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CAMPAIGN GUIDE EVENT SUMMARV

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.

Missions within a campaign of Imperial Assault are played with


information hidden from the Rebel players ( often referred to as MISSIDN EVENTS
heroes). Rebel players are not allowed toread any ofthe information Events form the initial structure and changing rules of a given
found within this Campaign Guide, but they are always allowed to ask mission. A mission can consist of any number of events starting with
the Imperial player to repeat any current or previous rules. "Mission Briefing" and concluding with "End of Mission:'
Each event can contain any combination of story text and additional rules
MAP DIAGRAM that apply to the mission. When an event is triggered, all of the text and
The map diagram for each mission indicates assembly for the map, as rule information within that section is read aloud and resolved, in arder.
well as placement of tokens, doors, and figures. It also displays Mission rules are instant ( ~ ) or ongoing (+ ) effects. An instant effect is
information referenced by mission rules, such as named map tiles or resolved immediately and most often no longer needs to be referenced.
deployment points. An ongoing effect applies throughout the mission and often determines
special abilities granted to Rebel or Imperial figures.
In sorne cases, an event will require the Imperial player to choose
one of a number of effects, which can be instant or ongoing. When
he chooses one, he reads the effect aloud and resolves it, but he
Figures on the map Deployment Point <loes not read or resolve any of the unchosen effects.
Door
When the Imperial player deploys an initial or reserved group, this
Note: Figures shown with gray and black borders both correspond to does not cost any <> (threat). When a rule allows the Imperial
gray Deployment cards, but belong to different groups. player to resolve an optional deployment, such as during the Status
Phase, he must spend <> to place these figures.
DEPLDVMENT AND SETUP While resolving an optional deployment, the Imperial player can
Each mission has a "Deployment and Setup" section that provides the also reinforce figures corresponding to groups already on the map.
list of the Imperial figures that will be present during the mission, as Certain rules reference the mission ending or progressing,
well as other special rules resolved during setup. followed by the ~ symbol. This indicates that the preceding text is
When collecting the listed Deployment cards, figures listed in red an objective tnat the heroes are attempting to fulfill, which should
text refer to the elite (red) version of the Deployment card, and ali be emphasized to the Rebel players by the Imperial player.
other figures use a regular (gray) version of the Deployment card.
When choosing open groups, the mission may list specific groups REWARDS
or traits (such as CREATURES) that cannot be chosen. Additionally, At the end of a mission, a number of rewards are received by the
the Imperial player cannot choose a unique Deployment card unless Imperial and Rebel players. Note that sorne rewards are received from
it has been rewarded to him as a villain. mission results and are listed in the "End of Mission" section. Others
are found in the "Additional Rewards" section, and these are received
SPECIAL SETUP in addition to those from "End of Mission:'
Many missions have special setup instructions covering rules such as
Rebel ally usage or token placement.
When the rules instruct to randomly place a number of specified
TIME PERIDD 01
Each campaign in Imperial Assault is associated with a :vever shy
et, Han has
tokens, the Imperial player collects the listed tokens, shuffies them
time period, represented by a number. This corresponds >rt.
together, and places them facedown in the spaces indicated on
to time period numbers found on certain Side Mission o assure that
the map. Until revealed by mission rules, no player is allowed to Imperial
cards. ~ willing to
examine the facedown side of these tokens.
During campaign setup, do not use any Side Mission ~

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

D oor opens: Fortified


All terminals d estroyed or
all heroes wounded: End of
Mission

ATRIUM (~ 25B )

MISSIDN BRIEFING FDRTIFIED END DF MISSIDN


- ----,
''
'
''
The first time the door opens: When all terminals are destroyed:
Arriving at the outpost, you immediately i
open fire upan the troops standing guard.
"They're here!" the Imperial forces shout Their plans disrupted, the remaining- ..... ,
You suspect they knew you were coming as they scramble their defenses. "Keep Imperial forces fall into a hasty retreat.
and that you're likely walking into an them away from the transmitters!" "Nice work!" Your pilot grins back at
ambush. Ali the same, with the signa! you as you pile into the transport.
continuing to broadcast, there Just isn't There's a crack/e from your comlink.
time for a more subtle approach. "Imperial forces on approach!" your
i pilot contacts you from your transport, ~ Place Story Mission card "A New Threat"
now circling overhead. "The place is in to play. Heroes receive 100 credits
+ A Rebel figure can attack a terminal going to be crawling with them soon, so per hero.
(Health: 4, Defense: 1 Y). Apply + 1 Y get the Job done quick!"
to the terminal's defense results if it is At the end of Round 6 or when all heroes
adjacent to 1 or more Imperial figures. are wounded:
~ Deploy the reserved E- Web Engineer to
+ Doors are locked to Imperial figures. any yellow point. That figure becomes
+ The mission ends when all terminals are Focused. Imperial soldiers pour out of the forest
destroyed ( ~ ), at the end of Round 6, or on ali sides; the beacon has done its Job,
~ Deploy the reserved Stormtrooper group
when all heroes are wo11nded. and you have to run. With so many of
and Imperial Officer to the Storage Room.
the Imperial survivors getting organized,
LDCKDDWN Rebel ground troops are going to have
their hands ful!.
At the end of the Round in which the
door opens for the first time:
~ Place Story Mission card "Under Siege"
The Imperial player chooses 1 of the following: into play. The Imperial player receives
1 influence.
+ Each terminal has 7 Health instead of 4.
+ The <loor to the Atrium closes and is ADDITIDNALREWARDS
locked. A Rebel figure can attack the <loor
(Health: 8, Defense: 1 black die). The red
. ~ Each player receives 1 XP. Heroes receive
100 credits per hero. The Imperial player
deployment point ls now active. receives 1 influence.

IMPERIAL ASSAULT-CORE 6AME


MAP TILES: ~07 A, IDA, IB A, 22e, 25e, 32e, 35e, 36e(2), 3B e
C:AMPAIGN GUIDE
HALLWAY (@3DA )

DEPLDVMENT ANO SETUP


Initial Groups: Imperial Officer, Imperial
Officer, Stormtrooper, Stormtrooper.
Reserved Groups: None.
Open Groups: 3.
Special Setup: Heroes cannot bring allies.

EVENT SUMMARY
Ali items faceup: Escape
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

AT-ST defeated: Small Victory


4 explosives disarmed: Last Stand
All explosives disarmed or all
heroes wounded: 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.

IMPERIAL ASSAULT-GDRE GAME


MAP TILES: ~D2A, D4A. OSA. D6A, D7A. IDA, llA, 12A. 13A. 14A(2). IGA, 17A
CAMPAIGN GUIDE

DEPLDYMENT AND SETUP


Initial Groups: Nexu, Royal Guard, Stormtrooper.
HaLa~RaN
Reserved Groups: Darth Vader (Lord of the Sith).
CHAMBER
Open Groups: 3.
(@2Be )
Special Setup: Place 8 Rebel mission tokens in
Diala's play area. Increase {> by twice the threat
leve! and resolve an optional deployment (see
"Mission Briefing").

EVENT SUMMARY
Round 1, 3, and 5: Allure of Power

Door to Holocron Chamber open s: Hatred


Darth Vader defeated, Diala withdraws, or all J
mission tokens discarded: End of Mission
1

