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Campaña de escenarios en inglés del Star Wars Imperial Assault.

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Page 1: Star Wars Imperial Assault - Campaign Guide OP
Page 2: Star Wars Imperial Assault - Campaign Guide OP

CAMPAIGN GUIDE 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.

HIDDEN INFDRMATIDN Missions within a campaign of Imperial Assault are played with information hidden from the Re bel 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.

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.

IMPERIAL ASSAULT-CDRE 6AME

CAMPAIGN GUIDE

EVENT SUMMARV 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.

The information in the Event Summary is never read aloud.

MISSIDN EVENTS 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 01º· :vever shy

et, Han has time period, represented by a number. This corresponds >rt.

to time period numbers found on certain Side Mission cards.

o assure that Imperial

~ willing to

~ 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.

E o ut the Mess'' i:.=

ame).

cr)11nd1·e\)" '.lll\'

., STOP! Only 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.

Page 3: Star Wars Imperial Assault - Campaign Guide OP
Page 4: Star Wars Imperial Assault - Campaign Guide OP

DEPLDYMENT AND SETUP

STDRAGE RaaM e~ 22B )

Initial Groups: Imperial Officer, Probe Droid, Stormtrooper.

Reserved Groups: E-Web Engineer, Imperial Officer, Stormtrooper.

MISSIDN BRIEFING - ----,

' ' ' ' ' Arriving at the outpost, you immediately i

open fire upan the troops standing guard.

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.

+ The mission ends when all terminals are destroyed ( ~ ), at the end of Round 6, or when all heroes are wo11nded.

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.

+ 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

Open Groups: None.

ATRIUM (~ 25B )

FDRTIFIED The first time the door opens:

"They're here!" the Imperial forces shout as they scramble their defenses. "Keep • them away from the transmitters!"

There's a crack/e from your comlink. "Imperial forces on approach!" your

i 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!"

~ Deploy the reserved E-Web Engineer to any yellow point. That figure becomes Focused.

~ Deploy the reserved Stormtrooper group and Imperial Officer to the Storage Room.

..

EVENT SUMMARY • End of Round when door

open s: Lockdown

• Round 6: End of Mission

• Door opens: Fortified

• All terminals destroyed or all heroes wounded: End of Mission

END DF MISSIDN When all terminals are destroyed:

Í 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:

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!.

~ Place Story Mission card "Under Siege" into play. The Imperial player receives 1 influence.

ADDITIDNAL REWARDS ~ Each player receives 1 XP. Heroes receive

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

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

Page 5: Star Wars Imperial Assault - Campaign Guide OP

HALLWAY (@ 3DA )

TRASH CaMPACTDR

C@ tse )

(~ MISSIDN BRIEFING ' ' ' '

You've been workingfor days on how to open your ce!!, but ali of your equipment, except one well-hidden comlink, is gane.

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!"

• 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.

STDRAGE RaaM (@ 22A }

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

ESCAPE When aU heroes flip their items faceup:

"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."

• 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.

• 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

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

• Heroes depart or all heroes wounded: End of Mission

END DF MISSIDN When the heroes depart:

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 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.

Rogue Squadron performs magnificently, and you are freed alongside sorne high­ranktng rebel ojjicers.

~ The Imperial player receives 2 influence.

IMPERIAL ASSAULT-CDRE GAME

CAMPAllJN IJUIDE

3

Page 6: Star Wars Imperial Assault - Campaign Guide OP

-

~/ MISSIDN BRIEFING ' ' ' '

' ' i

"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."

• 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.

: . 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

SMALL VICTDRY When the AT-ST is defeated:

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.

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

END DF MISSIDN When ali explosives have been disarmed:

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

Page 7: Star Wars Imperial Assault - Campaign Guide OP

' '

1

: ' ! ' ' : ' ' ¡ ' ' ' '

HaLa~RaN CHAMBER (@2Be )

MISSIDN BRIEFING

{". --------------,

i A heavy mist settles about the forest 1 as you travel in silence. A pained ¡ expression cross es Diala's features, more

than ji1st the sorrow of returning here.

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 of past 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.

ALLURE DF PDWER At the end ofRounds 1, 3, and 5:

Diala must choose 1 of the following:

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

DEPLDYMENT AND SETUP Initial Groups: Nexu, Royal Guard, Stormtrooper.

Reserved Groups: Darth Vader (Lord of the Sith).

Open Groups: 3.

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

END DF MISSIDN When Darth Vader is defeated:

.

Í Diala pauses, kneeling befare the 1 ghostly vision of her master's killer. She

whispers, "Please, master, forgive me."

~ 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.

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

HATRED When the door to the Holocron

Chamber opens:

In the darkness stands the ghostly figure of Shu Yen, Diala's master. "Diala, pleasef" he críes. "You must come backf"

Screaming in agony, the spirit's form changes, flowing outward and taking the shape of a familiar, terrible f oe. U pon seeing this, Diala releases a cry of sorrow and leaps forward to attack.

~L_==========-========~~ • 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 (~).

• Diala receives the "Shu Yen's Lightsaber" Reward card.

When Diala withdraws or has discarded ail Rebel mission tokens:

You ali awaken sorne number of hours later u pon the f orest floor. You don't even recall falling unconscious.

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.

• 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.

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

CAMPAIGN GUIDE

J 1

l

J

¡

Page 8: Star Wars Imperial Assault - Campaign Guide OP

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.

~ --- - ----

IMPERIAL ASSAUL T-CORE GAME

CAMPAIGN GUIDE

THE GUNFIGHT When Jyn calls out Szark:

l The door to the cantina slowly opens 1

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. •

~ Open the <loor.

~ 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.

~ Jyn tests ©. If she passes, she interrupts to perform an attack targeting Szark. Otherwise, Szark interrupts to perform an attack targeting Jyn ( see below).

