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Mission Book

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0% found this document useful (0 votes)
29 views24 pages

Mission Book

Uploaded by

Aaron Lococo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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HEROES OF THE ATURI CLUSTER


A Fully Cooperative Rebel Campain for X-Wing

Mission Book
VERSION 2.07.04
based on the original created by Josh Derksen

Mission Book.indd 1 27/3/22 11:00 AM


MISSION STORY ARC
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.

Welcome to the Aturi Cluster The Refueling Station


Introduction: LOCAL TROUBLE  5 The Argus system is frequently patrolled by Imperial
fighters, but they don’t seem to have any capital ships in
Capture Officer the area. We suspect they have a forward base hidden in
Nulan IV is home to an Imperial Planetary Garrison, which the asteroid field, but it’s likely to be well defended.
is the hub of most star traffic in this sector. We have Part I: RESCUE REBEL OPERATIVES  9
decrypted a several flight plans and may be able to capture Part II: DISABLE SENSOR NET  10
a high-ranking Imperial officer. Part III: CAPTURE REFUELING STATION  11
Part I: CAPTURE OFFICER  6
Part II: NOBODY HOME  7
Part III: MINERS STRIKE  8

Mission Book.indd 2 27/3/22 11:00 AM


Heros of the Aturi Cluster V 2.07.04

Minefields Chasing Phantoms


The Empire has been blockading the Nulan system with The Hook Nebula is subject to frequent ion storms, which
Minefields in an attempt to prevent smugglers and our one of our convoys uses for cover. Recently, some of our
Rebel supply transports from getting through. We have ships have disappeared, and we have reports that the
several incoming ships, and this could pose a problem. Empire is field testing a new prototype fighter in this sector.
Part I: TREAD SOFTLY  12 Part I: NEEDLE IN A HAYSTACK  15
Part II: IMPERIAL ENTANGLEMENT  13 Part II: BAIT  16
Part III: CARE PACKAGE  14 Part III: CLOAK AND DAGGER  17
Part IV: REVENGE  18

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 Book.indd 3 27/3/22 11:00 AM


LOCAL TROUBLE Introductory Mission
MISSION BRIEFING: “Welcome to the Outer Rim, pilots. Our convoy is currently en route to a hidden
Rebel Base in the Parmel Sector, and you’ll be on escort duty until we arrive. We’ve 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!”

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

must survive and remain in play at the end of Turn 10.


Bonus: If all Imperial ships are destroyed all players gain 1XP

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

Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p

Alpha Setup 3 Attack F + F + F + F


Beta Setup 4 Attack F + F + F
Gamma Turn 4 1d6 Attack I + I
Delta Turn 7 1d6 Attack F + F + F + F
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 of In 2. As
such, this squad composition table doesn’t have scaling for
F TIE FIGHTER

players with higher pilot skill. f e r


TIE INTERCEPTORS
The TIE Interceptors in Gamma squad have In 1, they do not
have upgrades, and therefore you do not need to draw an 1 The Galactic Empire uses the fast and agile TIE/ln;
developed by Sienar Fleet Systems and produced in
Imperial Pilot card for them. However, unlike TIE Fighters,
staggering quantity, as its primary starfighter.
notice they do have “linked” actions.
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. Don’t forget to track
experience points when players deal damage to, or destroy, {2 ^3 &3 *0
enemy ships. The mission is set in Friendly Territory, so
If things go badly, damaged players can escape from any
board edge.

Mission Book.indd 4 27/3/22 11:00 AM


Heros of the Aturi Cluster V 2.07.04

Mission Book.indd 5 27/3/22 11:00 AM


CAPTURE THE OFFICER Capture the Officer Part I
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 shuttle’s 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.”

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

! Rebel Victory @ Imperial Victory


“Now that the Moff Lankin is “We’ve failed this time, but
Ğ Ĩ
ĭ
in the hands of our operatives, this won’t be the last Imperial

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

Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p

Shuttle Setup 7 Special l +2* +2* +2* +2*


Alpha Setup 7 Escort F + F + F + F
Elite Turn 2 1d6 Attack E A
Beta Turn 4 1d6 Escort F 48 @ +F 58 @ +F 38 @
Gamma Turn 8 1d6 Escort F 38 @ +F 48 @ +F 58 @
Delta Turn 11 1d6 Attack I + I + I + I
Shuttle Stats & Equipment Disabling the Shuttle
Do not draw a card for this ship; the officer’s shuttle is an The shuttle is disabled immediately when it has 1-3 &
Omicron Group Pilot with the following upgrades: remaining. However, if the shuttle is reduced to 0 &, it is
still destroyed as usual and the Rebels fail the mission.
f i o j The player that disables the shuttle gains 3XP. Once the
shuttle is disabled, it no longer moves. Remaining enemy
1 S S ensor Jammer: When defending, change 1 of the ships also change priority from Escort to Attack. If there
are no enemy ships in play at the end of a combat phase,
attacker's d result to a f result. The attacker
cannot reroll the die with the changed result.
reinforcements will not arrive and the mission is over.

