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EVENT SUMMARV
HIDDEN INFDRMATIDN
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.
Deployment Point
Door
Note: Figures shown with gray and black borders both correspond to
gray Deployment cards, but belong to different groups.
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.
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!
CAMPAIGN GUIDE
E
i:.=
STDRAGE RaaM
e~ 22B )
EVENT SUMMARY
End of Round when door
open s: Lockdown
Round 6: End of Mission
ATRIUM (~ 25B )
MISSIDN BRIEFING
-
----,
''
'
''
FDRTIFIED
END DF MISSIDN
LDCKDDWN
At the end of the Round in which the
door opens for the first time:
~
ADDITIDNALREWARDS
C:AMPAIGN GUIDE
HALLWAY (@3DA )
EVENT SUMMARY
Ali items faceup: Escape
TRASH
CaMPACTDR
C@tse )
(~
'''
'
STDRAGE RaaM
MISSIDN BRIEFING
END DF MISSIDN
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.
(@22A }
MAP TILES: @19e, 21A, 22A, 23A, 24A. 25A, 27A. 2BA. 30A, 32A{2). 33A, 34A. 36A,
36e(2), 37e
3
~
CAMPAllJN IJUIDE
EVENT SUMMARV
Round 5: End of Mission
~/
''
''
'
'
i
:
SMALL VICTDRY
END DF MISSIDN
MISSIDN BRIEFING
CAMPAIGN GUIDE
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.
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
HaLa~RaN
CHAMBER
Open Groups: 3.
(@2Be )
EVENT SUMMARY
Round 1, 3, and 5: Allure of Power
J
1
MISSIDN BRIEFING
ALLURE DF PDWER
END DF MISSIDN
--------------,
{".
''
:
'
!'
:'
''
''
'
'
:
'
HATRED
When the door to the Holocron
Chamber opens:
MAP TILES: @D2A. D!IA. IDA. 13A, 14A, 18A(2). 27e. 28e, 32s(2). 36s, 38s(2)
~L_==========-========~~
ADOITIDNAL REWAROS
Each player receives 1 XP. Heroes receive
100 credits per hero. The Imperial player
receives 1 influence.
CAMPAIGN GUIDE
EVENT SUMMARV
Jyn calls Szark out: The Gunfight
Szark defeated or all heroes wounded: End
ofMission
---------------------~----------~----------------
---------------------------------------------------------------------------------------
MISSIDN BRIEFING
THE GUNFIGHT
END DF MISSIDN
CAMPAIGN GUIDE
''''
'
ADDITIDNAL REWARDS
defeated ( ~).
---
''
'
1'
i'
1
-----------
- ----
MAP TILES: @D3o, D5o, DSB, D7B, IDB, llB, 18o(2), 21B, 36o(2), 390
EVENT SUMMARY
Round 6: End of Mission
CELL
(@3JA)
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.
'
PRISDN GUAROS
END DF MISSIDN
DIVERT PDWER
.,
ADDITIDNAL REWARDS
~
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.
EVENT SUMMARY
Round 1: Chaos
Roun d 3: Strategic Withdrawal
Round 7: End ofMission
HANGAR
(@ ISA )
MISSIDN BRIEFING
ri
'
CHADS
At the end of Round 1:
Deploy the reserved E-Web Engineer.
END DF MISSIDN
~-akes t~orough
I Mak
a
search of the
facility, retrieving prototype components
befare planting severa! explosive charges.
l_ --
STRATEGIC WITHDRAWAL
At the end of Round 3:
ADDITIDNAL REWARDS
Each player receives 1 XP. Heroes receive
100 credits per hero. The Imperial player
receives 1 influence.
