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CAMPAIGN GUIDE

EVENT SUMMARV

This book contains 30 missions to be played with Imperial Assault.


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

Each mission has an "Event Summary" that provides a list of events


that will trigger during the mission. This section is used for the
Imperial player's reference only and contains abbreviated versions
of event triggers. For the ful! timing trigger of each event, see the
corresponding event in the mission text.

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

MISSIDN EVENTS

MAP DIAGRAM
The map diagram for each mission indicates assembly for the map, as
well as placement of tokens, doors, and figures. It also displays
information referenced by mission rules, such as named map tiles or
deployment points.

Figures on the map

Deployment Point

Door

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

DEPLDVMENT AND SETUP


Each mission has a "Deployment and Setup" section that provides the
list of the Imperial figures that will be present during the mission, as
well as other special rules resolved during setup.
When collecting the listed Deployment cards, figures listed in red
text refer to the elite (red) version of the Deployment card, and ali
other figures use a regular (gray) version of the Deployment card.
When choosing open groups, the mission may list specific groups
or traits (such as CREATURES) that cannot be chosen. Additionally,
the Imperial player cannot choose a unique Deployment card unless
it has been rewarded to him as a villain.

SPECIAL SETUP
Many missions have special setup instructions covering rules such as
Rebel ally usage or token placement.
When the rules instruct to randomly place a number of specified
tokens, the Imperial player collects the listed tokens, shuffies them
together, and places them facedown in the spaces indicated on
the map. Until revealed by mission rules, no player is allowed to
examine the facedown side of these tokens.
When the rules instruct to choose and place a number of specified
tokens, the Imperial player collects the listed tokens and places
them facedown in any of the indicated spaces of his choice.
Until revealed by mission rules, Rebel players are not allowed
to examine the facedown side of these tokens. After the tokens
are placed, they cannot be moved, but the Imperial player can
examine them during the mission.

Events form the initial structure and changing rules of a given


mission. A mission can consist of any number of events starting with
"Mission Briefing" and concluding with "End of Mission:'
Each event can contain any combination of story text and additional rules
that apply to the mission. When an event is triggered, all of the text and
rule information within that section is read aloud and resolved, in arder.
Mission rules are instant ( ~ ) or ongoing (+ ) effects. An instant effect is
resolved immediately and most often no longer needs to be referenced.
An ongoing effect applies throughout the mission and often determines
special abilities granted to Rebel or Imperial figures.
In sorne cases, an event will require the Imperial player to choose
one of a number of effects, which can be instant or ongoing. When
he chooses one, he reads the effect aloud and resolves it, but he
<loes not read or resolve any of the unchosen effects.
When the Imperial player deploys an initial or reserved group, this
does not cost any <> (threat). When a rule allows the Imperial
player to resolve an optional deployment, such as during the Status
Phase, he must spend <> to place these figures.
While resolving an optional deployment, the Imperial player can
also reinforce figures corresponding to groups already on the map.
Certain rules reference the mission ending or progressing,
followed by the ~ symbol. This indicates that the preceding text is
an objective tnat the heroes are attempting to fulfill, which should
be emphasized to the Rebel players by the Imperial player.

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

TIME PERIDD
Each campaign in Imperial Assault is associated with a
time period, represented by a number. This corresponds
to time period numbers found on certain Side Mission
cards.
During campaign setup, do not use any Side Mission
cards that do not include the range number associated
with the campaign. For this campaign, the time period
is 3, and none of the Side Mission cards contained in
the core game need to be set aside.

.,

01
:vever shy
et, Han has
>rt.

o assure that
Imperial
~ willing to
~

o ut the Mess''

ame).

cr)11nd1e\)" '.lll\'

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

E
i:.=

DEPLDYMENT AND SETUP


Initial Groups: Imperial Officer, Probe Droid,
Stormtrooper.

STDRAGE RaaM
e~ 22B )

Reserved Groups: E-Web Engineer, Imperial


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
-

----,

Arriving at the outpost, you immediately


open fire upan the troops standing guard.

''
'

''

FDRTIFIED

END DF MISSIDN

The first time the door opens:

When all terminals are destroyed:

You suspect they knew you were coming


and that you're likely walking into an
ambush. Ali the same, with the signa!
continuing to broadcast, there Just isn't
time for a more subtle approach.

+ A Rebel figure can attack a terminal


(Health: 4, Defense: 1 Y). Apply + 1 Y
to the terminal's defense results if it is
adjacent to 1 or more Imperial figures.

+ Doors are locked to Imperial figures.

"They're here!" the Imperial forces shout


as they scramble their defenses. "Keep
them away from the transmitters!"

+ The mission ends when all terminals are


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

There's a crack/e from your comlink.


"Imperial forces on approach!" your
pilot contacts you from your transport,
now circling overhead. "The place is
going to be crawling with them soon, so
get the Job done quick!"

Their plans disrupted, the remaining- ..... ,


Imperial forces fall into a hasty retreat.
"Nice work!" Your pilot grins back at
you as you pile into the transport.

Place Story Mission card "A New Threat"


in to play. Heroes receive 100 credits
per hero.
At the end of Round 6 or when all heroes
are wounded:

Deploy the reserved E- Web Engineer to


any yellow point. That figure becomes
Focused.

Imperial soldiers pour out of the forest


on ali sides; the beacon has done its Job,
and you have to run. With so many of
the Imperial survivors getting organized,
Rebel ground troops are going to have
their hands ful!.

Deploy the reserved Stormtrooper group


and Imperial Officer to the Storage Room.

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

The Imperial player chooses 1 of the following:

+ Each terminal has 7 Health instead of 4.

Place Story Mission card "Under Siege"


into play. The Imperial player receives
1 influence.

ADDITIDNALREWARDS

+ The <loor to the Atrium closes and is


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

IMPERIAL ASSAULT-CORE 6AME

C:AMPAIGN GUIDE

Each player receives 1 XP. Heroes receive


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

MAP TILES: ~07 A, IDA, IB A, 22e, 25e, 32e, 35e, 36e(2), 3B e

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:


End of Mission

CaMPACTDR

C@tse )
(~
'''
'

STDRAGE RaaM

MISSIDN BRIEFING

You've been workingfor days on


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

Flip ali heroes' Itero cards facedown. They


cannot use facedown cards. The neutral
mission token represents the equipment
cache. A hero can interact with the
equip1nent cache to flip his items faceup.
When a hero withdraws, he is
incapacitated instead. When activating,
he receives only 1 action and can only use
that action to perform a move.

A hero without a weapon can attack an


adjacent hostile figure with 1 green and 1
yellow die. Before this attack, the hero tests
~. Ifhe passes, the attack gains .N: +2}:(.
The doors in the Storage Room and
Hallway are locked. A <loor adjacent to
an Imperial figure <loes not block his
movement or line of sight.

END DF MISSIDN

The mission will progress when ali heroes


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

When the heroes depart:

ESCAPE
Sliding through the filth and muck,
you come across other Rebel prisoners
recently freed. Working together, you
overpower the Imperial forces in your
way. Following the instructions of your
rescuer, you lead them out and pile into
a transport sorne distance away.

When aU heroes flip their items faceup:

You think it pretty hopeless until the


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

(@22A }

"I've got the ship parked near the


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

When all heroes are wounded:

You're captured again and held in higher


security as you're transported to Kessel.
Thankfully, after a couple of weeks
of hard labor, Rebel High Command
launches a full-scale operation.

Imperial mission tokens represent closed


passageways and Rebel mission tokens
represent open passageways. A hero can
interact ( 0 or \l.) with a terminal to flip
ali Imperial mission tokens of the color
corresponding to that terminal.

Rogue Squadron performs magnificently,


and you are freed alongside sorne highranktng rebel ojjicers.

A figure can interact with a red Rebel


mission token to place his figure in any
empty space on the Trash Compactor.

When the yellow Imperial tokens are


flipped, open ali doors.

If ali heroes are on or adjacent to the


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

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

3
~

The Imperial player receives 2 influence.

IMPERIAL ASSAULT-CDRE GAME

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

~/
''
''

"Hurry up!" Fenn barks, charging


through the underbrush. Driven
by singular purpose, he curses the
shortsighted caution of Rebel High
Command. They repeatedly denied
support, saying it would be too
dangerous.
"J guess

it's justas well," he says, shaking


his head as you continue. 'f\.nyone else
they sent would've screwed it up."

'

'

i
:

Mission tokens represent explosives. A


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

SMALL VICTDRY

END DF MISSIDN

When the AT-ST is defeated:

When ali explosives have been disarmed:

MISSIDN BRIEFING

If an explosive is dropped, place the token


Rebel side up. The explosive remains
disarmed, and a Rebel figure can retrieve it.

A hero carrying an explosive can interact


with the AT-ST to place 1 explosive on the
AT-ST Deployment card.
At the end of each round, discard al!
explosives from the AT-ST. It suffers 5 ):{
for each token discarded.
The mission ends when al! explosives have
been disarmed ( ~ ), at the end of Round 5,
or when ali heroes are wounded.

IMPERIAL ASSAULT-GDRE GAME

CAMPAIGN GUIDE

The walker's husk slams into the ground


with a metallic screech befare detonating
'
with a massive explosion.
'

Rol! 2 red dice. Each figure within 2 spaces


of the defeated AT-ST suffers ):{ equal to
the ):{ results.
Deploy the reserved Trandoshan Hunter
group.

LAST STAND
When 4 explosives have been disarmed:
Increase <> by the threat leve!. The Imperial
player resolves an optional deployment.
The Imperial player chooses 1 of the following,
if possible:
Discard 1 explosive that a hero is carrying.
That hero suffers 4):(.
Choose a supply crate and place an
explosive in a space adjacent to it.

With the explosives removed and the


advantage of the Empire eroded away,
Fenn continues onward. With brutal
efficiency, he cuts down any Imperial
soldiers foolish enough not to jlee.
Fenn receives the "Veteran Prowess"
Reward card.
At the end of Round 5 or when ali heroes
are wounded:

Explosions shake the ground, and fires


burn ali around. Fenn continues to fight,
and seores of enemy soldiers fall.
Yet to no avail. The raging fire drives
everyone back with unbearable heat and
a choking black smoke. Retreating, Fenn
can only watch as the place he bled to
liberate burns.
The Imperial player receives 2 influence.

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

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

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
mission tokens discarded: End of Mission

J
1

MISSIDN BRIEFING

ALLURE DF PDWER

END DF MISSIDN

At the end ofRounds 1, 3, and 5:

When Darth Vader is defeated:

--------------,

{".

A heavy mist settles about the forest


as you travel in silence. A pained
expression cross es Diala's features, more
than ji1st the sorrow of returning here.
i

''

There is a darkness here, ali of you can


feel it. As you draw near to the place
where Diala's master died, ghostly
figures, your foes ofpast and present,
rise out of the mist and attack!

:
'

!'
:'
''

''
'
'

:
'

Rebel mission tokens represent inner


strength. During each Status Phase, Diala
discards 1 Rebel mission token. Then,
she tests . If she fails, she discards 1
additional Rebel mission token.

+ The door is locked to ali figures except


Diala.

+ When a hero becomes wounded, Diala


discards 1 Rebel mission token for each
activation token that hero possesses.

+ Imperial figures can deploy and reinforce


to any empty space.

+ The mission will progress when the door


to the Holocron Chamber opens (~). The
mission ends when Diala withdraws or
has discarded ali Rebel mission tokens.

Diala must choose 1 of the following:


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

Diala claims 1 Rebel 1nission token, and


each other hero within 3 spaces ofher
recovers 2}:( and 20. Then, the Imperial
player chooses 1 figure to perform 1 move
and 1 attack.

HATRED
When the door to the Holocron
Chamber opens:

Diala pauses, kneeling befare the


ghostly vision of her master's killer. She
whispers, "Please, master, forgive me."