m Flight Instructor: When defending, you may reroll 1 of Shuttle AI


The Shuttle will engage and attack the nearest target as
your f results. If the attacker’s pilot initiative value is 2
or lower, you may reroll 1 of your blank results instead. usual. Once the shuttle has suffered 5 * damage, it will
change tactics and attempt to Flee via the Imperial Escape
m A nti-Pursuit Lasers: After an Enemy ship performs a Edge B. Treat that edge as its priority targe t for movement,
maneuver that causes it to overlap your ship, roll 1 Attack and always use the shuttle’s maximum speed for the selected
die. On a d or c result, the Enemy ship suffers one bearing.
damage.
Delta 4 7 8 9 6
{3 |2 ^1 &6 *4 Shuttle: 2 3 3 3 2

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 Book.indd 6 27/3/22 11:00 AM


Heros of the Aturi Cluster V 2.07.04

NOBODY HOME Capture the Officer Part II


MISSION BRIEFING: “While our intelligence teams are decoding the shuttle’s databanks and
interrogating Moff Lankin, we can make use of the shuttle’s 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.”

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

! Rebel Victory @ Imperial Victory Ğ Ĩ


“An officer, and a task force have
disappeared. The Empire’s grip
on the Nulan system is slipping.
“The Imperials are onto us; any
information we extract from
Moff Lankin is now worthless”.
ĭ Ĥ
There is a new target for you”. Reshuffle
+“Miner’s Strike”

Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p

Alpha Setup 1 Attack* I 4+ I + I


Beta Setup 2 Attack* 4+ I + I +I
Delta Setup 3 Flee* F + F 38 @ + F 58 @ +F

Command Setup 4 Flee* E l


Epsilon Setup 5 Flee* F + F + F 48 @ + F 28 @

Player Setup Command Shuttle Detection


At the start of the mission, each player takes a ã token After the Command shuttle has moved, any Rebel ships
and places it on an asteroid or debris field to mark the hidden in obstacles at range 1 from it must immediately
hiding location of their ship. These hidden ships are deploy as above, but cannot perform actions, maneuvers,
ignored by the AI. or attack.
Player Deployment AI – Discovering the Trap (all ships)
Each turn, when it is a player’s turn to move, they may The first time an enemy ship ends its maneuver within
choose to power up their ship and immediately deploy it range 1 of the crippled shuttle, it will perform a Scan
overlapping the obstacle with the matching ã token. Then, action for life signs. Then, all enemy ships revert to their
that player may plan and reveal a blue maneuver, ignoring AI priority listed in the table.
the obstacle from which the ship deployed.
AI – Fleeing Enemies
AI – Search & Rescue (all ships) These ships treat Edge A as their target, and will attempt
While there are no Rebel ships in play, all enemy ships to fly off that edge of the board. They always use the
ignore their default AI priority and target the crippled fastest speed available for the bearing chosen. They will still
shuttle to determine movement. attack Rebels ships if able.
If there are Rebel ships in play, enemies with the Flee AI Delta 4 7 8 9 6
will continue to target the shuttle, but enemies with Attack Shuttle: 2 3 3 3 2
AI will engage any Rebels in play as usual.
4 7 8 9 6
Tie Fightere:
3 3 5 3 3

Mission Book.indd 7 27/3/22 11:00 AM


MINERS STRIKE Capture the Officer Part III
MISSION BRIEFING: “We don’t dare approach the Imperial Garrison on Nulan VI; it’s too well defended.
However, analysis of the captured shuttle’s databanks has revealed another opportunity. The Empire
appears to be engaged in mining operations on one of Nulan’s moons, excavating materials used in weapons
production. At any given time, the base is covered with cargo containers full of the stuff. Strafe this
complex, taking out anything you can. This should cripple the Empire’s mining operations and supply chain.”

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

Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p

Cargo Setup 7 Special l l


Alpha Setup 2/3 Attack F + F + F
Beta Setup 4/5 Attack F + F + F
Gamma Turn 6 1d6 Attack F 48 @ F 5@ +F 38 @

Delta Turn 8 1d6 Attack F 58 @ +F 38 @ +F 48 @

Landed Cargo Shuttles Hazardous Cargo


These ships are placed during setup but begin the game The Rebels do not know the contents of the various cargo
landed (you can show this by folding up the shuttle’s wings containers, but some contain explosive munitions. Each
and removing the flight pegs from its base). While landed, time a cargo emplacement is destroyed, roll 1 attack die.
ships do not activate, attack, interfere with movement, or On a c result, all ships at range 1 of the emplacement
roll defense dice when attacked. suffer 1 face-up damage card, (or lose 1*), and other
Cargo Shuttle Takeoff/AI emplacements at range 1 suffer dd. On any other
At the start of Turn 3, any cargo shuttles in play will take result, there is no effect. A player gains an additional 1XP
off. Each cargo shuttle has the Flee AI - treat Edge C as for destroying a Cargo emplacement.
their target, and attempt to fly off that edge of the board. Ground Mission
They always use the fastest speed available for the bearing Ships cannot jump to hyperspace within the moon’s gravity
chosen. They will still attack Rebels ships if able. field. To escape the mission area, players must escape
Delta 4 7 8 9 6 from any board edge (other than Edge C) by the end of Turn
Shuttle: 2 3 3 3 2 12.

