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Victory! With the destruction of the Death Star, the Rebellion has given This component list gives the quantities for all components in the
hope to a galaxy living in fear. Having lost their ultimate weapon, the core game. It does not include the expansion components found
Empire scrambles to recover in the face of this crushing defeat. in the Luke Skywalker and Darth Vader figure packs. All cards
As the scattered fragments of the battle station rain down upon found in the core game are marked with the icon.
the Rebel base on Yavin 4, the Empire sets in motion a plan to seek
retribution against Rebel forces stationed on the small moon.
Not long after, when an Imperial beacon begins to broadcast from
an outpost some distance away from the Rebel base, a small team of
elite operatives is dispatched; their mission: to silence the signal at
all costs....
2
IMPERIAL ASSAULT-CORE GAME
Precise Strike
2C: Use when you
declare an attack with a
P weapon. Choose and
remove 1 die from the
target’s defense pool.
Limit once per activation.
Foresight
1C: Use while defending
©LFL
©FFG to reroll 1 defense die.
Defense
Speed
e
Enduranc ©LFL ©FFG
Health
4 3
12
Health Endurance Speed Defense
il
Diala Passe 12 5 4
Haunted Exil
Diala Passil
Haunted Exile
IMPERIAL
INDUSTRY
Fenn Signis
sion, disc any oth Recover: Remove the listed amount of
Operatives are searching the galaxy for the insurgent world. Fenn is called to receive er
information on this General’s plans… aid in keeping the planet safe from the rew ard this card and damage or strain tokens from the figure or
ard liste its Hero sheet.
Imperial influence once again. d below.
Story Mission: “A New Threat”
(page 24, Core Game). Side Mission: “Brushfire” Reach: A figure with this keyword can
Reward:
©LFL ©FFG
(page 6, Core Game). “Imperi
al Industry perform P attacks targeting figures up to 2
3 Influence ” Rew spaces away. The figure must still have line of
ard Car
Health Speed Defense Attack d
Reward: “Veteran Prowess” Reward Card ©LFL
sight to the target.
3 4 ©LFL ©FFG ©FFG
39 Deployment Cards 10 Story Mission Cards 14 Side Mission Cards 18 Agenda Cards 5 Reference Cards
(3 decks)
Supply De
ficit
Weapon Expert Riot Grenades E-11 Shock Grenade Shu Yen’s Lightsaber At
the star
mission, t of each
spend 100the heroes may
1C: Use while attacking attachment
they do credits. If
to gain Pierce 1 and not
Trooper only suffers 2C , each hero
apply +2 Accuracy to the .
attack results. A: Exhaust this card to Attack Attack
choose a space within
Blaster - Rifle Consumable - Explosive Lightsaber - Blade
3 spaces. Each figure on
or adjacent to that space B: +2H A: Choose a space : Pierce 3
tests J. Each figure who within 3 spaces. Roll
fails suffers 1C. B: +2 Accuracy 1 yellow die. Each figure : +1H, Cleave 2H
on or adjacent to that space
suffers H equal to the When you use “Foresight,”
H results and becomes the attacker suffers 1H
“If it can kill a trooper, I can Standard issue for all REWARD
after the attack resolves.
Stunned. Then, discard
make it work.” MILITARY MIGHT Imperial Stormtroopers.
this card. ©LFL
©FFG
2 xp ©LFL ©FFG 1 xp ©LFL ©FFG 400 credits ©LFL ©LFL ©FFG REWARD ©LFL
©FFG ©FFG
54 Hero Class Cards 27 Imperial Class Cards 36 Item Cards 12 Supply Cards 18 Reward Cards
(6 decks, 9 in each) (3 decks, 9 in each) (3 decks, 12 in each)
0 ©LFL ©FFG
©LFL ©FFG IMPERIAL ASSAULT CORE GAME
©LFL
©FFG
42 Command Cards 12 Condition Cards 1 Initiative Token 45 Damage Tokens 2 Skirmish Mission Cards
(3 decks, 4 in each) (35 1’s and 10 5’s)
1
1
1
1
1 2
1 2
2
2
2 3
2 3
3
3
3 4
3 4
4
4
4 5
4 5
5
5
5 1
5 1
1
1
1 2
1 2
2
2
2 3
2 3
3
3
3 4
3 4
4
4
4 5
3
IMPERIAL ASSAULT-CORE GAME
: +1 Accuracy : Stun
Door Icon
At the end of your Limit once per activation.
