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by Josh Derksen

v0.7 2015/09/21

Campaign Introduction
Introduction

Foreword
Since X-wing Miniatures was released in
2012 there have been numerous fanmade
campaigns, ideas for new terrain types,
and projects to write artifical intelligence
to control opposing ships.
To my knowledge, no one has combined
these elements into a cohesive package.
With this campaign, I set out to convert
X-wing into a fully co-operative game for
1-6 players. Among our gaming group,
it has provided a refreshing alternative
to the standard dogfight game, in which
some of our favorite and most iconic Star
Wars ships no longer see regular play.

Credits & Acknowledgments


Campaign Rules, Graphic Design, Cover Art: Josh Derksen
Playtesters: Shiu-Yik Au, James Binnie, Don Komhyr, Kelvin Lau, Victor Naqvi, Michael Parise,
Chris Powell, William Tink, Joe Silva, Norm Weir.
Illustrations: Matt Allsopp, Sacha Angel Diener, Jon Bosco, Matt Bradbury, Blake Henriksen,
Jason Juta, Lucasfilm Ltd., Henning Ludvigsen, Jorge Maese, Ralph McQuarrie, Dallas Mehlhoff,
Scott Murphy, David A. Nash, Matthew Starbuck, Nicholas Stohlman, Angela Sung, and many
others whose work has been used without permission.
Special Thanks: Grish Kalashnikov (R2EQ) of dockingbay416.com for getting me started on this
massive project. The X-wing Campaign by Ryan Voigt (Rekkon on Team Covenant) was a great
inspiration for ways to expand the game. Ralph Berretts X-wing AI project for the basis of the AI
statcards and logic used in this campaign. Hinny (Github) for developing the icon font used in this
project. And finally, Fantasy Flight Games, for making such an incredible game that captures the
essence of starfighter battles in the Star Wars universe.
This unofficial fanmade campaign is not affiliated with, nor endorsed by, Fantasy Flight Games.

02

Heroes of theCampaign
Aturi Cluster
Rules
Campaign v0.3
Beta v0.7 Josh Derksen 416
2015/09/21

03

Campaign Components
This campaign introduces a number of
new components you will need to print
before you can play the game:

You can download all of the campaign


components (including this book),
from dockingbay416.com/campaign

PLAYER

START
START

CALLSIGN

f l
P

3E

4m

5E

6m

7E

8m

9E

MISSIONS:

XP:

Neutral
Neutral Territory
Territory

TIE Interceptor

2% 3^ 3 & 0 *

! +Disable Sensor Net


@ Reshuffle

2) Nearest Enemy

2 Select Maneuver

Increase your agility value by 1. If you are hit by an attack,


discard this card.

Requires: Asteroids x6,

5
4
3
2
2
2
4

2
2
4
1

Check Targets Range & Direction,


Roll on the matching table

E Expert Handling
When you perform a Barrel Roll action, remove 1 enemy
Target Lock from your ship.

+ Skip step 3 on red moves

t Whisper
After you perform an attack that hits, assign 1 Focus token
to your ship.

E Elusiveness

Attack Target

When defending, the attacker must reroll one Critcal or Hit


result. You cannot use this ability if you are stressed.

1) Nearest enemy

10

1
2
3
4

4
3
3
3
5
3
1
1

When defending, ships attacking you cannot spend focus


tokens or reroll attack dice.

Imperial Pilot Cards, p35


When deploying an Imperial ship, draw
one of these to determine its type and
any upgrades.

3
3
2
2
1

1
2
3
4

Action Selection
1) Remove stress or Resolve c
2) r to get a shot
3) r to avoid targets arc,
and keep target in your arc
4) f if you have a shot
5) e

4
3
2
1
v0.7

R1/R2+Closing
R3+/R2+Fleeing

AI Ship Statcards, p17


Imperial ships use special statcards to
determine their movement, actions and
attack targets.

New Terrain Tiles, p36


A variety of new terrain types.
Print on cardstock, or mount on cardboard.

04

3
2
3
3

Select Target
1) Nearest Enemy in
Arc and at Range 1-3

m Stealth Device

10 Turns

Intercept and protect a damaged


HWK-290 from an Imperial patrol.

Mission Deck, p07


These cards are used to track the
campaigns progress and randomize
which missions are played.

E TIE Interceptor Elite

page 40

Neutral Territory

+Disable Sensor
Sensor Net
Net
! +Disable
Reshuffle
@ Return
to deck and shuffle

F TIE Fighter

When defending, if you are beyond Range 2 or outside the


attackers firing arc, change 1 of your blank results to an
Evade result.

t Dark Curse

10 Turns

Intercept
protect
a damaged
Intercept
a and
damaged
HWK-290
and
HWK-290
from an
an Imperial
Imperial patrol
patrol.
protect it from

Requires: Asteroids
Asteroids x6,
x6, h
Requires:

m Autothrusters

Rescue Rebel Operatives

F
I
A
B
D
P
l
d

Player Scoresheets, p09


Each player uses a campaign scoresheet
to keep track of their abilities, upgrades,
missions, kills, and experience earned.

START

page
40
page 48

Refueling Station: Part I

3% 2^ 3 & 2 *

PS

Rescue Rebel Operatives

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Required X-wing Components

Table of Contents

This campaign assumes that the player


group has a mostly-complete X-wing
Miniatures collection between them.

Introduction
Campaign Components
Campaign Basics
Your First Mission
Setting up the Campaign

02
04
06
06
07

Rebel Pilots
Player Scoresheets
Choose a Starting Ship
Spending Experience
Rebel Pilot Abilities

08
09
10
12
14

Imperial AI
AI Setup
Select Target
Select Maneuver
Red Maneuvers & Stress
Obstacles and Board Edges
Select Action
Attack Target
Damage and Critical Hits
Breaking Formation
Sample AI Dogfight

16
18
19
20
20
21
22
22
23
23
24

Campaign Rules
The Campaign Round
Mission Setup Diagrams
Mission Scaling
Imperial Ships
Imperial Pilot Cards
New Terrain Types

28
30
32
34
35
36

Playing Co-operatively
A Few Modifications
New Actions & Maneuvers
Mission Territory Types
Earning Experience & Assists

39
40
41
42

All missions in the campaign take place


on the standard 3x3 or 90x90cm play
area. You will need the 6 Asteroids from
the X-wing core set, 6 Debris fields, and
some missions use the Rebel transport.
Each player will need an X-wing or Y-wing.
For Imperial forces, you will need approximately 2 TIE Fighters per player, 1
of each other TIE for every 2 players, and
typically only 1 of each large or huge ship
as they are used as allies, mission objectives, or elite enemies.
If you do not have the ships or components listed for a mission, feel free to
either play another mission, proxy the
missing ships/pieces, or substitute
another ship with the same base size
and similar stats. However, be aware
that substitution may affect the missions
intended difficulty.
Other Required Components
In addition to X-wing components, many
of the missions also make use of the
following gaming supplies:
Numbered tokens from 1-12
(You can use X-wing base numbers)
Draw bag or opaque cup
One Six-sided die (1d6)
One Twelve-sided die (1d12)
Tokens to track Experience Points
earned; glass beads work well.

Missions
Mission Story Arcs
Missions

44
4679

05

Campaign Setup

Campaign Basics

Your First Mission

Players are pilots in a Rebel squadron,


working together over a series of
campaign rounds to liberate a star
system from the Empires grasp.

The mission Local Trouble, p46, is intended as a starting mission for new players.
It doesnt have any campaign special
rules or new terrain, and provides a good
opportunity to get familiar with how the
Imperial AI works. It can be used to earn
a few experience points so players can
customize their pilots and ships a little
before launching into a full campaign.

During each campaign round, players


play missions co-operatively against the
AI (the core game of X-wing with some
changes), improve their pilots and ships,
and advance the story by modifying the
campaign mission deck.
During key missions, each faction can
earn Campaign Victory Points (VP),
representing control of the star system.
The number of VP needed to win the
campaign depends on the campaign
length chosen. See the following page.

You will need to:


Print an X-wing or Y-wing scoresheet
for each player, and perform ship setup.
See Choose a Starting Ship, p10.
Print and cut AI statcards for the
TIE Fighter and TIE Interceptor, and
familiarize yourself with how the AI
works. See AI Ships, p16.

Starting a New Campaign with Experienced Pilots


Players are intended to retire their pilots
when a campaign is complete, and any
future campaigns should be played
with new pilot scoresheets.

06

However, all missions in this book were


thoroughly tested to scale in difficulty
with Pilot Skill level, and can be replayed with high-level pilots if desired.

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Setting up the Campaign


Once you are familiar with the AI and
the flow of the campaign format, you
are ready to commence the full-fledged
campaign. Players must decide on a
campaign length, which determines the
number of missions arcs used and the
possible missions played:
Campaign Length
Short

Use 3 Starting Missions


(6-9 Missions total)
Earn 2 Campaign VP to win

Medium Use all 5 Starting Missions


(9-15 Missions total)
Earn 3 Campaign VP to win
Additional future mission arcs
will allow for longer campaigns.
Mission Deck
Each mission has a corresponding card
which is used to form a mission deck.
Each campaign round, players draw
several cards from the mission deck
and choose one to play. Missions are
loosely organized into story arcs, and
when a mission is completed, it is usually
removed from the deck and the next part
of the story (another mission card) is
added to the mission deck, replacing it.
Not all of the missions in the campaign
are equally important or difficult. Starter
missions are smaller skirmishes that
provide good flight practice while later
missions involve bigger, better-defended
targets that must be conquered to earn
campaign victory points.

Prepare Mission Deck


Print and cut out the mission cards.
Separate out all of the mission cards with
Start in the top corner, and set the rest
aside. Shuffle the starting missions and
draw (or choose) a number of them depending on the campaign length chosen.
Shuffle the chosen starting missions to
form a mission deck. Keep this deck and
the remaining missions with your squads
scoresheets. Each missions victory text
will instruct you modify the deck by adding new missions or discarding missions
as you play the campaign.
Assemble New Terrain
To make the new terrain tiles, it is
recommended to print them on sticker
paper and stick them to cardboard.
For reference, each Mission card
includes a list of required components.
You may not need to print and cut all of
the new terrain if you are only playing
the Short campaign and didnt draw any
missions that use a given terrain type.
Prepare AI & Imperial Pilots
Print and cut the Imperial Pilot cards
and shuffle them into a deck. Print the
AI Statcards - if you normally sleeve your
cards, you might consider laminating
these instead. If desired, also print the
Reference cards.

See Mission Story Arcs, p44

07

Pilots

08

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Player Scoresheets
Each player should use a scoresheet to
keep track of their ship, including their
current pilot skill, experience points
earned/spent, missions flown, kills,

and upgrades available to them for each


mission. It is highly recommended to
record your ship data in pencil, as these
fields may change frequently.

2
PLAYER

CALLSIGN

3% 2^ 3 & 2 *

PS

f l
4 A

MISSIONS:

XP:

3E

5 4m

5E

6m

7E

8m

9E

1) Ship type icon and artwork


2) Player and Pilot Callsign name fields.
Give your Pilot a cool name!
3) Ship stats and available actions, and
a field to record your current Pilot Skill
level. For new Pilots, this will be 2.
4) When you purchase upgrades, write
them here. You may purchase any
number of these upgrades, such as
multiple types of torpedoes, but you
may only equip one to each upgrade
slot during a mission.

F
I
A
B
D
P
l
d

5) Ships can take one Modification m.


Elite Pilot Talents E, and additional
Modification upgrade slots preceded
by numbers become available once
those Pilot Skill levels are achieved.
6) Keep a tally of missions flown, and
record your Experience Point (XP)
total as you gain XP from missions
and spend it on upgrades.
7) Keep a tally of kills by enemy ship
type, for bragging rights.

09

Pilots Ship Setup


Choose a Starting Ship
When beginning a campaign, each player
may choose to fly either an X-wing or a
Y-wing with some Experience Points (XP)
to immediately spend on upgrade cards.
Players cannot purchase additional Pilot
Skill with their initial XP. Record unspent
XP on your player scoresheet.
See Spending Experience, p12.
Players may change to other types of
Rebel ships once they reach Pilot Skill 4.

X-wing

PLAYER

Starting Experience:

CALLSIGN

3% 2^ 3 & 2 *

PS

f l
A

MISSIONS:

XP:

3E

4m

5E

6m

7E

8m

9E

F
I
A
B
D
P
l
d

Starting Experience:

CALLSIGN

f l

BTL-A4

P/B

MISSIONS:

P/B

XP:

3E

4m

5E

6m

7E

8m

9E

10

8XP

2% 1^ 5 & 3 *

PS

The X-wing is a well-rounded


campaign workhorse, and is
great for cleaning up enemy
fighters. For Pilots looking to
switch to an A-wing or B-wing
later, it tends to be the most
efficient starting choice.

Y-wing

PLAYER

5XP

F
I
A
B
D
P
l
d

Capable of carrying a turret


and multiple types of ordnance,
the Y-wing is flexible enough to
take on any campaign mission.
Bomb Loadout is factored into
the scoresheet and not limited
here, and BTL-A4 can give any
turreted Y-wing extra punch.

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

A-wing
Unlocked at Pilot Skill 4

PLAYER
CALLSIGN

2% 3^ 2 & 2 *

PS

Exceptionally fast and maneuverable, the A-wing makes a


great campaign choice for hit
and run missions. Every Pilot
flying an A-wing is considered
to be an A-Wing Test Pilot,
and receives an additional E
upgrade slot.

HWK-290

fl eb
E

MISSIONS:

XP:

3E

4m

5E

6m

7E

8m

9E

CALLSIGN

1% 2^ 4 & 1 *

PS

f l
W

MISSIONS:

XP:

3E

4m

5E

6m

7E

8m

9E

B-wing

F
I
A
B
D
P
l
d

PLAYER

Unlocked at Pilot Skill 4

CALLSIGN

3% 1^ 3 & 5 *

PS

The B-wing packs unparalleled


firepower, making it ideal for
assault missions against large
or stationary targets. B-wing/
E2 is also factored in, so it can
optionally equip a crew instead
of one modification. However,
slow speed and poor agility
makes the B-wing an easy
target for enemy fighters.

