Star Wars: Imperial Assault Rules Summary v1.4

Star Wars: Imperial Assault Rules Summary v1.4
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v1.4
Mar 2016
Game:
STAR WARS: IMPERIAL ASSAULT
Publisher:
Fantasy Flight Games (2014)
Page 1:
Rules summary front
Page 2:
Rules summary back
Page 3:
Campaigns summary front
Page 4:
Campaigns summary back
Page 5:
Campaigns quick summary
Page 6:
Skirmishes summary
Print on card (ensure you are printing at 100% scale) laminate and trim to size.
These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and
used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.
ATTACK
STATUS PHASE
1. Declare Target: choose an eligible hostile target.
Each attack is either a melee
or a ranged attack
.
Melee attacks can target adjacent figures or objects only.
Ranged attacks may target adjacent figures or objects.
ORDER OF PLAY
ACTIVATION PHASE
Play alternates back and forth; in a campaign, starting
with the Rebel players. When a hero is activated:
1. Start of Activation: Ready all of the hero’s exhausted
Class and Item cards.
2. Perform Actions: Perform any combination of up to 2 of
these actions with the hero: move, attack, interact, rest,
and special.
When a hero is activated, flip his activation token to the
red side. If a hero has 2 activation tokens, he cannot
resolve his second activation until after each hero has
resolved its first activation. In a 3 hero game, the Rebel
players choose 1 hero to claim a second activation token at
the end of each round.
The Imperial player then chooses 1 deployment card to
activate. The number of bars below the card’s deployment
cost is the number of figures in its deployment group.
Perform up to 2 actions with each figure in the group in
the order of your choice. Resolve both actions for a figure
before choosing the next figure.
When the last figure from a Deployment card is activated,
exhaust the card (rotate it 90º). The corresponding figures
cannot be activated again during this round.
Players alternate activating figures in this way until all
figures have been activated.
When performing a ranged attack, the target must be
in line of sight (LOS). The attacking player chooses one
corner of his figure’s space. Trace 2 straight, uninterrupted
lines to 2 different corners of the target’s space. These
cannot overlap and cannot be traced through walls,
blocked terrain, spaces containing figures, or through the
diagonal intersection of walls or blocking terrain.
2. Roll Dice: The attacker rolls the attack dice listed on
his Deployment card (Imperial figures or allies) or weapon
Item card (heroes). The defender simultaneously rolls the
defense dice listed on his Deployment card or Hero sheet.
3. Rerolls: Resolve dice reroll effects. Each die may be
rerolled only once per attack regardless of who rerolls it.
4. Apply Modifiers:
Evade
Each evade icon cancels one
Dodge
result.
The attack is a miss.
5. Spend Surges:
Surge
The attacker can spend
abilities. A hero may spend up to 1
to trigger special
to recover 1 .
6. Check Accuracy: On a ranged attack, the accuracy (the
sum of the numbers and any modifiers) must be equal to or
greater than the number of spaces the target is away from
the attacker (the distance). If it is not, the attack is a miss.
7. Calculate Damage: The target suffers damage
equal
to the number of
icons rolled by the attacker minus
the number of block
icons rolled by the defender. If the
attack is a miss, the target suffers 0 damage.
Each action must be resolved completely before a figure
performs its next action.
Only heroes can use both of their actions to perform
attacks during the same activation. If a special action
involves one or more attacks, this does count as the figure
using an action to attack.
MOVE
INTERACT
A figure performing a move gains MPs equal to its Speed.
A figure can move to an orthogonally or diagonally adjacent
space by spending 1 MP. MPs may be spent before or after
performing an action.
A hero (only) may suffer 1 strain
during his activation to
gain 1 MP. He may do this up to twice per activation.
A figure can move into a space occupied by a friendly or
neutral figure at no additional cost. A figure can move into
a space occupied by a hostile figure, but must spend 1
additional MP to do so. A figure cannot end its movement
in a space containing another figure.
A figure cannot move through the diagonal intersection of
walls, blocking terrain, or impassable terrain.
Walls (black line): Spaces separated by a wall are not
adjacent. Figures cannot move through or trace LOS
through walls.
Impassable (dotted red line): Figures cannot move through
dotted red lines. Spaces separated by impassable terrain
are adjacent. LOS can be traced through impassable terrain.
Blocked (red line): Figures cannot enter or trace LOS
through blocking terrain.
Doors (door token): Spaces separated by a door are not
adjacent. Figures cannot move through or trace LOS
through doors.
Difficult (blue line): A figure must spend 1 additional MP
to enter difficult terrain; LOS can be traced through it.
