any figure can ~J the data core down an alley. Trying to
retrieve the data core. 1 catch up while fighting other Imperial
Deploy the reserved Imperial Officer and . forces, eventually you come to a dead end.
+ A figure carrying the men1ory core can
escape through the entrance.
Stormtrooper group to the yellow point. . )
+ Doors are locked. Any figure can attack a The Imperial player receives 2 influence.
<loor (Health: 8, Defense: None).
ADDITIDNAL REWARDS
1 + The mission ends when a figure carrying Each player receives 1 XP. Heroes receive
the memory core escapes or when ali
100 credits per hero. The I1nperial player
heroes are \Vounded.
receives 1 influence.
,. ' --.-- ~ "' ' ~
EVENT SUMMARY
CaMMAND RaaM First door opens: Lightly Guarded
---.
!
l_ ADDITIDNAL REWARDS
Each player receives 1 XP. Heroes receive
Deploy the reserved Imperial Officer '''
100 credits per hero. The Imperial player '
and Stormtrooper group to the ;'
receives 1 influence.
Command Room. '
'
- ------
EVENT SUMMARY
Round 8: End of Mission
r"
1
'
''
MISSIDN BRIEFING THE VIRUS END DF MISSIDN
'
'
~----
When the virus is uploaded: At the end of Round 8, when the heroes
It sickens you a little to work with "~ ' ' - ' ' ---- ' - '----, have claimed 12 mission tokens, when ali
criminals, but it seems worth it to steal terminals have been disabled, or when ali
from the Empire and fund the Rebellion. r It's hard to tell if the siphoning software :
has kicked in until a deafening heroes are wounded:
"Just stick this in the main computer and alarm blares within the complex and
it'll take care of the rest." Your contact surrounding grounds. Externa! cameras ,
1 With the continuing intensity of
1
hands you a data crystal. "You'll have to show a fair number ofguards respondingj response, you deem it best to make your
[ stick around to let the transfer run." She
departure and secure your new finances .
' gives a nasty grin. ''fust don't expect the
l security response to be gentle." Deploy the reserved AT-ST and
Stor1ntrooper group to the yellow point.
Your partner never shows up to the
rendezvous, and when you examine the
Increase ~> by the threat leve! and close account, you understand why.
+ Doors are locked. Any figure can attack a ali doors (including destroyed doors).
<loor (Health: 5, Defense: 1 Y). It seems the proportions were a little
+ A <loor adjacent to a Rebel figure <loes not different than you were promised. There
+ A Rebel figure can interact with a terminal block his movement or line of sight. is very little remaining in the account,
( ~ ) to upload the virus. the rest of it drawn away.
+ If there is not a healthy Rebel figure within
The mission will progress when the virus is 2 spaces of a terminal, an Imperial figure --- '
uploaded ( ~ ). The mission ends at the end can interact with that terminal to disable
ofRound 8 or when ali heroes are wounded. and discard it. ADDITIDNAL REWARDS
Each player receives 1 XP. Heroes receive
C:LEAR THE AREA + At the end of each round, heroes claim 100 credits per hero. The Imperial player
1 neutral 1nission token for each terminal
receives 1 influence.
The first time a door opens: on the map. Then, increase ,-,
,2, by t h e
threat level. The heroes receive 100 credits per hero for
The red deployment point is now active. every 3 missio11 tokens they have claimed.
The green deployment points are + The mission ends when the heroes have
claimed 12 mission tokens ( ~ ) or when The Imperial player receives 1 influence
now inactive.
ali terminals have been disabled. for every 3 unclaimed mission tokens.
Deploy the reserved E-Web Engineer
and Royal Guard group to the
Co1nmand Room.
EVENT SUMMARY
Each Round: Sound the Alarm
Round 2: Secure the Ship
- -----,
'''
j
ship. After crawling through sewer and i The shuttle blasts free of the hangar and
Clase 1 door. '
maintenance decks for the better part of i out into open space. Calculations for
Perform 1 attack with 1 In1perial figure. hyperspace are quickly made, and befare
a day, you're glad to be out.
any fighters can respond, you're gane .
The ship isn't too heavily defended, nor SECURE THE SHIP 'L
EVENT SUMMARV
Each Round: Reactive Defenses
Round 5: End of Mission
Blue: Apply additional Health equal to ~ The Imperial player receives the "Imperial
twice the threat leve! to the <loor. Industry" Reward card.
Red: When this <loor ope11s, increase <>
by the threat leve!.
ADDITIDNAL REWARDS
~ Each player receives 1 XP. Heroes receive
Green: After an attack targeting this <loor 100 credits per hero. The Imperial player
resol ves, the attacker suffers 2 ):{. receives 1 influence.
Yellow: When this <loor opens, each hero
within 5 spaces tests ~ . Each hero who
fails is Stunned.