At her words, the spirit vanishes and the


mist sinks into the ground. The sense of
darkness Jades, and ali that remains is
an object upan the nearby pedestal.
1

Diala receives the "Shu Yen's Lightsaber"


Reward card.

You ali awaken sorne number of hours


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

Screaming in agony, the spirit's form


changes, flowing outward and taking the
shape of a familiar, terrible f oe. Upon
seeing this, Diala releases a cry of sorrow
and leaps forward to attack.

The mist is gane, but an eerie sense of


darkness remains. Though no one seems
harmed, you cannot shake the sense that
sorne opportunity was lost here.

Deploy the reserved Darth Vader to the


red point.

+ When Darth Vader suffers }:( equal to


twice the threat leve!, he is defeated and
the mission ends (~).

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

When Diala withdraws or has discarded ail


Rebel mission tokens:

In the darkness stands the ghostly figure


of Shu Yen, Diala's master. "Diala,
pleasef" he cres. "You must come backf"

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

The Imperial player receives 2 influence.

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

IMPERIAL ASSAULT- ~ORE GAME

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

Hiding in cover, you wait for Szark to


show himself. "It's apparently his moon.
He's bound to come eventually." Jyn
swears, scowling. Your wait is quite long.
"There he is," Jyn says, pointing. Down
the street, Szark walks out of the
cantina, over to the small group of
Imperial troops. "Working another deal,
huh? What, one moon wasn't enough?"
Befare you can stop her, Jyn leaps out
of cover and sprints forward, firing
her blaster. Szark's eyes go wide, and
he scrambles away. He ducks into his
personal cantina, slamming the door
shut as blaster bolts sizzle past his head.
You're a few steps behind Jyn as Szark's
mercenary and Imperial allies draw
their weapons.

+ The <loor is locked.


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

+ The mission will progress when Jyn calls


out Szark (~). The mission ends when all
heroes are wounded.

THE GUNFIGHT

END DF MISSIDN

When Jyn calls out Szark:

When Szark is defeated:

The door to the cantina slowly opens


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

Wounded, Szark scrambles around the


corner. Jyn follows, and you hear an
exchange of blaster jire, then silence.

Deploy 1 of the reserved Trandoshan


Hunter figures to the yellow point. Deploy
1 of the reserved Trandoshan Hunter
figures at each of the red points.

IMPERIAL ASSAULT-CORE GAME

CAMPAIGN GUIDE

''''
'

Jyn Odan receives the "Peacemaker"


Reward card.

+ The Trandoshan Hunter is Szark. His


group size is reduced to 1. Apply additional
Health equal to twice the threat leve! to
Szark. Apply +2 Accuracy to his attack
results, and he gains N: + 2 ).:(.

"Until next time, Jyn ..." a transmission


comll.5 in. "You'll have to visit again
soon!" Szark gives a long, mocking laugh,
ma:g you glad that she's unconscious.

+ When Szark activates, the Imperial player


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

Shouting, Jyn jumps out of cover, trying


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

The Imperial player receives 2 influence.

ADDITIDNAL REWARDS

+ At the start of each round, the Imperial


~

Each player receives 1 XP. Heroes receive


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

defeated ( ~).
---

''
'

When all heroes are wounded:

Jyn tests . If she passes, she interrupts


to perform an attack targeting Szark.
Otherwise, Szark interrupts to perform an
attack targeting Jyn (see below).

player may spend 2<> for Szark to recover


).:( equal to the threat leve!.

1'

Not long after, she reemerges, holstering


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

Open the <loor.

+ The mission ends when Szark is

i'
1

-----------

- ----

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

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

CELL

(@3JA)

Door opens: Prison Guards


2 pulse cannons discarded: Divert Power
Shortatha rescued or all heroes wounded: End
ofMission

MISSIDN BRIEFING
Gaarkhan lets out a soft growl as you
approach the small series oj buildings.
Several guards and sentry weapons are
present, and the hum oj machinery fills the
air. A jew prisoners mili around, hauling
equipment, but many are escorted to
cells. You don't see any Wookiees. The one
you're lookingjor, Shortatha, must be in a
holding cell somewhere nearby.

'

The <loor is locked. A hero can interact


with a terminal ( ~. or f':i) to disable it
and claim the token. When al! terminals
are disabled, the <loor opens.
Imperial mission tokens represent pulse
cannons; at the end of each round, each
one will fire upon a hero. When this
happens, the Imperial player chooses a
hero in line of sight of that cannon and
rolls 1 red and 1 yellow die. That hero
suffers }:{ equal to the }:{ results. If that
hero is Gaarkhan, he becomes Focused.

A hero can interact with a pulse cannon


(2 ~) to disable and discard it.

The Rebel mission token represents


Shortatha. A hero can interact with
Shortatha to rescue him.

The mission ends when Shortatha is


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

PRISDN GUAROS

END DF MISSIDN

When the door opens:

When Shortatha is rescued:

Seeing your advancement through their


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

As you blast the restraints jrom


Shortatha's limbs, he roars and charges
the remaining stormtroopers in the
base. Gaarkhan jollows along, releasing
other captives in the wake oj his
rampaging comrade.

Deploy the reserved E-Web Engineer to


the yellow point.

DIVERT PDWER

Gaarkhan receives the "Life Debt"


Reward card.

When 2 pulse cannons have been disabled:


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

Frisan officers run back and j orth,


shoutingjrantic orders to the guards.
One reaches the compound's intercom
system. "Rebel troops are advancing!
Divert power to the remaining pulse
cannon, and stop them, you jools!"
~ Increase <~ by the threat leve!.

For the rest of the mission, when the pulse


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

.,

The dejenses are too thick, and you


are jorced to pul/ back. As the shuttle
picks you up at the extraction point,
Gaarkhan gives a low growl aj sorrow;
his brother's lije debt remains unjulfilled.
~

The Imperial player receives 2 influence.

ADDITIDNAL REWARDS
~

Each player receives 1 XP. Heroes receive


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

IMPERIAL ASSAUL T-GORE GAME

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

CAMPAIGN GUIDE

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
heroes wounded: End of Mission

HANGAR

(@ ISA )

TESTING llRDUNDS {@D2B }

--------------------------- -------------------------- -------------

MISSIDN BRIEFING

ri
'

You're concerned with Mak's obsession


with destroying this facility. He still hasn't
told you what sort of importance it holds,
but his attitude is quite volatile.
That is, until you arrive in the main
hangar of the facility and he spots an
unmanned scout walker.

control. When Mak activates, ready and


actvate the AT-ST. Mak's hero figure is
not deployed and cannot actvate. Apply
additional Health equal to the threat leve!
to the AT-ST. The AT-ST can enter and
occupy spaces on the Hangar.

+ The wall between the Hangar and Testing


Grounds <loes not block movement or line
of sight.

' + The mission ends when ali In1perial figures


have been defeated ( ~ ), at the end of
Round 7, or when ali her~es are wounded.

CHADS
At the end of Round 1:
Deploy the reserved E-Web Engineer.

END DF MISSIDN

When the AT-ST is defeated:

When ali Imperial figures have been defeated:

Shouting curses, Mak dives out of the


top of the walker as it continues to be
assailed from ali sides.

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

PRESS THE ADVANTAGE

Mak hits the ground hard. He rises to his


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

Place Mak's figure in one of the spaces


that was occupied by the AT-ST. He
suffers 1O):{.
The Imperial player chooses 1 of the following:

~-akes t~orough

I Mak
a
search of the
facility, retrieving prototype components
befare planting severa! explosive charges.

From a saje distance away, you watch as


the needlessly massive explosion reduces
, the facility to tiny smolderingfragments.

l_ --

Mak Eshka'rey receives the "Shadow Suit"


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

The Royal Guard Champion may


perform 1 move and 1 attack.
The Royal Guard Champion
recovers ):{ equal to 1 plus the threat leve!.
Each Imperial figure gains 2 movement
points.

STRATEGIC WITHDRAWAL
At the end of Round 3:

+ For the rest of the mission, <> cannot


increase.

( "Not again!" Mak shouts, trying to push


forward even as you drag him away
and depart the planet. With smoldering
anger, Mak crouches in the corner of the
hold, muttering "Next time ..." over and
over under his breath.
The Imperial player receives 2 influence.

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

IMPERIAL ASSAULT-CDRE GAME

CAMPAIGN GUIDE

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

.J

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

,..----~---

"

-- ------

------~---

Rumors of the traitor have proven true.


You arrive in the system under attack,
barely able to disengage from Imperial
fighters. You're safely dropped off near
the rendezvous point.
Imperial forces crawl throughout the
area; there are no signs of Gideon's
f ormer comrades.

+ Neutral mission tokens represent hidden


rebels. A hero can interact with a mission
token ( ) to revea! that token and
replace it with a Rebel Trooper figure.
Heroes control Rebel Troopers as allies.

+ Apply additional Health equal to the

'

MISSIDN BRIEFING

----~

threat leve! to each Rebel Trooper. A Rebel


Trooper cannot use more than 1 action to
perform a move during each activation.

''

THE SllUAD

END DF MISSIDN

Each time a mission token is revealed:

When 2 Rebel Troopers have escaped:

Resolve the following based on the color of


the revealed token:

rr'

The reunan between Gideon and


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

Red: A hero within 3 spaces of this


Re bel Trooper recovers 5 }:(. Deploy the
reserved Stormtrooper group.
Blue: This Rebel Trooper becomes
Focused. He may interrupt to perform an
attack. Increase ~> by the threat leve!.

Through the course of the long evening,


many of Gideon's exploits are revealed:
1

Green: The active hero, if any, may


interrupt to perform a move or attack.
Deploy the reserved Probe Droid.
Yellow: Replace the mission token with
an Imperial Officer instead of a Rebel
Trooper. He may interrupt to perform 1
move and 1 attack .

+ A Rebel Trooper can escape through


the entrance.

' + At the end of each round, starting with


Round 4, the Imperial player chooses and
reveals 1 mission token, and replaces it
with a Rebel Trooper. This figure suffers }:(
equal to the threat leve! and is Stunned.

+ The 1nission ends when 2 Rebel Troopers


have escaped ( \&;I ), when 2 Re bel Troopers
have been defeated, or when al! heroes are
wou11ded.

more information than you ever wished


to know about your companion.

'

_)

Gideon receives the "Fearless Leader"


Reward card. Heroes receive Rebel
Troopers as allies.
When 2 Rebel Troopers have b een defeated
or when ali heroes are wounded:

Gideoi mourns the loss of his comrades


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

The Imperial player receives 2 influence.

ADDITIDNAL REWARDS
Each player receives l XP. Heroes receive
100 credits per hero. The Imperial player
receives 1 influence.

IMPERIAL ASSAULT-CDRE GAME

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

C:AMPAIGN GUIDE

'
1

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

GARAGE
( DIB )

EVENT SUMMARY
Round 2: Regulars

Door opens: Old Friends


Gerrin or Han Solo
defeated : End of Mission

DLD FRIENDS

END DF MISSIDN

When the door to the Garage opens:

When Gerrin is defeated:

MISSIDN BRIEFING

-1

"You're just in time," Han Solo remarks


as you arrive. "I heard about an
Imperial officer working sorne sort of
operation out here."
"Now, J've checked the place out. It's
locked up pretty tight," he says, waving
you forward and holding up a small
metallic chit, "but the guards are just so
careless with their keycards." He grins.

The door slides open and the officer


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

.J

+ The <loor is locked to ali figures except


Han Solo.

+ The mission will progress when the <loor


to the Garage opens ( ~ ). The mission
ends when Han Solo is defeated.

REGULARS
At the end of Round 2:
Deploy the reserved Trandoshan Hunter
group to the entrance.

Deploy the reserved Imperial Officer to


the yellow point.
Increase <> by the threat leve!. The
Imperial player resolves an optional
deployment to the red point.

+ The Imperial Officer is Gerrin. Apply


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

+ The mission ends when Gerrin is


defeated

( ~).

Han may interrupt to perform an attack


targeting Gerrin.

