Star Wars: Imperial Assault – Jabba the Hutt Villain Pack
Star Wars: Imperial Assault – Jabba the Hutt Villain Pack Rulebook
Table of Contents
Table of Contents
Component Breakdown
- 1 Plastic Figure (Jabba the Hutt)
- 3 Deployment Cards (2 Jabba the Hutt, Black Market)
- 3 Command Cards (Blood Feud, Shoot the Messenger, Assassinate)
- 3 Agenda Cards (Jabba's Empire)
- 2 Skirmish Mission Cards (Jabba's Palace)
Setup Changes
- Add the Deployment and Command cards to their supplies.
- If you own the Jabba's Realm expansion, the Imperial player can choose the "Jabba's Empire" Agenda set when building his Agenda deck at the start of a campaign.
- If you own the Jabba's Realm expansion, shuffle the Skirmish Mission cards into the Skirmish Mission deck. These cards use the "Jabba's Palace" map (see below).
Time Period
In order to allow a more open-ended play experience, the missions in this expansion do not include time periods and can therefore be used in any campaign.
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 Jabba the Hutt (Vile Gangster) Deployment card marked with the Campaign Deployment Icon can be used only in a campaign.
- The Jabba the Hutt (Vile Gangster) Deployment card marked with the Skirmish Deployment Icon can be used only in a skirmish.
Icons are described in words here; the printed sheet shows the Campaign Deployment Icon and the Skirmish Deployment Icon on the cards. The "Rebel icon" in the mission text is the printed symbol, rendered in words.
Reveal
When a rule or ability instructs a player to reveal a card, that player takes that card from its current location (such as his hand or the top of a deck) and shows it to all players. After the rule or ability resolves, that card is returned to that location unless it was otherwise affected by the ability.
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.
Jabba's Palace Skirmish Map
This map requires the Jabba's Realm expansion.
The printed skirmish map is titled "Jabba's Palace" and is labelled "Skirmish Map". Its printed labels are "Crate", "Stash", and "Rancor Pit" (with the card number 03s). The map artwork is shown on the rules sheet and is not reproduced as text here.
One Fat Slug
Side Mission. This mission requires the Jabba's Realm expansion (the Corridor map).
The printed mission map is labelled "Corridor" (with the card number 24s).
Deployment and Setup
- Initial Groups: Jabba the Hutt (Vile Gangster), Gamorrean Guard, Weequay Pirate.
- Reserved Groups: Gamorrean Guard.
- Open Groups: 3.
- Special Setup: Increase threat by twice the threat level and resolve an optional deployment.
Event Summary
- Rounds 5+: No Longer Amused.
- Jabba the Hutt attacked: Oh Ho Ho!
- Door to Corridor opens: Deeper.
- Jabba the Hutt defeated or all heroes wounded: End of Mission.
Mission Briefing
Allowing yourself to be "captured," you are taken to Jabba's lair to satisfy his appetites. As you approach, hearty laughter rumbles out of the cave-like dwelling. Entering, the humidity hits you like warm mud. "Welcome, new slaves," the laughter speaks. Jabba is eager to meet you.
Readying blasters and blades, eager to assert yourselves as free—slaves to no human or Hutt—you press forward into Jabba's home.
- Doors are locked.
- When Jabba the Hutt has suffered damage equal to his Health, instead of being defeated, he recovers 1 damage.
- The mission will progress after an attack targeting Jabba the Hutt resolves (Rebel icon). The mission ends when all heroes are wounded.
No Longer Amused
At the end of Round 5, and each round after:
- Increase threat by the threat level.
Oh Ho Ho!
After an attack targeting Jabba the Hutt resolves:
Jabba laughs as you press in to your attack. He slithers back behind a door while his guards cover his retreat.
- Place Jabba the Hutt on the blue point. Exhaust his Deployment card.
- Apply additional Health to Jabba the Hutt equal to twice the threat level. Jabba the Hutt can now be defeated normally.
- Deploy the reserved Gamorrean Guard group divided between the red points.
- Place the Salacious B. Crumb companion in any hero's space. Salacious B. Crumb can activate at the start of end of Jabba the Hutt's activation.
- The door to the Corridor is unlocked to Rebel figures.
- The mission ends when Jabba the Hutt is defeated (Rebel icon).
Deeper
When the door to the Corridor opens:
- The yellow deployment point is now active.
- Increase threat by the threat level and resolve an optional deployment.
End of Mission
When Jabba the Hutt is defeated:
The fat Hutt slug cries higher than you thought possible, fleeing his lair. It's clear that he's been allying with Imperial forces, but perhaps this will dissuade any further engagement.
- Heroes receive 100 credits per hero.
When all heroes are wounded:
The Hutt's thugs thrash you, and you are forced to run, guards and pirates at your heels, laughter filling your fleeing ears. Still, long after you've reached safety, it's this thought that follows you: Jabba and the Empire: such a dangerous pair.
- The Imperial player receives Jabba the Hutt (Vile Gangster) as a villain.
Additional Rewards
- Each player receives 1 XP. Heroes receive 100 credits per hero. The Imperial player receives 1 influence.