'
EVENT SUMMARY
Round 1: Leave No Survivors
Round 2, 3, or 4: Artillery Support
Roun d 5: End of Mission
v
i
: MISSIDN BRIEFING LEAVE ND SURVIVDRS END DF MISSIDN
At the end of Round 1: At the end of Round 5:
You arrive ata Rebel saje house where
crucial supplies are being stored. You've ,.,,-
r--
- --~
1
been there a few minutes when the door ! Striding through the blasted-open The Imperial troops are few in number
explodes inward. Imperials rush in, and entrance is a Royal Guard in black
but persistent. Still, as you thin their
armar with red trim. Since you don't i
blaster fire fills the air. " ranks and defend the supplies, other
often hear of these guards in non- Rebel forces respond to defend the area.
+ Rebel mission toke11s represent supply
! defensive operations, you assume this
) individual is someone special. i
With a few barked commands from '
caches. An Imperial figure can attack a
supply cache (Health: Twice the threat
.. J
their leader, the attackers disengage .
~....... - --
'
leve!, Defense: Y equal to the number of ~ Deploy the reserved Royal Guard
~ Heroes receive 100 credits per hero.
adjacent Rebel figures). Champion.
+ Neutral mission tokens represent + Instead of activating as normal, the When 5 supply caches have been destroyed
barricades. Barricades are impassible Royal Guard Champion performs or when ali heroes are wounded:
terrain. 1 action after each hero activation.
+ The Imperial player receives the first ~ Choose a space and roll l red die. Each
i
L .. )
activation each round. figure within 3 spaces of the chosen space ~ The Imperial player receives the "Supply
+ The mission e11ds at the end of Round 5 suffers ):( equal to the ):( results. Deficit" Reward card.
(, ), when 5 supply caches are destroyed, ~ Choose a space. Each figure within 3
or when ali heroes are wounded. spaces of the ch osen space tests (',,. Each ADDITIDNAL REWARDS
+ Heroes control the Rebel Troopers as allies figure who fails is Stunned. ~ Each player receives 1 XP. Heroes receive
at no cost. 100 credits per hero. The Imperial player
empty spaces.
EVENT SUMMARV
Round 5: End of Mission
1 The Rebel mission token is the pilot. ~ The Imperial player receives the "Special
1
A hero can retrieve the pilot. Apply -1 to Operations" Reward card .
1 the Speed and -1 Y to the defense results
of a hero carrying the pilot .
1
The mission will progress when the
docking clamp controls have been
deactivated and the pilot has been retrieved
(""). The mission ends at the end ofRound
5 or when ali heroes are wounded.
EVENT SUMMARV
-
Round 6: End of Mission
-
Door to Office opens: Hunted Down
Heroes depart or all heroes wounded:
End of Mission
DFFICE {~24B )
+ The neutral mission token is being carried + Imperial mission tokens are barricades.
Barricades are blocking terrain and can be You're very near to breakingfree
by the Trandoshan Hunter and represents
attacked (Health: Three times the threat when one aj your assailants, whom
the keycard. After it is dropped, a hero can
leve], Defense: 1T). you thought was incapacitated, pulls
retrieve the keycard. A hero carrying the
out. a thermal detonator. He screams
keycard can open the <loor to the Office. + The red deployment point is now active. something in an alien tangue as you dive
+ When a hero withdraws, he is + The Rebel mission token represents the behind whatever cover you can find.
incapacitated instead. When activating, exit. When all heroes are on or adjacent You claw your way free aj the wreckage,
he receives only 1 action and can only use to the exit, the heroes depart, ending badly hurt, and signal far extraction.
that action to perform a move. the mission ( ~). Some aj you are more hurt than others,
+ The mission will progress when the <loor but ali told yo u 're lucky to be alive.
to the Of!ice opens ( ~ ). The miss ion
ends at the end of Round 6 or when ali
~ The Imperial player receives the "Old
heroes are wounded.
Wounds" Reward card.
EVENT SUMMARY
Round 5: Arrival
Round 7: End ofMission
IMPERIAL ASSAULT-CDRE GAME MAP TILES: @DIA, D2A, D4A, D5A, D7A, IDA, 12A, 14A(2), 17A, 228, 258, 288, 318, 328,
C:AMPAIGN GUIDE 338, 358, 368(2), 388(3)
,, ------ -- -- ---------------- -- - - -------------~
rr"
MISSIDN BRIEFING REVELATIDN END DF MISSIDN
1
1
Imperial presence in the sector is heavy, ' The ceiling has collapsed here, burying The job finished, you make a hasty
but a timely diversion from another team the vicinity in rubble. With substantial retreat out into the surroundingforest
gives you the opening to sneak in. It's an effort, you dig through it and find a and signal for pickup. Your departure is
odd place, lacking the crisp organization terminal. By sorne minar miracle, it still rather timely, andas you jly away, you
you expect from the Empire. 1
1
functions and even contains useful data . see a substantial number of Imperial
1
1
It would seem the purpose aj this troops converging on the facility.
Even with the diversion, it won't take 1
1
1 longfor you to attract attention. You've outpost had been research and "Nicely done," your commander
1 been advised to make your stay as quick development, since much of the data congratulates you upan your return.