+ 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 ).:(.

+ When Szark activates, the Imperial player may spend 2<§> for Szark to recover ).:( equal to the threat leve!.

+ At the start of each round, the Imperial player may spend 2<§> for Szark to recover ).:( equal to the threat leve!.

+ The mission ends when Szark is defeated ( ~).

r

~

END DF MISSIDN When Szark is defeated:

Wounded, Szark scrambles around the corner. Jyn follows, and you hear an exchange of blaster jire, then silence.

Not long after, she reemerges, holstering her weapon. "Let's go," she says, not looking back.

Jyn Odan receives the "Peacemaker" Reward card.

When all heroes are wounded:

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.

"Until next time, Jyn .. . " a transmission comll.5 in. "You'll have to visit again

l

soon!" Szark gives a long, mocking laugh, ma:g you glad that she's unconscious. j

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

' i ' 1 ' ' ' ' ' ' ' ' 1

Page 9: Star Wars Imperial Assault - Campaign Guide OP

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.

CELL (@ 3JA)

PRISDN GUAROS When the door opens:

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

~ Deploy the reserved E-Web Engineer to the yellow point.

DIVERT PDWER

DEPLDVMENT AND SETUP Initial Groups: Nexu, Stormtrooper.

Reserved Groups: E-Web Engineer.

Open Groups: 3.

Special Setup: Increase <§~ by twice the threat leve! and resolve an optional deployment.

EVENT SUMMARY • Round 6: End of Mission

• Door opens: Prison Guards

• 2 pulse cannons discarded: Divert Power

• Shortatha rescued or all heroes wounded: End ofMission

END DF MISSIDN When Shortatha is rescued:

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.

~ Gaarkhan receives the "Life Debt" Reward card.

J

When 2 pulse cannons have been disabled:

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.

.,

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

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. j

~ 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

1

Page 10: Star Wars Imperial Assault - Campaign Guide OP

HANGAR (@ ISA )

MISSIDN BRIEFING

r You're concerned with Mak's obsession '

i 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.

+ The AT-ST is a Rebel figure under Mak's control. When Mak activates, ready and actívate the AT-ST. Mak's hero figure is not deployed and cannot actívate. 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.

IMPERIAL ASSAUL T-CDRE GAME

CAMPAIGN GUIDE

PRESS THE ADVANTAGE When the AT-ST is defeated:

Shouting curses, Mak dives out of the top of the walker as it continues to be • assailed from ali sides.

Mak hits the ground hard. He rises to his ¡ feet as his.tactical advantage detonates, 1 sending h1m sprawl1ng once more. L . • Place Mak's figure in one of the spaces

that was occupied by the AT-ST. He suffers 1 O):{.

The Imperial player chooses 1 of the following:

• 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.

DEPLDVMENT AND SETUP 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

• Round 3: Strategic Withdrawal

• Round 7: End ofMission

• AT-ST defeated: Press the Advantage

• Ali Imperial figures defeated or ali heroes wounded: End of Mission

TESTING llRDUNDS {@D2B}

--·------------------------- -------------------------- -------------¡

END DF MISSIDN When ali Imperial figures have been defeated:

I Mak ~-akes a t~orough search of the 1 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. 1

l_ ·-- A

• Mak Eshka'rey receives the "Shadow Suit" Reward card.

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

( "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. .J

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

Page 11: Star Wars Imperial Assault - Campaign Guide OP

¡

" ,..·----~--- ------~--·-

MISSIDN BRIEFING 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 threat leve! to each Rebel Trooper. A Rebel Trooper cannot use more than 1 action to perform a move during each activation.

+ 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.

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

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

THE SllUAD Each time a mission token is revealed:

Resolve the following based on the color of the revealed token:

• 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!.

• 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 .

rr'

END DF MISSIDN When 2 Rebel Troopers have escaped:

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

¡ Through the course of the long evening, ¡ many of Gideon's exploits are revealed: 1 more information than you ever wished 1 to know about your companion. ' ~ _)

• Gideon receives the "Fearless Leader" Reward card. Heroes receive Rebel Troopers as allies.

When 2 Rebel Troopers have been defeated or when ali heroes are wounded:

1 ' Gideo¡i mourns the loss of his comrades 1

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

' 1 ' '

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

Page 12: Star Wars Imperial Assault - Campaign Guide OP

• MISSIDN BRIEFING

Í "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

-1

you forward and holding up a small metallic chit, "but the guards are just so careless with their keycards." He grins. ..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.

IMPERIAL ASSAULT·CDRE 6AME

CAMPAIGN GUIDE

DEPLDVMENT AND SETUP Initial Groups: Probe Droid, Stormtrooper.

Reserved Groups: E-Web Engineer, Imperial Officer, Trandoshan Hunter.

Open Groups: 3.

GARAGE (§ DIB )

Special Setup: Increase <§> by twice the threat leve! and resolve an optional deployment. Heroes control Han Solo (Scoundrel) asan ally at no threat cost.

DLD FRIENDS When the door to the Garage opens:

• 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.

• 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.

The Imperial player chooses 1 of the following:

• Gerrin becomes Focused and may interrupt to perform 1 move and 1 attack.

• Deploy the reserved E-Web Engineer to the red point.

EVENT SUMMARY • Round 2: Regulars

• Door opens: Old Friends

• Gerrin or Han Solo defeated : End of Mission

END DF MISSIDN When Gerrin is defeated:

"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."

• 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.

ADDITIDNAL REWARDS • Each player receives 1 XP. Heroes receive

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

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

Page 13: Star Wars Imperial Assault - Campaign Guide OP

( ' i ' ' ' '

MISSIDN BRIEFING 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."

Imperial forces swarm throughout the farmstead, and it seems your arrival is rather timely.

''My transport is inside the garage," Luke tells you, waving to you through a window as you approach.