I
A
B
D
P
l
d

PLAYER

Unlocked at Pilot Skill 4


A solid choice for a dedicated
support ship using the tMoldy
Crow title, the HWK-290 is the
only Rebel ship that can equip a
crew without giving up a modification slot, and gains an Illicit
upgrade slot as well.

f lr
S

MISSIONS:

XP:

m/W

3E

4m

5E

6m

7E

8m

9E

F
I
A
B
D
P
l
d

11

Pilots Spending Experience Points


Spending Experience
Players can spend Experience Points on
five different areas. Of the possibilities
below, only Upgrades and Modifications
may be purchased with a players starting
experience points. Unspent points are
banked for later.
Upgrades & Modifications
Change Ships
Increase Pilot Skill
Elite Pilot Talent
Rebel Pilot Abilities (see p14)

Upgrades & Modifications


XP Cost = Squad Point Cost
When you spend XP to buy an upgrade
or modification, you are securing access
to that equipment. All upgrades you
have unlocked are available to you when
preparing your ship for a mission. You
can own more upgrades/abilities than
the slots on your player scoresheet and
choose which to equip for each mission.
If you want to field multiple copies of a
card (such as Proton Torpedoes, or Hull
Upgrade), you must buy multiple copies.
Upgrades and Elite abilities with discard
this card effects are reloaded/refreshed
for each mission and do not need to be
re-purchased with XP after each use.
Free Upgrades:
Upgrades that cost 0 or negative points,
such as MChardaan Refit, tA-Wing
Test Pilot, tBTL-A4 and PBomb Loadout are already built into ship statcards;
they are not considered upgrades for
eject rolls or mission effects.

12

Changing Ships
XP Cost = 5 XP
Initially, you can only choose between the
X-wing and Y-wing. Once you reach Pilot
Skill 4, you may also choose between the
A-wing, B-wing or HWK-290.
When changing ships, take the
scoresheet for the new ship and record
all your unlocked upgrades that the new
ship can take, along with your kills and
missions flown. Any upgrades that cannot be equipped to the new ship can be
written on the back, in case you change
ships again.
If you wish to change ships again (even
back to a ship you had before), you must
spend another 5XP.

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Increase Pilot Skill

Elite Pilot Talents

XP Cost = New Pilot Skill Level x2

XP Cost = Squad Point Cost x2

Must be purchased one level at a time.


XP Cost examples:
PS2 to PS3 will cost (3x2) = 6XP.
PS3 to PS4 will cost (4x2) = 8XP.

When you reach Pilot Skill 3, your ship


gains an Elite Pilot Talent slot. They are
generally better than other upgrades,
and you are less likely to lose Elite Pilot
Talents when suffering Eject penalties.

Each increase in pilot skill comes with an


additional benefit: You gain an additional
Elite Pilot Talent icon at Pilot Skill levels
3,5,7, and 9, and an additional ship
modification icon at Pilot Skill 4, 6, and 8.
Note that EVeteran Instincts does not
increase your Pilot Skill for this purpose.
Pilot Skill and Campaign Difficulty:
The overall difficulty level of the campaign,
including the number of enemy ships and
the quality of Elite enemies, is determined
by the average Pilot Skill rating of all the
Rebel players flying the current mission.

The Elite Pilot Talent E Squad Leader


may not be purchased; it has a special
function in the campaign. See Assign
Squad Leader, p28 for details.
Multiple Elite Pilot Talents:
Unlike the standard game, as players
increase in Pilot Skill they are able to
combine up to four (five for an A-wing)
Elite Pilot Talents and Pilot Abilities, in
new and powerful combinations. Part of
the fun of playing the campaign is building
ships that are far too unbalanced for
normal skirmish play.

Therefore, players should be careful not


to purchase too many levels of Pilot Skill
before other upgrades, unless they are
looking for a significant challenge.

13

Pilots Pilot Abilities


Rebel Pilot Abilities
XP Cost = Pilot Skill of Original Owner
The pilot abilities of existing Rebel pilots
may be purchased and equipped as if
they were Elite Pilot Talents. However,
most of them cannot be purchased until
your pilot is very experienced.

Your pilot skill must be greater than or


equal to the Pilot Skill of the Rebel Pilot
whose ability you wish to purchase. The
cost is equal to the PS column, below.

Changes are marked in red.

PS

Rebel Pilot

Ability Text

Eaden Vrill

When performing a primary weapon attack against a stressed ship, roll 1


additional attack die.

Tarn Mison

When an enemy ship declares you as the target of an attack, you may acquire a
target lock on that ship.

Roark Garnet

At the start of the Combat phase, choose 1 other friendly ship at Range 1-3.
Until the end of the phase, treat that ship's pilot skill value as "12." +Assist if
the friendly ship destroys an enemy with PS > friendly ships normal PS.

"Hobbie" Klivian

When you acquire or spend a target lock, you may remove 1 stress token from
your ship.

Biggs Darklighter

Once per round, a friendly ship at Range 1 cannot be targeted by an attack if the
attacker could target you instead.

Chewbacca

When you are dealt a faceup Damage card, immediately flip it facedown (without
resolving its ability).

Etahn Abaht

When an enemy ship inside your firing arc at Range 1-3 is defending, the
attacker may change 1 of its d results to a c result. +Assist if the defender is
an emplacement, or is destroyed by the effect of a critical hit such as Direct Hit.

Gemmer Sojan

While you are at Range 1 of at least 1 enemy, increase your agility value by 1.

Leebo

When you are dealt a faceup Damage card, draw 1 additional Damage card,
choose 1 to resolve, and discard the other.

Nera Dantels

You can perform P attacks against enemy ships outside your firing arc.

Arvel Crynyd

You may declare an enemy ship inside your chosen weapons firing arc that you
are touching as the target of your attack.

Dutch Vander

After acquiring a target lock, choose another friendly ship at Range 1-2. The
chosen ship may immediately acquire a target lock. +Possible Assist

14

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

PS

Rebel Pilot

Ability Text

Esege Tuketu

When another friendly ship at Range 1-2 is attacking, it may treat your focus
tokens as its own. +Possible Assist

Garven Dreis

After spending a focus token, you may place that token on any other friendly ship
at Range 1-2 (instead of discarding it).+Possible Assist

Ibtisam

When attacking or defending, if you have at least 1 stress token, you may reroll
1 of your dice.

Kyle Katarn

At the start of the Combat phase, you may assign 1 of your focus tokens to
another friendly ship at Range 1-3. +Possible Assist

Lt. Blount

When attacking, You may consider the defender to be hit by your attack
regardless of dice results. If you do, the defender suffers no damage. You gain
no XP, but the defender may still suffer tokens, such as Ion and Stress.

Dash Rendar

You may ignore obstacles (including Ion Storms and Minefields) during the
Activation phase and when performing actions.

Jake Farell

After you perform a focus action or are assigned a focus token, you may perform
a free boost or barrel roll action.

Jek Porkins

When you receive a stress token, you may remove it and roll 1 attack die. On a
d result, deal 1 facedown Damage card to this ship.

Keyan Farlander

When attacking, you may remove 1 stress token to change all of your f
results to d results.

Lando Calrissian

After you execute a green maneuver, choose 1 other friendly ship at Range 1.
That ship may perform 1 free action shown on its action bar. +Possible Assist

Airen Cracken

After you perform an attack, you may choose another friendly ship at Range 1.
That ship may perform 1 free action. +Possible Assist

Corran Horn

At the start of the End phase, you may perform one attack. You cannot attack
during the next round.

Horton Salm

When attacking at Range 2-3, you may reroll any of your blank results.

Jan Ors

When another friendly ship at Range 1-3 is attacking, if you have no stress
tokens, you may receive 1 stress token to allow that ship to roll 1 additional
attack die. +Possible Assist

Luke Skywalker

When defending, you may change 1 of your f results to a e result.

Miranda Doni

Once per round when attacking, you may either spend 1 shield to roll 1
additional attack die or roll 1 fewer attack die to recover 1 shield.

Ten Numb

When attacking, 1 of your c results cannot be canceled by defense results.

Tycho Celchu

You may perform actions even while you have stress tokens.

Wes Janson

After you perform an attack, you may remove 1 focus, evade, or blue target lock
token from the defender. +Possible Assist

Han Solo

When attacking, you may reroll all of your dice. If you choose to do so, you must
reroll as many of your dice as possible.

Wedge Antilles

When attacking, reduce the defender's agility value by 1 (to a minimum of "0").

15

AI Ships

Imperial Artifical Intelligence

16

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Introduction AI Ships
AI ships do not program dials during the
Planning Phase like human players do.
Instead, they determine their maneuver
when it is their turn to activate during
the Activation Phase. The Empire always
has Initiative, so AI ships will always act
before Rebel ships of the same Pilot Skill.

easy to outmaneuver, but Elite ships with


high pilot skill that can barrel roll or boost
are much more challenging to catch.
When activating an AI ship during the
Activation Phase, follow Steps 1-3 on its
statcard, top to bottom. Sometimes you
will need to pre-measure for maneuvers
or actions in order to help it make the
correct choice for the situation.

When activated, AI ships choose a


target and then roll to determine their
maneuver based on the targets current
distance and bearing. AI ships do not
take their targets pilot skill into account;
only its current position and facing. As
a result, AI ships with low pilot skill are

When an AI ship activates during the


Combat Phase, use the Attack Target
step to determine its attack target.
Some mission special rules modify this.

AI Ship Statcards
3
TIE Fighter
1 F
&

2% 3^ 3

0*

2 Select Maneuver
Check Targets Range & Direction,
Roll on the matching table
+ Skip step 3 on red moves

2
2
2
4

2
2
4
1

1) Remove stress or Resolve c


2) r to get a shot
3) r to avoid targets arc,
and keep target in your arc
4) f if you have a shot
5) e

Attack Target
1) Nearest enemy

1) Ship Icon, Name, and


Basic Stats

3
3
2
2
1

1
2
3
4

Action Selection

Each AI ship has a statcard


with its basic stats as well
as logic for determining its
movement, actions taken,
and attack targets.

3
2
3
3

Select Target
1) Nearest Enemy in
Arc and at Range 1-3
2) Nearest Enemy

5
4
3

2) Activation Phase logic.


These steps may be
modified by mission
special rules.

1
2
3
4

4
3
3
3
5

4
3
2
1

3
1
1

v0.7

R1/R2+Closing
R3+/R2+Fleeing

3) AI Ships Faction
4) Ship Image and
Maneuver Table
5) Maneuver Table
selection logic

17

AI Ships Setup
AI Setup

AI Deployment

For each AI ship present, you will need


the model with its base and its AI card.
AI ships do not need maneuver dials.
For ships other than TIE Fighters, you
will also usually need to draw an Imperial
Pilot card to determine its equipment.
See Enemy Ship Types, p33.

The missions Squad Composition table


lists which enemy ships are present,
and the mission diagram indicates
where those squadrons enter play using
numbered arrows (vectors). See Mission
Setup Diagrams, p30 for more details.

Ship Numbering
For each mission, number all AI enemy
ships listed in the Squad Composition
table in ascending order. For example,
if Alpha and Beta Squadrons have 4 TIE
Fighters each, number the Alpha Squad
ships 1-4 and the Beta Squad ones 5-8.
If additional enemy ships deploy later in
the mission, continue numbering them in
the same way.
This is most important for AI ships of
the same pilot skill. The numbers on their
bases will be the order they activate,
move, and fire in, lowest to highest.
This numbering system removes any
player decision-making from the AI ship
activation order.

1
A

1
18

Ships in a squadron are deployed in


Formation, but the exact layout depends
on the number of ships. Center a squads
formation(s) over its numbered arrow on
the missions setup diagram and follow
the diagram to the left.
Deploy the highest numbered ship in
position A along the board edge, the next
highest in B, and so on until all ships
in the squadron are placed. The ships
should be spaced about 2cm apart, so
that the width of a maneuver template
fits between them.
Since the lowest-numbered ship in a
formation moves first, this setup prevents
them from overlapping each other (and
losing their actions) most of the time.

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Step 1: Select Target

Other AI Target Selections

Follow the steps on the AI statcard to


choose the target that best meets the
criteria. Use this target for all activation
phase steps (1-3), but re-select a target
when attacking in the combat phase (%).

The default AI logic presented in this


section is referred to as Attack. Many
missions in the campaign have special
rules that override the standard target
selection for some squadrons of AI ships:
Strike AI
These AI ships relentlessly pursue a
specific target (usually a mission objective)
and will use that target for movement
and action selection. If possible, they will
also fire on the same target during the
combat phase, unless they can make a
Range 1 attack against something else.

Determining Nearest
The target that is physically nearest in
the shortest range band is considered
nearest. If there are several possible
targets that are at similar distances,
choose the one that is closest to being
directly ahead of the AI ship.
Touching
AI ships ignore targets they are touching
unless there are no other targets within
range. In this case, treat the target as
being at Range 1 behind the AI ship.
Formations
During the Activation Phase, all ships in a
Formation make the same choices during
their Select Target and Select Maneuver
steps. When the lowest-numbered ship
in a formation activates, use its position
and facing to determine the target. All
other ships in the formation will select
the same target.

Flee AI
Mission special rules will specify a board
edge. These ships will use the nearest
point of that board edge as their target.
When performing a maneuver, use the
fastest speed for the selected bearing.
Escort AI
These ships only have modified Action
Selection. If their escort target is within
Range 1, they will use the Protect Action
on it. See Protect, p40.
Targeting Huge Ships
When selecting a target, use the
nearest point of the huge ships base to
determine if it is the priority target.
If the huge ship can move this round,
use the distance and position of its front
stand when selecting a maneuver. If the
Huge ship does not move (due to mission
special rules) use its nearest stand, and
treat it as if it were Closing.

19

AI Ships Maneuvers
Step 2: Select Maneuver

Red Maneuvers & Stress

Once a target is selected, determine its


distance, and facing relative to the AI
ship and use this information to select
the appropriate maneuver table from the
diagram. Roll a six-sided die, and excute
the maneuver that matches the result.

If an AI ship executes a red maneuver,


it does not receive a stress token
simply skip its Action Selection step.
This rule is crucial for operating the AI.
However, AI ships can still receive stress
from other effects such as Debris Fields
and Flechette Torpedoes. While an AI
ship has a stress token, it may still perform red maneuvers and acquire tokens,
but cannot perform free actions. Its
next normal action will be used to remove
the stress token. If a ship can perform
multiple actions, (due to Push the Limit,
for example) it may remove a stress token
first and then select another action.

