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Assault on Grayskull

Base

Mission Pack
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Missions:
overview
ROUND ONE

Mission 1A: Mission 1B:


Terror campaign Communications
Net

ROUND TWO

Special Mission
Mission 2A: Mission 2B:
Mission 2C:
Distress Signal Training Day
Rescue Colonel
Bowlin

ROUND THREE

Special Mission
Mission 3A: Mission 3C: Mission 3B:
Reconnaissance Double Threat Munitions Dump

ROUND FOUR

Mission 4AI: Mission 4AR:


Evacuation Showdown

OR
Mission 4BI: Mission 4BR:
Escape Route Ambush
Mission 1A:
Terror Campaign
From information extracted from a recently captured rebel commander, agents of
the Imperial Security Bureau have determined that Rebel sympathizers in the city
of Medhara have been providing material support to Rebel forces in the Nilgaard
sector.

In response, Imperial forces plan to target civilian targets across the city, to show
the sympathizers the consequences of their actions.

The Rebel Alliance has learned of the Imperials’ plans to attack the city, and have
alerted the population. Already, a massive evacuation is under way, but the
civilians need more time.

Starfighters from the Imperial Navy will target residential buildings in Medhara.
The more damage they can inflict, the more terror they will inflict on the civilian
population in Medhara and across the sector, which will depress material support
for the Rebels.

The Rebels have scrambled a squad of starfighters to intercept the Imperial strike
force and buy time for the civilians to evacuate.
Mission 1A:
Terror Campaign
Setup:

Terrain: Six tokens will be placed in the play area, representing residential buildings in the
city of Medhara. Starting with the Rebel player, players alternate placing tokens one token
in each corner of the play area, within range 2 of the table edges of each corner. Then
place one residential building token within range 3 of the Rebel table edge and equidistant
from the neutral table edges, and one within range 3 of the Imperial table edge and
equidistant from the neutral table edges.

Place three shield tokens on each residential building. These tokens represent civilians
who have not evacuated yet, and will be referred to as ‘civilian tokens’.

Imperial Player: The Imperial player may spend 110 points on their squad. The Imperial
player deploys first, placing all their ships within range one of their table edge.

Rebel Player: The Rebel player may spend 100 points on their squad. The Rebel player
deploys second, placing all their ships within range 1-3 of their table edge.

Initiative: The Imperial player has the initiative.

Special Rules:

Residential Buildings: Residential buildings are obstacles that can be attacked and target
locked as though they were Rebel ships. When a bomb token detonates and a residential
building is in the area of effect, roll one attack die and remove a civilian token if a hit result
is rolled. This die may not be modified. Residential buildings cause proximity mines,
cluster mines, and connor nets to detonate as if the residential building was a ship. For all
other purposes, treat residential buildings as asteroid obstacle tokens.

When attacking a residential building, you may not modify your attack dice. Remove one
civilian token from the targeted building if any [hit] results are rolled. Residential buildings
never roll defense dice and cannot be assigned any tokens other than red target locks.
The Imperial player takes civilian tokens removed by attacks and places them in a pile near
their pilot cards. Residential buildings do not have a firing arc.

Terror tokens: After an Imperial ship attacks a residential building, assign that building a
‘Terror token’, represented by a stress token. While a building has a terror token assigned
to it, the Rebel player may not remove civilian tokens from it.

The rebel player may remove terror tokens from buildings at range 1 of any rebel ship at
the end of the end phase. The Rebel player may also remove one terror token from any
building at range 1-3 of a destroyed Imperial ship before it is removed from play.
Mission 1A:
Terror Campaign
Special Rules:

Evacuation: At the start of the end phase of every round, the Rebel player may
remove one civilian token each from two different residential buildings that do not
have terror tokens assigned to them. The Rebel player takes civilian tokens removed
in this manner and places them in a pile near their pilot cards.

End of Game:

The mission ends when one player has no ships remaining in the play area, or when
the round time limit is reached. If only one player has ships on the board at the end
of the game, any tokens remaining on residential buildings at the end of the game
are removed and added to the pile of the player that still has ships remaining on the
table.

If both players no longer have ships on the table (e.g., simultaneous fire destroys the
only two remaining ships), any tokens remaining on residential buildings are added
to the Rebel player's pile.

If both players still have ships on the table at the end of the game, each player adds
up the primary weapon attack values from their remaining ships. If one player has a
higher total attack value, they may remove a number of civilian tokens from the
board, up to the difference in total attack values, and place them in their pile of
civilian tokens.

Scoring:

For each tracking token a player has in their pile after the game ends, they earn 10
points.

Players score points equal to the score of all enemy ships destroyed. Players lose
points equal to the squad point cost of all friendly ships destroyed.

Ships that flee the battle do not count as destroyed. Players score points equal to
the cost of any enemy ship that flees the battle before the third activation phase of
the mission (even though it is not destroyed).
Mission 1B:
Communication Net
Rebel informants within the Nilgaard Sector Fleet Command have leaked the coordinates
of a secret deep space communications relay to the Rebel Alliance, and have arranged
for the relay to have an unexpected software reset during their next maintenance update.

The Rebels plan to slice into the relay while its defenses are neutralized, in order to
introduce a malicious line of code into their core circuits that will relay coded Imperial
transmissions directly to the Rebel Alliance.

Information on upcoming prisoner transfers within the Nilgaard system will be included in
an upcoming transmission, and the Rebels operating from Grayskull base hope to obtain
information that will allow them to rescue the commander of Grayskull’s starfighter wing,
Colonel Jek Bowlin.

In order for the Rebels to slice into the relay, they need to transmit reset commands to the
relays at close range. Given the danger of this task, a starfighter squad has been
dispatched for this mission.