Figures can interact with a token in their space or in an
adjacent space.
Crates: A hero can interact with a crate to draw 1 Supply
card and place it faceup near his Hero sheet. You may use
the card’s ability. Then claim the crate token by placing
it by your Hero sheet. A crate token with its colored side
down cannot be examined by players.
Doors: A figure can interact with a door to open it. Return
the door to the box. Figures cannot voluntarily close doors.
Special: A figure can interact with other tokens on the
map, as stated in the mission. If there is an attribute icon
listed, the figure must pass the corresponding attribute
test to resolve the interact effect.
REST
Only heroes can rest. By resting, a hero can recover
equal to his endurance. If a hero recovers
in excess of
the number of strain tokens he has, he recovers damage
equal to the amount of excess.
During campaign missions, heroes can suffer strain
to resolve some abilities.
SPECIAL
Class cards, abilities, and mission rules with a
allow
figures to perform special actions. An ability with
requires both of a figure’s actions to resolve. Each special
action can only be performed once per activation.
After all figures have resolved their activations, players
ready all exhausted Deployment cards (rotate upright) and
activation tokens (flip to their green side).
ABILITIES
Abilities provide special effects beyond the standard rules.
If the requirements of an ability cannot be met, it cannot
be performed. If an ability is ‘used’, it can be triggered
multiple times each round, but only once per timing
instance.
The hero must suffer the listed amount of
(without exceeding his endurance) to use the ability.
The Imperial player must spend the listed amount of
threat
to use the ability.
These abilities are performed as an action and can
be performed only once per activation.
These abilities can be used by spending
results
during an attack. The number of
the attacker can
spend during the attack is equal to the amount of
rolled minus the number of evades
rolled.
Each
ability can be triggered only once per attack.
Exhaust: You must exhaust the card to use this ability.
Deplete: You must deplete the card to use this ability.
An ability that can be used ‘during your activation’ can
be used before or after performing an action during an
activation. It cannot be used while resolving an action.
An ability that causes figures to suffer damage is not
considered to be an attack.
STRAIN AND ENDURANCE
All heroes can choose to suffer
move additional spaces.
to use abilities and to
A hero can only optionally suffer an amount of
endurance. If any effect forces a figure to suffer
would exceed its endurance, the figure suffers
the amount of excess .
up to his
that
equal to
DAMAGE AND DEFEAT
DAMAGE & STRAIN
When you suffer damage
or strain , place that
number of corresponding tokens on your Hero sheet.
For other figures, tokens are placed on the map next to
the figure. When a figure recovers
or , discard the
appropriate number of tokens.
If a figure suffers
outside of an attack, the
is not
prevented by , and the figure does not roll defense dice.
in excess of the number of strain
If a hero recovers
tokens he has, he recovers
equal to the amount of
excess .
equal to or greater than its Health,
If an object suffers
it is destroyed and removed from the map.
INCAPACITATED
An incapacitated figure remains on the map and does
not restrict movement or block LOS, though other figures
cannot end their movement in the space. The figure
discards all conditions, and conditions cannot be applied
to it. It cannot suffer
or be targeted or affected by
anything except as specified by the mission’s rules.
However it can still be pushed by a Massive figure ending
its movement in its space.
DEFEAT
When a figure has suffered damage
equal to its Health,
it is immediately defeated. Excess damage is ignored.
When a hero is defeated, he becomes wounded. When
any other figure is defeated, it is removed from the map.
During a campaign, when the last Imperial figure in a nonunique group is defeated, the corresponding deployment
card is returned to the Imperial player’s hand and can be
optionally deployed later in the mission.
A hero defeated for the first time during a mission discards
all damage tokens from his Hero sheet and flips his Hero
sheet to the wounded side. If there are more strain tokens
on your Hero sheet than your Endurance value, discard
the excess tokens. A hero who is wounded follows all rules
for activation and can still suffer . If a wounded hero is
defeated, he withdraws.
A hero who withdraws removes his figure from the map and
is eliminated from the mission, but still receives all hero
rewards at the end of the mission.
ATTRIBUTE TESTS
Only heroes roll dice for attribute tests. Roll the dice listed
for the listed attribute on your Hero sheet. If you roll at
least 1 , you pass the test. If you roll no
, you fail.
If a test lists a number directly before the icon, that
number of successes are needed in order to pass the test.
If you do not roll the required number of successes, you
fail the test but place 1
token near the test subject for
each success. The next time a figure attempts this test,
discard these tokens and apply +1
to your results for
each token discarded.