For targets on the port (left) side, use


the corresponding table on the right side
of the diagram, reversing the maneuver
icons. Note that some ships like the
Decimator (d) have maneuvers that
turn away from their targets.
Determining Direction
The AIs maneuver tables are divided into
8 directions, but sometimes its nearest
target is on a dividing line. In this case,
use the table that the target ship is facing towards. If the target ship is pointing
directly toward or away from the AI ship,
randomly choose which table to use.
Determining Inner or Outer tables
If the target is at Range 1, or at Range 2
and Closing on the AI ship, use the inner
tables. If the target is at Range 2 and
Fleeing from the AI ship, or at Range 3+,
use the outer tables. Each AI statcard
has a reminder
R1/R2+Closing
in the corner:
R3+/R2+Fleeing

Ion Tokens
An AI ship with an Ion token does not
need to select a maneuver as it must
perform a 1 8 for the ionization effect.
However, it must still select a target in
Step 1, since it must reference the
targets position during Action Selection
to determine which action(s) it takes.

B
A
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Obstacles and Board Edges


If the AI ships maneuver template or ship
base will overlap an obstacle, it attempts
to Swerve. Adjust its chosen maneuver
once to try and avoid the collision, as
described below. If it is unable to avoid
the obstacle by swerving, execute its
original move. If an AI ship begins its
movement overlapping an obstacle, it
does not attempt to Swerve that turn.
Swerving
Adjust the intended bearing of the
maneuver 45 in either direction and
then select a new maneuver at the same
speed (or closest speed possible within
the limitations of the ships dial) that
brings it closest to its target. Koiogran
Turns 2 will change to banks 9. If the
ships new maneuver will still collide with
the obstacle, perform the original
maneuver chosen and suffer the collision.
Swerving and Formations
Although all ships in a formation select
the same maneuver, they move one at
a time in ascending order and each will
swerve independently as required. This
may cause ships to break formation
see Breaking Formation, p23.
Board Edges
Unlike avoiding obstacles, AI ships make
every effort to avoid the board edge. If
their chosen maneuver causes them to
leave the board, select the most similar
maneuver that still keeps on the board.
If there is no possible maneuver that
achieves this, the AI ship is destroyed.
If the AI flies off the board as a result
of being ionized, the player that ionized
them scores XP for the kill.

Swerving Examples
A TIE Fighter attempting a 1 6 will collide
with an asteroid. Changing the maneuvers
bearing would result in a 1 9, but the TIE
Fighter cant perform that maneuver.
Instead it chooses the next closest speed
for that maneuver it has; a 2 9. This will
not result in the TIE hitting an asteroid,
so it performs the 2 9.
Another TIE Fighter begins its move with
an asteroid directly in front of it. The
players are pretty sure this is a dumb
TIE Fighter pilot and that there are no
moves that will avoid the asteroid. The
TIE selects a 4 2. Since this maneuver
will overlap, swerving changes it to a 3 9.
This new maneuver will still cause the TIE
Fighter to overlap, so it simply performs
the original 4 2 and collides with the
asteroid anyway, in classic TIE Fighter style.

21

AI Ships Actions & Attacks


Step 3: Select Action

Step 4 (%): Attack Target

After moving, if an AI ship did not


perform a red maneuver, or overlap
an obstacle or ship, it will perform its
action step. Check each condition of its
action priority in order, top to bottom and
perform the first action that meets the
criteria. If the ship can perform multiple
actions, continue until it has performed
as many actions as possible.

Each AI ship determines a target to fire


upon during the Combat Phase, following
the steps on the AI statcard.

Pre-measuring Actions and Range


When deciding which action to perform,
most will require you to measure range,
check arcs, or see if repositioning will
fulfil that actions criteria.
Sometimes you may be able to judge
these criteria by eye, but usually you will
need to lay the range ruler or move templates and move the AI ship to check.
If it turns out that the ship cant meet the
criteria for doing an action after youve
measured or moved it, simply move it
back and check its next priority.
Clearing the Effects of Critical Hits
If an AI ship suffers from the effects of a
critical hit that can be removed with an
action, such as Damaged Sensor Array
or Console Fire, it will perform that
action as top priority (unless it is stressed).

Rolling Attack and Defense Dice


AI ships attempt to maximize the result
of each dice roll they make using any tokens and reroll abilities, regardless of the
defense value of the target they are firing
upon, or how likely they are to hit.
Use tokens assigned to the ship as
required below at the first opportunity.
Spending Tokens when Attacking
Spend tokens to maximize damage. If the
AI has a target lock on the defender, use
it to reroll all blanks. If the AI does not
have a focus token, also reroll all focus
results. Spend a focus token if there is at
least 1 eye result to convert to a hit.
Spending Tokens when Defending
Spend Focus and Evade tokens to reduce
damage as much as possible, without
adding excess evades. If a ship has both
tokens, spend its Evade token first, and
Focus token second, unless the Focus
token would prevent all damage taken.
If spending a token wont affect the
amount of damage taken, dont spend it.

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Damage and Critical Hits


Damage and critical hits are resolved
as usual. Since the majority of Imperial
ships have no shields and most missions
require many ships to be in play, consider
assigning them the orange damage tokens
instead of drawing damage cards:

Any critical hits suffered can be tracked


by placing the card on the table beside
the affected ship or, if the ship is the only
one of its kind, on its AI statcard. This
greatly helps to keep things organized.
Applying Effects
If the AI player must choose the target of
an effect (such as Ruthlessness), it is
described on its Imperial Pilot card for
that ship. Otherwise, use the AI ships
target priority to determine which ship(s)
or targets are affected.
Earning Experience Points
Players gain Experience Point tokens
whenever they damage or destroy enemy
ships. See Earning Experience, p42

Breaking Formation
AI Ships will break from their Formation
and act independently when one of three
things happen:
1) The ship is no longer at Range 1 of
any other ship in its formation.
2) The ship is no longer facing the same
direction as the majority of ships in
a formation. This can happen due to
swerving to avoid an obstacle, or
being unable complete a maneuver
due to overlapping other ships.
3) One (or more) ships in the formation
collides with, or suffers damage from,
a player-controlled (Rebel) ship. Do not
break formation for Imperial collisions.

23

AI Ships Sample Dogfight


1
4
1

Turn 1. Four Academy Pilot TIE Fighters


(T1, T2, T3, T4) deploy in formation.
Players deploy their PS2 X-wings (X1,
X2) on the far corner of the board and
set their dials. Players then activate the
TIEs. The nearest Rebel ship is out of
range at 45, and they are a formation,
so all will perform the same maneuver.
The roll is a 4, so each TIE performs a
3 7, moving in order of lowest number
to highest number (fig.1). There are no
enemy ships in combat range, so all four
TIEs evade. The Rebels move forward but
are out of range.

Turn 2. This time the nearest Rebel ship


is directly ahead, but still out of range.
The TIE formation rolls a 2. Each TIE
performs a 5 8 maneuver, again, lowest
to highest number. T1 and T2 are in
range of the Rebels and will Focus.

However, as T3 moves, it will hit an


asteroid. It must swerve and adjust its
maneuver 45 to a 3 9 (fig.2). Then,
since it can get X1 in range and arc
by barrel rolling, it will do so.

24

X2 fires at T1, getting dd. This TIE rolls


only 1f, but will spend its Focus token

Now, the X-wings move into range


and fire at Pilot Skill 2. X1 fires at T2,
and gets dd. The TIEs defense roll
is eef. Since it has already rolled
enough evades to mitigate all incoming
damage, it does not spend its token.

T4 moves but collides with T3. T4 will


not swerve to avoid hitting a ship;
only a hazardous obstacle (fig.3).

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4
4

to prevent as much damage as possible.


X2 scores 1 Experience Point for damaging at least 1 enemy ship this turn.

The TIEs return fire at Pilot Skill 1, again


in order of lowest to highest number. T1
targets the only enemy it can: X2 (fig.4).
At Range 1, it rolls dff. With no
Focus token, the X-wing evades easily.

5
4

Although the remaining TIEs have both


X-wings in arc and in range, X1 is the
closest target for all of them. T2 rolls
ddf, and will spend its focus token
to maximize damage. X1 rolls 1e and
loses its shields, and the remaining TIEs
roll poorly add another 1 damage.

Turn 3. The TIE formation is now broken.


T3 is now facing a different direction
and would have selected its own target
anyway, but now that a ship in the formation has suffered damage (T1), all ships
break formation select their own targets.

The players set their dials again and then


activate each TIE in order. T1 targets
X2 and rolls a 3. Since the X-wing is at
Range 1 directly ahead, the result is
2 8: a collision. T2 selects X1, which is
at Range 1 and 45 to the right. It rolls
a 4, which results in a 4 2. There isnt
room to complete the maneuver, so it will
also collide with X2 (fig.5).

T3 targets X1 and rolls a 6: also 4 2.


Since this is a red maneuver, T3 skips its
action selection step instead of receiving a stress. Finally, T4 targets X1 and
rolls a 6. X1 is at Range 1 (45), so T4
performs a 1 6 and will barrel roll to get
X1 in arc. (fig.6).

25

AI Ships Sample Dogfight Continued


7
2

Anticipating a TIE Fighter kill box, X1


planned a cautious 37. Lucky - it dodges
all firing arcs. X2 performs a 4 2 and
receives a stress as usual.

1
2

8
2

T3 is the only TIE that can attack, and


fires on X2 at Range 3 with no results.

Desperate to even the odds, X2 fires at


T1 and rolls a natural ddd. T1 rolls
its defense and gets 1e - not enough!
T1 is destroyed. X2s player marks a TIE
Fighter kill on his player scoresheet, and
collects 2XP: 1 for dealing at least 1
damage this turn, and 1 for the kill (fig 7).

Turn 4. T2s nearest enemy is X2. It


rolls a 4 and performs a 3 2 (X2 is 45
behind and closing). Its a red maneuver,
so T2 skips its action.

T3 has X2 in arc. X2 is closing but at


Range 3, so T3 will roll on the green 45
table. A roll of 5 results in a 3 9 maneuver, followed by Focus (fig 8).
T4 has neither X-wing in arc, and both are
almost exactly the same distance apart. In
this case, it targets the ship that is closest
to being directly ahead of it: X1. X1 is fleeing at Range 2, so T4 rolls on the Green
45 table: a 2. T4 performs a 2 9 and
since it has X1 in arc now, it take a Focus.

26

The X-wings move. X2 performs a 19 and


collides with T3. X1 performs a 4 2 (fig 9).
Then, they take shots at the only target
they both have: T4. X2 fires first, rolling
d. T4 rolls ff to defend, and spends
its Focus token to prevent all damage,
even though this is a little inefficient.

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10

2
3

Then X1 attacks T4, rolling ddc at


Range 3. T4 rolls just 1e on 4 dice. The
players assign it a damage token, then
draw a critical hit from the deck: Direct
Hit. Scratch another TIE! - this time X1s
player marks a kill and collects 2XP.

T2 is the only TIE Fighter with a shot, and


without a Focus token it fails to deal any
damage to X2 (fig 10).

2
2

6
2

11

Squad

Arrival

Vec.

1p

Beta

Turn 5

1d6

2p

They roll a six-sided die to see where it


will be deployed: Vector #6. Since it is
the fifth AI ship to be deployed, they
assign it a #5 token. They also draw an
Imperial Pilot card (TIE Bomber type) and
tuck it under the Interceptors AI statcard. Now players set their maneuvers
and the mission resumes (fig 11).

Turn 5. If this were an actual Mission, it


is likely there would be another squad of
incoming enemy fighters by now. Checking this hypothetical Missions Squad
Composition table for a 2-player game,
the players see they must deploy a TIE
Bomber this round:

The Empire always has initiative in the


campaign, so the Pilot Skill 2 TIE Bomber
it will move and fire before Rebel ships of
the same pilot skill (the X-wings).

27

The Campaign Round


During each campaign round,
players perform these phases:
1. Assign Squad Leader
2. Mission Selection
3. Calculate Rebel Pilot Skill
4. Mission Setup
5. Equipment & Deployment
6. Play Mission
7. Modify Mission Deck
8. Upkeep

1. Assign Squad Leader


The player with the highest Pilot Skill is
declared Squad Leader. If there is a tie,
players may decide who is Squad Leader.
That player is automatically equipped
with ESquad Leader for the next
mission, for free. This ability does not
use one of that players E slots. This
Elite Pilot Talent cannot be purchased
or used by other ships.
2. Mission Selection Phase
The Squad Leader shuffles the Mission
Deck and draws two mission cards,
showing them to the other players.
The squad can decide which mission
they want to attempt and shuffle the
other mission card back into the deck.

28

3. Calculate Rebel Pilot Skill


Average the recorded Pilot Skill ratings of
all players (round down) to determine the
Rebel Pilot Skill level. This is used during
mission setup to determine which enemy
ships are included. For this calculation,
ignore abilities that modify Pilot Skill, such
as EVeteran Instincts.
4. Mission Setup Phase
Set up all ships and terrain following the
mission diagram and squad composition
table. See Mission Setup Diagrams, p30
for more details.Then, read aloud the
Mission Briefing and any mission special
rules. New Actions and Maneuvers, p40
has a list of new campaign special rules,
that are used in most missions.

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5. Equipment & Deployment Phase


Each player chooses which upgrade
cards they will equip for this mission.
Then, players place their ships in the
missions starting area(s).
6. Play Mission Phase
As you play, each player should keep a
tally of the ships they destroy on their
player sheet, and use tokens to track
experience (XP) they earn during combat.
See Earning Experience, p42.
If mission objectives are numbered, they
must be accomplished in order. The
mission ends when a number of turns
equal to the missions limit have been
played, or there are no player ships in
play. See Mission Territory Types, p41,
the missions setup diagram and special
rules for details.

7. Modify Mission Deck Phase


Read aloud the Rebel or Imperial Victory
text and modify the mission deck.
A plus (+) replaces the current mission
with the one listed. Discard removes
the mission from the deck, ending that
mission arc. Reshuffle returns the card
to the deck to replay later.
8. Upkeep Phase
Any pilot that was shot down must make
an eject roll; see Ejecting, p41. If the players lose a mission, they can still gain XP
after resolving any Ejects and penalties.
Players cash in their XP tokens and
record the total (and any effects of ejecting) on their player scoresheet. Players
may spend their Experience Points to
purchase upgrades between missions.
See Spending Experience, p12.

