Star Wars: Imperial Assault – Hera Syndulla and C1-10P Ally Pack
Star Wars: Imperial Assault – Hera Syndulla and C1-10P Ally Pack Rulebook
Table of Contents
Table of Contents
Components
The sheet's component breakdown lists:
- 2 plastic figures (Hera Syndulla and C1-10P)
- 3 Deployment cards (C1-10P, Hera Syndulla, Scavenged Weaponry)
- 5 Command cards (Evacuate, On a Mission, Take Position, Targeting Network, Advance Warning)
- 1 Side Mission card (Phantom Extraction)
- 2 Skirmish Mission cards (Chopper Base, Atollon)
Setup and Integration
The pack's components are incorporated into the game as follows:
- Add the Deployment and Command cards to their supplies.
- Add the Side Mission card to the pool of green Side Mission cards. The heroes can choose this card when building the Side Mission deck at the start of a campaign.
- Shuffle the Skirmish Mission cards into the Skirmish Mission deck. These cards use the "Chopper Base, Atollon" map (see below).
Neutral Deployment Cards
Deployment cards with a Neutral Icon and card back do not belong to an affiliation. When creating an army for a skirmish, a player may choose to include Neutral Deployment cards as if they belonged to his affiliation. Neutral Deployment cards cannot be used in a campaign.
Skirmish Attachments
Some skirmish upgrade Deployment cards list the word "Attachment" above their abilities. These cards can be attached to other Deployment cards as follows:
- When deploying units during skirmish setup, if a player has one or more "Attachment" cards included in his army, he places each of these cards on one of his non-upgrade Deployment cards.
- Each Deployment card can have only one "Attachment."
- Abilities on "Attachment" cards apply to all figures in the corresponding group.
- Many attachments require the group to have a specific trait, such as "Trooper." Attachments with these restrictions cannot be played on a group that does not have the trait.
When a group with an "Attachment" card is defeated, the opposing player scores VPs equal to the deployment cost of the "Attachment" card in addition to the VPs he scores from the defeated group's Deployment card.
Victory Points
Some abilities allow a player to spend his VPs or force his opponent to lose VPs. A player cannot have fewer than 0 VPs and any VPs lost beyond 0 are ignored. A player cannot use an ability that requires him to spend more VPs than he has.
Re-draw
Some Command cards have ability text that allows a player to re-draw it. Re-draw abilities are active while the card is in the discard pile. When a player re-draws a Command card, he takes that card from his discard pile and places it in his hand. That card may be played again normally.
Chopper Base, Atollon (Skirmish Map)
The "Chopper Base, Atollon" skirmish map is used by the two Skirmish Mission cards in this pack. The map is printed on the sheet with the following mission markers:
- Mission A: Krykna
- Mission B: Signal Marker
Phantom Extraction (Side Mission)
The Phantom Extraction Side Mission is printed on the sheet's second page. Its map is labelled with two areas, Cell (threat icon 36B) and Atrium (threat icon 25B). The bracketed icons are the threat-level and spawn-threat icons as printed on the map; the sheet does not name them.
Mission Briefing
"All right, team. Ready to infiltrate." Hera preps you as you advance on the makeshift prison the Imperials have created for Chopper. "We'll storm it together. When we've got the droid, I'll bring the Phantom around. I'm not leaving him behind; I hope you know what you're doing..."
- Doors are locked.
- A hero can spend 2 movement points to interact with a colored terminal (Red: [red terminal icon]; Green: [eye icon]) without using an action. During the test, that figure may suffer 1 [icon] to reroll up to 2 dice. If successful, flip the terminal to the neutral side.
- When all terminals are flipped to the neutral side, the door to the Atrium unlocks to Rebels.
- A hero can interact with the terminal on the Atrium ([terminal icon]) to open the door to the Cell. The first time a hero does this during his activation, he does not use an action.
- The mission will progress when the door to the Cell opens ([objective icon]). The mission ends at the end of Round 6 or when all heroes are wounded.
Interior Guard
When the door to the Atrium opens:
- Deploy the reserved Probe Droid to the yellow point.
- Increase [threat icon] by the threat level and resolve an optional deployment to the red point.
- The red deployment point is now active.
Chopper
When the door to the Cell opens:
An agitated, orange astromech bursts out of the makeshift prison cell buzzing and whirring, eager to punish his captors.
- Deploy C1-10P ("Chopper") to the blue point. The heroes control C1-10P as an ally.
- If Hera Syndulla is on the map, remove her from the map and C1-10P becomes Focused and gains 2 movement points.
- Deploy the reserved Stormtrooper group.
- Increase [threat icon] by twice the threat level and resolve an optional deployment to the entrance.
- At the end of this round, increase [threat icon] by twice the threat level and resolve an optional deployment.
- For the rest of the mission, the Imperial player does not increase [threat icon] during the Status Phase.
- When C1-10P uses "System Shock," he may target a figure within 2 spaces of any terminal.
- The mission ends when all Imperial figures are defeated ([objective icon]).
End of Mission
When all Imperial figures are defeated:
With your path cleared, you leap into the Phantom and blast off from the planet. Hera radios to her companions: "Well, it took a little longer than expected, but mission accomplished. Chopper and Spectre-2 returning home."
- Heroes receive C1-10P ("Chopper") and Hera Syndulla (Spectre-2) as allies.
At the end of Round 6 or when all heroes are wounded:
The blaster fire from the Imperial reinforcements forces you back and you retreat from the prison facility. You find a place to hide until you can call for another extraction, hoping that Hera and Chopper will be able to survive and escape without your help.
- The Imperial player gains 2 influence.
Additional Rewards
- Each player receives 1 XP. Heroes receive 100 credits per hero. The Imperial player receives 1 influence.
Deployment and Setup
- Initial Groups: Imperial Officer (2), Probe Droid (2), Trandoshan Hunter.
- Reserve Groups: Probe Droid, Stormtrooper.
- Open Groups: 3.
- Special Setup: Increase [threat icon] by twice the threat level and resolve an optional deployment. Heroes control Hera Syndulla (Spectre-2) as an ally at no cost and deploy her with the heroes. Heroes cannot bring C1-10P as an ally.
Event Summary
- Round 6: End of Mission
- Door to Atrium opens: Interior Guard
- Door to Cell opens: Chopper
- All heroes wounded or all Imperial figures defeated: End of Mission
Notes on the Transcription
- The sheet names none of its icons. They are left in brackets: the red and green terminal icons, the test icon after "suffer 1", the objective icon after "(…)", the threat icon after "Increase", and the Cell and Atrium spawn icons on the map.
- The sheet's copyright line ("© & TM Lucasfilm Ltd.", "© FFG") and the component-page footers are omitted as boilerplate.