MISSIDN BRIEFING ALLURE DF PDWER END DF MISSIDN


{". --------------,
At the end ofRounds 1, 3, and 5: When Darth Vader is defeated:
i A heavy mist settles about the forest
.
1 as you travel in silence. A pained Diala must choose 1 of the following:
expression cross es Diala's features, more
Diala discards 1 Rebel mission token and
Diala pauses, kneeling befare the
than ji1st the sorrow of returning here. 1 ghostly vision of her master's killer. She
'' moves up to 2 spaces. Then, she performs whispers, "Please, master, forgive me."
1 There is a darkness here, ali of you can 2 attacks. l
feel it. As you draw near to the place At her words, the spirit vanishes and the
~ Diala claims 1 Rebel 1nission token, and
where Diala's master died, ghostly mist sinks into the ground. The sense of
each other hero within 3 spaces ofher darkness Jades, and ali that remains is
:
' figures, your foes ofpast and present,
!' recovers 2}:( and 20. Then, the Imperial an object upan the nearby pedestal.
:' rise out of the mist and attack!
'' player chooses 1 figure to perform 1 move
1
''
:
'
'
'
. Rebel mission tokens represent inner
and 1 attack.
Diala receives the "Shu Yen's Lightsaber"
strength. During each Status Phase, Diala HATRED Reward card. J
discards 1 Rebel mission token. Then,
When the door to the Holocron When Diala withdraws or has discarded ail
she tests . If she fails, she discards 1
Chamber opens: Rebel mission tokens:
additional Rebel mission token.
+ The door is locked to ali figures except
In the darkness stands the ghostly figure You ali awaken sorne number of hours
Diala.
of Shu Yen, Diala's master. "Diala, later upon the f orest floor. You don't
+ When a hero becomes wounded, Diala pleasef" he cres. "You must come backf" even recall falling unconscious.
discards 1 Rebel mission token for each
Screaming in agony, the spirit's form The mist is gane, but an eerie sense of
activation token that hero possesses.
changes, flowing outward and taking the darkness remains. Though no one seems
+ Imperial figures can deploy and reinforce shape of a familiar, terrible f oe. Upon harmed, you cannot shake the sense that
to any empty space. seeing this, Diala releases a cry of sorrow sorne opportunity was lost here.
+ The mission will progress when the door and leaps forward to attack.
to the Holocron Chamber opens (~). The ~L_==========-========~~ The Imperial player receives 2 influence.
mission ends when Diala withdraws or Deploy the reserved Darth Vader to the
has discarded ali Rebel mission tokens. red point. ADOITIDNAL REWAROS
+ When Darth Vader suffers }:( equal to Each player receives 1 XP. Heroes receive
twice the threat leve!, he is defeated and 100 credits per hero. The Imperial player
the mission ends (~). receives 1 influence.

IMPERIAL ASSAULT- ~ORE GAME


MAP TILES: @D2A. D!IA. IDA. 13A, 14A, 18A(2). 27e. 28e, 32s(2). 36s, 38s(2)
CAMPAIGN GUIDE


DEPLDYMENT AND SETUP
Initial Groups: E-Web Engineer, Imperial
Officer, Nexu, Stormtrooper.
Reserved Groups: Trandoshan Hunter,
Trandoshan Hunter.
Open Groups: 3.
Special Setup: Increase <> by twice the threat
level and resolve an optional deployment. Jyn
Odan <loes not deploy with the heroes and
instead is deployed as shown.

EVENT SUMMARV
Jyn calls Szark out: The Gunfight
Szark defeated or all heroes wounded: End
ofMission

---------------------~----------~---------------- --------------------------------------------------------------------------------------- -----------

MISSIDN BRIEFING THE GUNFIGHT END DF MISSIDN


When Jyn calls out Szark: When Szark is defeated:
Hiding in cover, you wait for Szark to
show himself. "It's apparently his moon. l r
The door to the cantina slowly opens Wounded, Szark scrambles around the
i'
1
He's bound to come eventually." Jyn
swears, scowling. Your wait is quite long. and a thin Trandoshan saunters out. corner. Jyn follows, and you hear an 1'
''
'
''My, my," he growls, smiling. ''Jyn Odan. exchange of blaster jire, then silence. ''''
"There he is," Jyn says, pointing. Down '
1

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 ( ~).
~ --- - ----

IMPERIAL ASSAULT-CORE GAME


MAP TILES: @D3o, D5o, DSB, D7B, IDB, llB, 18o(2), 21B, 36o(2), 390
CAMPAIGN GUIDE
DEPLDVMENT AND SETUP
Initial Groups: Nexu, Stormtrooper.
Reserved Groups: E- Web Engineer.
Open Groups: 3.
Special Setup: Increase <~ by twice the threat leve!
and resolve an optional deployment.

EVENT SUMMARY
Round 6: End of Mission

Door opens: Prison Guards


CELL
2 pulse cannons discarded: Divert Power
(@3JA)
Shortatha rescued or all heroes wounded: End
ofMission

MISSIDN BRIEFING PRISDN GUAROS END DF MISSIDN


When the door opens: When Shortatha is rescued:
Gaarkhan lets out a soft growl as you
approach the small series oj buildings.
Several guards and sentry weapons are Seeing your advancement through their As you blast the restraints jrom
present, and the hum oj machinery fills the jellow guards, stormtroopers in jront aj Shortatha's limbs, he roars and charges
air. A jew prisoners mili around, hauling the main prison area charge out, setting the remaining stormtroopers in the
up a heavy blaster emplacement. 1
equipment, but many are escorted to base. Gaarkhan jollows along, releasing
cells. You don't see any Wookiees. The one other captives in the wake oj his
you're lookingjor, Shortatha, must be in a ~ rampaging comrade.
holding cell somewhere nearby.
Deploy the reserved E-Web Engineer to
the yellow point. J
~ Gaarkhan receives the "Life Debt"
The <loor is locked. A hero can interact
DIVERT PDWER Reward card.
with a terminal ( ~. or f':i) to disable it When 2 pulse cannons have been disabled:
and claim the token. When al! terminals At the end of Round 6 or when all heroes
are disabled, the <loor opens. are wounded:
Frisan officers run back and j orth, .,
' Imperial mission tokens represent pulse
shoutingjrantic orders to the guards.
cannons; at the end of each round, each The dejenses are too thick, and you
One reaches the compound's intercom
one will fire upon a hero. When this are jorced to pul/ back. As the shuttle
system. "Rebel troops are advancing!
happens, the Imperial player chooses a picks you up at the extraction point,
Divert power to the remaining pulse
hero in line of sight of that cannon and Gaarkhan gives a low growl aj sorrow;
rolls 1 red and 1 yellow die. That hero
cannon, and stop them, you jools!"
his brother's lije debt remains unjulfilled. j
suffers }:{ equal to the }:{ results. If that
hero is Gaarkhan, he becomes Focused. ~ Increase <~ by the threat leve!.
~ The Imperial player receives 2 influence.
A hero can interact with a pulse cannon For the rest of the mission, when the pulse
(2 ~) to disable and discard it. cannon fires, rol! 2 red dice instead of ADDITIDNAL REWARDS
1 red and 1 yellow die. ~ Each player receives 1 XP. Heroes receive
The Rebel mission token represents
100 credits per hero. The Imperial player
Shortatha. A hero can interact with
Shortatha to rescue him. receives 1 influence.

The mission ends when Shortatha is


rescued ( ~ ), at the end of Round 6,
or when ali heroes are wounded.

IMPERIAL ASSAUL T-GORE GAME


MAP TILES: @DIA, D4A, D6A. IBA. 22A. 23A. 2BA, 33A, 36A(2). 39A(3)
CAMPAIGN GUIDE
DEPLDVMENTANDSETUP
Initial Groups: AT-ST, Royal Guard
Champion, Imperial Officer, Royal
Guard, Stormtrooper.
Reserved Groups: E- Web Engineer.
Open Groups: 3. No tf, figures.
Special Setup: Increase <> by twice
the threat level and resolve an optional
deployment.

EVENT SUMMARY
Round 1: Chaos
Roun d 3: Strategic Withdrawal
Round 7: End ofMission

AT-ST defeated: Press the


Advantage
Ali Imperial figures defeated or ali
HANGAR
heroes wounded: End of Mission
(@ ISA )
TESTING llRDUNDS {@D2B }
--------------------------- -------------------------- -------------
MISSIDN BRIEFING PRESS THE ADVANTAGE END DF MISSIDN
ri
'
You're concerned with Mak's obsession
When the AT-ST is defeated: When ali Imperial figures have been defeated:

~-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

assailed from ali sides. befare planting severa! explosive charges.


That is, until you arrive in the main
Mak hits the ground hard. He rises to his From a saje distance away, you watch as
hangar of the facility and he spots an
unmanned scout walker.
feet as his.tactical advantage detonates, the needlessly massive explosion reduces
1 sending h1m sprawl1ng once more. , the facility to tiny smolderingfragments.
L . l_ -- A
1

+ The AT-ST is a Rebel figure under Mak's


control. When Mak activates, ready and Place Mak's figure in one of the spaces Mak Eshka'rey receives the "Shadow Suit"
actvate the AT-ST. Mak's hero figure is that was occupied by the AT-ST. He Reward card.
not deployed and cannot actvate. Apply suffers 1O):{.
additional Health equal to the threat leve! The Imperial player chooses 1 of the following: At the end of Round 7 or when ali heroes
to the AT-ST. The AT-ST can enter and are wounded:
The Royal Guard Champion may
occupy spaces on the Hangar.
perform 1 move and 1 attack.
+ The wall between the Hangar and Testing ( "Not again!" Mak shouts, trying to push
The Royal Guard Champion forward even as you drag him away
Grounds <loes not block movement or line
recovers ):{ equal to 1 plus the threat leve!. and depart the planet. With smoldering
of sight.
Each Imperial figure gains 2 movement anger, Mak crouches in the corner of the
' + The mission ends when ali In1perial figures hold, muttering "Next time ..." over and
points.
have been defeated ( ~ ), at the end of over under his breath.
Round 7, or when ali her~es are wounded. STRATEGIC WITHDRAWAL
CHADS At the end of Round 3: The Imperial player receives 2 influence.

