Imperial Assault Rules Reference Guide

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  • 8/17/2019 Imperial Assault Rules Reference Guide

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  • 8/17/2019 Imperial Assault Rules Reference Guide

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    RULES REFERENCE GUIDE

    INTRODUCTION“I only hope that when the data is analyzed, a weakness can be

     found.” – Leia Organa, A New Hope

    Tis guide is the definitive source or all Imperial Assault  rules.Unlike the Learn to Play booklet, this guide addresses complexand unusual gameplay situations.

    Most rules in this guide apply whether playing a campaign or askirmish. Any rules that apply to only one or the other are labeledwith “during a campaign” or “during a skirmish.”

    Te rules in this guide can be read by any player at any pointbeore, afer, or during a game.

    GOLDEN RULESI a rule in this guide contradicts a rule in the Learn to Playbooklet or Skirmish Guide, the rule in this reerence guide takespriority.

    Card abilities can override the rules listed in this guide. Missionrules can override both card abilities and rules rom this guide.

    I a card or mission uses the word cannot, that effect is absoluteand cannot be overridden by other effects.

    CARD INTERPRETATIONSMany cards use the word “you” to reer to a figure instead o the

    player. For example, i a Deployment card reads “While attacking,you may reroll 1 or more attack dice” any figure belonging to thatcard’s group may reroll one die while it is attacking.

    TIMINGNumerous game effects have the possibility o triggering at thesame time. I this occurs, use the ollowing to determine the orderin which these effects are resolved:

    In a campaign, resolve mission rules first, ollowed by effectstriggered by the Imperial player, then effects triggered by Rebelplayers.

    In a skirmish, resolve mission rules first, ollowed by effectstriggered by the player with initiative, then effects triggered by hisopponent.

    During an attack, in both a campaign and a skirmish, resolvemission rules first, ollowed by effects triggered by the attacker,then effects triggered by the deender.

    For additional inormation on timing conflicts, see “Conflicts” onpage 9.

    GLOSSARYTis section o the Rules Reerence Guide lists every core ruleor Imperial Assault  in alphabetical order. Tis allows players toquickly find answers to questions during gameplay by looking upthe entry in question.

    Each entry lists the basic rule first, ollowed by a list o exceptionsand additional details. Lastly, each entry lists some related topicsthat may hold additional inormation that is relevant to the topic.

    ABILITIESAll text on cards and hero sheets are reerred to as abilities.Abilities provide special effects that can be perormed above andbeyond the standard rules o the game.

    Abilities can have one or more requirements. I the requirementscannot be met, the ability cannot be perormed.

    • I an ability is “used,” it can be triggered multiple times eachround, but it can only be triggered once per timing instance.For example, an ability that says, “Use while attacking to apply+1H to the attack results,” can only be triggered once during

    each attack.• Some abilities have costs which must be paid in order to

    resolve the ability. Here is a list o the different types o abilitycosts:

     -  A: Tese abilities are perormed as an action.

     -  B: A surge (B) result must be spent during an attack touse this ability.

     -  C: Tese abilities appear in the campaign. Te hero mustsuffer the listed amount oC (strain) without exceeding hisendurance in order to use this ability.

     -  D: Tese abilities appear in the campaign. Te Imperial

    player must spend the listed amount oD (threat) to usethis ability.

     - Exhaust: Te player must exhaust the card to use this ability

     - Deplete: Te player must deplete the card to use this ability.

    • A figure can perorm each special action ability (listed on hiscards byA) only once per activation.

    • An ability that can be used “during your activation” can beused beore or afer perorming an action during an activationIt cannot be used while resolving an action.

    • An ability that causes one or more figures to suffer damage(such as Darth Vader’s “Force Choke”) is not considered

    to be an attack and does not count toward a figure’s attacklimitations.

    Related opics: Attacks, Deplete, Exhaust, Endurance, Strain,Treat

    STOP!Tis Rules Reerence Guide does not teach players how toplay the game. Players should first read the Learn to Playbooklet, then use this Rules Reerence Guide as needed whenplaying the game.

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    ACCURACYRanged attacks (O) need enough Accuracy to not miss the targetfigure. Te amount o Accuracy needed is equal to the number ospaces the attacker is away rom the target (see “Counting Spaces”on page 9).

    • Te attacker’s total Accuracy is determined by adding allnumbers rolled on dice, and applying any Accuracy modifiersprovided by abilities.

    • While attacking an adjacent figure with a ranged attack, theattacker needs at least 1 Accuracy.

    Related opics: Attacks, Counting Spaces, Line o Sight, Miss

    ACTIONSDuring a figure’s activation, it may perorm two actions. Teavailable actions are Attack, Move, Interact, Rest, and Special.

    • Te figure is not required to perorm both actions.

    • Each action must be resolved completely beore the figureperorms its next action.

    Special actions are denoted on components by theA icon.A figure can choose to spend one o its actions to resolve aspecial action rom one o its cards. I an ability has twoA icons, it costs the figure two o its actions to resolve this ability.

     - When a special action contains multiple attacks, or a moveand an attack, it still only requires the listed number oactions to perorm.

    • Movement points can be spent beore or afer perormingan action. I movement points are gained as part o a specialaction, they must be spent immediately during that action.

    • A figure can perorm the same action multiple times duringthe same activation except as ollows:

     - A non-hero figure can use only one o its actions to perorman attack per activation.

    - A figure can perorm each special action only once peractivation.

    • Numerous game effects allow figures to attack, rest, interact, orperorm a move without perorming an action.

    Related opics: Activation, Attacks, Movement, Interact, Rest

    ACTIVATIONDuring each Activation Phase, each figure receives one activation.During a figure’s activation, it perorms up to two actions.

    • Players alternate resolving activations. Afer a player finishesresolving an activation, one o his opponents then resolves anactivation.

    • While activating a group o two or more figures, the playerresolves two actions or each figure in that group beore hisopponent resolves an activation. He must resolve both actionsor one figure beore activating the next figure.

    • During a campaign:

     - A Rebel player perorms the first activation.

     - When it is their opportunity to resolve an activation, theRebel players choose which Rebel figure will activate.

     - A hero can suffer 1C (strain) during his activation to gain 1movement point. He may do this up to twice per activation.

     - I a hero has two activation tokens, he cannot resolve hissecond activation until afer each hero has resolved its firstactivation.

     - A hero readies all o his Item and Class cards at the start o

    his activation. - In a three hero game, Rebel players choose one hero to claim

    a second activation token at the end o each round.

    • A figure ends its activation afer perorming both o its actionsand spending its remaining movement points. A player maychoose to end his figure’s activation without perorming bothactions or spending all o its movement points. Remainingactions and unspent movement points do not carry over to afigure’s next activation.

    • Afer resolving an activation, exhaust the figure’s activationtoken (or heroes) or Deployment card (or all other figures).

    • I all riendly groups are exhausted, that player cannot perormany more activations this round. Te player’s opponent(s)continue to resolve activations until all groups are exhausted.

    • Abilities that trigger “during” a figure’s activation are usedbeore or afer either o that figure’s two actions.

    Related opics: Active Missions, Exhaust, Deployment Cards, Group

    ACTIVATION PHASETe first phase o each round is the Activation Phase. During thisphase, players alternate activating groups o figures.

    • While activating a group o two or more figures, the player

    activates all figures in the group, one at a time, in the order ohis choice.

    • During a campaign mission, Rebel and Imperial playersalternate activating groups o figures. Te Rebel players resolvethe first activation each round.

    • During a skirmish, players alternate activating groups o figures.Te player with initiative resolves the first activation each round

    • During a skirmish, i a player has ewer ready Deploymentcards than his opponent, that player may choose not toactivate a group and pass play back to his opponent.

    Related opics: Activation, Actions, Group

    ACTIVE MISSIONSDuring a campaign, an active mission is any available storymission or side mission that the heroes can choose to resolve.

    Related opics: Missions

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    ADJACENTA space is adjacent to each other space that shares an edge orcorner with the space.

    • wo spaces that share only an edge that is a wall, blockingterrain, or a door are not adjacent.

    • A figure is not considered to be adjacent to itsel.

    • wo figures that are in adjacent spaces are adjacent figures.Tese figures are one space away rom each other. Tis meansthat aO (ranged) attack targeting an adjacent figure needs atleast 1 Accuracy to not miss.

    • Spaces on either side o the diagonal intersection o walls and/or blocking terrain are not adjacent to each other (see example#16 in “Appendix I - Line o Sight Examples” on page 26).

    Related opics: Accuracy , Melee Attack , Movement, RangedAttack 

    AFFILIATIONEach figure belongs to one o three affiliations: Rebel (V),Imperial (U), or Mercenary (W). All heroes areV figures,while each other figure’s affiliation is shown on the upper-rightcorner o its Deployment card.

    • During a campaign,U andW figures are riendly to oneanother and hostile toward theV figures. AllV figures areriendly to each other and hostile toward allU andW figures.

    • During a skirmish, all o a player’s Deployment cards musthave the same affiliation. All figures belonging to that playerare riendly to each other, while all figures belonging to hisopponent are hostile toward his figures.

