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Mission Preparation and Damage Mechanics

This document provides instructions for preparing and playing a mission in the board game Star Wars: Imperial Assault. It details the steps for choosing heroes and classes, preparing the mission board, deploying figures, and providing instructions to the players. It also covers the assignment of item cards, side missions, and secret plans among the players.
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0% found this document useful (0 votes)
18 views7 pages

Mission Preparation and Damage Mechanics

This document provides instructions for preparing and playing a mission in the board game Star Wars: Imperial Assault. It details the steps for choosing heroes and classes, preparing the mission board, deploying figures, and providing instructions to the players. It also covers the assignment of item cards, side missions, and secret plans among the players.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

DAMAGE MELEE REBEL IMPERIAL MERCENARY STRENGTHTECHNOLOGY PERCEPTION

DAMAGE TENSION INCREMENT DODGE AVOID BLOCK ACTION THREAT

Hemorrhage Blocked
In your activation, if you do not rule out hemorrhage with an action. Two boxes separated by a blocked border are not adjacent. The
you suffer from tension (Damage if you cannot receive tension) figures cannot enter blocked land squares nor draw lines of
vision through these.
Stun
Difficult
You cannot attack or move until you discard (an action).
A figure must spend an additional movement point to enter a
Weakness difficult land plot.
When attacking, apply -1 increase. When defending, apply -1 evasion.
Impassable
It is discarded at the end of the activation. The pieces cannot move through the red dotted lines. Two
fenced areas separated by impassable land are adjacent and the figures
Concentration
they can trace lines of sight across impassable terrain.
Add 1 green die to your attack dice reserve or
attribute tests. Discarded for use. Wall
Hidden Two squares separated by a wall are not adjacent and the figures cannot
While defending apply -2 to accuracy. When attacking apply +1. move or trace lines of sight through walls.
increase. After you make an attack, it is discarded.

DAMAGE INCREASE PRECISION


TOTAL MEDIA TOTAL MEDIA TOTAL MEDIA

13 2.17 1 0.17 0 0.00

7 1.17 2 0.33 19 3.17

8 1.33 3 0.50 11 1.83

5 0.83 5 0.83 6 1.00

BLOCK to evade DODGE


TOTAL MEDIA TOTAL MEDIA TOTAL MEDIA

7 1.17 1 0.17 0 0.00

3 0.50 3 0.50 1 0.17


Diala Passi Fenn Signis Gaarkhan

Gideon Argus Jyn Odan Meet me

Bid Bodhrick Saska Teft Loku Kanoloa

Mhd-19 Verena Talos Davith Elso

Murne Rin Onar Koma Shyla Varad

Vinto Hreeda Drokkatta Jarrod Kelvin

Ko-Tun Feralo CT-1701 Tress Hacnua


PREPARATION OF A MISSION
CAMPAIGN
Assemble the mission board, with the threat dial (0) and round (1).
CAMPAIGN PREPARATION 2. Deployment/preparation: The Imperial player takes the Deployment cards and
1. Choose Heroes: Each Rebel player chooses a Hero sheet and takes arrange them as
the figure indicated in the mission rules chart:
and
the Class deck corresponding to that Hero. Then, each Rebel player Initial groups: Take the Deployment cards indicated and place them face down.
take the basic Object cards (the cards without a point cost) on the table. The pieces are placed on the board during step 3.
experience) from their Class deck and places them face up on the table in frontReservation
of them. groups: The Imperial player takes and secretly keeps the cards of
Game with 2 Heroes: Each Hero receives a Reward card reserve indicated. The figures of these cards are placed on the board
"Legendary". If there is only one Rebel player in the game, they play with whentwo. the mission rules indicate it.
Heroes, controlling each one separately. Open groups: The Imperial player secretly chooses Deployment cards.
Game with 3 Heroes: Each Hero receives a 'Heroic' Reward [Link] cards form a secret hand of Deployment cards that can
2. Choose Imperial Class: The Imperial player chooses an ImperialtoClass be used to deploy figures on the board during the Status phase.
deck.
So, take the Basic Class card (the card with no point cost) Special preparation: Some missions have a 'Preparation' section.
(experience) of his deck and places it face up in front of him. "special.” The instructions described in this section are now being followed.
3. The Imperial player deploys the pieces on the board according to the diagram.
Note on the Historical Period: During the Preparation of a campaign,4. The Imperial player reads aloud the section 'Mission Instructions'.
remove all the Secondary Mission and Secret Plan cards whose rank of It should also inform all players of the pieces on the board that they have.
values do not include the number associated with the campaign. name.
3. Secret Plans: The Imperial player takes all the secret plan cards and 5. The Heroes can freely give any of their Object cards, except
they are sorted by set (indicated in the upper right corner of the letter). the Class or Reward cards, to other Heroes.
Choose six sets of Secret Plan cards and shuffle these 18 cards to 6. Each Rebel player places their Hero figure in an empty square that is
create the Secret Plans deck. find as close to the Input tab as possible.
4. Side Missions: The Rebels arrange the Secondary Mission cards 7. Rebel players can choose to deploy a maximum of one Ally. If a
the ally has an elite card and a normal one, only the normal one can be used. If it
according to the color of the front face of the cards. Then, they create the deck of
Side missions with the following cards: received through a reward letter or new mission the same ally
The red cards corresponding to your Heroes. I could choose any of them.
Four green cards chosen by the Heroes. Next, the Imperial player gains as much threat as the cost of
Four gray cards drawn at random (not revealed to any player). deployment indicated in the Ally letter and can immediately resolve a
optional deployment.
Next, the newly created deck with these cards is shuffled. 8. Each Hero receives an Activation card and places it ready (with the side
green side up) on its Hero leaf.

