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Battlestar Pallas

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At a glance
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The campaign allows players to outfit and strengthen a captured Gozanti carrier called the Pallas over multiple missions. Players start with various starfighters and can unlock new ships by completing special missions. Ships and the Pallas can gain upgrades and strengthen over the course of the campaign.

The campaign gives players a mothership called the Pallas that they can outfit and strengthen over missions. It allows for cooperative play with 1-4 players and is a supplement to the Heroes of the Aturi Cluster campaign.

The starting ships are the X-Wing (5XP), Y-Wing (8XP), A-Wing (10XP), B-Wing (4XP), HWK290 (10XP), YT-1300 (-1XP), Attack Shuttle (8XP), ARC-170 (4XP), and U-Wing (3XP). Players may later unlock the T70 X-Wing, E-Wing, YT-2400, and K-Wing.

Battlestar

„Pallas”
A cooperative X-Wing Campaign for 1-4
players

By Stefan Sasse
With artwork by David Julien

Based on Josh Derksen’s “Heroes of the Aturi


Cluster”

Version 0.9.5
This campaign is a supplement to the popular “Heroes of the Aturi Cluster”-coop campaign. If not stated
otherwise, its rules apply. This campaign cannot be played without the HotAC material and rules. The
Gozanti Assault Carrier expansion is needed or needs to be proxied. The gist of this campaign is that it outfits
the players with a mothership, a captured Gozanti carrier, that they can outfit and strengthen over the
course of the missions and take into battle on several occasions. The campaign can be played with a
maximum of four players.

Player ships
- Starting Ships: The players start with either an X-Wing (5XP), Y-Wing (8XP), A-Wing (10XP), B-Wing
(4XP), HWK290 (10XP), YT-1300 (-1XP), Attack Shuttle (8XP), ARC-170 (4XP), U-Wing (3XP) and may
later gain access to the T70 X-Wing, E-Wing, YT-2400 and K-Wing (see below).
- Losing and switching ships: Whenever you get shot down, you need to get a new ship. New ships
cost 5XP. You can buy them in advance and put them in the Hangar. If you have ships in the Hangar,
player may switch between missions (e.g. two players bought two X-Wings and one Y-Wing. They can
decide to fly either two X-Wings or one X-Wing and one Y-Wing into the mission. If in the latter case
the X-Wing gets show down, the players may either use the one left or purchase another eligible ship
for 5XP). If players get shot down in a mission with the „Pallas”, they can purchase a new ship or use
one already purchased until they run out of XP. If they have fewer than 5XP and get shot down, they
may rejoin the mission in a Z95 Headhunter without any upgrades. Every Z95 that’s shot down costs
1XP; negative XP can be accrued this way.
- Changed ship upgrades: All ships gain two System or Tech slots at pilot level 6, to accommodate the
rising difficulty in encountering more non-standard TIE fighters.
Some upgrade slots on the player cards show boxes to be checked. These upgrades are additional to
the slot, but only one can be purchased (e.g. the A-Wing can receive Mark I and A-Wing Test Pilot but
not Mark I and Mark II).
The A-Wing has received new upgrades available from the start to increase its viability as a player
ship. There are additional titles available for the T65 X-Wing, the HWK-290 and the B-Wing.
- A-Wing: The A-Wing has unique upgrades in this campaign that allow it to be a more viable choice
compared to other ships. The further the campaign progresses, the better titles and upgrades can be
purchased. In season 1, you can purchase the “Mass Production Model” title, in season 2 the “Mark
II” title and in season 3 the “Mark III” title. Note that some upgrades can only be used in combination
with these titles. The titles are mutually exclusive.
- YT-1300: The YT-1300 starts with the stat outline of the “Outer Rim Smuggler”. To upgrade the ship
to the full stat outline (“Combat Refit”), players need to succeed in Special Mission 5 (see below).
- Unlocking ships: When you finish any mission fitting the criteria below, you can attempt a special
mission before starting a new campaign round, which means that “Pallas” and player ships retain
their damage, shield, energy and ordinance from the preceding mission. If successful, you unlock the
ship. From now on, you can purchase it for 5XP like all the other ships (note: this means that for the
unlocking XP, you don’t gain a ship to fly!).
o T70 X-Wing: Special Mission 2 (Season 2 and 3), 20XP
o K-Wing: Special Mission 3 (Season 3), 25XP
o E-Wing: Special Mission 4 (Season 3), 24XP.
o YT-1300 Combat Refit: Special Mission 5 (after Season 1 Mission 4, Seasons 2 and 3), 25XP.
o YT-2400: Special Mission 6 (Season 2 and 3), 10XP.

