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Star Wars: Imperial Assault – The Grand Inquisitor Villain Pack

Expansion for Star Wars: Imperial Assault

Star Wars: Imperial Assault – The Grand Inquisitor Villain Pack Rulebook

Table of Contents

Table of Contents

  • Component Breakdown
  • Setup Changes
  • Skirmish Attachments
  • Cleave
  • Time Period
  • Skirmish Mission: Kashyyyk Station
  • Side Mission: Cornered
    • Deployment and Setup
    • Event Summary
    • Mission Briefing
    • Unexpected Skills
    • The Grand Inquisitor
    • End of Mission
    • Additional Rewards

Component Breakdown

  • 1 Plastic Figure: The Grand Inquisitor
  • 2 Deployment Cards: The Grand Inquisitor, Advanced Com Systems
  • 3 Command Cards: Hunt Them Down, Deadly Precision, Force Rush
  • 3 Agenda Cards: Inquisition
  • 1 Item Card: Electrostaff
  • 2 Skirmish Mission Cards: Kashyyyk Station
  • 1 Skirmish Map: Kashyyyk Station

Setup Changes

This pack provides the The Grand Inquisitor, Sith Loyalist plastic figure that can be used when playing a mission. The other components in this expansion are incorporated as follows:

  • Add the Deployment, Command, and Item cards to their supplies.
  • The Imperial player can choose the "Inquisition" 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 "Kashyyyk Station" map (see below).

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.

Cleave

When a figure uses the Cleave keyword during a [attack icon] attack, the hostile figure chosen to suffer the [damage icon] from Cleave must be within line of sight of the attacker and within a number of spaces of the attacker equal to or less than the Accuracy result of the attack.

Transcriber note: in the printed sheet the attack type and the damage suffered are shown as icons, rendered here as bracketed placeholders because the icon font has no text layer. The rule text is otherwise verbatim.

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 Mission: Kashyyyk Station

The sheet prints a skirmish map titled "Kashyyyk Station" (Skirmish Map), with Weapon Emplacement markers B1 and B2 and a Data Chip marker A shown on it. The map is part of the printed sheet and is not transcribed here beyond these labels.

Side Mission: Cornered

Deployment and Setup

  • Initial Groups: E-Web Engineer, Imperial Officer, Probe Droid, Stormtrooper.
  • Reserved Groups: The Grand Inquisitor (Sith Loyalist).
  • Open Groups: 3.
  • Special Setup: Randomly place 1 blue and 3 red neutral mission tokens facedown on the indicated locations. Increase threat level by twice the threat level and resolve an optional deployment.

Transcriber note: the printed text reads "Increase [threat icon] by twice the threat level"; the threat icon is rendered here as the word "threat level", so the line reads "Increase threat level by twice the threat level".

Event Summary

  • Start of Round 3: The Grand Inquisitor
  • Round 5: End of Mission
  • Force-sensitive refugee is revealed: Unexpected Skills
  • All heroes wounded or all refugees defeated: End of Mission

Mission Briefing

You manage to reach the safe house a few hours before the Imperials arrive. Your pilot warns you that he has picked up the signature of an Inquisitor's TIE, however.

  • Doors are locked. An Imperial figure can attack a door (Health: 5, Defense: 1 [defense icon]).
  • A door adjacent to a Rebel figure does not block his movement, line of sight, adjacency, or counting spaces.
  • Mission tokens represent refugees. The blue mission token represents a Force-sensitive refugee.
  • Imperial figures can attack refugees. (Health: 5, Defense: 1 [defense icon]). The first time a refugee suffers [damage icon] or is declared as the target of an attack, it is revealed.
  • When a refugee would suffer [damage icon], each healthy hero adjacent to that refugee tests [eye icon]. Each hero that succeeds reduces the amount of [damage icon] suffered by 1 for each of his activation tokens.
  • The mission ends at the end of Round 5 ([round icon]), when all refugees are discarded, or when all heroes are wounded.
  • Rebel figures can deploy to any interior spaces.

Transcriber note: the bracketed [defense icon], [damage icon], [eye icon] and [round icon] placeholders stand for the printed symbols. The printed sheet shows them as icons only; the icon names are not printed in text on this sheet.

Unexpected Skills

When the Force-sensitive refugee is revealed:

  • While defending, the Force-sensitive refugee adds 1 white die to his defense pool.
  • Up to 2 Imperial figures may interrupt to perform a move.

The Grand Inquisitor

At the start of Round 3:

A crimson lightsaber blade shears through the wall. In the opening stands an ominous figure in black armor. "Why, hello there." The Grand Inquisitor smiles with pointed teeth. "Ready to die?"

  • The red deployment point is now active.
  • Deploy the reserved The Grand Inquisitor.
  • Resolve an optional deployment.
  • Increase threat level by the threat level.

Transcriber note: the printed text reads "Increase [threat icon] by the threat level"; the threat icon is rendered as the words "threat level".

End of Mission

At the end of Round 5:

You manage to hold off the Imperials until reinforcements arrive. Y-Wings strafe the area, blasting the Imperial forces into retreat. The surviving refugees are safe thanks to your hard work.

  • Heroes receive 50 credits per hero for each refugee remaining.

When all refugees are defeated or all heroes are wounded:

Cornered and out of options, you fight with desperation and just barely manage to escape. After receiving an extraction, your pilot warns you that his sensors are still picking up The Grand Inquisitor's TIE, hot on your trail.

  • The Imperial player receives The Grand Inquisitor (Sith Loyalist) as a villain.

Additional Rewards

  • Each player receives 1 XP. Heroes receive 100 credits per hero. The Imperial player receives 1 influence.