Mission Book.indd 8 27/3/22 11:00 AM


Heros of the Aturi Cluster V 2.07.04

RESCUE REBEL OPERATIVES The Refueling Station Part I


MISSION BRIEFING: “We’ve received an encrypted message from one of our Rebel Operative teams in
the Argus system. They were engaged in covert reconnaissance of Imperial facilities in a nearby asteroid
field. Their HWK-290 has sustained heavy damage to its weapons and hyperdrive. They won’t make
it back in one piece with their findings unless we scramble some fighter cover. There’s a good bet the
Empire has already dispatched fighters to intercept them too.”

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

! Rebel Victory @ Imperial Victory 1 Ğ 6


“The operatives have safely
retreated, bringing us valuable
intel of the Argus System. We
“We’ve lost two of our best
operatives operatives, their
craft and valuable intelligence
Ĩ
must mount another operation data. The Empire is hiding
to further investigate in force.” something in that asteroid
+”Disable Sensor Net” field–we need to know what!”
Reshuffle B

Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p

Alpha Setup 3 Strike F +F + F + F


Beta Setup 4 Strike F +F + F + F
Elite Turn 3 1d6 Attack E I
Gamma Turn 5 1d6 Strike F +F 4+I + F I
3+ +F
Delta Turn 7 1d6 Strike F 5+ I +F 4+ I +F +F

Rebel Operative Setup Escaping


The Operatives are represented by a Rebel Scout HWK-290 After executing a maneuver, the HWK immediately escapes
with no upgrades. Due to severe damage from their Imperial if all or part of its base is off the play area along the Player
entanglement, they are unable to attack. The ship begins the setup and escape edge (Edge B).
mission with the Damaged Sensor Array critical hit, and a
total number of shields equal to the number of players. Protecting the HWK
The HWK also has damaged engines – it is unable to The Rebels may use the Protect action on the HWK.
perform the Boost action, and speed 4 maneuvers are
treated as red. The players decide as a team how to plan
the HWK’s dial each round, and the ship may perform
actions as normal if it fixes the Damaged Sensor Array
critical hit.

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.

d Damaged Engines: You cannot perform the b action


and speed 4 maneuvers are treated as red.

p2 ^2 &3 *P

Mission Book.indd 9 27/3/22 11:00 AM


DISABLE SENSOR NET The Refueling Station Part II
MISSION BRIEFING: “The operatives on board the HWK-290 you rescued have brought us some critical
intel. The asteroid field they were investigating in the Argus system conceals an Imperial refueling
station. If we can capture this base, we would gain a well-defended 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!”

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

! Rebel Victory @ Imperial Victory 1 Ĩ C 6


“The sensor network is broken! “Our presence in the asteroid
Ğ
Į
All ships regroup and prepare field has drawn too much

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

Alpha Setup 2 Strike F + F 4+ I + F 4+ I + F


Beta Setup 5 Strike F + F + F 4+ I + F 3+ I
Patrol Special 1d6 Attack I per c, max 4
Elite Special 1d6 Strike E@

SENSOR BEACON SETUP ACTIVATING SENSOR BEACONS


Represent Sensor Beacons using satellite tokens. Use 2 During the end phase, Rebel ships must make a sensor
Sensor Beacons per player and randomly place them on top check. Each player builds a pool of attack dice:
of asteroids.
Sensor Check Dice
DISABLING SENSOR BEACONS Each Beacon at range 1 +3
Sensor Beacons are considered Emplacements, and Each Beacon at range 2 +2
not obstructed by the asteroid they are placed on. (see
the Emplacement Statcard for details). When attacking, Each Beacon at range 3 +1
measure range to the asteroid token, not the beacon. Asteroid Destroyed by Seismic Charges +1
They have ^3 & 2 and each is equipped with a Each Proton Bomb detonated
m Sensor Jammer: When defending, change one of the within range 2 of an active beacon +1
attacker’s hit results to a Focus result. The attacker
You have a Stealth Device –1
cannot reroll the die with the changed result, but can
modify it. Each player rolls their dice pool. Players overlapping an
asteroid containing a sensor beacon add a c result to their
BOMBS AND SENSOR BEACONS
roll. If there is at least one c result among all the players,
B Seismic Charges will destroy both the Asteroid, a Patrol squad arrives at the start of next turn, composed
and the Beacon on it, but add 1 attack die to the of one TIE Interceptor per c rolled (to a maximum of 4).
pool when rolling for the Patrol. There is no limit to the number of Patrol squads that can
B Proton Bombs may trigger the Sensor Beacons. For each arrive.
Proton Bomb detonated within range 2 of an active sensor,
ELITE REINFORCEMENTS
add 1 attack die to the pool when rolling for the Patrol.
When half of the sensor beacons are destroyed, the Elite
squad arrives at the start of the next turn.

10

Mission Book.indd 10 27/3/22 11:00 AM


Heros of the Aturi Cluster V 2.07.04

CAPTURE REFUELING STATION The Refueling Station Part III


MISSION BRIEFING: “The sensor net surrounding the refueling base is out of commission. Now is the
time to strike and capture the facility for the Alliance! The station’s 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!”

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

The Argus system is ours!”