1
and efficient as possible. relates to engineering, prototype assault "Techs are tearing apart the data you
1
1
' . craft, armar, and weapons. Messages obtained. Though they have not finished
from General Weiss are throughout, their analysis, there is a lot of concern
Doors are locked to Rebel figures. A . and it's clear that he's involved in many about this new weapon project.''
Rebel figure can attack a <loor (Health: 5,
aspects of all listed projects.
Defense: 1 Y). "Be ready far another operation
soon," she warns, 'as we're going to be
+ A hero can interact with a terminal to flip
When the blue terminal is investigated: aggressively pursuing any leads we can."
the token color side faceup and perform an
attribute test based on the color. If he passes,
that terminal is investigated. The colors and Data spools across the archaic device, a ~ Place Story Mission card "Imperial
their corresponding tests are as follows: logfilled with miscellaneous engineering Hospitality" into play. Each hero
Red: 2 ~ Blue: 2 0 Green: 2 ~ data. As you spend sorne time digging receives 1 XP.
through it, you notice entries describing
+ The mission ends when ali terminals are At the end of Round 7 or when ali heroes
several shipments to this area.
investigated ( ~ ), at the end of Round 7, are wounded:
Miscellaneous scrap, power supplies,
or when ali heroes are wounded.
a few weapons, but what catches your
ARRIVAL attention is how the pieces fit together. Though the mission isn't complete,
You surmise that this section aj the you can't possibly see a way to punch
At the end of Round 5: through the Imperial forces continuing
, facility was used to build or modify a
r- ............ . i to fire upan your position. Only through
vehicle of sorne kind. Something very i
Out aj the foliage bursts a bipedal scout different from standard Imperial design. a risky and f oolish rescue maneuver
walker unlike any you've ever seen. The ~ from your pilotare you able to make
terrifying vehicle bristles with weaponry. your escape.
When the green terminal is investigated:
1 "Rebel forces! " an amplified voice issues . From the little information you were
1 from the monstrous walker. "This is 1 able to find, Alliance High Command
! General Vitsun Weiss of the Imperial The computer in this room is in . has discovered rumors of a new weapon
1 Army. You are surrounded and severely substantial disrepair; after a bit aj under the development of General
outgunned. Surrender and I swear coaxing, it flickers to lije. Described Weiss. Nothing more is known thus
merey shall be granted!" within are a plenitude ofprototype far, but at least the mission wasn't a
. engineering projects, but one weapon complete f ailure.
project in particular seems of obvious
~ Deploy the reserved General Weiss to the
importance.
yellow point. ~ Place Story Mission card "Fly Solo" into
Details appear deliberately vague, play. The Imperial player receives 1 XP.
DEFENSE PRDTDCDLS but there is a lot aj communication
surrounding the subject. There's also ADDITIDNAL REWARDS
Each time a door opens: . a sense ofgravity associated with the ~ Each. player receives 1 XP in addition
project, making the information to any that he already received. Heroes
The Imperial player chooses 1 of the
following, limit once per option:
difficult to ignore. receive 100 credits per hero. The Imperial
player receives 1 influence.
~ Each hero within 3 spaces of the <loor
tests. Each hero who fails is Stunned. ~ If the heroes have investigated ali
terminals before the end of Round 5, they
~ Increase ~} by 6.
receive an additional 100 credits per hero.
~ Each Probe Droid may perfor1n 1 move Otherwise, the Imperial player receives
and 1 attack. 1 influence.
~ Place the reserved Nexu 011 an interior
space within 3 spaces of the opened <loor. j
CAMPAIGN GUIDE
l
DEPLDYMENT AND SETUP
Initial Groups: E-Web Engineer, Imperial Officer, Stormtrooper.
Reserved Groups: AT-ST, Darth Vader (Lord of the Sith), Royal
Guard, Stormtrooper.
Open Groups: 2.
---
-
~ ---!
---- -~
----- --,
-- -- - <
EVENT SUMMARY
Round 2: Wave 1
Round 3: Assault
Roun d 4: Wave 2
Round 5: Specialists
Round 6: Wave 3
Round 8: End of Mission
MAP TILES: @DIA, D2A, D7A, 12A, IBA. 2DA, 22A, 23A, 26A, 29A, 3DA, 31A, 32A,
36A(2), 39A(2)
MISSIDN BRIEFING ASSAULT END DF MISSIDN
At the end of Round 3: At the end of Round 8:
Command has assigned you a brutal/y
simple task: you're to cause a diversion, The Imperial player chooses 1 of the following:
allowing another team to investigate a Even though the cal/ carne for you to
Remove 1 <loor from the map and rol! 1
facility under Weisss control. pul/ back severa/ minutes ago, you still
red die. Each hero within 3 spaces of that
held in spite of the overwhelming odds.
The instructions from your commander <loor suffers ):{ equal to the ):{ results.
were c/ear. "Don't jam or cut off any You're told later that the few extra
Increase <> by 3. minutes meant clear skies for the other
signals,'' she told you. "If they send any
ca/Is for help, good. If they don't, then WAVE 2 teams escape. Your pilot wasn't thrilled
you didn't make enough noise." about the enemy fighters that carne to
At the end of Round 4: deal with you, but it still worked out.
