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Star Wars: Imperial Assault – Echo Base Troopers Ally Pack

Expansion for Star Wars: Imperial AssaultExpansion for Star Wars: Imperial Assault – Return to Hoth

Star Wars: Imperial Assault – Echo Base Troopers Ally Pack Rulebook

Table of Contents

Table of Contents

  • Components and Integration
    • Component Breakdown
  • Skirmish Attachments
  • Snowcrash
    • Deployment and Setup
    • Event Summary
    • Mission Briefing
    • Snowcrash
      • At the start of the Status Phase in Round 6:
    • Combatants
      • When the first door opens:
    • Stabilization
      • When the second door opens:
    • End of Mission
      • When the Rebels have claimed all three stabilizers:

Components and Integration

This pack provides the Echo Base Trooper plastic figures that can be used when playing a mission. The other components in this expansion are incorporated as follows:

  • Add the Deployment cards to your supply.
  • If you own the Return to Hoth expansion, 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.
  • If you own the Return to Hoth expansion, shuffle the Skirmish Mission cards into the Skirmish Mission deck. These cards use the "Hoth Weather Shelter" map (see below).
  • Add the Command cards to the pool of cards that a player can use to build his Command deck.
  • ID tokens and stickers can be used to mark different groups corresponding to Deployment cards with the same name (see "Duplicate Figure Groups" on page 9 of the Learn to Play booklet in the core game).

Component Breakdown

  • 2 Plastic Figures (Echo Base Troopers)
  • 3 Deployment Cards (2 Echo Base Trooper, Combat Suit)
  • 3 Command Cards (Against the Odds, Efficient Travel, Hit and Run)
  • 1 Side Mission Card (Snowcrash)
  • 2 Skirmish Mission Cards (Hoth Weather Shelter)
  • 4 ID Tokens with 12 ID Stickers
  • Hoth Weather Shelter Skirmish Map (this map requires the Return to Hoth expansion)

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.

Snowcrash

Side Mission card. Its map requires the Return to Hoth expansion.

Deployment and Setup

  • Initial Groups: Imperial Officer, Snowtrooper, Wampa.
  • Reserved Groups: Snowtrooper.
  • Open Groups: 3.
  • Special Setup: Increase threat by twice the threat level and resolve an optional deployment. Heroes control the Echo Base Troopers as allies at no threat cost.

Event Summary

  • Round 6 Status Phase: Snowcrash
  • First door opens: Combatants
  • Second door opens: Stabilization
  • All stabilizers claimed or all heroes wounded: End of Mission

Mission Briefing

Rumbles echo through the caves as you approach the underground base. Flakes of ice and stone drift from the ceiling. You continually send com signals out until finally you get a response.

"Glad you got our signal," says the team leader. "We got what we need, but we have to stabilize our escape route, or this whole place will crash in on us! Get in there; we'll be right behind you!"

  • At the start of each Status Phase, certain tiles cave in. The tiles that cave in are the tiles with a number corresponding to the current round as well as all non-numbered tiles connected to it. Then, each figure on a caved-in tile suffers 2 damage.
  • When a tile caves in, all doors bordering that tile open. All spaces on caved-in tiles are difficult terrain.
  • The numbered tiles are public information.
  • Doors are locked. A figure can attack a door (Health: Twice the threat level, Defense: 1, shown on the sheet as a black downward triangle). A hero can interact with a door to open it.
  • The mission will progress when both doors are open (Rebel symbol). The mission ends when all heroes are wounded.

Snowcrash

At the start of the Status Phase in Round 6:

  • All tiles that are not yet caved-in cave in.
  • At the start of each subsequent Status Phase, each figure suffers 2 damage.
  • At the start of each subsequent Status Phase, increase threat by the threat level.

Combatants

When the first door opens:

  • The blue deployment points are now active.
  • Increase threat by the threat level and resolve an optional deployment.

Stabilization

When the second door opens:

  • Deploy the reserved Snowtrooper group, with 1 figure at each red deployment point.
  • The red deployment points are now active.
  • Increase threat by the threat level.
  • Neutral mission tokens represent stabilizers. A Rebel figure can interact with a stabilizer to claim it.
  • The mission ends when the Rebels have claimed all three stabilizers (Rebel symbol).

End of Mission

When the Rebels have claimed all three stabilizers:

"They're set! Go! Go!" you hear your men shouting. You sprint to the stabilized escape tunnel as tons of ice and stone bury the base behind you. Once you reach safety, the men you came to rescue laugh in relief and hand you a datachip of all the intel they stole from the Empire.

  • Heroes receive the Echo Base Troopers as allies.

When all heroes are wounded:

The base crumbles around you in a blur of snow and rubble. You protect yourself as much as possible and crawl your way out once it has subsided, but the troops you were sent to rescue are nowhere to be found.

  • The Imperial player receives 2 influence.

Additional Rewards

  • Each player receives 1 XP. Heroes receive 100 credits per hero. The Imperial player receives 1 influence.
  • When all heroes are wounded:
  • Additional Rewards