    Related opics: Friendly Figure, Hostile Figure, Imperial Figures

    AGENDA CARDSDuring a campaign, the Imperial player can purchase Agendacards. Tese cards have a wide range o powerul abilities and areusually discarded afer use.

    • Te Imperial player can purchase Agenda cards by spendinginfluence during the Imperial Upgrade Stage.

    • During campaign setup, the Imperial player builds his Agendadeck by choosing six sets o Agenda cards (see “Building theAgenda Deck” on the right).

    • When an Agenda card is discarded, it is returned to the gamebox and is not used or the remainder o the campaign.

    TYPES OF AGENDA CARDS

    Tere are our types o Agenda cards:

    • Side Mission: Some Agenda cards are played as side missions.Afer purchasing one o these cards, place it aceup on thetable; it is now an active side mission. Tis Agenda card is keptwith the active missions between sessions. Discard the cardafer the mission is resolved.

    • Forced Mission: Some Agenda cards orce players to resolve aspecific mission. Afer purchasing one o these cards, players

    immediately resolve the listed mission and then discard theAgenda card.

    • Ongoing: Some Agenda cards are placed in the Imperialplayer’s play area afer purchasing. Tese cards have anongoing effect and remain in play until discarded by anothereffect. Tese Agenda cards are kept with the Imperial player’scomponents between sessions.

    • Kept Secret: I the card says “keep this card secret” theImperial player keeps the card hidden rom the Rebel players.He resolves the effect at a later point in the campaign asinstructed on the card. Tese Agendas are kept with theImperial player’s components between sessions until resolved.All o these cards cost one influence but may cost additionalinfluence when resolved.

    BUILDING THE AGENDA DECK

    During campaign setup, the Imperial player chooses six sets oAgenda cards and shuffles them together to create his Agendadeck or the campaign.

    • Each Agenda set consists o three cards. Te card’s set iswritten on the upper right corner o the card.

    • Te Imperial player cannot choose an Agenda set i it containsa card with a listed time period range that does not include thetime period o the campaign.

    • An Agenda’s set is only used or building the deck at the starto a campaign and has no other game effect.

    • All Agenda cards not chosen during campaign setup arereturned to the game box and are not used during thiscampaign.

    Related opics: Forced Missions, Hidden Inormation, Influence,Imperial Upgrade Stage, ime Period

    ALLIESDuring a campaign, players can gain access to special figures asmission rewards. Tese figures are collectively reerred to as allies

    • All figures corresponding to Rebel Deployment cards are alliesAll figures corresponding to unique Imperial Deploymentcards (such as “Darth Vader”) are villains. Villains ollow all general ally rules listed in this section.

    • Allies cannot be used in a mission until claimed as a rewardor granted by another game effect.

    • Allies ollow all rules or other figures that have Deploymentcards. Te ally is considered to be riendly to any other figures

    controlled by that player and other riendly players.

    • When an ally is deeated, it is removed rom the map andcannot be redeployed or the remainder o the mission. Teally may be used in uture missions ollowing normal rules.

    • Certain missions can eature allies who have no correspondingDeployment card. Tese allies activate during the round asnormal. Mark the figure with a strain token when it has activated.

    • In the core game, allies are represented by tokens instead oplastic figures. Te art on each token matches the art on thecorresponding Deployment card.

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     VILLAINS

    Imperial allies are reerred to as villains. Tey ollow all o thesame rules as allies, in addition to the ollowing:

    • Once gained as a reward, villains (such as “Darth Vader”) canbe brought into any mission as an open group.

    REBEL ALLIES

    Once Rebel players gain an ally as a reward, they can bring that

    ally to any mission ollowing these rules:• Immediately afer deploying hero figures to the map during

    setup, Rebel players can choose to deploy up to one ally . Teyplace all figures corresponding to the ally’s Deployment cardas close to the Rebel entrance token as possible.

    Te Imperial player then gains threat equal to the deploymentcost listed on the Ally card and may immediately resolve anoptional deployment. When using an ally in a mission, givethe ally’s Deployment card to one Rebel player. When it is theiropportunity to resolve an activation, Rebel players can chooseto activate an ally, collectively controlling it. Afer activating anally, exhaust its Deployment card, and then the Imperial player

    perorms an activation. Rebel allies are ofen rewarded romgreen Side Mission cards.

    • Rebel allies are not heroes. During their activation, theycannot interact with crates or rest. Rebel allies can perormonly one attack each activation, and ollow all other rules ornon-hero figures.

    • Te term “Rebel figures” includes all heroes as well asRebel allies.

    • I an ally has both a regular and elite Deployment card, onlythe regular card can be used as an ally. I an ally is rewarded tothe heroes and the heroes have already earned that ally, theycan use either the elite or regular Deployment card.

    • Some missions give heroes control o a specific ally or thatmission. Tese figures ollow all normal rules or allies buthave special deployment rules and do not give the Imperialplayer additional threat or an optional deployment. Tesefigures do not restrict heroes rom choosing to deploy anotherally to the mission.

    Related opics: Open Groups, Deployment, Missions, Unique

    ATTACHMENTSome Imperial Class cards list the word “Attachment” above theirabilities. Tese cards can be attached to Deployment cards as

    ollows:

    • When the Imperial player deploys figures to the map, he maytake one or more “Attachment” cards and place them on thefigures’ corresponding Deployment card. Te abilities on thecards apply to all figures in the group.

    • When the last figure in a group is deeated, return any cardsattached to the Deployment card to the Imperial player’s playarea. He may attach these cards when deploying figures in theuture, ollowing the rules above.

    • Many attachments require the group to have a specific trait,such as “T.” Attachments with these restrictionscannot be played on a group that does not have the trait.

    Related opics: Class Cards, Deployment, Deployment Cards

    ATTACKSFigures perorm attacks to attempt to deeat hostile figures.

    Each attack uses an attack type (Melee: P or Ranged:O), attack

    dice, andB (surge) abilities. For a hero, this inormationis ound on his weapon Item card. For any other figure, thisinormation is ound on its Deployment card.

    STEPS OF AN ATTACK

     When a figure perorms an attack, it resolves the ollowing steps:

    1. Declare arget: Based upon its attack type (P orO), the figureperorming the attack (reerred to as the attacker) declares oneeligible target or the attack (reerred to as the target).

     - For a melee attack (P), an eligible target is any hostile figureadjacent to the attacker. For a ranged attack (O), an eligibletarget is any hostile figure within line o sight o the attacker

    2. Roll Dice: Te attacker rolls his attack dice at the same time as the deender rolls deense dice (listed under “Deense” onthe target figure’s Hero sheet or Deployment card).

    3. Rerolls: I players have any effects that reroll dice, they areresolved now.

    - Each die may be rerolled only once per attack regardless owho is rerolling the die.

    4. Apply Modifiers: I players have any effects that gain orremove icons or Accuracy, they are applied at this time. Tisincludes spendingF (evade) results to removeB results.AnyB abilities that provide modifiers are not resolved until

    step 5.

    5. Spend Surges: I the attacker has anyB results, he mayspend them to trigger special abilities.

    6. Check Accuracy: I perorming a ranged attack (O) the totalAccuracy value must be equal to or greater than the numbero spaces the target is away rom the attacker. (See “CountingSpaces” on page 9). I the total Accuracy value is less thanthis number, the attack is a miss.

    7. Calculate Damage: Te total number oG (block) results issubtracted rom the total number oH (damage) results, andthen the target suffers all remainingH.

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    SPECIAL SITUATIONS REGARDING ATTACKS

    • Unlike heroes, a figure that has a Deployment card can useonly one o its actions to attack per activation. Tis includesusing special actions that involve perorming one or moreattacks (such as the Nexu’s “Pounce” or Darth Vader’s“Brutality”).

     - I an ability allows a figure to perorm an attack outside ofits activation, this attack does not count toward the limit o

    one attack per activation.• A figure cannot target an empty space with an attack.

    • A figure cannot target a riendly figure with an attack. Note thatriendly figures may sufferH rom some abilities, such as Blast.

    • Dice rolled by the attacker are reerred to as the , while all dice rolled by the deender are reerred to asthe .

    • Red, blue, yellow, and green dice are reerred to as . Black and white dice are reerred to as .

    • Te keyword abilities Blast and Cleave, and any keyword thatcauses a condition, all require the target o the attack to suffer

    one or moreH to trigger.• Any ability that is resolved “while attacking” or “while

    deending” can be used at any point during the attack withthe ollowing exceptions:

     - An ability that adds dice to a dice pool can only be usedimmediately beore step 2 o the attack.

     - An ability that allows a player to reroll dice can only be usedduring step 3 o the attack.

    - An ability that allows a player to modiy die results can onlybe used during step 4 o the attack.

    • Some abilities allow players to perorm an attack with a hostile

    figure. o resolve such an attack, the player resolving theability controls the hostile figure or the duration o that attack.

    - Te player resolving the ability chooses the target o theattack. All figures are considered hostile when choosing atarget or this attack. Te figure cannot target itsel.

     - Te player resolving the ability rolls the attack dice and canuse any o the figure’s abilities as i the figure were his own.

    • An ability that does not involve an attack but causes a figureto suffer damage (such as Darth Vader’s “Force Choke”) is notconsidered to be an attack.