Gozanti “Pallas”
- Pilot Skill: The „Pallas’” PS always the same as the players’ average.
- Player ships: The phrase “player ships” always only refers to the ships the players themselves fly and
not to the “Pallas”.
- Docked ships: Players may start a mission including the „Pallas” docked, as per Gozanti rules, if not
expressly forbidden by the scenario rules, and may re-dock during each mission as per docking rules
of HotAC. When docked to the „Pallas”, the „Pallas” can
o use the Recover action to also recover the shields of docked fighters (the cost must still be
paid)
o use the Reinforce action to repair up to four hull points of ships docked instead of its usual
effect. It needs to spend two of those points to repair a face-up damage card.
o replenish all docked Rebel ships with their ordinance. This doesn’t cost an action and
happens automatically.
When players redock, they lose their next turn as they are repaired, replenish their ordinance or
recover their shields. Only if they do neither of those may they undock (see below) directly in the
next turn.
- Undock: Players undock from the „Pallas” in their own turn. Undocking is not a „Pallas” action.
- Jumping: The „Pallas” can jump out of a system (and be removed from the board) as per usual
hyperjump rules. However, acquiring a jump-token costs one energy. For the „Pallas”, all 1- and 2-
maneuvers count as green for this purpose.
- Replenishing: Between missions, the „Pallas” replenishes its shields, hull points and energy as well as
discarded upgrade cards unless explicitly stated otherwise by the mission.
- Upgrades: Upgrades, including Titles, can be purchased for the „Pallas” at the regular prices. The
„Pallas” may gain no “Imperial Only” upgrades that are not directly related to the ship itself
(example: it cannot gain Emperor Palpatine, but it can gain the Broadcast Array or a Title).
o It also needs to purchase the regular actions it can take (like Reinforce or Jam) for 2XP each.
o The „Pallas” may also purchase additional energy, hull and shields. The first energy and hull
cost 2XP, the first shield 3XP. Every additional point costs one more XP than the last
(example: the second point of shields purchased costs 4XP). Note these points separately for
later reference.
o Ordnance Tubes are not a modification; instead, they are purchased for their respective
torpedo and rocket slots for 5XP. Mark them on your character card in the corresponding
box.
o Commander Abel: When the players gain the “Pallas”, they also gain the “Commander Abel”
crew upgrade card. Equipping it is not mandatory.
o Rebel Docking Clamps: The “Pallas” comes with the upgrade card “Rebel Docking Clamps”,
which must be equipped for any Rebel ship to dock with the Gozanti.
o Slicer Tools: Since the AI doesn’t acquire Stress Tokens, the original Slicer Tools are
practically worthless. You find a HotAC-compatible version at the end of this document.
o All Huge Ships upgrades are Limited. Exceptions are the Ordnance Tubes.
- XP: The „Pallas” scores XP by destroying and damaging ships, just like the players would. Its earned
XP go directly into the pool (see below).