Each player loses their most
+1 ! VP expensive Upgrade
A

gn
Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p

Alpha Setup 3 Attack F 58I + F I


48 + F +F
Beta Setup 4 Attack I +I +I

Gamma Turn 4 Bay 1 Attack F +F 48 A +F 38


A +F

Delta Turn 5 Bay 2 Attack B +B +B

Elite Turn 8 1d6 Attack E@

ASSAULT SHIP MOVING THE COMMANDO TEAM


The Assault Ship is represented by an Outer Rim Smuggler. At the end of each turn, roll 3 attack dice: If the number
The players decide as a team how to plan this ship’s dial each of hits rolled is equal to or greater than the number of
round, and the ship may perform actions and attacks as emplacements on that station tile, players may move the
normal. Players do not gain any XP for enemy ships destroyed commandos to an adjacent station tile. Otherwise, they may
by the Assault Ship, but may use the Protect action on it. destroy one emplacement on that tile, or simply wait until
next round. Players may choose if Fuel Tanks destroyed this
f l b R way explode.
CAPTURING THE STATION
1 Known for its durability and modular design, the YT-1300
is one of the most popular, widely used, and extensively
The commandos must reach the center tile. Then,
they must succeed at their movement roll to enter the
customized freighters in the galaxy. Command Center and capture the station. Any remaining
Turbolaser emplacements are now under Rebel control,
players may choose their facing and attack targets for the
p3 ^1 &8 *5 rest of the mission. If the Command Center is destroyed,
the Rebels Lose. 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
UNLOADING THE COMMANDO TEAM
Rebel ships in play are destroyed.
The Assault Ship must land in one of the station’s Docking
Bays. At the end of the round the Assault ship has landed,
place a Tracking token on the Docking Bay tile to represent
This Mission uses the special rules
the commando team. The players may choose to deploy
for Docking Bay Modules
the Assault ship from that docking bay at the start of any
See page 11 of the Roolbook
following round.

11

Mission Book.indd 11 27/3/22 11:00 AM


TREAD SOFTLY Minefields Part I
MISSION BRIEFING: Our efforts to undermine the Empire’s 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. We aren’t 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!

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

Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p

Mine Layer Setup 3 Attack B 5+ B + B + B


Alpha Setup 5 Attack F + F 48 I + F 38 I + F
Elite Turn 5 1d6 Attack E B
Beta Turn 5 1d6 Attack F + F 5+ F + F 4+ F + F
MINEFIELD SETUP DESTROYED MINEFIELD TOKENS
During setup, place 3 Minefield tokens per player. Each Pilots gain 1XP for destroying a Minefield token. If a player
Minefield token must be just beyond range 1 (or as close detonates a Minefield by overlapping it, do not gain any XP.
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 This Mission uses the special rules
overlapped by Rebel ships. for Minefields
See page 11 of the Roolbook
MINE LAYER SQUAD
Each TIE Bomber in the Mine layer 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.

12

Mission Book.indd 12 27/3/22 11:00 AM


Heros of the Aturi Cluster V 2.07.04

IMPERIAL ENTANGLEMENTS Minefields Part II


MISSION BRIEFING: “We’ve 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 can’t afford to lose the ship or its supplies - they are desperately needed on
Sullust! Scramble, pilots!“

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

Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p

Alpha Setup 2 Attack I 4+ I +I 3+I


Beta Setup 4 Attack F + F +F +F

Gamma Turn 3 1-3 Strike B + B 5+ B + B


Decimator Turn 6 7 Special d +2* +2* +2*

Delta Turn 6 1d6 Attack 5+ F + F 48 @ + F 38 @ + F


DECIMATOR STATS & EQUIPMENT DECIMATOR AI
The Decimator is represented by a Patrol Leader with the While the transport is in play, for movement, the Decimator
following Upgrades: rolls 1d6: 1-2: 1 8 3-4: 2 8 5-6: 3 8
If it begins its movement touching the transport, it docks
f l i R o instead to capture the ship with a boarding party. If this
happens, then the Rebels lose.
2 m Amaneuver
nti-Pursuit Lasers: After an enemy ship executes a
that causes it to overlap your ship, roll 1 attack ENEMY ATTACK AI
die. On a d or c result, the enemy suffers 1d. The Empire wants to capture the Transport; these ships
If average Rebel Initiative is ≥ 3: Discard all Critical Hit Cards ignore it.
with the “Pilot” trait.
GAMMA SQUAD - STRIKE AI
If average Rebel Initiative is ≥ 4: At the end of the
Do not draw an Imperial Pilot card for these ships. Instead,
Engagement Phase, each enemy ship at range 1 that
does not have a É token, gains 1 É token. each bomber is equipped with an M Ion Pulse Missile with 2
If average Rebel Initiative is ≥ 5: If you perform an attack
g. These ships will prioritize the transport but will only attack
that misses, you may immediately make an attack from a it with their missiles, and they may fire them at range 1-3.
Turret arc which has not yet fired. A hit removes 1 ( from the Transport for each d or c
result, instead of applying ä tokens. (i.e. 3 hits would cause
q3 ^0 & 12 *4 1d, and remove 2 (.) Once their missiles are launched,
the bombers change to Flee AI (p. 19) and escape from the
REBEL TRANSPORT SETUP nearest edge.
Struck by multiple mines, the Transport needs time to repair
its hyperdrive. The ship begins with 0 (, and gains 1(
instead of moving. Players may choose to either perform This Mission uses the special rules
an action for the transport, or roll a die: on a f result, it for Minefields
gains an additional 1(. When the Transport has 7(, it must See page 11 of the Roolbook
jump to hyperspace at the end of the combat phase.