CAMPAIGN GUIDE

Heroes receive Han Solo (Scoundrel) as


an ally.
When Han solo is defeated:

Han ducks as a volley of blaster .fire


sizzles overhead. "Huh," he says, .firing
back. "Didn't think there'd be so many."

Imperials continue to press forward;


befare long you disengage, unable to
handle their sheer numbers.
The Imperial player receives 2 influence.

The Imperial player chooses 1 of the following:

ADDITIDNAL REWARDS

Gerrin becomes Focused and may


interrupt to perform 1 move and 1 attack.

Each player receives 1 XP. Heroes receive


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

Deploy the reserved E- Web Engineer to


the red point.

IMPERIAL ASSAULTCDRE 6AME

"No hard feelings for Nar Shadaa,"


Han says sarcastically. He turns to you,
smiling. "Thanks guys, I owe you one.
If you ever .find yourself in a tight spot,
maybe I can repay the favor."

MAP TILES: Die, D3e, IDe, 14e, 1Be(2), 21e, 32e, 36e, 39e(2)

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
( Die }

EVENT SUMMARV
Round 6: End of Mission

Door opens: The Dark Lord


Luke Skywalker escapes or is defeated: End of
Mission

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

MISSIDN BRIEFING

(
'

i'
''

'

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 DARK LDRD

END DF MISSIDN

When the doors to the Garage open:

When Luke Skywalker escapes:

The doors to the garage slide open,


revealing more than just Luke's T-16.

Imperial forces swarm throughout the


farmstead, and it seems your arrival is
rather timely.

A squad of Imperial stormtroopers is


deployed inside with blasters raised,
ready and waiting to capture the
Rebellion's hero.

''My transport is inside the garage,"


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

You see the terrifying outline of


Darth Vader standing tal/ among the
soldiers. With one hand he activates his
lightsaber and with the other he points
at you and Luke, indicating to his troops
to begin their attack.

+ Doors are loc'ked. Luke Skywalker can


interact with the terminal to open ali doors.

+ Apply additional health to Luke

The T-16 rockets into the air, twisting


and weaving to evade the fire of the
ground forces. Eager to get off-world,
you hurry back to your ship as a
message comes through:

i''

"Thanks, that was a clase one," Luke


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

The mission will progress when the


doors to the Garage are opened (~). The
mission ends at the end of Round 6 or
when Luke Skywalker is defeated .

_)

You're driven back by a hail of blaster


fire, separating you from Luke. You are
forcer;l, to retreat, hoping desperately that
Luke can make his own escape.

Deploy the reserved Stormtrooper group


to the Garage.

''

_j

+ The adjacent blocked spaces on the Garage


form a T-16 Skyhopper. If there are 2 or
fewer Imperial figures on the Garage, Luke
Skywalker can interact with the T-16 to
escape, ending the mission ( ~ ).

Heroes receive Luke Skywalker (Hero of


the Rebellion) as an aliy.

At the end of Round 6 or when


Luke Skywalker is defeated:

Deploy the reserved Darth Vader to the


red point.

The Imperial player receives 2 influence.

ADDITIDNAL REWARDS
~

Each player receives 1 XP. Heroes receive


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

IMPERIAL ASSAULT-~DRE GAME

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

Skywalker equal to twice the threat leve!.

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

SP1CE
..t'

Heroes claim ali spice, or ali heroes


wounded and Chewbacca defeated:
End of Mission

RaaM (~ 24a )

---------- - -

MISSIDN BRIEFING
A Weequay stands guard in the a/ley
outside the storehouse, confirming that
you're at the right place. As you walk up,
he glares, placing a hand on his blaster.

THE BACK RDDM

+ The yellow neutral mission token is the


keycard. After an Imperial figure with a
11eutral mission token is defeated, place
the token in its space facedown without
revealing it. A Rebel figure can interact
with the token to revea! and retrieve it.
Imperial mission tokens represent spice
barreis. A healthy hero or Chewbacca can
interact with a spice barre! ( ~) to claim the
token.

+ The mission ends when ali of the spice has

When the Rebels have claimed ali of the spice:

Interrupt to perform an attack with an


Imperial figure.

the keycard can open doors.

The first time the keycard is retrieved:

Increase <} by the threat leve!.

+ Doors are locked. A Rebel figure carrying

1---_

END DF MISSIDN

The Imperial player chooses 1 of the follpwing:

With a roar, Chewbacca charges


f orward. He seizes the surprised guard
and slams him in to the door, over and
over, until it smashes inward.
Dropping the unconscious and battered
Weequay, he steps inside, and you follow.

DEFEND THE SPICE

The first time a door


to the Spice Room opens:

You 're immediately assaulted by the


stinging aroma of spice. A blaster
emplacement swivels toward you, a last
line of defense to protect the greater
portio ns of the stash.
Deploy the reserved E- Web Engineer to
the yellow point.
The Imperial player chooses 1 of the following:

CAMPAIGN GUIDE

After blasting your way clear and


hauling the stolen spice out, Chewbacca
thanks you far your help. He quickly
assures you that, should you need the
assistance, he would be more than
happy to help you in return.
Heroes receive Chewbacca (Loyal
Wookiee) asan ally.
At the end of Round 5, or when ali heroes
are wounded and Chewbacca is defeated:

The Hutt had his spice guarded well;


.the resistance you encountered is simply
too much. Your attempted theft will
keep the Hutts busy and paranoid far a
little while, but significantly less than if
you'd succeeded.

Increase <} by the threat leve!.


Interrupt to perform an attack with an
Imperial figure.

been claimed ( ~ ), at the end of Round


5, or when ali heroes are wou11ded and
Chewbacca is defeated.

IMPERIAL ASSAULT-CDRE GAME

The Imperial player receives 2 influence.

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

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

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
p
1

It seems you arrived too late far your


saboteur associates. They foolishly
attempted the mission without you and
now sit rotting in a cell.

'

Your new mission is to rescue them,


ar at the very least finish the job.
Fortunately, they're being held relatively
clase to their original objective; it occurs
to you that they may have incorporated
this as part aj their plan.
1

'"---

Doors are locked. A hero can interact with


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

Saboteurs are neutral figures until


Rebel
the <loor to the Cell opens.

The neutral mission token is the data core.


A Rebel figure can attack the data core
(Health: 6, Defense: None).

+ The mission ends when the data core is


destroyed (~), at the end ofRound 6, or
when ali heroes are wounded.

FINISH THE JDB

END DF MISSIDN

When the door to the Cell opens:

When the data core is destroyed:

Without speaking, the operatives glance

down, seeing sorne aj their equipment


in your hands. As they reach far it, one
cocks his head slightly in question.
You nod, telling them that there's no
reason why the job can't still be done.
Rebel Saboteurs are now Rebel figures.
Heroes
control the Rebel Saboteurs as
allies at no threat cost.
a Rebel Saboteur is defeated, he is
When
incapacitated instead. When activating, he

Leaving the smolderingfragments aj


the data core scattered throughout the
archive, you depart. Soon after, a message
arrives from the saboteurs. Grateful far the
assistance, they offer their service should
you need it. Though they use unorthodox
methods, you're pleased to have capable
demolitionists at your disposal.

Heroes receive the Rebel Saboteurs as allies.


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

receives only 1 action.


a non-incapacitated Rebel Saboteur
isWhile
to the
attacking the <loor, apply +1
N

attack results .

DATA CDRE
When the door to the Archive opens:
Deploy the reserved Royal Guard group
to the red point. The Imperial player can
spend 2~>. Ifhe <loes, each Royal Guard
may interrupt to perform 1 move and
1 attack.

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

Imperial forces clase in, and it seems more


prudent to depart.

The Imperial player receives 2 influence.


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

IMPERIAL ASSAULT-CORE GAME

CAMPAIGN GUIDE

__J

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

,,
,,'

1:

. '

_e - - -

1
'

i Now, Imperial forces crawl throughout


this area, likely searchingfor the very
thing you carne to retrieve.
'

Repeated attempts to contact Jarl prove


1 ! fruitless, but you're getting clase to the
i meeting place. Unfortunately, so are
' Imperial forces, who ha ve surrounded
the structure and are working at the
1
doors with cutting equipment.
1

'

+ The mission token represents a memory


core inside a broken droid. Any figure can
retrieve the data core.

+ A figure carrying the men1ory core can


escape through the entrance.

+ Doors are locked. Any figure can attack a


<loor (Health: 8, Defense: None).
1

The first time a door opens:

"Uh, can you guys hurry up? I'm


in so me trouble here .. ." Jarl's last
transmission carne in hours befare, his
voice weak.

'

END DF MISSIDN

!
'

J.

FIND THE DRDID

MISSIDN BRIEFING

'
'

+ The mission ends when a figure carrying


the memory core escapes or when ali
heroes are \Vounded.
,.

'

--.--

"'

IMPERIAL ASSAULT-CDRE GAME

CAMPAIGN GUIDE

'

'

'''

When a Rebel figure carrying the data


core escapes:

Sunlight spills into a musty junk shop,


unoccupied save far a large collection
of worthless trinkets. A half-dismantled
probe droid les discarded on the floor.

With blaster bolts whining overhead and


the droid's data core in hand, you make
a quick retreat. If someone back at High
Command can crack the encryption on
:
this, it'll definitely come in handy.

! Pinpricks of light shine through small

hales scattered throughout the walls,


presumably from blaster fire.

'

''

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

Rebel players choose 1 hero to receive the


"Rebel Recon" Reward card.

A small distance away lies the f acedown


i body of Weyn Jarl, bearing several
blaster wounds. It appears he barricaded
himself in, but the structure proved
) unsuitable far hiding.
1

When an Imperial figure carrying the data


core escapes or when ali heroes are wounded:
'
''

'

Another door bursts inward, and


Imperials flood inside.

'

~J

You iose sight of the individual carrying


the data core down an alley. Trying to
catch up while fighting other Imperial
. forces, eventually you come to a dead end.
1

Deploy the reserved Imperial Officer and


Stormtrooper group to the yellow point.

The Imperial player receives 2 influence.

ADDITIDNAL REWARDS
Each player receives 1 XP. Heroes receive
100 credits per hero. The I1nperial player
receives 1 influence.

MAP TllES: D38, D98, 118, 148(2). 178, 188, 228, 248, 298, 368, 398(2)

:
!

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

---.

END DF MISSIDN

Taa OUIET

MISSIDN BRIEFING

The first time the door to the Hangar opens:

Standing at the cliff edge, you can see


the facility down below. With a few
guards lingering outside, the facility
doesn't appear quite as abandoned as
advertised. Investigating it might be
more difficult than you anticipated, but
it should still be manageable.

A large receiving bay les befare you,


clearly disused. Shelves of miscellaneous
items are lined up throughout the area.
Though the organization system is a bit
lacking, at least everything is labeled.

a terminal ( "4 or ~) to open the door


closest to the terminal.

+ The neutral mission token represents the


Flashing red light fills the hangar
hay, while a blaring alarm sounds
throughout the facility.

through the entrance.


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

LIGHTLYGUARDED

When ali heroes are wounded:


v---- .

You curse the name of whatever idiot

With the formula in hand, you turn


toward the exit with thoughts of a
hasty retreat. You manage to take two
steps befare the door snaps shut with a
loud clang.

+ The mission ends when a hero carrying

gave the intelligence about this facility


being abandoned. What seems like
a legion of Imperial troops begins to
respond to a deafening alarm.

The first time the first door opens:


Close ali doors.

r Dust covers the jloor in this room, empty


save for a group of Imperial soldiers who
i quickly take cover and begin firing.
f

l_

Dozitns run out of the facility in pursuit


of you, far more motivated in the chase
than youa have expected.

L.

Rebel players choose one hero


to receive the "Adrenal Implant"
Reward card.

The first time a hero retrieves the formula:

+ A hero carrying the formula can escape

'

When a hero carrying the formula escapes:

L_

SDUND THE ALARMS

formula. A hero can retrieve the formula.