CAMPAIGN GUIDE
MAP TILES: @ D2e. lle. 12e. 13e. 14e(2). 17e(3). ISA. 29A. 32A. 36A(2). 38A(2)
.J
EVENT SUMMARY
Mission token revealed: The Squad
2 Rebel Troopers escape, 2 Rebel Troopers are
defeated, or all heroes wounded: End of Mission
,..----~---
"
-- ------
------~---
'
MISSIDN BRIEFING
----~
''
THE SllUAD
END DF MISSIDN
rr'
'
_)
ADDITIDNAL REWARDS
Each player receives l XP. Heroes receive
100 credits per hero. The Imperial player
receives 1 influence.
MAP TILES: D4A. D5A. D6A. D7A. D!IA. llA. 12A. 14A, 17A(2). IBA
C:AMPAIGN GUIDE
'
1
GARAGE
( DIB )
EVENT SUMMARY
Round 2: Regulars
DLD FRIENDS
END DF MISSIDN
MISSIDN BRIEFING
-1
.J
REGULARS
At the end of Round 2:
Deploy the reserved Trandoshan Hunter
group to the entrance.
( ~).
CAMPAIGN GUIDE
ADDITIDNAL REWARDS
MAP TILES: Die, D3e, IDe, 14e, 1Be(2), 21e, 32e, 36e, 39e(2)
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
MISSIDN BRIEFING
(
'
i'
''
'
END DF MISSIDN
i''
_)
''
_j
ADDITIDNAL REWARDS
~
MAP TILES: Die. D2a. D4a. D5a. D6a, D7a. IDa. lle. 17s(2). IBs
C:AMPAIGN GUIDE
EVENT SUMMARY
Round 5: End of Mission
SP1CE
..t'
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.
1---_
END DF MISSIDN
CAMPAIGN GUIDE
ADDITIDNAL REWARDS
Each player receives 1 XP. Heroes receive
100 credits per hero. The Imperial player
receives 1 influence.
.
Special Setup: Increase ,-,
,g, by tw1ce
the threat leve! and resolve an optional
deployment.
EVENT SUMMARV
Round 6: End of mission
CELL (@33A )
ARCHIVE
(@23A )
~
,...--
-----------'
-----~-----
MISSIDN BRIEFING
p
1
'
'"---
END DF MISSIDN
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)
CAMPAIGN GUIDE
__J
EVENT SUMMARY
D oor op ens: Find the Droid
Figure escapes or ali heroes
wounded: End of Mission
,,
,,'
1:
. '
_e - - -
1
'
'
'
END DF MISSIDN
!
'
J.
MISSIDN BRIEFING
'
'
'
--.--
"'
CAMPAIGN GUIDE
'
'
'''
'
''
b'-=-=-~-~-~
-- =-=~-~-~-~--=-==-~---=
-=-==-=~--.J
-~-~
'
'
~J
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 )
EVENT SUMMARY
CaMMAND RaaM
( 23A )
---.
END DF MISSIDN
Taa OUIET
MISSIDN BRIEFING
LIGHTLYGUARDED
l_
L.
'
L_
_J
ADDITIDNAL REWARDS
Each player receives 1 XP. Heroes receive
100 credits per hero. The Imperial player
receives 1 influence.
'
;'
'
'
- ------
MAP TILES: a2s. D7a. 17a. 1Ba. 19A, 23A, 24A, 2BA. 32A, 36A(2). 3BA
''
'
C:AMPAllJN IJUIDE
EVENT SUMMARY
Round 8: End of Mission
THE VIRUS
END DF MISSIDN
MISSIDN BRIEFING
r"
1
'
''
'
'
~----
"~
'
'
'
'
----
'
'----,
---
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.
CAMPAllJN IJUIDE
'
MAP TILES: @DIA, D2A. D4A, IDA. IBA. 22A, 23A, 24A, 32A, 39A(2)
EVENT SUMMARY
Each Round: Sound the Alarm
Round 2: Secure the Ship
-----,
'''
MISSIDN BRIEFING
END DF MISSIDN
-----
~-
(
i
'
..
-----------------,
'
'L
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.