13

Mission Book.indd 13 27/3/22 11:00 AM


CARE PACKAGE Minefields Part III
MISSION BRIEFING: “We’ve just received a distress call from the Trellisk, one of our supply ships. They
were ambushed enroute to U’dray and the crew was forced to abandon ship in escape pods. We’re
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. It’s a good bet that whatever
destroyed them is still nearby.”

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

Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p

Alpha Setup 3 Attack F +F +F 48I + F 48


I
Beta Setup 4 Attack F +F 58 I +F 38 I +F

Assault 1 Turn 3 * Strike B 5+ B +B +B

Elite Turn 3 1d6 Attack E@

Gamma Turn 6 1d6 Attack F 58I F 48I + F 38


I
Assault 2 Turn 8 * Strike 4+ B +B +B +B
*Any random vector that is behind the front edge of the GR-75

REBEL TRANSPORT SETUP ASSAULT SQUADRONS - ENEMY STRIKE AI


The GR-75 Rebel Transport is equipped with: Instead of the standard setup, each of the TIE Bombers
with Strike AI is equipped with a P Proton Torpedo with
2x f i > a l o> a j> a 2 g. They will prioritize the Transport over all other Rebel
ships, unless they cannot fire on it. They will only use their
7 t QAdd
 uantum Storm: +1 (
T and G slots. After you fully execute a white
Proton Torpedoes when attacking the transport.
$
1 ENEMY ATTACKS VS. HUGE SHIPS
maneuver, recover 1 (.
Enemy ships that can attack a section of the transport
that does not have a i token will prioritize attacking the
T Damage Control Team: Before you engage, you may spend transport, even if there are closer Rebel ships.
1 or more ( to flip that many of your Offline upgrade cards.
ACTION: Spend 1 or more ( to repair that many of your OVERLAPPING WITH HUGE SHIPS
faceup Ship damage cards. If a Huge ship destroys an AI ship by overlapping it, it will
suffer damage to the section that overlapped. Roll an attack
T Comms Team: After you perform a o action, you may die. On a c result, suffer 1 face-up damage card. On any
spend up to 2 ( to coordinate that many additional ships at other result, suffer 1 damage card.
range 0 - 1 of the ship you coordinated.

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 Book.indd 14 27/3/22 11:00 AM


Heros of the Aturi Cluster V 2.07.04

NEEDLE IN A HAY STACK Chasing Phantoms Part I


MISSION BRIEFING: “We’ve just received a distress call from the Trellisk, one of our supply ships. They
were ambushed enroute to U’dray and the crew was forced to abandon ship in escape pods. We’re
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. It’s a good bet that whatever
destroyed them is still nearby.”

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

! Rebel Victory @ Imperial Victory


“We’ve recovered the crew, but “Our supply lines are struggling,
now we’ve got a new problem - but now we’ve discovered a
a cloaked Imperial fighter.” bigger threat to the Alliance.”
+”Bait” +”Bait” A

Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p

Alpha Setup 3 Strike F +F 5+ @ + F 4+ @ + F


Beta Setup 4 Strike F +F + F 4+ @ + F 3+ @

Gamma Turn 5 1d6 Strike F +F + F + F


Delta Turn 8 1d6 Strike @ +@ +@

Phantom Special 1d6 Attack + P + P


RECOVERY SHIP STRIKE AI
Your squadron has been assigned a Recovery Ship to bring Enemy ships with the Strike AI target the recovery ship
home any survivors and cargo you find, represented by an for movement. If they cannot attack it, they will fire on the
Outer Rim Smuggler. The players decide as a team how to nearest Rebel ship as usual.
plan this ship’s dial each round, and the ship may perform
actions, including Scan, and attacks as normal. Players do SIGNAL TOKEN SETUP
not gain any XP for enemy ships destroyed by the Recovery Use 4 à tokens plus 1 per player, these are signal tokens.
Ship. Players may also use the Protect action on the Place one in the center of each ion cloud, starting with the
Recovery ship to ensure it returns home safely. ion clouds furthest from Edge A. Prepare a draw bag with
4 ã tokens using the numbers 9-12. Add 1 other number
per player.
f l b R
IDENTIFYING SIGNAL TOKENS
The ion clouds make identifying signals difficult; each possible
1 Known for its durability and modular design, the YT-1300
is one of the most popular, widely used, and extensively
distress signal has to be verified at close range. A Rebel
ship may perform a Scan action on a à token at range 1 to
customized freighters in the galaxy.
remove it. Draw & set aside a number from the bag:
12: Place Escape Pod token
p3 ^1 &8 *5 11: Place Container token.
Others: False signal.
Each time a pilot scans a à token, that pilot gains 1XP.
PHANTOM SQUAD The Recovery ship may perform a Dock Maneuver (see p.
When the Escape Pod token is placed, this squad arrives 36) to pick up revealed Escape Pod and Container tokens.
the following turn.

