Star Wars: Imperial Assault – Maul Villain Pack
Star Wars: Imperial Assault – Maul Villain Pack Rulebook
Table of Contents
Table of Contents
Components and Integration
This pack provides the Maul, Seeker of Vengeance plastic figure that can be used when playing a mission. The other components in this expansion are incorporated as follows:
- Add the Deployment, Condition, and Command cards to their supplies.
- If you own the Heart of the Empire expansion, the Imperial player can choose the "A Former Sith" Agenda set when building his Agenda deck at the start of a campaign.
- If you own the Heart of the Empire expansion, shuffle the Skirmish Mission cards into the Skirmish Mission deck. These cards use the "Coruscant Back Alleys" map (see below).
Component Breakdown
- 1 plastic figure (Maul)
- 1 Deployment card (Maul)
- 3 Agenda cards (A Former Sith)
- 4 power tokens
- 5 Command cards (Wreak Vengeance, Looking for a Fight, Face to Face, Deathblow, Chaotic Force)
- 2 Skirmish Mission cards (Coruscant Back Alleys)
Power Tokens
Various cards and abilities allow figures to gain POWER TOKENS. These tokens represent any number of things that increase a unit's effectiveness in battle, from enhanced armaments to affinity with the Force.
When a figure with a power token declares an attack or is declared as the target of an attack, that figure may discard 1 of his power tokens. If he does, apply +1 of the symbol on that token to that attack's results. For example, if a figure spent 1 [icon], players would apply +1 [icon] to the defense results.
The sheet shows a power token with a damage symbol.
When an ability instructs a figure to gain a power token, that figure's player claims one token matching the symbol of the power token listed in the ability from the supply and places it either near that figure on the board or on that figure's deployment card or hero sheet. When an ability instructs a player to gain any number of [icon], that player gains that number of power tokens of his choice.
Each figure cannot have more than 2 total power tokens. If a figure would gain more than 2, he must choose tokens to discard until he has 2.
A figure cannot spend more than 1 power token per attack.
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.
Skirmish Map: Coruscant Back Alleys
The Coruscant Back Alleys skirmish map is printed on the sheet as an image. The layout is not transcribed; the tile list and the map key are below.
Map tiles: [icon] 01B, 02B, 03B, 05B, 07B, 08B, 10B (2), 11B, 12B (2), 14B, 16B, 17B, 18B (5) [icon] 20B, 24A, 28A, 32A, 36A, 36B
Map key: Gangster (marked A, with a grey [icon]); Propaganda Poster (marked B1, with an Imperial [icon], and B2, with a Rebel [icon]).
Side Mission: Dubious Disposition
The Dubious Disposition side mission map is printed on the sheet as an image. Its room labels are below.
Hideout: 26B (marked on the map) North Room: 24B (marked on the map) South Room: 22B (marked on the map)
Map tiles: [icon] 03B, 06B, 16B, 18B (4) [icon] 22B, 24B, 26B, 28B, 36B (3)
Deployment and Setup
- Initial Groups: Imperial Officer, Stormtroopers, Clawdite Shapeshifter.
- Reserved Groups: Maul (Seeker of Vengeance).
- Open Groups: 3.
- Special Setup: Increase [threat icon] by twice the threat level and resolve an optional deployment.
Event Summary
- Round 1: Extra Help
- Round 6: End of Mission
- Door to Hideout opens: The Former Master
- Door to North Room opens: Operatives
- Door to South Room opens: Backup
- Maul defeated or all heroes wounded: End of Mission
Mission Briefing
An informant has intel on the elusive Maul and agrees to help you locate the former Sith. Upon arrival at the informant's location, however, Maul's operatives emerge from a nearby facility. Your contact moves to cower behind cover, suddenly frightened and reluctant to cooperate.
- The Rebel mission token represents the informant. Once during his activation, a hero adjacent to the informant can suffer 1 [icon] to push him 1 space. That hero may test [icon] or [icon]. If successful, that hero may push him 2 spaces instead.
- Doors are locked. A door is unlocked to Rebels while the informant is adjacent to it.
- The mission will progress when the door to the Hideout opens ([icon]). The mission ends at the end of Round 6 or when all heroes are wounded.
Extra Help
At the end of Round 1:
- Increase [threat icon] by the threat level and resolve an optional deployment.
The Former Master
When the door to the Hideout opens:
- Deploy the reserved Maul to the Hideout.
- Increase [threat icon] by the threat level and resolve an optional deployment to the blue point.
- The yellow deployment point is now active.
- Apply additional Health to Maul equal
to twice the threat level. At the start ofMaul's activation, if he has suffered an amount of [damage icon] equal to or greater than the threat level, he recovers all [damage icon] and becomes Stunned. - A Rebel figure can attack a terminal (Health: Threat level, Defense: 1 [icon]). When all terminals are destroyed, Maul no longer recovers [damage icon] or becomes Stunned at the start of his activation.
- When an Imperial group would activate, if Maul has suffered [damage icon] equal to his Health, Maul must activate, if able.
- The mission ends when Maul is defeated ([icon]).
Operatives
When the door to the North Room opens:
- Increase [threat icon] by the threat level and resolve an optional deployment to the red point.
- The red deployment point is now active.
Backup
When the door to the South Room opens:
- Increase [threat icon] by the threat level and resolve an optional deployment to the black point.
- The black deployment point is now active.
End of Mission
When Maul is defeated:
You are not the easy prey Maul took you for. He sneers at you and darts into the shadows, his secret base of operations now uncovered, wrecked, and useless. He'll eventually regroup, but for now you can rest assured his plans have been delayed.
- Heroes receive 100 credits per hero.
At the end of Round 6 or when all heroes are wounded:
Bloody and broken, you tear through the hideout back to the safety of your ship. Behind you, the informant cries out, "Wait! You promised me protection! Don't leave me!!!" You try not to think of his inevitable fate at the hands of Maul.
- The Imperial player receives Maul (Seeker of Vengeance) 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 official FFG in-box rules sheet, two pages, image-only. Read from the page images at 150 and 300 dpi; no OCR text was used.
- Struck-through text: on the printed sheet, four passages are struck through by a line and are transcribed as printed, with the strikethrough kept: "the former Sith. Upon arrival at the" (Mission Briefing box); "to twice the threat level. At the start of" (The Former Master, Apply additional Health bullet); "You are not the easy prey Maul took you for." (End of Mission, When Maul is defeated box). As printed, the Apply additional Health bullet reads "equal" followed directly by "Maul's activation", and the transcription keeps that wording without correcting it.
- Red text: the sheet prints "Maul" and the reserved and villain references in red; they are plain text here.
- Icons: the sheet names none of the icons used in the rules text. They are left in brackets: the threat icon in Special Setup and the deployment bullets, the damage icon for the damage tokens, the defense icon in the terminal bullet, the icons after "suffer 1", "test", and "is defeated", and the power-token symbols.
- Not on the sheet: the Deployment, Condition, Command, Agenda and Skirmish Mission card text. The Command cards are listed in the Component Breakdown only.
- Maps: the map layouts are images and are not transcribed. The tile lists, room labels and map key are the text content of the maps.