+ Doors are loc'ked. Luke Skywalker can interact with the terminal to open ali doors.

+ Apply additional health to Luke Skywalker equal to twice the threat leve!.

• 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 .

GARAGE (® Die }

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.

EVENT SUMMARV • Round 6: End of Mission

• Door opens: The Dark Lord

• Luke Skywalker escapes or is defeated: End of Mission

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

THE DARK LDRD When the doors to the Garage open:

The doors to the garage slide open, revealing more than just Luke's T-16.

A squad of Imperial stormtroopers is deployed inside with blasters raised, ready and waiting to capture the Rebellion's hero.

You see the terrifying outline of

' ' •• i

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. j

~ Deploy the reserved Darth Vader to the red point.

~ Deploy the reserved Stormtrooper group to the Garage.

+ 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 ( ~ ).

END DF MISSIDN -When Luke Skywalker escapes:

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:

"Thanks, that was a clase one," Luke says, relief in his voice. "I owe you one." 1

_ _)

~ Heroes receive Luke Skywalker (Hero of the Rebellion) as an ali y.

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. _j ~ 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 C:AMPAIGN GUIDE

¡

Page 14: Star Wars Imperial Assault - Campaign Guide OP

1---_

SP1CE RaaM (~ 24a )

.. t'

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.

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. j

+ Doors are locked. A Rebel figure carrying the keycard can open doors.

+ 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 been claimed ( ~ ), at the end of Round 5, or when ali heroes are wou11ded and Chewbacca is defeated.

IMPERIAL ASSAULT-CDRE GAME

CAMPAIGN GUIDE

DEFEND THE SPICE The first time the keycard is retrieved:

The Imperial player chooses 1 of the follpwing:

• Increase <§} by the threat leve!.

• Interrupt to perform an attack with an Imperial figure.

THE BACK RDDM 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:

• Increase <§} by the threat leve!.

• Interrupt to perform an attack with an Imperial figure.

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

DEPLDYMENT ANO SETUP Initial Groups: Nexu, Probe Droid, Trandoshan Hunter.

Reserved Groups: E-Web Engineer.

Open Groups: 3.

Special Setup: Collect 2 red and 1 yellow neutral mission tokens. Choose and place 1 token each under both Trandoshan Hunter figures and the Probe Droid. Increase <§} by twice the threat leve! and resolve an optional deployment. Heroes control Chewbacca (Loyal Wookiee) as an ally at no threat cost.

EVENT SUMMARY • Round 5: End of Mission

• Keycard retrieved: Defend the Spice

• Door to Spice Room opens: The Back room

• Heroes claim ali spice, or ali heroes wounded and Chewbacca defeated: End of Mission

--------·-- --

END DF MISSIDN When the Rebels have claimed ali of the spice:

, • •

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. 1

• 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.

• • •

Page 15: Star Wars Imperial Assault - Campaign Guide OP

DEPLDVMENT AND SETUP Initial Groups: Imperial Officer, Probe Droid, Stormtrooper.

Reserved Groups: Royal Guard.

Open Groups: 2. ,-, b . Special Setup: Increase ,g, y tw1ce

the threat leve! and resolve an optional deployment.

CELL (@33A )

ARCHIVE (@23A )

~ ,...-- ·-----~-----

MISSIDN BRIEFING p

1 It seems you arrived too late far your l '

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 ).

• Rebel Saboteurs are neutral figures until 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 When the door to the Cell opens:

í 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.

• When a Rebel Saboteur is defeated, he is incapacitated instead. When activating, he receives only 1 action.

• While a non-incapacitated Rebel Saboteur is attacking the <loor, apply + 1 N to the 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: ~21A, 22A, 23A, 26A, 2BA. 3DA. 32A. 33A, 36A(4)

EVENT SUMMARV • Round 6: End of mission

• Door to the Cell opens: Finish the Job

• Door to Arch ive opens: Data Core

• Data core destroyed or ali heroes wounded: End of Mission

----------·-·

END DF MISSIDN When the data core is destroyed:

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 __J demolitionists at your disposal. j

l

Heroes receive the Rebel Saboteurs as allies .

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

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 l

Page 16: Star Wars Imperial Assault - Campaign Guide OP

,, ' 1 ,,

1

1:

1

1

MISSIDN BRIEFING J. _e - - -

"Uh, can you guys hurry up? I'm in so me trouble here .. . " Jarl's last transmission carne in hours befare, his

· voice weak. 1 '

i Now, Imperial forces crawl throughout this area, likely searchingfor the very thing you carne to retrieve.

' '

1 Repeated attempts to contact Jarl prove

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

. '

+ 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 mission ends when a figure carrying the memory core escapes or when ali heroes are \Vounded.

,. ' ·--.-·- ~ ·"' ' ~

IMPERIAL ASSAULT-CDRE GAME

CAMPAIGN GUIDE

FIND THE DRDID

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 • Door op ens: Find the Droid

• Figure escapes or ali heroes wounded: End of Mission

END DF MISSIDN The first time a door opens: 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

·•··· - -· 1

1 probe droid líes discarded on the floor.

! Pinpricks of light shine through small · hales scattered throughout the walls, ¡ presumably from blaster fire.

1 A small distance away lies the f acedown

: 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.

1 ,

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

• Rebel players choose 1 hero to receive the "Rebel Recon" Reward card.

' 1 '

! ' '

' ' '

'

' ' i

i body of Weyn Jarl, bearing several blaster wounds. It appears he barricaded himself in, but the structure proved When an Imperial figure carrying the data :

) unsuitable far hiding.

· Another door bursts inward, and Imperials flood inside.

'

' ' ' ' 1

~J

• Deploy the reserved Imperial Officer and Stormtrooper group to the yellow point.

core escapes or when ali heroes are wounded: !

You iose sight of the individual carrying the data core down an alley. Trying to

1 catch up while fighting other Imperial . forces, eventually you come to a dead end.