4
Lone Wolf target’s defense pool.
remove 1 die from the
attack gains Blast 1H. P weapon. Choose and
Infantry Rifle with a O weapon. This Plasteel Staff declare an attack with a
1C: Use while attacking 2C: Use when you
3 3
Havoc Shot Precise Strike
©LFL ©FFG
7
MAP TILES: 02 b , 07 b , 25 a , 27 a , 32 a , 33 a , 36 a , 38 a (2)
6 2 Stormtrooper 6 E-Web Engineer 5 Probe Droid 2 Imperial Officer
Stormtrooper E-Web Engineer Probe Droid Imperial Trooper Trooper - Heavy Weapon Droid Leader
7. Prepare Dice, Cards, and Other Tokens: Place all dice, the
adjacent to another friendly Trooper, you
may reroll 1 attack die. Tripod: During your activation, you cannot Targeting Computer: While attacking, you may A Order: Choose another friendly figure
voluntarily exit your space if you attack, reroll 1 attack die. within 2 spaces. That figure may interrupt
and you cannot attack if you exit Self-Destruct: At the end of a round, to perform a move.
your space. you may roll 1 red die. Each adjacent Cower: While defending, while adjacent
Assault: You can perform multiple attacks figure and object suffers H equal to the to a friendly figure, you may reroll
Health Speed Defense Attack Health Speed Defense Attack Health Speed Defense Attack Health Speed Defense Attack
4
IMPERIAL ASSAULT-CORE GAME
5
IMPERIAL ASSAULT-CORE GAME
EXAMPLE OF AN ATTACK
1. The first Stormtrooper has line of sight to Diala, because he
6 2 Stormtrooper
can draw two non-intersecting lines from one corner of his
1Trooper space to two different corners of Diala’s Space.
2. The second Stormtrooper does not have line of sight to
Ambush Diala because blocking terrain (a red line on the map)
1C: Use when you declare
an attack targeting a intersects the second line drawn from his corner to
figure that does not
have line of sight to you. Diala’s space.
B: +1H B: +2 Accuracy
2
This attack gains Pierce 2.
3. The Imperial player performs an attack with the first
Squad Training: While attacking, while Covert
adjacent to another friendly Trooper, you Hostile figures 4 or more
spaces away from you do
Stormtrooper. He rolls the dice listed for his figure’s Attack,
may reroll 1 attack die. not have line of sight to
you. You do not block line while his opponent simultaneously rolls the die listed for
of sight for those figures.
Diala’s Defense.
4. The attacker rolled a total of 4 Accuracy. Diala is only two
spaces away, so the attack does not miss.
©LFL ©FFG
©LFL ©FFG
6
IMPERIAL ASSAULT-CORE GAME
©LFL ©FFG
corresponding to an exhausted Deployment card cannot be Abilities provide special effects that can be performed above and
activated again during this game round. beyond the standard rules of the game. For example, an ability
may let a figure perform an additional attack or allow it to break
6 2 Stormtrooper the rules in certain situations.
Trooper
6
Health
B: +1H B: +2 Accuracy
may reroll 1 attack die.
adjacent to another friendly Trooper, you
3
©LFL ©FFG
D icon to use the ability. Threat is not used with a C cost
©LFL ©FFG
make it work.”
3 4 2 xp ©LFL ©FFG
Covert
Hostile figures 4 or more
After resolving this phase, players start the next game round feats. The two most common reasons to suffer
©LFL ©FFG
beginning with a new Activation Phase. C are to use abilities (see above) and to move Mak Eshka’rey
Bold Renegade
10 5 4
additional spaces.