An elite figure required to perform an attribute test
automatically receives 1 success. A regular figure required
to perform a test automatically fails the test.
ITEM RESTRICTIONS
Heroes can possess an unlimited number of Item cards,
but each hero can only bring a limited number to an
individual mission:
1 Armor card
2 Weapon cards
(any card with an attack type followed by dice icons)
3 Equipment cards
Before deploying, heroes may give any of their Item cards,
except those from a Class or Reward deck, to other heroes.
Item cards cannot be traded during a mission.
Modifications are items placed below a weapon that
provide the listed ability to the weapon. Each weapon can
have a limited number of modifications (listed as a number
of bars in the card’s bottom right corner).
An Item card cannot have more than 1 modification with
the same trait attached to it at the same time, excluding
the Modification trait.
LARGE FIGURES
A figure that occupies more than 1 space on the map is a
large figure. When a large figure attacks, LOS may be traced
from any single space it occupies. A figure attacking a large
figure can target any 1 space the large figure occupies.
A large figure cannot move diagonally. While moving, a
large figure cannot rotate its base unless it spends 1 MP;
and when doing so must occupy at least half of the spaces
it occupied before the rotation.
KEYWORDS
BLAST
If the target of this attack suffers 1 or more
, each
figure and object adjacent to the target space suffers
equal to the Blast value (not prevented by
). If the
target is a large figure, Blast only affects figures adjacent
to the targeted space and does not affect the target figure.
If an attack inflicts a condition, it is applied only to the
target of the attack and not to figures affected by Blast.
CLEAVE
If the target of this attack suffers one or more
, the
attacker may choose a different hostile eligible figure or
object to suffer the
listed (not prevented by ).
If an attack inflicts a condition, it is applied only to the
target of the attack and not to figures affected by Cleave.
MASSIVE
Figures do not block LOS to or from a Massive figure.
During a campaign, Massive figures cannot enter interior
spaces. They can move through and end their movement on
spaces with blocking and impassable terrain or other figures
(not Massive figures), and can enter spaces containing
hostile figures and difficult terrain at no additional MP cost.
Any figures in a Massive figure’s spaces are pushed into the
closest empty space of its controller’s choice. The player
moving the Massive figure pushes friendly figures first, and
then other players push their figures. After a Massive figure
ends its movement in spaces containing at least 1 other
figure, it cannot move any more during this activation.
If a Massive figure occupies a space containing blocking
terrain, LOS can be traced to that figure, spaces can be
counted to it, and adjacent figures can attack it.
MOBILE
This figure ignores additional movement costs when entering
difficult terrain and spaces containing hostile figures. It
can also enter, move through and end its movement in
impassable spaces and edges and blocking terrain. If it is
in blocking terrain, LOS can be traced to the figure and
adjacent figures can attack it.
PIERCE
This figure may ignore a number of
results while
attacking. If the number of
results is less than the Pierce
value, the excess has no effect. If multiple Pierce abilities
are used in an attack, their values are added together.
REACH
The figure may perform melee
attacks targeting figures
or objects up to 2 spaces away and in LOS. A Reach attack
does not require accuracy.
CONDITIONS
When a hero gains a condition, he places the appropriate
Condition card by his Hero sheet; place an appropriate
condition token next to other figures. A figure cannot be
affected by multiple instances of the same condition.
If a keyword causes a condition, the target of the attack
must suffer 1 or more
to trigger the condition (which is
applied after the attack resolves). A beneficial condition is
applied to the attacker and a harmful condition is applied
to the target.
FOCUS
The figure receives an additional green die the next time it
attacks or performs a test. The condition is then discarded.
A figure with the Focus keyword may become focused after
attacking if the target suffers 1 or more .
OTHER RULES
RETRIEVING TOKENS
To retrieve a token, a figure must perform an interact while
on or adjacent to the token. Then place the token on the
figure’s base to denote the figure is carrying it.
If the figure is defeated, the token is dropped in the
figure’s space and can be retrieved as above. Figures
cannot optionally drop tokens they are carrying.
CONTROLLING TOKENS AND SPACES
To control a token or space, there must be a friendly figure
on or adjacent to the token or space and no hostile figures
on or adjacent to the token or space.
TIMING
When an ability interrupts another figure’s activation, the
current activation pauses while the interrupting ability is
resolved, then the activation resumes. A figure’s action
cannot be interrupted while the figure is in a space
containing another figure.
While attacking, resolve mission rules first, then attacker
effects, then defender effects.
In a campaign, resolve mission rules first (Imperial player
decides the order if several resolve at the same time), then
Imperial player effects, then Rebel player effects.
