Mission Book
Mission Book
Mission Book
VERSION 2.07.04
based on the original created by Josh Derksen
Defection
One of the Empire’s TIE Defender pilots wishes to defect
with critical information about the Empire’s operations.
Part I: SECURE HOLONET RECEIVER 19
Part II: DEFECTOR 20
Part III: PRIDE OF THE EMPIRE 21
Special
Word has come through that the pilot we lost yesterday
survived, and has been captured.
BACK FROM THE DEAD 22
Mission Setup 3 4
FRIENDLY TERRITORY – 10 TURNS
A - Player setup edge
B-A steroids x 6. Random layout. Range > 1 apart and within box
ġ Ĝ
Mission Objectives
Primary: Engage Imperial Forces: At least one Rebel ship
2 Ħ 5
ĥ
Bonus: If no Rebel ships are destroyed all players gain 1XP B
1 Ğ 6
Ĩ
! Rebel Victory @ Imperial Victory
“Great work pilots! Our convoy “That Imperial patrol has
is safe from harm. Now we located our convoy; call off
can begin operations against the operation. Our base in this
Empire in this system.” system must remain a secret”.
Play the full campaign! Replay this mission, or begin
the full campaign A
Mission Setup 4 5
FRIENDLY TERRITORY – 12 TURNS
B
A - Player setup edges
Ĭ
Ĝ
B - Imperial escape edge
C - Asteroids x3, Debris x3, random layout, range > 1 apart
and within box
3
ġ Ħ 6
ī
Mission Objectives
Į
Primary: Capture the Imperial Officer. If the shuttle is
disabled, and there are no enemy ships in play the scenario
immediately ends
ĥ
A A
İ
Bonus: When the primary objective is complete, all players
gain 1XP for each squad of enemy ships that did not arrive
7
Ĥ
we should have some new inspection we can intercept. As
intelligence for you shortly.” far as we can tell, they aren’t
aware of the security breach in
+ “Nobody Home” C
their holocomm network.”
Reshuffle
2 1
Escort AI
Escort-type enemy ships have modified action priority. After
In addition, the shuttle gains extra shields based on the moving, if they are within range 1 of the shuttle, they will
number of players (see the table). perform the Protect action to assign it an Å token.
Mission Setup 1 2 3 4 5
FRIENDLY TERRITORY – 1O TURNS
A
A - Imperial escape edges
Ĭ
Ĝ
B - Crippled shuttle (obstacle only)
C-A steroids x6, Debris x6. Random layout. Range: > 1 apart
and within box
ġ Ħ
ī
Mission Objectives
Primary: Destroy Imperial Search & Rescue Force.
If too many enemies escape, the mission is a failure:
1-2 p: 2 Enemies | 3-4 p: 3 Enemies | 5-6 p: 4 Enemies
Į
ĥ
C
İ
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
B
Mission Setup 4 5
FRIENDLY TERRITORY – 12 TURNS
A - Player setup area 7
B - Cargo Shuttles T B
C-C argo Shuttle Escape Edge
Turbolasers [T] begin facing Corner A 7
B
3 4 6
Mission Objectives
G G 6
Primary: Destroy Imperial Mining Operation: T 5 T
1. Destroy all Cargo (G) emplacements G G 4
2. At least 1 Rebel ship must escape from a board edge G G 5
other than Edge C C
G G 3
Bonus: If all Turbolaser towers are destroyed, all players gain 1XP
Bonus: If all cargo shuttles are destroyed, all players gain 2XP
T
2
! Rebel Victory @ Imperial Victory G G
T 3
“We’ve taken out a sizable portion “Negative, our surprise attack G G
of the supplies for the Imperial barely made a dent in the
Garrison. This is certain to help Empire’s mining operation. A
us in wrestling the system from Regroup and return to base. T 6
the Empire’s grasp.” We won’t get another shot.”
1 ! VP 1 @ VP
1
Mission Setup 3 4
NEUTRAL TERRITORY – 10 TURNS
A
A - Rebel Operative HWK-290 setup
B - Player setup and escape edge
C - Asteroids x 6. Random layout. Range: > 1 apart and within box
ġ Ĝ
Mission Objectives
Primary: The HWK-290 must escape from your setup edge.
2 Ħ 5
Bonus: If all Elite enemy ships are destroyed, all players gain 2XP
Bonus: The pilot who performs the most protect actions
ĥ
on the Rebel Operatives’ HWK gains 2XP. If two or more C
players are tied, all tied players gain 1XP
f>R l>R b R j
2 d Dactions
amaged Sensor Array: You cannot perform any
except the f action and actions from damage
cards.