ENDING A MISSION A hero can only optionally suffer an amount
A Hero’s Endurance
The mission’s rules describe when the mission will end. of C up to his Endurance. If any game effect forces a figure to suffer
For the Tutorial, the Rebel players’ objective is to defeat all C that would exceed its Endurance, the figure suffers H equal to
Imperial figures. The Imperial player’s objective is to either have the amount of excess C.
his figures interact with both terminals or defeat a hero. ADDITIONAL MOVEMENT
The mission ends as soon as one of these objectives is fulfilled. At any point during his activation, a hero may suffer C to gain
movement points. For each C he suffers, the hero gains one
movement point, which is added to the total of movement points
he possesses. Only heroes can suffer C to gain movement points.
A hero can do this up to two times per activation.
7
IMPERIAL ASSAULT-CORE GAME
Foresight
1C: Use while defending
to reroll 1 defense die.
space of difficult terrain.
Difficult Terrain
©LFL ©FFG ©LFL ©FFG
Diala Passil
12 5 4 Diala Passil
12 4 3 A figure can move into a space occupied by a friendly or neutral
Haunted Exile Haunted Exile
figure at no additional cost. A figure can move into a space
Healthy side of a Hero sheet Wounded side of a Hero sheet occupied by a hostile figure, but must spend one additional
movement point to do so.
The wounded side of a Hero sheet is similar to the healthy side,
A figure cannot end its movement in a space containing another
but certain abilities may no longer be present, and many values for
figure.
statistics and attributes may be changed. If there are more strain
tokens on his Hero sheet than his Endurance value he discards the KEYWORDS
excess strain tokens.
Keywords are used as shorthand for certain abilities. The keywords
A hero who is wounded follows all rules for activation and can “Blast,” “Cleave,” “Pierce,” “Recover,” and “Reach” are used in the
still suffer H. If a wounded hero is defeated, he withdraws. tutorial. For information, see the Rules Reference Guide or the
included Reference card. Other keywords, “Bleed,” “Stun,” and
WITHDRAWAL “Focus,” relate to conditions. For the purposes of the tutorial, ignore
A hero who withdraws removes his figure from the map. His all abilities that use conditions. They are described in detail later.
figure can no longer activate and is eliminated from the mission.
STOP!
You now know everything needed to play the tutorial
mission. After playing this, you will have a basic
understanding of the game and be ready to learn advanced
rules before you begin playing a campaign (see page 9).
8
IMPERIAL ASSAULT-CORE GAME
WHAT’S NEXT?
You now know all general rules and are ready to play a full
game. There are now two distinct games that can be played.
The Campaign Mode is a series of linked missions with a
progressing narrative. Over the course of a campaign, players
resolve a variety of missions while acquiring new Item,
Agenda, and Class cards. To start playing Campaign Mode,
If desired, players may find other ways to differentiate their figure read pages 10–12 of this Learn to Play booklet.
groups, such as by painting the figures or bases in different colors. The Skirmish Mode is a competitive, two-player game.
Players construct armies using the figures of their choice and
face each other in special skirmish missions. To play Skirmish
Mode, you will now need to read the Skirmish Guide.
9
IMPERIAL ASSAULT-CORE GAME
-- Four random gray cards (do not reveal these cards to DEPLOYMENT AND SETUP
any player) AFTERMATH
Initial Groups: Imperial Officer, Probe Droid,
Stormtrooper.
6. Set Up Introductory Mission: Players are ready to play the
S torage r oom Reserved Groups: E-Web Engineer, Imperial
introductory mission for the core campaign. To prepare
22 b this Officer, Stormtrooper.
mission, follow the “Mission Setup” steps listed to the right. Open Groups: None.
To resolve these, the Imperial player will need to reference the
“Aftermath” mission on page 4 of the Campaign Guide. Example of a Deployment and Setup box
If this is your first time playing, the Imperial player should -- Initial Groups: Take the listed Deployment cards and place
first read the general mission rules found on page 2 of the them faceup on the table. The corresponding figures are
EVENT SUMMARY
Campaign Guide. placed on the map during step 4 “Deploy Imperial Figures.”