In a skirmish, resolve mission rules first (the player with
initiative decides the order if several resolve at the same
time), then effects from the player with initiative, then
effects from his opponent.
DEPLETED CARDS
When a card is depleted, it is flipped facedown and cannot
be used for the remainder of the mission. At the end of
each mission, all depleted cards are flipped faceup.
EXHAUST
Cards are rotated 90º to mark that they are exhausted;
activation tokens are flipped red side up.
If all Deployment cards or activation tokens belonging to a
player are exhausted, he cannot use abilities that must be
used before, during, or after his figure activates.
INITIAL GROUPS
When the last figure in an initial group is defeated, the
corresponding Deployment card is placed in the Imperial
player’s hand. He can deploy these figures during optional
deployments following normal deployment rules.
NEUTRAL FIGURES
No player controls a neutral figure, and they cannot
activate or perform actions. They cannot suffer
or be
targeted by attacks, abilities, or any game effect except as
specified by the mission’s rules. Neutral figures block LOS.
Figures can move through spaces containing neutral
figures at no additional MP cost.
PUSH
The player resolving this ability moves the figure the
specified number of spaces in any direction. When pushing
a large figure, it cannot move diagonally and cannot
be rotated. If a non-ability effect pushes a figure, such
as a mission rule or if a door closes between 2 spaces
occupied by a large figure, the player controlling that figure
determines its placement.
CAMPAIGNS
CAMPAIGN SETUP
Decide who is the Imperial player. All other players are
Rebel heroes. These roles stay the same for the entire
campaign.
If playing with 2 heroes, each hero gets a Legendary
Reward card. If playing with 3 heroes, each hero gets a
Heroic Reward card.
If there is only 1 Rebel player, he separately controls 2
heroes.
A hero who has 2 activation tokens flips only 1 token
facedown after resolving an activation (he will be able
to activate twice each round). A hero cannot perform his
second activation until each hero has performed his first
activation.
Each Rebel player chooses 1 Hero sheet and his
matching Class deck and hero figure. Place the basic
Item cards (those with no XP cost) from your Class deck
faceup in front of you.
Reserved Groups: Secretly put the listed Deployment
cards in a facedown pile. The corresponding figures will
be placed on the map when dictated by the mission.
Threat and Deployment
During the Status phase, the Imperial player increases
threat
which he can spend to deploy additional figures.
Open Groups: Secretly choose a number of the listed
Deployment cards as a secret hand that can be used to
deploy figures to the map during the Status phase.
Each Deployment card has a deployment cost, a
reinforcement cost, and a group limit.
You may choose any
or
Deployment cards.
However, unique (•) cards and allies must be earned as
mission rewards before being used as open groups.
Special Setup: Perform any listed instructions.
Deploy figures on the map as indicated in the diagram.
Those with a gray or black border correspond to a gray
Deployment card.
Place all dice, Condition and Supply decks, damage
tokens, strain tokens, and condition tokens within reach
of all players.
Set aside any Agenda card sets or a Side Mission cards
that have a time period range that doesn’t include the
time period of the campaign.
Read the Mission Briefing section aloud to the Rebel
players. If there are any map tiles in the diagram that
have names, indicate these tiles and names to all players.
Keep the rest of the mission rules to yourself until
instructed to resolve them.
The Imperial player chooses 1 Imperial Class deck. Place
the basic Class card (the one with no XP cost) faceup in
front of you. Take all the Agenda cards, sort them by sets
of 3 cards each (upper-right corner) and choose 6 sets.
Shuffle the 18 cards to create the Agenda deck.
Each Rebel player:
Each Rebel player chooses the Item cards they will
bring to the mission and places his hero figure in an
empty space as close to the entrance token as possible
(including the token’s space).
The Rebel players sort the Side Mission cards by color.
Create the Side Mission deck by shuffling together these
cards:
If they have earned an ally, they may then deploy it.
• Each red Side Mission card corresponding to their
heroes.
• 4 green cards of the heroes’ choice. Heroes cannot
choose more than one of these cards that rewards the
same ally.
• 4 random gray cards (do not reveal these to any
player).
Fewer than 4 heroes may receive additional activation
tokens as specified on their Legendary or Heroic Reward
cards.
Start with the Introductory mission of the campaign.
After each figure has resolved its activation, resolve these
steps before the next round begins:
MISSION SETUP
The information in the Campaign Guide is secret and can
be read only by the Imperial player.
Imperial player:
Assemble the map using map tiles as shown in the
mission’s diagram, then place all tokens on the map as
indicated.
Set the threat dial to 0 and the round dial to 1.