ACTION: Repair this card.
p2 ^2 &3 *P
Mission Setup 3 4
NEUTRAL TERRITORY – 12 TURNS
A - Player setup/escape edge
ĝ Ĝ
B - Asteroids x12. Random layout. Range: > 1 apart and within box
C - Sensor Beacon tokens, 2 per player, randomly placed on C
ġ
C
top of asteroids
C
2 5
Ħ ħ
Mission Objectives
Į
Primary: Destroy all Sensor Beacons to break the network. C
Bonus: Each Sensor Beacon is an Emplacement (worth 1XP C B
when destroyed)
Bonus: If no Patrol squads deploy during the mission, all
players gain 2XP ĥ İ C
ħ
to launch the assault. The attention! The station will now
C
refueling station will be ours!” be too well defended for us to
+ “Capture Refueling Station” mount an immediate attack
– Retreat!”
Reshuffle A
Assign
Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p
10
Mission Setup
HOSTILE TERRITORY – 12 TURNS
A - Player setup edge
B - Asteroids x6. Random layout. Range: > 1 apart and inside the box 3 F 4
Turbolasers [T] - Begin facing edge A T F
Refueling Station - As shown 5 T 4
T
F
S F S
Mission Objectives C
Primary: Capture the Refueling Station: 3
T T 6
1. D
estroy the shield generators. Pilots gain an additional F T
1XP for destroying a Shield Generator emplacement. F
2. The Assault Ship must land in a station docking bay 2 5
3. The Commando team must capture the command center
ĥ B
ġ Ğ
4. Survive until the end of Turn 12 or destroy all enemies
Bonus: If the station is captured, the group gains 2XP for each
emplacement that has not been damaged or destroyed
Ĝ Ĩ
! Rebel Victory @ Imperial Victory
“Our commandos have seized
control of the station and
forced the Imperials to retreat!
All remaining forces retreat!
We've lost the station!”
+1 @ VP
1 Ħ 6
gn
Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p
11
Mission Setup 3 4
FRIENDLY TERRITORY – 12 TURNS
A - Player setup edge
B - Imperial Minefields (sample layout), see Minefield Setup
Mission Objectives 2 5
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
B
1 6
! Rebel Victory @ Imperial Victory
“Keeping these routes clear of “The Empire deploys so many
mines will buy us the time we mines that we can’t keep up. Our
need to take delivery of some supplies are dwindling, and our
much-needed supplies.” chances of reclaiming the Nulan
+“Imperial Entanglement” system with them.”
Reshuffle A
12
Mission Setup 4 5
NEUTRAL TERRITORY – 10 TURNS
A - Player setup area
B - Imperial Minefields x 6 per area. Range: > 1 apart and from edge
Mission Objectives
Primary: Rescue the Transport: The transport must jump to 3 6
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 B B
2
! Rebel Victory @ Imperial Victory
“We have rescued the Quantum “The Empire has seized the
Storm and its valuable cargo. Quantum Storm and it’s cargo;
Now we must ensure the our operations on Sullust will
transport makes it to Sullust.” suffer greatly.”
+“Care Package” +1 @ VP. Each player loses
their most expensive Upgrade.
A
7 1
13
Mission Setup 4 5
HOSTILE TERRITORY – 10 TURNS B
A - Player setup area
B - Escape edge (Range 2 from corner)
Ĝ
C - Asteroids x12. Random layout. Range > 1 apart and within box C
Mission Objectives ġ ĝ
ħ ħ
Primary: Escort the Quantum Storm to safety:
ĥ
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
3
Į Ħ 6
İ
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 it’s hull value
remaining, all players gain 2XP
Į
! Rebel Victory @ Imperial Victory Ğ Ĩ
“The transport is away! Those “The Quantum Storm is lost!
supplies will greatly assist with Our Rebel forces will be
our efforts on Sullust. Well crippled!”
+1 @ VP. Each player loses
done!”
+1 ! Victory Point their most expensive Upgrade. 2
A
1
G T ibanna Reserves: 3 g
ACTION: Spend 1 g to recover 2 (. The AI has a few minor differences
when interacting with Huge Ship
{2 ^0 & 12 *3 (5 See Page 17 of the Roolbook
Targeting Huge Ships
14
Mission Setup 3 4
NEUTRAL TERRITORY – 12 TURNS
A - Player setup/escape edge B
B - Distress Signal Tokens (sample layout) B
C - Ion Storm x10. Random layout. Range >1 apart B
B
Mission Objectives 2 5
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.