• End of Round when door
opens: Lockdown
• Round 6: End of Mission
10
IMPERIAL ASSAULT-CORE GAME
includes
in the mission’s diagram. ThisHealth Speed theDefense
space Attack
8. Prepare Activation Tokens: Each hero receives one activation
token and places it ready (green side faceup) on his Hero
containing the deployment point 3 itself.4 Deployment Point
sheet. If playing with fewer than four heroes, they may receive To reinforce a figure, he chooses a Deployment
additional activation tokens as specified on their “Legendary” card already on the table and spends D equal to the card’s
or “Heroic” Reward cards. EVENT
reinforcement cost. Then he places one figure fromSUMMARY
that group as
close as possible to a green deployment point.
After players have finished setup, they are ready to begin playing • Round 1, Start: The General
the game. Each time he spends D he• reduces
Round the threat dial by that amount.
2, End: Vulnerable
11
IMPERIAL ASSAULT-CORE GAME
• Weiss enters AT-ST: Invulnerable
LEARN TO PLAY GUIDE
• Weiss defeated, all heroes wounded: End of Missio
EXAMPLE OF DEPLOYMENT
1 2 1. At the start of the Status Phase, the Imperial
6 2 Stormtrooper
player has 5D. During the Increase Threat step,
Trooper
he increases D by the campaign level of 2. He
adjusts the dial to reflect this new total of 7.
2. During the Deploy and Reinforce step, he
decides to Deploy a group of Stormtroopers.
B: +2 Accuracy AFTERMATHHe reduces his threat dial by the DEPLOYMENT
Stormtrooper’sAND SETUP
B: +1H
Initial Groups: Imperial Officer, Probe Droid,
Squad Training: While attacking, while deployment
S torage r oom
cost of 6, leaving him with 1 D
Stormtrooper.
3
• Door opens: Fortified
4
the map as close to the green deployment point
• All terminals destroyed or
all heroes wounded: End of • Door opens: Fortified
Mission
• All terminals destroyed or
as possible. all heroes wounded: End of
Mission
a trium 25 b
Each mission provides specific rules of play, including objectives EachMISSION mission’s rules list the conditions
and that you’re likely walking into an
BRIEFING FORTIFIED END OF MISSION
“Nice work!” Your pilot grins back
ambush. All the same, with the signal ` Deploy the reserved Stormtrooper and at you as you pile into the transport.
continuing to broadcast, there just isn’t Imperial Officer to the Storage Room. “Ground troops’ll be able to keep ‘em
for the Rebel and Imperial players to achieve. This information, that
Arriving cause
at the outpost,the mission to end. As soon When the door opens:
time for a more subtle approach. nice and scattered now.” When all terminals are destroyed:
“They’re here!” the Imperial forces shout you immediately
A Rebel figure can attack a terminal as they scramble their defenses. “Keep
◆
Put Mission card “A New Threat” into open fire upon the troops standing guard. ` Deploy the reserved E-Web Engineer to
as
You an
suspectend
they knewcondition is met,
any yellowthe Imperial
`
including how and when the mission will end, is described in the
(Health: 4, Defense: 1G). Apply +1G them away from the transmitters!”
to the terminal’s defense results if it is
play. Heroes receive 100 credits per hero.
point. That figure becomes Their plans disrupted, the remaining
There’s a crackle from your comlink. you were coming Imperial forces fall into a hasty retreat.
adjacent to 1 or more Imperial figures. “Imperial forces on approach!” your At the end of Round 6 or when all heroes
and that you’re likely walking into an Focused.
mission’s entry in the Campaign Guide.
◆
◆
Doors are locked to Imperial figures.
The mission ends when all terminals are
pilot contacts you from your transport,
now circling overhead. “The place is
going to be crawling with them soon, so
are wounded:
player resolves the “EndDeploy
ambush. All the same, with the signal ` oftheMission”
reserved Stormtrooper and
“Nice work!” Your pilot grins back
at you as you pile into the transport.
Imperial soldiers pour out of the forest continuing to broadcast, there just isn’t Imperial Officer to the Storage Room.
section of the mission rules. He reads
destroyed, at the end of Round 6, or when “Ground troops’ll be able to keep ‘em
get the job done quick!” on all sides; the beacon has done its job,
all heroes are wounded. time for a more subtle approach.