29

Missions Setup Diagram


Mission Setup Diagrams
If youve ever played a scenario for X-wing
before, most of the mission set up will be
familiar to you. However, this campaign

1) Grid Lines in Range-1


increments are used to locate
ships and mission features.

introduces several new mechanics


to streamline mission setup for the AI.
See the sample mission diagram below:

3
6

5
Neutral Territory 10 Turns
A - Rebel Operative HWK-290 setup
B - Player setup/escape edge
6
C - Asteroids x6, random layout
Range >1 apart, Range >2 from edge
Example from Rescue Rebel Operatives, p48

2) Deployment Areas. Red for


Rebels, blue for Imperial AI.
Some missions have multiple
setup areas for players to
choose between; some have
setup areas that are only for
allied ships. See the missions
special rules.
3) Approach Vector arrows
show where enemy
squadrons listed in the
squad compsition table
may arrive, and their
facing when deployed.
4) Obstacle placement areas
are marked with a white box.
Any obstacles should be
placed randomly within this
area; the diagram usually
has an example layout.
5) Territory & Turn Limit.
Territory type determines
what happens to Rebel ships
still in play when the turn
limit is reached. See Mission
Territory Types, p41.
6) Legend for letters used
in the diagram.

30

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Setup with New Terrain


Much of the campaign content is special
rules for new terrain and environments
for players to battle the Empire over.
New Terrain
When a mission requires
these terrain features or
emplacements, the number
and position scale based on
the number of players.

B
4p

Each piece of terrain or


emplacement that has variable
setup is outlined in yellow, with
a player number beside it.

G G

6p

G G

4p

If you have at least this many


players, include this piece of
terrain in the mission.

3p
T

5p

C
2

Ground Missions
Any mission that takes place
over the surface of a planet
or other large object is represented in the diagram using
a different background.
Ground Missions frequently
have special rules.

Some missions have map-wide effects


(see their special rules); others include
new obstacles, found on page p36.

G G

5p

G G

3p

T
G G
G G

6p

Hostile Territory 12 Turns


A - Player setup edge
B - Asteroids x6, random layout
Range >1 apart, Range >1 from edge
C - Refueling Base as shown

Example from Miners Strike, p72


Emplacements
Emplacements are shown in
the setup diagram with letter
to note their type. You will need
the Emplacement AI statcard
for missions that use these.
Each Emplacement type has
a corresponding token:

Turbolaser Tower

Shield Generator

Fuel Tank

Sensor Array

Command Centre

Cargo Container

31

Missions Squad Composition


Mission Scaling
Each campaign mission is designed to
scale based on the number of players
and their pilot skill, so that your squadron
can play even if somebody cant make it
that gaming session.

Every mission has a Squad Composition


table, (example below), which lists which
enemy ships are present, when they
arrive, and where they are deployed.

Squad

Arrival

Vec.

AI

1p

2p

3p

4p

5p

6p

Alpha

Setup

Attack

68@

+F

48@

+F

Turn 3

1/6

Attack

F
F

+F

Beta

4+F

+F

8+F

+F

6+F

Elite

Special

1d6

Attack

Squad
The callsign of the squadron is often
referenced in mission special rules. Each
squad can be 1-4 ships, and all ships in
a squadron deploy in formation and move
together until they engage in combat.
If a squad contains several ship types,
they deploy in separate formations.
See AI Deployment, p18.
Arrival
Squadrons with Setup listed will be
deployed on the table before any Rebel
players. Turn # means the squad is
placed before players program their
maneuvers for that Turn. Special is
described in a missions special rules,
usually triggered by an event.
Vec. (Approach Vector)
Numbers and letters refer to the setup
diagram for the mission. Sometimes dice
(d6) or options (1/6 or 1-3) are listed.
In that case, when the squad needs to
be placed on the table, roll the dice or
randomly select an option to determine
where the squadron appears.

32

E@

AI (Enemy Logic)
The Artificial Intelligence column lists the
target priority of each enemy squadron.
Attack is the default on the AI ship cards,
but other types change how a ship behaves
and are described in mission special rules.
Player Scaling (1p 6p)
Use the contents of each column that is
less than or equal to the number of players in the current mission.
Some cells add ships (+), while some
cells upgrade existing ships (8). In a few
cases, cells also improve the stats of
ships (+2*). Coloured cells (8+F) with
numbers only apply if the average Pilot
Skill of the Rebel squad is at least as high
as the number.

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Enemy Ship Types

Difficulty Level

The majority of missions include enemy


ships other than standard TIE Fighters.
These ships either have mission special
rules, or will require an Imperial Pilot
card. See Other Ships, p34 to complete
their setup.

The campaigns missions have been carefully balanced and extensively playtested
to a standard level of difficulty. However,
the nature of the squad compositions
player scaling can also be used to adjust
the games difficulty level.

Setup Icon Examples


+I

Add this ship type

+@

Add a random ship type.


Note: All random ships in a
squad should be the same.

8I

Replace a

8+F

Add this ship, if Rebel PS is 8

48@

Replace a F with a random


ship type, if Rebel PS is 4

E@

Add an Elite of a random type

Easier:
If you are playing with kids, or prefer a
more casual game of X-wing, you can
reduce the difficulty level of the campaign
by treating the Imperial setup as if you
have one fewer Rebel players.

F with this type

Dont Own Enough TIE Fighters?


Most missions in the game use 2-3
TIE Fighters per player. You can reuse
destroyed models for new ships, but you
may need more than 8 models for 5 and
6-player games. For every 2 standard
TIE Fighters you are short, substitute
1 other random type of TIE.
Dont Own Enough Specialty TIEs?
Some missions in the campaign use a
large number of specialty ships such
as TIE Phantoms or TIE Defenders.
If your player group doesnt collectively
own enough to field the required number,
substitute each missing model for a
random Imperial ship - simply draw an
Imperial Pilot card to determine the ship
type (as if the table entry is @).

This will reduce the number of enemy


ships and objectives, but it will also
reduce the total amount of Experience
Points the players can earn. This makes
a huge difference for 2-3 player games.
A Little Harder:
You can add 2 to your squads average
pilot skill. Interpreting the squad composition table this way will upgrade more
enemy TIE Fighters to better ship types
than usual, and Elite enemies will have
an additional ability.
A Lot Harder (1-5p only):
Treat the Imperial setup as if you have
an extra Rebel player. This often adds
an extra objective, two more TIEs, and
makes Elite enemies more resilient.
This difficulty boost is more severe for
squads of 2-3 players.
Be warned that adjusting the games
difficulty this way might make some
missions very hard to win, particularly
for low player counts.

33

Missions Imperial Ships


TIE Fighters

Other Ships

The majority of enemies in the Campaign


are standard TIE Fighters. Shown as F
in the Squad Composition table, they are
always considered to be Academy Pilots
from the standard game, and they never
have any upgrades or modifications.

Drawing Imperial Pilot Cards:


The procedure for drawing an Imperial
Pilot depends on the symbol listed in the
Squad Composition. The different types
of Imperial Pilots you may need are:

However, the Empire has many other ship


types in its arsenal, and these will require
you to draw an Imperial Pilot card.

Random Imperial Ship (@):


Draw an Imperial Pilot card. If there are
multiple ships of the same type in the
squad, only draw once; all ships in a
squad will use that card (they will all be
equipped with the same upgrades).
Large Ships (l):
Each enemy Squadron is limited to a
single large ship. If a squad has several
random ships, draw again for the others.
Specific Imperial Ship (I, etc):
Follow the procedure for a random ship
type above, but draw until you get a Pilot
of the required ship type.
Elite Enemies (E@, EI, etc):
Draw an Imperial Pilot card for these
ships as described above, for either a
random or specific ship type as required.
The only difference is that Elite enemies
use more of the abilities on the card.
See the following page for details.

34

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Imperial Pilot Cards


1
2

TIE Interceptor

m Autothrusters
When defending, if you are beyond Range 2 or outside the
attackers firing arc, change 1 of your blank results to an
Evade result.

E TIE Interceptor Elite

m Stealth Device
Increase your agility value by 1. If you are hit by an attack,
discard this card.

E Expert Handling
When you perform a Barrel Roll action, remove 1 enemy
Target Lock from your ship.

t Whisper
After you perform an attack that hits, assign 1 Focus token
to your ship.

E Elusiveness
When defending, the attacker must reroll one Critcal or Hit
result. You cannot use this ability if you are stressed.

10

t Dark Curse
When defending, ships attacking you cannot spend focus
tokens or reroll attack dice.

TIE Interceptor

m Autothrusters
When defending, if you are beyond Range 2 or outside the
attackers firing arc, change 1 of your blank results to an
Evade result.

E TIE Interceptor Elite

I TIE Interceptor m

Stealth Device

5
4
3

Increase your agility value by 1. If you are hit by an attack,

3 % 3 ^ 3 & 0 *discard this card.

E Expert Handling

Select Target

When you perform a Barrel Roll action, remove 1 enemy


Target Lock from your ship.

2
2
2
2
6
2
5 hits, assign 1 Focus
After you perform an attack that
token
5
to your ship.
2 Select Maneuver
1
1) Nearest Enemy in
Arc and at Range 1-3
2) Nearest Enemy
t Whisper
*) Free f Action

3
2
3
3

1) Ship Type
When a mission calls for a
random ship type (@), use
this icon to determine it.
2) Basic Upgrade, including
the upgrade name and full
ability text. Many abilities
have be modified slightly for
the campaign to provide
decision logic for the AI.
3) The Pilot Skill Rating of
the ship changes depending
on which version of the ship
is used - Elite versions have
higher pilot skill that scales
with the Pilot Skill of the
Rebel squadron.
4) Elite Versions of the ship
(E in squad composition)
gain the abilities listed, in
addition to the basic one. If
the average pilot skill of the
Rebel players is at least the
value listed (4+, 6+, or 8+.),
the ship gains each of
those abilities as well
(these abilities stack).

Check Targets Range & Direction,


8
E Elusiveness
Roll on the matching table
When defending, the attacker must reroll one Critcal or Hit
1
result. You cannot use this ability if you are stressed.
+ Skip step 3 on red moves

3
3
2
2
310
Action Selection t Dark Curse
2
When defending, ships attacking you cannot spend focus 5
1) Remove stress or Resolve
creroll attack dice.
1
tokens or
2) r or b to get a shot
1
3) r or b to avoid targets arc,
2
5
and keep target in your arc
3
3
4) e
5
3
5
3
Attack Target
3
5
1) Nearest enemy
2
1
3
v0.7
1
1
R1/R2+Closing

5) Tuck the Imperial Pilot card


under the corresponding AI
statcard, revealing only the
sections needed.

R3+/R2+Fleeing

35

Missions New Terrain


This campaign introduces several new
types of obstacles, to supplement the
Asteroids and Debris Fields from the
standard game:

Minefields

Clouds

Unlike other terrain types, Minefields


can be owned by a faction. The mission
setup diagram indicates who owns any
Minefields; opposing ships consider the
mines hostile for the effects below.

Concentrations of gasses that do little


to impede movement but limit effective
line-of-sight, some of the rules for clouds
depend upon the setting of each Mission.

Template or Ship Overlap:


Skip your perform action step. If the
minefield is hostile, it detonates: Roll 1
attack die for each of the Mines remaining hull points and suffer any d or c
results rolled, without a defense roll.
Remove detonated Minefields from play.
Line of Sight:
If the Attackers line of sight crosses a
Minefield, the Defender is obstructed and
gains an additional defense die.
Attacking Minefields:
Minefields have 3 hull and 1 agility. They
can be targeted and attacked as usual
but each critical hit counts as 2 damage.
remove destroyed minefields from play.
AI Logic: Swerve to avoid hostile Mines.

36

Template or Ship Overlap:


No effect. See Ion Storm variant, below.
Line of Sight:
If the Attackers line of sight crosses a
cloud, the Defender is obstructed and
gains an additional defense die. However,
clouds prevent all attacks at Range 3+.
AI Logic:
Do not swerve, even for Ion Storms.

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Station Modules

Docking Bay Modules

Unlike other terrain types, Stations are


decorative - they only serve to maintain
the position of emplacements. However,
station modules interlock so that a
station or base and its emplacements
can scale with the number of players.
See Capture Refueling Station, p52
for an example layout.

Some missions require ships to deploy


from, or land in, Docking Bay modules.

Emplacements
These represent various
structures found on the
ground, on the surface of
stations, and occasionally
floating in space.
When used on a station, each square
area (highlighted on the above tile) can
have one emplacement. Emplacements
are not obstacles, so ships do not collide or interact with them, except that
they can be targeted, attacked, and
destroyed. The Emplacements Statcard
has the abilities and special rules of each
emplacement type.

Deploying AI ships:
Place ships in formation, with the
highest-numbered ship along the edge
of the docking bays entrance, as shown
in the formation diagram above. If ships
cant be placed because other ships are
in the way, just place them as close to
the above diagram as possible.
Landing:
To attempt to land in a Docking Bay, a
ship must reveal a non-red maneuver and
declare that it is attempting to land. If
the ships maneuver template overlaps
the bay entrance, the ship lands and is
removed from the play area.
If the ships base overlaps the docking
bay but the template does not, the ship
fails to land and immediately suffers 1
face-up damage card as a result.

37

Playing Co-operatively

38

Heroes of the Aturi Cluster


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A Few Modifications
X-wings roots as a 1v1 skirmish game
mean that players should make a few
adjustments to how they approach the
game when they play the Heroes of the
Aturi Cluster campaign co-operatively.
This page is optional; these are merely
suggestions based on playtesting.
Roleplaying & Atmosphere
Players are strongly encouraged to roleplay missions in character, and address
each other using callsigns. You can even
play Star Wars soundtracks in the background to complete the mood.

Maneuvers
Most players find it easier to coordinate
with their squad if they discuss their
maneuvers openly.
To further streamline things, maneuver
dials can be placed face-up beside ship
models so that all players can see their
intended moves. This can help low-Pilot
Skill pilots avoid maneuvering, Barrel
Rolling, or Boosting in front of their allies. This can also help prevent planning
mistakes, such as performing a red
maneuver while stressed.

Discussing Strategy
The best way to approach any mission
is usually to have a clear plan, at least
until Imperial reinforcements arrive to
mess things up. Strategic discussions
between players is encouraged, but the
Squad Leader should try and keep the
game moving, and should have the final
say if players cannot agree on an overall
course of action during a mission.
Gaming the AI
While it is possible to plan maneuvers by
referencing the AI statcards for nearby
ships and calculating the probability that
it will perform block or outfly you, this
slows down the game a lot.
It probably wont gain you much of an
advantage anyway. Most AI ships are
set up so that they make a predictable,
decent, maneuver choice about half the
time. The other half of the time, they will
do something else that will often mess
you up, or counter-counter your plans.