    • During a campaign, a hero perorming an attack may spend

    1B to recover 1C. Limit once per attack.• During a campaign, when a hero declares the target o his

    attack he must also declare one o his weapons to use or thisattack.

    Related opics: Blast, Cleave, Conditions, Conflicts, Convert,Counting Spaces, Damage, Health, Item Cards, Line o Sight,Melee Attack , Miss, Surges, Ranged Attack , arget

    ATTACKING OBJECTSMission rules can allow a figure to attack objects, such as doors ortokens.

    • Mission rules speciy how much Health the object has. AnyH it suffers is placed on or adjacent to the object. I an objectsuffersH equal to or greater than its Health, it is destroyedand removed rom the map. I the object is a door, it isconsidered to have opened.

    • Many abilities that modiy attacks can also affect objects thatcan be attacked, but some cannot. An ability that reers to atarget can be used when attacking an object, but an ability thareers to a figure cannot. I the ability can modiy any attackand does not speciy target or figure, it can be used whenattacking an object.

    • Abilities that affect objects only  affect objects that can be attacked

    • Conditions cannot be applied to objects, and objects cannotsufferC. Objects cannot be pushed.

    • Mission rules speciy i the object rolls deense dice or has anyinherentG while being attacked. I it does not list a die color,it does not roll any dice.

    • I a figure is in the same space as the token, the figure andtoken are targeted or attacks independently. Neither the figurenor the token block line o sight to the other.

    • Te Blast and Cleave keywords can affect objects.I a figure is in the same space as the token, the figure andtoken are considered adjacent or the purposes o Blast andCleave.

    • When attacking a door, using an ability that affects a door,or counting spaces to a door, the door is considered to beoccupying each empty space with which it shares an edge.

    • Te spaces that share an edge with a door are the only

    spaces that are considered to be adjacent to that door. Whendeclaring a P (melee) attack targeting a door, the attacker musbe in one o those spaces. I the attacker has Reach, he must bein or adjacent to one o those spaces.

    Related opics: Blast, Cleave, Conditions, Convert, CountingSpaces, Damage, Doors, Health, Objects, arget

    ATTRIBUTESDuring a campaign, each hero has varying expertise in theollowing three attributes:

    • Strength (K): Strength is a measure o a figure’s physical

    strength and toughness.K tests are ofen used to overcomephysical obstacles or resist a physical threat.

    • Insight (J): Insight is a measure o a figure’s mental ortitudeand discipline.J tests are ofen related to the use o the Forceor general perception and awareness.

    • ech (I): ech is a measure o a figure’s manual dexterity andtechnical ability.I tests are ofen related to slicing terminalsand repairing objects.

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    Mission effects ofen test these attributes, requiring the hero toroll specific dice to determine i a positive or negative effect isresolved.

    Related opics: Attribute ests

    ATTRIBUTE TESTSDuring a campaign, some effects instruct figures to perormattribute tests. Tis is listed by placing the attribute’s icon in

    parentheses. For example, a mission rule may say, “A hero caninteract with a terminal (I).” Tis means that the hero caninteract with a terminal to test hisI attribute.

    o perorm a test, the player rolls the dice listed on his Hero sheetdirectly below that attribute icon. I he rolls one or moreB results,he passes the test. I he does not roll anyB results, he ails the test.

    • Each game effect that requires an attribute test specifies theoutcome o passing or ailing the test. I only one outcome othe test is specified, the other outcome has no effect.

    • Sometimes an interact requires a figure to pass an attributetest to resolve an effect. Te effect listed afer the word “to” isresolved only i the figure passes the test.

    • EachB rolled is a success. I an attribute test lists a numberdirectly beore the icon, multiple successes are needed in orderto pass the test. I he does not roll the required number osuccesses, he ails the test but places one strain token near thesubject o the test or each success. Te next time any figureattempts this test, it discards these strain tokens and applies+1B to his test results or each token discarded.

    • I an attribute test gives the option o multiple attributes, suchas “(I orK),” the figure chooses one o the attributes to test. Ithis test also requires multiple successes, the number is writtenbeore the first icon. For example, (2 I orK) requires twosuccesses, rom any combination oI andK attribute tests.

    • Only heroes roll dice or attribute tests. I an elite figure isrequired to perorm an attribute test, it automatically receives1 success. I a regular figure is required to perorm a test, itautomatically ails the test.

    Related opics: Attributes, Elite Figure, Interact

    BLASTTe Blast keyword appears on some cards. I the target o thisfigure’s attack suffers one or moreH (damage), each figure andobject adjacent to the target space suffersH equal to the Blast

     value. For example, “Blast 1H” causes each figure and object

    adjacent to the target to suffer 1H.• TisH affects both hostile and friendly figures adjacent to

    the target.

    • I the target is a large figure, Blast only affects figures adjacentto the targeted space and does not affect the target figure.

    • TeH suffered by Blast is not prevented byG.

    • I an attack inflicts a condition, such as Stun or Bleed, thecondition is applied only to the target o the attack and not tofigures affected by Blast.

    Related opics: Attacks, Attacking Objects, Conditions,Keywords, Large Figures, arget

    BLEEDSee “Conditions” on page 9.

    BLOCKING TERRAINBlocking terrain is represented by a solid red line surroundinga space o the map. Figures cannot enter, be pushed into, countspaces through, or trace line o sight through blocking terrain.

    • Sometimes blocking terrain is only on one edge o a space.Figures cannot move through or be pushed through this edge.Large figures cannot move onto, be pushed through, or beplaced on a blocking edge unless they have a special ability thatallows this, such as Massive or Mobile.

    Related opics: Massive, Mobile, Movement, Line o Sight, Place,Push, errain

    CAMPAIGNA campaign is a series o linked missions with a progressingnarrative. Troughout the course o the campaign, players resolvea variety o missions and acquire Agenda, Item, and Class cards.

    • Story missions are specific to their own campaigns. A storymission rom one campaign cannot be played in another.

    • Most side missions can be played in any campaign.

    • Players record inormation about the campaign in thecampaign log.

    Related opics: Campaign Setup, Imperial Upgrade Stage,Missions, Mission Stage, Rebel Upgrade Stage, ime Period,Winning the Game

    CAMPAIGN SETUPBeore starting a new campaign, perorm the ollowing steps.

    1. Choose Player Roles: Players choose one player to take on therole o the Imperial player. All other players are Rebel players.Players retain these roles or the entirety o the campaign.

    2. Choose Heroes: Each Rebel player chooses one Hero sheet andplaces that hero’s Class deck and figure in his play area. Ten,each Rebel player retrieves any Item cards that do not have acost rom his Class deck and places them aceup in his play area.

     - I playing a 2-hero game, each hero claims a “Legendary”Reward card. I playing a 3-hero game, each hero claims a“Heroic” Reward card.

    3. Choose Imperial Class: Ten the Imperial player chooses an

    Imperial Class deck and places the basic card (the card withouan experience cost) aceup in his play area.

    4. Build Agenda Deck: Te Imperial player builds his deck oAgenda cards (see “Building the Agenda Deck” on page 4).

    5. Build Side Mission Deck: Rebel players build the Side Missiondeck (see “Building the Side Mission Deck” on page 17).

    6. Set Up Introductory Mission: Players are then ready to set upand play the Introductory mission or the campaign.

    Related opics: Agenda Cards, Class Cards, Missions, MissionSetup

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    CLAIMWhen a player claims a token or component, he places it in his playarea. Te effect o claiming a token is explained in the mission’srules.

    • At the end o a mission, all claimed tokens are returned to thegame box.

    Related opics: Interact, Play Area

    CLASS CARDSDuring a campaign, each player has a deck o Class cards.

    • At the start o the campaign, the Imperial player chooses anyImperial Class deck and each Rebel player receives the Classdeck corresponding to his hero.

    • At the start o the campaign, each player gains any Class cardsin his deck that do not have a cost (shown in the lower lefcorner o the card).

    • Players can purchase additional Class cards by spendingexperience points during the Rebel or Imperial Upgrade Stages.

    Class cards that have been purchased remain aceup in a player’splay area. Tey have ongoing effects as listed on the cards.

    • Some Class card abilities have costs. I this cost cannot be paid,the text immediately ollowing this cost cannot be resolved.Ability costs are explained under “Abilities” on page 2.

    • Some Class cards have multiple abilities separated by ahorizontal line. Tese abilities can be used independently andhave separate costs and requirements in order to use them.

    Related opics: Abilities, Actions, Attachment, Exhaust,Experience Points, Item Cards, Play Area, Strain

    CLEAVETe Cleave keyword appears on some cards. I the target o thisfigure’s attack suffers one or moreH (damage), the attacker maychoose a different hostile figure or object that he could targetor an attack. Te chosen figure or object suffers the amount oH listed. For example, “Cleave 1H” causes the chosen figure orobject to suffer 1H.

    • Te chosen figure or object must be an eligible target. Forexample, or a melee attack (without Reach), the chosen figuremust be adjacent to the attacker.

    • TeH suffered by Cleave is not prevented byG.

    • I an attack inflicts a condition, such as Stun or Bleed, this

    condition is applied only to the target o the attack and not tofigures affected by Cleave.