L __
DESPERATIDN
--
-------------
ADDITIDNAL REWARDS
Increase
MAP TILES: 2DA, 21A, 23A, 24A, 25A, 2BA, 2!1A, 31A, 32A(2), 35A(3)
CAMPAIGN GUIDE
1
'
HANGAR
(@ISA )
EVENT SUMMARV
Each Round: Reactive Defenses
Round 5: End of Mission
GUARDED
END DF MISSIDN
MISSIDN BRIEFING
-----------
r
1
r-1
'
r
.
. e,,
'
'
'
:s::l~t~ng
,'
REACTIVE DEFENSES
Defense: 1 'f').
-~--
<>
ADDITIDNAL REWARDS
~
l:AMPAllJN IJUIDE
MAP TILES: @D5 A, D7A, IDA, IBA, l!IA, 22 A, 23 A, 27A, 2BA, 33 A, 3!1A
'
EVENT SUMMARY
Round 1: Leave No Survivors
Round 2, 3, or 4: Artillery Support
Roun d 5: 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.
"
ARTILLERY SUPPDRT
Once at the end of Round 2, 3, or 4:
The Imperial player chooses 1 of the following:
- --
..
'
empty spaces.
MAP TILES: @188, 208, 218. 248, 258, 288, 318, 398
ADDITIDNAL REWARDS
at no cost.
'
'
--~
~.......
r--
.. J
END DF MISSIDN
,.,,-
LEAVE ND SURVIVDRS
CAMPAIGN GUIDE
EVENT SUMMARV
Round 5: End of Mission
END DF MISSIDN
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
--
1
1
C:AMPAIGN GUIDE
MAP TILES: Die, D2e, D5e, IDe, 14e, !Be, 22A, 23A, 25A, 2BA, 31A, 35A, 3SA(2), 3BA(2)
SraRE RaaM
(622B )
EVENT SUMMARV
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.
HUNTED DDWN
END DF MISSIDN
MAP TILES: 621e. 22e. 24e. 26e. 27e, 2Se. 32e(2). 35B. 36e(3)
CAMPAIGN GUIDE
EVENT SUMMARY
Round 5: Arrival
Round 7: End ofMission
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
-.
1
1
1
'
Red: 2
Blue: 2 0
Green: 2
ARRIVAL
At the end of Round 5:
r- ............ .
'
1
'i
REVELATIDN
END DF MISSIDN
'
,.
'
1
1
DEFENSE PRDTDCDLS
Each time a door opens:
The Imperial player chooses 1 of the
following, limit once per option:
~
~ Increase ~} by 6.
~
..
ADDITIDNAL REWARDS
~
CAMPAIGN GUIDE
---
~ ---!
----
-~
-----
--,
-- -- - <
EVENT SUMMARY
Round 2: Wave 1
Round 3: Assault
Roun d 4: Wave 2
Round 5: Specialists
Round 6: Wave 3
Round 8: End of Mission
MAP TILES: @DIA, D2A, D7A, 12A, IBA. 2DA, 22A, 23A, 26A, 29A, 3DA, 31A, 32A,
36A(2), 39A(2)
ASSAULT
END DF MISSIDN
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.
WAVE 1
At the end of Round 2:
Increase
<> by 3.
WAVE 2
7
1
SPECIALISTS
At the end of Round 5:
WAVE 3
At the end of Round 6:
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.
C:AMPAIGN GUIDE
'
1
1
l:
DATA
CENTER
(@23A )
CELL
(@33A )
1----.__-_
--- --
t::r -
--------
EVENT SUMMARY
Round 4, terminal not destroyed: Transmission Received
l::AMPAIGN GUIDE
MAP TILES: @2DA. 21A. 22A, 23A, 24A, 25A, 27A, 2BA, 29A, 33A, 35A(2). 36A
WELL-GUARDED
END DF MISSIDN
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
---
Returning to High
empty handed, you try not to think about the
. fate of the operative you left behind.
,
rp-
<> by 3.
THE DATA
When the terminal is destroyed:
'
'
'
In crease
<>
by 3.