Attack Targets & Stealing Kills


Frequently, two players of the same Pilot
Skill will be able to attack the same target
and have a chance to kill it. Players should
agree on an attack order. Its recommended to let pilots with low Pilot Skill
and fewer XP get some kills - but if players cannot decide, they may randomly
determine who shoots first.

39

Playing Co-operatively Actions & Maneuvers


New Actions and Maneuvers
Many missions in this campaign have
objectives that require pilots to do things
other than destroy enemy ships. Some
missions grant players (and sometimes
enemies) new actions and maneuvers:

Protect
Action. Ships (Rebel and Imperial alike)
may be allowed to protect one or more
ships or emplacements during a mission.
To perform a protect action, a ship must
be within range 1 of the target and spend
an action to assign it an evade token.
There is no limit to the number of evade
tokens that can be assigned, but they
are removed during the End Phase.

Scan
Action. Some objectives require close
visual scrutiny. To perform a scan, a
player must be within Range 1 of the
target. The mission will detail the effect
of performing this action.

Dock
Maneuver. Some missions require ships
to dock with other ships or terrain and
transfer cargo. To Dock with a ship,
the docking ship must be touching the
target. To Dock with terrain, the ship
must overlap. During the next planning
phase, the ship may declare it is docking
and is not assigned a maneuver dial. This
turn, it does not move and has Agility 0,
because cargo or passengers are being
transferred and it is stationary. A ship
may undock and resume normal movement by assigning a maneuver dial during
the following planning phase.

40

Jump to Hyperspace
Maneuver. Unless mission special rules
prevent it, a ship may flee the mission
area by jumping to hyperspace.
To prepare to jump to hyperspace, a ship
must perform a green maneuver and
announce it is powering its hyperdrive.
Assign it a hyperdrive token (use a tracking token from the X-wing core set or
other suitable token. Energy tokens from
huge ship sets work well). This is not an
action; perform an action as usual.
When the ship activates during the combat phase, instead of attacking, it must
make a hyperspace roll:
Roll 2 attack dice and add 1 d result for
each hyperdrive token. If the roll totals 3
d hits (including critical hits), The jump
is successful and the ship is immediately
removed from play. The hyperspace roll
can be only be modified by focus tokens.
If the ship fails to complete the jump this
turn, leave the hyperdrive token beside
the ship. If a ship with a hyperdrive token
performs a non-green maneuver or
elects not to continue jump preparation,
remove all hyperdrive tokens.

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Mission Territory Types


Each mission in this campaign has one of
three territory types: Friendly, Neutral, or
Hostile, which generally represents how
dangerous a mission is for the players.

A missions territory type will affect the


results of eject rolls, which board edges
may be used to retreat, and what happens to Rebel ships that are still in play
when the turn limit has been reached.

Effect

Friendly Territory

Neutral Territory

Hostile Territory

Eject Roll

1 attack die

2 attack dice

3 attack dice

Escaping

Jump to Hyperspace
or any board Edge

Jump to Hyperspace Jump to Hyperspace


or designated edge(s) or designated edge(s)

Mission End

Automatically retreat

Automatically retreat

Escape Edges
The setup diagram for each mission
will designate any escape edges. After
executing a maneuver that causes part
of the ships base to leave the play area
along the escape edge, the ship flees
and is immediately removed from play.
No Survivors
Your squadron is the Rebellions last hope
to secure the Aturi Cluster. If all players
are shot down during a mission, they are
captured by the Empire and considered
killed. Any campaign in progress is lost
and the Empire gains control of the Aturi
Cluster unopposed.

Rebels are destroyed

Ejecting
When a player is shot down, they must
make an eject roll to determine the
condition of their pilot. Using a number
of attack dice based on the missions
territory type (see above), roll the dice
pool and suffer the result of each die:
Eject Results

cc
c

Pilot Killed - start a new pilot

Lose most expensive Upgrade

Earn Half XP this mission,


rounded down.
(Earn 0 XP if ff is rolled)

(blank)

Safely Eject (no penalty)

Lose most expensive Elite


Pilot Talent or Pilot Ability

Modify your player scoresheet with the


results of your Eject roll. A player that
Ejected will be rescued automatically
unless all players are shot down See
No Survivors, above. At the start of the
next campaign round, the Alliance will
find them another ship of the same type
at no XP cost.

41

Playing Co-operatively Earning Experience


Earning Experience
Experience Points (XP) are primarily
earned for kills and mission objectives.
As you play a mission, keep track of any
experience you earn using tokens.
During the Combat Phase, each turn:

+XP

Deal at least 1 damage to one or more enemy ships

1XP

Destroy an enemy ship or emplacement...

+1XP

...and Enemy ship is Large (l ,d )

+1XP

...and Enemy ship is a non-F TIE Fighter (I ,B ,etc.)

+1XP

...and Enemy ship is

+1XP for all players

E Elite

Kill Assist - see the following page

1XP

Guardian - see the following page

1XP

During Mission Resolution:

+XP

Mission bonus objective or penalty

Varies

Mission Failure, or Eject Roll (see Ejecting, p41)

Varies

Recording Experience Points


Experience points earned are not written
on a players sheet until the Mission
Resolution Phase, when the mission
is complete and the pilot has returned
to base. This is because the total XP
earned can be affected by both the
mission primary and bonus objectives,
and the results of any Eject rolls.
Once recorded, XP are banked and
cannot be lost due to penalties from
future missions or Eject rolls.
Earning XP for non-kills:
Sometimes the players are not directly
responsible for destroying an enemy ship.
This can happen due to game effects
such as asteroid collisions, leaving the
board without fleeing, and the effects of
some critical hits, such as Console Fire.

42

In this case, the last player to damage


the ship scores points for the kill. If no
one ever damaged it, no one scores XP.

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Assists
Pilots are awarded bonus Experience
Points for supporting each other in a
variety of situations, and encouraging
teamwork. However, points are only
awarded for situations where the bonus
was useful. Apply the definitions below:

Kill-Assist Examples

Guardian Examples

Target Lock & Focus


You assign an ally a Target Lock or
Focus token, or you grant a free action
that is used to Focus or Target Lock.
If an ally uses your Focus or Target Lock
to add at least one hit when they destroy
an enemy ship, you score an assist.

Focus & Evade


You assign an ally a Focus or Evade
token, or you grant a free action that is
used to Focus or Evade. If an ally uses
your Focus or Evade token to prevent
at least 1 damage when attacked, you
score an assist.

Barrel Roll & Boost


You grant an ally a free action that is
used for Barrel Roll or Boost. If this
positions them to attack and destroy a
target, you score an assist.

Barrel Roll & Boost


You grant an ally a free action that is
used for Barrel Roll or Boost. If this
positions them so that an enemy ship
that would have attacked them no longer
has any attack targets, you score an
assist. Note that most of the time this
will only be possible to track when it
involves enemies with low pilot skill.

Using a Pilot Ability


Some of the pilot abilities (including Roark
Garnet and Etahn Abaht) listed under
Rebel Pilot Abilities, p14 have other
conditions listed that can provide assists.

Using a Pilot Ability


Some of the pilot abilities listed (including
Biggs Darklighter) under Rebel Pilot Abilities, p14 have other conditions listed that
can provide assists.

43

Mission Story Arcs


The remainder of this book contains all of
the campaign missions, which are grouped
into five main story arcs. The last mission
in each arc is usually an opportunity for
players to earn a Campaign Victory Point.

(intro image?)

Welcome to the Aturi Cluster


Introduction: Local Trouble, p46
The Refueling Station
The Argus system is frequently patrolled
by Imperial fighters, but they dont seem
to have any capital ships in the area.
We suspect they have a forward base
hidden in the asteroid field, but its likely
to be well defended.
Part I: Rescue Rebel Operatives, p48
Part II: Disable Sensor Net, p50
Part III: Capture Refueling Station, p52

44

Minefields
The Empire has been blockading the
Nulan system with minefields in an
attempt to prevent smugglers and our
Rebel supply transports from getting
through. We have several incoming
ships, and this could pose a problem.
Part I: Tread Softly, p54
Part II: Imperial Entanglement, p56
Part III: Care Package, p58

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Chasing Phantoms
The Hook Nebula is subject to frequent
ion storms, which one of our convoys
uses for cover. Recently, some of our
ships have disappeared, and we have
reports that the Empire is field testing
a new prototype fighter in this sector.
Part
Part
Part
Part

I: Needle in a Haystack, p60


II: Bait, p62
III: Cloak and Dagger, p64
IV: Revenge, p66

Capture Officer
Nulan IV is home to an Imperial Planetary
Garrison, which is the hub of most star
traffic in this sector. We have decrypted
a several flightplans and may be able to
capture a high-ranking Imperial officer.
Part I: Capture Officer, p68
Part II: Nobody Home, p70
Part III: Miners Strike, p72
Defection
One of the Empires TIE Defender pilots
wishes to defect with critical information
about the Empires operations.
Part I: Secure Holonet Receiver, p74
Part II: Defector, p76
Part III: Pride of the Empire, p78

45

Local Trouble
Introductory Mission
3

Mission Briefing:
Welcome to the Outer Rim,
pilots. Our convoy is currently
en route to a hidden Rebel
Base in the Parmel Sector,
and youll be on escort duty
until we arrive.
Weve picked up a group of
enemy signals in the nearby
asteroid field; likely an Imperial
patrol. Intercept those ships,
and keep them away from the
convoy until we can execute a
hyperspace jump to ensure our
base remains hidden.
Good luck!

C
B
6

A
B
Friendly Territory 10 Turns
A - Player setup edge
B - Asteroids x6, random layout
Range >1 apart, Range >2 from edge

Mission Objectives
Primary:

Engage Imperial Forces:


At least one Rebel ship must survive, and remain in play
at the end of Turn 10.

Bonus:

If all Imperial ships are destroyed, all players gain 1XP

Bonus:

If no Rebel ships are destroyed, all players gain 1XP

Great work pilots! Our convoy


is safe from harm. Now we
can begin operations against
the Empire in this star system
Play the full campaign!

46

That Imperial patrol has


located our convoy; call off
the operation. Our base in this
system must remain a secret
Replay this mission,
or begin the full campaign.

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Squad

Arrival

Vec.

AI

1p

2p

Alpha

Setup

Attack

+F

Beta

Setup

Attack

Gamma

Turn 4

1d6

Attack

F
F
I

Delta

Turn 7

1d6

Attack

Your First Mission:


This mission is only intended for a group
of new players just starting a campaign
as X-wing or Y-wing pilots with Pilot Skill
2. As such, this squad composition table
doesnt have scaling for players with
higher pilot skill.
TIE Interceptors:
The TIE Interceptors in Gamma squad do
not have upgrades, and therefore you do
not need to draw an Imperial Pilot card
for them. However, unlike TIE Fighters,
notice they perform a free Focus Action
every round when they activate.

3p

4p

5p

+F
+F

6p
+F

+F
+I

+F

+F

+F

Reminders:
As you play your first game against the
AI, concentrate on how it operates.
Take note of the different action selection
for TIE Fighters and TIE Interceptors.
Dont forget to track experience points
when players deal damage to, or destroy,
enemy ships.
The mission is set in Friendly Territory,
so If things go badly, damaged players
can escape from any board edge.

47

Rescue Rebel Operatives


The Refueling Station, Part I
3

Mission Briefing:
Weve received an encrypted
message from one of our Rebel
Operative teams in the Argus
system. They were engaged
in covert reconaissance of
Imperial facilities in a nearby
asteroid field.
Their HWK-290 has sustained
heavy damage to its weapons
and hyperdrive. They wont
make it back in one piece
with their findings unless we
scramble some fighter cover.
Theres a good bet the Empire
has already dispatched fighters
to intercept them too.

B
Neutral Territory 10 Turns
A - Rebel Operative HWK-290 setup
B - Player setup/escape edge
C - Asteroids x6, random layout
Range >1 apart, Range >2 from edge

Mission Objectives
Primary:

The HWK-290 must escape from your setup edge.

Bonus:

If all Elite enemy ships are destroyed, all players gain 2XP

Bonus:

The pilot who performs the most protect actions on the Rebel
Operatives HWK gains 2XP. If two or more players are tied, all tied
players gain 1XP.

The operatives have safely


retreated, bringing us valuable
intel of the Argus System. We
must mount another operation
to further investigate in force.
+Disable Sensor Net

48

Weve lost two of our best


operatives, their craft, and
valuable intelligence data.The
Empire is hiding something in
that asteroid fieldwe need to
know what!
Reshuffle.

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Squad

Arrival

Vec.

AI

1p

2p

3p

4p

5p

Alpha

Setup

Strike

+F

Beta

Setup

Strike

F
F

+F

+F

Elite

Turn 3

1d6

Attack

Gamma

Turn 5

1d6

Strike

+F

68I

+F

48I

+F

Delta

Turn 7

1d6

Strike

F
F

88I

+F

68I

+F

+F

+F

6p
+F

+F

EI

Rebel Operative Setup:


The Operatives are represented by a
Rebel Operative (HWK-290, Pilot Skill 2)
with no upgrades. Due to severe damage
from their Imperial entanglement, they
are unable to attack. The ship begins the
mission with the Damaged Sensor Array
critical hit, and a total number of shields
equal to the number of players.
The players decide as a team how to plan
the HWKs dial each round, and the ship
may perform actions as normal if it fixes
the Damaged Sensor Array critical hit.
Escaping:
After executing a maneuver, the HWK
immediately escapes if all or part of its
base is off the play area along the
Player setup/escape edge (area B).
Protecting the HWK:
The Rebels may use the protect action
on the HWK. See Protect, p40

49

Disable Sensor Net


The Refueling Station, Part II
3

Mission Briefing:
The operatives onboard the
HWK-290 you rescued have
brought us some critical intel.
5

The asteroid field they were investigating in the Argus system


conceals an Imperial refuelling
station. If we can capture this
base, we would gain a welldefended stating area, deep in
Imperial space.
However, the base is protected
by an early-warning sensor net,
which would give the Empire
ample time to prepare against
any attack we launch. Disable
it before we can strike!

B
1

A
Neutral Territory 12 Turns
A - Player setup/escape edge
B - Asteroids x12, random layout
Range >1 apart, Range >1 from edge

Mission Objectives
Primary:

Destroy all Sensor Beacons to break the network.

Bonus:

Each Sensor Beacon is an Emplacement (worth 1XP when destroyed).

Bonus:

If no Patrol squads deploy during the mission, all players gain 2XP.

The sensor network is broken!