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

IMPERIAL ASSAULT-CDRE GAME


MAP TILES: @ D2e. lle. 12e. 13e. 14e(2). 17e(3). ISA. 29A. 32A. 36A(2). 38A(2)
CAMPAIGN GUIDE

DEPLDYMENT AND SETUP



Initial Groups: Imperial Officer, Stormtrooper.
Reserved Groups: Imperial Officer, Probe
Droid, Stormtrooper.
Open Groups: 3.
Special Setup: Randomly place 1 red, 1 blue, 1 green,
and 1 yellow neutral mission token facedown in the
indicated spaces. Increase ~> by twice the threat leve!
and resolve an optional deployment. Heroes cannot
bring Rebel Troopers as allies.

EVENT SUMMARY
Mission token revealed: The Squad
2 Rebel Troopers escape, 2 Rebel Troopers are
defeated, or all heroes wounded: End of Mission

"
,..----~--- ------~--- -- ------ ----~ - -
'
1
''

MISSIDN BRIEFING THE SllUAD END DF MISSIDN


Each time a mission token is revealed: When 2 Rebel Troopers have escaped:
Rumors of the traitor have proven true.
You arrive in the system under attack, Resolve the following based on the color of rr'
barely able to disengage from Imperial the revealed token: The reunan between Gideon and
fighters. You're safely dropped off near his comrades begins with awkward
the rendezvous point. Red: A hero within 3 spaces of this
apologies. After, however, drinks and
Re bel Trooper recovers 5 }:(. Deploy the
Imperial forces crawl throughout the stories begin to jlow, and old friendships
reserved Stormtrooper group.
area; there are no signs of Gideon's are mended.
f ormer comrades. Blue: This Rebel Trooper becomes
Through the course of the long evening,
Focused. He may interrupt to perform an
many of Gideon's exploits are revealed:
attack. Increase ~> by the threat leve!.
+ Neutral mission tokens represent hidden 1 more information than you ever wished
Green: The active hero, if any, may 1 to know about your companion. '
rebels. A hero can interact with a mission
interrupt to perform a move or attack. ~ _)
token ( ) to revea! that token and
Deploy the reserved Probe Droid.
replace it with a Rebel Trooper figure. Gideon receives the "Fearless Leader"
Heroes control Rebel Troopers as allies. Yellow: Replace the mission token with Reward card. Heroes receive Rebel
an Imperial Officer instead of a Rebel Troopers as allies.
+ Apply additional Health equal to the
Trooper. He may interrupt to perform 1
threat leve! to each Rebel Trooper. A Rebel
Trooper cannot use more than 1 action to
move and 1 attack . When 2 Rebel Troopers have b een defeated
or when ali heroes are wounded:
perform a move during each activation.
+ A Rebel Trooper can escape through 1 '
Gideoi mourns the loss of his comrades 1
the entrance.
as you depart. He rubs his leg; you recall
' + At the end of each round, starting with that it's an old wound. He doesn't speak
Round 4, the Imperial player chooses and at ali during the return journey.
reveals 1 mission token, and replaces it
with a Rebel Trooper. This figure suffers }:(
The Imperial player receives 2 influence.
equal to the threat leve! and is Stunned.
+ The 1nission ends when 2 Rebel Troopers ADDITIDNAL REWARDS
have escaped ( \&;I ), when 2 Re bel Troopers Each player receives l XP. Heroes receive
have been defeated, or when al! heroes are 100 credits per hero. The Imperial player
wou11ded. receives 1 influence.

IMPERIAL ASSAULT-CDRE GAME


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

DEPLDVMENT AND SETUP


Initial Groups: Probe Droid, Stormtrooper.
Reserved Groups: E-Web Engineer, Imperial Officer, Trandoshan Hunter.
Open Groups: 3.
Special Setup: Increase <> by twice the threat leve! and resolve an optional
GARAGE deployment. Heroes control Han Solo (Scoundrel) asan ally at no threat
( DIB ) cost.

EVENT SUMMARY
Round 2: Regulars

Door opens: Old Friends


Gerrin or Han Solo
defeated : End of Mission

MISSIDN BRIEFING DLD FRIENDS END DF MISSIDN


When the door to the Garage opens: When Gerrin is defeated:
-1
"You're just in time," Han Solo remarks
as you arrive. "I heard about an
The door slides open and the officer "No hard feelings for Nar Shadaa,"
Imperial officer working sorne sort of looks up in alarm. "Han? What are you
operation out here." Han says sarcastically. He turns to you,
doing here?" Han smiles. "Hey there, smiling. "Thanks guys, I owe you one.
"Now, J've checked the place out. It's Gerrin. I heard you bought yourself a If you ever .find yourself in a tight spot,
locked up pretty tight," he says, waving military commission. J'm just here to maybe I can repay the favor."
you forward and holding up a small congratulate you." He raises his blaster.
metallic chit, "but the guards are just so
careless with their keycards." He grins. .J Deploy the reserved Imperial Officer to
Heroes receive Han Solo (Scoundrel) as
an ally.
the yellow point.
+ The <loor is locked to ali figures except When Han solo is defeated:
Increase <> by the threat leve!. The
Han Solo.
Imperial player resolves an optional
+ The mission will progress when the <loor deployment to the red point. Han ducks as a volley of blaster .fire
to the Garage opens ( ~ ). The mission sizzles overhead. "Huh," he says, .firing
+ The Imperial Officer is Gerrin. Apply
ends when Han Solo is defeated. back. "Didn't think there'd be so many."
additional Health equal to twice the threat

leve! to Gerrin.
REGULARS Imperials continue to press forward;
+ The mission ends when Gerrin is befare long you disengage, unable to
At the end of Round 2: handle their sheer numbers.
defeated ( ~).

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 Imperial player chooses 1 of the following: ADDITIDNAL REWARDS


Gerrin becomes Focused and may Each player receives 1 XP. Heroes receive
interrupt to perform 1 move and 1 attack. 100 credits per hero. The Imperial player
receives 1 influence.
Deploy the reserved E- Web Engineer to
the red point.

IMPERIAL ASSAULTCDRE 6AME


MAP TILES: Die, D3e, IDe, 14e, 1Be(2), 21e, 32e, 36e, 39e(2)
CAMPAIGN GUIDE
DEPLDYMENT AND SETUP
Initial Groups: Probe Droid, Stormtrooper,
Trandoshan Hunter.
Reserved Groups: Darth Vader (Lord of the Sith),
Stormtrooper.
Open Groups: 3.
Special Setup: Increase ~~ by twice the threat leve]
a11d resolve an optional deployment. Heroes control
Luke Skywalker (Hero of the Rebellion) asan ally
at no threat cost.

GARAGE EVENT SUMMARV


( Die } Round 6: End of Mission

Door opens: The Dark Lord


Luke Skywalker escapes or is defeated: End of
Mission

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


(
'
i'
''
MISSIDN BRIEFING THE DARK LDRD END DF MISSIDN -
'
When the doors to the Garage open: When Luke Skywalker escapes:
You receive a cal/ from Luke when you
draw near to his saje house. "Final/y. I
was starting to think no one would come." The doors to the garage slide open, The T-16 rockets into the air, twisting
revealing more than just Luke's T-16. and weaving to evade the fire of the
Imperial forces swarm throughout the i''
A squad of Imperial stormtroopers is ground forces. Eager to get off-world,
farmstead, and it seems your arrival is
deployed inside with blasters raised, you hurry back to your ship as a
rather timely.
ready and waiting to capture the message comes through:
''My transport is inside the garage," Rebellion's hero. "Thanks, that was a clase one," Luke
Luke tells you, waving to you through a
You see the terrifying outline of says, relief in his voice. "I owe you one." 1
window as you approach. __)
Darth Vader standing tal/ among the
soldiers. With one hand he activates his ~ Heroes receive Luke Skywalker (Hero of
+ Doors are loc'ked. Luke Skywalker can lightsaber and with the other he points the Rebellion) as an aliy.
interact with the terminal to open ali doors. at you and Luke, indicating to his troops
+ Apply additional health to Luke to begin their attack. j At the end of Round 6 or when
Skywalker equal to twice the threat leve!. Luke Skywalker is defeated:

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.