Considering the sheer amount of
Imperial weight now bearing down on 7 The recon teams success has revealed
the compound, you certainly succeeded The pressure rises with each passing a new weapon project under Weisss
in "making enough noise." moment, but you're informed through 1
development, and their findings suggest
your comlink that the other strike team that this should be of great concern to
After removing the Imperial presence is nearly finished. the Rebellion.
from the facility, you made preparations
to defend it. Many of the doors are A detonation resounds through the
sealed off, barricaded against the corridors, originatingfrom somewhere Place Story Mission card "Imperial
possibility of troops coming in through within the compound. It was only a Hospitality" into play. Each hero receives 1
another entrance. You're expecting matter of time before they tried to get in XP. The heroes receive 100 credits per hero.
they'll try, but hopefully your hasty another way, but you curse your luck al/ '
fortifications will hold long enough to the same. You just hope the explosion When 4 capture points have been secured 1
keep their numbers manageable. doesn't mean they already breached the or when all heroes withdraw: 1
compound and are flooding inside.
f Imperial forces charge into the
1
Mission tokens represent capture sites. At
i the end of each round, if an Imperial figure Deploy the reserved Stormtrooper group compound, and you're unable to hold
occupies a tile with a capture site and there and increase <> by 3. them back any longer. Hoping the time
are no healthy Rebel figures on that tile, you bought the other strike team will be
that site is secured by the Imperial player SPECIALISTS enough, you quickly disengage.
and he claims its token. At the end of Round 5: Luck is on your side; after you're
extracted, a transmission arrives
Doors are locked. An Imperial figure can
attack a <loor (Health: 6, Defense: The Imperial player chooses 1 of the following: from your commander. She makes no
1 black die). Deploy the reserved AT-ST to any mention of your efforts and instead
yellow point. focuses entirely on the findings of
A <loor adjacent to a Rebel figure <loes not
the other team. "Weiss is developing
block his n1ovement or line of sight. Resolve an optional deployment of a weapon," she tells you, ''and High
+ The mission ends at the end of Round 8 1 group (no reinforcements) to the red Command is very nervous about it.
( ~ ), whe11 the Imperial player secures 4 point. This group may actvate before the
They're already clamoringfor more
heroes during the next round.
capture sites, or when ali heroes are forced information, so don't be surprised if
to withdraw. you're ca/led on soon."
WAVE 3
Rebel players deploy their figures to any
interior space. At the end of Round 6:
If 4 capture points were secured before the
end of Round 6, Place Story Mission card
WAVE 1 You can hardly believe it, but striding "Fly Solo" into play. The Imperial player
At the end of Round 2: through the field offa/len troops is the receives 1 XP and 1 influence.
imposing, terrifyingfigure of Darth
Otherwise, Place Story Mission card
Vader himself.
Por every troop you cut down, it seems "Imperial Hospitality" into play. Each
as though three more take its place. A comlink message tells you that the player receives 1 XP.
Though the pressure continues to mount, other team is on its way out. Even
the base is still under your control for though your Job is done, you know a few ADDITIDNAL REWARDS
the time being. more minutes of diversion could make a Each player receives 1 XP in addition
world of difference to your comrades. to any that he already received. Heroes
receive 100 credits per hero. The Imperial
Deploy the reserved Royal Guard group player receives 1 influence.
and increase <> by 5. Deploy the reserved Darth Vader and
increase ,-, b
,<;]., y 3.
DATA
l: CENTER
(@23A )
CELL
(@33A )
1----.__-_
-
-
-
- --
---
t::r -
--------
EVENT SUMMARY
Round 4, terminal not destroyed: Transmission Received
1 "He's going to be held far a couple of "Will someone remove this Rebel scum the operative is final/y coherent enough
: days in a facility near Thyferra befare from my facility?" The voice comes to talk. He quickly redirects you to a saje
! they transfer him to Coruscant." through the comm system. "Don't just house where he hid stolen schematics
stand there, you fools, get them!" far the new Imperial weapon, which you
You're also told that he was carrying
a sensitive data packet that included deliver to High Command far analysis. ""J
positioning of Rebel operatives Deploy the reserved Imperial Officer and
! throughout the galaxy, including Trandoshan Hunter group to the Data Place Story Mission card "Jncoming" into
yourselves. Heavily encrypted, of course, Center. play. Each hero receives 1 XP.
! but only a matter of time to crack it with ,
the resources at the Empire's disposal. THE PRISONER When the captive is defeated or when ali
heroes are wounded:
1 You recall the final instructions of When the door to the Cell opens:
, your commander as you crawl through
cave networks and ventilation shafts.
lf" u - - ---
,
Returning to High Comman~
empty-
I "Keeping that information out of the handed, you try not to think about the
Empire's hands is very important, but and battered man, clutching his side.
. fate of the operative you left behind.
the operative is your top priority."