. )

• 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)

Page 17: Star Wars Imperial Assault - Campaign Guide OP

¡ •

1

f

!

HANGAR (~ ISA )

CaMMAND RaaM

(® 23A )

MISSIDN BRIEFING r·

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.

+ Doors are locked. A hero can interact with a terminal ( "4 or ~) to open the door closest to the terminal.

+ The neutral mission token represents the formula. A hero can retrieve the formula.

+ A hero carrying the formula can escape through the entrance.

+ The mission ends when a hero carrying the formula escapes ( ~) or when ali heroes are wounded.

LIGHTL Y GUARDED The first time the first door opens:

r Dust covers the jloor in this room, empty save for a group of Imperial soldiers who

i quickly take cover and begin firing. j l_

• Deploy the reserved Imperial Officer and Stormtrooper group to the Command Room.

Taa OUIET

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 • First door opens: Lightly Guarded

• Door to Hangar opens: Too Quiet

• Formula retrieved: Sound the Alarms

• Hero escapes or ali heroes wounded: End of Mission

END DF MISSIDN The first time the door to the Hangar opens: When a hero carrying the formula escapes:

A large receiving bay líes 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. _J

SDUND THE ALARMS The first time a hero retrieves the formula:

L.

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

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.

• Close ali doors.

• Increase {§~ by twice the threat leve!.

+ The red deployment points are now active.

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.

L_ -

• Rebel players choose one hero to receive the "Adrenal Implant" Reward card.

When ali heroes are wounded: v---- .

Í You curse the name of whatever idiot gave the intelligence about this facility being abandoned. What seems like a legion of Imperial troops begins to respond to a deafening alarm.

Dozitns run out of the facility in pursuit of you, far more motivated in the chase than youa have expected.

• The Imperial player receives 2 influence.

ADDITIDNAL REWARDS

l

• 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

---.

1 ! '

' ' ' ' ¡ ' ; ' '

Page 18: Star Wars Imperial Assault - Campaign Guide OP

r" 1 ' ' ' ' '

1

DEPLDYMENT ANO SETUP Initial Groups: E-Web Engineer, Pro be Droid, Trandoshan Hunter.

Reserved Groups: AT-ST, E-Web Engineer, Royal Guard, Stormtrooper.

Open Groups: 4.

Special Setup: Set aside 12 neutral mission tokens. Increase <§> by twice the threat leve! and resolve an optional deployment.

EVENT SUMMARY • Round 8: End of Mission

• Door opens: Clear the Area

• Virus uploaded: The Virus

• Heroes claim 12 mission tokens, ali terminals disabled, or ali heroes wounded: End of Mission

1

MISSIDN BRIEFING ~----

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 l security response to be gentle."

+ 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.

• Deploy the reserved E-Web Engineer and Royal Guard group to the Co1nmand Room.

IMPERIAL ASSAUL T-CORE GAME

CAMPAllJN IJUIDE

C:aMMAND RaaM (e 23A}

THE VIRUS When the virus is uploaded:

"~· ' ' -· ' ' ·-·--- ' - '·----, r 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 of guards 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 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

,-, b h on the map. Then, increase ,2, y t e threat level.

+ The mission ends when the heroes have claimed 12 mission tokens ( ~) or when ali terminals have been disabled.

END DF MISSIDN 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:

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.

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.

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

Page 19: Star Wars Imperial Assault - Campaign Guide OP

4

MISSIDN BRIEFING

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 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.

+ The mission ends when ali terminals are sect1red ( ~) or when ali heroes are wounded.

SDUND THE ALARM At the end of each Round:

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

• END DF MISSIDN When ali terminals have been secured:

- -----, ' ' ' j

The Imperial player chooses 1 of the following: ~·-/• ----- .. ··--··-·--·-----·-------,

• Clase 1 door.

• Perform 1 attack with 1 In1perial figure.

f'

SECURE THE SHIP At the end of Round 2:

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.

DESPERATIDN Each time a terminal is secured:

• Increase <§> by the threat leve!.

l

( i The shuttle blasts free of the hangar and '

i out into open space. Calculations for

' L

hyperspace are quickly made, and befare any fighters can respond, you're gane .

• Rebel players choose one hero to receive the ''Allied Operations" Reward card.

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 __ -- -------·-··-----·

• 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-GDRE GAME

' ' ¡

MAP TILES: ®2DA, 21A, 23A, 24A, 25A, 2BA, 2!1A, 31A, 32A(2), 35A(3) CAMPAIGN GUIDE 1

Page 20: Star Wars Imperial Assault - Campaign Guide OP

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.

EVENT SUMMARV • Each Round: Reactive Defenses

• Round 5: End of Mission

• Door to Hangar opens: Guarded

HANGAR

(@ISA )

• Data core destroyed or ali heroes wounded: End of Mission

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.

Three other teams have apparently tried and failed to sabotage the factory. Their reports suggest sorne sort of reactive defense protocols.

---··-· - .. -

• Doors are locked. A hero can attack a <loor (Health: Twice the threat leve!, Defense: 1 'f').

+ The Imperial mission token is the data core. A Rebel figure can interact with the data core to destroy it.

+ The mission ends when the data core is destroyed ( ¡,¡,¡ ), at the end of Round 5, or when all heroes are wounded.

IMPERIAL ASSAULT-GDRE GAME

l:AMPAllJN IJUIDE

. e,,

GUARDED The first time a door to the Hangar opens:

r-- -~--

1 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. ' '

' ' . ,· • ~

~

• ~

The red deployment points are now active .

Deploy the reserved E-Web Engineer to the yellow point.

Resolve "Reactive Defenses:'

REACTIVE DEFENSES At the end of each Round and the

first time a door to the Hangar opens:

~ 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!.