Unfortunately for Rebel pilots, the Imperials happen to have a deep space patrol near the
relay, and divert it to reset the relay immediately after the unexpected reset.
Mission 1B:
Communication Net
Setup:

Terrain: Starting with the Rebel player, players alternate placing satellite tokens, which
represent the communications relay. Satellites may be placed anywhere on the table
beyond range 1 of the table edge and beyond range 3 of other satellites. Place 6
satellites in total. If a satellite cannot be placed following the rules above, it may be
placed at beyond range 2 of other satellites instead of beyond range 3.

Asteroids and Debris fields: Starting with the Rebel player, players alternate placing
asteroid or debris tokens. Obstacles may be placed anywhere on the table beyond
range 1 of the table edge, beyond range 2 of other asteroids, and beyond range 1 of
satellites. Place 4 obstacles in total.

Rebel player: The Rebel player may spend up to 100 points on their squad. The Rebel
player has the initiative.

Imperial player: The Imperial player may spend up to 100 points on their squad.

Players may deploy within range 1 of their respective table edges. Deploy in ascending
PS order (as per a standard match).

Special Rules:

Satellites:
Satellites count as obstacles, using the same rules as asteroids. Satellites may fall
under the control of players, but do not start the game under control of either player.

All ships gain the slice action on their action bar. Ships may perform a slice action to
assign a 'slice' token to a satellite at range 1.

To assign a 'Slice Token', place a blue target lock token representing a slice token on
any one satellite at range 1, and place the corresponding red token on your ship. These
tokens are not considered target locks for game purposes. Even satellites that are
already controlled by a player may be sliced.

If your ship is destroyed in the combat phase, immediately remove the corresponding
'Slice tokens' from your ship and satellite.

If one player has more 'Slice Tokens' than their opponent on any satellite at the end of
the combat phase, control of that satellite changes to the player who has more 'Slice
Tokens' on it. Satellites with equal numbers of slice tokens from both sides do not
change control status.
Mission 1B:
Communication Net
Special Rules:

Satellites (continued):

Remove all Slice Tokens at the start of the end phase.

Track players' control of satellites by placing tokens on the satellites. The Rebel
player marks satellites they control with stress tokens. The Imperial player marks
satellites they control with focus tokens.

Incoming transmission:

If the transmission has not yet arrived, during each end phase, roll one attack die. If
a [hit] or [critical hit] is rolled, add one tracking token to a pile near the play area. If
there are 3 tracking tokens in this pile, the transmission has arrived. Record how
many satellites each player controls for scoring purposes.

End of Game:

The mission ends when no pilots from either side remain on the table, or when the
round time limit is reached.

Scoring:

For each satellite under a player’s control when the transmission arrives, they score
30 points.

If the transmission has not arrived yet when the game ends, the player with ships
remaining on the board scores 30 points for each satellite they control, and 15 points
for each satellite they do not control. The player with no ships remaining does not
score any points from satellites they control.

If neither player has ships remaining in the play area when the game ends, players
score 30 points for each satellite they control.

Players score points equal to the score of all enemy ships destroyed. Players lose
points equal to the squad point cost of all friendly ships destroyed.

Ships that flee the battle do not count as destroyed. Players score points equal to
the cost of any enemy ship that flees the battle before the third activation phase of
the mission (even though it is not destroyed).
Mission 2A:
Distress Signal
With Rebel activity in the Nilgaard sector on the rise, ISB agents have been
issued orders to draw out and destroy the Rebels by whatever means necessary.

After engaging and destroying a group of pirates, the ISB plants hyperwave
transmitters in the wreckage and programs them to transmit distress signals on
channels known to be used by the Rebels. At the same time, a squad of
starfighters is concealed in the wreckage close by.

With any luck, the Rebels will take the bait and be destroyed in the ambush.
Mission 2A:
Distress Signal
Setup:

Terrain: Starting with the Imperial player, alternate placing obstacles in the play area,
at beyond range one of the table edges and greater than range one of each other.
Place 10 obstacles in total.

After all obstacles have been placed, the Imperial player must place 3 satellite tokens
representing distress beacons at greater than range 1 of the table edges and greater
than range 2 of each other. Distress beacons do not count as obstacles.

Imperial player: The Imperial player may spend up to 100 points on their squad. Do
not deploy at the start of the scenario.

Rebel player: The Rebel player may spend up to 110 points on their squad. The Rebel
player may deploy their ships within range 1 of any table edge.

Initiative: The Imperial player has the initiative.

Special Rules:

Scan: Rebel ships may perform the scan action as though it were listed in their action
bar.

Scan Action: Choose a distress beacon at range one and remove it.

Search and Rescue Mission: If any Rebel ship leaves the play area while there are still
distress signal tokens in the play area, that ship counts as destroyed.

Ambush: During the end phase of any turn, the Imperial player may deploy all of their
ships. When the Imperial player deploys their ships, each one must be overlapping a
debris token. Imperial ships do not receive stress tokens as a result of overlapping a
debris token when they are being deployed. During the next end phase, remove all
distress signal tokens.

Something’s wrong: If there are no distress beacons on the table during the end phase,
the Imperial player must deploy their all of ships if they have not already done so.
They must deploy their ships overlapping debris tokens. The Rebel player may specify
two debris tokens, and the Imperial player must deploy their first two ships on those
debris tokens.
Mission 2A:
Distress Signal
End of Game:

The mission ends when no pilots from either side remain on the table, or when the
round time limit is reached. The mission cannot end before the Imperial player has
deployed their ships.

Scoring:

The Rebel player earns points equal to the triple the cost of any Imperial ship
destroyed, including all equipped upgrades.

The Imperial player earns points equal to double the cost of any Rebel ship destroyed,
including all equipped upgrades.

Players lose points equal to the squad point cost of all friendly ships destroyed. Ships
that flee the battle do not count as destroyed.

The Imperial player scores points equal to double the squad point cost of any Rebel
ship that flees while there are still distress signal tokens on the table.