B
3. The Recovery ship escapes from edge A.
Bonus: If the Container token is recovered, All players gain one B
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. 1 C 6
15
Mission Setup 4 5 6 7
NEUTRAL TERRITORY – 10 TURNS
A - Player setup area
B - Rebel Transport (anywhere inside A)
C-A steroid x 6. Random layout. Range >1 apart/transport
and within box ĥ Ĝ
Mission Objectives 3 8
Į
Primary: Defeat the TIE Phantom Elite and Survive: A
1. Destroy the TIE Phantom Elite.
2. T
he Transport and at least one Rebel fighter must survive
Ħ
(escape to Hyperspace, or remain in play at the end of Turn 10). B
Bonus: If all of the Shuttles in the Support squadron are
destroyed, all players gain 2XP
Ğ Į
“The Transport’s sensor “We’ve failed to isolate the
team got a fix on the enemy’s enemy’s approach vector,
hyperspace vector; we can use and we can’t risk another
this to find their home base, Transport as bait. Those TIE
and bring the fight to them.” Phantoms will hunt us freely.”
+”Cloak and Dagger” +1@ VP, Each player loses
their most expensive Upgrade. 1 10
12 11
7 t defend,
support ship is an Omicron Group Pilot equipped with:
Bright Hope: You can reinforce only your ~. While you
if you are reinforced and the attacker is in your ~,
$
1 f i o j
you may roll 1 additional defense die.
W Targeting Coordinator: You may spend 1 ( to choose 1 m Anti-Pursuit Lasers: After an Enemy ship executes a
1 friendly ship at range 0 -2. Acquire a Target Lock, and maneuver that causes it to overlap your ship, roll 1 Attack
then pass the lock on to that friendly ship. die. On a d or c result, the Enemy ship suffers 1d.
T Repair Team: Spend 1 or more ( to repair that many k Prototype Stygium Field Generator: The TIE Phantom
Face-Up damage cards. cannot be targeted by j actions. When the TIE Phantom
G Comms Booster: Spend 1 ( to remove all É tokens from a decloaks, it gains an Å token (one for each shuttle in play).
friendly ship at range 0 –1.
16
Mission Setup 3 4
HOSTILE TERRITORY – 12 TURNS
A - Player setup edge B
B
B - Signal Tokens x10, one per Cloud.
loud x10. Random layout. Range > 1 apart, not inside Area A
C-C B
B
Mission Objectives 2 5
17
Mission Setup 4 5 6 7
HOSTILE TERRITORY – 10 TURNS
A - Player setup area
B - Ion Cloud x10 (Ion Storm). Random layout. Range > 1 apart
Mission Objectives 3 8
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
A
Bonus: If all enemy ships are destroyed, mission is no longer
considered Hostile Territory and immediately ends. +1! VP
B
2 9
18
Mission Setup 4 5
NEUTRAL TERRITORY – 12 TURNS
B - Player setup area
C - Satellite Relay x1 per player. Random layout
D - Asteroids x 6. Random layout. Range > 1 from any terrain
and within box C C 2
Ĝ
Mission Objectives
Primary: Configure a Secure Holo-Channel on the Receiver:
Ħ
1. D isable Satellite relays and Sensor Array Emplacements to
2. T
identify the holonet channel one used by the Rebel Spy.
he Slicer Techs must secure the identified channel. 3 ġ A A C 3
6
3. T he Slicer Techs must escape by jumping to hyperspace.
Penalty: For each satellite that was destroyed, all players lose 1XP
Bonus: The pilot who performs the most protect actions on the C 4
A ĥ D
Ğ
Slicer Techs’ HWK gains 2XP. If tied, all tied players gain 1XP
Ĩ
! Rebel Victory @ Imperial Victory C 5
“Thanks to our Slicer Techs, “The Empire has scrambled C 6
the spy’s transmissions are their local holonet protocols;
now secure. We should have Our spy is safe for now, but
more intel for you shortly.” we’ll have to start over.”