    Related opics: Attacks, Attacking Objects, Conditions,Keywords

    COMMAND CARDSDuring a skirmish, players play Command cards to resolve a widerange o powerul abilities.

    • During setup, each player draws three Command cards intohis hand. Command cards in a player’s hand are kept secretrom his opponent.

    • Each player draws one Command card each Status Phase, plusone additional Command card or each terminal token he

    controls.

    • Afer the effect o a Command card has resolved, it is placedaceup in the player’s discard pile.

    • I there are no cards remaining in a player’s Command deck,he cannot draw Command cards.

    • A player cannot play multiple copies o the same Commandcard at the same time. For example, i a card provides “+2Accuracy,” the player cannot play two copies o the card togain +4 Accuracy or one attack.

    • When playing a Command card that lists a trait, figure name,and/or affiliation icon, it is used by a single figure that matches

    all o these restrictions.• Each player has his own deck o 15 Command cards. He

    chooses which cards to place in this deck when building hisarmy. He must obey the ollowing limits:

     - Te total cost o cards in his deck must be 15 or less.

    - Each Command card has a number o restriction icons nextto its cost. Tis is the maximum number o copies o thatcard a player can have in his deck.

    Related opics: Actions, Affiliation, Control, Status Phase,erminal okens

    COMPONENT LIMITATIONSI players are required to use more components than ound in thegame, ollow these rules:

    • okens are not limited. I players run out o a token type, theyshould use a suitable replacement, such as a coin.

    • I players are required to roll more dice than those includedin the game, they should record the current result, reroll theneeded dice, and combine the results. Tis does not countas a reroll.

    • I players run out o a card type, additional cards o that typecannot be drawn or used.

    • In a campaign, players are limited to the number o figuresincluded in the game. For example, the Imperial player islimited to six regular and three elite Stormtrooper figures,even i he owns multiple copies o the game.

    • In a skirmish, a player can have a maximum o one o eachunique Deployment card in his army, two o each eliteDeployment card, and our o each regular Deployment card.

    Related opics: Imperial Figures, Elite Figure, Unique

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    CONDITIONSConditions are ongoing effects that are applied to figures. Eachcondition has an ability that applies to the figure as long as it hasthat condition.

    • When a hero gains a condition, place the correspondingCondition card next to that hero. As long as it has thatCondition card, it must ollow all rules on the card.

    • When any other figure gains a condition, place a condition

    token next to that figure. As long as it has that token, it mustollow all rules on the corresponding Condition card. Tecondition token stays with the figure i it moves or is placedin another space.

    • Each Condition card lists when it is discarded. When thissituation occurs, discard the card or token; the figure nolonger ollows the rules listed on the Condition card.

    • Conditions can have the Beneficial or Harmul trait. Tis traithas no inherent effect but may be reerred to by other abilities.

    • A figure cannot be affected by multiple instances o the samecondition. For example, i a figure that is already Stunnedwould become Stunned again or any reason, nothing happens.

    • Conditions are sometimes used as keywords. When an attackuses a condition as a keyword, the condition is applied usingthe ollowing rules:

    - Te target o the attack must suffer one or moreH or thecondition to apply.

     - Te condition is applied afer the attack resolves.

     - I it is a B condition, it is applied to the attacker. Iit is a H condition, it is applied to the target figure.

    Related opics: Attacks, Damage, Keywords

    CONFLICTSNumerous abilities, mission rules, and other game effects can betriggered at the same time.

    • While attacking, mission rules are resolved first, ollowed byeffects rom the attacker (including figures riendly to him), theneffects rom the deender (including figures riendly to him).

    • Effects rom multiple figures under the control o a singleplayer are resolved in the order o that player’s choice.

    • Te decision or a player to resolve an optional effect coincideswith the order o resolution. Afer a player has declined totrigger one or more abilities, he does not have the opportunity

    to trigger that ability until the next triggering instance.

    CONFLICTS IN A CAMPAIGN

    During a campaign, mission rules are resolved first, ollowed byeffects rom the Imperial player, then effects rom the Rebel players.

    • I multiple mission rules would resolve at the same time, theImperial player decides the order o resolution.

    • When Rebel players wish to resolve multiple effects at thesame time, they collectively decide the order o resolution.

    • I heroes are required to make a decision as a group andcannot come to a consensus, the Imperial player chooses aRebel player to make the final decision.

    CONFLICTS IN A SKIRMISH

    During a skirmish, mission rules are resolved first, ollowedby effects rom the player with initiative, then effects rom hisopponent.

    • I multiple mission rules would resolve at the same time, theplayer with initiative decides the order o resolution.

    Related opics: Abilities, Attacks, Initiative, Winning the Game

    CONTROLMany missions require players to control tiles or tokens.

    • A player controls a tile i there is at least one riendly figure in anyspace o the tile and no hostile figures in any spaces o the tile.

     - I riendly and hostile figures are on the same tile, no onecontrols the tile.

    • A player controls a token i there is at least one riendly figureon or adjacent to the token and there are no hostile figures onor adjacent to the token.

     - I both riendly and hostile figures are on or adjacent to thetoken, no one controls the token.

    Related opics: Adjacent

    CONVERTSome abilities convert one die result into another. When resolvingone o these abilities, the old result is treated as i it did not exist,and is completely replaced by the new result.

    • Tese abilities are resolved during the Apply Modifiers step oan attack, unless they require aB (surge).

    • Afer being converted, the new result may be converted againby other effects.

    Related opics: Attacks

    COUNTING SPACESMany effects require players to measure the distance between twospaces. o determine this number, the player counts the numbero movement points it would take or a figure to move rom onespace to the other.

    Impassable terrain, figures, and difficult terrain can be moved intoand through without costing additional movement point or thismeasurement. Tis measurement cannot go through walls, doors,or blocking terrain.

    I a figure’s ability specifies to choose something within a setnumber o spaces, players count spaces from the figure usingthe ability . Likewise, i an ability specifies to choose an adjacentfigure, the figure must be adjacent to the figure using the ability.

    Related opics: Doors, errain, Walls

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    CRATE TOKENSMany missions place crate tokens on the map.

    • Crate tokens do not block line o sight or figure movement.Figures may move through and end their movement in thesame space as a crate token.

    • I a crate token is in a space containing terrain, the terrain inthe space still takes effect. For example, a space with blockingterrain that contains a crate token still blocks line o sight, and

    figures cannot enter the space.

    • During a campaign, heroes can interact with a crate to claimthe token and draw a Supply card.

    • During a campaign, at the end o each mission, heroes receive50 credits or each crate token they claimed during that mission.

    • Te color o crate tokens has no game effect unless specified bythe mission.

    • A crate token with its colored side down cannot be examinedby players. Tis color is hidden inormation.

    Related opics: Claim, Credits, Hidden Inormation, Interact,Supply Cards

    CREDITSDuring a campaign, heroes gain credits at the end o mostmissions. During Rebel Upgrade Stages, heroes can spend creditsto purchase Item cards.

    • Credits are tracked on the campaign log, and shared by allheroes.

    • When heroes gain credits, they add them to the credits on thecampaign log and record this total. When heroes spend credits,they subtract them rom the credits on the campaign log andrecord this total.

    • Heroes do not have to spend all o their credits. Unspentcredits may be spent during uture Rebel Upgrade Stages.

    • At the end o each campaign mission, heroes receive 50 creditsor each crate token they claimed during that mission.

    Related opics: Crate okens, Item Cards, Rebel Upgrade Stage

    DAMAGEMany game effects cause figures to sufferH (damage). Tis ismost ofen suffered rom attacks but can come rom a variety odifferent sources.

    • When a figure has sufferedH equal to or exceeding its Health,it is deeated.

    • When a hero suffersH, place an equal number o damagetokens on his Hero sheet.

    • When any other figure suffersH, place an equal number odamage tokens next to the figure. Tese damage tokens movewith the figure.

    • I a figure suffersH outside o an attack, theH is notprevented byG, and the figure does not roll deense dice.

    • Some damage tokens have a “5” printed on them. Each o thesetokens represent “5” damage tokens, and any player can reelyexchange one o these tokens or five single damage tokens.

    • When a game effect mentions the amount oH a figure “hassuffered,” it reers to the total value o damage tokens currently onits Hero sheet or by its figure.

    • A figure cannot sufferH in excess o its Health. AnyH overthis amount has no effect.

    Related opics: Attacks, Deeated, Health

    DEFEATEDWhen a figure has a number o damage tokens equal to its Health,the figure is deeated.

    • When a hero is deeated or the first time during a mission, heis wounded and flips his Hero sheet to the wounded side. I awounded hero is deeated, he withdraws and is removed romthe map.

     - When any other figure is deeated, it is removed rom themap along with any o its condition and damage tokens.

    • I a figure is deeated during its activation, its activationimmediately ends.

    • During a campaign, when the last Imperial figure in a non-unique group is deeated, the Deployment card is returned tothe Imperial player’s hand and can be optionally deployed laterin the mission.

    Related opics: Damage, Deployment, Health, Reinorce, UniqueWithdraw , Wounded 

    DEPLETEWhen a card is depleted, it is flipped acedown and cannot be

    used or the remainder o the mission. At the end o each mission,all depleted cards are flipped aceup.