IMPERIAL ASSAULT-~DRE GAME


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

DEPLDYMENT ANO SETUP
Initial Groups: Nexu, Probe Droid,
Trandoshan Hunter.
Reserved Groups: E-Web Engineer.
Open Groups: 3.
Special Setup: Collect 2 red and 1 yellow
neutral mission tokens. Choose and place
1 token each under both Trandoshan
Hunter figures and the Probe Droid.
Increase <} by twice the threat leve! and
resolve an optional deployment. Heroes
control Chewbacca (Loyal Wookiee) as
an ally at no threat cost.

EVENT SUMMARY
Round 5: End of Mission

Keycard retrieved: Defend the Spice


Door to Spice Room opens:
The Back room
Heroes claim ali spice, or ali heroes
wounded and Chewbacca defeated:
SP1CE RaaM (~ 24a ) 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.

Dropping the unconscious and battered The first time a door


Weequay, he steps inside, and you follow. j to the Spice Room opens: Heroes receive Chewbacca (Loyal
Wookiee) asan ally.

+ 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.

IMPERIAL ASSAULT-CDRE GAME


MAP TILES: }198, 2D8, 238, 248. 288. 368
CAMPAIGN GUIDE
DEPLDVMENT AND SETUP
Initial Groups: Imperial Officer, Probe
Droid, Stormtrooper.
Reserved Groups: Royal Guard.
Open Groups: 2.
Special Setup: Increase ,-,
,g, by tw1ce
.
the threat leve! and resolve an optional
deployment.
EVENT SUMMARV
Round 6: End of mission

Door to the Cell opens:


Finish the Job
Door to Arch ive opens:
Data Core
CELL (@33A )
Data core destroyed or ali
heroes wounded: End of
Mission

ARCHIVE
(@23A )

~
,...-- -----~-----
-----------'

MISSIDN BRIEFING FINISH THE JDB END DF MISSIDN


p When the door to the Cell opens:
1 It seems you arrived too late far your l '
When the data core is destroyed:

saboteur associates. They foolishly


attempted the mission without you and
Without speaking, the operatives glance
Leaving the smolderingfragments aj
down, seeing sorne aj their equipment the data core scattered throughout the
now sit rotting in a cell.
in your hands. As they reach far it, one archive, you depart. Soon after, a message
Your new mission is to rescue them, cocks his head slightly in question. arrives from the saboteurs. Grateful far the
ar at the very least finish the job. assistance, they offer their service should
You nod, telling them that there's no
Fortunately, they're being held relatively you need it. Though they use unorthodox
reason why the job can't still be done.
clase to their original objective; it occurs methods, you're pleased to have capable __J
to you that they may have incorporated demolitionists at your disposal. j
1
'"---
this as part aj their plan. Heroes
Rebel Saboteurs are now Rebel figures.
control the Rebel Saboteurs as
l

Doors are locked. A hero can interact with


allies at no threat cost. Heroes receive the Rebel Saboteurs as allies.
the terminal (2 ~ )to unlock the <loor to
the Cell. A Rebel figure can attack the <loor
When a Rebel Saboteur is defeated, he is
incapacitated instead. When activating, he
At the end of Round 6 or when all heroes
are wounded:
to the Archive (Health: 8, Defense: SY ). receives only 1 action.

Rebel Saboteurs are neutral figures until


the <loor to the Cell opens.
isWhile a non-incapacitated Rebel Saboteur
attacking the <loor, apply +1 N to the
Imperial forces clase in, and it seems more
prudent to depart.
attack results .
The neutral mission token is the data core.
A Rebel figure can attack the data core
(Health: 6, Defense: None).
DATA CDRE The Imperial player receives 2 influence.
+ The mission ends when the data core is
When the door to the Archive opens: ADDITIDNAL REWARDS
destroyed (~), at the end ofRound 6, or Each player receives 1 XP. Heroes receive
Deploy the reserved Royal Guard group
when ali heroes are wounded. 100 credits per hero. The Imperial player
to the red point. The Imperial player can
receives 1 influence.
spend 2~>. Ifhe <loes, each Royal Guard
may interrupt to perform 1 move and
1 attack.

IMPERIAL ASSAULT-CORE GAME


MAP TILES: ~21 A, 22A, 23A, 26A, 2BA. 3DA. 32A. 33A, 36A(4)
CAMPAIGN GUIDE
l
DEPLDYMENT AND SETUP
Initial Groups: E- Web Engineer, Stormtrooper,
Trandoshan Hunter.
Reserved Groups: Imperial Officer, Stormtrooper.
Open Groups: 3.
Special Setup: Increase ~~ by twice the threat leve! and
resolve an optional deployment.

EVENT SUMMARY
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.
,. ' --.-- ~ "' ' ~

IMPERIAL ASSAULT-CDRE GAME


MAP TllES: D38, D98, 118, 148(2). 178, 188, 228, 248, 298, 368, 398(2)
CAMPAIGN GUIDE
HANGAR
(~ ISA )

DEPLDYMENT AND SETUP


Initial Groups: Stormtrooper, Trandoshan Hunter.
Reserved Groups: Imperial Officer, Stormtrooper.
Open Groups: 3.
-
Special Setup: Increase {2~ by twice the threat leve!
and resolve an optional deployment.

EVENT SUMMARY
CaMMAND RaaM First door opens: Lightly Guarded

( 23A ) Door to Hangar opens: Too Quiet


Formula retrieved: Sound the Alarms
Hero escapes or ali heroes wounded:
End of Mission

---.

MISSIDN BRIEFING Taa OUIET END DF MISSIDN 1


!
'
r The first time the door to the Hangar opens: When a hero carrying the formula escapes:
Standing at the cliff edge, you can see
the facility down below. With a few
guards lingering outside, the facility A large receiving bay les befare you, Dozens of stormtroopers pour out of
doesn't appear quite as abandoned as clearly disused. Shelves of miscellaneous the supposedly abandoned facility, but
advertised. Investigating it might be items are lined up throughout the area. you're long gane befare anyone picks up
more difficult than you anticipated, but Though the organization system is a bit your trail. You senda polite message to
it should still be manageable. _J
lacking, at least everything is labeled. your contact, emphasizing precise/y how
not abandoned the facility actually was.
L_ -
+ Doors are locked. A hero can interact with SDUND THE ALARMS
a terminal ( "4 or ~) to open the door Rebel players choose one hero
closest to the terminal. The first time a hero retrieves the formula: to receive the "Adrenal Implant"
+ The neutral mission token represents the Reward card.
formula. A hero can retrieve the formula. Flashing red light fills the hangar When ali heroes are wounded:
+ A hero carrying the formula can escape hay, while a blaring alarm sounds v---- .
throughout the facility.
through the entrance.
+ The mission ends when a hero carrying With the formula in hand, you turn
You curse the name of whatever idiot
gave the intelligence about this facility
l
the formula escapes ( ~) or when ali toward the exit with thoughts of a being abandoned. What seems like
heroes are wounded. hasty retreat. You manage to take two a legion of Imperial troops begins to
steps befare the door snaps shut with a respond to a deafening alarm.
LIGHTLYGUARDED loud clang.
Dozitns run out of the facility in pursuit
1 L.
The first time the first door opens: of you, far more motivated in the chase
Close ali doors. than youa have expected.
r Dust covers the jloor in this room, empty Increase {~ by twice the threat leve!.
save for a group of Imperial soldiers who + The red deployment points are now active. The Imperial player receives 2 influence.
i quickly take cover and begin firing. j
f

!
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. '
'

- ------

IMPERIAL ASSAULT-CDRE GAME


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

DEPLDYMENT ANO SETUP


Initial Groups: E- Web Engineer, Pro be
Droid, Trandoshan Hunter.
Reserved Groups: AT-ST, E-Web
Engineer, Royal Guard, Stormtrooper.
Open Groups: 4.
Special Setup: Set aside 12 neutral mission
tokens. Increase <> by twice the threat
leve! and resolve an optional deployment.

EVENT SUMMARY
Round 8: End of Mission

Door opens: Clear the Area


Virus uploaded: The Virus
Heroes claim 12 mission tokens,
ali terminals disabled, or ali heroes
wounded: End of Mission C:aMMAND RaaM (e 23A}

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.