Ships that flee the battle do not count as destroyed. The Imperial player scores points
equal to double the cost of any enemy ship that flees the battle before the third
activation phase of the mission (even though it is not destroyed). The Rebel player
scores points equal to triple the cost of any enemy ship that flees the battle before
the third activation phase of the mission (even though it is not destroyed).
Mission 2B:
Training Day
Stolen documents from the Nilgaard sector fleet command indicate that
Imperial forces will be conducting training exercises in the Yanaris system.

Armed with the exact coordinates of these training exercises, the Rebel
Alliance has planned a daring series of ambushes, attacking the Imperials
despite a numerical disadvantage.

The Imperials are taken by surprise by the sudden appearance of Rebel


starfighters, and must scramble to defend themselves. Outnumbered, the
Rebels must capitalize on the disorganization of the Imperial forces if they are
to inflict serious losses on the Imperials.
Mission 2B:
Training Day
Setup:

Terrain: Starting with the Imperial player, the Imperial and Rebel players alternate
placing obstacles in the play area, at beyond range 1 of the table edges, and beyond
range 1 of each other. Place 8 obstacles in total.

Imperial Player: You may spend 115 points on your squad. If you have a unique pilot in
your squadron roster, you must include exactly one unique pilot in your list. Add a
tracking token to this ship’s base to designate it as the ‘flight instructor’. You may not
include any other unique pilots in your list, or equip unique upgrade cards to any pilots
other than your unique pilot. If you have already included all of your non-unique pilots
in your squad, you may add unique pilots to your squad as points allow.

You may deploy your ships at beyond range 1 of any table edge, and beyond range 2 of
each other. If you cannot place a ship at beyond range 2 of any other of your ships,
you may place it at beyond range 1 of any of your ships. Deploy all your ships before
the Rebel player deploys their ships.

Rebel player: You may spend 100 points on your list. You may deploy your ships
within range 1 of any table edge, (including multiple table edges). Deploy after the
Imperial player.

Initiative: The Rebel player has the initiative.

Special Rules:

Flight instructor: Once per turn, when an Imperial ship at range 1-2 of the Imperial
player’s flight instructor is defending, they may re-roll one die.

End of Game:

The mission ends when no pilots from either side remain on the table, or when the
round time limit is reached.

Scoring:

For each enemy ship destroyed, the Rebel or Imperial player earns double the squad
point cost of that ship. Players lose points equal to the squad point cost of all friendly
ships destroyed.

Ships that flee the battle do not count as destroyed. Players score points equal to
double the cost of any enemy ship that flees the battle before the third activation
phase of the mission (even though it is not destroyed).
Mission 2C:
Rescue Colonel Bowlin
At great personal risk, rebel agents inside the Nilgaard sector command have transmitted
information to the Rebel forces at Grayskull Base about an upcoming high-security prisoner
transfer.

Colonel Jek Bowlin is among the prisoners being transferred.

The Rebels have launched a strike force to attack the prison barge at its most vulnerable
time, as it is transitioning between two hyperspace jump points. The local garrison
scheduled to provide the prison barge has been compromised by Rebel operatives, and
those operatives have sabotaged almost half of the squadron’s starfighters, leaving the
escort force severely depleted.

The Rebels will have no better chance to rescue Colonel Bowlin before he divulges more
information to the Imperials. To do so, they will need to disable the prison barge, so that
Alliance Marines can board and extract the Colonel and other prisoners inside.

If they are not able to rescue the Colonel, the Rebels have been authorized to destroy the
prison barge, to prevent the Imperials from extracting any more intelligence from Colonel
Bowlin.
Mission 2C:
Rescue Colonel Bowlin
Setup:
Terrain: Starting with the Imperial player, the Imperial and Rebel players alternate
placing obstacles in the play area, at beyond range 1 of the table edges, and beyond
range 1 of each other. Place 8 obstacles in total.

Imperial Player: You may spend 120 points on your list. You may deploy your ships
within range 1 of your table edge. You must deploy one Gozanti-class cruiser at range
one of your table edge, facing the rebel table edge. The Gozanti, representing an
Imperial Prison Barge, has no equipped upgrades and costs no squad points. Deploy
first.

Rebel Player: You may spend 135 points on your list. You may deploy your ships
within range 2 of your table edge. Deploy after the Imperial player has deployed.

Initiative: The Rebel player has the initiative.

Special Rules:

Prison Barge: The Prison Barge may only execute speed 1 and 2 maneuvers, and may
not perform any actions.

Disabling the Prison Barge: When attacking the Imperial Prison Barge, the Rebel
player may choose to roll any number fewer attack dice. When the Prison Barge has
only one hull remaining, it is considered disabled and the Imperial Player may not
assign it a maneuver dial. While the Prison Barge is disabled, it may only be damaged
by a Rebel ship attacking it.

End of Game:

The mission ends when no pilots from either side remain on the table, with the
exception of a disabled Prison Barge (the game ends if the only Imperial ship
remaining on the table is a disabled Prison Barge), or when the round time limit is
reached.
Mission 2C:
Rescue Colonel Bowlin
Scoring:

For each enemy ship destroyed, the Rebel or Imperial player earns the squad point
cost of that ship. Players lose points equal to the squad point cost of all friendly ships
destroyed.

Ships that flee the battle do not count as destroyed. Players score points equal to the
cost of any enemy ship that flees the battle before the third activation phase of the
mission (even though it is not destroyed).

If the Prison Barge is disabled and the Imperials do not have any ships other than the
Prison Barge in the play area when the game ends, the Rebel player scores 70 points
and Colonel Bowlin will be available during the final round of missions. If the Prison
Barge is destroyed, the Rebel player scores 40 points. (even if they have no ships on
the board when the game ends).

If the Prison Barge is not destroyed, the Imperial Player scores 70 points. If the Prison
Barge is disabled, and the Rebel player does not have ships in the play area when the
game ends, the Imperial player scores 40 points.