Take all Deployment cards and sort them into groups as
listed in the Deployment and Setup box of the mission:
Initial Groups: Place the listed Deployment cards
faceup. The corresponding figures will be deployed
on the map.
Each hero receives 1 activation token and places it ready
(green side faceup) on his Hero sheet.
PLAYING CAMPAIGN MISSIONS
CAMPAIGN STATUS PHASE
1. Increase Threat: The Imperial player increases the
threat dial by the threat level listed on the campaign
log.
2. Ready: The Imperial player readies all of his exhausted
Class and Deployment cards. Each hero readies all of
his activation tokens, flipping them green side faceup.
3. Deploy and Reinforce: The Imperial player may spend
threat
to bring additional figures onto the map.
4. End of Round Effects: Resolve any abilities or mission
rules triggered at the end of the round.
If playing with 3 heroes, a hero with 2 activation tokens
must give 1 of them to another hero of his choice.
5. Advance Round Dial: Advance the round dial by 1.
During each Status phase, the Imperial player may deploy
groups of figures and/or reinforce individual figures to
the map.
To deploy a group, choose a Deployment card in your‘
hand and spend
equal to the card’s deployment cost.
Then place the card faceup on the table and place a
number of corresponding figures on the map equal to
the card’s group limit, as close as possible to a green
deployment point shown in the mission’s diagram
(including deployment point’s space).
To reinforce, choose a Deployment card already on the
table and spend
equal to the card’s reinforcement
cost. Then place 1 figure from that group as close as
possible to a green deployment point.
Red, blue, and yellow deployment points are not active
until specified by the mission.
Each time you spend
, reduce the threat dial by that
amount. You cannot have less than 0
or more than 20.
ENDING A MISSION
Each mission’s rules list the conditions that cause the
mission to end. As soon as an end condition is met, the
Imperial player resolves the End of Mission section of the
mission rules. Read the listed story text aloud then give
players the listed rewards.
Players then receive the rewards listed in the Additional
Rewards section.
CAMPAIGN STRUCTURE
Players first resolve a mission, then have the opportunity
to purchase new Item cards, Class cards, and Agenda
cards. Then they choose and resolve a new mission.
They continue resolving these stages until the campaign
ends with a climatic mission called a finale.
To continue a campaign, check the campaign log on
the back of the Campaign Guide, and resolve the next
available (unmarked) stage. After resolving each stage,
mark the stage’s box on the campaign log to track your
progress.
Track experience points (XP), credits, and influence on
the campaign log with a pencil.
1. MISSION STAGE
a. Choose Mission: Rebel players refer to the campaign
log to find their next mission. If the entry reads Side
Mission, choose one of the active Side Mission cards.
If it reads Story Mission, choose an active Story
Mission card.
b. Resolve Mission
c. Post-Mission Cleanup:
• Wounded heroes flip their Hero sheets to the
healthy side. Heroes recover all
and .
• Shuffle all Supply cards back into the deck.
• Heroes gain 50 credits for each crate token claimed
during the mission, then discard the tokens.
• Return the just resolved Mission card to the box.
• If players just resolved the introductory mission,
shuffle the Side Mission deck, then draw 2 cards
and place them faceup. These are now active
missions.
If players just resolved an active, non-agenda Side
Mission, shuffle the Side Mission deck and draw 1
card. This card is now an active mission.
After purchasing a Class card, place it faceup in your
play area. You can use its abilities for the rest of the
campaign.
WINNING THE CAMPAIGN
Players’ ultimate goal is to win the finale (the last mission
of the campaign).
Throughout the course of the campaign, players receive
rewards such as Item cards, Class cards, Agenda cards,
and allies that will help them win this finale. Certain
mission rewards also steer the direction of the narrative
and will dictate which of the finale missions players will
resolve.
The players who win the finale are the ultimate victors
and have won the campaign.
CAMPAIGN RECORD KEEPING
2. REBEL UPGRADE STAGE
After a game session:
a. Spend XP: Each hero can spend XP to purchase any
number of cards from his Class deck.
Record Progress: Ensure the campaign log has up-to-date
information about all players’ XP, credits, and influence.
Mark the current stage of the campaign and list the
names of all completed missions.
b. Spend Credits: Rebel players draw 6 cards from
each Item deck listed on the campaign log and may
collectively decide which to purchase by spending
credits equal to the cards’ costs. Credits are shared
by the group. Each purchased card is given to a hero
to use in future missions. Unpurchased cards are
shuffled back into their deck.