-~
ADDITIDNAL REWARDS
---
---
'
f.
TRANSMISSION RECEIVED
At the end of Round 4, if the terminal has
not been destroyed:
'
L
_
Comman~
1
'
1
THE PRISONER
1
1
,_ -
'
CAMPAIGN GUIDE
EVENT SUMMARY
Round 3, Door to Back
Room closed: Daring Escape
-- ~--'
---
BAcK RaaM
( 22e )
SraRAGE
~LDSET
( 36e )
#'-
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
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
'
DARING ESCAPE
At the end of Round 3, if the door to the
Back Room is closed:
i'
TIME TD RUN
Increase ,-,
,2, by 4.
'
1
1
li
ADDITIDNAL REWARDS
CAMPAIGN GUIDE
'
i
'
)
CaRRIDDR
( 26s }
--
.......
-- ~
--- -
---- -
----
EVENT SUMMARV
Round 7: End of Mission
-----
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.
BDMBARDMENT
The first time a Rebel figure
enters the Corridor:
END DF MISSIDN
PURSUIT
rv
1
1
1
SCHEMATICS
When the first yellow terminal is revealed:
HIDDEN PASSAGE
When the second yellow
terminal is revealed:
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.
C:AMPAIGN GUIDE
1
.-.. ..---
------r-::---,
----
.--- -
t::- - 1
EVENT SUMMARY
Each Round: Subdue
Round 5: Raise the Alarms
GAMPAIGN GUIDE
MAP TILES: 19A, 2DA, 21A, 23A, 24A, 25A, 26A, 28A, 31A, 32A, 36A(2)
------------,
''
SUBDUE
END DF MISSIDN
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.
ARRIVAL
When 2 power stations are destroyed:
'
Champion.
__,;
m1ss1on.
L....be overwhelmed.
+ Increase
____
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.
C:AMPAIGN GUIDE
DPERATIDNS
RaaM { 2BA )
HANGAR
{ 1!1A )
---- - - 1
.--
--:.--,
EVENT SUMMARY
Round 2: Vulnerable
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.
END DF MISSIDN
VULNERABLE
INVULNERABLE
When Weiss enters the inactive AT-ST:
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.
C:AMPAllJN IJUIDE
--=-"-- -
-----
--
-=--- -
INSPECTIDN
STATIDN
INCINERATDR (6 23e )
( 2De )
SECURITY
STATIDN
(@21A )
JUNK
SHDP
(@24e )
EVENT SUMMARV
Each Round: Opportune Moment
Round 8: End of Mission
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.
DPPDRTUNE MDMENT
END DF MISSIDN
AWAITING DEPARTURE
When the door to the lnspection
Station opens:
DN BOARD
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.
,.
C:AMPAIGN GUIDE
WAREHDUSE
{@24B }
.
--.::::.- 1
RECEPTIDN
CHAMBER
{@28A )
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- --
EVENT SUMMARY
'
- --
CaMMANa CENTER
(@23A )
MEDICAL CENTER
( 2DA )
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'
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END DF MISSIDN
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~
-.-
------ - ---- - --
----
<loor opens
The mission ends at the
Instead of activating as normal, Darth
(~).
now inactive.
The mission will progress when the
second
<loor opens
(~).
DEFENSES BREACHED
The first time the second door opens:
~
(~).
activation.
WELCDMINB PARTY
,.
~
CAMPAIGN GUIDE
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1
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CLEARING
(@ase )
WAREHDUSE
{@24s )
HANGAR
(@ ISA )
CANYDN
(@D2s )
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-~:c-:.--1
EVENT SUMMARY
Round 8: End of Mission
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
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
1
1
1
NDT SO FAST
The first time a door to the Hangar opens:
MISSION
THREAT LEVEL
REBEL UPGRAOE
IMPERIAL UPGRAOE
lnfluence
Target
,,
~
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AgBnda. SpBnd XP
Credits
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