All ships regroup with the main
strike force and prepare to
launch the assault. The refueling station will be ours!
+Capture Refueling Station

50

Our presence in the asteroid


field has drawn too much
Imperial attention! The station
will now be too well defended
for us to mount an immediate
attack Retreat!
Reshuffle.

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Squad

Arrival

Vec.

AI

1p

2p

3p

4p

5p

6p

Alpha

Setup

Attack

+F

68I

+F

48I

+F

Beta

Setup

Attack

F
F

+F

+F

68I

+F

48I

Patrol

Special

d6

Attack

Elite

Special

d6

Attack

Sensor Beacon Setup:


Represent Sensor Beacons
using satellite tokens. Use
two sensor beacons per
player and randomly place
them on top of asteroids.
Disabling Sensor Beacons:
Sensor beacons are considered
Emplacements, and not obstructed by
the asteroid they are placed on. (see
the Emplacements statcard for details).
When attacking, measure range to the
asteroid token, not the beacon. They
have 3^ Agility, 2& Hull, and each is
equipped with a Sensor Jammer:
When defending, change one of the
attackers hit results to an eye result.
The attacker cannot reroll the die with
the changed result.

per

c, max 4. see below.


E@

Activating Sensor Beacons:


During the end phase, Rebel ships must
make a sensor check. Each player builds
a pool of attack dice:
Sensor Check

Dice

Each Beacon at Range 1

+3

Each Beacon at Range 2

+2

Each Beacon at Range 3

+1

You have a Stealth Device.

-1

Each player rolls their dice pool. Players


overlapping an asteroid containing a
sensor beacon add a critical hit c result
to their roll.
If there is at least one critical hit c
result among all the players, a Patrol
squad arrives at the start of next turn,
composed of one TIE Interceptor per
critical hit rolled. There is no limit to the
number of Patrol squads that can arrive.
Elite Reinforcements:
When half of the sensor beacons are
destroyed, the Elite squad arrives at the
start of the next turn.

51

Capture Refueling Station


The Refueling Station, Part III

Mission Briefing:
The sensor net surrounding
the refuelling base is out of
commission. Now is the time
to strike and capture the
facility for the Alliance!
Your squadron must disable
the stations defenses and
engage any fighter cover in the
area. You will also be required
to escort an assault ship full of
rebel commandos to dock with
the station and capture it.
Once we begin the attack, the
Empire is sure to scramble any
remaining patrols in the area.
Stay alert, and may the Force
be with you.

5p

T
T
S

3p

Bay 2

F
C

F
Bay 1

F
T
F

4p

S
T
T

6p

A
Hostile Territory 12 Turns
A - Player setup edge
B - Asteroids x6, random layout
Range >1 apart/from edge
Turbolasers [T] begin facing edge A.

Mission Objectives
Primary:

Capture the Refueling Station:


1) Destroy the shield generators. Pilots gain an additional 1XP for
destroying a Shield Generator emplacement.
2) The Assault Ship must land in a station docking bay.
3) The Commando team must capture the command centre.
4) Survive until the end of Turn 12 (or destroy all enemies).

Bonus:

If the station is captured, all players gain 1XP for each emplacement
that has not been damaged or destroyed.

Our commandos have seized


control of the station and
forced the Imperials to retreat!
The Argus system is ours!
+! Victory Point.

52

All remaining forces retreat!


We wont get another chance
at this; weve lost the station!
+@ Victory Point.
Each player loses their most
expensive Upgrade.

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Squad

Arrival

Vec.

AI

1p

2p

3p

4p

5p

Alpha

Setup

Bay 1

Attack

88I

+F

68I

+F

Beta

Setup

Bay 2

Attack

Gamma

Turn 4

Bay 1

Attack

Delta

Turn 5

Bay 2

Attack

Elite

Turn 8

d6

Attack

+I

F
B

+F

+I

68A

+F

+B

6p
+F
+I

48A

+F

+B

E@

one emplacement on that tile, or simply


wait until next round. Players may choose
if Fuel Tanks destroyed this way explode.
Assault Ship:
The Assault Ship is represented by an
Outer Rim Smuggler (PS1), with 1 extra
shield * per player. The players decide
as a team how to plan this ships dial
each round, and the ship may perform
actions and attacks as normal. Players
do not gain any XP for enemy ships
destroyed by the Assault Ship, but may
use the Protect action on it.

Capturing the Station:


The commandos must reach the center
tile. Then, they must succeed at their
movement roll to enter the Command
Centre and capture the station. Any
remaining Turbolaser emplacements are
now under Rebel control: Players may
choose their facing and attack targets for
the rest of the mission. If the Command
Centre is destroyed, the Rebels Lose.

Unloading the Commando Team:


The Assault Ship must land in one of the
stations Docking Bays. At the end of the
round the Assault ship has landed, place
a Tracking token on the Docking Bay tile
to represent the commando team.

If the Rebels have control of the station


at the end of Turn 12, the mission is
no longer considered hostile territory
and the Imperials retreat. Otherwise,
all Rebel ships in play are destroyed.

The players may choose to deploy the


Assault ship from that docking bay at
the start of any following round.
Moving the Commando Team:
At the end of each turn, Roll 3 attack dice:
If the number of hits rolled is equal to
or greater than the number of emplacements on that station tile, players may
move the commandos to an adjacent
station tile. Otherwise, they may destroy

53

Tread Softly
Minefields, Part I
3

Mission Briefing:
Our efforts to undermine the
Empires operations in the
Nulan system are getting
noticed. Imperial forces have
begun cracking down on
hyperspace traffic by deploying
minefields along hyperspace
routes favored by smugglers.

B
6

We arent in any danger yet,


but this operation has the
potential to disrupt our supply
lines and restrict our future
movements.
Our best option is a pre-emptive strike - get out there and
clear these mines!

A
Friendly Territory 12 Turns
A - Player setup edge
B - Imperial Minefields (sample layout)
See Minefield Setup

Mission Objectives
Primary:

Clear the Minefield:


Destroy minefield tokens. The mission is a success if there are fewer
minefields remaining than the total number of players.

Bonus:

If all minefield tokens are destroyed, all pilots gain 2XP

Bonus:

If no replacement minefields are deployed, all pilots gain 1XP

Keeping these routes clear


of mines will buy us the time
we need to take delivery of
some much-needed supplies.
+Imperial Entanglement

54

The Empire deploys so many


mines that we cant keep up.
Our supplies are dwindling,
and our chances of reclaiming
the Nulan system with them.
Reshuffle.

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Squad

Arrival

Vec.

AI

1p

Minelayer

Setup

Special

Alpha

Setup

Attack

B
F

Elite

Turn 5

d6

Attack

Beta

Turn 7

d6

Attack

Minefield Setup:
During setup, place 3 minefield tokens
per player. Each minefield token must
be just beyond Range 1 (or as close as
possible to Range 1) from two other
minefield tokens, and Range 1 or further
from the edge of the mission area.
These minefield tokens are hostile, and
will detonate if overlapped by Rebel ships.

2p

3p

4p

8+B +B
+F

68I

+F

8+F

5p

6p

+B
+F

48I

+F

6+F

+F

EB

+F

Minelayer Squad:
Each TIE Bomber in the Minelayer squad
uses the standard Attack AI, but is also
loaded with additional mines to fill gaps in
the minefield.
Each time a minefield is destroyed or
detonated by the players, set that token
aside. On the next turn, the lowest-numbered TIE Bomber in the squad that can
perform an action will attempt to replace
a previously-destroyed minefield.
Use the rules for Proximity Mines, with
the following exception: The placement of
this new minefield token must be within
range 2 of any other minefield in play, but
must not overlap a ship or minefield. If a
TIE Bomber cannot lay a mine, the next
Bomber in a squad will lay one instead.
If there are no mines to replace, or if no
bomber can legally deploy one, then no
replacement minefield is deployed.

Destroyed Minefield Tokens:


Pilots gain 1XP for destroying a minefield
token. If a player detonates a minefield by
overlapping it, do not gain any XP.

55

Imperial Entanglement
Minefields, Part II
4

Mission Briefing:
Weve just received an
urgent message from one of
our incoming GR75 supply
transports - the Quantum
Storm! They dropped out of
hyperspace in the middle of an
uncharted Imperial minefield
and are unable to escape!

The Empire has dispatched


a Decimator-class task force
to capture the Transport.
We cant afford to lose the ship
or its supplies - they are are
desperately needed on Sullust!
Scramble, pilots!

Neutral Territory 10 Turns


A - Player setup area
B - Imperial Minefields (x6/area)
Range >1 apart/from edge.

Mission Objectives
Primary:

Rescue the Transport:


The transport must jump to hyperspace by the end of Turn 10.
OR - All enemy ships are destroyed by the end of Turn 10.

Bonus:

If the Transport was not hit by Ion Pulse Missiles, all players gain 1XP.

Bonus:

If the Transport jumps to hyperspace AND the Decimator is


destroyed, all players gain 3XP.

We have rescued the Quantum


Storm and its valuable cargo.
Now we must ensure the
transport makes it to Sullust.
+Care Package

56

The Empire has seized the


Quantum Storm and its
cargo; our operations on
Sullust will suffer greatly.
+@ Victory Point
Each player loses their most
expensive Upgrade.

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Squad

Arrival

Vec.

AI

Alpha

Setup

Attack

Beta

Setup

Attack

Gamma

Turn 3

1-3

Strike

Decimator

Turn 6

Special

Delta

Turn 6

d6

Attack

1p

I
F
B
d
8+F

2p

3p

4p

6+I

+I

4+I

+F

+F

+F
+B

+F

68@

5p

6p

8+B

+B

+2*

+2*

+2*

+F

48@

+F

Rebel Transport Setup:


Struck by multiple mines, the Transport
needs time to repair its hyperdrive. The
ship begins with 0 energy, and gains 1
energy instead of moving. Players may
choose to either perform an action for
the transport, or roll a die: on a focus
result, it gains an additional 1 energy.
When the Transport has 7 energy, it
must jump to hyperspace at the end of
the combat phase.
Decimator Stats & Equipment:
The Decimator is represented by an
Patrol Commander (PS3) with:
m Anti-Pursuit Lasers
If Rebel PS is 4, +E Determination
If Rebel PS is 6, +W Mara Jade
If Rebel PS is 8, +W Gunner
Decimator AI:
While the transport is in play, the
Decimator only uses the forward green
band of its AI chart (28, 38, 48). If it
begins its movement touching the
transport, it docks instead to capture
the ship with a boarding party. If this
happens, the the Rebels lose.

Enemy Attack AI:


The Empire wants to capture the
Transport; these ships ignore it.
Gamma Squad (Strike AI):
Do not draw an Imperial Pilot card for
these TIE Bombers. Instead, each bomber is equipped with an Ion Pulse Missile.
These ships will prioritize the transport
but will only attack it with their missiles,
and they may fire them at Range 1-3.
A successful Ion Missile hit removes 2
energy from the Transport instead of applying Ion Tokens. Once their missiles are
launched, the bombers change to Flee AI
(p19) and escape from the nearest edge.

57

Care Package
Minefields, Part III

Mission Briefing:

Despite our best efforts, we


have been unable to keep up
with the Empires vast minelaying activies around Nulan.
The supplies on the transport
Quantum Storm are still
desperately needed on Sullust
we must not delay their arrival.
Therefore, we have no choice
but to blast our way through
the systems asteroid field.
Protect the transport from
Imperial Patrols until it clears
the asteroid field and makes
the jump to hyperspace.

Hostile Territory 10 Turns


A - Player setup area
B - Escape edge (Range 2 from corner)
C - Asteroids x12 (random layout)
Range >1 apart and within box shown

Mission Objectives
Primary:

Escort the Quantum Storm to safety:


1) Transport escapes from Point B.
2) Any remaining Rebel ships must escape from Point B or Jump
to Hyperspace by the end of Turn 10.

Bonus:

If the transport escapes and has not discarded the Tibanna Gas Supplies card, all players gain 1XP.

Bonus:

If the transport escapes with at least half its hull value remaining, all
players gain 2XP.

The transport is away! Those


supplies will greatly assist with
our efforts on Sullust.
Well done pilots!
+! Victory Point.

58

The Quantum Storm is lost!


Our Rebel forces on Sullust
will be crippled!
+@ Victory Point.
Each player loses their most
expensive Upgrade.

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Squad

Arrival

Vec.

AI

1p

2p

3p

4p

5p

6p

Alpha

Setup

Attack

+F

+F

68I

+F

48I

Beta

Setup

Attack

+F

88I

+F

48I

+F

Assault 1

Turn 3

Strike

F
F
B

8+B

+B

Elite

Turn 3

d6

Attack

Gamma

Turn 6

d6

Attack

Assault 2

Turn 6

Strike

F
6+B

88I

+B

E@
+F
68I

+B

+B

+F

48I
+B

*Any random vector that is behind the front edge of the GR-75.

Rebel Transport Setup:


The Transport is represented by a
GR-75 that begins the game with
5 Energy, and is equipped with:
t Quantum Storm
m Combat Retrofit
W WED-15 Repair Droid
G Comms Booster
G Tibanna Gas Supplies
Assault Squadrons (Enemy Strike AI):
Instead of the standard setup, each
of the TIE Bombers with Strike AI is
equipped with a PProton Torpedo. They
will priortize the transport over all other
Rebel ships, unless they cannot fire on it.
They will only use their Proton Torpedoes
when attacking the transport.

Enemy Attacks vs. Huge Ships


Enemy ships that can attack a section
of the transport that does not have a
Reinforce token will prioritize attacking
the transport, even if there are closer
Rebel ships.
Overlapping with Huge Ships:
If a Huge ship destroys an AI ship by
overlapping it, it will suffer damage to the
section that overlapped. Roll an attack
die. On a c result, suffer 1 face-up
damage card. On any other result, suffer
1 damage card.

59

Needle in a Haystack
Chasing Phantoms, Part I
3

Mission Briefing:
Weve just received a distress
call from the Trellisk, one of
our supply ships. They were
ambushed en route to Udray
and the crew was forced to
abandon ship in escape pods.
Were mounting search and
rescue operations immediately,
but the region is subject to
frequent ion storms which will
make things difficult for us.
Get out there and find them.
Its a good bet that whatever
destroyed them is still nearby.