Some mission rules
LOCKDOWN are persistent and remain in play for the
nice and scattered now.”
and you have to run. With so many of
the Imperial survivors getting organized,
“They’re here!” the Imperial forces shout
At the end of the Round in which the
Rebel ground troops are going to have
the
A Rebellisted story text aloud, and their
as they scramble thendefenses. “Keep
entire mission. Other rules consist of individual occurrences
door opens:
their hands full. ◆ figure can attack a terminal ` Put Mission card “A New Threat” into
(Health: 4, Defense: 1G). Apply +1G them away from the transmitters!”
The Imperial player chooses 1 of the following: ` Put Mission card “Under Siege” into play.
gives
to the players the rewards
terminal’s defense results if it is There’slisted below. play. Heroes receive 100 credits per hero.
Each mission
4 CAMPAIGNis full of many surprises that provide a sense of
IMPERIAL ASSAULT-CORE GAME all heroes are wounded. on all sides; the beacon has done its job,
and you have to run. With so many of
GUIDE
There is most often not a stated winner
LOCKDOWN the Imperial survivors getting organized,
exploration for the Rebel players. For this reason, Rebel players Rebel ground troops are going to have
toAt theeach individual
end of the Round in which the
mission, though their hands full.
cannot read the Campaign Guide. Though most rules and door opens:
certain
Imperial playerresults
chooses 1 of theare more favorable to Put Mission card “Under Siege” into play.
mission information will eventually become available to the
The following: `
The Imperial player receives 1 influence.
one
◆
side or the other. The goal within
Each terminal has 7 Health instead of 4.
heroes, this information is presented over time as they play ◆The door to the Atrium closes and is locked. ADDITIONAL REWARDS
each
8, Defense:mission isdeployment
for players to fulfill their
A Rebel figure can attack the door (Health: ` Each player receives 1 XP. Heroes receive
through the mission. 1 black die). The red 100 credits per hero. The Imperial player
resolves any special instructions listed, and then the player Over the course of the campaign, players resolve a variety
continues resolving his figure’s activation. of missions while acquiring new items and abilities until the
The “Event Summary” box in the
EVENT SUMMARY
• End of Round when door
campaign ends in a final climactic mission.
Campaign Guide provides the Imperial opens: Lockdown
• Round 6: End of Mission
a trium 25 b
Example of an Event
Summary box
MISSION BRIEFING FORTIFIED END OF MISSION
When the door opens: When all terminals are destroyed:
Arriving at the outpost, you immediately
12
open fire IMPERIAL ASSAULT-CORE
upon the troops standing guard. GAME
` Deploy the reserved E-Web Engineer to
any yellow point. That figure becomes Their plans disrupted, the remaining
You suspect they knew you were coming
LEARN TO PLAY GUIDE
and that you’re likely walking into an
ambush. All the same, with the signal `
Focused.
Deploy the reserved Stormtrooper and
Imperial forces fall into a hasty retreat.
“Nice work!” Your pilot grins back
at you as you pile into the transport.
continuing to broadcast, there just isn’t Imperial Officer to the Storage Room. “Ground troops’ll be able to keep ‘em
time for a more subtle approach. nice and scattered now.”
CAMPAIGN STRUCTURE 2. Rebel Upgrade Stage: Rebel players perform the
following steps:
Playing a campaign is simple. Players first resolve a mission, and
then have the opportunity to purchase new Item cards, Class cards, a. Spend Credits: Rebel players draw six cards from the Item
and Agenda cards. Then they resume their narrative by choosing deck listed on the campaign log and may purchase these
and resolving a new mission. They continue resolving these stages cards by spending credits (see “Spending Credits” below).
until the campaign ends with a climactic mission known as a finale. b. Spend Experience Points: Each hero can spend experience
To continue a campaign, players check the campaign log, found points (XP) to purchase cards from his Class deck (see
on the back of the Campaign guide, and resolve the next available “Spending Experience Points” on page 14).