Green: After an attack targeting this <loor resol ves, the attacker suffers 2 ):{.

Yellow: When this <loor opens, each hero within 5 spaces tests ~ . Each hero who fails is Stunned.

END DF MISSIDN When the data core is destroyed:

r· As the core is destroyed, the :s::l~t~ng defense protocols disengage. The alarms die down, and the lights go black.

If the Empire wants to use this facility ' far something, it'll be quite sorne time

befare they can get it up and running.

~ Heroes receive 100 credits per hero.

' l

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

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.

/

~ 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.

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

Page 21: Star Wars Imperial Assault - Campaign Guide OP

'

v· i : •

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 barricades. Barricades are impassible terrain.

+ Doors are locked. An Imperial figure can attack a <loor (Health: 5, Defense: 1 Y).

+ A <loor adjacent to a Rebel figure <loes not block his movement or line of sight.

+ The Imperial player receives the first activation each round.

+ The mission e11ds at the end of Round 5 ( ¡,¡¡ ), when 5 supply caches are destroyed, or when ali heroes are wounded.

+ Heroes control the Rebel Troopers as allies at no cost.

+ Rebel figures can deploy to any empty spaces.

LEAVE ND SURVIVDRS At the end of Round 1:

,.,,-

! Striding through the blasted-open entrance is a Royal Guard in black armar with red trim. Since you don't often hear of these guards in non-

i "

! defensive operations, you assume this ) individual is someone special. i

.. J

~ Deploy the reserved Royal Guard Champion.

+ Instead of activating as normal, the Royal Guard Champion performs 1 action after each hero activation.

ARTILLERY SUPPDRT Once at the end of Round 2, 3, or 4:

The Imperial player chooses 1 of the following:

~ 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.

..

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

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

END DF MISSIDN At the end of Round 5:

r-- - --~

· 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.

With a few barked commands from their leader, the attackers disengage .

~....... - --

~ Heroes receive 100 credits per hero.

When 5 supply caches have been destroyed or when ali heroes are wounded:

r Their work complete, the assault squad

1

• '

1

1

i

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.

L .. )

~ The Imperial player receives the "Supply Deficit" Reward card.

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

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Page 22: Star Wars Imperial Assault - Campaign Guide OP

---~-1

--

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.

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.

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

1 • The Rebel mission token is the pilot. 1 •

1

1 •

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.

IMPERIAL ASSAUL T-CDRE GAME

C:AMPAIGN GUIDE

PREP FDR TAKEDFF When the docking clamp

controls have been deactivated and tbe pilot has been retrieved:

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. j

~ Increase <§> by the threat leve!. The Imperial player resolves an optional deployment.

~ Place the green neutral mission token on the blue point. This represents the hatch.

• A hero carrying the pilot can interact with the hatch for the pilot to depart, ending the miss ion ("" ).

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

• Docking clamp controls deactivated and pilot retrieved: Prep for Takeoff

• Pilot departs or all heroes wounded: End of Mission

END DF MISSIDN When the pilot departs:

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.

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

You scramble out into the desert, keenly aware that the Imperials are now ripping your ship apart, piece by piece.

Everything that was on your ship-jlight records, messages, the positions of key operatives-will soon be in their hands.

~ The Imperial player receives the "Special Operations" Reward card .

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

Page 23: Star Wars Imperial Assault - Campaign Guide OP

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.

+ 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.

SraRE RaaM (622B )

DFFICE {~24B )

HUNTED DDWN When the door to the Office opens: ,

~ Deploy the reserved IG-88 to the red point and the Probe Droid to the yellow point. Then, increase <§> by the threat leve!.

+ The <loor to the Store Room is now unlocked.

+ A hero can interact with the terminal(~) to open the <loor to the exit. At the end of each Round, the <loor to the exit clases.

+ Imperial mission tokens are barricades. Barricades are blocking terrain and can be attacked (Health: Three times the threat leve], Defense: 1 T).

+ 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 ( ~).

MAP TILES: 621e. 22e. 24e. 26e. 27e, 2Se. 32e(2). 35B. 36e(3)

DEPLDYMENT AND SETUP 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

END DF MISSIDN When the heroes depart:

Í 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.

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

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.

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 Imperial player receives the "Old Wounds" Reward card.

IMPERIAL ASSAULT-CORE GAME

CAMPAIGN GUIDE

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-

Page 24: Star Wars Imperial Assault - Campaign Guide OP

IMPERIAL ASSAULT-CDRE GAME

C:AMPAIGN 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 opens: Defense Protocols

• Red, blue, or green terminal investigated: Revelation

• All terminals investigated or all heroes wounded: End of Mission

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

Page 25: Star Wars Imperial Assault - Campaign Guide OP

" rr 1 • • • 1 • • •

------ -- -- ---------------- -- - - -------------~ ,,

MISSIDN BRIEFING r --------·--- -- . . -·.

• You've been sent to investigate a facility i • • under the command of General Weiss . i

1 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 Even with the diversion, it won't take • •

1 longfor you to attract attention. You've 1

1 been advised to make your stay as quick 1

1 and efficient as possible.

1 ' .

• 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.

1 ¡ "Rebel forces! " an amplified voice issues • 1 from the monstrous walker. "This is •

! General Vitsun Weiss of the Imperial 1 Army. You are surrounded and severely

outgunned. Surrender and I swear merey shall be granted!"

~ Deploy the reserved General Weiss to the yellow point.

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.

' 1 •

' • i

1 1

• • 1

,. •

'

• • • • • • •

REVELATIDN When the red terminal is investigated:

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.

When the blue terminal is investigated:

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.

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. • ¡

When the green terminal is investigated:

The computer in this room is in substantial disrepair; after a bit aj coaxing, it flickers to lije. Described within are a plenitude of prototype

. 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 of gravity associated with the • project, making the information

difficult to ignore.