Each player’s contribution to their team’s score is doubled for this mission.

If the Prison Barge is disabled and the Rebels have ships in the play area when the
game ends, Colonel Bowlin will be available for the Rebel team to deploy in a Round 4
mission.
Mission 3A:
Reconnaissance
The search for the Rebel’s base of operations in the Nilgaard sector is intensifying,
based on information extracted from the captured Rebel commander, Colonel Bowlin.

Agent Haldon’s ISB division has identified over a thousand potential locations in the
sector that the Rebels could be using. Probe droids are scouring these locations, but in
order to accelerate the search starfighters have been dispatched to perform additional
reconnaissance missions.

The Rebels are keen to destroy as many of these patrols as possible in order to protect
the location of Grayskull base.
Mission 3A:
Reconnaissance
Setup:

Terrain: Starting with the Imperial player, players alternate placing 6 asteroids on the
table, beyond range 1 from the board edge and beyond range 1 from each other.
After placing asteroids, players alternate placing tracking tokens, representing recon
scan points in the play area, beyond range 1 of the table edge and beyond range 3 of
each other. Recon scan points may not be placed overlapping obstacle tokens. If you
cannot place a tracking token beyond range 3 of another tracking token, it may be
placed beyond range 2 of another tracking token, instead. The Rebel player places the
first recon scan point. Place 6 recon scan points in total.
Imperial Player: The Imperial player's squad deploys first, within range 1 of their table
edge. The Imperial player may spend 130 points on their squad. Deploy before the
Rebel player deploys their ships.
The Imperial player must designate one of their ships to be carrying a reconnaissance
package. Place a tracking token on this ship’s base.
Rebel Player: The Rebel player may deploy within range 1-3 of their table edge, after
the Imperial player has finished deploying. The Rebel player may spend 120 points on
their squad.
Initiative: The Imperial player has the initiative

Special Rules:

Passive sweep: At any point, if the ship with the reconnaissance package overlaps a
recon scan point token with its ship base, the Imperial player removes that token from
the play area and places it in a pile near their pilot cards. If the ship with the
reconnaissance package is at range 1 of a recon scan point token, it may perform the
active sweep action:

Active sweep: Action: Remove one recon scan point token at range 1
from the play area and place it in pile near your pilot cards, then
assign stress tokens to yourself until you have 1 stress token.
Mission 3A:
Reconnaissance
End of Game:

The mission ends when one player has no ships remaining in the play area, or when
the round time limit is reached. At the end of the mission, if the Imperial player still
has their recon ship on the table and the Rebel player has no ships on the table, the
Imperial player may collect all remaining recon scan points and add them to their pile.

Scoring:

For each recon scan point token in the Imperial player’s pile, they score 30 points.

For each recon scan point token on the table at the end of the game, the Rebel player
scores 30 points.

Players score points equal to the score of all enemy ships destroyed. Players lose
points equal to the squad point cost of all friendly ships destroyed.

Ships that flee the battle do not count as destroyed, but players score points equal to
the cost of any enemy ship that flees the battle before the third activation phase of
the mission (even though it is not destroyed).
Mission 3B:
Munitions Dump
The Rebel forces operating out of Grayskull base are wary that the Imperial
forces, led by the nefarious Agent Haldon, are closing in on their location. To
slow down the Imperial’s search efforts, the Rebels plan to strike at several
poorly guarded targets in the sector. If they destroy the garrison forces, they
will be abe to swoop in and steal unguarded military-grade munitions from
right under the Imperial Navy’s nose. At the top of their list are space-based
munitions depots in orbit over Platooine, known as the ‘Boneyard’.

The Rebels hope that by stealing from these depots, they will slow down the
fleet’s search efforts by cutting off their supplies and forcing them to redirect
more forces to defensive duties.
Mission 3B:
Munitions Dump
Setup:

Terrain: Starting with the Rebel player, alternate placing containers in the play area
until 8 containers have been placed. Containers may be placed at beyond 2 of the
board edges, and greater than range 1 from each other. If a container cannot be
placed, a player may instead place it at beyond range 1 of the board edges and beyond
range 1 of other containers.

Rebel Player: The Rebel player may spend 120 points on their squad. The Rebel player
may place their ships within range 1 of their table edge. Both players deploy in
ascending pilot skill order.

Imperial Player: The Imperial player may spend 120 points on their squad. The Imperial
player may place their ships within range 1 of their table edge. Both players deploy in
ascending pilot skill order.

Initiative: The Rebel player has the initiative.

Special Rules:

Containers: Treat containers as obstacles (using rules for asteroids) that can be
attacked, target-locked, and destroyed as though they were enemy ships. Both players
may attack containers. When a container is attacked, it never rolls defense dice. When
a container suffers damage or critical damage, place one critical hit token near it for
each damage or critical damage suffered. If a container token has more than 3 critical
hit tokens near it, remove it from play.

Explosive Cargo: When a container is removed from play, roll one attack die. If a Hit
result is rolled, each ship at range 1 suffers 1 damage. If a Critical hit result is rolled,
each ship at range 1 suffers 1 critical damage.

Either player's ships can use the 'protect' action to assign an evade token to a
container:

Protect: Action: assign one evade token to a container at range 1.


Mission 3B:
Munitions Dump
End of game:

The mission ends when one player has no ships remaining in the play area, or when
the round time limit is reached.

Scoring:

For each container remaining on the board at the end of the mission, the player that
still has ships in the play area scores 35 points.

Players score points equal to the score of all enemy ships destroyed. Players lose
points equal to the squad point cost of all friendly ships destroyed.

Ships that flee the battle do not count as destroyed. Players score points equal to the
cost of any enemy ship that flees the battle before the third activation phase of the
mission (even though it is not destroyed).