I
(unmarked) stage. mperIal ssault ampaIgn og a C l 3. Imperial Upgrade Stage: The Imperial player performs the
MISSION THREAT LEVEL REBEL UPGRADE
following steps:
IMPERIAL UPGRADE
Experience (XP)
INTRODUCTION Influence
a. Spend Influence: The Imperial player draws four cards
AftermAth 2 Tier 1 Items, Spend XP from
Agenda, Spend XP the Agenda deck and may purchase any of them
SIDE MISSION by spending Influence (see “Spending Influence” on page
In the above example, players have just resolved the “Aftermath”
2
mission. The Rebel Upgrade stage is the next
Tieravailable
1 Items, Spendstage.
XP 14).
Agenda, Spend XP
There areSTORY
three types
MISSION 1 of stages: Mission Stages, Rebel Upgrade b. Spend ExperienceOngoing
Points: Agendas
The Imperial player can spend
Stages, and Imperial Upgrade Stages.3 Tier 1 Items, Spend XP XP
Agenda, Spend XP to purchase cards
Name from his Class deck (see “Spending
Target
Experience Points” on page 14).
1. Mission
SIDEStage:
MISSION Players perform the following steps:
3 AfterSpendresolving
each stage, players mark this stage’s box on the
a. Choose Mission: Rebel players refer toTierthe
1 / 2 Items, Spend XP
campaign log Agenda, XP
campaign log to track their progress.
to STORY
determine
MISSION 2 their next mission. If the entry reads “Side
Mission,” heroes choose one 4 of the active SideSpend
Tier 2 Items, Mission
XP SPENDING
Agenda, Spend XP CREDITS
cards. If it reads “Story Mission, ” they choose an active
SIDE MISSION During the Spend Credits step of the Rebel Upgrade Stage, players
Story Mission card.
b. Resolve Mission:
SIDE MISSION
Players
4
resolve the
Tier 2 Items, Spend XP
chosen mission I
mperIal
following
draw
Agenda, Spendsix
a
ssault ampaIgn og C
XP Item cards from the current tier’s Item deck.
l
the rules for “Playing Campaign Missions”
4
on page
Tier 2 / 3 Items,
MISSION
11.
Spend XP Agenda, SpendLEVEL
THREAT XP REBEL UPGRADE IMPERIAL UPGRADE
Exp
c. Post-Mission Cleanup: After resolving the mission, INTRODUCTION players
SIDE MISSION 3
STORY
perform the following:
5 A3ftermAth
Tier Items, Spend XP 2 XP
Agenda, Spend Tier 1 Items, Spend XP Agenda, Spend XP
»» Heroes recover all H and C. Any wounded heroes flip Experience (XP)
SIDE MISSION SIDE MISSION
their Hero sheets to the healthy side. Name Name Name Nam
5 Tier 3 Items, Spend XP
2
Agenda, Spend XP Tier 1 Items, Spend XP shows that heroes
Agenda, Spend XP
»» Heroes shuffle all Supply cards back into the Supply deck. The campaign log above draw
STORY MISSION 4 cards from the tier 1 Item deck.
Ong
STORYinMISSION 1 DL-44
»» Heroes gain 50 credits6for each crateTiertoken their
3 Items, Spend XP Agenda, Spend XP Nam
play areas, and then discard the tokens (see “Campaign Place 3 the drawn Item
Tier 1 Items, Spend XP Agenda, Spend XP
cards faceup on the table. Rebel players
Resources” on pageFINALE
14). SIDE MISSION then collectively decide the cards that they wish to purchase
THREAT LEVEL
Attack
»» Heroes return the current mission’s card to the game box. 6 by spending
3 credits
Tierequal toSpend
1 / 2 Items, the XP
cards’ costs.Agenda, TheySpend
giveXPeach
Blaster - Pistol
»» If players just resolved the introductorySTORYmission, purchased Item card to one hero, who may
B: +2H
use this card in
MISSION 2 future missions.
shuffle the Side Mission deck, and then draw two cards B: +1H, +2 Accuracy
4 Tier 2 Items, Spend XP Agenda, Spend XP
placing
FORCED them faceupTHREAT
MISSION on LEVEL the active
the table. These areFORCED MISSION THREAT LEVEL
Credits
©FFG
13
IMPERIAL ASSAULT-CORE GAME
rewards for completing missions. These resources are spent purchase any of these cards by spending XP equal to the
to gain a variety of different advantages. card’s cost.