IMPERIAL ASSAUL T-CORE GAME


MAP TILES: @DIA, D2A. D4A, IDA. IBA. 22A, 23A, 24A, 32A, 39A(2)
CAMPAllJN IJUIDE
DEPLDYMENT AND SETUP
Initial Groups: Imperial Officer, Probe Droid,
Stormtrooper, Stormtrooper.
Reserved Groups: Royal Guard.
Open Groups: 3. No (f, figures.
Special Setup: Increase <> by twice the threat
leve] and resolve an optional deployment .

EVENT SUMMARY
Each Round: Sound the Alarm
Round 2: Secure the Ship

Terminal secured: Desperation


Ali heroes wounded or ali terminals secure:
End of Mission

- -----,
'''
j

MISSIDN BRIEFING SDUND THE ALARM


END DF MISSIDN
At the end of each Round: When ali terminals have been secured:
With a soft click, you open the panel ~- ----- .. -----------------,
and climb into the main body of the The Imperial player chooses 1 of the following: /
(
'
'

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

is the hangar in which it sits. Should be


At the end of Round 2: Rebel players choose one hero to receive
an easy theft.
- --- -- - ....... ------- the ''Allied Operations" Reward card.
f'
Alarms ring throughout the ship. Sorne
Doors are locked to heroes. A hero can When ali heroes are wounded:
distance away, you can hear the soft
interact with a door ( f',, or ~) to open it.
clang and whirring of a lift arriving and
4
At the end of each round, if 1 or more its doors opening. It sounds like you Imperjal forces defend the shuttle with
Rebel figures are the only figures adjacent have more company. more enthusiasm than you expected,
to a terminal, it is secured. Discard the and after taking heavy jire, you abandon
token. the mission and withdraw.
Deploy the reserved Royal Guard group. l
L __ -- -------------
+ The mission ends when ali terminals
are sect1red ( ~) or when ali heroes are DESPERATIDN The Imperial player receives 2 influence.
wounded.
Each time a terminal is secured:
ADDITIDNAL REWARDS
Increase <> by the threat leve!. Each player receives 1 XP. Heroes receive
100 credits per hero. The Imperial player
receives 1 influence.

IMPERIAL ASSAULT-GDRE GAME


MAP TILES: 2DA, 21A, 23A, 24A, 25A, 2BA, 2!1A, 31A, 32A(2), 35A(3)
CAMPAIGN GUIDE
1
DEPLDYMENT ANO SETUP
Initial Groups: Probe Droid, Stormtrooper.

Reserved Groups: E- Web Engineer.


Open Groups: 3.
Special Setup: Set aside 2 blue, 2 red, 2 green,
and 2 yellow neutral mission tokens. Increase
<> by twice the threat leve! and resolve an
optional deployment.
HANGAR
(@ISA )

EVENT SUMMARV
Each Round: Reactive Defenses
Round 5: End of Mission

Door to Hangar opens: Guarded


Data core destroyed or ali heroes wounded: End of Mission

MISSIDN BRIEFING GUARDED END DF MISSIDN


-----------
r The first time a door to the Hangar opens:
1 You arrive at a quiet little test f actory. When the data core is destroyed:
You 've been informed that it will r-- -~--

significantly increase the e.fficiency of


Imperial efforts if its construction
1
'
As you break through the first
door, you're assailed by a deafening
r As the core is destroyed, the :s::l~t~ng
defense protocols disengage. The alarms
is completed. mechanical grinding. Ahead, you see die down, and the lights go black.
Three other teams have apparently tried
heavy shielding slide over the next door.
. ~

'
'
'
,'
If the Empire wants to use this facility
and failed to sabotage the factory. Their ' far something, it'll be quite sorne time
reports suggest sorne sort of reactive
defense protocols.
The red deployment points are now active. befare they can get it up and running.
/
~ Deploy the reserved E-Web Engineer to
. e,,
---- - .. -
the yellow point. ~ Heroes receive 100 credits per hero.
Doors are locked. A hero can attack a
<loor (Health: Twice the threat leve!,
~ Resolve "Reactive Defenses:'
At the end of Round 5 or when ali heroes
Defense: 1 'f'). REACTIVE DEFENSES are wounded:
+ The Imperial mission token is the data At the end of each Round and the
core. A Rebel figure can interact with the first time a door to the Hangar opens: The facility's defenses are too much to
data core to destroy it. overcome. When you final/y breach the
+ The mission ends when the data core is ~ The I1nperial player places a neutral door leading to the data core, you see it
destroyed ( ,, ), at the end of Round 5, or mission token ofhis choice faceup near sliding down into the jloor to sorne other
when all heroes are wounded. any <loor and resolves an effect based on section of the facility beyond your reach.
the color of the token: l'

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.

IMPERIAL ASSAULT-GDRE GAME


MAP TILES: @D5 A, D7A, IDA, IBA, l!IA, 22 A, 23 A, 27A, 2BA, 33 A, 3!1A
l:AMPAllJN IJUIDE
DEPLDYMENT ANO SETUP
Initial Groups: None
Reserved Groups: Royal Guard, Royal
Guard Champion.
Open Groups: 2.
Special Setup: Deploy the reserved Royal
Guard group. Increase <~ by twice the threat
leve! and resolve an optional deployment.

'
EVENT SUMMARY
Round 1: Leave No Survivors
Round 2, 3, or 4: Artillery Support
Roun d 5: End of Mission

5 supply caches destroyed or all heroes


wounded: 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.

+ Doors are locked. An Imperial figure can


r
ARTILLERY SUPPDRT Their work complete, the assault squad
attack a <loor (Health: 5, Defense: 1 Y). slips out of the saje house. With nothing
Once at the end of Round 2, 3, or 4: left to defend, you chase after them to no
+ A <loor adjacent to a Rebel figure <loes not
'

block his movement or line of sight.


avail. Their transport is away befare you 1
The Imperial player chooses 1 of the following: can even fire a single shot. 1

+ 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

+ Rebel figures can deploy to any . receives 1 influence.

empty spaces.

IMPERIAL ASSAULT-CDRE GAME


MAP TILES: @188, 208, 218. 248, 258, 288, 318, 398
CAMPAIGN GUIDE
DEPLDVMENT AND SETUP
Initial Groups: Imperial Officer,
Nexu, Nexu, Royal Guard.
Reserved Groups: None.
Open Groups: 3.
Special Setup: Set aside 1 green
neutral mission token. Increase <> by
twice the threat leve! and resolve an
optional deployment.

EVENT SUMMARV
Round 5: End of Mission

Dockin g clamp controls


deactivated and pilot retrieved:
Prep for Takeoff
Pilot departs or all heroes
wounded: End of Mission

MISSIDN BRIEFING PREP FDR TAKEDFF END DF MISSIDN


When the docking clamp When the pilot departs:
While refueling your ship, you were controls have been deactivated
taken into custody on suspicion and tbe pilot has been retrieved:
of criminal activity. Ali of your The pilot is a bit overzealous as he
---~-1 documentation was up-to-date. Though showers the area in blaster cannon fire
you considered blasting everything in In pretty bad shape, your pilot slowly befare setting the ship down. His face
sight, your pilot assured you that he awakens. You fil/ him in on the situation. is grim, and he says nothing but a curt,
-- could talk his way out of it. "Okay, with the docking clamps released, "Thanks," as everyone climbs into the
That was three hours ago, so you decide ali we need to do is get to the ship." He transport.
to sneak out of the waiting room. After winces, holding his wounded side. "Oh,
a few minutes of looking around, you they are going to pay far this ..."he says At the end of Round 5 or when all heroes
arrive in an observation area just in through clenched teeth. j are wounded:
time to see. your pilot thrown in to an
animal pen. Fearsome beasts prowl ~ Increase <> by the threat leve!. The Imperial
around, baring razor-sharp teeth at his You scramble out into the desert, keenly
player resolves an optional deployment. aware that the Imperials are now
unconscious form.
~ Place the green neutral mission token on ripping your ship apart, piece by piece.
the blue point. This represents the hatch. Everything that was on your ship-jlight
The terminal represents docking clamp
A hero carrying the pilot can interact with records, messages, the positions of key
controls. A hero can interact with the
the hatch for the pilot to depart, ending operatives-will soon be in their hands.
docking clamp controls ( \'),. or ) to
deactivate them and discard the token. the miss ion ("" ).

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.