Dozens of stormtroopers pour out of


the supposedly abandoned facility, but
you're long gane befare anyone picks up
your trail. You senda polite message to
your contact, emphasizing precise/y how
not abandoned the facility actually was.

_J

+ Doors are locked. A hero can interact with

Increase {~ by twice the threat leve!.

+ The red deployment points are now active.

Deploy the reserved Imperial Officer


and Stormtrooper group to the
Command Room.

The Imperial player receives 2 influence.

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

'

;'

'
'

- ------

IMPERIAL ASSAULT-CDRE GAME

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

''
'

C:AMPAllJN IJUIDE

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}

THE VIRUS

END DF MISSIDN

When the virus is uploaded:

At the end of Round 8, when the heroes


have claimed 12 mission tokens, when ali
terminals have been disabled, or when ali
heroes are wounded:

MISSIDN BRIEFING

r"
1
'
''
'

'

~----

It sickens you a little to work with


criminals, but it seems worth it to steal
from the Empire and fund the Rebellion.
"Just stick this in the main computer and
it'll take care of the rest." Your contact
1
hands you a data crystal. "You'll have to
[ stick around to let the transfer run." She
' gives a nasty grin. ''fust don't expect the
security response to be gentle."
1

+ Doors are locked. Any figure can attack a


<loor (Health: 5, Defense: 1 Y).

+ A Rebel figure can interact with a terminal


( ~ ) to upload the virus.

The mission will progress when the virus is


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

C:LEAR THE AREA


The first time a door opens:

The red deployment point is now active.


The green deployment points are
now inactive.

"~

'

'

'

'

----

'

'----,

It's hard to tell if the siphoning software :


has kicked in until a deafening
alarm blares within the complex and
surrounding grounds. Externa! cameras
,
show a fair number ofguards respondingj

Deploy the reserved AT-ST and


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

+ A <loor adjacent to a Rebel figure <loes not


block his movement or line of sight.

+ If there is not a healthy Rebel figure within

With the continuing intensity of


response, you deem it best to make your
departure and secure your new finances .
Your partner never shows up to the
rendezvous, and when you examine the
account, you understand why.
It seems the proportions were a little
different than you were promised. There
is very little remaining in the account,
the rest of it drawn away.

---

2 spaces of a terminal, an Imperial figure


can interact with that terminal to disable
and discard it.

+ At the end of each round, heroes claim


1 neutral 1nission token for each terminal
on the map. Then, increase ,-,
,2, by t h e
threat level.

+ The mission ends when the heroes have


claimed 12 mission tokens ( ~ ) or when
ali terminals have been disabled.

ADDITIDNAL REWARDS
Each player receives 1 XP. Heroes receive
100 credits per hero. The Imperial player
receives 1 influence.
The heroes receive 100 credits per hero for
every 3 missio11 tokens they have claimed.
The Imperial player receives 1 influence
for every 3 unclaimed mission tokens.

Deploy the reserved E-Web Engineer


and Royal Guard group to the
Co1nmand Room.

IMPERIAL ASSAUL T-CORE GAME

CAMPAllJN IJUIDE

'

MAP TILES: @DIA, D2A. D4A, IDA. IBA. 22A, 23A, 24A, 32A, 39A(2)

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

-----,

'''

SDUND THE ALARM

MISSIDN BRIEFING

END DF MISSIDN

At the end of each Round:

With a soft click, you open the panel


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

The Imperial player chooses 1 of the following:


Clase 1 door.

The ship isn't too heavily defended, nor


is the hangar in which it sits. Should be
an easy theft.
- --- -- - ....... -------

Doors are locked to heroes. A hero can


interact with a door ( f',, or ~) to open it.

At the end of each round, if 1 or more


Rebel figures are the only figures adjacent
to a terminal, it is secured. Discard the
token.

SECURE THE SHIP

-----

~-

(
i
'

..

-----------------,
'

The shuttle blasts free of the hangar and


out into open space. Calculations for
hyperspace are quickly made, and befare
any fighters can respond, you're gane .

'L

At the end of Round 2:

Rebel players choose one hero to receive


the ''Allied Operations" Reward card.

f'
Alarms ring throughout the ship. Sorne
distance away, you can hear the soft
clang and whirring of a lift arriving and
its doors opening. It sounds like you
have more company.
Deploy the reserved Royal Guard group.

When ali heroes are wounded:

Imperjal forces defend the shuttle with


more enthusiasm than you expected,
and after taking heavy jire, you abandon
the mission and withdraw.
l

L __

+ The mission ends when ali terminals


are sect1red ( ~) or when ali heroes are
wounded.

When ali terminals have been secured:

Perform 1 attack with 1 In1perial figure.

DESPERATIDN

--

-------------

The Imperial player receives 2 influence.

Each time a terminal is secured:

ADDITIDNAL REWARDS

<> by the threat leve!.

Each player receives 1 XP. Heroes receive


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

Increase

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

GUARDED

END DF MISSIDN

The first time a door to the Hangar opens:

When the data core is destroyed:

MISSIDN BRIEFING
-----------

r
1

You arrive at a quiet little test f actory.


You 've been informed that it will
significantly increase the e.fficiency of
Imperial efforts if its construction
is completed.

r-1

'

Three other teams have apparently tried


and failed to sabotage the factory. Their
reports suggest sorne sort of reactive
defense protocols.
----

r
.

The red deployment points are now active.


~
- .. -

. e,,

Deploy the reserved E-Web Engineer to


the yellow point.

'
'
'

+ The Imperial mission token is the data

' far something, it'll be quite sorne time


befare they can get it up and running.
/

Heroes receive 100 credits per hero.

Resolve "Reactive Defenses:'


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

At the end of each Round and the


first time a door to the Hangar opens:

core. A Rebel figure can interact with the


data core to destroy it.

:s::l~t~ng

As the core is destroyed, the


defense protocols disengage. The alarms
die down, and the lights go black.

If the Empire wants to use this facility

,'

REACTIVE DEFENSES

Defense: 1 'f').

destroyed ( ,, ), at the end of Round 5, or


when all heroes are wounded.

As you break through the first


door, you're assailed by a deafening
mechanical grinding. Ahead, you see
heavy shielding slide over the next door.

are locked. A hero can attack a


Doors
<loor (Health: Twice the threat leve!,

+ The mission ends when the data core is

-~--

The I1nperial player places a neutral


mission token ofhis choice faceup near
any <loor and resolves an effect based on
the color of the token:
Blue: Apply additional Health equal to
twice the threat leve! to the <loor.
Red: When this <loor ope11s, increase
by the threat leve!.

The facility's defenses are too much to


overcome. When you final/y breach the
door leading to the data core, you see it
sliding down into the jloor to sorne other
section of the facility beyond your reach.
l'

<>

Green: After an attack targeting this <loor


resol ves, the attacker suffers 2 ):{.

The Imperial player receives the "Imperial


Industry" Reward card.

ADDITIDNAL REWARDS
~

Each player receives 1 XP. Heroes receive


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

Yellow: When this <loor opens, each hero


within 5 spaces tests ~ . Each hero who
fails is Stunned.

IMPERIAL ASSAULT-GDRE GAME

l:AMPAllJN IJUIDE

MAP TILES: @D5 A, D7A, IDA, IBA, l!IA, 22 A, 23 A, 27A, 2BA, 33 A, 3!1A

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

MISSIDN BRIEFING
You arrive ata Rebel saje house where
crucial supplies are being stored. You've
been there a few minutes when the door
explodes inward. Imperials rush in, and
blaster fire fills the air.

+ Rebel mission toke11s represent supply


caches. An Imperial figure can attack a
supply cache (Health: Twice the threat
leve!, Defense: Y equal to the number of
adjacent Rebel figures).

+ Neutral mission tokens represent

With a few barked commands from


their leader, the attackers disengage .

"

Deploy the reserved Royal Guard


Champion.

+ Instead of activating as normal, the

ARTILLERY SUPPDRT
Once at the end of Round 2, 3, or 4:
The Imperial player chooses 1 of the following:

+ The mission e11ds at the end of Round 5


~

Choose a space and roll l red die. Each


figure within 3 spaces of the chosen space
suffers ):( equal to the ):( results.
Choose a space. Each figure within 3
spaces of the ch osen space tests (',,. Each
figure who fails is Stunned.

- --

Heroes receive 100 credits per hero.

Their work complete, the assault squad


slips out of the saje house. With nothing
left to defend, you chase after them to no
avail. Their transport is away befare you
can even fire a single shot.

..

The Imperial player receives the "Supply


Deficit" Reward card.

'

Each player receives 1 XP. Heroes receive


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

empty spaces.

IMPERIAL ASSAULT-CDRE GAME

MAP TILES: @188, 208, 218. 248, 258, 288, 318, 398

ADDITIDNAL REWARDS

at no cost.

+ Rebel figures can deploy to any

'
'

When 5 supply caches have been destroyed


or when ali heroes are wounded:

Royal Guard Champion performs


1 action after each hero activation.

--~

The Imperial troops are few in number


but persistent. Still, as you thin their
ranks and defend the supplies, other
Rebel forces respond to defend the area.

~.......

activation each round.

+ Heroes control the Rebel Troopers as allies

r--

.. J

+ A <loor adjacent to a Rebel figure <loes not

or when ali heroes are wounded.

At the end of Round 5:

entrance is a Royal Guard in black


armar with red trim. Since you don't
often hear of these guards in non!
defensive operations, you assume this
) individual is someone special.

attack a <loor (Health: 5, Defense: 1 Y).

(, ), when 5 supply caches are destroyed,

At the end of Round 1:


! Striding through the blasted-open

+ Doors are locked. An Imperial figure can

+ The Imperial player receives the first

END DF MISSIDN

,.,,-

barricades. Barricades are impassible


terrain.

block his movement or line of sight.

LEAVE ND SURVIVDRS

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

PREP FDR TAKEDFF

END DF MISSIDN

When the docking clamp


controls have been deactivated
and tbe pilot has been retrieved:

When the pilot departs:

MISSIDN BRIEFING
While refueling your ship, you were
taken into custody on suspicion
of criminal activity. Ali of your
documentation was up-to-date. Though
you considered blasting everything in
sight, your pilot assured you that he
could talk his way out of it.

---~-1

--

That was three hours ago, so you decide


to sneak out of the waiting room. After
a few minutes of looking around, you
arrive in an observation area just in
time to see. your pilot thrown in to an
animal pen. Fearsome beasts prowl
around, baring razor-sharp teeth at his
unconscious form.

In pretty bad shape, your pilot slowly


awakens. You fil/ him in on the situation.
"Okay, with the docking clamps released,
ali we need to do is get to the ship." He
winces, holding his wounded side. "Oh,
they are going to pay far this ..."he says
through clenched teeth.
~ Increase

1
1

The terminal represents docking clamp


controls. A hero can interact with the
docking clamp controls ( \'),. or ) to
deactivate them and discard the token.

The Rebel mission token is the pilot.


A hero can retrieve the pilot. Apply -1 to
the Speed and -1 Y to the defense results
of a hero carrying the pilot .

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.

At the end of Round 5 or when all heroes


are wounded:

<> by the threat leve!. The Imperial

You scramble out into the desert, keenly


aware that the Imperials are now
ripping your ship apart, piece by piece.

player resolves an optional deployment.


~

The pilot is a bit overzealous as he


showers the area in blaster cannon fire
befare setting the ship down. His face
is grim, and he says nothing but a curt,
"Thanks," as everyone climbs into the
transport.

Place the green neutral mission token on


the blue point. This represents the hatch.

Everything that was on your ship-jlight


records, messages, the positions of key
operatives-will soon be in their hands.

A hero carrying the pilot can interact with


the hatch for the pilot to depart, ending
the miss ion ("" ).
~

The Imperial player receives the "Special


Operations" Reward card .