Experience Points: Both heroes and the Imperial player earn
experience points (XP). XP can be spent to purchase cards “If it can kill a trooper, I can
from the player’s Class deck. Class Card make it work.”
Cost 2 xp
Credits: Heroes collectively earn credits that can be spent
©LFL ©FFG
14
IMPERIAL ASSAULT-CORE GAME
-- Hero Bags (2-4): Each hero creates his own bag, listed as a number of bars at the bottomBlaster
right corner of the card.
- Pistol
B: +2H
consisting of his Hero sheet, Item cards, and purchased
B: +1H, +2 Accuracy
Class cards. One player should also store available allies
in his bag, if any.
The choice weapon of
All other components do not need to be kept separate and are Tactical Display
smugglers across the galaxy.
returned to the game box as players see fit; this includes all Modification - Sights
500 credits ©LFL
©FFG
Class cards that players have not purchased, so that they are not Exhaust this card while
attacking to apply +1B This item can have
confused with previously acquired Class cards. modification
to the attack results.
Item card two modifications.
ALLIES Don’t turn off your targeting
computer.
Some Deployment cards have a bullet (•) before the figure’s name.
These allies represent unique personas, such as Luke Skywalker.
300 credits
WHAT NOW?
©LFL ©FFG
Imperial Allies, such as Darth Vader, are called villains but follow all You now know the general rules needed to play the
of the same rules as allies. Allies and villains cannot be used unless Campaign Mode for Imperial Assault. If any questions arise
dictated by the mission or until gained as a mission reward. during gameplay, refer to the Rules Reference Guide. The
During missions, allies function like additional figures on that Rules Reference Guide has complete rules for every topic and
player’s side. If a player wishes to bring an ally to a mission, he includes many rules exceptions not listed in this Learn to
must follow the “Allies” rules found in the Rules Reference Guide. Play booklet.
In addition to the Campaign Mode, we also encourage you to
check out the head-to-head battles of the Skirmish Mode and
the app-driven missions of the Cooperative Mode.
15
IMPERIAL ASSAULT-CORE GAME
Missions in Imperial Assault are played over a number of game Additional Content and Design: Daniel Lovat Clark, Nathan Hajek,
Paul Winchester
rounds. Each round consists of two phases that are resolved in the
following order: Inspired by Game Designs by: Kevin Wilson and Adam Sadler
Graphic Design: Christopher Hosch, Taylor Ingvarsson, Evan Simonet, and
1. Activation Phase
Michael Silsby with Christopher Beck, Shaun Boyke, and Monica Skupa
2. Status Phase Cover Art: Michal Ivan
a. Increase Threat Hero Art: David Kegg, Brynn Metheney
b. Ready Map Tile Art: Henning Ludvigsen
c. Deploy and Reinforce Interior Art: Arden Beckwith, Christopher Burdett, Rovina Cai, Joel
Hustak, David Kegg, Ryan Valle, Timothy Ben Zweifel, and the artists
d. End of Round Effects from the Lucasfilm Art Archives
e. Advance Round Dial Art Direction: Zoë Robinson
Figure Sculpting: Benjamin Maillet with Jason Beaudoin,
ACTIONS Gordon Robb and Nick Miller
During the action phase, players alternate activating figure Proofreading: Mark Larson, Heather Silsbee, and Nikki Valens
groups, starting with a Rebel player. While activating a figure, it Plastics Management: Jason Beaudoin and Jason Walden
receives 2 actions and can use them to perform any combination
Managing Art Director: Andy Christensen
of the following:
Managing Graphic Designer: Brian Schomburg
• Move: Gain movement points equal to speed.
FFG Licensing Coordinator: Amanda Greenhart
• Attack: Attack a hostile figure. Only heroes can use more than
Production Manager: Eric Knight
one action to attack.