IMPERIAL ASSAULT-CDRE GAME


MAP TILES: Die, D2e, D5e, IDe, 14e, !Be, 22A, 23A, 25A, 2BA, 31A, 35A, 3SA(2), 3BA(2)
C:AMPAIGN GUIDE
SraRE RaaM DEPLDYMENT AND SETUP
(622B ) Initial Groups: Probe Droid, Trandoshan
Hunter.
Reserved Groups: IG-88 (Assassin
Droid), Probe Droid.
Open Groups: 3.
Special Setup: Place 1 neutral mission
token under a Trandoshan Hunter.
Increase <> by twice the threat leve] and
resolve an optional deployment.

EVENT SUMMARV
-
Round 6: End of Mission
-
Door to Office opens: Hunted Down
Heroes depart or all heroes wounded:
End of Mission
DFFICE {~24B )

MISSIDN BRIEFING HUNTED DDWN END DF MISSIDN


When the door to the Office opens: , When the heroes depart:
You are walking through the cantina
called Ooze, looking far a sign aj your ~
Bre~~-ing thro~gh the~arricade;, ;ou
Deploy the reserved IG-88 to the
elusive contact. A figure who looks very red point and the Probe Droid to the -
much like a bounty hunter steps out aj yellow point. Then, increase <> by the clear a path. Out in the open, you're able
the shadows with a blaster drawn. threat leve!. to deal with any other hunters trying
to claim their share as you get back to
Doors slam shut. From the looks aj + The <loor to the Store Room is now
your ship.
things, they're trying to keep you penned unlocked.
in here. You 'll have to find a way out.
+ A hero can interact with the terminal(~)
At the end of Round 6 or when all heroes
to open the <loor to the exit. At the end of
are wounded:
+ Doors are locked. each Round, the <loor to the exit clases.

+ 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.

IMPERIAL ASSAULT-CORE GAME


MAP TILES: 621e. 22e. 24e. 26e. 27e, 2Se. 32e(2). 35B. 36e(3)
CAMPAIGN GUIDE
DEPLDYMENT AND SETUP
Initial Groups: Nexu, Probe Droid (2), Probe Droid.
Reserved Groups: General Weiss (Field Commander), Nexu.
Open Groups: 2.
Special Setup: Choose and place 1 red, 1 blue, and 1 green terminal
facedown in the indicated spaces.

EVENT SUMMARY
Round 5: Arrival
Round 7: End ofMission

When a door open s: Defense


Protocols
Red, blue, or green terminal
investigated: Revelation
All terminals investigated or
all heroes wounded: End of
Mission

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

r You've been sent to investigate a facility


----------- -- . . -.
'
1

1
When the red terminal is investigated: When ali terminals have been investigated:
'

i


'i

,.
i under the command of General Weiss .
.. .

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

IMPERIAL ASSAULT-CDRE GAME

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

4 capture sites secured or ali


heroes withdraw: 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.

IMPERIAL ASSAULT-CDRE GAME


C:AMPAIGN GUIDE
DEPLDYMENT AND SETUP
Initial Groups: Probe Droid (2), Royal Guard.
Reserved Groups: Imperial Officer, Trandosha11 Hunter.
Open Groups: 2.

DATA
l: CENTER
(@23A )

CELL
(@33A )

1----.__-_
-

-
-
- --
---

t::r -
--------
EVENT SUMMARY
Round 4, terminal not destroyed: Transmission Received

Door to Data Center opens: Well-Guarded


Door to Cell opens: The Prisoner
Terminal destroyed: The Data
Captive defeated, captive escapes, or all heroes wounded: End of Mission

IMPERIAL ASSAULTGDRE GAME


MAP TILES: @2DA. 21A. 22A, 23A, 24A, 25A, 27A, 2BA, 29A, 33A, 35A(2). 36A
l::AMPAIGN GUIDE
MISSIDN BRIEFING WELL-GUARDED END DF MISSIDN '

The first time a door to the When the captive escapes: 1


1
[" "He's alive, far now." The transmission Data Center opens: 1
from Command carne through regarding 1
'
the operative captured a few days earlier, ,_ -
After a few days of medica/ attention, 1

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 - - ---

' Out of the holding cell stumbles a bloody


-


,
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:'

IMPERIAL ASSAULT-CDRE GAME


CAMPAIGN GUIDE
DEPLDYMENT AND SETUP
Initial Groups: Probe Droid, Stormtrooper (2), Trandoshan Hunter.
Reserved Groups: IG-88 (Assassin Droid) Imperial Officer, Stormtrooper.
Open Groups: 2.
Special Setup: Heroes cannot bring Han Solo to this mission.

EVENT SUMMARY
Round 3, Door to Back
Room closed: Daring Escape

Door to Back Room opens:


Strange Patrons
Han Solo deployed: Time
to Run
Han Solo defeated or
escapes: End of Mission

--

-- ~--'
.

--
--

BAcK RaaM ( 22e )

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 ~

search of information on Weiss's weapon


project, Captain Solo hasn't checked in
r When you kicked in the door, you had Slipping through alleys and dodging past

'

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.

' open, and a battered Han Solo stumbles ADDITIDNAL REWARDS


through the opening.
His wrists are still bound, but in his
"You guys look familiar!" Han shouts,
sending blaster fire toward his former
The information obtained from the data
hands he holds a blaster, firing back into ' cube reveals the weapon General Weiss is
captors. He opens his mouth to speak developingfor capital ships. It's advanced
the room he just departed.
again but stops short, diving to the and quite sophisticated, with destructive
ground as the Imperials return fire. capabilities outclassing anything the
Open the door to the Back Room, but
"Talk /ater" he ca/Is out as he scrambles Rebellion has at its disposal.
do not resolve "Strange Patrons:'
, toward cover.
Deploy the reserved Stormtrooper group L Each player receives 1 XP in addition
to the Back Room. Each one suffers 2):{.
Deploy the reserved IG-88 to the en trance. to any that he already received. Heroes
Deploy Han Solo (Scoundrel) to the blue receive 100 credits per hero. The Imperial
Heroes control Han Solo as an ally.
point. He suffers 4 ):{. playerreceives 1 influence.
Han Solo can escape through the entrance.
Increase ,-,
,2, by 4. If "Daring Escape" did not trigger, heroes
The mission ends when Han Solo escapes receive 100 credits per hero. Otherwise,
Resolve "Ti1ne to Run:'
( ~ ) or when he is defeated. the Imperial player receives 1 influence.
The Imperial player chooses 1 of the following:
IG-88 performs a move.
Increase ,-,
,2, by 4.

IMPERIAL ASSAULT-~DRE GAME

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

Rebel figure enters the Corridor,


then end of each round following:
Bombardment
----- End of Round when Rebel figure
enters the Corridor: Pursuit
First yellow terminal revealed:
Schematics
Second yellow terminal revealed:
Hidden Passage
Passage opened, or all heroes
wounded: 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
..

