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Star Wars: Imperial Assault – Training Ground Skirmish Map thumbnail

Star Wars: Imperial Assault – Training Ground Skirmish Map

Expansion for Star Wars: Imperial Assault

Star Wars: Imperial Assault – Training Ground Skirmish Map Rulebook

Table of Contents

Table of Contents

  • Skirmish Missions
    • A: Reprogrammed
    • B: Deception Game

Skirmish Missions

A: Reprogrammed

Training Ground

Setup: One player claims a Rebel mission token and the other player claims an Imperial mission token.

The door is locked (Health: 10, Defense: 1).

A figure can retrieve a remote. When it does, its player replaces that remote with a mission token matching the mission token in his play area. These remotes are reprogrammed.

End of Each Round: Each player scores 2 VPs for each of his reprogrammed remotes on the board.

B: Deception Game

Training Ground

Setup: After setup, each player places 1 facedown red neutral mission token on 1 of his Deployment cards and 1 facedown blue neutral mission token on up to 2 additional Deployment cards. Groups corresponding to these Deployment cards are marked groups.

Each time the last figure in a marked group is defeated, reveal its token. If the token is red, that group's opponent gains 10 VPs. If the token is blue, that group's player may draw 1 Command card.

The door is locked (Health: 10, Defense: 1).