RulesPal
Chat
Rulebook
Star Wars: Imperial Assault – Agent Blaise Villain Pack thumbnail

Star Wars: Imperial Assault – Agent Blaise Villain Pack

Expansion for Star Wars: Imperial AssaultExpansion for Star Wars: Imperial Assault – The Bespin Gambit

Star Wars: Imperial Assault – Agent Blaise Villain Pack Rulebook

Table of Contents

Table of Contents

  • Component Breakdown
  • Incorporating the Components
  • Deployment Card Restrictions
  • Hidden
  • Skirmish Map: ISB Headquarters
  • Side Mission: Security Breach
    • Deployment and Setup
    • Event Summary
    • Mission Briefing
    • Hello, World
    • Twin Locks
    • End of Mission
    • Additional Rewards
  • Transcription Notes

Component Breakdown

  • 1 Plastic Figure (Agent Blaise)
  • 3 Deployment Cards (Agent Blaise x2, Zillo Technique)
  • 3 Agenda Cards (Imperial Intelligence)
  • 2 Skirmish Mission Cards (ISB Headquarters)
  • 4 Command Cards (Collect Intel x2, Espionage Mastery, Intelligence Leak)
  • 1 Condition Card (Hidden)

Incorporating the Components

  • Add the Deployment cards to their supply.
  • If you own the The Bespin Gambit expansion, the Imperial player can choose the "Imperial Intelligence" Agenda set when building his Agenda deck at the start of a campaign.
  • If you own the The Bespin Gambit expansion, shuffle the Skirmish Mission cards into the Skirmish Mission deck. These cards use the "ISB Headquarters" skirmish map (see below).
  • Add the Command cards to the pool of cards that a player can use to build his Command deck.

Deployment Card Restrictions

Some Deployment cards can be used in only one style of play in Imperial Assault. A Deployment card marked with a Campaign Deployment Icon can be used only in a campaign, while a Deployment card marked with a Skirmish Deployment Icon can be used only in a skirmish.

The sheet illustrates this with the Agent Blaise (ISB Interrogator) Deployment cards: one is marked with a Campaign Deployment Icon ([campaign deployment icon]) and the other with a Skirmish Deployment Icon ([skirmish deployment icon]).

Hidden

Hidden is a new condition whose effects are detailed on its Condition card. Since this expansion does not include condition tokens for Hidden, a coin or other suitable substitute may be used. These tokens are included in the The Bespin Gambit expansion.

Skirmish Map: ISB Headquarters

This map requires The Bespin Gambit expansion.

The map is labelled "ISB Headquarters" and "Skirmish Map," and carries a "Security Station" area label. The Skirmish Mission cards in this pack use this map.

Map tiles:

  • [bell-shaped icon]: 02A, 03A, 05A, 08A
  • [stormtrooper icon]: 20A, 25A, 26A, 27A, 31A, 32A (2), 33A, 34A (2), 36A (4)

Side Mission: Security Breach

This map requires The Bespin Gambit expansion.

The side mission "Security Breach" is played on the ISB Headquarters map. It is labelled "Security Breach" and is marked as a side mission on the sheet. The map has two labelled areas: "Hall" (token 03A) and "Maintenance Shaft" (token 04A).

Map tiles:

  • [bell-shaped icon]: 03A, 04A, 06A
  • [stormtrooper icon]: 19A, 20A, 24A, 25A, 27A, 28A, 32A, 34A, 36A (3)

Deployment and Setup

  • Initial Groups: Imperial Officer, Probe Droid, Stormtrooper.
  • Reserved Groups: Agent Blaise (ISB Interrogator).
  • Open Groups: 3.
  • Special Setup: Increase threat by twice the threat level and resolve an optional deployment.

Event Summary

  • Round 6: End of Mission
  • Door to Hall opens: Twin Locks
  • Rebel figure retrieves prototype: Hello, World
  • Each hero on difficult terrain and prototype carried or all heroes wounded: End of Mission

Mission Briefing

Breaking into the Imperial Security Bureau isn't easy. To avoid immediate suspicion, your pilot drops you an hour's walk away from the compound.

Fake uniforms and security badges get you surprisingly far. Outside the door to the research lab, however, you're stopped by a probe droid. "Welcome back, General Weiss," it chirps before floating on.

"Sorry about that," an officer apologizes. "The prototype still has some problems with identification. Wait a minute..." With the extra attention, the officer recognizes you as wanted Rebels. Eyeing the droid, you prepare for a fight.

  • Doors are locked.
  • The Imperial mission token represents the prototype. A Rebel figure can retrieve the prototype.
  • At the end of each round, increase threat by the current round number.
  • When a hero withdraws, he is incapacitated instead. When activating, he receives only 1 action and can only use that action to perform a move.
  • The mission progresses when a Rebel figure retrieves the prototype ([progress icon]).
  • The mission ends at the end of Round 6, or when all heroes are wounded.

Hello, World

When a Rebel figure retrieves the prototype:

"Good morning, Interrogator. Oh! Let me get the door for you, sir."

  • The door to the Hall is now unlocked to Rebel figures.
  • The mission progresses when the door to the Hall opens ([progress icon]).

Twin Locks

When the door to the Hall is opened:

  • The yellow deployment points are now active.
  • Deploy the reserved Agent Blaise.
  • Apply additional Health equal to the threat level to Agent Blaise.
  • A Rebel figure can interact with a terminal (2 [eye icon] or [second terminal icon]). Decrease the successes needed by 1 for each terminal on its colored side. If successful, flip that terminal to its colored side.
  • When both terminals are on their colored side, discard them and the door to the Maintenance Shaft opens.
  • At the end of each round, flip each colored terminal to its gray side.
  • The mission ends when each hero is on a space containing difficult terrain and a figure is carrying the prototype ([progress icon]).

End of Mission

When each hero is on a space containing difficult terrain and a Rebel figure is carrying the prototype:

"It's a long fall, but you came prepared. Rappelling down a maintenance shaft, you escape with the prototype in a sack. It continues spouting random names and information all the way back to the ship. Surely this droid knows something useful, even if it's unintelligible."

  • Heroes receive 100 credits per hero.

At the end of Round 6 or when all heroes are wounded:

"Failing to capture the prototype, you drop down a secondary shaft. The fall is rough, but you survive. The droid floats over the pit, "Goodbye, new friends!"

Blaise now has direct recordings of your team in action. You'll be lucky to evade the ISB in the future."

  • The Imperial player receives Agent Blaise (ISB Interrogator) as a villain.

Additional Rewards

  • Each player receives 1 XP. Heroes receive 100 credits per hero. The Imperial player receives 1 influence.

Transcription Notes

  • Source: the printed rules sheet for Agent Blaise, ISB Interrogator, read from the page images at 150 dpi, with the small text re-read at 260 dpi. The sheet credits Lucasfilm Ltd. and FFG on its second page; that credit line is not transcribed.
  • Icons: the sheet does not name its icons. Where an icon's meaning is clear from its text, it is written as that word ("threat"). Others stay in brackets: the terminal icons, the progress icon, the campaign and skirmish deployment icons, and the bell-shaped and stormtrooper tile-list icons.
  • Not on the sheet: the Hidden condition card, the Imperial Intelligence agenda cards, and the Command cards are not reproduced on this sheet and are not transcribed here.
  • Base rules: this pack is played with the base game's rules; see the Star Wars: Imperial Assault rulebook for the core rules.