+”Defector” Reshuffle B
2 1
19
Mission Setup 2 3 4 5
HOSTILE TERRITORY – 10 TURNS
A - Player setup edge
B - Asteroids x 6. Random layout. Range > 1 apart and within box
Mission Objectives
ġ Ħ
Ğ
Primary: Help the Defector Escape: 1 6
1. Make contact with the Defector
2. T
he Defector jumps to hyperspace while there is at least
one Rebel ship still in play
Reward: each player gains a free Modification, Missile, or
ĥ
Cannon upgrade. B
Bonus: Each pilot that scans a TIE Defender gains 1XP
Bonus: The pilot who performs the most protect actions on
Ĝ
the Defector’s ship (once allied) gains 2XP. If tied, all tied
Ĩ
players gain 1XP
*@ cannot be D
DEFECTOR SETUP: DEFECTING:
During setup, put a number token for each TIE Defender in Once the Defector has been identified, she immediately
the Prototype squadron into a draw bag. Start with number joins the Rebels and players may choose her attack targets.
1 and add a number for each additional ship (numbers 1-4 At the start of the following turn, the players may plan the
for 6 players). Defector’s dial and actions collectively. Rebel players may also
use the Protect action on the Defector once she is an ally.
MAKING CONTACT WITH THE DEFECTOR:
Before the Defector can switch sides, the Rebels must PROTOTYPE SQUAD AI:
identify her ship by transmitting a short range coded Once the Defector has changed sides, other Elite enemy
message confirming their rescue plans. To transmit the ships in the Prototype squad change their target priority to
message, any Rebel ship may perform the Scan action on Strike, with the Defector as their target.
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.
20
Mission Setup 4 5 6 7
NEUTRAL TERRITORY – 12 TURNS
A - Player setup/escape edge (all edges)
ĥ ġ
B-A steroids x 6. Random layout. Range > 1 apart/from
edges/enemies
Mission Objectives
Primary: Cripple Training Squadrons: Rebels must destroy all
3 13 Ħ 14 8
21
Mission Setup 4 5
FRIENDLY TERRITORY – 12 TURNS
B
A - Player setup edges
Ĭ
Ĝ
B - Imperial escape edge
C-A steroids x6, Debris x6, random layout, range > 1 apart
and within box
3
ġ Ħ 6
ī
Mission Objectives
Į
Primary: Disable the Shuttle and recover the Captured Rebel
Pilot. If the Rescue Ship is docked with the Shuttle AND there
are no enemy ships in play, the mission immediately ends.
ĥ
A A
İ
Bonus: If all enemy ships that appear (except the Shuttle) are
destroyed, +1XP per player.
Penalty: If the Shuttle is destroyed before the Captured Rebel 7
is retrieved, the mission fails, the captured Rebel dies, and
Ğ
ALL his/her upgrades are lost
Ĩ
! Rebel Victory
Well done Team – you have
@ Imperial Victory
We lost a good friend and pilot
ĭ Ĥ
saved a valuable pilot – not to out there today. Now its time C
mention a friend. to get over it and move on to
the next mission.
2 1
p3 ^1 &8 *5
OPTIONAL
The players decide as a team how to plan this ship’s dial Players may spend XP to outfit the YT1300, but any
each round, and the ship may perform actions and attacks Crew or Upgrades purchased for it will remain with it –
as normal. Players do not gain any XP for enemy ships they may be available for use again only if the YT1300
destroyed by the Rescue Ship, but may use the Protect appears in later missions.
action on it.
22
SHUTTLE STATS & EQUIPMENT: Shuttle) at the end of a combat phase, reinforcements will not
Do not draw a card for this ship; the Shuttle is an Omicron arrive and the mission is over.
Group Pilot with the following upgrades:
SHUTTLE AI:
The Lambda Shuttle will engage and attack the nearest
f i o j 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
1 WW D eath Troopers: During the Activation priority target for movement, and always use the shuttle’s
Phase, enemy ships at range 0-1 cannot
maximum speed for the selected bearing.
remove É tokens.
Delta 4 7 8 9 6
W A gent Kallus: Shuttle: 2 3 3 3 2
SETUP: Assign the Hunted condition to all enemy
ships. While you perform an attack against the ENDING THE MISSION
ship with the Hunted condition, you may change The mission ends when:
1 of your f results to a d result. A: The Shuttle is destroyed before the captive is rescued or
m T actical Scrambler: While you obstruct an B: A
ll player ships flee from either Player Start Area after
enemy ship’s attack, the defender rolls 1 the Captive is rescued or
additional defense die. C: All player ships are destroyed or
S F ire Control System: While you perform an D: The Shuttle is under Rebel control and there are no
attack, if you have a ã on the defender, you Imperial ships on the board.
may reroll 1 attack die. If you do, you cannot
spend your ã during this attack.