Fortunately, the operative managed to
+ The captive is now a Rebel figure (Health: deliver stolen weapons schematics to a
8, Speed: 2, Defense: 1 white die). Heroes
Doors are locked. A Rebel figure can ' saje house, discovered by Rebel forces
attack a door (Health: 6, Defense: 1 black control the captive as an ally.
shortly after your rescue attempt.
die) or interact (2 ~ )to open it. + When the captive is targeted for an attack '
L _
The terminal will transmit sensitive data while adjacent to a hero who could also be
Place Story Mission card "Drawn In" into
at the end ofRound 4. A Rebel figure can a target of that attack, that hero 1nay suffer
play. The Imperial player receives 1 XP.
attack the terminal (Health: 6, Defense: 1 10 to become the target of the attack.
black die) or interact (2 ~)to destroy it. + The captive can escape through the ADDITIDNAL REWARDS
entrance, ending the mission ( ""). f. -~ - --- ---
+ The mission token represents the captive.
The captive is a neutral figure until the Analysis of Weiss's weapon reveals it
The Imperial player chooses 1 of the following;
<loor to the Cell opens. to be a smaller-scale version of the
The captive becomes Bleeding. devastating Death Star superlaser.
+ The mission will progress when the <loor This new version is designed far
to the Ce!! opens ( ""). The mission ends
Increase <> by 3.
fleet superiority instead ofplanetary
when ali heroes are wounded.
THE DATA destruction. "From ali appearances, they
could be mass-produced and fitted to
TRANSMISSION RECEIVED When the terminal is destroyed: . capital ships," your commander tells you,
At the end of Round 4, if the terminal has ' a grim tone in her voice.
not been destroyed: You smash the data center, scattering She makes it clear that the Rebel fleet
rp- 1 the sensitive electronics across the room , would have no answer to this firepower.
1
"Excellent," a voice says though the in severa/ ruined pieces. When you're "Jt might be that we could develop it
facility 's communication system. "The finished, nothing is left in the room but ' ourselves, but our engineers can't seem
' .
data transfer is complete. The prisoner smoldering wreckage. to figure out a few of the last pieces.
'
is no longer necessary. Please dispose 1
Whatever secrets were stolen, they're saje
' ! We think the plans must be old, ar
of him." i from the Empire now. Ali that remains is incomplete."
L : to escape with the operative. j 1
+ The red deployment points are now active. Each player receives 1 XP in addition
In crease <> by 3. to any that he already received. Heroes
Open ali doors.
receive 100 credits per hero. The Imperial
Discard the terminal. player receives 1 influe11ce.
If"Well-Guarded" has not been resolved, If the heroes destroyed the terminal, they
resolve "Well-Guarded:' receive 100 credits per hero. Otherwise, the
Imperial player receives 1 influence.
If "The Prisoner" has not been resolved,
resolve "The Prisoner:'
EVENT SUMMARY
Round 3, Door to Back
Room closed: Daring Escape
--
-- ~--'
.
--
--
SraRAGE
~LDSET
( 36e )
#'-
IMPERIAL ASSAULT-CDRE GAME MAP TILES: @D4e, D6e, lle, 12e, 13e, 14e. 16e, 17e, 18e(2). 21e, 22e. 24e. 32e.
CAMPAIGN GUIDE 34e, 35e. 36e, 3!1e(2)
MISSIDN BRIEFING STRANGE PATRDNS END DF MISSIDN
When the door to the Back Room opens: When Han Solo escapes:
While Rebel forces scour the galaxy in
li ~
expected to find a back room fil/ed with Imperial troops, you make your way to
for a few days.
'
Sabacc tables, nota ful/y functioning Han's ship. Chewbacca stands waiting
You're quick to remind your commander Imperial observation post. at the hatch, releasing a guttural roar at
that this hasn't been unusual behavior for f
the sight of Han. "Yeah, yeah, I know!"
Screens cover the walls and voices crack/e
the smuggler, but she shrugs and replies, Han says, waving him off.
from mu/tiple speakers. Computers and
"Captain Solo said something about a
monitoring equipment are scattered "Look, we're getting outta here, but
promising /ead in his /ast check-in. We
everywhere. At the back of the room, in a this is everything I could find on the
just want to find him and follow up."
small holding ce/l barred by a force field, weapon." He hands you a small data
Thus, you now find yourselves retracing sits Han Solo. cube befare scrambling up the ramp into
his previous steps. After going through the Falcon.
"Watch it!" he shouts, motioning to the
severa/ /ocations and contacts, this latest
troops in the room, who scramble for
one shows promise. Not only does it
, their weapons. Place Story Mission card "I11coming" into
represent Solos /ast known location, but :
there are a/so a fair number of Imperial i' There's a small rumbling beneath your play. Each hero receives 1 XP.
troops patrolling the nearby vicinity. __ j , feet. The lights in the room flicker, and
the force field dies. ''Nice timing, Chewie," When Han Solo is defeated:
Han grins to himself as he dives for the (
+ The door to the Back Room is locked. A
hero can interact with the door ( ~ ) to
nearest blaster. i A blaster bolt clips Han's shoulder. With
open it. 1
1
a shout of pain, he scrambles around
Deploy the reserved Stormtrooper a corner. Imperials move to block your
+ The mission will progress when the <loor to path to him. Befare ducking out of sight,
group and Imperial Officer to the Back
the Back Room opens ( ~ ) or at the end of he throws something toward you.