Players can then sell Item cards they own for credits
equal to half the card’s cost (rounded up to the nearest
25). Item cards without a cost can be sold for 50
credits. Sold cards are returned to the box.
3. IMPERIAL UPGRADE STAGE
Store Components: Store components in bags and keep
them separate between sessions.
The General bag stores all active Mission cards and any
Agenda cards that are in play.
The Imperial bag stores purchased Imperial Class cards
and the Imperial player’s deck of unpurchased Agenda
cards, plus any of the Imperial player’s secret Agenda
cards that have been purchased (keep these separate
from your Agenda deck).
a. Spend XP: The Imperial player can spend XP to
purchase cards from his Class deck.
Each hero creates his own Hero bag containing his Hero
sheet, Item cards, and purchased Class cards. One player
should store available allies in his bag, if any.
b. Spend Influence: The Imperial player draws 4 cards
from the Agenda deck and may purchase any of them
by spending influence. Unpurchased cards are shuffled
back into the deck without being revealed to the Rebel
players.
All other components do not need to be kept separate
and are can be returned to the box; this includes all Class
cards that players have not purchased, so that they are
not confused with previously acquired Class cards.
Agenda Cards
Side Missions: The Agenda card is placed faceup on the
table and becomes an active side mission. Heroes can
choose to resolve one of these missions anytime they can
resolve a side mission.
These cards provide an automatic reward to the Imperial
player if the heroes decide to resolve another side mission
instead of this Agenda’s mission.
Forced Mission: Players immediately resolve the listed
mission.
Ongoing: The Agenda card is placed in the Imperial
player’s play area, has an ongoing effect and remains in
play until discarded by another effect.
Kept Secret: The Imperial player keeps the card hidden
from the Rebel players (the only information they will
know about the card is its cost) and resolves it later as
instructed.
Unless instructed otherwise, Agenda cards are returned to
the box when discarded or completed.
Spending Experience Points
When you are allowed to spend experience, you may
look through your deck of unpurchased Class cards and
choose to purchase any of them by spending XP equal to
the card’s cost.
ALLIES
Deployment cards with a bullet (•) before the figure’s
name are unique allies. Imperial allies are called villains
but follow the same rules as allies. Allies and villains
cannot be used in a mission until claimed as a reward or
granted by an effect.
Once gained as a reward, villains can be brought into any
mission as an open group.
On missions, allies function like additional figures on
that player’s side. Defeated allies are removed from the
map and cannot be redeployed for the remainder of the
mission.
Once Rebel players gain an ally as a reward, they
can bring that ally to any mission. Immediately after
deploying hero figures to the map during setup, Rebel
players can deploy up to 1 ally. Place all figures
corresponding to the ally’s Deployment card as close
to the Rebel entrance token as possible. The Imperial
player then gains threat
equal to the Ally card’s
deployment cost and may immediately resolve an optional
deployment.
When it is their opportunity to resolve an activation,
Rebel players can choose to activate an ally, collectively
controlling it. Afterwards, exhaust its Deployment card,
and then the Imperial player performs an activation.
Rebel allies are not heroes; they cannot interact with
crates or rest, can perform only 1 attack each activation,
and follow all other rules for non-hero figures. The term
‘Rebel figures’ includes all heroes as well as Rebel allies.
If an ally has both a regular and elite Deployment card,
only the regular card can be used as an ally. If an ally
is rewarded to the heroes and the heroes have already
earned that ally, they can use either the elite or regular
Deployment card.
If a mission gives the heroes control of a specific ally
for that mission, the ally follows all normal rules for
allies but has special deployment rules and does not
give the Imperial player additional threat or an optional
deployment. They also do not restrict heroes from
deploying another ally.
ATTACHMENTS
When the Imperial player deploys figures to the map
(even when deploying initial groups), he may take 1 or
more Attachment cards and places them on the figures’
corresponding Deployment cards. The abilities on the
cards apply to all figures in the group.
When the last figure in a group is defeated, return any
cards attached to the Deployment card to the Imperial
player’s play area. He may attach these cards when
deploying figures in the future.
Attachments may require the group to have a specific
trait, and cannot be played on a group that does not have
the trait.
QUICK CAMPAIGN SUMMARY
MISSION SETUP
IMPERIAL PLAYER:
Assemble the map and place tokens.
Set the threat dial to 0 and the round dial to 1.
Sort the Deployment cards into groups:
Initial Groups: Faceup cards. Deploy the figures.
Reserved Groups: Secret facedown pile. Deploy the
figures when dictated by the mission.
Open Groups: Secret hand of cards. Figures can be
deployed during the Status phase. Choose any
or
Deployment cards (unique cards and allies must be
earned as mission rewards).