    Related opics: Abilities

    DEPLOYMENTDeployment is the primary method by which figures are placedon the map during a mission.

    When a player deploys figures, he places the Deployment cardaceup and in the ready position on the table. Ten, he places allfigures rom that group in and as close as possible to the locationindicated by the campaign guide or deployment zone.

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    CAMPAIGN DEPLOYMENT

    Te Imperial player deploys figures throughout the courseo every mission. Te “Deployment and Setup” box in themission’s rules lists which figures the Imperial player can deploythroughout the mission (see “Mission Setup” on page 18).

    • Deployment location is determined by named tiles or icons,such as deployment points, on the map.

    • When the location or a figure’s deployment is not specified, it

    is deployed as close as possible to any active deployment pointshown in the mission’s diagram, chosen by the Imperial player.Tis includes the space containing the deployment point.

     - Green deployment points are active at the start o eachmission. Red, blue, and yellow deployment points are notactive until specified by the mission’s rules, even i anotherrule allows a one-time deployment to any o those points.

    • When the Imperial player resolves an optional deployment,or example during the Status Phase, the Imperial player candeploy any Deployment cards rom his hand. He must spendD (threat) equal to the group’s deployment cost, and thenhe deploys all figures in that group to any active deployment

    point. Figures deployed as initial or reserve groups do not costD to deploy.

    • When an initial or reserved group is deeated, except orunique figures, the Deployment card is returned to theImperial player’s hand and can be optionally deployed duringthe Status Phase.

    • Te Imperial player may deploy any number o groups duringeach optional deployment.

    • Deployment points on the mission’s diagram are hiddeninormation. Te Imperial player must ollow these icons butcannot show the map to the Rebel players.

    SKIRMISH DEPLOYMENTDuring setup o a skirmish, players place all o their figures withintheir deployment zone.

    • Te player who starts the game with initiative chooses hisdeployment zone, and deploys his figures first. His opponentthen deploys to the other deployment zone.

    • I all o a player’s figures do not fit in his deployment zone, hemust remove and redeploy figures to fill as many spaces o thiszone as possible. Ten he deploys any remaining figures as closeto the deployment zone as possible (see “Counting Spaces” onpage 9).

    Related opics: Initial Groups, Initiative, Hidden Inormation,Mission Setup, Open Groups, Reserved Groups, Status Phase,Treat

    DEPLOYMENT CARDSAll figures except heroes have corresponding Deployment cards.Tese cards list the figure’s name, group size, abilities, Speed,Health, Deense, and attack.

    • SinceW Deployment cards have a different back romU Deployment cards, the Rebel players will know how manyW andU cards are in the Imperial player’s hand and in reserve.

    • Elite Deployment cards have a red border. All otherDeployment cards are regular Deployment cards and havegray borders.

    • Deployment cards list a number o traits under the name(such as T). raits have no gameplay effect but may bereerred to by other components.

    • Some Deployment cards have the S U trait.Rules and abilities that reerence Deployment cards do notaffect, do not include, and cannot manipulate SkirmishUpgrade cards unless the rule or ability states otherwise.

    Related opics: Activation, Allies, Elite Figure, Group, OpenGroups, Unique

    DIFFICULT TERRAINDifficult terrain is represented by a solid blue line surrounding aspace o the map. A figure must spend one additional movementpoint to enter a space containing difficult terrain.

    • A figure does not need to spend additional movement pointsto exit a space containing difficult terrain.

    • Line o sight can be traced through difficult terrain.

    • I a space contains a hostile figure and difficult terrain, otherfigures must spend two additional movement points to enterthe space (one or the figure and one or the terrain).

    • When a large figure enters difficult terrain, it spends onlyone additional movement point, regardless o the number ospaces o difficult terrain that it occupies.

    Related opics: Enter, Exit, Line o Sight, errain

    DOORSDoors are represented by stand-up tokens placed on the map.

    Each mission specifies where doors are placed.• Figures cannot move, trace line o sight, or count spaces

    through doors.

    • A figure can interact with a door to open it; the player removesthe door token rom the map.

    • I an effect closes a door, place a door token on the map asshown on the mission’s map. Figures cannot voluntarily closedoors.

    • I a large figure occupies spaces on both sides o a door whenit closes, that figure is pushed to the closest empty space (see“Push” on page 21).

    Te spaces that share an edge with a door are the only spacesthat are considered to be adjacent to that door.

    • Some missions speciy that certain doors are locked.Locked doors cannot be opened except as specified in themission rules.

    Related opics: Attacking Objects, Counting Spaces, Interact,Line o Sight, Push

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    ELITE FIGUREAll figures that correspond to elite (red) Deployment cards areelite. Elite figures usually have better abilities and more Healthwhen compared to their regular versions.

    • Elite Deployment cards share the same name as regularDeployment cards. When a figure is called out by name (orexample, “Stormtrooper”), this reers to both regular and elite

     versions o this figure.

    • In the campaign guide, elite Deployment cards are alwayslisted in red. I the card name is shown in black, the guide isreerencing the regular version.

    • Elite figures are immune to some abilities. For example, anability may say “Choose a regular figure.”

    • I an elite figure is required to perorm an attribute test, itautomatically receives one success.

    • Heroes in the campaign are not considered regular or elite.

    • A figure with a gray Deployment card is regular and not elite.

    Related opics: Allies, Deployment Cards, Group, ImperialFigures

    EMPTY SPACEAny space that does not contain a figure is empty.

    Related opics: Place

    ENDURANCEDuring a campaign, each hero has an Endurance value printed onhis hero sheet. Tis is the maximum number oC (strain) thatthe figure can suffer.

    Related opics: Strain

    ENTERSome effects are triggered when a figure enters a space. Enteringa space includes when a figure moves into, is pushed into, or isplaced in the space by an effect.

    Related opics: Exit, Movement, Place, Push

    ENTRANCEEntrance reers to the space containing the entrance token.Heroes are deployed to the entrance token at the start o a missionin a campaign.

    Related opics: Deployment, Missions

    ESCAPINGCertain mission rules can allow a figure to escape. In order toescape, the figure must spend one movement point while in oradjacent to the space indicated in the mission’s rules.

    Afer a figure escapes, remove that figure rom the map. Tat figurecannot be affected by abilities, and cannot perorm activations.

    Related opics: Abilities, Activation, Movement

    EXHAUSTMany game effects and abilities can require a player to exhausta card or token. Cards and tokens that are exhausted must bereadied beore they can be used again.

    • Cards are rotated 90 degrees to mark that they are exhausted.

    • Activation tokens are flipped red side up when they are exhausted.

    • When a player activates a figure, he exhausts its correspondingDeployment card or activation token to mark that the figuresin that group have been used during this round.

    • Figures that correspond to exhausted Deployment cards oractivation tokens cannot be activated.

    • I a hero has multiple activation tokens, he can be activated iat least one o his activation tokens is ready (green side up).A hero cannot perorm his second activation until each herohas perormed at least one activation.

    • Abilities on exhausted cards can be used as long as the abilitiesdo not require the player to exhaust the card to use the ability.

    • I all Deployment cards or activation tokens belonging to aplayer are exhausted, he cannot use abilities that must be used

    beore, during, or afer his figure activates.

    Related opics: Abilities, Activation, Class Cards, DeploymentCards, Ready 

    EXITSome effects are triggered when a figure exits a space. Exiting aspace includes when a figure moves or is pushed out o a space, oris placed in a different space.

    Related opics: Enter, Place, Push

    EXPERIENCE POINTSDuring a campaign, players gain experience points (XP) asmission rewards. During the Rebel and Imperial Upgrade Stages,players can spend XP to purchase Class cards.

    • Unspent XP is recorded on the campaign log and may be spentduring uture Upgrade Stages.

    Related opics: Imperial Upgrade Stage, Rebel Upgrade Stage

    EXTERIOR SPACESSee “Interior Spaces” on page 15.

    FOCUSFocused is a condition that provides the figure with an additionalgreen die the next time the figure attacks or perorms a test. Tecondition is then discarded.

    • A figure with this condition must gain the extra die when itattacks or perorms an attribute test. Te player cannot chooseto save the condition or a later attack or test.

    • I a figure has the “Focus” keyword, it may become ocusedafer attacking. I the target suffers one or moreH (damage),the attacker becomes Focused afer the attack resolves.

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    • I a figure gains the Focused condition afer rolling dice or anattack or test, it cannot use the condition until the next time itattacks or perorms a test.

    Related opics: Damage, Conditions

    FRIENDLY FIGUREAll figures belonging to a player are riendly toward one another.

    • A figure is riendly to itsel.

    • During a campaign, allV figures are riendly toward oneanother. In addition, allU figures andW figures are riendlytoward one another.

    • Players cannot target riendly figures with attacks.

    Related opics: Affiliation, Hostile Figure

    GROUPAll figures that correspond to a single Deployment card or Herosheet are a group.

    • A group can consist o one or more figures.

    • Each Deployment card shows a number o bars below itsdeployment cost. Tis is the starting group size. Tis numbero figures is placed when deploying this group.