Room with exhausted Deployment
Round 3.
cards. Deploy Han Solo (Scoundrel) to Amid a hail of bias ter fire, you snatch up
DARING ESCAPE the Storage Closet with an exhausted the object, a small data cube, and make
'
Deployment card. your escape in the other direction. i
'
)
At the end of Round 3, if the door to the
Resolve "Time to Run:'
Back Room is closed:
Place Story Mission card "Drawn In" into
TIME TD RUN
\ f A do~r at the back of the bar bursts l After Han Solo is deployed:
play. The Imperial player receives 1 XP.
CAMPAIGN GUIDE
DEPLDVMENT AND SETUP
Initial Groups: Stormtrooper, Trandoshan Hunter.
Reserved Groups: Imperial Officer, Imperial Officer, Stormtrooper.
Open Groups: 2.
Special Setup: Collect 2 yellow terminals and 2 terminals of any other
color. Randomly place them facedown on the map as indicated. Set aside
8 Imperial mission tokens and 1 neutral mission token.
CaRRIDDR
( 26s }
-- -
-- ~ .......
--- -
-
---- -
---- -
EVENT SUMMARV
Round 7: End of Mission
IMPERIAL ASSAULT-CDRE SAME MAP TILES: @D3A, D5A, IDA, 12A, 14A(2), 22s. 23s. 24s. 25s. 268. 288, 328(2).
C:AMPAIGN GUIDE 36s(4). 38s
..
C:AMPAIGN GUIDE
1
DEPLDVMENT AND SETUP
Initial Groups: E-Web Engineer, Imperial Officer, Stormtrooper (2).
Reserved Groups: Royal Guard Champion.
Open Groups: 4. No (~ figures.
.-.. -
..---
-
------r-::---,
----
.--- -
t::- - 1
EVENT SUMMARY
Each Round: Subdue
Round 5: Raise the Alarms
(
''
about itf" Out strides an Imperial Guard quite Imperial presence was substantial. The
different from the usual stock. quick scans revealed there to be nothing
Bursting out ofyour ship, you cut
through the immediate resistance, using He wears black with red trim and L_ left of the outpost. j
the assistance of an exterior turret. carries a long staff with blades at each
Then, you climb aboard a service end. Though you don't recognize him, Place Story Mission card "Chain of
elevator which slowly rises towards the his appearance and demeanor single Command" into play. Each hero
main deck. him out as a powerful foe. receives 1 XP.
"Freeze!" a trooper shouts as the elevator
When all heroes are wounded:
shudders into place. It seems you're Deploy the reserved Royal Guard
surrounded. "Stand down and surrender Champion.
your weapons!" One by one, yo ufali to the endless
Counting the number of soldiers around
RAISE THE ALARMS number of Imperial troops. Though you
put upan impressive struggle, you're
you, you're almost insulted. At the end ofRound 5: subdued, captured and imprisoned.
__,;
+ Terminals represent power stations. Rebel The Imperials were not expecting this
Place Story Mission card "The Source"
figures can attack a power station (Health: much resistance from you, but they're
into play. The Imperial player receives 1
8, Defense: 1 Yl. quickly adapting to your aggression.
XP. Play "Captured" (page 5) as a forced
+ Doors are locked to heroes. A hero can Alarms blare throughout the ship. If you
m1ss1on.
interact with a door ( ~ or "4) to open it. don't get out of here soon, you're going to
+ When a hero withdraws, he is L....be overwhelmed. ____ j ADDITIDNAL REWARDS
incapacitated instead. When activating, Each player receives 1 XP in addition
he receives only 1 action and can only use to any that he already received. Heroes
+ Increase {} by 3 at the start of each
that action to perform a move. receive 100 credits per hero. The Imperial
Status Phase.
playeF receives 1 influence.
+ When all 4 power stations have been
destroyed and ali heroes are on or adjacent If the heroes departed and "Raise the
to the entrance, the heroes depart. Alarms" did not trigger, the heroes receive
100 credits per hero. Otherwise, the
+ The mission ends when the heroes depart Imperial player receives 1 influence.
( ~ ) or when ali heroes are wounded.
HANGAR
{ 1!1A )
---- - - 1
.--
--:.--,
EVENT SUMMARY
Round 2: Vulnerable
INSPECTIDN
STATIDN
INCINERATDR (6 23e )
( 2De )
SECURITY
STATIDN
(@21A )
JUNK
SHDP
(@24e )
EVENT SUMMARV
Each Round: Opportune Moment
Round 8: End of Mission
IMPERIAL ASSAULT-~DRE GAME MAP TILES: @ISe. 2De, 21A, 22A, 23e, 24e, 2BA, 2SA, 3De. 31A. 35A, 35e, 3BA(2),
l:AMPAIGN GUIDE 3Ge(2), 37B
MISSIDN BRIEFING DPPDRTUNE MDMENT END DF MISSIDN
At the end of each Round: When the terminal is secured:
"Spies have tracked down the primary
manufacturing plant in Weisss supply The Imperial player chooses 1 of the following:
chain," your commander informs you. The officer swallows hard, stepping away
Move the captured offi.cer 1 space.