IMPROVEMENT PHASE

REBEL BANDO: SPENDING CREDITS AND EXPERIENCE POINTS


The Rebel players steal six cards from the Object deck indicated in the campaign log and place them face up on the table.
Note: If the record indicates more than one deck, draw 6 cards from each one.
Players can sell any Item card they have for a value equivalent to half the card's cost (or for 50 credits if it has no cost).
Then, that card is returned to the corresponding Objects deck and shuffled.
The Rebel players collectively decide which cards they want to buy, spending the credits corresponding to the cost of the cards. Each purchased card is
delivery to a Hero.
Then, return all the Object cards that have not been purchased to the corresponding Object deck and shuffle it.
A player can buy any Class card from their deck by spending the corresponding PE for the cost of the card.

IMPERIAL BAND: SPEND INFLUENCE AND EXPERIENCE POINTS


The Imperial player shuffles their deck of Secret Plans and draws four Secret Plan cards, without showing them to the Rebel players.
You can spend influence to buy one or more of these cards. The cards you choose not to buy are returned, without being revealed to the Rebel players, to the deck.
Of secret plans, which is being considered again.
If the letter indicates that you must keep it a secret, do not show it to the Rebel players after buying it; the only information they will know about
the letter will be your cost.
The rest of the Secret Plan cards are revealed and resolved immediately after being purchased.
The Imperial player can buy any Class card from their deck by spending the AP corresponding to the card's cost.
STAGES OF A MISSION - CAMPAIGN
ACTIVATION PHASE
At any time during their activation, a Hero can gain one movement point for each (stress) they suffer. Only Heroes can suffer (stress) to
gain movement points. A Hero can do this up to two times per activation without spending an action.
CARRY OUT ACTIONS (2 ACTIONS/FIGURE)
MOVER: When a figure makes a move, it gains as many movement points as indicated by its Speed (printed on the Deployment card or Hero sheet).
A piece can move to an adjacent square by spending one movement point. Movement is allowed in all eight possible directions.
The movement points of a figure can be spent at any time during its activation, both before and after it performs an action.
A large piece (occupies more than one square) cannot move diagonally. When moving, a large piece can rotate if it spends a movement point to do so. When
Rotate, the large shape must occupy at least half of the squares it occupied before rotating.
A figure can move to a square occupied by a friendly or neutral figure without additional cost. A figure can move to a square occupied by a figure
enemy, but must spend an additional movement point to do so. A figure cannot finish its movement on a square that contains another figure.
ATTACK: Heroes can use both of their actions to make attacks during the same activation.
Note: When making an attack, a Hero can spend up to 1 increment to recover from 1 (tension)
1. Declare objectives: Melee attacks can only be made against figures adjacent to the attacker. Ranged attacks can only be made against figures with
those with a line of sight.
2. Roll the dice: The attacker rolls their attack dice at the same time that the defender rolls their defense dice.
3. Repeat rolls: Each die can only be repeated once per attack.
4. Apply modifiers: Any effect that allows adding or canceling icons or precision is now applied.
5. Spend increments: The attacker can use each increment ability once per attack. Remember that each evasion icon cancels an increment.
6. Determine accuracy: When making a ranged attack, the total accuracy value (the sum of the numbers on the die) must be equal to or greater than the number of squares.
of the distance between the attacker and their target. Otherwise, the attack fails.
7. Calculate damage. The target of the attack suffers (damage) equal to the number of damage icons the attacker has rolled minus the number of icons of
(block) that the defender has obtained.
INTERACT: A figure can interact with a token in its square or in an adjacent square in the following way:
Containers: A Hero can interact with a container to steal a Supply card. Place the Supply card face up and near the sheet of
Hero. The Hero can use the ability explained on the card immediately. Then, remove the Container token from the board and place it on the sheet of
Hero.
Doors: A figure can open a door by removing it from the board and returning it to the game box.
Special: A figure can recover/interact with other tiles on the board, as indicated in the mission rules.
REST: A Hero can recover from as much (stress) as indicated by their Resilience. If a Hero recovers more (stress) than the number of Stress tokens that
It has, it recovers from so much (damage) as the value of remaining (tension).
SPECIAL: Each special action can only be performed once per activation.
STATUS PHASE
After each figure has resolved its activation, the players resolve these steps before the next round begins:
Increase threat: As indicated in the campaign guide.
2. Prepare: The Imperial player prepares all of their exhausted Deployment and Class cards. Each Hero prepares all of their Activation tokens in green.
3. Deploy and send reinforcements:
To deploy an open or defeated group, the Imperial player chooses a Deployment card from their hand and spends as much (threat) as indicated by the cost of
deployment of the card. Then, place the card face up on the table and place as many figures on the board as indicated by the group limit of the card. These figures
they are placed as close as possible to one of the green deployment points indicated in the mission diagram.
To send a figure as reinforcement, choose a Deployment card that is already on the table and spend as much (threat) as indicated by the reinforcement cost of the card.
Then, place a figure from that group as close as possible to one of the green deployment points.
4. End of round effects
5. Advance the round dial: Move the round dial up by one. Then a new round begins, starting with the Activation phase.
CLEANING AFTER THE MISSION
The Rebel players consult the campaign log to determine their next mission. If it indicates 'Side mission', they choose one of the Mission cards.
active secondary*. If it says 'History Mission', they select a card from the active history mission.
If the players have just completed the introduction mission, they shuffle the Secondary Missions deck, draw two cards, and place them face up on the table. These
These are the active missions that Rebel players can choose to complete during future Mission stages.
The Heroes recover from all their damage and tension. The injured Heroes return to position themselves on their healthy side.
The Heroes return all Supply cards to the Supply deck and shuffle it.
The Heroes earn 50 credits for each Container token they have in their play areas and then discard the tokens.
The current mission card is returned to the game box.
If the players have just completed an active side mission that is not a Secret Plan, shuffle the Side Missions deck and draw a card. That card
it is now an active mission.
IMPERIAL ESCARAMUZA ASSAULT
CREATING A FLEET
1. DEPLOYMENT LETTERS (40 points)
The deployment cards determine which figures will be used in the skirmish and follow the following restrictions:
Deployment cost: The total deployment cost of your cards must be 40 points or less.
Affiliation restriction: All deployment cards of an army must contain the same affiliation icon.
- Name restriction: Each fleet is limited as follows:
A maximum of 1 of each Unique deployment card.
A maximum of 2 cards of each elite deployment card (red).
A maximum of 4 cards of each normal deployment card (gray).
-Skirmish upgrade cards: Some deployment cards have the feature “Skirmish Upgrade.” These cards provide special abilities, but
they do not have a corresponding figure.
2. COMMAND CARDS (15 cards and 15 points)
The command cards determine the tricks and surprises he can deploy throughout the skirmish with the following restrictions:
Deck size: Each Armada command deck must contain exactly 15 cards.
Command cost: A player's total cost must be 15 points or less.
Restriction on duplicates: Respect the duplication icon with the maximum number of copies.