Executive Producer: Michael Hurley
• Interact: Open an adjacent door, or use an adjacent crate or
Publisher: Christian T. Petersen
terminal token.
Playtesters: Josh Ackerman, Mike Anderson, David Arrowsmith, Samuel
• Rest: Recover C (strain) and possibly H (damage). Only W. Bailey, Joe Baronowski, Jason Baxter, Karin Baxter, Matt Baxter,
heroes can perform a rest. Dan Besemann, Ian “Captain Awesome” Birdsall, Dylan Boesch, Jordan
Bolton, Bryan Bornmueller, John Britton, Nayt Brookes, Christopher
• Special: Other effects that require an action (listed as A).
Brown, Charles Buege, Ben Burch, Christian Busch, Stefano Carlino,
James J Cartwright, Kara Centell-Dunk, Daniel Lovat Clark, Jhonn
CAMPAIGN STAGES Clements, Karl Collins, Michael Combellick, Matthew Cordeiro,
Cameron Cushman, Chris J Davis, Erik Davis, Emile de Maat, Simon
When playing a campaign, players resolve the following stages:
Forsbrook, Marieke Franssen, Debra Freytag, Jason Glawe, Brandan
1. Mission Stage: Players choose and resolve a mission as follows: Haines, Joe Hanna, Michael Hanson, Sam Hartzell, Adam Hewitt,
a. Rebels Choose Active Mission Anita Hilberdink, Jonathan Hirsch, Justin Hoeger, Colton Hoerner,
Simon ‘Ugavine’ Holden, Zack Holmes, Tim Huckelbery, Phil Jackson,
b. Resolve Mission Matt Jackson, Bill James, Neil Jesse, Sean Joesbury, Kate Kemppainen,
c. Post-Mission Cleanup Lillian Kemppainen, Steven Kimball, James Kniffen, Kalar Komarec,
Mike Kutz, Peter Lacko, Oli Lan, Kenneth G. Langaard, Mai-Li Le, Brett
»» Heroes recover all damage and strain. Leeson, Jennifer Leeson, Scott Lewis, Josh Lewis, John Lundstrom,
»» Heroes shuffle all of their Supply cards back into the deck. Michael McFadgen, Matthew McTigue, William Mearns, Ashley Miles,
Darren Nakamura, Mercedes Opheim, Brianna Pasewalk, Andrew James
»» Heroes gain 50 credits for each crate token in their play
Princep, Nina Raita, Daniel Ramey, Chad Reverman, Patrick Schifano,
areas, then discard the tokens.
Brian Schomburg, Heather Silsbee, Niko Simmons, Jeremy Smith, Tiffany
»» Return the current mission’s card to the game box. Smith, Håvard Sørensen, Sam Stewart, Samuel Stuart, Zach Tewalthomas,
»» Draw a new Side Mission card (if needed). Nate Tripp, Chad Valente, Martin van Schaijk, Peter VanDusartz IV,
Vera Visscher, Jason Walden, Lara Watkins, Brendan Weiskotten, Aaron
2. Rebel Upgrade Stage: Perform the following steps: Wilkerson, Andrew Yeilding, Brandon Zimmer
a. Spend Credits (6 cards from current Item deck) Special thanks to all of our beta testers.
b. Spend Experience on Class cards Lucasfilm Approvals: Chris Gollaher
3. Imperial Upgrade Stage: Perform the following steps: © & TM Lucasfilm Ltd. No part of this product may be reproduced without specific
a. Spend Influence (4 cards from Agenda deck) permission. Fantasy Flight Games and the FFG logo are registered trademarks of
Fantasy Flight Games. Fantasy Flight Supply is a trademark of Fantasy Flight Games.
b. Spend Experience on Class cards Fantasy Flight Games is located at 1995 West County Road B2, Roseville, MN 55113,
USA, and can be reached by telephone at 651-639-1905. Retain this information for
your records. Actual components may vary from those shown. Made in China.
NOT INTENDED FOR USE BY PERSONS AGES 13 YEARS OR YOUNGER.
Permission granted to print or photocopy for personal use.
16
IMPERIAL ASSAULT-CORE GAME