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Star Wars: Imperial Assault – Rebel Saboteurs Ally Pack thumbnail

Star Wars: Imperial Assault – Rebel Saboteurs Ally Pack

Expansion for Star Wars: Imperial Assault

Star Wars: Imperial Assault – Rebel Saboteurs Ally Pack Rulebook

Table of Contents

Table of Contents

  • Component Breakdown
  • Integration
  • Skirmish Mission: Endor Wilderness
    • A: Hazardous Materials
    • B: Breakthrough
  • Side Mission: Armed and Operational
    • Event Summary
    • Deployment and Setup
    • Mission Briefing
    • Outer Defenses
    • Protect the Prototype
    • End of Mission
  • Notes on the Source

Component Breakdown

  • 2 Plastic Figures (Rebel Saboteurs)
  • 2 Deployment Cards (Rebel Saboteur)
  • 6 Command Cards (Collect Intel x2, Hide in Plain Sight, Lock On, Change of Plans, Emergency Aid)
  • 1 Side Mission Card (Armed and Operational)
  • 2 Skirmish Mission Cards (Endor Wilderness)
  • 4 ID Tokens with 12 ID Stickers

Integration

  • Add the Rebel Saboteur Deployment cards to the supply of Deployment cards.
  • 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.
  • Shuffle the Skirmish Mission cards into the Skirmish Mission deck. These cards use the "Endor Wilderness" 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).

Skirmish Mission: Endor Wilderness

The Endor Wilderness skirmish map is printed on the sheet, with the following labels: Energy Cell (token A), Sonic Resonator (token B), and Emergence Points 1 through 5 (no token). The Skirmish Mission cards use this map.

A: Hazardous Materials

The planet Endor has recently become a hotbed of industrial activity. This activity has remained shrouded in secrecy, drawing military interest. You have been sent in to secure a newly formed combat zone. Not only are there enemy elements to engage, but some depleted industrial energy cells have begun emitting harmful radiation in the area.

You move to set up strategic choke points in order to ambush your enemies. Perhaps you can even use the energy cells to your advantage to drive back your opponents.

B: Breakthrough

Endor is a wild planet in the far reaches of space, but the Empire has a vested interest in building a foothold there. The reasons behind this are currently classified, but it's still already attracting hostile attention. Your team is moving in to sabotage an enemy position.

Sonic resonators are used to scare off local wildlife. These are unstable and experimental weapons that can be turned against your enemies to powerful effect. In an emergency, they can be detonated with a small application of force.

Map tiles (set icon printed before each code): 01A, 02A, 03A, 04A, 05A, 06A, 08A, 09A, 10A, 11A, 16A, 17A, 18A(4).

Side Mission: Armed and Operational

Event Summary

  • Round 1: Outer Defenses
  • Round 6: End of Mission
  • Door to Testing Site opens: Protect the Prototype
  • Warship destroyed or all heroes wounded: End of Mission

Deployment and Setup

  • Initial Groups: Imperial Officer, Probe Droid, Stormtrooper. (The word "Stormtrooper" is printed in red on the sheet.)
  • Reserved Groups: E-Web Engineer, Imperial Officer, Trandoshan Hunter.
  • Open Groups: 3.
  • Special Setup: Increase [threat icon] by twice the threat level and resolve an optional deployment. The heroes control the Rebel Saboteurs as allies at no threat cost.

Map tiles (set icon printed before each code): 01B, 02B, 10B, 14B(2), 15B, 17B, 18B(2), 19B, 34B, 36B(2), 39B. The Testing Site is printed with the label "Testing Site 01B".

Mission Briefing

You are here with a pair of Duros to destroy a new warship prototype the Empire is preparing to launch. You walk through the sewers toward the Imperial testing ground, hoping you remain unnoticed. The Duros stop you.

"This is the spot," one says. "We've got plenty of charges, so let us handle that ship when we get in. You just keep their troops off our backs."

  • Apply additional health equal to twice the threat level to the Rebel Saboteurs. When a Rebel Saboteur is attacked while adjacent to a healthy hero who could be a target of that attack, that hero may suffer 2 [damage icon] to become the target of that attack.
  • The adjacent blocked spaces on the Testing Site form the warship. A figure can attack the warship (Health: 10 plus twice the threat level, Defense: [defense icon] equal to the threat level).
  • A Rebel Saboteur can interact with the warship. If it does, the warship suffers 5 [damage icon]. Limit once per figure per round.
  • The mission ends when the warship is destroyed, at the end of Round 6, or when all heroes are wounded.

Outer Defenses

At the end of Round 1:

As you advance towards the test location, the guards, now alerted to your presence, begin to respond with more organization and firepower.

  • Deploy the reserved E-Web Engineer to the yellow point.
  • Increase [threat icon] by the threat level.
  • The yellow deployment point is now active.

Protect the Prototype

When the door to the Testing Site opens:

You enter the testing site and see a terrifying warship with deadly weapons. The prototype is so awe-inspiring that you almost don't notice the Trandoshan guards bearing down on you.

  • Deploy the reserved Imperial Officer and Trandoshan Hunter group to the red point.
  • Increase [threat icon] by the threat level.
  • The blue deployment point is now active.

End of Mission

If the warship is destroyed:

An Imperial officer shouts to his troops to run as you plant the last charge on the ship. You run as fast as you can, hearing a massive explosion behind you.

  • Heroes receive the Rebel Saboteurs as allies.

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

With an audible whine, the ship powers up. Before you can try to finish the job, it lifts into the air.

Instead of rocketing out of sight, however, it maneuvers into a high arc before swooping toward the ground. Bright red blaster fire erupts toward you.

You barely escape with your lives.

  • 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.

Notes on the Source

  • The sheet prints the damage, threat and Defense rules with icon glyphs. Those glyphs are shown here as bracketed placeholders ([damage icon], [threat icon], [defense icon]) because the scan has no text layer; the printed sheet is the authority for which icon is meant.
  • The Skirmish Mission cards and Command cards themselves carry the full card text, which is not on this sheet. This transcription covers the sheet only.