~

END DF MISSIDN When ali terminals have been 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 .

"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.''

"Be ready far another operation soon," she warns, 'as we're going to be aggressively pursuing any leads we can."

~ 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:

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 •

1 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.

~ 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.

IMPERIAL ASSAULT-CDRE GAME

CAMPAIGN GUIDE l

j

Page 26: Star Wars Imperial Assault - Campaign Guide OP

---

-~---!

-----~

------, --- ---<

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

• Round 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)

Page 27: Star Wars Imperial Assault - Campaign Guide OP

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.

1 • Mission tokens represent capture sites. At

i 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.

ASSAULT At the end of Round 3:

The Imperial player chooses 1 of the following:

• Remove 1 <loor from the map and rol! 1 red die. Each hero within 3 spaces of that <loor suffers ):{ equal to the ):{ results.

• Increase <§> by 3.

7 •

WAVE 2 At the end of Round 4:

The pressure rises with each passing moment, but you're informed through your comlink that the other strike team is nearly finished.

A detonation resounds through the corridors, originatingfrom somewhere within the compound. It was only a matter of time bef ore 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.

• 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 actívate 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 off a/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.

END DF MISSIDN At the end of Round 8:

E ven though the cal/ carne for you to pul/ back severa/ minutes ago, you still held in spite of the overwhelming odds.

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 recon teams success has revealed a new weapon project under Weisss

1 development, and their findings suggest that this should be of great concern to the Rebellion.

• 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:

f 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

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1

1

Page 28: Star Wars Imperial Assault - Campaign Guide OP

DATA

DEPLDYMENT AND SETUP Initial Groups: Probe Droid (2), Royal Guard.

Reserved Groups: Imperial Officer, Trandosha11 Hunter.

Open Groups: 2.

l: CENTER

1----·. __ -_ -

-- --- -- -

t::r ------- --

(@ 23A )

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 ASSAULT·GDRE GAME

CELL (@ 33A)

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

Page 29: Star Wars Imperial Assault - Campaign Guide OP

MISSIDN BRIEFING [" "He's alive, far now." The transmission · from Command carne through regarding

the operative captured a few days earlier, 1 "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. •

1 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."

• 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.

+ The mission token represents the captive. 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.

TRANSMISSION RECEIVED At the end of Round 4, if the terminal has

not been destroyed:

rp·-

L

"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."

+ 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:'

-,_

WELL-GUARDED The first time a door to the

Data Center opens:

"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!"

• Deploy the reserved Imperial Officer and Trandoshan Hunter group to the Data Center.

THE PRISONER When the door to the Cell opens:

lf" u • - • - --- -

' Out of the holding cell stumbles a bloody and battered man, clutching his side.

+ The captive is now a Rebel figure (Health: 8, Speed: 2, Defense: 1 white die). Heroes control the captive as an ally.

+ When the captive is targeted for an attack 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 captive can escape through the entrance, ending the mission ( "").

The Imperial player chooses 1 of the following;

• The captive becomes Bleeding.

• Increase <§> by 3.

THE DATA When the terminal is destroyed:

Í You smash the data center, scattering 1 the sensitive electronics across the room 1 in severa/ ruined pieces. When you're ¡ finished, nothing is left in the room but '

smoldering wreckage. ' 1 ' ¡ Whatever secrets were stolen, they're saje i from the Empire now. Ali that remains is

1

: to escape with the operative. j

• In crease <§> by 3.

END DF MISSIDN When the captive escapes:

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

• Place Story Mission card "Jncoming" into play. Each hero receives 1 XP.

When the captive is defeated or when ali heroes are wounded:

Í Returning to High Comman~ empty-,

· handed, you try not to think about the . fate of the operative you left behind.

· Fortunately, the operative managed to deliver stolen weapons schematics to a

' saje house, discovered by Rebel forces shortly after your rescue attempt.

' L_

• Place Story Mission card "Drawn In" into play. The Imperial player receives 1 XP.

ADDITIDNAL REWARDS f .. -~ - --- ---

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 of planetary destruction. "From ali appearances, they could be mass-produced and fitted to

. capital ships," your commander tells you, ' a grim tone in her voice.

· 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

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1 1

· 1

.

1 ' • • 1

Page 30: Star Wars Imperial Assault - Campaign Guide OP

--

. --~·--'

----

IMPERIAL ASSAULT-CDRE GAME

CAMPAIGN GUIDE

BAcK RaaM (® 22e )

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.

SraRAGE ~LDSET

(® 36e)

#'-

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

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

Page 31: Star Wars Imperial Assault - Campaign Guide OP

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.

' •

You're quick to remind your commander ¡ that this hasn't been unusual behavior for f

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 mission will progress when the <loor to 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:

\ f A do~r at the back of the bar bursts l ' open, and a battered Han Solo stumbles

through the opening.

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):{.

• Deploy Han Solo (Scoundrel) to the blue point. He suffers 4 ):{.

,-, b • Increase ,2, y 4.

• Resolve "Ti1ne to Run:'

STRANGE PATRDNS When the door to the Back Room opens:

r h d When you kicked in the door, you a expected to find a back room fil/ed with Sabacc tables, nota ful/y functioning Imperial observation post.

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.

"Watch it!" he shouts, motioning to the troops in the room, who scramble for

, their weapons. : •

i 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.

• 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.

• 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.

"Talk /aterí" he ca/Is out as he scrambles , toward cover. L

l i

• Deploy the reserved IG-88 to the en trance.

• Heroes control Han Solo as an ally.

• Han Solo can escape through the entrance.

• The mission ends when Han Solo escapes ( ~) or when he is defeated.

The Imperial player chooses 1 of the following:

• IG-88 performs a move.

,-, b • Increase ,2, y 4.

END DF MISSIDN When Han Solo escapes:

~

• '

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.

"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.