    • While activating a group o two or more figures, each figureresolves its actions independently. Resolve both actions or onefigure beore resolving actions or the next figure.

    • When a Deployment card or a group is exhausted, all figuresin that group are exhausted and cannot perorm activations.

    • I there are multiple versions o the same figure in play (regularor elite), each group o these figures needs to be differentiated.

    - o do this, players can place an ID token on the Deployment

    card and apply matching ID Stickers to the bases o thecorresponding figures.

    Related opics: Deployment, Elite Figure, Exhaust

    HEALTHWhen a figure has damage tokens equal to its Health, it isdeeated. Health is listed on the figure’s Deployment card or Herosheet. A healthy hero who is deeated flips his Hero sheet to itswounded side.

    Related opics: Damage, Deeated, Healthy 

    HEALTHYDuring a campaign, a hero is healthy as long as he is notwounded.

    Related opics: Hero, Wounded

    HERODuring a campaign, each Rebel player controls a hero. Te word“Hero” is used to reer to hero figures, the player controlling thefigure, and all o the associated components.

    Related opics: Campaign Setup

    HIDDEN INFORMATIONSome inormation on cards and tokens is hidden rom players,and cannot be examined. Te ollowing rules dictate whichinormation is known to which players.

    • Campaign Guide: Inormation in the Campaign Guidecannot be examined by Rebel players. Te Imperial player mayexamine any inormation in the Campaign Guide at any time.Rebel players may ask the Imperial player about any rules read

    previously but are not allowed to know inormation aboutmission events that have not yet triggered. ile names are nothidden inormation.

    • Imperial Cards: Deployment cards in the Imperial player’shand and his reserve are kept secret rom the Rebel players.Some Agenda cards are kept secret rom the Rebel players whenpurchased and are not shown to the Rebel players until played.

    • Other Cards: Players cannot look at the cards in any deckexcept for the Reward deck. Discarded cards, active missions,aceup cards on the table, and cards in players’ play areas areopen inormation and may be read by any player at any time.

    • okens: Crate, neutral mission, and terminal tokens ofen have

    hidden inormation on one side o the token. Players cannotlook at the acedown side o these tokens.

    Related opics: Agenda Cards, Deployment Cards, Crate okens,Missions, erminal okens

    HOSTILE FIGUREAll figures belonging to a player’s opponent are considered hostile

    • During a campaign, allV figures are considered hostile to allU andW figures.

    Related opics: Affiliation, Friendly Figure

    IMPASSABLE TERRAINImpassable terrain is represented by a dashed red linesurrounding a space o the map. A figure cannot enter a spacecontaining impassable terrain.

    • Sometimes impassable terrain is only on one edge o a space.Figures cannot move or be pushed through this edge. Largefigures cannot move onto, be pushed through, or be placed onan impassable edge unless they have a special ability that allowsthis, such as Massive or Mobile.

    • Line o sight can be traced through impassable terrain.

    Related opics: Line o Sight, Massive, Mobile, Movement, Place,

    Push, errain

    IMPERIAL FIGURESDuring a campaign, all figures belonging to the Imperial playerare Imperial figures. Tis includes all Deployment cards with anU orW icon.

    Related opics: Activation, Deployment Cards, Elite Figure,Group

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    IMPERIAL UPGRADE STAGEDuring a campaign, the Imperial player can purchase newcards during each Imperial Upgrade Stage. He can first spendexperience points to purchase new Class cards and then influenceto purchase new Agenda cards.

    • o purchase Class cards, the Imperial player examines all cardsin his Class deck and may purchase as many cards as he wishesby spending XP equal to the cards’ costs. Once purchased, he

    retains the cards or the remainder o the campaign.• o purchase Agenda cards, the Imperial player shuffles

    the Agenda deck and secretly draws our o them. He maypurchase any o these cards by spending influence equal to thecards’ costs.

    - Te Imperial player does not show his drawn Agenda cardsto the heroes. Any cards he does not purchase are shuffledback into the deck without being revealed.

     - Most Agenda cards are immediately read aloud and resolvedwhen purchased. Te only exception is i the card instructsthe player to “keep this card secret.” Te Imperial playerkeeps the card and resolves the effect when he plays it (see

    “ypes o Agenda Cards” on page 4).

    Related opics: Agenda Cards, Class Cards, Experience Points,Influence

    INCAPACITATEDSome mission rules reer to a figure being incapacitated, mostofen when a figure is deeated. Instead o being discarded, thefigure remains on the map and has a number o restrictionsplaced upon its activation.

    • Te figure remains under the control o the same player.

    • Te figure does not restrict movement or block line o

    sight. Other figures cannot end their movement in a spacecontaining an incapacitated figure.

    • When a figure is incapacitated, it discards all conditions, andconditions cannot be applied to that figure.

    • Te figure cannot sufferH (damage) or be targeted or affectedby attacks, abilities, or any game effect except as specified bythe mission’s rules.

     - Te figure can still be pushed by a  figure ending itsmovement in the incapacitated figure’s space.

    Related opics: Massive, Missions, Withdraw 

    INFLUENCEDuring a campaign, the Imperial player is ofen rewardedinfluence. Tis resource is used to purchase Agenda cards duringthe Imperial Upgrade Stage.

    • Influence is tracked on the campaign log.

    • When the Imperial player gains influence, he adds it to thecurrent influence on the campaign log and records this new total.When he spends influence, he subtracts it rom the current

    influence on the campaign log and records this new total.• He does not have to spend all o his influence at once. Unspent

    influence may be spent during uture Imperial Upgrade Stages

    Related opics: Agenda Cards, Imperial Upgrade Stage

    INITIAL GROUPSDuring a campaign, most missions provide the Imperial playercertain Deployment cards called initial groups. Te figures or thesegroups are placed according to the map in the mission’s diagram.

    • Tese cards are not part o his hand and are placed aceup atthe start o the mission.

    • When the last figure in an initial group is deeated, thecorresponding Deployment card is placed in the Imperialplayer’s hand. He can Deploy these figures during optionaldeployments ollowing normal deployment rules.

    Related opics: Deployment, Reinorce

    INITIATIVEDuring a skirmish, one player has the initiative token each gameround. Te player with initiative resolves the first activationduring that game round.

    • At the start o the game, the player whose army has the lowest

    deployment cost chooses which player starts the game withinitiative. I both players have the same deployment cost,initiative is determined randomly by each player rolling oneblue die. Te player with the highest Accuracy rolled startswith initiative (reroll ties as necessary).

    • Te player who starts the game with initiative chooses hisdeployment zone and deploys his figures first. Ten hisopponent deploys figures to the other deployment zone.

    • Te player with initiative breaks all ties or mission rules. Forexample, i the mission rule moves a token one space towardthe closest figure and there are two figures equidistant, theplayer with initiative chooses which figure the token moves

    toward.• During step 4 o the Status Phase, the player with initiative

    passes the initiative token to his opponent.

    Related opics: Activation, Conflicts, Deployment, Status Phase

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    INTERACTFigures can interact to perorm a variety o different tasks. Forexample, a figure can open a door by perorming an interact.

    • A figure can perorm an interact as an action.

    • A figure must be in the same space as or adjacent to a token inorder to interact with it.

    • During a campaign, a hero can interact with a crate token toclaim the token and draw one Supply card.

    • Mission rules will ofen list different tasks that can beperormed by interacting, such as using terminals or retrievingtokens.

    • I the mission rules have an attribute icon in parenthesesafer the target o the interact, the figure must pass thecorresponding attribute test in order to resolve the effect o theinteract.

    Related opics: Actions, Activation, Doors, Crate okens,Retrieving okens, Supply Cards, erminal okens

    INTERIOR SPACESSome spaces are considered interior spaces andare affected by some mission rules or keywordssuch as Massive. Interior spaces orm theollowing tiles: 19A–36A and 19B–36B.

    • During a campaign, figures with the Massivekeyword cannot enter interior spaces.

    • Any space that is not an interior space is anexterior space.

    • All spaces on tiles 38A, 39A, 38B and 39B areexterior spaces.

    Related opics: Massive

    INTERRUPTSome abilities use the term interrupt. When resolving an interruptability, players pause the current action o the game and resolvethe interrupting ability. Afer the effect is resolved, players resumeplaying rom the point that was interrupted. For example, i anattack is interrupted, the interrupting ability is ully resolvedbeore players finish resolving the attack.

    • It is possible or a figure to interrupt its own activation.

    • I an interrupt makes the current action or ability invalid, thateffect is not resolved. Any costs used to resolve that effect arestill paid.

    For example, i a player plays a Command card that allows it toattack a figure, and the figure interrupts to move out o line osight, the Command card is discarded and the action spent onthe attack is lost.

    • I two effects interrupt the same action, the player currentlyresolving his activation decides the order in which they areresolved.

    • A figure’s action cannot be interrupted while the figure is in aspace containing another figure.

    Related opics: Conflicts

    ITEM CARDSDuring a campaign, heroes gain access to a wide range o Itemcards. Item cards include weapons, armor, equipment, andmodifications. All Item cards that a hero has are placed aceup inhis play area.