B
B

B
C
6

A
Neutral Territory 12 Turns
A - Player setup/escape edge
B - Distress Signal Tokens (sample layout)
C - Ion Storm x10, (random layout)
Range >1 apart

Mission Objectives
Primary:

Recover the Escape Pod:


1) Scan the tracking tokens to reveal the Escape Pod token (#12).
2) The Recovery ship loads the Escape Pod by docking with it.
3) The Recovery ship escapes from edge A.

Bonus:

If the Container token is recovered, All players gain one free


secondary weapon upgrade of their choice.

Bonus:

The pilot who performs the most protect actions on the Recovery
Ship gains 2XP. If tied, all tied players gain 1XP.

Weve recovered the crew, but


now weve got a new problem a cloaked Imperial fighter.
+Bait

60

Our supply lines are struggling,


but now weve discovered a
bigger threat to the Alliance.
+Bait

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Squad

Arrival

Vec.

AI

1p

Recovery

Setup

Players

Alpha

Setup

Strike

Beta

Setup

Strike

Gamma

Turn 5

d6

Strike

m
F
F
F

Delta

Turn 8

d6

Strike

Phantom

Special

d6

Attack

Recovery Ship:
Your squadron has been assigned a
Recovery Ship to bring home any
survivors and cargo you find, represented
by an Outer Rim Smuggler (PS1). The
players decide as a team how to plan
this ships dial each round, and the ship
may perform actions (including scan) and
attacks as normal. Players do not gain
any XP for Enemy ships destroyed by the
Recovery Ship. Players may also use the
Protect action on the Recovery ship to
ensure it returns home safely.

2p

3p

4p

5p

6p

+1* +1* +1* +1* +1*


+F

8+@

+F

6+@

+F

+F

+F

6+@

+F

4+@

+F

+F
+@

+F
+@

+P

Identifying Signal Tokens:


The ion clouds make identifying signals
difficult; each possible distress signal has
to be verified at close range. A Rebel
ship may perform a Scan action on a
Tracking token at Range 1 to remove it.
Draw & set aside a number from the bag:
12: Place Escape Pod token
11: Place Container token.
Others: False signal.

(from Millenium Falcon) (from Rebel Aces)


Each time a pilot scans a Tracking token,
that pilot gains 1XP. The Recovery ship
may perform a Dock maneuver to pick
up revealed Escape Pod and Container
tokens. See Dock, p40.

Tracking Token Setup:


Use 4 Tracking tokens + 1 per
player. Place one in the center
of each ion cloud, starting with the ion
clouds furthest from edge A. Prepare
the draw bag with the numbers 9-12.
Add 1 other number per player.

Phantom Squad:
When the Escape Pod token is placed,
this squad arrives the following turn.
Strike AI:
Enemy ships with the Strike AI target
the recovery ship for movement. If they
cannot attack it, they will fire on the
nearest Rebel ship as usual.

61

Bait
Chasing Phantoms, Part II

Mission Briefing:
During our recovery of the
Trellisks crew, we witnessed a
new Imperial fighter equipped
with a cloaking device. Luckily,
our spies have confirmed only
a single squadron of new TIE
Phantoms was deployed to
this sector for field testing.

A
C

Weve been unable to track


their movements, but they
seem to favor operating in
the Hook nebulas ion storms.
Weve loaded the Bright Hope
with sensor equipment, and
when the ion storm dissipates,
well lure the Phantoms out.
Thats where you come in.

12

11

Neutral Territory 10 Turns


A - Player setup area
B - Rebel Transport (anywhere inside A)
C - Asteroid x6, random layout
Range >1 apart/from edge/transport

Mission Objectives
Primary:

Defeat the TIE Phantom Elite and Survive:


1) Destroy the TIE Phantom Elite.
2) The transport and at least one Rebel fighter must survive (escape
by jumping to Hyperspace, or remain in play at the end of Turn 10).

Bonus:

If all of the Shuttles in the Support squadron are destroyed,


all players gain 2XP

The transports sensor team


got a fix on the enemys hyperspace vector; we can use this
to find their home base, and
bring the fight to them.
+Cloak and Dagger

62

Weve failed to isolate the


enemys approach vector,
and we cant risk another
Transport as bait. Those TIE
Phantoms will hunt us freely.
+@ Victory Point.
Each player loses their most
expensive Upgrade.

10

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Squad

Arrival Vec.

AI

Alpha

Setup

d6

Attack

Beta

Setup

d6+6

Attack

Support A

Turn 3

d6

Attack

Support B

Turn 3

Attack

Elite

Turn 4

d12

Special

Gamma

Turn 6

d6

Attack

Delta

Turn 8

d6+6

Attack

@ cannot be P or l.

1p

2p

3p

4p

5p

6p

F
F

+F

+F

48@

+F

88@

+F

88@

+F

68@

+F

l
l
F
F

EP
88@

+F

+F

+F

68@

+F

+F

68@

48@

+F

*Opposite vector from Support A.

Transport Setup:
The GR-75 Rebel Transport is equipped
with the upgrades below, and begins with
0 Energy. During each activation phase,
it gains 3 Energy instead of moving.
t Bright Hope
m Combat Retrofit
W Targeting Coordinator
W WED-15 Repair Droid
G Comms Booster
Transport Escape:
Once the TIE Phantom is destroyed, the
Transport may escape by jumping to
hyperspace: at the end of the combat
phase, spend 6 Energy to jump.
TIE Phantom Elite:
When deployed, the TIE Phantom begins
cloaked. It will target the Rebel ship with
the highest pilot skill, and will only fire on
a different target if it cannot get a shot,
or there is a different target at Range 1.

Support Shuttles:
These shuttles do not draw Pilot cards.
Modified as support craft for field testing
the TIE Phantom squadron, each support
ship is an Omicron Group Pilot (PS2)
equipped with mAnti-Pursuit Lasers and
a prototype Stygium Field Generator:
The TIE Phantom cannot be targeted by
Jam actions. When the TIE Phantom
decloaks, it gains an Evade token
(one for each shuttle in play).

Enemy Attack AI (All Ships):


Enemy ships that can attack a section of
the transport that does not have a
Reinforce token will attack the transport.

63

Cloak and Dagger


Chasing Phantoms, Part III
3

Based on the sensor data we


collected, we have managed
to narrow down the possible
staging areas used by the TIE
Phantom Squadron; theyre
somewhere in the spinward
edge of the Hook nebula.
Your mission is to investigate
these locations in force.
Destroy any enemy ships and
installations you find.
Put an end to the Empires
cloaking device testing, or our
fighters will never enjoy space
superiority again.

Mission Briefing:

B
B

A
Hostile Territory 12 Turns
A - Player setup edge
B - Signal Tokens x10, one per Cloud.
C - Cloud x10 (random layout)
Range >1 apart, not inside area A.

Mission Objectives
Primary:

Search and Destroy:


Find R&D Station and all Docking Ports by scanning Ion Clouds.
Destroy all TIE Phantoms.
Destroy the Command Centre, Sensor Array and Shield Generator
emplacements to shut down the Empires cloaking device program.

Bonus:

If all Turbolaser emplacements are destroyed, all players gain 1XP

The Empires R&D station is


history, and the cloaking device
with it. Exceptional flying Pilots!
+! Victory Point.
+Revenge
+Remove all TIE Phantoms
from the Imperial Pilot deck.

64

All forces retreat! Were going


to need an answer to the TIE
Phantom if our fighters hope
to ever win a dogfight again.
+@ Victory Point.
Each player loses their most
expensive Elite Pilot Talent or
Pilot Ability.

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Squad

Arrival

Vec.

AI

Alpha

Setup

Attack

Beta*

Turn 4

d6

Attack

Gamma

Turn 8

d6

Attack

*@ cannot be

1p

P
F
F

2p

3p

4p

5p

6p

8+P

+P

+F

68@

+F

88@

+F

+F

+F

48I

+F

68I

Signal Token Setup:


Put the number tokens 1-7 and 10-12
into the draw bag, and place a Tracking
token in the center of each cloud.
Identifying Signal Tokens:
The clouds must be searched for
Imperial facilities. A Rebel ship may
perform a Scan action on a Tracking
token within Range 1 to remove it, draw
a number from the bag and set it aside:
10,11,12: When all 3 of these tokens
are set aside, place the R&D station.

R&D Station Effects:


Each emplacement on the R&D Station
has a special effect that applies until the
station is placed and the emplacement
is destroyed.

4,5,6,7: False signal.


1/2/3: If there are 4/5/6 players
respectively, place a Docking Port with
TIE Phantom. If not, false signal.
When placing the station/docking ports:
Center them over the tracking token
if possible, but place them at least
Range 1 from board edges.
Place them in the orientation shown:
Station Tile & Emplacement Layouts:

C
A

(C) Command Centre:


TIE Phantoms have Pilot Skill 10.
(A) Sensor Array: All emplacements
and enemy ships are treated as if they
were equipped with Sensor Jammer:
When defending, change one of the
attackers hit results to an eye result.
The attacker cannot reroll the die with
the changed result.
(S) Shield Generator: In addition to its
standard effect, treat TIE Phantoms as
having Advanced Cloaking Device.

(T) Turbolasers: When placed, each


begins facing the nearest Rebel ship.
Docking Port
(4-6 players only)

R&D Station

65

Revenge
Chasing Phantoms, Part IV

Mission Briefing:
With the prototype Phantom
squadron destroyed, weve
seen reduced Imperial activity
in the Hook Nebula. We must
maintain regular patrols to
ensure they dont return.
During a routine patrol, your
proximity alert panel flashes.

B
8

A
9

A well-equipped squadron of
TIE Interceptors emerges from
the ion storm all around you
its an ambush!

12

11

Hostile Territory 10 Turns


A - Player setup area
B - Cloud x10 (Ion Storm, random layout)
Range >1 apart

Mission Objectives
Primary:

Survive the Ambush and Escape:


At least one Rebel Ship must survive and jump to hyperspace.

Bonus:

Each time an Enemy ship is destroyed, all players gain an extra 1XP

Bonus:

If all enemy ships are destroyed, mission is no longer considered


Hostile Territory and immediately ends. +! Victory Point.

With the loss of some of their


best pilots, the Empire will be
unable to regain control of the
Hook Nebula.
Discard.

66

Weve lost contact


Patrol flight! Respond!
+@ Campaign Victory

10

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Squad

Arrival

Vec.

AI

1p

2p

3p

4p

5p

6p

Aces

Turn 1

d12

Special

EI EI EI EI EI EI

These Elite ships have special setup; see below.

Imperial Ace Setup:


Each player draws a TIE Interceptor
card from the deck and tucks it under
their player statcard. Each player should
position the Interceptor card so that the
visible rows match their own pilot skill:
For example, a player with Pilot Skill 4 will
tuck the Interceptor card so that all of
the rows except those marked PS6+ and
PS8+ are visible.
Number or mark each Interceptor so
that it is possible to tell which belongs to
which player.
Imperial Ace Approach Vectors:
Each player rolls 1d12 to place their TIE
Interceptor. No two ships may share an
approach vector; reroll duplicates.

Ion Storm Interference:


The severe Ion Storm interferes with
Hyperdrive calculations. The Rebels must
jump to hyperspace to escape, but they
cannot start their hyperdrives until Turn 7.
Imperial Ace AI:
The Aces always use their assigned
player ship for movement and combat
priority regardless of distance or arc.
The Aces will only fire on other Rebels if
they cannot attack their intended target.

67

Capture Officer
Capture Officer, Part I
4

Mission Briefing:
Our operatives have been
watching the Imperial starport
traffic coming in and out of the
Nulan system for weeks, and
we have managed to decrypt
some holocomm messages.

The local garrison is due for


an inspection this week by Moff
Lankin. We have his shuttles
flight path, so we can intercept
and capture him. This should
provide us with some valuable
intel and deal the local Imperial
forces a demoralizing blow.

A
C

E
2

Friendly Territory 12 Turns


A - Player setup edges
B - Imperial escape edge
E - Asteroids x6, Debris x6, random layout
Range >1 apart/from edge

Mission Objectives
Primary:

Capture the Imperial Officer:


The shuttle is disabled, and there are no enemy ships in play.
In this case, the scenario immediately ends.

Bonus:

When the primary objective is complete, all players gain 1XP for each
squad of enemy ships that did not arrive.

Now that the Moff Lankin is in


the hands of our operatives,
we should have some new
intelligence for you shortly.
+Nobody Home

Weve failed this time, but this


wont be the last Imperial inspection we can intercept. As
far as we can tell, they arent
aware of the security breach
in their holocomm network.
Reshuffle.

68

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Squad

Arrival

Vec.

AI

1p

2p

Shuttle

Setup

Special

Alpha

Setup

Escort

l
F

+F

Elite

Turn 2

d6

Attack

Beta

Turn 4

d6

Escort

Gamma

Turn 8

d6

Escort

Delta

Turn 11

d6

Attack

F
F
I

3p

4p

5p

6p

+2* +2* +2* +2*


+F

+F

68@

EA
+F
88@

+F

48@

48@

+F

68@

+F

88@

+I

+I

+I

Shuttle Stats & Equipment:


Do not draw a card for this ship; the
officers shutte is an Omicron Group Pilot
(PS2) with the following upgrades:
W Flight Instructor
S Sensor Jammer
m Anti-Pursuit Lasers
In addition, the shuttle gains extra shields
based on the number of playerssee above
Disabling the Shuttle:
The shuttle is disabled immediately when
it has 1-3 hull remaining. However, if
the shuttle is reduced to 0 hull, it is still
destroyed as usual and the Rebels fail
the mission. The player that disables the
shuttle gains 3XP.
Once the shuttle is disabled, it no longer
moves. Remaining enemy ships also
change priority from Escort to Attack. If
there are no enemy ships in play at the
end of a combat phase, reinforcements
will not arrive and the mission is over.

Shuttle AI:
The Lambda Shuttle will engage and
attack the nearest target as usual. Once
the shuttle has suffered 5 shield damage, it will change tactics and attempt
to flee via the Imperial Escape Edge (B).
Treat that edge as its priority target for
movement, and always use the shuttles
maximum speed for the selected bearing.
Escort AI:
Escort-type enemy ships have modified
action priority. After moving, if they are
within range 1 of the shuttle, they will
perform the Protect action to assign it
an evade token.

69

Nobody Home
Capture Officer, Part II
1

Mission Briefing:

While our intelligence teams


are decoding the shuttles
databanks interrogating Moff
Lankin, we can make use of
the shuttles battered remains.

Take the crippled shuttle out


to a recent battle site and
activate its distress beacon.
Power down your ships and
hide in the nearby wreckage
until the time is right to strike.
Imperial patrols are certain
to mount search and rescue
operations for Lankin, providing
us with the perfect opportunity
for an ambush.