• Place Story Mission card "I11coming" into play. Each hero receives 1 XP .

When Han Solo is defeated:

( i A blaster bolt clips Han's shoulder. With 1 a shout of pain, he scrambles around 1

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.

• Place Story Mission card "Drawn In" into play. The Imperial player receives 1 XP.

ADDITIDNAL REWARDS

Í 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 player•receives 1 influence.

• If "Daring Escape" did not trigger, heroes receive 100 credits per hero. Otherwise, the Imperial player receives 1 influence.

IMPERIAL ASSAULT-~DRE GAME

CAMPAIGN GUIDE

' i ' )

Page 32: Star Wars Imperial Assault - Campaign Guide OP

--· -

-- ~ .......

--- · -

----- ------

-----

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

C:AMPAIGN GUIDE

DEPLDVMENT AND SETUP Initial Groups: Stormtrooper, Trandoshan Hunter.

Reserved Groups: Imperial Officer, Imperial Officer, Stormtrooper.

Open Groups: 2.

Special Setup: Collect 2 yellow terminals and 2 terminals of any other color. Randomly place them facedown on the map as indicated. Set aside · 8 Imperial mission tokens and 1 neutral mission token.

CaRRIDDR (® 26s}

MAP TILES: @D3A, D5A, IDA, 12A, 14A(2), 22s. 23s. 24s. 25s. 268. 288, 328(2). 36s(4). 38s

Page 33: Star Wars Imperial Assault - Campaign Guide OP

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.

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.

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.

+ A hero can interact with a terminal (3 ~ 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.

PURSUIT At the end of the round in which a Rebel

figure enters the Corridor for the first time:

• Deploy the reserved Stormtrooper group Imperial Officer, and In1perial Officer.

SCHEMATICS When the first yellow terminal is revealed:

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 of garbled lines and text. You 'll have to find another copy of the schematics.

• Bombard the structure.

HIDDEN PASSAGE When the second yellow

terminal is revealed:

Dust and stone fragments shower from the ceiling; the structure is now under constant attack.

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 blast <loor. A hero can i11teract with the blast <loor (3 f':i ) to open the passage, ending the mission ( "').

..

END DF MISSIDN When the passage is opened:

rv 1 You manage to pry the blast doors open 1

1 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 might still take sorne careful maneuvering to duck the Imperials when you return to the surface, but far now, you're home free.

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:

With one final blast, the building rumbles around you, heavy stone fragments raining down from above.

Your only choices become staying inside as the structure collapses around you, fighting your way out, ar surrendering.

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.

~ 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.

IMPERIAL ASSAULT-~DRE GAME

C:AMPAIGN GUIDE 1

Page 34: Star Wars Imperial Assault - Campaign Guide OP

. . -. -

-.. ---

------ r-::---, ----

-.-­-t:¡:--1

IMPERIAL ASSAULT-CDRE GAME

GAMPAIGN GUIDE

EVENT SUMMARY • Each Round: Subdue

• Round 5: Raise the Alarms

• 2 power stations destroyed: Arrival

DEPLDVMENT AND SETUP Initial Groups: E-Web Engineer, Imperial Officer, Stormtrooper (2).

Reserved Groups: Royal Guard Champion.

Open Groups: 4. No (~ figures.

• Heroes depart or all heroes wounded: End of Mission

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

Page 35: Star Wars Imperial Assault - Campaign Guide OP

( 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 of your 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.

+ 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.

SUBDUE At the end of each Round:

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 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.

• 2{§}: If the Royal Guard Champion has been deployed, he may perform 1 action.

ARRIVAL When 2 power stations are destroyed:

r , The door to a side corridor slides open.

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

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.

• Deploy the reserved Royal Guard Champion.

RAISE THE ALARMS At the end ofRound 5:

The Imperials were not expecting this much resistance from you, but they're quickly adapting to your aggression.

Alarms blare throughout the ship. If you don't get out of here soon, you're going to

L .... be overwhelmed. ____ j + Increase {§} by 3 at the start of each

Status Phase.

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

END DF MISSIDN When the heroes depart:

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.

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

"Glad that you were able to escape,'' your commander sounds relieved when you check in, "but what about the outpost? The plans?"

' You didn't see much going in or out, but 1

Imperial presence was substantial. The ¡ quick scans revealed there to be nothing •

L_ left of the outpost. j • Place Story Mission card "Chain of

Command" into play. Each hero receives 1 XP.

When all heroes are wounded:

One by one, yo uf ali to the endless number of Imperial troops. Though you put upan impressive struggle, you're subdued, captured and imprisoned.

• Place Story Mission card "The Source" into play. The Imperial player receives 1 XP. Play "Captured" (page 5) as a forced

• • m1ss1on.

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 ASSAULT·CDRE GAME

C:AMPAIGN GUIDE

' '

Page 36: Star Wars Imperial Assault - Campaign Guide OP

--·--·--1

-· . ---:.--,

DEPLDYMENT AND SETUP Initial Groups: Imperial Officer, Imperial Officer, Probe Droid, Royal Guard, Stormtrooper, Stormtrooper.

DPERATIDNS RaaM {ۤ 2BA) Reserve Groups: General Weiss (Field Commander).

Open Groups: 2. No tf, figures.

IMPERIAL ASSAULT-CDRE GAME

CAMPAIGN GUIDE

EVENT SUMMARY • Round 2: Vulnerable

• Weiss enters AT-ST: Invulnerable

HANGAR {ۤ 1!1A )

• Weiss defeated, all heroes wounded: End of Mission

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

Page 37: Star Wars Imperial Assault - Campaign Guide OP

MISSIDN BRIEFING

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

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.

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.

If you were to defeat and capture the general, not only could he be interrogated, but his plans would certainly f alter without his guiding hand.