    • Weapons are identified by having the word “Attack” listed in abox above dice icons and aO or P icon. Weapons are used toperorm attacks. Each other Item card is used as instructed on

    the card.• Abilities on a weapon cannot be used while resolving an attack

    with a different weapon.

    • Tere are three decks o Item cards, differentiated by cardback. Te numeral on the back o the Item card is the card’stier. During the Rebel Upgrade Stage, Rebel players drawa number o Item cards rom the tier deck listed in theCampaign Log.

    • Some Class cards and Reward cards are also Item cards. Tesecards are identified as Item cards by their card ace. Each heroin the core set has one starting Item card in his Class deck.

    • Beore deploying heroes to a mission, players may reely giveany o their Item cards to other heroes. Item cards cannot betraded while resolving a mission.

    • Tere is no limit to the number o Item cards a hero canhave; however, each hero is limited in what he can bring toan individual mission: 1 Armor (R), 2 Weapons, and3 Equipment (S).

     - I a hero exceeds this limit afer deploying his hero to the map,he must choose which cards to leave behind. Place the chosencards aside; they cannot be used during this mission. Tesecards are returned to the player at the end o the mission.

     - I a hero brings 2 weapons to a mission, when he declares his

    attack, he must choose 1 o the weapons to use or that attack.• Item cards list a number o traits under the artwork (such as

    P). raits have no gameplay effect but may be reerred toby other components.

    MODIFICATIONS

    Some Item cards have the M  trait. Tese cards haveno effect on their own and must be attached to (placed on) anItem card matching its icon (eitherO orP). Once attached to anitem, the hero can use the modification’s ability while perormingan attack with that weapon.

    • Each weapon is limited in the number o modifications that

    can be attached to it. Tis limit is listed as a number o coloredbars on the bottom-right corner o the card. I an Item carddoes not have any modification bars, modifications cannot beattached to it.

    • Modifications are not weapons.

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    • When a hero purchases an Item card, and beore each mission,heroes may attach any o their modifications to other Itemcards. Heroes may also choose to remove modifications romtheir Item cards and keep them in their play area unattached.Abilities on modifications that are not attached to Item cardscannot be used.

    • While resolving a mission, modifications cannot be attachedto or removed rom Item cards.

    • An Item card cannot have more than one modification withthe same trait attached to it at the same time, excluding the

     M  trait. For example, a weapon can only have oneB modification attached to it.

    Related opics: Attacks, Campaign Setup, Credits, Play Area

    KEYWORDSKeywords are shorthand or longer abilities.

    • Te ollowing keywords are in the core game: Bleed, Blast, Cleave,Focus, Massive, Mobile, Pierce, Recover, Reach, and Stun.

    • Conditions such as Bleed, Focus, and Stun are also used askeywords to apply the corresponding condition.

    Related opics: Blast, Cleave, Conditions, Focus, Massive,Mobile, Pierce, Recover, Reach

    LARGE FIGURESAny figure whose base is larger than one space is a large figure.Large figures must obey the special rules listed below and shownin Appendix II on page 27.

    • When a large figure attacks, line o sight may be traced romany o the spaces it occupies. When a large figure is targeted byan attack, the figure perorming the attack must target one othe spaces the large figure occupies.

    • Large figures cannot move diagonally.

    • A large figure may spend one movement point to rotate 90degrees (note that this is only necessary or figures with basesthat occupy two or six spaces). When doing this, the largefigure must still occupy at least hal o the spaces it occupiedbeore the rotation.

    • When a large figure is pushed or moves a set number ospaces, its base cannot rotate and must retain its currentorientation.

    • Large figures are subject to all movement requirementsor terrain and other figures, but they are subject to these

    requirements only once per movement point spent.

    For example, i an E-Web Engineer moves into two spacescontaining figures, it must only spend one additionalmovement point instead o two.

    • I an effect places a large figure in a space, the player resolvingthe effect chooses the figure’s orientation. It can be placed inany legal spaces as long as part o the figure’s base is in thespace instructed.

    Related opics: Attacks, Line o Sight, Massive, Mobile,Movement, Push, Small Figure, arget

    LINE OF SIGHTLine o sight is used to determine what a figure can “see.” Lineo sight is most ofen used to determine which figures can betargeted by aO (ranged) attack.

    o determine line o sight, the player draws two imaginary, non-intersecting lines rom one corner o the attacking figure’s spaceto two adjacent corners o the target’s space. I either o these linespasses through a wall, figure, or blocking terrain, then the figure

    does not have line of sight to the target.• Line o sight can be traced from or to any corner on the map.

    Each line can be traced along the corners and edges o spacescontaining figures, doors, walls, and blocked spaces.

    • Walls only block line o sight along an entire edge of a space.I a wall does not cover an entire edge, then line o sight maybe traced to, rom, and through that edge.

    • Line o sight cannot be traced through a corner where anycombination o walls and blocking terrain intersect. It can betraced through the combination o one figure and a diagonallypositioned wall, blocking terrain, or other figure.

    • Figures have line o sight to adjacent figures.

    • It is possible or a figure to have line o sight to another figurethat does not have line o sight back to itsel. Tis most ofenhappens when a figure is behind a wall or figure. Tematically,this represents a figure leaning out o cover to make an attackand then ducking back behind cover.

    • A figure does not block line o sight to itsel. Te target figurealso does not block line o sight.

    • Adjacent figures always have line o sight to each other.

    Most o the above situations are shown in detail in “Appendix I -Line o Sight Examples” on page 26.

    Related opics: Adjacent, Attacks, Blocking errain, RangedAttack , Walls

    LOCKEDSee “Doors” on page 11.

    MASSIVETe Massive keyword is ound on some Deployment cards andreers to a series o special rules that apply to figures in that group

    • Figures do not block line o sight to or from a Massive figure.

    • During a campaign, Massive figures cannot enter interior

    spaces.

    • Massive figures can enter spaces containing blocking terrainand impassable terrain. Tey can also move through and endtheir movement on blocked or impassable edges.

    • Massive figures can enter spaces containing hostile figuresand/or difficult terrain at no additional movement cost.

    • Massive figures cannot enter spaces containing otherMassive figures.

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    • A Massive figure can end its movement in spaces that containblocking terrain and/or other figures. Any figures in its spacesare pushed into the closest empty space o its controller’schoice (taking impassable terrain into account). Te playermoving the Massive figure pushes riendly figures first, andthen other players push their figures.

    • Afer a Massive figure ends its movement in spaces containingat least one other figure, the Massive figure cannot move anymore during this activation.

    • I a Massive figure occupies a space containing blocking terrain,line o sight can be traced to that figure, spaces can be countedto that figure, and adjacent figures can attack that figure.

    Related opics: Blocking errain, Impassable errain, InteriorSpaces, Movement, Push

    MELEE ATTACKSome Deployment cards and Item cards are marked with the P icon. Tis icon means that the figures can perorm melee attacks.

    • Melee attacks can target a hostile figure or object adjacent to orin the same space as the attacker.

    • Accuracy is not required while perorming melee attacks.

    • I a figure does not have the P icon, it cannot perorm meleeattacks. An attack targeting an adjacent figure that uses theO icon is a ranged attack, not a melee attack.

    Related opics: Accuracy , Adjacent, Attacks

    MISSSome effects can cause attacks to miss. When an attack misses, thetarget figure suffers zeroH (damage).

    • TeE (dodge) icon ound on the white die causes the attack

    to miss.• While perorming a ranged attack, the attacker requires

    Accuracy greater than or equal to the distance to the target.I his Accuracy is less than this distance, then the attackmisses.

    • When an attack misses, other effects can still be triggered(such as using the Recover keyword). I the ability requires thetarget figure to suffer one or moreH, such as Cleave, a missprevents that ability rom being resolved.

    Related opics: Accuracy , Attacks, Counting Spaces

    MISSIONSEach mission is a game o tactical combat played on a modulargame map and eaturing unique mission rules.

    RESOLVING A MISSION

    Missions in Imperial Assault  are played over a number o gamerounds. Each round consists o an Activation Phase ollowed by a Status Phase.

    Afer resolving the Status Phase, play proceeds to the next round,starting with an Activation Phase. Tese phases are repeated untilthe mission ends (see “Winning the Game” on page 25).

    STORY AND SIDE MISSIONS

    During a campaign, players resolve a series o story and sidemissions. Te rules and maps or each mission are ound in theCampaign Guide.

    • During each Mission Stage, the heroes choose one activemission to resolve.

     - Te campaign log lists the type o active mission the heroescan choose during each Mission Phase. For example, i it

    says “Story Mission” the heroes must choose an active StoryMission to resolve. Tere is ofen only one active Story Missionat a time.

     - Active missions that are not chosen are saved betweensessions and remain active until resolved.

    • A mission cannot be played twice during a campaign.

    • Side Mission cards list a number o traits under the name(such as T). raits have no gameplay effect but may bereerred to by other components.

    • Afer the introductory mission is resolved, shuffle the SideMission deck, draw two cards, and place these cards aceup

    on the table. Afer each non-agenda side mission is resolved,shuffle the side Mission deck, draw one card, and place thiscard aceup on the table.