IMPERIAL ASSAULT-CDRE GAME

C:AMPAIGN GUIDE

MAP TILES: Die, D2e, D5e, IDe, 14e, !Be, 22A, 23A, 25A, 2BA, 31A, 35A, 3SA(2), 3BA(2)

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
You are walking through the cantina
called Ooze, looking far a sign aj your
elusive contact. A figure who looks very
much like a bounty hunter steps out aj
the shadows with a blaster drawn.
Doors slam shut. From the looks aj
things, they're trying to keep you penned
in here. You 'll have to find a way out.

+ Doors are locked.

+ The neutral mission token is being carried


by the Trandoshan Hunter and represents
the keycard. After it is dropped, a hero can
retrieve the keycard. A hero carrying the
keycard can open the <loor to the Office.

+ When a hero withdraws, he is


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

HUNTED DDWN

END DF MISSIDN

When the door to the Office opens: ,

When the heroes depart:

Deploy the reserved IG-88 to the


red point and the Probe Droid to the
yellow point. Then, increase <> by the
threat leve!.

Bre~~-ing thro~gh the~arricade;, ;ou


clear a path. Out in the open, you're able
to deal with any other hunters trying
to claim their share as you get back to
your ship.

+ The <loor to the Store Room is now


unlocked.

+ A hero can interact with the terminal(~)

At the end of Round 6 or when all heroes


are wounded:

to open the <loor to the exit. At the end of


each Round, the <loor to the exit clases.

+ Imperial mission tokens are barricades.

You're very near to breakingfree


when one aj your assailants, whom
you thought was incapacitated, pulls
out. a thermal detonator. He screams
something in an alien tangue as you dive
behind whatever cover you can find.

Barricades are blocking terrain and can be


attacked (Health: Three times the threat
leve], Defense: 1T).

+ The red deployment point is now active.


+ The Rebel mission token represents the
exit. When all heroes are on or adjacent
to the exit, the heroes depart, ending
the mission ( ~).

You claw your way free aj the wreckage,


badly hurt, and signal far extraction.
Some aj you are more hurt than others,
but ali told yo u 're lucky to be alive.

+ The mission will progress when the <loor


to the Of!ice opens ( ~ ). The miss ion
ends at the end of Round 6 or when ali
heroes are wounded.

The Imperial player receives the "Old


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

C:AMPAIGN GUIDE

MAP TILES: @DIA, D2A, D4A, D5A, D7A, IDA, 12A, 14A(2), 17A, 228, 258, 288, 318, 328,
338, 358, 368(2), 388(3)

,,

rr"
1

------ -- --

---------------- --

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

MISSIDN BRIEFING

r You've been sent to investigate a facility


----------- --

-.

under the command of General Weiss .


Imperial presence in the sector is heavy,
but a timely diversion from another team
gives you the opening to sneak in. It's an
odd place, lacking the crisp organization
you expect from the Empire.

1
1
1

Even with the diversion, it won't take


longfor you to attract attention. You've
been advised to make your stay as quick
and efficient as possible.

'

Doors are locked to Rebel figures. A


Rebel figure can attack a <loor (Health: 5,
Defense: 1 Y).

+ A hero can interact with a terminal to flip


the token color side faceup and perform an
attribute test based on the color. If he passes,
that terminal is investigated. The colors and
their corresponding tests are as follows:

Red: 2

Blue: 2 0

Green: 2

+ The mission ends when ali terminals are


investigated ( ~ ), at the end of Round 7,
or when ali heroes are wounded.

ARRIVAL
At the end of Round 5:

r- ............ .

Out aj the foliage bursts a bipedal scout


walker unlike any you've ever seen. The
terrifying vehicle bristles with weaponry.

"Rebel forces! " an amplified voice issues


from the monstrous walker. "This is

! General Vitsun Weiss of the Imperial


Army. You are surrounded and severely
outgunned. Surrender and I swear
merey shall be granted!"

'
1

'i

REVELATIDN

END DF MISSIDN

When the red terminal is investigated:

When ali terminals have been investigated:

'

,.

'

1
1

The ceiling has collapsed here, burying


the vicinity in rubble. With substantial
effort, you dig through it and find a
terminal. By sorne minar miracle, it still
functions and even contains useful data .

It would seem the purpose aj this


outpost had been research and
development, since much of the data
relates to engineering, prototype assault
craft, armar, and weapons. Messages
from General Weiss are throughout,
. and it's clear that he's involved in many
aspects of all listed projects.

DEFENSE PRDTDCDLS
Each time a door opens:
The Imperial player chooses 1 of the
following, limit once per option:
~

Each hero within 3 spaces of the <loor


tests. Each hero who fails is Stunned.

~ Increase ~} by 6.
~

Each Probe Droid may perfor1n 1 move


and 1 attack.

Place the reserved Nexu 011 an interior


space within 3 spaces of the opened <loor.

"Be ready far another operation


soon," she warns, 'as we're going to be
aggressively pursuing any leads we can."

Data spools across the archaic device, a


logfilled with miscellaneous engineering
data. As you spend sorne time digging
through it, you notice entries describing
several shipments to this area.
Miscellaneous scrap, power supplies,
a few weapons, but what catches your
attention is how the pieces fit together.

When the green terminal is investigated:

Place Story Mission card "Imperial


Hospitality" into play. Each hero
receives 1 XP.

At the end of Round 7 or when ali heroes


are wounded:

You surmise that this section aj the


, facility was used to build or modify a
vehicle of sorne kind. Something very
different from standard Imperial design.

Though the mission isn't complete,


you can't possibly see a way to punch
through the Imperial forces continuing
i to fire upan your position. Only through
i
a risky and f oolish rescue maneuver
from your pilotare you able to make
your escape.
. From the little information you were
able to find, Alliance High Command
. has discovered rumors of a new weapon
under the development of General
Weiss. Nothing more is known thus
far, but at least the mission wasn't a
complete f ailure.

Deploy the reserved General Weiss to the


yellow point.

"Nicely done," your commander


congratulates you upan your return.
"Techs are tearing apart the data you
obtained. Though they have not finished
their analysis, there is a lot of concern
about this new weapon project.''

When the blue terminal is investigated:

The job finished, you make a hasty


retreat out into the surroundingforest
and signal for pickup. Your departure is
rather timely, andas you jly away, you
see a substantial number of Imperial
troops converging on the facility.

..

The computer in this room is in


substantial disrepair; after a bit aj
coaxing, it flickers to lije. Described
within are a plenitude ofprototype
. engineering projects, but one weapon
project in particular seems of obvious
importance.
Details appear deliberately vague,
but there is a lot aj communication
surrounding the subject. There's also
. a sense ofgravity associated with the
project, making the information
difficult to ignore.

Place Story Mission card "Fly Solo" into


play. The Imperial player receives 1 XP.

ADDITIDNAL REWARDS
~

Each. player receives 1 XP in addition


to any that he already received. Heroes
receive 100 credits per hero. The Imperial
player receives 1 influence.

If the heroes have investigated ali


terminals before the end of Round 5, they
receive an additional 100 credits per hero.
Otherwise, the Imperial player receives
1 influence.
j

IMPERIAL ASSAULT-CDRE GAME

CAMPAIGN GUIDE

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)

ASSAULT

END DF MISSIDN

At the end of Round 3:

At the end of Round 8:

MISSIDN BRIEFING
Command has assigned you a brutal/y
simple task: you're to cause a diversion,
allowing another team to investigate a
facility under Weisss control.
The instructions from your commander
were c/ear. "Don't jam or cut off any
signals,'' she told you. "If they send any
ca/Is for help, good. If they don't, then
you didn't make enough noise."
Considering the sheer amount of
Imperial weight now bearing down on
the compound, you certainly succeeded
in "making enough noise."
After removing the Imperial presence
from the facility, you made preparations
to defend it. Many of the doors are
sealed off, barricaded against the
possibility of troops coming in through
another entrance. You're expecting
they'll try, but hopefully your hasty
fortifications will hold long enough to
keep their numbers manageable.
Mission tokens represent capture sites. At
the end of each round, if an Imperial figure
occupies a tile with a capture site and there
are no healthy Rebel figures on that tile,
that site is secured by the Imperial player
and he claims its token.

Doors are locked. An Imperial figure can


attack a <loor (Health: 6, Defense:
1 black die).
A <loor adjacent to a Rebel figure <loes not
block his n1ovement or line of sight.

+ The mission ends at the end of Round 8


( ~ ), whe11 the Imperial player secures 4
capture sites, or when ali heroes are forced
to withdraw.
Rebel players deploy their figures to any
interior space.

WAVE 1
At the end of Round 2:

Por every troop you cut down, it seems


as though three more take its place.
Though the pressure continues to mount,
the base is still under your control for
the time being.
Deploy the reserved Royal Guard group
and increase <> by 5.

The Imperial player chooses 1 of the following:

Even though the cal/ carne for you to


pul/ back severa/ minutes ago, you still
held in spite of the overwhelming odds.

Remove 1 <loor from the map and rol! 1


red die. Each hero within 3 spaces of that
<loor suffers ):{ equal to the ):{ results.

At the end of Round 4:

You're told later that the few extra


minutes meant clear skies for the other
teams escape. Your pilot wasn't thrilled
about the enemy fighters that carne to
deal with you, but it still worked out.

The pressure rises with each passing


moment, but you're informed through
your comlink that the other strike team
is nearly finished.

The recon teams success has revealed


a new weapon project under Weisss
development, and their findings suggest
that this should be of great concern to
the Rebellion.

Increase

<> by 3.

WAVE 2
7
1

A detonation resounds through the


corridors, originatingfrom somewhere
within the compound. It was only a
matter of time before they tried to get in
another way, but you curse your luck al/
the same. You just hope the explosion
doesn't mean they already breached the
compound and are flooding inside.

Place Story Mission card "Imperial


Hospitality" into play. Each hero receives 1
XP. The heroes receive 100 credits per hero.

When 4 capture points have been secured


or when all heroes withdraw:

Deploy the reserved Stormtrooper group


and increase <> by 3.

SPECIALISTS
At the end of Round 5:

The Imperial player chooses 1 of the following:


Deploy the reserved AT-ST to any
yellow point.
Resolve an optional deployment of
1 group (no reinforcements) to the red
point. This group may actvate before the
heroes during the next round.

WAVE 3
At the end of Round 6:

You can hardly believe it, but striding


through the field offa/len troops is the
imposing, terrifyingfigure of Darth
Vader himself.
A comlink message tells you that the
other team is on its way out. Even
though your Job is done, you know a few
more minutes of diversion could make a
world of difference to your comrades.
Deploy the reserved Darth Vader and
b
increase ,-,
,<;]., y 3.

Imperial forces charge into the


compound, and you're unable to hold
them back any longer. Hoping the time
you bought the other strike team will be
enough, you quickly disengage.
Luck is on your side; after you're
extracted, a transmission arrives
from your commander. She makes no
mention of your efforts and instead
focuses entirely on the findings of
the other team. "Weiss is developing
a weapon," she tells you, ''and High
Command is very nervous about it.
They're already clamoringfor more
information, so don't be surprised if
you're ca/led on soon."

If 4 capture points were secured before the


end of Round 6, Place Story Mission card
"Fly Solo" into play. The Imperial player
receives 1 XP and 1 influence.
Otherwise, Place Story Mission card
"Imperial Hospitality" into play. Each
player receives 1 XP.

ADDITIDNAL REWARDS
Each player receives 1 XP in addition
to any that he already received. Heroes
receive 100 credits per hero. The Imperial
player receives 1 influence.

IMPERIAL ASSAULT-CDRE GAME

C:AMPAIGN GUIDE

'
1
1

DEPLDYMENT AND SETUP


Initial Groups: Probe Droid (2), Royal Guard.
Reserved Groups: Imperial Officer, Trandosha11 Hunter.
Open Groups: 2.

l:

DATA
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

l::AMPAIGN GUIDE

MAP TILES: @2DA. 21A. 22A, 23A, 24A, 25A, 27A, 2BA, 29A, 33A, 35A(2). 36A

WELL-GUARDED

END DF MISSIDN

The first time a door to the


Data Center opens:

When the captive escapes:

MISSIDN BRIEFING
[" "He's alive, far now." The transmission
from Command carne through regarding
the operative captured a few days earlier,
"He's going to be held far a couple of

: days in a facility near Thyferra befare


! they transfer him to Coruscant."