"It isn't much, but its records could from the command terminal. "There, as
indicate shipping patterns, perhaps even Resolve the "Order" ability of the captured you can see, its a waste of your time."
containing the location of the prototype offi.cer, choosing an Imperial figure within
At first glance, that appears true. In spite
weapon." She sounds both desperate and his line of sight instead of within 2 spaces.
of numerous shipments to a primary
excited. "This could be the real thing. Each Imperial figure in line of sight of the location, none of the materials are
Make us ali proud." captured offi.cer gains 2 movement points. related to weaponry.
Security in the plant is tight, surprisingly 1 {~: 1 Imperial figure can perform 1 Ajter only a few questions, the officer
so, and each door takes considerable move and 1 attack. cracks. "Theres no weapon!" he shouts.
time to hack ar break through. Every "Its ali a trick to lure out the Rebel fleet.
moment risks your discovery, and AWAITING DEPARTURE I told him that Strangs plan was far
you're about to give up when more suited-"
When the door to the lnspection
opportunity strikes.
Station opens: You cut him off, examining the terminal
"I don't care about your excuses. Kili with this new information in mind.
the blasted creatures if you cannot keep Indeed, you can see the seeds of the
"It won't work, you know,'' the officer says
them contained." A scowling officer deception. With this information, anda
as he inputs yet another unique code.
comes down the hall. He speaks into a new prisoner, perhaps this can be turned
"My people will fight to protect me."
comlink. "Drag me in to this festering to the Rebellions advantage.
hale again and I'll see that you become The door opens, and severa/ blaster bolts
their next meal." sizzle by, narrowly missing the officer.
"Watch your aim, you fools!" he shouts. Place Story Mission card "Last Stand" into
He lowers the comlink just as you spring play. Each hero receives 1 XP.
from cover, jamming a blaster into his ribs
and suggesting he behave himself and do + The yellow deployment point is now active. When the captured officer is freed, at the end
as you request. The green deployment point is now inactive. of Round 8, or when ali heroes are wounded:
Deploy the reserved Stormtrooper group
+ The Imperial Officer on the Junk Shop and I1nperial Offi.cer to the Incinerator. The officer scrambles away from you,
has been captured and is a neutral figure. shouting, "Shoot them, you fools! Don't
+ Doors are locked.
DN BOARD
let them escape!" Alarms ring in the
When the door to the Security background, and you cut through the
+ A Rebel figure can interact with the Imperial forces, trying to catch up to
captured offi.cer to perform the following: Station opens:
your former captive.
The hero and the captured offi.cer each However, its too late. He disappears
move 2 spaces. "Listen, I'm sure we can come to an
arrangement." The officer is getting more through an opening, and the door slides
Open a <loor adjacent to the offi.cer. nervous as you draw closer to your shut and locks. By the time you break
objective. "Please, you don't understand!" through this door, he'll be long gane.
Secure a terminal adjacent to the
offi.cer. It takes a little more coaxing to get him
+ If there are no healthy Re bel figures to open the door, but eventually he Place Story Mission card "Desperate Hour"
within 3 spaces of the captured offi.cer, complies, sweat dripping down his face. into play. The Imperial player receives 1 XP.
an Imperial figure can interact with the
offi.cer to free him.
ADDITIDNAL REWARDS
+ The red deployment point is now active. Each player receives 1 XP in addition
+ The mission ends when the terminal is The yellow deployment point is to any that he already received. Heroes
secured (\I ), when the captured offi.cer is now inactive. receive 100 credits per hero. The Imperial
freed, at the end of Round 8, or when ali player receives 1 influence.
Deploy the reserved Stormtrooper group
heroes are wounded. to the Security Station and the reserved If the terminal is secured before the
Imperial Offi.cer to a space adjacent to the end ofRound 6, heroes receive 100
terminal. credits per hero.
If the offi.cer is freed before the heroes
open the <loor to the Security Station, the
,. Imperial player receives 1 influence.
C:AMPAIGN GUIDE
DEPLDYMENT AND SETUP
Initial Groups: E-Web Engineer, Royal Guard,
Stormtrooper.
Reserved Groups: Darth Vader (Lord of the
Sith), Imperial Officer, Probe Droid (2), Royal
Guard, Stormtrooper.
Open Groups: 2.
WAREHDUSE
{@24B }
.
--.::::.- 1
-----=------1 RECEPTIDN
CHAMBER
{@28A )
- --
EVENT SUMMARY
'
Round 12: End of Mission
end of Round 12 or when ali heroes Vader performs 1 action after each hero's ~ The Rebel players win the campaign!
are wounded. activation.
At the end of Round 12 or when ali heroes
WELCDMINB PARTY Darth Vader cannot receive conditions .
are wounded:
The first time the first door opens: spaces and perform an attack.