    BUILDING THE SIDE MISSION DECK

    During campaign setup, players separate the Side Mission cardsinto piles by type (color). Shuffle the ollowing cards together tocreate the Side Mission deck:

    • One red Side Mission card corresponding to each hero in thecampaign.

    • Four green Side Mission cards chosen by the hero players.Heroes cannot choose more than one o these cards that

    rewards the same ally, regardless o the ally’s subtitle, such as“Hero o the Rebellion.”

    • Four random gray Side Mission cards. Tese are dealtacedown and are not shown to any players.

    FORCED MISSIONS

    During a campaign, certain Agenda cards and events can orcea mission to be played. Tis most ofen happens as the result o amission reward or Agenda card. For example, i an Agenda cardsays “Play ‘Spice Mines o Kessel’ as a orced mission,” players wouldimmediately play this mission, and then resume the campaign romthe current stage.

    • Forced missions are recorded on the “Forced Missions” sectiono the campaign log. When a mission is orced and players donot have time to resolve the mission this session, they shouldrecord the mission in the Forced Missions section withoutchecking the box. Te next time they resume their campaign,they will immediately play this mission.

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    • Forced missions are resolved between campaign stages. Aferresolving a orced mission, players should perorm the “post-mission cleanup” step o a Mission Stage. Ten they resolve thenext available stage o the campaign.

    - I the mission occurs immediately afer another mission isresolved, they resolve “post-mission cleanup” but do notresolve any Rebel or Imperial Upgrade Stages beore thismission. Te threat level or a orced mission is equal to thethreat level o the most recently played mission.

    • Because orced missions are never chosen to be played, theydo not have corresponding Mission cards.

    • I players run out o space in the “Forced Missions” sectiono the campaign log, they can still play additional orcedmissions. Record these additional missions on the back o thecampaign log or another sheet o paper.

    SKIRMISH MISSIONS

    Te map or each skirmish mission is shown in that mission’sdiagram. Te rules or each skirmish mission are listed onSkirmish Mission cards.

    Related opics: Active Missions, Agenda Cards, Campaign,Mission Setup, Mission Stage, Winning the Game

    MISSION SETUPBeore resolving a mission, players perorm a number o setup steps.

    CAMPAIGN MISSION SETUP

    o setup a campaign mission, perorm the ollowing steps.

    1. Assemble Map: Te Imperial player assembles the mission’smap using map tiles as shown in the Campaign Guide. Heplaces all tokens on the map as indicated in the diagram.

    2. Prepare Treat and Round Dial: Te Imperial player sets thethreat dial to zero and the round dial to one.

    3. Deployment and Setup: Te Imperial player takes allDeployment cards and sorts them as listed in the “Deploymentand Setup” box o the mission rules. Tis box has up to ourdifferent elements:

    - Initial Groups: He takes the listed Deployment cards andplaces them aceup on the table.

    - Reserved Groups: He secretly takes the listed Deploymentcards, and places them in a acedown pile out o the way.

     - Open Groups: He secretly chooses a number o Deploymentcards as listed in the “Open Groups” section and places

    them in his hand.

    » He may choose any non-Rebel Deployment cards notused in the initial or reserved groups. He cannot choosean ally that he has not gained as a reward.

     » All Deployment cards not in initial, reserved, or opengroups are returned to the game box and not used duringthis mission.

     - Special Setup: Follow any rules listed in this section. Manymissions do not have special setup rules.

    4. Deploy Imperial Figures: Te Imperial player deploys figureson the map as indicated in the diagram.

     - I the figure shown on the map has a gray or black border,the group corresponds to a gray Deployment card.

    5. Prepare Dice, Cards, and Other okens: Place all dice, theCondition and Supply decks, damage tokens, strain tokens,and condition tokens within easy reach o all players.

    6. Read Mission Briefing: Te Imperial player reads the

    “Mission Briefing” section o the mission’s rules aloud to allplayers.

    7. Deploy Rebel Figures: Rebel players place all Rebel figures inthe space containing and as close as possible to the entrancetoken. Tis includes the space containing the entrance token.

     - Rebel players choose the order in which their figuresare deployed. Beore placing their figures, they choosethe Item cards that they will bring to the mission. Eachhero may bring up to 1 Armor (R), 2 Weapons, and 3Equipment (S).

     - Afer deploying hero figures, Rebel players may choose todeploy an ally that they have gained as a reward (see “Allies”

    on page 4).

    8. Prepare Activation okens: Each hero receives one activationtoken and places it ready (green side aceup) on his Hero sheet.

    SKIRMISH MISSION SETUP

    o set up a skirmish mission, perorm the ollowing steps.

    1. Bring Armies and Command Cards: Both playerssimultaneously place their Deployment cards aceup in theirplay areas. Ten each player shuffles his deck o 15 Commandcards and places it by his Deployment cards.

    2. Determine Initiative: Te player who has the lowest total cost

    o Deployment cards chooses which player begins the gamewith the initiative token. In the case o a tie, players determineinitiative randomly.

    3. Determine and set up Skirmish Mission: Te player withinitiative shuffles his deck o Skirmish Mission cards anddraws one card. Tis card lists the name o the mission, whichmap it is played on, and the special rules or the mission.

    Afer drawing this card, players reer to the matching skirmishmission’s diagram, and then build the map and place tokens onit as shown.

     - Player’s place only the “A” or “B” tokens on the map thatmatch the Skirmish Mission card’s letter.

    4. Deploy Units: Te player with initiative chooses either thered or blue deployment zone shown on the skirmish mission’sdiagram. He deploys all o his figures in this deployment zone.

    Ten his opponent deploys all o his figures in the otherdeployment zone.

    5. Draw Command Cards: Each player draws three cards romhis Command deck.

    Related opics: Allies, Campaign Setup, Command Cards,Deployment, Deployment Cards

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    MISSION STAGEDuring a campaign, players choose and resolve missions duringthe Mission Stage. Tis stage consists o the ollowing steps:

    1. Choose Mission: Rebel players reer to the campaign log todetermine their next mission. I this reads “Side Mission,”the heroes choose one o the active Side Mission cards. Ithis reads “Story Mission,” they must choose an active StoryMission card.

    2. Resolve Mission: Players resolve the chosen mission.

    3. Post-Mission Cleanup: Afer resolving the mission, playersperorm the ollowing:

     - All wounded heroes flip their hero sheets to their healthyside. Ten heroes recover allH (damage) andC (strain).

     - Heroes shuffle all o their Supply cards back into the Supplydeck.

     - Heroes gain 50 credits or each crate token claimed duringthe mission and then discard the tokens.

     - Return the Mission card corresponding to the mission thatwas just resolved to the game box.

     - I players just resolved the introductory mission, shuffle theSide Mission deck. Ten draw two cards and place them aceupon the table. Tese are now active missions.

    I players just resolved a non-agenda Side Mission, shufflethe Side Mission deck, draw one card, and place it aceup onthe table. Tis card is now an active mission.

    Afer resolving “Post-Mission Cleanup,” players proceed to thenext stage listed on the campaign log.

    Related opics: Crate okens, Missions, Supply Cards

    MISSION TOKENSTese tokens are used to represent objects, people, or generalpoints o interest. Mission tokens have no inherent effects and actas specified in the mission.

    • Tere are three types o mission tokens. I a mission tokenshows aV icon, it is reerred to as a Rebel mission token.Likewise, a mission token that shows aU icon is reerred toas an Imperial mission token. All other mission tokens areneutral mission tokens.

    • Mission tokens do not block line o sight or affect figuremovement. Figures can enter and end their movement in thesame space as a mission token.

    • I a mission token is in a space containing terrain, the terrainin the space still takes effect. For example, a space withblocking terrain that contains a mission token still blocks lineo sight, and figures cannot enter the space.

    • Te colored border o mission tokens has no game effectunless specified by the mission.

    • A neutral mission token with its colored side down cannot beexamined by players. Tis color is hidden inormation.

    Related opics: Control, Hidden Inormation, Interact

    MOBILEFigures that have this keyword ignore additional movement costswhen entering difficult terrain and spaces containing hostile figures.Tey can also enter impassable and blocking terrain, and can endtheir movement in a space containing impassable or blocking terrain.

    • I a figure with mobile occupies a space containing blockingterrain, line o sight can be traced to that figure, spaces can becounted to that figure, and adjacent figures can attack that figure.

    Related opics: Keywords

    MODIFICATIONSSee “Item Cards” on page 15.

    MOVEMENTWhen a figure perorms a move, it gains movement points equal toits Speed.

    • Perorming a move does not move the figure; it only providesmovement points that may be spent during that figure’sactivation. Tis means that a figure may use its first action to

    perorm a move, ollowed by an attack, and then spend themovement points. It may even spend some movement pointsbeore the attack and then some o them afer the attack.

    • Figures can move diagonally along the corner o anyindividual wall, blocking terrain, or impassable terrain, but afigure cannot move through the diagonal intersection o anycombination o wall, blocking terrain, or impassable terrain(see “Appendix II - Movement Examples” on page 27).

    • Move X Spaces: I an ability moves a figure a listed numbero spaces, this movement ignores movement point costs. Allother effects o terrain and figures apply (or example thefigure cannot end its movement in another figure’s space).

    When moving in this way, a large figure’