You're also told that he was carrying


a sensitive data packet that included
positioning of Rebel operatives
throughout the galaxy, including
yourselves. Heavily encrypted, of course,
but only a matter of time to crack it with
the resources at the Empire's disposal.

Deploy the reserved Imperial Officer and


Trandoshan Hunter group to the Data
Center.

When the captive is defeated or when ali


heroes are wounded:

You recall the final instructions of


, your commander as you crawl through
cave networks and ventilation shafts.
I "Keeping that information out of the
Empire's hands is very important, but
the operative is your top priority."

When the door to the Cell opens:


lf"

---

Doors are locked. A Rebel figure can


attack a door (Health: 6, Defense: 1 black
die) or interact (2 ~ )to open it.

The terminal will transmit sensitive data


at the end ofRound 4. A Rebel figure can
attack the terminal (Health: 6, Defense: 1
black die) or interact (2 ~)to destroy it.

Returning to High
empty handed, you try not to think about the
. fate of the operative you left behind.
,

' Out of the holding cell stumbles a bloody


and battered man, clutching his side.

Fortunately, the operative managed to


deliver stolen weapons schematics to a
' saje house, discovered by Rebel forces
shortly after your rescue attempt.

8, Speed: 2, Defense: 1 white die). Heroes


control the captive as an ally.

+ When the captive is targeted for an attack

The captive is a neutral figure until the


<loor to the Cell opens.

+ The mission will progress when the <loor


to the Ce!! opens ( ""). The mission ends
when ali heroes are wounded.

+ The captive can escape through the


The Imperial player chooses 1 of the following;
The captive becomes Bleeding.
Increase

rp-

<> by 3.

THE DATA
When the terminal is destroyed:

You smash the data center, scattering


the sensitive electronics across the room
in severa/ ruined pieces. When you're
finished, nothing is left in the room but
smoldering wreckage.
1

'

'

: to escape with the operative.

+ The red deployment points are now active.


Open ali doors.
Discard the terminal.
If"Well-Guarded" has not been resolved,
resolve "Well-Guarded:'
If "The Prisoner" has not been resolved,
resolve "The Prisoner:'

'

Whatever secrets were stolen, they're saje

i from the Empire now. Ali that remains is

In crease

<>

by 3.

-~

ADDITIDNAL REWARDS
---

---

Analysis of Weiss's weapon reveals it


to be a smaller-scale version of the
devastating Death Star superlaser.
This new version is designed far
fleet superiority instead ofplanetary
destruction. "From ali appearances, they
could be mass-produced and fitted to
. capital ships," your commander tells you,
' a grim tone in her voice.

'

"Excellent," a voice says though the


facility 's communication system. "The
data transfer is complete. The prisoner
is no longer necessary. Please dispose
of him."

Place Story Mission card "Drawn In" into


play. The Imperial player receives 1 XP.

f.

entrance, ending the mission ( "").

TRANSMISSION RECEIVED
At the end of Round 4, if the terminal has
not been destroyed:

'
L
_

while adjacent to a hero who could also be


a target of that attack, that hero 1nay suffer
10 to become the target of the attack.

+ The mission token represents the captive.

Comman~

+ The captive is now a Rebel figure (Health:

1
'
1

Place Story Mission card "Jncoming" into


play. Each hero receives 1 XP.

THE PRISONER

After a few days of medica/ attention,


the operative is final/y coherent enough
to talk. He quickly redirects you to a saje
house where he hid stolen schematics
far the new Imperial weapon, which you
deliver to High Command far analysis. ""J

"Will someone remove this Rebel scum


from my facility?" The voice comes
through the comm system. "Don't just
stand there, you fools, get them!"

1
1

,_ -

'

She makes it clear that the Rebel fleet


would have no answer to this firepower.
"Jt might be that we could develop it
ourselves, but our engineers can't seem
to figure out a few of the last pieces.
! We think the plans must be old, ar
incomplete."

Each player receives 1 XP in addition


to any that he already received. Heroes
receive 100 credits per hero. The Imperial
player receives 1 influe11ce.
If the heroes destroyed the terminal, they
receive 100 credits per hero. Otherwise, the
Imperial player receives 1 influence.

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

CAMPAIGN GUIDE

MAP TILES: @D4e, D6e, lle, 12e, 13e, 14e. 16e, 17e, 18e(2). 21e, 22e. 24e. 32e.
34e, 35e. 36e, 3!1e(2)

STRANGE PATRDNS

END DF MISSIDN

When the door to the Back Room opens:

When Han Solo escapes:

MISSIDN BRIEFING
While Rebel forces scour the galaxy in
search of information on Weiss's weapon
project, Captain Solo hasn't checked in
for a few days.

r
'

You're quick to remind your commander


that this hasn't been unusual behavior for
the smuggler, but she shrugs and replies,
"Captain Solo said something about a
promising /ead in his /ast check-in. We
just want to find him and follow up."

Thus, you now find yourselves retracing


his previous steps. After going through
severa/ /ocations and contacts, this latest
one shows promise. Not only does it
represent Solos /ast known location, but
there are a/so a fair number of Imperial
troops patrolling the nearby vicinity.
__ j

+ The door to the Back Room is locked. A


hero can interact with the door ( ~ ) to
open it.
the Back Room opens ( ~ ) or at the end of
Round 3.

DARING ESCAPE
At the end of Round 3, if the door to the
Back Room is closed:

Slipping through alleys and dodging past


Imperial troops, you make your way to
Han's ship. Chewbacca stands waiting
at the hatch, releasing a guttural roar at
the sight of Han. "Yeah, yeah, I know!"
Han says, waving him off.

Screens cover the walls and voices crack/e


from mu/tiple speakers. Computers and
monitoring equipment are scattered
everywhere. At the back of the room, in a
small holding ce/l barred by a force field,
sits Han Solo.

Place Story Mission card "I11coming" into


play. Each hero receives 1 XP.

There's a small rumbling beneath your


, feet. The lights in the room flicker, and
the force field dies. ''Nice timing, Chewie,"
Han grins to himself as he dives for the
nearest blaster.

i'

When Han Solo is defeated:


(

Deploy the reserved Stormtrooper


group and Imperial Officer to the Back
Room with exhausted Deployment
cards. Deploy Han Solo (Scoundrel) to
the Storage Closet with an exhausted
Deployment card.

A blaster bolt clips Han's shoulder. With


a shout of pain, he scrambles around
a corner. Imperials move to block your
path to him. Befare ducking out of sight,
he throws something toward you.
Amid a hail of bias ter fire, you snatch up
the object, a small data cube, and make
your escape in the other direction.

Resolve "Time to Run:'

TIME TD RUN

After Han Solo is deployed:

"You guys look familiar!" Han shouts,


sending blaster fire toward his former
captors. He opens his mouth to speak
again but stops short, diving to the
ground as the Imperials return fire.

His wrists are still bound, but in his


hands he holds a blaster, firing back into
the room he just departed.
Open the door to the Back Room, but
do not resolve "Strange Patrons:'
Deploy the reserved Stormtrooper group
to the Back Room. Each one suffers 2):{.

"Talk /ater" he ca/Is out as he scrambles


, toward cover.

Deploy the reserved IG-88 to the en trance.

Deploy Han Solo (Scoundrel) to the blue


point. He suffers 4 ):{.

Heroes control Han Solo as an ally.

Increase ,-,
,2, by 4.

Han Solo can escape through the entrance.

The mission ends when Han Solo escapes


( ~ ) or when he is defeated.

'

"Look, we're getting outta here, but


this is everything I could find on the
weapon." He hands you a small data
cube befare scrambling up the ramp into
the Falcon.

"Watch it!" he shouts, motioning to the


troops in the room, who scramble for
, their weapons.

' open, and a battered Han Solo stumbles


through the opening.

Resolve "Ti1ne to Run:'

1
1

+ The mission will progress when the <loor to

\ f A do~r at the back of the bar bursts

When you kicked in the door, you had


expected to find a back room fil/ed with
Sabacc tables, nota ful/y functioning
Imperial observation post.

li

Place Story Mission card "Drawn In" into


play. The Imperial player receives 1 XP.

ADDITIDNAL REWARDS

The information obtained from the data


' cube reveals the weapon General Weiss is
developingfor capital ships. It's advanced
and quite sophisticated, with destructive
capabilities outclassing anything the
Rebellion has at its disposal.
Each player receives 1 XP in addition
to any that he already received. Heroes
receive 100 credits per hero. The Imperial
playerreceives 1 influence.
If "Daring Escape" did not trigger, heroes
receive 100 credits per hero. Otherwise,
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

'

i
'
)

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
Rebel engineers are concluding their
analysis of the schematics. Hoping to
keep their discoveries secret, Command
has sent you to keep an eye on their
progress and hand-deliver their results.

Fleeing through the forest with a


battalion pursuing clase behind, you
come across a listening post far the
facility. You recall that this area has
a network of tunnels connecting the
facility with emergency escape routes.
You should be able to access the escape
tunnels through the listening post if you
can manage to find their entrance befare
the Imperial forces catch up.
~

or 0) to revea! it. If an Imperial figure is


within 2 spaces of that hero, apply -1 N
to the results.

+ The 1nission will progress when a


Rebel figure enters the Corridor ( "' ).
The mission ends when al! heroes are
wounded or at the end ofRound 7.

BDMBARDMENT
The first time a Rebel figure
enters the Corridor:

+ Imperial mission tokens represent


rubble. Rubble is difficult terrain. If
rubble is adjacent to the outside edge of
the map, it is considered to be an active
deployment point.

+ At the end of each round, the Imperial


player bombards the structure.
When this happens, he places 1 Imperial
mission token on any interior space in
line of sight of an Imperial figure. Then,
each figure within 3 spaces of that space
suffers 2):{ or becomes Stunned, Imperial
player's choice.

+ The mission will progress when both


yellow terminals are revealed ("').
Bombard the structure.

END DF MISSIDN

At the end of the round in which a Rebel


figure enters the Corridor for the first time:

When the passage is opened:

Deploy the reserved Stormtrooper group


Imperial Officer, and In1perial Officer.

Much to your surprise, you arrive to


a facility in shambles and overrun
by Imperial forces. Worse, your
approaching transport is fired upan and
brought into a rough landing.

+ A hero can interact with a terminal (3

PURSUIT
rv
1
1
1

SCHEMATICS
When the first yellow terminal is revealed:

It might still take sorne careful


maneuvering to duck the Imperials
when you return to the surface, but far
now, you're home free.

Shoving aside rubble, you final/y locate


a terminal with information you can
use. The building shudders against
another heavy impactas you frantically
scour the files far any details on the
underground tunnels.
You find schematics far the tunnels
themselves and map out a quick route,
but sorne of the schematics have been
damaged. The portian that could show
you how to get in to the tunnels from this
listening post is a mess ofgarbled lines
and text. You'll have to find another
copy of the schematics.

You manage to pry the blast doors open


just enough far everyone to squeeze
through, right befare one final explosion
sends heavy stones thundering down.
Dust and fragments of rock jlood into the
tunnel, but you're already on the move.

It's a bitter victory with the loss of the


outpost. The schematics are gane, along
with whatever detailed analysis the
Rebel engineers could have provided.
Place Story Mission card "Chain of
Command" into play. Each hero receives
1 XP.

At the end of Round 7 or when


ali heroes are wounded:

Bombard the structure.

With one final blast, the building


rumbles around you, heavy stone
fragments raining down from above.

HIDDEN PASSAGE
When the second yellow
terminal is revealed:

Your only choices become staying inside


as the structure collapses around you,
fighting your way out, ar surrendering.