Preparation of the skirmish


Each player places their deployment cards face up and shuffles their command deck. During the last step of the preparation, each player draws three cards from their deck.
and keeps these letters a secret.
Determine initiative: The player whose deployment card cost is lower chooses which player will start the game with the initiative marker. In case of a tie,
it must be decided randomly.
2. Choose skirmish mission: It will usually be chosen at random, although the setting can be agreed upon.
3. Deploy units: The player who has the initiative chooses the red or blue deployment zone and deploys all their figures in that deployment zone. After that, their
opponent deploys all their pieces in the other deployment zone.
4. Steal command cards: Each player draws three cards from their command deck. Players are now ready to start playing the game.
PLAYING A SKIRMISH.
A player can play each command card when specified on the card. To play the card, they reveal it to their opponent, resolve its ability, and then discard it.
There is no limit to the number of command cards a player can play each turn, just as there is no limit to the number of cards a player can have in their hand.
Hand. If there are no cards left in a player's command deck, they cannot draw command cards.

1. Activation phase: Players first resolve any ability that activates at the beginning of one. Then, starting with the player who has the initiative, the
Players take turns activating deployment groups and performing actions with the corresponding figures. 2. Status phase:
1. Prepare cards: Players prepare all their deployment cards.
2. Steal command cards: Each player draws a card from their command deck, plus one additional card for each terminal they control.
3. End of round effects: Resolve any skills or mission rules that trigger at the end of a round.
4. Pass initiative: The player who has the initiative marker passes it to their opponent. Then the players begin an activation.

Differences with the campaign


Suffering stress: If a figure suffers stress in a skirmish, that figure suffers damage in its place, it may choose to discard a command card from the top.
from its base to prevent the figure from suffering the resulting damage. Figures cannot recover stress in a skirmish.
Resting: The figures cannot rest
Attacking: Figures can only use one of their actions to attack. This includes the use of special actions.
Heroes: Hero cards are not used in skirmishes.
- Without supply cards: Figures cannot interact with box markers to steal supply cards.
WINNING A SKIRMISH.
The game ends at 40 victory points (VPs). The player with the most VPs wins the game. VPs are primarily obtained in two ways:
Defeating figures: When the last figure of a group is defeated, the opposing player gains VP equal to the cost of the figure.
- Effects of mission cards: Each skirmish mission card lists special ways in which players can earn victory points (VPs). Additionally, some cards
Command or deployment can list additional ways in which players can earn PVs.
If all of a player's figures are defeated, they lose the game immediately, without counting victory points.

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