If both players still have ships on the table at the end of the game, each player adds
up the primary weapon attack values from their remaining ships. If one player has a
higher total attack value, they score 35 points for each container remaining on the
board.
Mission 3C:
Double Threat
The Rebels of Grayskull Base, long uneasy in their relationship with the arms dealer Fortan
Voss, have discovered that he has been selling information to the Imperials. He has not sold
the Imperials the location of Grayskull Base, no doubt in an attempt to continue playing both
sides against each other for his own profit.

Rebel Command has learned that Voss will be meeting with the ruthless ISB sector boss,
Agent Haldon. They could not pass up a shot to eliminate both men in the same attack. A
strike force has been dispatched with orders to destroy all ships at the meeting.
Mission 3C:
Double Threat
Setup:
Terrain: Place one C-ROC Cruiser and one Raider-class Corvette in the play area. Place
both ships so that they are facing the same table edge, and place them at range 2 of
the table edge directly behind them, and greater than range 4 of all other table edges.
These ships are equipped as described below and are under control of the Imperial
player.
After the C-ROC and Raider are deployed, starting with the Imperial player, alternate
placing asteroid tokens in the play area. Place 4 asteroids in the play area at greater
than range 2 of the table edges, greater than range 1 of each other, and greater than
range 1 of the two huge ships.
Imperial Player: You may spend 100 points on your squad. You may deploy your ships
anywhere in the play area. Deploy before the Rebel player deploys their ships, but
after the Rebel player secretly selects the table edge they will deploy along.

Rebel Player: You may spend 150 points on your squad. You may deploy your ships at
range 1 of the table edge you secretly select, after the Imperial player is finished
deploying their ships. (See special rules for rules on selecting the table edge). You
must select the table edge you will deploy along before the Imperial player deploys
their squad.

Initiative: The Rebel player has the initiative.

Raider-class Corvette:
Fore Section: Single Turbolaser, Gunnery Team
Aft Section: Single Turbolaser, Quad Laser Cannon, Fleet Officer, Intelligence Agent,
Optimised Generators

C-ROC: Heavy Laser Turret, Shield Technician, IG-RM Thug droid, Quick Release Cargo
Locks, Optimised Generators

Special Rules:

Surprise attack vector: Before the Imperial player deploys, the Rebel player will
secretly select the table edge they will deploy along, by programming a maneuver dial
with a maneuver of a speed corresponding to a table edge. The four table edges of the
board are identified as 1,2,3, and 4. Number 1 is the table edge the C-ROC and Raider
are facing. Number 2 is the side table edge to the right-hand side of the C-ROC and
Raider. Number 3 is the table edge directly to the C-ROC and Raider’s rear, and number
4 is the table edge to the left-hand side of the C-ROC and Raider. For example, if the
Rebel player selects a speed four maneuver, they must deploy at range 1 of table edge
4, which is the edge to the left-hand side of the C-ROC and Raider.
Mission 3C:
Double Threat
Special Rules:

Surprise attack vector: Before the Imperial player begins deploying their squad, the
Rebel player must place the maneuver dial programmed with the maneuver
corresponding to the deployment zone they intend to deploy along on the table..
When the Imperial player is finished deploying their ships, the Rebel player must
reveal which board edge they will deploy along, and begin deploying their squad.

Agent Haldon: Agent Haldon is represented as a crew upgrade on the Raider-class


corvette. If the Aft section of the Raider is crippled, discard Agent Haldon’s upgrade
card if it has not been discarded already, and Agent Haldon has been killed (for scoring
purposes).

End of Game:

The mission ends when one player has no ships remaining in the play area, (The C-ROC
and Raider-class corvette count as Imperial ships for this purpose), or when the round
time limit is reached.

Scoring:

If the C-ROC is destroyed, the Rebel player earns 60 points.

If Agent Haldon is killed, the Rebel player earns 110 points.

Players score points equal to the score of all enemy ships destroyed, with the
exception of the C-ROC and Raider-class corvette. Players lose points equal to the
squad point cost of all friendly ships destroyed.

Ships that flee the battle do not count as destroyed. Players score points equal to the
cost of any enemy ship that flees the battle before the third activation phase of the
mission (even though it is not destroyed).

If Agent Haldon is not killed, he will be present as an imperial crew upgrade on the
Raider-class corvette attacking Grayskull base during Round 4.

Each player’s contribution to their team’s score is doubled for this mission.
Mission 4AI:
Evacuation

The location of Grayskull base has been discovered.

As the Rebels scramble to evacuate the base, Imperial forces are closing in from all sides.
The first attack force to arrive has penetrated the outer defenses and is assaulting
Grayskull base directly, even as other Imperial attack forces are fighting their way through
the various routes to the base.

The Rebels are desperate to hold off the assault long enough for vital personnel and
equipment to be evacuated. The Imperial assault force is eager to decisively crush the
Rebels that have plagued the sector for so long.
Mission 4AI:
Evacuation
Setup:
Terrain: Place Grayskull Base in the center of the play area. Place 5 senator’s shuttle
tokens in a pile near the stat sheet for Grayskull Base..
Starting with the Rebel team, teams alternate placing asteroid tokens in the play area,
at beyond range 1 of the table edges, beyond range 1 of Grayskull Base, and beyond
range 2 of each other. Place 10 asteroids in total. The Rebel team may place an
activated weapons emplacement token on six asteroid tokens after all asteroids have
been placed.

Imperial Team: Each Imperial player may spend 140 points on their squad. The
top-scoring Imperial player may deploy their squad, and one Raider-class Corvette
(equipped as described below) within range 1-4 of one of the short table edges. The
other Imperial player may deploy their squad within range 1-4 of the opposite short
table edge.
Raider-class Corvette:
Fore Section: Single Turbolaser, Gunnery Team
Aft Section: Single Turbolaser, Quad Laser Cannon, Fleet Officer, Intelligence Agent,
Optimised Generators

Rebel Team: Each Rebel player may spend 130 points on their squad. Both Rebel
players may deploy at range 1-2 of Grayskull base.
Special Rules:

Grayskull evacuation: At the end of the end phase of each round, the Rebel team may
take one shuttle token from the pile near Grayskull base’s sheet and place it so that it
is touching the hangar area of Grayskull base.