MISSIDN BRIEFING PURSUIT END DF MISSIDN


At the end of the round in which a Rebel When the passage is opened:
Rebel engineers are concluding their figure enters the Corridor for the first time:
analysis of the schematics. Hoping to rv
keep their discoveries secret, Command Deploy the reserved Stormtrooper group 1
1
You manage to pry the blast doors open
has sent you to keep an eye on their Imperial Officer, and In1perial Officer. 1 just enough far everyone to squeeze
progress and hand-deliver their results. through, right befare one final explosion
Much to your surprise, you arrive to
SCHEMATICS sends heavy stones thundering down.
Dust and fragments of rock jlood into the
a facility in shambles and overrun When the first yellow terminal is revealed:
tunnel, but you're already on the move.
by Imperial forces. Worse, your
approaching transport is fired upan and It might still take sorne careful
Shoving aside rubble, you final/y locate
brought into a rough landing. maneuvering to duck the Imperials
a terminal with information you can
when you return to the surface, but far
Fleeing through the forest with a use. The building shudders against
now, you're home free.
battalion pursuing clase behind, you another heavy impactas you frantically
come across a listening post far the scour the files far any details on the It's a bitter victory with the loss of the
facility. You recall that this area has underground tunnels. outpost. The schematics are gane, along
a network of tunnels connecting the with whatever detailed analysis the
You find schematics far the tunnels
facility with emergency escape routes. Rebel engineers could have provided.
themselves and map out a quick route,
You should be able to access the escape but sorne of the schematics have been
tunnels through the listening post if you damaged. The portian that could show Place Story Mission card "Chain of
can manage to find their entrance befare you how to get in to the tunnels from this Command" into play. Each hero receives
the Imperial forces catch up. listening post is a mess ofgarbled lines 1 XP.
and text. You'll have to find another
copy of the schematics. At the end of Round 7 or when
+ A hero can interact with a terminal (3 ~
ali heroes are wounded:
or 0) to revea! it. If an Imperial figure is
within 2 spaces of that hero, apply -1 N Bombard the structure.
to the results. With one final blast, the building
+ The 1nission will progress when a HIDDEN PASSAGE rumbles around you, heavy stone
fragments raining down from above.
Rebel figure enters the Corridor ( "' ). When the second yellow
The mission ends when al! heroes are terminal is revealed: Your only choices become staying inside
wounded or at the end ofRound 7. as the structure collapses around you,
fighting your way out, ar surrendering.
BDMBARDMENT Dust and stone fragments shower from
Charging outside, you're ready to put up
the ceiling; the structure is now under
The first time a Rebel figure constant attack. the fight of your lives until you see just
enters the Corridor: how many Imperial troops stand waiting
You consider trying your luck against
outside. Severa/ dozen blasters are
+ Imperial mission tokens represent the mass of Imperial forces outside just
pointed in your direction, and surrender
rubble. Rubble is difficult terrain. If as you find the controls to open the
becomes your only option.
rubble is adjacent to the outside edge of underground tunnels.
the map, it is considered to be an active Pressing a series of commands, you
~ Place Story Mission card "The Source" into
deployment point. expect the hidden blast door to grind
play. The I1nperial player receives 1 XP. Play
+ At the end of each round, the Imperial open. Instead, you hear the loud whine
"Captured" (page 5) as a forced mission.
player bombards the structure. of metal under strain followed by a high-
pitched screech. Red warnings display ADDITIDNAL REWARDS
When this happens, he places 1 Imperial across the terminal screen.
mission token on any interior space in Each player receives 1 XP in addition
line of sight of an Imperial figure. Then, fammed. Of course. to any,that he already received. Heroes
each figure within 3 spaces of that space receive 100 credits per hero. The Imperial
suffers 2):{ or becomes Stunned, Imperial Place the neutral mission token on the player receives 1 influence.
player's choice. red point. If the passage was opened before the end
+ The mission will progress when both of Round 5, heroes receive 100 credits
Bombard the structure.
yellow terminals are revealed ("'). per hero. Otherwise, the Imperial player
+ The neutral mission token represents the receives 1 influence.
Bombard the structure. blast <loor. A hero can i11teract with the
blast <loor (3 f':i ) to open the passage,
ending the mission ( "').

IMPERIAL ASSAULT-~DRE GAME

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

2 power stations destroyed: Arrival


Heroes depart or all heroes wounded: End of Mission

IMPERIAL ASSAULT-CDRE GAME


MAP TILES: 19A, 2DA, 21A, 23A, 24A, 25A, 26A, 28A, 31A, 32A, 36A(2)
GAMPAIGN GUIDE
------------,

(
''

MISSIDN BRIEFING SUBDUE END DF MISSIDN


At the end of each Round: When the heroes depart:
You travel back toward the Rebel
engineeringfacility where analysts The Imperial player chooses 1 of the following.
He may then spend 1 {} to choose Bodies of Imperial troops lie throughout
are working with the stolen weapons
1 other additional option: the area where your ship is waiting. The
schematics. The hope of the Rebellion
externa/ blaster continues to jire, aiming
rests upon their jindings. Open or close 1 <loor.
at several stormtroopers hiding in cover.
Moments after you drop out of 1 {}: Choose 1 crate on the map. Each
"Finally!" your pilot shouts as you climb
hyperspace, you're thrown to the floor Imperial figure within 3 spaces of that
aboard. "I didn't think I could hold
of your ship. Shouting curses, your pilot crate recovers 2 ):( .
them off much longer." He punches the
yells, "Star Destroyer! They've got us in a
1 {}: Choose 1 Stormtrooper group. Each controls and blasts off.
tractor beam!"
figure in that group may perform 1 move
Weaving through turbolaser jire, the
There isn't much time to prepare, but or 1 attack.
transport flies clear of the Star Destroyer,
your pilot brings up a power flow
2{}: If the Royal Guard Champion has only taking a few hits before slipping
schematic of the enemy ship.
been deployed, he may perform 1 action. into hyperspace.
"Look! Here, here, and here!" He jabs
ARRIVAL "Glad that you were able to escape,'' your
a jinger at the display. ''Assuming you
commander sounds relieved when you
aren't shot to bits the moment you hit
When 2 power stations are destroyed: check in, "but what about the outpost?
the flight deck, destroying these stations
The plans?"
should knock out tractor beam control
r '
for this section of the ship! Just be quick , The door to a side corridor slides open. You didn't see much going in or out, but 1

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.

IMPERIAL ASSAULTCDRE GAME


C:AMPAIGN GUIDE
DEPLDYMENT AND SETUP
Initial Groups: Imperial Officer, Imperial Officer, Probe Droid, Royal
Guard, Stormtrooper, Stormtrooper.
Reserve Groups: General Weiss (Field Commander).
DPERATIDNS RaaM { 2BA ) Open Groups: 2. No tf, figures.

HANGAR
{ 1!1A )

---- - - 1

.--
--:.--,

EVENT SUMMARY
Round 2: Vulnerable

Weiss enters AT-ST: Invulnerable


Weiss defeated, all heroes wounded: End of Mission

IMPERIAL ASSAULT-CDRE GAME


MAP TILES: @ISA, 21A, 22A, 23A, 24A, 27A, 28A, 36A{3}
CAMPAIGN GUIDE
1 1

MISSIDN BRIEFING VULNERABLE END DF MISSIDN


At the end of Round 2: When Weiss is defeated or
Desperate after the loss of their General Weiss is defeated after
e11gineeringfacility, High Command The elevator arrives. In a crouched Weiss has entered the inactive AT-ST:
1vishes to recover ground. position sits a scout walker covered in
Th us, you're sent directly to Coruscant. advanced weaponry. It lays still and There is no weapon. There never was.
Your task is to .find final, detailed silent, lacking a pilot. An encoded lock
with a palm reader lies near the hatch. After sealing off the area, you attempt
schematics of the weapon and bring
Even if you weren't in a .fire.fight, you to retrieve the final schematics from
them back at ali costs.
don't know if youa be able to crack it. Weiss's computer. Instead, you .find a
It takes days of in.filtration before you series of battle plans, contingencies, and
can get to Coruscant and .find Weiss's positioning of a substantial Imperial
facility. Executing a plan to get inside is Deploy the reserved General Weiss figure fleet. Ali of this lies waiting for a Re bel
no easier, but fortunately you manage it to the red points. When placing the figure, attack at the location of the weapon's
without incident. With explosives laid to its base must occupy ali red points. This is supposed development. An ambush.
cover an emergency retreat, you sneak the inactive AT-ST.
"It was almost too easy to fool you."
through the dark corners of the base. + General Weiss (inactive AT-ST) is an Weiss remains calm as you lead him
"General Weiss has arrived," a message Imperial figure that cannot move or attack toward your escape tunnel. "You're
blares in the corridors, bringing with ita but can still be attacked. always so desperate to make a last stand.
new idea and opportunity. Weiss (Imperial Officer) can interact with It is easy to encourage."
Ifyou were to defeat and capture the inactive AT-ST to enter it. An explosion blasts through one of the
the general, not only could he be The Imperial player chooses 1 of the following: sealed doors as he .finishes speaking.
interrogated, but his plans would Seizing the opportunity, Weiss pulls free of
certainly f alter without his guiding hand. Weiss recovers 5 }:( and gains 3 movement your grasp, diving to the ground as a hail
points. of blaster ji.re pours through the opening.
The Imperial Officer is Weiss. Apply +6 ~ Weiss interrupts to perform 2 attacks. "I'm fine, go after them!" he shouts,
Health and + 1 Speed to Weiss. Apply shaking off the assistance of Imperial
+ 2 }:{ to each of his attack results and
INVULNERABLE soldiers and pointing down the hangar
+ 1Y to each of his defense results. When Weiss enters the inactive AT-ST: toward you. j
+ An Imperial figure can interact with a
terminal to increase <> by 2. This can be ~ Place Story Mission card "Last Stand" into
Covered by his troops, Weiss makes a
performed on each terminal once play. Each hero receives 1 XP.
mad dash toward his vehicle, palming
per round.
the entrance hatch and slipping inside.
When ali heroes are wounded:
+ The <loor is locked to heroes. A hero can
"Yes. This is much better." His augmented
interact with the <loor (2 ~ or "4) to
open it.
voice echoes in the wide hangar as the
walker powers up and swivels toward
r "After them!" Weiss commands. "Don't
allow them to escape!"
+ A Rebel figure can attack a terminal you. "Now, where were we?"
(Health: 8, Defense: 1 Y). Knowing the task has failed, you trigger
the explosive charges you planted and
+ The mission ends when Weiss is defeated Discard the Imperial Officer and set aside
set off down your escape route.
( ~) or when ali heroes are wounded. the corresponding Deployment card.
General Weiss recovers 5 }:( and gains 3
movement points. Place Story Mission card "Desperate Hour"
into play. The Imperial player receives 1 XP.
+ General Weiss now activates as normal.
His figure cannot exit the Hangar. ADDITIDNAL REWARDS
+ At the start of General Weiss's activation, Each player receives 1 XP in addition
the Imperial player can spend 2 <> for to any that he already received. Heroes
General Weiss to recover 5 }:(. receive 100 credits per hero. The Imperial
+ When an attack targeti11g General Weiss player receives 1 influence.
is declared, the Imperial player can spend IfWeiss was defeated before he e11tered
2 <> to apply + 3 Y to the defense results. the inactive AT-ST, the heroes receive 100
+ The mission ends when General Weiss is credits per hero. Otherwise, the I1nperial
defeated ( ~). player receives 1 influence.