{3 |2 ^1 &6 *4
23
E@ Add an Elite ship of a objective) and will use that target Deal at least 1 damage to
for movement and action selection. 1
random type one or more enemy ships.
If possible, they will also fire on the
4+ I Ignore unless the average same target during the combat phase, Destroy enemy ship/
48 I Rebel PS is ≥ 4 unless they can make a range 1 attack emplacement +1
4 +@ against something else. ...and ship is Large (l,d) +1
4 8@ ...and ship is a non-F TIE. +1
FLEE A.I. (PAGE 41)
...and ship is E Elite. +1 for all
PREEMPTIVE SWERVING Mission special rules will specify a
If an A.I. ship ends its move within board edge. These ships will use the
Kill Assist or Guardian
range 1 of an obstacle and the nearest point of that board edge 1
Assist (see page 43)
obstacle is in the ships Bullseye arc, as their target. When performing a
the A.I. will, if possible, perform a maneuver, use the fastest speed for Mission Resolution XP
Barrel Roll before any other action, in the selected bearing.
an effort to avoid hitting it next turn. Bonus Objective or Penalty Varies
ESCORT A.I. (PAGE 41)
SWERVING (PAGE 41) These ships only have modified action
The A.I. will swerve only to avoid Selection. If their escort target is Mission Failure or Eject Rolls Varies
Obstacles or Board Edges, not to within range 1, they will use the
avoid collisions with other ships. Protect action on it.
BASIC MOVES: Adjust the intended A.I. TARGETING PRIORITY (PAGE 41) SPENDING XP (PAGE 41)
bearing of the maneuvre 45º in 1. Fire Ordnance at a valid target that
either direction and then select a new Upgrade XP Cost
is locked.
maneuver at the same speed (or closest 2. Target at range 1
speed possible within the limitations of 3. Target at range 2 Upgrade or Modification Point Cost
the ship’s dial) that brings it closest to its 4. Target at range 0
target. 2 will change to 7 9. If the ship’s 5. Target at range 3 Change Ships
new maneuver will still collide with the Must be PS4+ to change
EJECTING (PAGE 41) 5 XP
obstacle, perform the original maneuver to A-wing, B-wing, HWK-
chosen and suffer the collision. Friendly Neutral Hostile 290
SWERVING AND FORMATIONS: Although Increase Pilot Skill
all ships in a formation select the same Purchase 1 level at a New PS x 2
maneuver, they move one at a time and time
each will swerve independently. This
cc Pilot Killed - Start a new pilot
may cause ships to break formation Point Cost
c
ose most expensive Elite Pilot
L E Elite Pilot Talent
Talent or Pilot Ability x2
BOARD EDGES: A.I. ships make every
effort to avoid the board edge. If their Rebel Pilot Ability
chosen maneuver causes them to d Lose most expensive Upgrade
Must be In ≥ owner’s In. Owner’s
leave the board, select the most similar Equip as E Elite Pilot Pilot Skill
Earn Half XP this mission
maneuver that still keeps them on the Talent
board. If there is no possible maneuver
f rounded Down;
Earn 0 XP if ff
that achieves this, the ship is destroyed.
INQUISITOR APPEARANCE
PROTECT ACTION (PAGE 41) Blank Safely Eject (no penalty)
> Add 1 to the dice roll for each player
To perform a protect action, a ship
that has 2 or more Force Points.
must be within range 1 of the target JUMP TO HYPERSPACE (PAGE 41)
and spend an action to assign it an > Add 1 to the dice roll if an Inquisitor
To Jump to Hyperspace, a ship must was destroyed in the previous mission.
Å token. There is no limit to the follow these steps:
number of Å tokens that can be
1. When you perform a green Inquisitor Appearance Chart
assigned.
maneuver, announce you are
1-2 3 4 5 6
SCAN ACTION (PAGE 41) preparing to jump to assign your ship
To perform a scan, a player must be a Hyperdrive token. 1h R
within range 1 of the target. 2. Perform an action as usual. 2h R R
DOCKING MANEUVER (PAGE 41) 3. When the ship activates during the
Combat Phase, it cannot attack. 3h R R R
To Dock with a ship, the docking ship
must be touching the target. To Dock Instead, roll 2 attack dice and add 4+h R R R R
24