Star Wars: Imperial Assault – Hired Guns Villain Pack
Star Wars: Imperial Assault – Hired Guns Villain Pack Rulebook
Table of Contents
Table of Contents
Components and Integration
This pack provides Hired Gun plastic figures that can be used when playing skirmish and campaign missions. The other components in this expansion are incorporated as follows:
- Add the Deployment and Reward cards to their respective supplies.
- The Imperial player can choose the "Nefarious Dealings" Agenda set when building his Agenda deck at the start of a campaign.
- Shuffle the Skirmish Mission cards into the Skirmish Mission deck. These cards use the "Sewers of Nar Shaddaa" skirmish 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 (Hired Gun)
- 3 Deployment cards (2 Hired Gun, Last Resort)
- 4 Command cards (Slippery Target x2, Smuggled Supplies, Of No Importance)
- 3 Agenda cards (Nefarious Dealings)
- 2 Skirmish Mission cards (Sewers of Nar Shaddaa)
- 1 Reward card (Mercenary Ties)
- 4 ID tokens with 12 ID stickers
Component Limitations
In a campaign, players are limited to the number of Deployment cards included in this expansion. Therefore, the Imperial player is limited to one regular and one elite Hired Gun group, regardless of how many copies of this expansion he owns.
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.
Skirmish Map: Sewers of Nar Shaddaa
The Sewers of Nar Shaddaa skirmish map is printed on the sheet and is used with the two Skirmish Mission cards in this pack (see Components and Integration above). The sheet does not print the text of those Skirmish Mission cards.
Side Mission: Back-Room Bargains
The sheet labels this as the "Hired Guns" Side Mission.
Event Summary
- Round 7: End of Mission
- Door to Hall opens: Unyielding
- Deal complete: Forged Alliance
- Door to Back Room opens: Party Crashers
- All neutral mission tokens claimed or all heroes wounded: End of Mission
Deployment and Setup
- Initial Groups: Hired Gun, Imperial Officer.
- Reserved Groups: Imperial Officer, Trandoshan Hunter.
- Open Groups: 3.
- Special Setup: Set aside a number of neutral mission tokens equal to the threat level. Increase threat by twice the threat level and resolve an optional deployment.
Mission Briefing
With little time to stop a deal with the Empire, you forge ahead into the mercenary hideout. Confirming your fear, you see mercenaries and Imperials already working side by side as guards.
- The door to the Hall is locked. A Rebel figure can attack it (Health: Twice the threat level, Defense: 1 [defense icon]).
- The deal will complete at the end of Round 5 if the door to the Back Room is closed.
- When a Hired Gun figure is defeated, set it aside. These figures cannot be reinforced. Do not discard the Hired Gun Deployment card after its last figure is defeated.
- The mission will progress when the door to the Back Room opens (mission token icon) or when the deal is completed. The mission ends at the end of Round 7 or when all heroes are wounded.
Unyielding
When the door to the Hall opens:
- The blue deployment points are now active.
- For each Hired Gun figure on the map, increase threat by 1. Then, deploy all set aside Hired Gun figures.
- Increase threat by the threat level and resolve an optional deployment.
Forged Alliance
When the deal is completed:
- The door to the Back Room opens (see "Party Crashers" below).
Party Crashers
When the door to the Back Room opens:
You rush toward the back room to disrupt the dealing parties, or at least to intercept their records and data.
- If the deal is complete, increase threat by the threat level.
- Deploy the reserved Imperial Officer and Trandoshan Hunter group to the red point. If the deal is complete, they become Focused.
- The yellow deployment point is now active.
- For each Hired Gun figure on the map, increase threat by 1. Then, deploy all set aside Hired Gun figures.
- Resolve an optional deployment.
- A healthy Rebel figure can interact with the terminal to test [eye icon] or [tool icon]. For each success, the Rebels claim 1 neutral mission token.
- The mission ends when the Rebels have claimed all neutral mission tokens (mission token icon).
End of Mission
When the Rebels have claimed all neutral mission tokens:
Beating back oncoming mercenaries and Imperials, you finally manage to slice their console as they bear down on you. You scramble as much data from their deal as you can, hopefully disrupting this deadly alliance.
- Heroes receive 100 credits per hero.
At the end of Round 7 or when all heroes are wounded:
The overwhelming combination of both mercenaries and Imperials proves too great and you are forced to retreat. You return to your shuttle and fearfully begin to create contingency plans for dealing with this new, powerful alliance.
- The Imperial player receives the "Mercenary Ties" Reward card.
Additional Rewards
- Each player receives 1 XP. Heroes receive 100 credits per hero. The Imperial player receives 1 influence.