Friendly Territory 10 Turns


A - Imperial escape edge
B - Crippled shuttle (obstacle only)
C - Asteroids x6, Debris x6, random layout
Range >1 apart, Range >1 from edge

Mission Objectives
Primary:

Destroy Imperial Search & Rescue force


If too many enemies escape, the mission is a failure:
1-2p: 2 Enemies / 3-4p: 3 Enemies / 5-6p: 4 Enemies

Bonus:

If squads Alpha or Beta included any ships (TIE Interceptors),


and they were all destroyed, all players gain 1XP.

Penalty:

For each enemy ship that escapes, all players lose 1XP.

A high ranking officer, and now


a sizable search and rescue
task force have disappeared.
The Empires must think its
grip on the Nulan system is
slipping, and weve discovered
a new target for you.
+Miners Strike

70

The Imperials are onto us; any


information we extract from
Moff Lankin is now worthless.
+@ Victory Point.

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Squad

Arrival

Vec.

AI

1p

Alpha

Setup

Attack*

Beta

Setup

Attack*

Delta

Setup

Flee*

Command

Setup

Flee*

Epsilon

Setup

Flee*

Player Setup:
At the start of the mission, each player
takes a number token (1-6) and places it
on an asteroid or debris field to mark the
hiding location of their ship. These hidden
ships are ignored by the AI.
Player Deployment:
Each turn, when it is a players turn to
move, they may choose to power up their
ship and immediately deploy it overlapping
the obstacle with the matching number
token. Then, that player may plan and
reveal a green maneuver, ignoring the
obstacle from which the ship deployed.

F
F

2p

3p

6+I

+I

+F

48@

+F

4p

5p

8+I

+I

6p
+I

+F

El
+F
68@

88@

+F

+F

48@

AI Search & Rescue (all ships):


While there are no Rebel ships in play,
all enemy ships ignore their default AI
priority and target the crippled shuttle to
determine movement.
If there are Rebel ships in play, enemies
with the Flee AI will continue to target
the shuttle, but enemies with Attack will
engage any Rebels in play as usual.
Command Shuttle Detection:
After the Command shuttle has moved,
any Rebel ships hidden in obstacles at
Range 1 from it must immediately deploy
as above, but cannot perform actions,
maneuvers, or attack.
AI Discovering the Trap (all ships):
The first time an enemy ship ends its
maneuver within Range 1 of the crippled
shuttle, it will perform a scan action for
lifesigns. Then, all enemy ships revert to
their AI priority listed in the table.
AI Fleeing Enemies:
These ships treat Edge A as their target,
and will attempt to fly off that edge of the
board. They always use the fastest speed
available for the bearing chosen. They will
still attack Rebels ships if able.

71

Miners Strike
Capture Officer, Part III
4

Mission Briefing:
We dont dare approach the
Imperial Garrison on Nulan VI;
its too well defended.
However, analysis of the captured shuttles databanks has
revealed another opportunity.
The Empire appears to be engaged in mining operations on
one of Nulans moons, excavating materials used in weapons
production. At any given time,
the base is covered with cargo
containers full of the stuff.

4p

G G

6p

G G

4p

Strafe this complex, taking out


anything you can. This should
cripple the Empires mining
operations and supply chain.

3p
T

G G

5p

G G

3p

T
G G
G G

6p

Neutral Territory 12 Turns


A - Player setup area
B - Cargo Shuttles
C - Cargo Shuttle Escape Edge
Turbolasers [T] begin facing corner A.

Mission Objectives
Primary:

Destroy Imperial Mining Operation:


1) Destroy all Cargo (G) emplacements.
2) At least 1 Rebel ship must escape from a board edge
other than Edge C.

Bonus:

If all Turbolaser towers are destroyed, all players gain 1XP.

Bonus:

If all cargo shuttles are destroyed, all players gain 2XP.

Weve taken out a sizable


portion of the supplies for the
Imperial Garrison on Nulan VI.
This is certain to help us in
wrestling the system from the
Empires grasp.
+! Victory Point.

72

5p

C
2

Negative, our surprise attack


barely made a dent in the
Empires mining operation.
Regroup and return to base.
We wont get another shot.
+@ Victory Point.

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Squad

Arrival

Vec.

AI

1p

Cargo

Setup

Special

Alpha

Setup

2/3

Attack

l
F

Beta

Setup

4/5

Attack

Gamma

Turn 6

d6

Attack

Delta

Turn 8

d6

Attack

2p

3p

5p

6p

l
+F

+F
+F

F
F
F

4p

+F

68@

+F

88@

+F

48@

88@

+F

48@

+F

68@

Landed Cargo Shuttles:


These ships are placed during setup but
begin the game landed (you can show
this by folding up the shuttles wings and
removing the flight pegs from its base).
While landed, ships do not activate,
attack, interfere with movement, or roll
defense dice when attacked.
Cargo Shuttle Takeoff/AI:
At the start of Turn 3, any cargo shuttles
in play will take off. Each cargo shuttle
has the Flee AI - treat Edge C as their
target, and attempt to fly off that edge of
the board. They always use the fastest
speed available for the bearing chosen.
They will still attack Rebels ships if able.
Hazardous Cargo:
The Rebels do not know the contents of
the various cargo containers, but some
contain explosive munitions.
Each time a cargo emplacement is
destroyed, roll 1 attack die. On a Critical
c result, all ships at Range 1 of the
emplacement suffer 1 face-up damage
card, and other emplacements at Range
1 suffer 2 damage. On any other result,
there is no effect.

Ground Mission:
Ships cannot jump to hyperspace within
the moons gravity field. To escape the
mission area, players must escape from
any board edge (other than edge C) by
the end of Turn 12.

A player gains an additional 1XP for


destroying a Cargo emplacement.

73

Secure Holonet Receiver


Defection, Part I
4

Mission Briefing:
Several weeks ago, a Rebel
spy was assigned to a new
squadron of Imperial fighters,
and has been sending us intelligence on their performance.

4p
2p

Shes been masking her


transmissions by routing them
through the Empires holonet
receiver in the Parein system,
but we now fear she may be
discovered.
Escort our slicer techs out to
the holonet receiver and protect them while they configure
a more secure communication
channel for our spy.
We must continue to get this
valuable intelligence!

A
5p

6p
3p

Neutral Territory 12 Turns


A - Player setup area
B - Satellite Relay x1 per player
C - Asteroids x6, random layout
Range >1 from any terrain/from edge

Mission Objectives
Primary:

Configure a Secure Holo-Channel on the Receiver


1) Disable Satellite relays and Sensor Array Emplacements to
identify the holonet channel one used by the Rebel Spy.
2) The Slicer Techs must secure the identified channel.
3) The Slicer Techs must escape by jumping to hyperspace.

Penalty:

For each satellite relay that was destroyed, all players lose 1XP

Bonus:

The pilot who performs the most protect actions on the Slicer Techs
HWK gains 2XP. If tied, all tied players gain 1XP.

Thanks to our Slicer Techs,


the spys transmissions are
now secure. We should have
more intel for you shortly.
+Defector

74

The Empire has scrambled


their local holonet protocols;
Our spy is safe for now, but
well have to start over.
Reshuffle.

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Squad

Arrival

Vec.

AI

Alpha

Setup

Attack

Beta

Setup

Attack

Gamma

Turn 4

1d6

Attack

Delta

Turn 8

1d6

Attack

Inspection

Special

2/5

Strike

Slicer Tech Setup:


The Slicer Techs are represented by a
Rebel Operative (HWK-290, Pilot Skill 2)
equipped with an U Ion Cannon Turret,
m Engine Upgrade, and +1* shield for
every 2 players.The players decide as a
team how to plan the HWKs dial each
round, and the ship may perform actions
and attacks as normal. The Rebels may
use the Protect action on this HWK.

1p

2p

3p

4p

5p

6p

F
F
8+I
F
l

+F

88@

+F

68@

+F

+F

+F

68@

+F

48@

+F

4+I

+F

6+I

+F

+F

+F

68@

+F

48@

+I

8+I

+I

6+I

and are considered disabled when they


have 1 hull left, or gain an Ion token.
Earn 1XP for disabling a channel, then
draw a number and assign it to mark
that channel as disabled. If 12 is drawn,
mark the channel with a critical hit token
instead and return the 12 to the bag: the
spys holonet channel has been identified.
From now on, if 12 is drawn for any
other disabled channel, draw and assign
that channel another number instead,
returning the 12 to the bag.
(Accidentally) Destroying Channels:
Each time a channel is destroyed, draw
a number and remove it. The mission is
a failure if the 12 is removed, even if the
channel has been identified elsewhere.

Holonet Relay Setup:


During setup, put the number tokens
10-12 into the draw bag. Add one other
number token for each player.

Inspection Squad (Strike Priority):


Once the communications channel has
been identified, the Inspection Squad
arrives at the start of the following Turn.
These ships will prioritize the Slicer Techs,
but will attack other Rebel ships if they
cannot attack the HWK.

Disabling Relays & Emplacements:


Satellite Relay: 2^ Agility, 3& Hull.
Sensor Array: 0^ Agility, 5& Hull.
Both are considered channels for the
holonet receiver. They can be attacked

Securing the Holonet Channel:


The Slicer Techs must perform a Scan
action on the marked channel to draw:
If 12 is drawn, the channel is secure.
Otherwise, return the number to the bag.

75

Defector
Defection, Part II
2

Mission Briefing:
One of the test pilots for the
Empires new space superiority
fighter, the TIE Defender, is a
Rebel sympathizer. Shes been
in contact with our operatives
and wishes to defect with
a stolen prototype.

The best opportunity for us to


help her escape intact will be
during her squadrons training
exercises in the Parein system.
Well jump in, make contact
and provide cover while she
escapes. However, she wont
know were here to cover her,
and we wont know which of
the prototypes is hers, until
we can make visual contact.

A
Hostile Territory 10 Turns
A - Player setup edge
B - Asteroids x6 (random layout)
Range >2 from edges. Range >1 apart

Mission Objectives
Primary:

Help the Defector Escape:


1) Make contact with the Defector.
2) The Defector jumps to hyperspace while there is at least one
Rebel ship still in play.
Reward: each player gains a free m,M or C upgrade.

Bonus:

Each pilot that scans a TIE Defender gains 1XP

Bonus:

The pilot who performs the most protect actions on the Defectors
ship (once allied) gains 2XP. If tied, all tied players gain 1XP.

Weve captured a TIE


Defender! We may be able to
adapt some of this ships
advanced weapons technology.
+Pride of the Empire

76

The Defector is dead, and took


the secrets of the prototype
TIE Defender with her. All of
this effort has been a waste.
+@ Victory Point.

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Squad

Arrival

Vec.

AI

1p

2p

Prototype

Setup

Special

+D

Alpha*

Setup

Attack

Beta*

Setup

Attack

Gamma

Turn 4

Attack

Delta*

Turn 8

d6

Attack

D
F
F
l
F

*@ cannot be

3p

5p

+D

6p
+D

88@

+F

68@

68@

+F

48@

+F

6+F

+F

4+F

+F

68@

+F

48@

+F

+F

+F

+F

88@

4p

Defector Setup:
During setup, put a number token for each
TIE Defender in the Prototype squadron
into the draw bag. Start with number 1
and add a number for each additional
ship (numbers 1-4 for 6p).
Making Contact the Defector:
Before the Defector can switch sides,
the Rebels must identify her ship by
transmitting a short-range coded
message confirming their rescue plans.
To transmit the message, any Rebel ship
may perform the Scan action on a TIE
Defender at Range 1. Then, pull a number token from the bag. If the number 1
is drawn, this TIE Defender is the Defector. If any other number is drawn, assign
it to that TIE Defender; TIE Defenders
with number tokens cannot be scanned.

Defecting:
Once the Defector has been identified,
she immediately joins the Rebels and
players may choose her attack targets.
At the start of the following turn, the
players may plan the Defectors dial and
actions collectively.
Rebel players may also use the Protect
action on the Defector once she is an ally.
Prototype Squad AI:
Once the Defector has changed sides,
other Elite enemy ships in the Prototype
squad change their target priority to
Strike, with the Defector as their target

77

Pride of the Empire


Defection, Part III

Mission Briefing:
According to intel from the
Imperial Defector, pilot candidates for the rest of the new
TIE Defenders are nearing the
completion of their training
program. Today, the squadron
is conducting combat exercises
at a secret location in Imperialcontrolled space, but our spies
have provided us with the
coordinates.

12

11

B
A

We can use this information


to strike a major blow to the
Empires operations in the
Parein sector, and cripple
their training program.

Neutral Territory 12 Turns


A - Player setup/escape edge (all edges)
B - Asteroids x6 (random layout)
Range >1 apart/from edges/enemies

Mission Objectives
Primary:

Cripple Training Squadrons:


Rebels must destroy all ships in at least 3 enemy squadrons.
Reward: For each enemy squadron that is completely destroyed, all
players gain 1XP.

Bonus:

If all TIE Defenders are destroyed, remove all TIE Defender cards
from the Imperial Pilot deck.

Some of the Empires most


promising new pilots were lost
today. If only they could have
joined the Rebellion instead.
+! Victory Point.

78

This was our only chance to


cripple the training program.
Now, the Empire will continue
in another secret location
and you can bet we wont find
them a second time.
+@ Victory Point.

10

Heroes of the Aturi Cluster


Beta v0.7 Josh Derksen 2015/09/21

Squad

Arrival

Vec.

AI

Instructor

Setup

Diag.

Attack

Alpha

Setup

Attack

Beta

Setup

Attack

Gamma

Setup

Attack

Delta

Setup

Attack

Epsilon

Turn 8

d12

Attack

Surprise Attack:
The Imperial training squad is unprepared
to deal with the squad of Rebel ships
exiting hyperspace around them. For the
first turn, enemy ships do not move or
perform actions.

1p

l
ED
F
F

2p

3p

5p

6p

+2* +2* +2* +2*


+F

+F

ED

+F

ED
+F

4p

8+F

+F

ED

+F
+I

6+F

+I

4+F

Quality Education:
Among the best in the sector, the
shuttles training crew is well-coordinated
with their trainees. Whenever an AI ship
within Range 1 of the shuttle rolls dice, it
may convert all focus results to successes (hits or evades), as if it always has a
focus token.

79

Available at:
dockingbay416.com/campaign

Josh Derksen 2015


josh.derksen@gmail.com

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