15

Mission Book.indd 15 27/3/22 11:00 AM


BAIT Chasing Phantoms Part II
MISSION BRIEFING: “We’ve just received a distress call from the Trellisk, one of our supply ships. They
were ambushed enroute to U’dray and the crew was forced to abandon ship in escape pods. We’re
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. It’s a good bet that whatever destroyed
them is still nearby.”

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

! Rebel Victory @ Imperial Victory 2 9

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

Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p


Alpha Setup 1d6 Attack F +F + F 2 8@ + F 5 8@
Beta Setup 1d6+6 Attack F +F 5 8@ + F 4 8@ + F
Support A Turn 3 1d6 Attack l
Support B Turn 3 * Attack l
Elite Turn 4 1d12 Special E P
Gamma Turn 6 1d6 Attack F +F + F 5 8@ + F 4 8@
Delta Turn 8 1d6+6 Attack F +F 4 8@ + F 3 8@ + F
@ Cannot be l or P. *Opposite vector from Support A
TRANSPORT SETUP ENEMY ATTACK AI (ALL SHIPS)
The GR-75 Rebel Transport is equipped with the upgrades Enemy ships that can attack a section of the transport that
below, and begins with 0 Energy. During each activation does not have a Ü token will attack the transport.
phase, it gains 2 Energy instead of moving.
SUPPORT SHUTTLES
2x f i l o j These shuttles do not draw Pilot cards. Modified as support
craft for field testing the TIE Phantom squadron, each

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.

{2 ^0 & 12 * 3` (4` {3 |2 ^1 &6 *4

TIE PHANTOM ELITE


The TIE Phantom is deployed cloaked. It will target the TRANSPORT ESCAPE
Rebel ship with the highest pilot skill, and will only fire on a Once the TIE Phantom is destroyed, the Transport may
different target if it cannot get a shot, or there is a different escape by jumping to hyperspace, at the end of the combat
target at range 1. phase, spend 4 Energy to jump.

16

Mission Book.indd 16 27/3/22 11:00 AM


Heros of the Aturi Cluster V 2.07.04

CLOAK AND DAGGER Chasing Phantoms Part III


MISSION BRIEFING: “Based on the sensor data we collected, we have managed to narrow down the
possible staging areas used by the TIE Phantom Squadron; they’re 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 Empire’s cloaking device testing, or our fighters will never enjoy
space superiority again.”

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

Primary: Search and Destroy:


1. Find R&D Station and all Docking Ports by scanning Ion Clouds.
2. Destroy all TIE Phantoms. B
C B
3. Destroy the Command Center, Sensor Arrays and Shield B
Generators to shut down the Empire’s cloaking device program.
Bonus: If all Turbolasers are destroyed, all players gain 1XP
1 6
! Rebel Victory @ Imperial Victory
“The Empire’s R&D station is “All forces retreat! We’re going
B
B B
history, and the cloaking device to need an answer to the TIE
with it. Exceptional flying Pilots!” Phantom if we hope to ever win a
+1 ! VP, +”Revenge”,
dogfight again.”
Remove all TIE Phantoms +1@ VP, each player loses
from the Imperial Pilot deck. their most expensive Upgrade.
A

Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p


Alpha Setup 3 Attack P 5+P + P
Beta* Turn 4 1d6 Attack F +F 4 8@ F+ 5 8@ + F
Gamma Turn 8 1d6 Attack F +F + F 3 8I + F 4 8I
*@ cannot be P
SIGNAL TOKEN SETUP: When placing the station/docking ports:
Put the number tokens 1-7 and 10-12 into the draw bag, • Center them over the tracking token if possible, but
and place a Tracking token in the center of each cloud. place them at least range 1 from board edges.
• Place them in the orientation shown:
IDENTIFYING SIGNAL TOKENS:
The clouds must be searched for Imperial facilities. A Rebel Station Tile & Emplacement Layouts:
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:
C
10, 11, 12: When all 3 of these tokens are set aside, place
the R&D station. T S T T
A
4, 5, 6, 7: False signal.
Docking Port
1, 2, 3: If there are 4/5/6 players respectively, R&D Station (4-6 Players Only)
place a Docking Port with TIE Phantom. This
Phantom is in addition to those listed in the R&D STATION EFFECTS:
Reinforcements chart. If not, false signal. Each emplacement has a special effect that applies until the
station is placed and the emplacement is destroyed.
(C) COMMAND CENTER: TIE Phantoms are In 6.
(A) SENSOR ARRAY: All emplacements and enemy ships
are treated as if they were equipped with:
M Sensor Jammer: When defending, change one of the
attacker’s d results to an f result. The attacker
cannot reroll the die with the changed result.
(S) SHIELD GENERATOR: Has only its standard effect.
(T) TURBOLASERS: When placed, each begins facing the
nearest Rebel ship.

17

Mission Book.indd 17 27/3/22 11:00 AM


REVENGE! Chasing Phantoms Part IV
MISSION BRIEFING: “With the prototype Phantom squadron destroyed, we’ve seen reduced Imperial
activity in the Hook Nebula. We must maintain regular patrols to ensure they don’t return.” During a
routine patrol, your proximity alert panel flashes. A well-equipped squadron of TIE Interceptors emerges
from the ion storm all around you – it’s an ambush!

