Star Wars: Imperial Assault Rules Summary v1.4
The Esoteric Order of Gamers www.orderofgamers.com High quality materials for the dedicated devotee of immersive, thematic tabletop games. Game rules summaries, foamcore box plans, articles, interviews, reviews, videos, tutorials, forums – and lots more. @EOGamers gplus.to/EOGamers facebook.com/EOGamers EsotericOrderGamers 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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