Shuttles count as rebel ships that have an agility value of 2, and a hull value of 6.
When a shuttle token is placed, assign 2 shield tokens to it. At the start of the
activation phase, they may execute 1-speed or 2-speed straight or bank maneuvers.
When a shuttle ends a maneuver with any part of its base outside the play area,
remove it from play and add it to a pile near the Rebel team. If a shuttle is destroyed,
add it to a pile near the Imperial team. add any remaining shuttle tokens near the
base's stat card to the Imperial Players' pile

When a shuttle suffers a hit or a critical hit, assign it one damage token. If a shuttle
has as many or more damage tokens than its hull value, it is destroyed.

Everyone’s Out!: When there are no shuttle tokens remaining in the pile near the stat
sheet for Grayskull Base, (when all shuttles have been deployed), Grayskull Base may
not perform actions or attacks. Also, the Imperial players score no points for
destroying Grayskull Base.
Mission 4AI:
Evacuation
Special Rules:

Grayskull base: Grayskull base is treated as an immobile huge ship controlled by the
top-scoring Rebel player. Grayskull base gains 4 energy at the start of each activation
phase. Grayskull base has a hull value of 15, and a shield value of 8. When Grayskull
base would be assign a face-up damage card, assign it two face-down damage cards
instead. Grayskull Base acts at PS 5. Grayskull base may perform one action per turn.
Grayskull base may perform the Target Lock, Reinforce, Coordinate, and Recover
actions, and is equipped with one single turbolaser, one ion cannon battery, and one
quad laser cannon, which can fire in any direction. Grayskull base is equipped with the
following upgrades: sensor team, weapons engineer, comms booster, and automated
protocols.

Weapon emplacements: Weapons emplacements count as obstacles (using the same


rules as asteroids) that can be attacked and target-locked as though they were rebel
ships. Weapons emplacements suffer the effects of bombs and mines as though they
were a rebel ship. If a weapons emplacement is assigned an ion token, it must
remove the token during its next opportunity to fire instead of making an attack.
Weapons emplacements cannot be assigned any tokens other than target lock tokens
and ion tokens.
Weapons emplacements fire at the nearest enemy ship at pilot skill step 12. Treat
attacks from weapons emplacements as primary weapons with an attack value of 3,
firing outside of the primary firing arc. After rolling attack dice, weapons
emplacements may change one focus result to a hit result. Weapons emplacements
may attack targets at range 1-3, and may not attack ships that are overlapping the
asteroid token that the weapons emplacement making the attack is on.
When a weapons emplacement is attacked, it always rolls two defense dice. When a
weapons emplacement suffers damage of any type, assign it a damage token. If a
weapons emplacement has more than 3 damage tokens assigned to it, remove it from
play.
Mission 4AI:
Evacuation
End of Game:

The mission ends when one player has no ships remaining in the play area. Grayskull
Base counts as a ship for this purpose.

Scoring:

If the Raider-class corvette is destroyed or leaves the play area, the Rebel players
score 80 points each.
If Grayskull Base is destroyed before all shuttles have deployed, the Imperial players
score 60 points each.
For each shuttle token in their play area at the end of the game, the Rebel and
Imperial players each score 20 points.
Players score points equal to the score of all enemy ships destroyed with the
exception of the Raider-class corvette. Players lose points equal to the squad point
cost of all friendly ships destroyed.

Each player’s contribution to their team’s score is doubled for this mission.

Ships that flee the battle do not count as destroyed. Players score points equal to the
cost of any enemy ship that flees the battle before the third activation phase of the
mission (even though it is not destroyed).
Mission 4AR:
Showdown
The location of Grayskull base has been discovered.

Using precision jump coordinates, elite elements of the assault force have penetrated the
outer defenses and are assaulting Grayskull base directly, even as other Imperial attack
forces are fighting their way through the various routes to the base.

But the Rebels were alerted to the impending attack, and have prepared a trap for the
Imperials. The Rebels have positioned their best forces to blunt the Imperial speartip, and
have pre-positioned their improvised defense systems around the Imperial jump coordinates.

Despite these preparations, the Rebels are spread thin, and the Imperials have sent more
ships than the Rebels anticipated - perhaps enough to destroy Grayskull base itself!
Mission 4AR:
Showdown
Setup:

Terrain: Place Grayskull Base at range 5 of the Rebel table edge, and equidistant from
the neutral edges.

Starting with the Rebel team, teams alternate placing asteroid tokens in the play area,
at beyond range 1 of the table edges, beyond range 1 of Grayskull Base, and beyond
range 2 of each other. Place 10 asteroids in total. The Rebel team may place a
weapons emplacement token on each asteroid token.

Imperial Team: Each Imperial player may spend 140 points on their squad. The
top-scoring Imperial player may deploy their squad, and one Raider-class Corvette
(equipped as described below), which does not count toward the Imperial players’
squad point total. Both Imperial players may deploy at range 3-5 of their table edge,
and beyond range 2 of the neutral edges. The Imperial players deploy before the Rebel
players.

Raider-class Corvette:
Fore Section: Single Turbolaser, Gunnery Team
Aft Section: Single Turbolaser, Quad Laser Cannon, Fleet Officer, Intelligence Agent,
Optimised Generators

Rebel Team: Each Rebel player may spend 120 points on their squad. Both Rebel
players may deploy at beyond range 3 of any Imperial ships. The Rebel players deploy
after the Imperial players. The Rebel players may each place one ion bomb or seismic
charge token anywhere in the play area after they deploy.

Initiative: The Rebel team has the initiative.