IMPERIAL ASSAULT-CDRE GAME


C:AMPAllJN IJUIDE
--=-"-- - ----- -- -=--- - .

DEPLDYMENT AND SETUP


Initial Groups: Imperial Officer, Nexu, Nexu, Royal Guard.
Reserve Groups: Imperial Officer (2), Stormtrooper, Stormtrooper.
Open Groups: 2.

INSPECTIDN
STATIDN
INCINERATDR (6 23e )
( 2De )

SECURITY
STATIDN
(@21A )

JUNK
SHDP
(@24e )

EVENT SUMMARV
Each Round: Opportune Moment
Round 8: End of Mission

Door to Inspection Station opens: Awaiting Departure


Door to Security Station opens: On Board
Captured officer freed, terminal secured, or ali heroes
wounded: 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.

IMPERIAL ASSAULT-~ORE GAME

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

First door opens: Welcoming Party


Second door opens: Defenses
Breached
Door to the Command Center opens:
End of the Line

- -- When Darth Vader is defeated or


when ali heroes are wounded: End of
Mission
CaMMANa CENTER
(@23A )
MEDICAL CENTER
( 2DA )

IMPERIAL ASSAULT-CDRE 6AME


MAP TILES: @D2e. D5e. D6e. IDe. 13e. 14e, 17e, !Be. 19A. 2DA. 23A, 24e. 28A. 32e(2).
CAMPAIGN GUIDE 37e, 39e
MISSIDN BRIEFING END DF THE LINE END DF MISSIDN
The first time a door to the When Darth Vader is defeated:
Weaving through the intense battle, Command Center opens:
your transport dodges TIE Fighters and
turbolaser fire. The Rebel fleet opened You keep Vader on the defensive,
The door opens to reveal Weiss, on his spreading out and never allowing him to '
1
the battle with a feint, drawing out ''
knees befare Darth Vader; who looms over isolate any one of you. Soon you begin
Weisss ambush and then springing a
the General with an outstretched hand. to drive him back, coordinating your
1 trap of its own.
"Lord Vader; please!" General Weisss strikes with absolute precision.
As you descend into the atmosphere of
hands grasp at the collar of his uniform, Vader staggers under your assault, and
the planet, the battle becomes a blaze of
struggling to choke out his last few you think you may even be able to defeat
flashing lights above the clouds. From
words. "Nota failure ... merely... a... him. He ceas es fighting and raises both
what you could tell befare descending, the
setback .. ." arms, ignoring the fire you continue to
Rebellion had the upper hand.
Befare you can decide whether to try to pour upan him. The room trembles, and
You've tracked Weisss personal shuttle to the walls buckle inward with a screech
save the General ar flee in terror; Weiss
an Imperial base on the surface below. of protesting metal. You're thrown to the
crumples to the ground.
Capturing him could lead to an early ground as the structure is ripped apart
end to the battle and victory far the Vader slowly turns toward you, a grim by his awesome power.
1
Rebellion, so you are told to take him silence in the room save far the soft hissing
alive if you can. of his breathing apparatus. He appraises By the time you crawl free of the twisted
1 1
1'
' ------ ---- ---------- --------~---"
"' each ofyou befare the blazing red of his wreck, there is no sign of Vader. As you
lightsaber springs to lije. depart in your transport, you see the
attack
Doors are locked. A Rebel figure can
a <loor (Health 5, Defense: 1 black
--------- -.- ------ - ---- - -- ----
wreckage of the Imperial fleet floating
in space around you. Though you know .
die), or a hero can interact with a door ~ Deploy the reserved Darth Vader to the that the war is far from over; your efforts
( '\) to open it. red point. Close the first and second doors. have contributed toward a great victory
The mission will progress when the first
<loor opens (~).
The mission ends at the
Apply +8 to Darth Vader's Health.
Instead of activating as normal, Darth
far the Rebel Alliance.

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

Vader is too powerful, and one by one you


~ Deploy the reserved Royal Guard group
and Probe Droid to the Warehouse.
declared,
When an attack targeting Darth Vader is
the Imperial player can spend
fall to his might.

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!

IMPERIAL ASSAULT-CDRE GAME

CAMPAIGN GUIDE

,

DEPLDYMENT AND SETUP


Initial Groups: Royal Guard,
Stormtrooper.
CLEARING
Reserve Groups: AT-ST, E-Web
(@ase ) Engineer, General Weiss (Field
Commander), Imperial Officer, Royal
Guard, Stormtrooper, Trandoshan
Hunter.
Open Groups: 4.

WAREHDUSE
{@24s )

HANGAR
(@ ISA )

CANYDN (@D2s )

---'-----~

-~:c-:.--1

EVENT SUMMARY
Round 8: End of Mission

Door to Hangar opens: Not So Fast


Weiss defeated: Respite
Rebel figure enters Clearing: The
Bitter End
General Weiss defeated twice: End
of Mission

IMPERIAL ASSAULT-GDRE GAME


MAP TILES: @D2e. 05e. OGe, IDe. 13e. 14e. 17a. 1Ba. 19A. 20A, 23A. 24e. 2BA. 32a(2).
C:AMPAIGN GUIDE 37a. 39a
MISSIDN BRIEFING RES PITE END DF MISSIDN
When General Weiss is defeated: When General Weiss is defeated for a
You've punched your way through
Weisss facility, ready to destroy the second time:
Deploy the reserved AT-ST to the
weapon, steal its schematics, and yellow point.
prepare far the Rebel jleet to wipe ali You drag the unconscious, wounded
traces of Weiss and his forces away. You Another of Weisss walkers steps through Weiss out of his walker and bind him.
didn't expect there to be nothing. the field in the hangar as you find only a Getting to your ship, you send warnings
"This place looks pretty empty," your pilot transmitter in the cockpit of the first. out to the Rebel jleet.
tells you, completing his sean. "There are "You cannot win," Weiss says. "Surren-" The battle had already begun, the Rebel
a few stray troopers, but nothing majar." ships drawn in by a smaller force, but
Upan landing, you see no signs of any Theres a burst offeedback, followed
your warning carne just befare the larger
man ufacturing. When yo u reach the by static. "Hmm ..." you hear your pilot
Imperial force moved to block retreat.
command center, the only thing you can through the comlink. "Well, that wasn't so
hard." The walker swivels back and forth. Though just barely, your warning allows
find is a battle plan showing numerous
"]ust give me a sec to get the hang of this." the Rebel ships to turn and make their
angles of attack upan a section of ships
retreat justas the mass of Imperial forces
labeled "Rebel Fleet."
begins to bear down upan them.
i
1 You hear heavy footfalls behind you, and Open ali doors.

A transmission comes in from your


1 the doors leading out slide shut. Deploy the reserved Imperial Officer,

1
commander: "We made it out! We
1

Stormtrooper, and Royal Guard groups . sustained minar casualties, but it could
attack
1

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

* Threat level is equal to that al the previous Mission's Threat level


Permission granted to print and photocopy this page far personal use only. mi LFL. ri;i FFG.

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