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

! Rebel Victory @ Imperial Victory


“With the loss of some of their “We’ve lost contact – Patrol
best pilots, the Empire will be flight! Respond!”
unable to regain control of the @ Imperial Campaign Victory
Hook Nebula.”
Discard
1 12 11 10

Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p

Aces Turn 1 1d12 Special E I E I E I E I E I E I


These Elite Aces have special setup – see below

ION STORM INTERFERENCE: IMPERIAL ACE SETUP:


The severe Ion Storm interferes with hyperdrive Each player draws a TIE Interceptor card from the deck
calculations. The Rebels must jump to hyperspace to and tucks it under their player statcard. Each player should
escape, but they cannot start their hyperdrives until Turn 7. position the Interceptor card so that the visible rows match
their own pilot skill: For example, a player with In. 3 will tuck
IMPERIAL ACE AI: the Interceptor card so that all of the rows except those
The Aces always use their assigned player ship for marked In. 4+ and In. 5+ are visible. Number or mark each
movement and combat priority regardless of distance or Interceptor so that it is possible to tell which belongs to
arc. The Aces will only fire on other Rebels if they cannot which player.
attack their intended target.
IMPERIAL ACE APPROACH VECTORS:
Each player rolls 1d12 to place their TIE Interceptor. No
two ships may share an approach vector; reroll duplicates.

This Mission also uses the Ion Storm


variant rules for Gas Clouds
See Page 11 of the Roolbook

18

Mission Book.indd 18 27/3/22 11:00 AM


Heros of the Aturi Cluster V 2.07.04

SECURE THE HOLONET Defection Part I


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. She’s been masking her transmissions by routing
them through the Empire’s 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 can figure a more secure
communication channel for our spy. We must continue to get this valuable intelligence!”

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

Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p

Alpha Setup 2 Attack F +F 5 8@ + F 4 8@ + F


Beta Setup 5 Attack F +F F
+ 4 8@ + F 3 8@

Gamma Turn 4 1d6 Attack 5+ I F 3+ I + F 4+ I + F


Delta Turn 8 1d6 Attack F +F +F 4 8@ +F 3 8@

Inspection Special 2/5 Strike l +I 4+ I +I 4+ I


SLICER TECH SETUP: Earn 1XP for disabling a channel, then draw a number and
The Slicer Techs are represented by a Rebel Scout HWK- assign it to mark that channel as disabled. If 12 is drawn,
290 equipped with an U Ion Cannon Turret, and +1 * mark the channel with a Ç token instead and return the 12
for every 2 players. The players decide as a team how to to the bag: the spy’s holonet channel has been identified.
plan the HWK’s dial each round, and the ship may perform From now on, if 12 is drawn for any other disabled channel,
actions and attacks as normal. The Rebels may use the draw and assign that channel another number instead,
Protect action on this HWK. returning the 12 to the bag.
(ACCIDENTALLY) DESTROYING CHANNELS:
f>R l>R b R j Each time a channel is destroyed, draw a number and
remove it. The mission is a failure if the 12 is removed,
2 U Ion Cannon Turret: even if the channel has been identified elsewhere.
d or c result to
ATTACK: If this attack hits, spend 1
cause the defender to suffer 1 d. All remaining d and INSPECTION SQUAD (STRIKE PRIORITY):
c results inflict ä tokens instead of damage. Once the communications channel has been identified, the
Inspection Squad arrives at the start of the following Turn.
p2 ^2 &3 *2 These ships will prioritize the Slicer Techs, but will attack
other Rebel ships if they cannot attack the HWK.

HOLONET RELAY SETUP: SECURING THE HOLONET CHANNEL:


During setup put 3 number tokens 10, 11,12 into a draw The Slicer Techs must perform a Scan Action (See Scan
bag. Add one other token for each player. Action, p. 36) on the marked channel to draw: If 12 is
drawn, the channel is secure. Otherwise, return the
DISABLING RELAYS & EMPLACEMENTS: number to the bag.
SATELLITE RELAY: ^0 & 3 SENSOR ARRAY: ^0 & 5
Both are considered channels for the holonet receiver. They
can be attacked and are considered disabled when they
have 1 & left, or gain an ä token.

19

Mission Book.indd 19 27/3/22 11:00 AM


DEFECTOR Defection Part II
MISSION BRIEFING: “One of the test pilots for the Empire’s new space superiority fighter, the TIE Defender, is
a Rebel sympathizer. She’s 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 squadron’s training exercises in the
Parein system. We’ll jump in, make contact and provide cover while she escapes. However, she won’t know
we’re here to cover her, and we won’t know which of the prototypes is hers, until we can make visual contact.”

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

! Rebel Victory @ Imperial Victory


“We’ve captured a TIE “The Defector is dead, and took
Defender! We may be able the secrets of the prototype TIE
to adapt some of this ship’s Defender with her. All of this
advanced weapons technology.” effort has been a waste.”
A
+”Pride of the Empire” +1@ VP

Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p

Prototype Setup 4 Special D +D + D + D


Alpha* Setup 1 Attack F +F +F 5 8@ F
+ 4 8@

Beta* Turn 4 6 Attack F +F +F 4 8@ +F 3 8@

Gamma Turn 4 3 Attack I +F 4+ F +F 3+ F


Delta* Turn 8 1d6 Attack F 5 8@ +F 4 8@ +I 3 8@

*@ 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

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Heros of the Aturi Cluster V 2.07.04

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. We can use this information to strike a major blow to the Empire’s
operations in the Parein sector, and cripple their training program.”