Special Rules:
Grayskull base: Grayskull base is treated as an immobile huge ship controlled by the
top-scoring Rebel player. Grayskull base gains 4 energy at the start of each activation
phase. Grayskull base has a hull value of 15, and a shield value of 8. When Grayskull
base would be assign a face-up damage card, assign it two face-down damage cards
instead. Grayskull Base acts at PS 5. Grayskull base may perform one action per turn.
Grayskull base may perform the Target Lock, Reinforce, Coordinate, and Recover
actions, and is equipped with one single turbolaser, one ion cannon battery, and one
quad laser cannon, which can fire in any direction. Grayskull base is equipped with the
following upgrades: sensor team, weapons engineer, comms booster, and automated
protocols.
Mission 4AR:
Showdown
Special Rules:

Weapon emplacements: Weapons emplacements count as obstacles (using the


same rules as asteroids) that can be attacked and target-locked as though they
were rebel ships. Weapons emplacements suffer the effects of bombs and mines as
though they were a rebel ship. If a weapons emplacement is assigned an ion token,
it must remove the token during its next opportunity to fire instead of making an
attack. Weapons emplacements cannot be assigned any tokens other than target
lock tokens and ion tokens.
Weapons emplacements fire at the nearest enemy ship at pilot skill step 12. Treat
attacks from weapons emplacements as primary weapons with an attack value of 3,
firing outside of the primary firing arc. After rolling attack dice, weapons
emplacements may change one focus result to a hit result. Weapons emplacements
may attack targets at range 1-3, and may not attack ships that are overlapping the
asteroid token that the weapons emplacement making the attack is on.
When a weapons emplacement is attacked, it always rolls two defense dice. When a
weapons emplacement suffers damage of any type, assign it a damage token. If a
weapons emplacement has more than 3 damage tokens assigned to it, remove it
from play.

End of Game:
The mission ends when one player has no ships remaining in the play area.
(Grayskull Base counts as a ship for this purpose), or when the round time limit is
reached.

Scoring:

If the Raider-class corvette is destroyed or leaves the play area, the Rebel players
score 100 points each.
If Grayskull Base is destroyed, the Imperial players score 100 points each
Players score points equal to the score of all enemy ships destroyed with the
exception of the Raider-class corvette. Players lose points equal to the squad point
cost of all friendly ships destroyed.
Ships that flee the battle do not count as destroyed. Players score points equal to
double the cost of any enemy ship that flees the battle before the third activation
phase of the mission (even though it is not destroyed).
Each player’s contribution to their team’s score is doubled for this mission.
Mission 4BI:
Escape Route
The Imperial attack on Grayskull base has begun.

Imperial forces are closing in on Grayskull base from multiple directions, following the
various natural safe passages that lead through the asteroid cluster to Grayskull base. In
addition to being avenues of attack, navigational relays placed along these routes are
transmitting astrogation data to ships escaping from Grayskull base. Making a hyperspace
jump from within the asteroid field is incredibly difficult. Without the astrogation data
being relayed by these units, jumps would be suicidal, and the Rebels would be effectively
trapped.

the Imperial attack force has split into several groups, each following a different route
toward the Rebel hideout. The Rebels have dispatched forces to engage the Imperials in an
attempt to keep as many routes of escape as possible clear of Imperial forces and to
protect the relays.

The Imperial forces outnumber the Rebel defenders, but the Rebels have two advantages
over the Imperials. The Rebels have installed automated defense systems throughout the
asteroid cluster, especially along the most obvious routes in and out. The Rebel pilots also
have an intimate knowledge of the terrain - they have been flying among these asteroids
for months.

If the Imperials can take control of enough routes, the Rebels will have no viable escape
route from Grayskull base, and will eventually be destroyed as more Imperial forces arrive.
If the Rebels keep enough routes clear, they will be able to preserve their forces and
continue to harass the Empire and rally the civilian population of the Nilgaard sector
against them.
Mission 4BI:
Escape Route
Setup:

Terrain: Starting with the Rebel team, teams alternate placing asteroid tokens at
range 2-3 of the long table edges, at greater than range 1 of the short table edges, and
at range 2 or greater from each other until 12 asteroids have been placed. Then, the
Rebel team must place 6 asteroids at beyond range 3 of the long table edges, beyond
range 3 of the short table edges, and at greater than range 1 of other asteroid tokens.

Imperial Team: The Imperial players may each spend 150 points on their squads. The
Imperial players deploy first, within range 1-5 of their table edge.
Rebel Team: The Rebel players may each spend 140 points on their squads. They
deploy after the Imperial players have placed all ships, within range 6-9 of the Rebel
table edge.
The Rebel players may each place four hidden weapons emplacement tokens on
asteroids in the play area. Each asteroid may only have one hidden weapons
emplacement token.
The Rebel team must place a total of three navigational relay tokens in the play area
beyond range 3 of the long table edges and greater than range 3 from each other.
They must also place three navigational relay tokens in a pile near their cards.
Initiative: The Imperial players have the initiative.

Special Rules:
Weapon emplacements:
At the start of the first activation phase, each rebel player must choose one hidden
weapons emplacement and replace it with an activated weapons emplacement token.
At the start of each subsequent activation phase, the rebel team must choose one
hidden weapons emplacement and replace it with an activated weapons emplacement
token.
Weapons emplacements count as obstacles (using the same rules as asteroids) that
can be attacked and target-locked as though they were rebel ships. Weapons
emplacements suffer the effects of bombs and mines as though they were a rebel
ship. If a weapons emplacement is assigned an ion token, it must remove the token
during its next opportunity to fire instead of making an attack. Weapons
emplacements cannot be assigned any tokens other than target lock tokens and ion
tokens.
Mission 4BI:
Escape Route
Special Rules:

Weapon emplacements:
Weapons emplacements fire at the nearest enemy ship at pilot skill step 12. Treat
attacks from weapons emplacements as primary weapons with an attack value of 3,
firing outside of the primary firing arc. After rolling attack dice, weapons
emplacements may change one focus result to a hit result. Weapons emplacements
may attack targets at range 1-3, and may not attack ships that are overlapping the
asteroid token that the weapons emplacement making the attack is on.
When a weapons emplacement is attacked, it always rolls two defense dice. When a
weapons emplacement suffers damage of any type, assign it a damage token. If a
weapons emplacement has more than 3 damage tokens assigned to it, remove it
from play.
Navigational Relays: Navigational relays count as obstacles (using the same rules as
asteroids) that can be attacked and target-locked as though they were rebel ships.
Navigational relays suffer the effects of, and trigger bombs and mines as though
they were a rebel ship. Navigational relays cannot be assigned any tokens other
than target lock tokens.
When a navigational relay is attacked, it always rolls three defense dice.
When a navigational relay suffers damage of any type, it is destroyed - remove it
from play.
For each navigational relay that is removed from play, the Rebel players must
immediately take one navigational relay from the pile near their cards and place it in
the play area, beyond range 3 of the table edges and beyond range 3 of other
navigational relays.
Mission 4BI:
Escape Route
Game End:
The game ends when all ships from one side have fled or been destroyed, or after
the first end phase when there are no hidden weapons emplacement tokens
remaining (which is after 6 turns have been played).
Scoring:

Rebel player: The Rebel players each score 20 points for each navigational beacon
that survives, or is still in their pile at the end of the game.
Imperial player: The Imperial players each score 20 points for each navigational
beacon destroyed.
Players also earn points equal to half of the cost of any enemy ship destroyed,
including all equipped upgrades, even if they were destroyed by a teammate.

Players also lose points equal to the cost of each of their ships that are destroyed,
including all equipped upgrades. This does not include friendly ships not controlled
by another player.
Ships that flee the battle do not count as destroyed. Players score points equal to
the cost of any enemy ship that flees the battle before the third activation phase of
the mission (even though it is not destroyed).
Mission 4BR:
Ambush
The Imperial attack on Grayskull base has begun.

Imperial forces are closing in on Grayskull base from multiple directions, following the various
natural safe passages that lead through the asteroid cluster to Grayskull base. In addition to
being avenues of attack, these passages are vital escape routes for the imminent Rebel
evacuation. The Imperial attack force has split into several groups, each following a different
route toward the Rebel hideout.

But the Rebels know the Imperials are coming, and have laid a trap for the first wave.
Concealed Rebel starfighters lay in wait among the asteroids, awaiting the signal to launch
their attack. Defensive systems scattered throughout the asteroid field have been primed
and are standing by to be activated.

For all their advantages, the Rebels are still facing a formidable force of Imperial ships. The
Imperials have sent more forces in the first wave than the Rebels hoped anticipated, and the
forces are evenly matched.

If the Rebels can maul this Imperial attack force, they can score a major public victory against
the Imperials. Embarrassing the Imperial Navy on the battlefield would be a fantastic victory
for the Rebels, and would inspire countless would-be rebels to rise up across the sector.
Mission 4BR:
Ambush
Setup:

Terrain:

Starting with the Rebel team, teams alternate placing asteroid tokens at range 2-3 of
the long table edges, at greater than range 1 of the short table edges, and at range 2 or
greater from each other until 12 asteroids have been placed. Then, the Rebel team
must place 6 asteroids at beyond range 3 of the long table edges, range 3 or greater of
the short table edges, and at greater than range 2 of each other.

Imperial Team:
The Imperial players may each each spend 150 points on their squads. The Imperial
players deploy first, beyond range 3 of any table edge.
Rebel Team:
The Rebel players may each spend 130 points on their squads. They deploy after the
Imperial players have placed all ships, beyond range 2 of any Imperial ships.
The Rebel players must each place 2 weapons emplacement tokens on asteroids in the
play area.
The Rebel players must also each place 4 tracking tokens anywhere in the play area.

Initiative
The Imperial player has the initiative.

Special Rules:

Improvised Bombs: At the start of the first activation phase, each Rebel player may
replace two tracking tokens with a critical hit token representing an improvised bomb.
At the start of the combat phase, each ship at range 1 of an improvised bomb rolls two
dice. For each hit result rolled, the ship suffers one damage. For each critical hit result
rolled, the ship suffers one damage and is assigned one stress token.
Mission 4BR:
Ambush
Special Rules:

Weapon emplacements: Weapons emplacements count as obstacles (using the


same rules as asteroids) that can be attacked and target-locked as though they
were rebel ships. Weapons emplacements suffer the effects of bombs and mines as
though they were a rebel ship. If a weapons emplacement is assigned an ion token,
it must remove the token during its next opportunity to fire instead of making an
attack. Weapons emplacements cannot be assigned any tokens other than target
lock tokens and ion tokens.
Weapons emplacements fire at the nearest enemy ship at pilot skill step 12. Treat
attacks from weapons emplacements as primary weapons with an attack value of 3,
firing outside of the primary firing arc. After rolling attack dice, weapons
emplacements may change one focus result to a hit result. Weapons emplacements
may attack targets at range 1-3, and may not attack ships that are overlapping the
asteroid token that the weapons emplacement making the attack is on.
When a weapons emplacement is attacked, it always rolls two defense dice. When a
weapons emplacement suffers damage of any type, assign it a damage token. If a
weapons emplacement has more than 3 damage tokens assigned to it, remove it
from play.

Game End:
The game ends when all ships from one side have fled or been destroyed, or when
the round time limit is reached.
Scoring:
Players also earn points equal to the cost of any enemy ship destroyed, including all
equipped upgrades, even if they were destroyed by a teammate.

Players also lose points equal to the cost of each of their ships that are destroyed,
including all equipped upgrades. This does not include friendly ships controlled by
another player.

Ships that flee the battle do not count as destroyed. Players score points equal to
the cost of any enemy ship that flees the battle before the third activation phase of
the mission (even though it is not destroyed).

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