Dust and stone fragments shower from


the ceiling; the structure is now under
constant attack.

Charging outside, you're ready to put up


the fight of your lives until you see just
how many Imperial troops stand waiting
outside. Severa/ dozen blasters are
pointed in your direction, and surrender
becomes your only option.

You consider trying your luck against


the mass of Imperial forces outside just
as you find the controls to open the
underground tunnels.
Pressing a series of commands, you
expect the hidden blast door to grind
open. Instead, you hear the loud whine
of metal under strain followed by a highpitched screech. Red warnings display
across the terminal screen.
fammed. Of course.
Place the neutral mission token on the
red point.
Bombard the structure.

+ The neutral mission token represents the

Place Story Mission card "The Source" into


play. The I1nperial player receives 1 XP. Play
"Captured" (page 5) as a forced mission.

ADDITIDNAL REWARDS
Each player receives 1 XP in addition
to any,that he already received. Heroes
receive 100 credits per hero. The Imperial
player receives 1 influence.
If the passage was opened before the end
of Round 5, heroes receive 100 credits
per hero. Otherwise, the Imperial player
receives 1 influence.

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

GAMPAIGN GUIDE

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

------------,

''

SUBDUE

END DF MISSIDN

At the end of each Round:

When the heroes depart:

MISSIDN BRIEFING
You travel back toward the Rebel
engineeringfacility where analysts
are working with the stolen weapons
schematics. The hope of the Rebellion
rests upon their jindings.
Moments after you drop out of
hyperspace, you're thrown to the floor
of your ship. Shouting curses, your pilot
yells, "Star Destroyer! They've got us in a
tractor beam!"
There isn't much time to prepare, but
your pilot brings up a power flow
schematic of the enemy ship.
"Look! Here, here, and here!" He jabs
a jinger at the display. ''Assuming you
aren't shot to bits the moment you hit
the flight deck, destroying these stations
should knock out tractor beam control
for this section of the ship! Just be quick
about itf"
Bursting out ofyour ship, you cut
through the immediate resistance, using
the assistance of an exterior turret.
Then, you climb aboard a service
elevator which slowly rises towards the
main deck.
"Freeze!" a trooper shouts as the elevator
shudders into place. It seems you're
surrounded. "Stand down and surrender
your weapons!"
Counting the number of soldiers around
you, you're almost insulted.

The Imperial player chooses 1 of the following.


He may then spend 1 {} to choose
1 other additional option:
Open or close 1 <loor.
1 {}: Choose 1 crate on the map. Each

Bodies of Imperial troops lie throughout


the area where your ship is waiting. The
externa/ blaster continues to jire, aiming
at several stormtroopers hiding in cover.
"Finally!" your pilot shouts as you climb
aboard. "I didn't think I could hold
them off much longer." He punches the
controls and blasts off.

Imperial figure within 3 spaces of that


crate recovers 2 ):( .
1 {}: Choose 1 Stormtrooper group. Each
figure in that group may perform 1 move
or 1 attack.

Weaving through turbolaser jire, the


transport flies clear of the Star Destroyer,
only taking a few hits before slipping
into hyperspace.

2{}: If the Royal Guard Champion has


been deployed, he may perform 1 action.

"Glad that you were able to escape,'' your


commander sounds relieved when you
check in, "but what about the outpost?
The plans?"

ARRIVAL
When 2 power stations are destroyed:

, The door to a side corridor slides open.


Out strides an Imperial Guard quite
different from the usual stock.

'

You didn't see much going in or out, but


Imperial presence was substantial. The
quick scans revealed there to be nothing
L_ left of the outpost.

He wears black with red trim and


carries a long staff with blades at each
end. Though you don't recognize him,
his appearance and demeanor single
him out as a powerful foe.

Place Story Mission card "Chain of


Command" into play. Each hero
receives 1 XP.

When all heroes are wounded:

Deploy the reserved Royal Guard

Champion.

One by one, yo ufali to the endless


number of Imperial troops. Though you
put upan impressive struggle, you're
subdued, captured and imprisoned.

RAISE THE ALARMS


At the end ofRound 5:

__,;

+ Terminals represent power stations. Rebel


figures can attack a power station (Health:
8, Defense: 1 Yl.

+ Doors are locked to heroes. A hero can


interact with a door ( ~ or "4) to open it.
+ When a hero withdraws, he is
incapacitated instead. When activating,
he receives only 1 action and can only use
that action to perform a move.

+ When all 4 power stations have been


destroyed and ali heroes are on or adjacent
to the entrance, the heroes depart.

+ The mission ends when the heroes depart


( ~ ) or when ali heroes are wounded.

The Imperials were not expecting this


much resistance from you, but they're
quickly adapting to your aggression.

Place Story Mission card "The Source"


into play. The Imperial player receives 1
XP. Play "Captured" (page 5) as a forced

m1ss1on.

Alarms blare throughout the ship. If you


don't get out of here soon, you're going to

L....be overwhelmed.
+ Increase

____

{} by 3 at the start of each

Status Phase.

ADDITIDNAL REWARDS
Each player receives 1 XP in addition
to any that he already received. Heroes
receive 100 credits per hero. The Imperial
playeF receives 1 influence.
If the heroes departed and "Raise the
Alarms" did not trigger, the heroes receive
100 credits per hero. Otherwise, the
Imperial player receives 1 influence.

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

CAMPAIGN GUIDE

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

MISSIDN BRIEFING
Desperate after the loss of their
e11gineeringfacility, High Command
1vishes to recover ground.

It takes days of in.filtration before you


can get to Coruscant and .find Weiss's
facility. Executing a plan to get inside is
no easier, but fortunately you manage it
without incident. With explosives laid to
cover an emergency retreat, you sneak
through the dark corners of the base.
"General Weiss has arrived," a message
blares in the corridors, bringing with ita
new idea and opportunity.

The Imperial Officer is Weiss. Apply +6


Health and + 1 Speed to Weiss. Apply
+ 2 }:{ to each of his attack results and
+ 1Y to each of his defense results.

END DF MISSIDN

At the end of Round 2:

When Weiss is defeated or


General Weiss is defeated after
Weiss has entered the inactive AT-ST:

There is no weapon. There never was.


After sealing off the area, you attempt
to retrieve the final schematics from
Weiss's computer. Instead, you .find a
series of battle plans, contingencies, and
positioning of a substantial Imperial
fleet. Ali of this lies waiting for a Re bel
attack at the location of the weapon's
supposed development. An ambush.

Deploy the reserved General Weiss figure


to the red points. When placing the figure,
its base must occupy ali red points. This is
the inactive AT-ST.

"It was almost too easy to fool you."


Weiss remains calm as you lead him
toward your escape tunnel. "You're
always so desperate to make a last stand.
It is easy to encourage."

+ General Weiss (inactive AT-ST) is an


Imperial figure that cannot move or attack
but can still be attacked.

Ifyou were to defeat and capture


the general, not only could he be
interrogated, but his plans would
certainly f alter without his guiding hand.

VULNERABLE

The elevator arrives. In a crouched


position sits a scout walker covered in
advanced weaponry. It lays still and
silent, lacking a pilot. An encoded lock
with a palm reader lies near the hatch.
Even if you weren't in a .fire.fight, you
don't know if youa be able to crack it.

Th us, you're sent directly to Coruscant.


Your task is to .find final, detailed
schematics of the weapon and bring
them back at ali costs.

Weiss (Imperial Officer) can interact with


the inactive AT-ST to enter it.

An explosion blasts through one of the


sealed doors as he .finishes speaking.
Seizing the opportunity, Weiss pulls free of
your grasp, diving to the ground as a hail
of blaster ji.re pours through the opening.

The Imperial player chooses 1 of the following:


Weiss recovers 5 }:( and gains 3 movement
points.
~

Weiss interrupts to perform 2 attacks.

"I'm fine, go after them!" he shouts,


shaking off the assistance of Imperial
soldiers and pointing down the hangar
toward you.

INVULNERABLE
When Weiss enters the inactive AT-ST:

+ An Imperial figure can interact with a


terminal to increase <> by 2. This can be
performed on each terminal once
per round.

+ The <loor is locked to heroes. A hero can


interact with the <loor (2 ~ or "4) to
open it.

+ A Rebel figure can attack a terminal

Covered by his troops, Weiss makes a


mad dash toward his vehicle, palming
the entrance hatch and slipping inside.
"Yes. This is much better." His augmented
voice echoes in the wide hangar as the
walker powers up and swivels toward
you. "Now, where were we?"

(Health: 8, Defense: 1 Y).

+ The mission ends when Weiss is defeated


( ~) or when ali heroes are wounded.

Discard the Imperial Officer and set aside


the corresponding Deployment card.
General Weiss recovers 5 }:( and gains 3
movement points.

+ General Weiss now activates as normal.


His figure cannot exit the Hangar.

+ At the start of General Weiss's activation,


the Imperial player can spend 2 <> for
General Weiss to recover 5 }:(.

+ When an attack targeti11g General Weiss


is declared, the Imperial player can spend
2 <> to apply + 3 Y to the defense results.

+ The mission ends when General Weiss is


defeated ( ~).

Place Story Mission card "Last Stand" into


play. Each hero receives 1 XP.
When ali heroes are wounded:

r "After them!" Weiss commands. "Don't


allow them to escape!"
Knowing the task has failed, you trigger
the explosive charges you planted and
set off down your escape route.
Place Story Mission card "Desperate Hour"
into play. The Imperial player receives 1 XP.

ADDITIDNAL REWARDS
Each player receives 1 XP in addition
to any that he already received. Heroes
receive 100 credits per hero. The Imperial
player receives 1 influence.
IfWeiss was defeated before he e11tered
the inactive AT-ST, the heroes receive 100
credits per hero. Otherwise, the I1nperial
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

l:AMPAIGN GUIDE

MAP TILES: @ISe. 2De, 21A, 22A, 23e, 24e, 2BA, 2SA, 3De. 31A. 35A, 35e, 3BA(2),
3Ge(2), 37B

MISSIDN BRIEFING
"Spies have tracked down the primary
manufacturing plant in Weisss supply
chain," your commander informs you.
"It isn't much, but its records could
indicate shipping patterns, perhaps even
containing the location of the prototype
weapon." She sounds both desperate and
excited. "This could be the real thing.
Make us ali proud."
Security in the plant is tight, surprisingly
so, and each door takes considerable
time to hack ar break through. Every
moment risks your discovery, and
you're about to give up when
opportunity strikes.
"I don't care about your excuses. Kili
the blasted creatures if you cannot keep
them contained." A scowling officer
comes down the hall. He speaks into a
comlink. "Drag me in to this festering
hale again and I'll see that you become
their next meal."
He lowers the comlink just as you spring
from cover, jamming a blaster into his ribs
and suggesting he behave himself and do
as you request.

+ The Imperial Officer on the Junk Shop


has been captured and is a neutral figure.

+ Doors are locked.

+ A Rebel figure can interact with the


captured offi.cer to perform the following:
The hero and the captured offi.cer each
move 2 spaces.
Open a <loor adjacent to the offi.cer.
Secure a terminal adjacent to the
offi.cer.

+ If there are no healthy Re bel figures


within 3 spaces of the captured offi.cer,
an Imperial figure can interact with the
offi.cer to free him.

+ The mission ends when the terminal is


secured (\I ), when the captured offi.cer is
freed, at the end of Round 8, or when ali
heroes are wounded.

DPPDRTUNE MDMENT

END DF MISSIDN

At the end of each Round:

When the terminal is secured:

The Imperial player chooses 1 of the following:


Move the captured offi.cer 1 space.
Resolve the "Order" ability of the captured
offi.cer, choosing an Imperial figure within
his line of sight instead of within 2 spaces.
Each Imperial figure in line of sight of the
captured offi.cer gains 2 movement points.
1 {~: 1 Imperial figure can perform 1
move and 1 attack.