Darth Vader gains ..... : Move up to 2
2 <> to apply + 2 Y to the defense results. Those who survived are taken prisoner.
active.
The blue deployment points are now From what you hear; Rebel forces were
The green deployment points are
now inactive.
defeated
The mission ends when Darth Vader is
(~).
defeated in the skies above while you
1 struggled against the Dark Lord. You
second
The mission will progress when the
<loor opens (~).
think it must be propaganda, but it is
difficult to know far certain.
A large spectacle is made of your trial
DEFENSES BREACHED on Coruscant. Your activities in recent
The first time the second door opens: months are dragged out; its almost an
honor to relive your exploits. In the end,
~ Deploy the reserved Imperial Officer and you're charged with high treason, which
Probe Droid to the Medica! Center. Then carrie~ a death sentence.
deploy the reserved Stormtrooper group You 'll never know what your
to the Reception Chamber.
contribution provided to the Rebellion
+ The yellow deployment points are now in your final days. Despite the Imperial
active. The blue deployment points are propaganda, however, you truly believe
now inactive. that the victory was decisive, that your
part in it was important, and most of all
+ The mission will progress when the <loor
that your sacrifice will be remembered.
to the Command Center opens (~).
,.
~ The Imperial player wins the campaign!
CAMPAIGN GUIDE
,
WAREHDUSE
{@24s )
HANGAR
(@ ISA )
CANYDN (@D2s )
---'-----~
-~:c-:.--1
EVENT SUMMARY
Round 8: End of Mission
1
Doors are locked. A Rebel figure can + The AT-ST is a Rebel figure. Heroes control have been much worse. We ali owe you
i
either <loor to the Hangar (Health:
1
1 itas an ally. The AT-ST gains General our lives. Thank you; The Force was
1
6, Defense: None). Weiss's "Epic Arsenal" ability. Instead of truly with you."
occupy
A "Massive" figure can move through and
interior spaces.
activating as normal, the AT-ST performs
one action after each hero's activation. The heroes win the campaign!
+ The mission will progress when either + The mission will progress when a Rebel
<loor to the Hangar opens ("'). The figure enters the Clearing ( "'). At the end of Round 8 or when all heroes
mission ends at the end of Round 8 or are wounded:
when ali heroes are wounded. THE BITTER END
The first time a Rebel figure Weiss shows merey, treating you with
NDT SO FAST enters the Clearing: every courtesy. Your wounds are tended
The first time a door to the Hangar opens: to, you're given food, and you're even
~nother of the modified walkers stands allowed a limited amount of movement
within the facility.
'\.lways so desperate," an amplified voice in the way, this one featuring even more
The Rebel fleet is torn apart in the
echoes in the hangar as the door opens. armar plating and weaponry. Weiss
leans out of the top, shaking his head. ambush above the planet, dozens of
One of Weisss modified walkers stands valuable ships lost. After the battle
"Very clever, intercepting my signa/. Too
befare you, aiming its many weapons in concludes, Weiss releases you.
clever far your own good." He descends
your direction.' "The slightest whisper of
into the cockpit. "Your failure is so entirely complete that
new weapons, new threats, and you risk
so much on nothing but a rumor. How I don't believe you'll return to your Rebel
can your kind possibly govern a galaxy?" Deploy General Weiss to the Canyon. allies," he tells you as he sends you out.
Deploy the reserved E- Web Engineer and "Good luck in your future endeavors.
''J was almost hoping you wouldn't When the sting of this defeat has dulled,
be fooled," Weiss says, a note of Trandoshan Hunter group to any red point.
consider returning. I can always use
disappointment in his voice. "Yes, the + Ali doors close and are locked (including individuals with your skills."
weapon is a complete farce. Your fleet will destroyed doors). Any figure can attack a
be ambushed and destroyed. If you do not <loor (Health: 10, Defense: 2Y).
wish to join them, surrender." The Imperial player wins the campaign!
+ Apply + 1O Health to General Weiss .
Instead of activating as normal, General
Deploy the reserved General Weiss to the Weiss performs 1 action after each
yellow point. Imperial group activation.
The mission will progress when General + The red deployment points are now
Weiss is defeated ( "'). active.
+ The mission ends when General Weiss is
defeated a second time ("').
MISSION THREAT LEVEL REBEL UPGRAOE IMPERIAL UPGRAOE
lnfluence
3 Target
,,
~ TiBr 3 ltBms. SpBnd XP '--1 ~ AgBnda. SpBnd XP
Credits
r
;, ;1"~~~ r~t?' ~~~,,~'"l ~ ..
.., J' ---~----- -----...--- -- -1
' ->.
--- - 1
' ,.r 1. - - r--1.
,< , .. __ ,_ 'l .. ----"'"'--~~-~------
1 - .L ' l "
...~~~~~~~~~~~~~~~~~-'-~~~~~~~~~~-'-~...;.;::i~~~-'--'-~'Ut....;...,;; . ~ ... ..i......;~~
........~~~~~~~~~