• The Imperial Officer is Weiss. Apply +6 Health and + 1 Speed to Weiss. Apply + 2 }:{ to each of his attack results and + 1 Y to each of his defense results.

+ 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 (Health: 8, Defense: 1 Y).

+ The mission ends when Weiss is defeated ( ~) or when ali heroes are wounded.

VULNERABLE At the end of Round 2:

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.

• 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.

+ General Weiss (inactive AT-ST) is an Imperial figure that cannot move or attack but can still be attacked.

• Weiss (Imperial Officer) can interact with the inactive AT-ST to enter it.

The Imperial player chooses 1 of the following:

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

~ Weiss interrupts to perform 2 attacks.

INVULNERABLE When Weiss enters the inactive AT-ST:

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?"

• 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 ( ~).

1 1

END DF MISSIDN 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.

"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."

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.

"I'm fine, go after them!" he shouts, shaking off the assistance of Imperial soldiers and pointing down the hangar toward you. j

• ~ 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

Page 38: Star Wars Imperial Assault - Campaign Guide OP

INCINERATDR (6 23e )

SECURITY STATIDN (@ 21A )

IMPERIAL ASSAULT-~DRE GAME

l:AMPAIGN GUIDE

--=-"-- - ----- -- -=-·-- - ..

DEPLDYMENT AND SETUP Initial Groups: Imperial Officer, Nexu, Nexu, Royal Guard.

Reserve Groups: Imperial Officer (2), Stormtrooper, Stormtrooper.

Open Groups: 2.

INSPECTIDN STATIDN (® 2De )

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

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

JUNK SHDP

(@24e)

Page 39: Star Wars Imperial Assault - Campaign Guide OP

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 At the end of each Round:

The Imperial player chooses 1 of the following:

• Move the captured offi.cer 1 space.

• Resol ve 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.

AWAITING DEPARTURE When the door to the lnspection

Station opens:

"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.

+ 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.

+ 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.

,.

END DF MISSIDN When the terminal is secured:

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-"

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.

• Place Story Mission card "Last Stand" into play. Each hero receives 1 XP.

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 • 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

Page 40: Star Wars Imperial Assault - Campaign Guide OP

. --··.::::. -1

- -----=------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

IMPERIAL ASSAULT-CDRE 6AME

CAMPAIGN 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 }

RECEPTIDN CHAMBER {@28A )

CaMMANa CENTER (@ 23A)

MEDICAL CENTER (® 2DA)

MAP TILES: @D2e. D5e. D6e. IDe. 13e. 14e, 17e, !Be. 19A. 2DA. 23A, 24e. 28A. 32e(2). 37e, 39e

Page 41: Star Wars Imperial Assault - Campaign Guide OP

1 •

1

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.

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.

You 've tracked Weisss personal shuttle to an Imperial base on the surface below. Capturing him could lead to an early

1 end to the battle and victory far the Rebellion, so you are told to take him

1 alive if you can.

' 1 ---·-·-·-·--·-- --------~---" ' ------ ----

• 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.

• The mission will progress when the first <loor opens (~). The mission ends at the end of Round 12 or when ali heroes are wounded.

WELCDMINB PARTY 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 now inactive.

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

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.

+ 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 (~).

1

" '

~

• •

END DF THE LINE The first time a door to the Command Center opens:

The door opens to reveal Weiss, on his knees befare Darth Vader; who looms over the General with an outstretched hand.

"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 .. . "

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 of you befare the blazing red of his lightsaber springs to lije.

---·------· -.- ------ - ---- - -- -·---

Deploy the reserved Darth Vader to the red point. Close the first and second doors.

Apply +8 to Darth Vader's Health. Instead of activating as normal, Darth Vader performs 1 action after each hero's activation.

Darth Vader cannot receive conditions .

Darth Vader gains ..... : Move up to 2 •

spaces and perform an attack.

When an attack targeting Darth Vader is declared, the Imperial player can spend 2 <§> to apply + 2 Y to the defense results.

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

,.

END DF MISSIDN When Darth Vader is defeated:

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.

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 o ver; your eff orts have contributed toward a great victory far the Rebel Alliance.

~ The Rebel players win the campaign!

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.

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.

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 Imperial player wins the campaign!

IMPERIAL ASSAUL T-CDRE GAME

CAMPAIGN GUIDE ¡

¡ ' 1 ' '

Page 42: Star Wars Imperial Assault - Campaign Guide OP

,

---··'-----~

-~:c-:.--1

CANYDN (@ D2s)

· 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

CLEARING (@ase )

DEPLDYMENT AND SETUP Initial Groups: Royal Guard, Stormtrooper.

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

Open Groups: 4.

WAREHDUSE {@24s )

MAP TILES: @D2e. 05e. OGe, IDe. 13e. 14e. 17a. 1Ba. 19A. 20A, 23A. 24e. 2BA. 32a(2). 37a. 39a

HANGAR (@ ISA )

Page 43: Star Wars Imperial Assault - Campaign Guide OP

i 1 • •

1 • • • • 1 • • 1 1

1 i • 1 1 •

1 •

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 uf acturing. 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."

You hear heavy footfalls behind you, and the doors leading out slide shut.

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:

Í 'í\.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 ( "').

RES PITE When General Weiss is defeated:

• Deploy the reserved AT-ST to the yellow point.

Another of Weisss walkers steps through the field in the hangar as you find only a transmitter in the cockpit of the first.

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

Theres a burst of feedback, 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."

• Open ali doors.

• 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 mission will progress when a Rebel 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 + 1 O 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 ("').

END DF MISSIDN When General Weiss is defeated for a

second time:

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.

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.

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.

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."

• The heroes win the campaign!

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

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!

Page 44: Star Wars Imperial Assault - Campaign Guide OP

MISSION THREAT LEVEL REBEL UPGRAOE IMPERIAL UPGRAOE lnfluence

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3 • Target

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,, ~ 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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