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

ships in at least 3 enemy squadrons.


Reward: For each enemy squadron that is completely
destroyed, all players gain 1XP.
Ĝ
B
Bonus: If all TIE Defenders are destroyed, remove all TIE
Defender cards from the Imperial Pilot deck.

! Rebel Victory @ Imperial Victory


2
Ĩ 15 16 9

“Some of the Empire’s most


promising new pilots were lost
today. If only they could have
“This was our only chance to
cripple the training program. Now,
the Empire will continue in another
Ğ
joined the Rebellion instead.” secret location and you can bet we
+1! Rebel Victory Point won’t find them a second time.”
+1@ VP A
1 12 11 10

Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p


Instructor Setup Diag. Attack l +2 * +2 * +2 *
Alpha Setup 13 Attack ED + F + F
Beta Setup 14 Attack F + F E D
Gamma Setup 15 Attack F E D + F
Delta Setup 16 Attack F + F E D
Epsilon Turn 8 1d12 Attack I 5+ F + I 4+ F + I 3+ F
QUALITY EDUCATION:
Among the best in the sector, the shuttle’s training crew is
well- coordinated with their trainees. Whenever an AI ship
within range 1 of the shuttle rolls dice, it may convert all f
results to successes (dor e), as if it always has a Ä token.
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.

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BACK FROM THE DEAD Rescue Rebel Pilot
MISSION BRIEFING: “Word has come through that the pilot we lost yesterday survived, and has been
captured. Intel suggests that they will be moved today. It’s our only chance to recover them before they
are moved out of range…”

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

Squad Arrival Vector AI 1p 2p 3p 4p 5p 6p

Shuttle Setup 7 Special l +2* +2*


Alpha Setup 7 Escort F + F +F + F + F
Beta Turn 3 D6 Attack F +F + F
Delta Turn 4 D6 Attack F + F +F 48 @ + F
Gamma Turn 8 D6 Escort F 38 @ +F 48 @ + F 58 @
Epsilon Turn 10 D6 Attack I + I + I + I
RESCUE SHIP Once the Shuttle is disabled, the Rescue ship must end
The Rescue Ship is represented by an Outer Rim Smuggler, its turn overlapping the Shuttle in order to board it.
with: (Overlapping for this purpose does no damage to either
ship, and does not force the YT1300 to forfeit its Action
f l b R after moving.) Once the Shuttle is boarded, it becomes
Rebel controlled – as such Imperial ships may target it.
If Imperial fire destroys the Shuttle, the Rebels are still
1 U V eteran Turret Gunner: After you perform a considered to have rescued the captive, and the YT1300
primary attack, you may perform a bonus p resumes normal movement. The Rescue Ship must
attack using a p you did not already attack from stay docked for one turn before moving off – select any
this round. maneuverer, but do not move.
W P erceptive Copilot: After you perform a f action, ESCORT AI
gain 1Ä token. Escort-type enemy ships have modified action priority. After
WN
 ovice Technician: At the end of the round, you moving, if they are within range 1 of the shuttle, they will
may roll 1 attack die to repair 1 faceup damage perform the Protect action to assign it an Å token.
card. Then on a d result, expose 1 damage card.

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.

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Heros of the Aturi Cluster V 2.07.04

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

In addition, the shuttle gains extra shields based on the


number of players (see the table).
DISABLING THE SHUTTLE
The shuttle is disabled immediately when it has 1-3 & OPTIONAL
remaining. However, if the shuttle is reduced to 0 &, it is If the Rebels are on board the Shuttle, and there are no
still destroyed as usual and the Rebels fail the mission. The other Imperial Forces on the board, then the Shuttle is
player that disables the shuttle gains 3XP. Once the shuttle is considered to be captured, and is available for the Rebels
disabled, it no longer moves or performs actions. Remaining to use in future missions as a player ship. Retaining the
enemy ships also change priority from Escort to Attack. If Tactical Scrambler and Fire Control System.
there are no enemy ships in play (other than the disabled

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QUICK REFERENCE
SQUAD COMPOSITION with terrain, the ship must overlap. a d result for each Hyperdrive
During the next planning phase, the token. This roll may only be modified
Icon Setup Instructions
ship may declare it is docking and is by Ä tokens.
+ I Add a ship of this type not assigned a maneuver dial. This 4. If the result is 3 d/c, jump. If
turn, it does not move and has Agility
+@ Add a random ship. not, it may keep the Hyperdrive token
0, because cargo or passengers are and perform steps 1to 4 again.
Note: All random ships in a
being transferred and it is stationary. A Clear Hyperdrive tokens if the ship
squad should be the same.
ship may undock and resume normal performs a non-green maneuver or
8I Replace a F with this type. movement by assigning a maneuver dial decides to cancel the jump.
during the following planning phase.
8@ Replace a F for each @.
Add a ship of a random type STRIKE A.I. (PAGE 41) EARNING XP (PAGE 41)
These AI ships relentlessly pursue
E I Add an Elite ship of this type a specific target (usually a mission
Combat Phase, each turn XP

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
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