The officer swallows hard, stepping away


from the command terminal. "There, as
you can see, its a waste of your time."
At first glance, that appears true. In spite
of numerous shipments to a primary
location, none of the materials are
related to weaponry.
Ajter only a few questions, the officer
cracks. "Theres no weapon!" he shouts.
"Its ali a trick to lure out the Rebel fleet.
I told him that Strangs plan was far
more suited-"

AWAITING DEPARTURE
When the door to the lnspection
Station opens:

You cut him off, examining the terminal


with this new information in mind.
Indeed, you can see the seeds of the
deception. With this information, anda
new prisoner, perhaps this can be turned
to the Rebellions advantage.

"It won't work, you know,'' the officer says


as he inputs yet another unique code.
"My people will fight to protect me."
The door opens, and severa/ blaster bolts
sizzle by, narrowly missing the officer.
"Watch your aim, you fools!" he shouts.

Place Story Mission card "Last Stand" into


play. Each hero receives 1 XP.

+ The yellow deployment point is now active.


The green deployment point is now inactive.
Deploy the reserved Stormtrooper group
and I1nperial Offi.cer to the Incinerator.

DN BOARD

When the door to the Security


Station opens:

"Listen, I'm sure we can come to an


arrangement." The officer is getting more
nervous as you draw closer to your
objective. "Please, you don't understand!"
It takes a little more coaxing to get him
to open the door, but eventually he
complies, sweat dripping down his face.

When the captured officer is freed, at the end


of Round 8, or when ali heroes are wounded:

The officer scrambles away from you,


shouting, "Shoot them, you fools! Don't
let them escape!" Alarms ring in the
background, and you cut through the
Imperial forces, trying to catch up to
your former captive.
However, its too late. He disappears
through an opening, and the door slides
shut and locks. By the time you break
through this door, he'll be long gane.
Place Story Mission card "Desperate Hour"
into play. The Imperial player receives 1 XP.

ADDITIDNAL REWARDS
+ The red deployment point is now active.
The yellow deployment point is
now inactive.
Deploy the reserved Stormtrooper group
to the Security Station and the reserved
Imperial Offi.cer to a space adjacent to the
terminal.

,.

Each player receives 1 XP in addition


to any that he already received. Heroes
receive 100 credits per hero. The Imperial
player receives 1 influence.
If the terminal is secured before the
end ofRound 6, heroes receive 100
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

RECEPTIDN
CHAMBER
{@28A )

-----=------1
- --

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

CAMPAIGN GUIDE

MAP TILES: @D2e. D5e. D6e. IDe. 13e. 14e, 17e, !Be. 19A. 2DA. 23A, 24e. 28A. 32e(2).

37e, 39e

MISSIDN BRIEFING
Weaving through the intense battle,
your transport dodges TIE Fighters and
turbolaser fire. The Rebel fleet opened
the battle with a feint, drawing out
Weisss ambush and then springing a
trap of its own.

1
1'

'

You've tracked Weisss personal shuttle to


an Imperial base on the surface below.
Capturing him could lead to an early
end to the battle and victory far the
Rebellion, so you are told to take him
alive if you can.
------

----

----------

--------~---"

The first time a door to the


Command Center opens:

When Darth Vader is defeated:

The door opens to reveal Weiss, on his


knees befare Darth Vader; who looms over
the General with an outstretched hand.

You keep Vader on the defensive,


spreading out and never allowing him to
isolate any one of you. Soon you begin
to drive him back, coordinating your
strikes with absolute precision.
Vader staggers under your assault, and
you think you may even be able to defeat
him. He ceas es fighting and raises both
arms, ignoring the fire you continue to
pour upan him. The room trembles, and
the walls buckle inward with a screech
of protesting metal. You're thrown to the
ground as the structure is ripped apart
by his awesome power.

Befare you can decide whether to try to


save the General ar flee in terror; Weiss
crumples to the ground.
Vader slowly turns toward you, a grim
silence in the room save far the soft hissing
of his breathing apparatus. He appraises
each ofyou befare the blazing red of his
lightsaber springs to lije.

"'

Doors are locked. A Rebel figure can


attack
a <loor (Health 5, Defense: 1 black
die), or a hero can interact with a door
( '\) to open it.

END DF MISSIDN

"Lord Vader; please!" General Weisss


hands grasp at the collar of his uniform,
struggling to choke out his last few
words. "Nota failure ... merely... a...
setback .. ."

As you descend into the atmosphere of


the planet, the battle becomes a blaze of
flashing lights above the clouds. From
what you could tell befare descending, the
Rebellion had the upper hand.

END DF THE LINE

---------
~

-.-

------ - ---- - --

By the time you crawl free of the twisted


wreck, there is no sign of Vader. As you
depart in your transport, you see the
wreckage of the Imperial fleet floating
in space around you. Though you know .
that the war is far from over; your efforts
have contributed toward a great victory
far the Rebel Alliance.

----

Deploy the reserved Darth Vader to the


red point. Close the first and second doors.

Apply +8 to Darth Vader's Health.


mission will progress when the first
The

<loor opens
The mission ends at the
Instead of activating as normal, Darth
(~).

Vader performs 1 action after each hero's

end of Round 12 or when ali heroes


are wounded.

The first time the first door opens:


~

Deploy the reserved Royal Guard group


and Probe Droid to the Warehouse.

The blue deployment points are now


active.
The green deployment points are
1

Darth Vader cannot receive conditions .

spaces and perform an attack.


When an attack targeting Darth Vader is
declared,
the Imperial player can spend
Darth Vader gains ..... : Move up to 2

At the end of Round 12 or when ali heroes


are wounded:

Vader is too powerful, and one by one you


fall to his might.
Those who survived are taken prisoner.
From what you hear; Rebel forces were
defeated in the skies above while you
struggled against the Dark Lord. You
think it must be propaganda, but it is
difficult to know far certain.

2 <> to apply + 2 Y to the defense results.


The mission ends when Darth Vader is
defeated
(~).

now inactive.
The mission will progress when the
second
<loor opens
(~).

A large spectacle is made of your trial


on Coruscant. Your activities in recent
months are dragged out; its almost an
honor to relive your exploits. In the end,
you're charged with high treason, which
carrie~ a death sentence.

DEFENSES BREACHED
The first time the second door opens:
~

Deploy the reserved Imperial Officer and


Probe Droid to the Medica! Center. Then
deploy the reserved Stormtrooper group
to the Reception Chamber.

You 'll never know what your


contribution provided to the Rebellion
in your final days. Despite the Imperial
propaganda, however, you truly believe
that the victory was decisive, that your
part in it was important, and most of all
that your sacrifice will be remembered.

+ The yellow deployment points are now


active. The blue deployment points are
now inactive.

+ The mission will progress when the <loor


to the Command Center opens

(~).

The Rebel players win the campaign!

activation.

WELCDMINB PARTY

,.
~

The Imperial player wins the campaign!

IMPERIAL ASSAULT-CDRE GAME

CAMPAIGN GUIDE

'

1
''

DEPLDYMENT AND SETUP


Initial Groups: Royal Guard,
Stormtrooper.

CLEARING

(@ase )

Reserve Groups: AT-ST, E-Web


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

C:AMPAIGN GUIDE

MAP TILES: @D2e. 05e. OGe, IDe. 13e. 14e. 17a. 1Ba. 19A. 20A, 23A. 24e. 2BA. 32a(2).

37a. 39a

RES PITE

END DF MISSIDN

When General Weiss is defeated:

When General Weiss is defeated for a


second time:

MISSIDN BRIEFING
You've punched your way through
Weisss facility, ready to destroy the
weapon, steal its schematics, and
prepare far the Rebel jleet to wipe ali
traces of Weiss and his forces away. You
didn't expect there to be nothing.
"This place looks pretty empty," your pilot
tells you, completing his sean. "There are
a few stray troopers, but nothing majar."
Upan landing, you see no signs of any
man ufacturing. When yo u reach the
command center, the only thing you can
find is a battle plan showing numerous
angles of attack upan a section of ships
labeled "Rebel Fleet."
i

You hear heavy footfalls behind you, and


the doors leading out slide shut.

1
1
1

Doors are locked. A Rebel figure can


attack
either <loor to the Hangar (Health:
6, Defense: None).

A "Massive" figure can move through and


occupy
interior spaces.

+ The mission will progress when either


<loor to the Hangar opens ("'). The
mission ends at the end of Round 8 or
when ali heroes are wounded.

NDT SO FAST
The first time a door to the Hangar opens:

'\.lways so desperate," an amplified voice


echoes in the hangar as the door opens.
One of Weisss modified walkers stands
befare you, aiming its many weapons in
your direction.' "The slightest whisper of
new weapons, new threats, and you risk
so much on nothing but a rumor. How
can your kind possibly govern a galaxy?"
''J was almost hoping you wouldn't
be fooled," Weiss says, a note of
disappointment in his voice. "Yes, the
weapon is a complete farce. Your fleet will
be ambushed and destroyed. If you do not
wish to join them, surrender."

Deploy the reserved General Weiss to the


yellow point.
The mission will progress when General
Weiss is defeated ( "').

Deploy the reserved AT-ST to the


yellow point.

You drag the unconscious, wounded


Weiss out of his walker and bind him.
Getting to your ship, you send warnings
out to the Rebel jleet.

Another of Weisss walkers steps through


the field in the hangar as you find only a
transmitter in the cockpit of the first.

The battle had already begun, the Rebel


ships drawn in by a smaller force, but
your warning carne just befare the larger
Imperial force moved to block retreat.

"You cannot win," Weiss says. "Surren-"


Theres a burst offeedback, followed
by static. "Hmm ..." you hear your pilot
through the comlink. "Well, that wasn't so
hard." The walker swivels back and forth.
"]ust give me a sec to get the hang of this."

Though just barely, your warning allows


the Rebel ships to turn and make their
retreat justas the mass of Imperial forces
begins to bear down upan them.

Open ali doors.

A transmission comes in from your


commander: "We made it out! We
sustained minar casualties, but it could
have been much worse. We ali owe you
our lives. Thank you; The Force was
truly with you."

Deploy the reserved Imperial Officer,


Stormtrooper, and Royal Guard groups .

+ The AT-ST is a Rebel figure. Heroes control


itas an ally. The AT-ST gains General
Weiss's "Epic Arsenal" ability. Instead of
activating as normal, the AT-ST performs
one action after each hero's activation.

The heroes win the campaign!

+ The mission will progress when a Rebel


At the end of Round 8 or when all heroes
are wounded:

figure enters the Clearing ( "').

THE BITTER END


The first time a Rebel figure
enters the Clearing:

~nother of the modified walkers stands


in the way, this one featuring even more
armar plating and weaponry. Weiss
leans out of the top, shaking his head.
"Very clever, intercepting my signa/. Too
clever far your own good." He descends
into the cockpit.
Deploy General Weiss to the Canyon.
Deploy the reserved E- Web Engineer and
Trandoshan Hunter group to any red point.

+ Ali doors close and are locked (including


destroyed doors). Any figure can attack a
<loor (Health: 10, Defense: 2Y).

+ Apply + 1O Health to General Weiss .


Instead of activating as normal, General
Weiss performs 1 action after each
Imperial group activation.

+ The red deployment points are now


active.

+ The mission ends when General Weiss is


defeated a second time ("').

Weiss shows merey, treating you with


every courtesy. Your wounds are tended
to, you're given food, and you're even
allowed a limited amount of movement
within the facility.
The Rebel fleet is torn apart in the
ambush above the planet, dozens of
valuable ships lost. After the battle
concludes, Weiss releases you.
"Your failure is so entirely complete that
I don't believe you'll return to your Rebel
allies," he tells you as he sends you out.
"Good luck in your future endeavors.
When the sting of this defeat has dulled,
consider returning. I can always use
individuals with your skills."

The Imperial player wins the campaign!

MISSION

THREAT LEVEL

REBEL UPGRAOE

IMPERIAL UPGRAOE

lnfluence

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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----"'"'--~~-~------

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