Read the Mission Briefing section aloud.
b. Resolve Mission
c. Post-Mission Cleanup:
• Wounded heroes flip their Hero sheets to healthy.
Heroes recover all
and .
• Shuffle Supply cards back into the deck.
• Heroes gain 50 credits for each crate token claimed
during the mission, then discard the tokens.
• Return the just resolved Mission card to the box.
• If players just resolved the introductory mission,
shuffle the Side Mission deck, then draw 2 cards
and place them faceup as active missions.
If players just resolved an active, non-agenda Side
Mission, shuffle the Side Mission deck and draw 1
card as an active mission.
2. REBEL UPGRADE STAGE
EACH REBEL PLAYER:
Chooses Item cards you will bring to the mission.
Places his hero figure on the entrance token or as close
as possible to it. Then, an earnt ally may be deployed.
Takes activation token(s), green side faceup.
DURING CAMPAIGN MISSIONS
CAMPAIGN STATUS PHASE
1. Increase Threat by the threat level (see campaign log).
2. Ready: The Imperial player readies his exhausted
Class and Deployment cards. Each hero readies his
activation tokens.
3. Deploy and Reinforce: The Imperial player may spend
threat
to bring on additional figures at green
deployment points.
4. End of Round Effects: Resolve any abilities or mission
rules triggered at the end of the round.
If playing with 3 heroes, a hero with 2 activation tokens
must give 1 of them to another hero of his choice.
5. Advance Round Dial
CAMPAIGN STRUCTURE
1. MISSION STAGE
a. Choose Mission: If the next campaign log entry reads
Side Mission, choose one of the active Side Mission
cards. If it reads Story Mission, choose an active Story
Mission card.
a. Spend XP: Each hero can spend XP to purchase any
number of cards from his Class deck.
b. Spend Credits: Draw 6 cards from each Item deck
listed on the campaign log and collectively decide
which to purchase. Credits are shared by the group.
Unpurchased cards are shuffled back into their deck.
Players can then sell Item cards (return them to the
box) for half their cost (rounded up to the nearest 25).
Item cards without a cost can be sold for 50 credits.
3. IMPERIAL UPGRADE STAGE
a. Spend XP: The Imperial player can spend XP to
purchase cards from his Class deck.
b. Spend Influence: Draw 4 cards from the Agenda deck
and purchase any of them by spending influence.
Unpurchased cards are shuffled back into the deck
without being revealed to the Rebel players.
Agenda Cards
Side Missions: Place faceup on the table as an active
side mission. Heroes can choose to resolve one of these
anytime they can resolve a side mission. The Imperial
player receives a reward if the heroes decide to resolve
another side mission instead of this Agenda’s mission.
Forced Mission: Players immediately resolve the mission.
Ongoing: Place in the Imperial player’s play area. Ongoing
effect; remains in play until discarded by another effect.
Kept Secret: The Imperial player keeps the card hidden
from the Rebel players and resolves it later as instructed.
Unless noted, Agenda cards are returned to the box when
discarded or completed.
SKIRMISH RULES
SETUP
1. Bring Armies and Command Cards: Each player needs
an army of up to 40 points worth of Deployment cards
and a deck of exactly 15 Command cards.
Each player places his Deployment cards faceup in
front of him and shuffles his deck of Command cards.
2. Determine Initiative: The player who has the lowest
total cost of Deployment cards chooses which player
begins the game with the initiative token. On a tie,
players determine initiative randomly.
The player with initiative will choose deployment zones
and resolve the first activation during the first round.
3. Determine and set up Skirmish Mission: The player
with initiative shuffles his Skirmish Mission deck and
draws 1 card (your Skirmish deck consists of 1 copy
of each Skirmish Mission card you own; you cannot
customize the cards in your Skirmish deck).
This lists the mission’s name, special rules, and which
map it is played on. Refer to the matching skirmish
mission diagram to build the map. Place only the A or
B tokens that match the Skirmish Mission card’s letter.
4. Deploy Units: The player with initiative chooses the
red or blue deployment zone on the skirmish mission’s
diagram, and deploys all of his figures in this zone.
Then his opponent deploys all of his figures in the
other deployment zone.
If you cannot fit all of your figures into your deployment
zone, fill as many spaces as possible (you may redeploy
previous placed figures), then deploy your remaining
figures in the spaces closest to your deployment zone.
5. Draw Command Cards: Each player draws 3 cards from
his Command deck.
PLAYING A SKIRMISH
1. Activation Phase: First resolve any abilities triggered
at the start of a round.
Then, starting with the player with initiative, players
take turns activating deployment groups and
performing actions with the corresponding figures.
Once all Deployment cards are exhausted, proceed to
the Status Phase.
If your opponent has more ready Deployment cards
than you, you may choose not to activate a group and
pass play to your opponent.
2. Status Phase: Players resolve the cleanup steps
in preparation for the next round. These steps are
different than the Status Phase steps in a campaign.
Repeat these phases until the mission ends.
SKIRMISH STATUS PHASE
1. Ready Cards: Both players ready their Deployment
cards.
2. Draw Command Cards: Each player draws 1 Command
card from his deck, plus 1 additional card for each
terminal he controls.
You control a terminal if you are the only player who
has a figure on or adjacent to that terminal.
3. End of Round Effects: Resolve any abilities or mission
rules triggered at the end of the round.
4. Pass Initiative: The player with the initiative token
passes it to his opponent.
COMMAND CARDS
You may play a Command card when specified on the
card. Reveal it to your opponent, resolve its ability, then
discard the card.
There is no limit to the number of Command cards you
can play each turn, or to the number of cards you may
have in hand, but you cannot play multiple copies of the
same Command card at the same time.
If there are no cards left in your Command deck, you
cannot draw Command cards.
Command cards with a restriction box listed above the
ability (using the word you to refer to the figure using the
ability) must be played on a single friendly figure that
matches the restrictions listed. If you do not have any
eligible figures on the map, you cannot play the card.
If the card has the
icon, that figure must use one of
its actions to resolve the ability on the card.
Some Command cards have abilities that apply until a
specific time. To remember that the card is in effect, you
may place the card by the figure or Deployment card it
is affecting.
CHANGES FROM THE CAMPAIGN
Strain: A figure that suffers
suffers
instead.
For each
a figure suffers, the player controlling that
figure may choose to discard 1 Command card from the
top of his deck to prevent the figure from suffering the
resulting
. Figures cannot recover
in a skirmish.
Resting: Figures cannot rest.
Attacking: Figures can only use one of their actions to
attack per activation, including using special actions that
involve performing one or more attacks.
WINNING A SKIRMISH
The game ends as soon as one player has accumulated
40 VPs. The player with the most VPs wins the game.
Defeating Figures: When the last figure in a group is
defeated, the opposing player scores VPs equal to that
group’s deployment cost. The card’s controller places the
Deployment card near his opponent.
Card and Mission Effects: Each Skirmish Mission card,
and some Command or Deployment cards, list additional
ways in which players can gain VPs.
When you gain VPs, record the number of VPs (eg on the
Threat dial) and keep it by the figures you have defeated.
If all of your figures are defeated, you lose the game
immediately, regardless of VPs.
ARMY BUILDING
Each player builds an army consisting of Deployment
cards and Command cards. Build armies without
knowledge of the opponent’s army or the mission.
Any armies may play against one another, but figures
must be marked in some way so they are identified with
their player and group.
CHOOSING DEPLOYMENT CARDS
Deployment cards in your army determine the figures you
bring to the skirmish, and must obey these restrictions:
Deployment Cost: The total Deployment cost of your
cards must be 40 or fewer deployment points (upper left
corner of the card).
Affiliation Restriction: All deployment cards in an army
must contain the same affiliation icon (upper right corner
of the card).
Name Restriction: Each army is limited to a number of
Deployment cards with the same name as follows:
• Maximum of 1 of each unique Deployment card
(• before the name).
• Maximum of 2 of each elite (red) Deployment card.
• Maximum of 4 of each regular (gray) Deployment card.
Skirmish Upgrade Cards: Deployment cards with the
Skirmish Upgrade trait provide special abilities, but do
not have corresponding figures. These cost deployment
points and often have a game changing ability.
Heroes: Hero sheets are not used; instead, players use
the corresponding Deployment cards. Heroes do not
follow the hero rules from the campaign and instead
function like all other figures. Their activations are
tracked by exhausting their Deployment cards, they
can use 1 action to attack per activation, and they are
removed from the map when defeated.
CHOOSING COMMAND CARDS
No Supply Cards: Figures cannot interact with crate
tokens to draw Supply cards. The effects of crate tokens
are described in the mission’s rules.
Duplicate Restriction: A Command card’s number of card
limit icons (to the right of the card’s cost) is the number
of copies of that card a player can have in his deck.
Each player’s Command deck must obey these restrictions:
Deck Size: Each army’s Command deck must include
exactly 15 Command cards.
Command Cost: The total cost of a player’s Command
cards must be 15 or fewer points.
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