Miscellaneous
- AI: All AI ships swerve out of the Gozanti’s 4-straight flight path (no matter the maneuver actually
chosen) as if it would be the board edge as to avoid being rammed. AI ships also reduce their speed
or swerve like this (in that order) to avoid ramming it.
TIE Fighters and Interceptors ignore the „Pallas” for their target of maneuver and always target the
players’ fighters, even if the “Pallas” would be closer. They only shoot on the “Pallas” if no player
ship is in range and arc, even if the “Pallas” would be closer.
Strike AI: Unless otherwise stated, Strike AI targets the „Pallas”. If not otherwise specified, such ships
additionally carry either Proton Torpedoes or Concussion Missiles, if applicable.
When the AI is outside of distance 5 to any target, it always chooses the maximum speed of the
rolled bearing (e.g. if a TIE outside Range 5 of its target rolls a straight-4, it goes straight-5 instead).
- Critical Hits: It’s recommended to refer to the Critical Hits card at the end of the document for all
crits against the AI, since it tends to speed up the game and keeps the table in order.
- Difficulty: At the beginning of the campaign, decide whether to play in normal or hardcore mode. In
normal mode, the „Pallas” loses its most expensive upgrade when destroyed. In hardcore, the special
missions that give access to the T70, K-Wing, E-Wing, YT-2400 and YT-1300 Combat Refit cannot be
repeated and if the „Pallas” is ever destroyed, the players lose the campaign.
- Hangar: All upgrades purchased can be put in one pool (Hangar). All upgrades in the Hangar can be
used by any player; players need to agree on the distribution. If they can’t, the Squad Leader
decides. Players can also switch between purchased craft (see below) if they like.
- Ionizing Huge Ships: Huge Ships are ionized when they gain one Ion Token. If not otherwise specified
by the mission, on their next turn, they choose the 1-straight maneuver. They count as “ionized” for
the complete round for mission-goal purposes.
- Lone Wolf Elite Pilot Talent: If missions include stationary friendly ships (such as Season 1, mission
4), these ships do not count as “friendly” for the Lone Wolf ability.
- Number of players: It is highly recommended not to play the campaign with a single ship. Even
though the tables offer this opportunity, the balancing can be off.
- Predator Elite Pilot Talent: Predator always only grants one reroll, independent from enemy pilot
level. It is not purchased. Instead, keep track of your kills. Once you shot down five enemy ships of
one type (TIE Fighter, TIE Interceptor, TIE Bomber, …), you are considered an Ace and gain Predator
for this ship type. Mark it in the corresponding box on your character sheet.
- Protect Action: The Protect Action (from HotAC) allows you to allocate Evade tokens to Huge Ships.
It’s always available as a Standard Action, even for other player’s ships.
- Sergeant Kabowski upgrade card: In some missions, you need to escort a strike team led by
Sergeant Kabowski. He’s an expert infiltrator, and in those missions only, you gain him as a crew
member on his craft. There are two alternative cards for him at the end of the document that only
differ only in aesthetics.
- Squad Leader: Before every mission, the players need to decide who the Squad Leader is. This player
has the initiative when players have the same pilot level and makes decisions if no consensus can be
reached. If they cannot agree, decide randomly. The Squad Leader’s ability works on ships with equal
pilot level as well as lower pilot level.
- Territory: When getting shot down in neutral territory, players lose 1XP. If they get shot down in
enemy territory, they lose 2XP. This is additional to the cost of purchasing a new ship.
- Upgrade restrictions: Some upgrades are restricted to prior purchases or Pilot Level:
o Astromechs: No R7 in season 1. You need to win five missions with a generic Astromech
before being allowed to buy a unique Astromech.
o Crew: No unique Crew priced 5 or higher in Season 1.
o Elite Pilot Talents: No upgrades priced 3 or 4 in Season 1.
o Missiles: No Missiles priced 4 or higher before 5 missions were won with Missiles costing 3 or
lower.
o Torpedoes: No Torpedoes priced 4 or higher before 5 missions were won with Torpedoes
priced 3 or lower.
o Turrets: No Twin Laser Turrets before Season 2.
- Upgrade discards: Some upgrade cards like “Crackshot” are to be discarded after use. All such cards
are not discarded. Instead, they can be refreshed by spending an Action on them.
- XP: XP are earned by each player separately, and can be spent as each player likes. However, players
may donate any number of XP in a common pool, from which other players and, especially, the
“Pallas” may draw (Squad Leader decides if no consensus can be reached).
XP earned by the “Pallas” go into the pool unless otherwise stated. The “Pallas” earns XP the same
way as the players.
Alternatively, players may agree to a shared common pool of XP.

Material required
If you have everything you need to play the “Heroes of the Aturi Cluster” campaign, you’re pretty much set.
The only things you need to produce more of are one additional Docking Bay, Single Station Module and four
additional Turbo Laser Turrets from said expansion if you play with three to four players.

All additional cards etc. can be found at the end of this document.
Special Mission 1: Attack on the “Pallas” (“Pallas”, 3x3)
This mission can happen multiple times over the course of the campaign. The “Pallas” is attacked by an
Imperial strike force.

NEUTRAL TERRITORY – 8 TURNS

Mission Objectives:
Primary Survive the assault.

Rebel Victory: Imperial Victory:


“That was way too close! We need to be more
careful next time!” “They got us! Nooooooo….!”

Refer to preceding mission. Refer to preceding mission.


Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha S1 Setup 7 Attack +TIE +TIE +TIE +TIE
Alpha S2 Setup 7 Attack +TIE Upgrade to +TIE Upgrade to
Advanced Advanced
Alpha S3 Setup 7 Attack +TI/fo +TIE/fo +TIE/fo +TIE/fo
Beta S1 2 4 Strike +Bomber +Bomber
Beta S2 2 4 Strike +Punisher +Punisher
Beta S3 2 4 Strike +Punisher +TIE +Punisher +TIE
Gamma S1 4 6 Strike +Bomber +Bomber
Gamma S2 4 6 Strike +Punisher +Punisher
Gamma S3 4 6 Strike +TIE +Punisher +TIE +Punisher
Delta S1 4 3 or 8 Attack +Elite (random)
Delta S2 4 3 or 8 Attack + 2 Elite (random)
Delta S3 4 3 or 8 Attack + 3 Elite (random)
Epsilon S1 6 1 or 2 Strike +Bomber +Bomber
Epsilon S2 6 1 or 2 Strike +Punisher +Punisher
Epsilon S3 6 1 or 2 Strike +TIE +Punisher +TIE +Punisher
The number and category of enemy differs with the season the players are in.

Setup
The players start the mission docked to the “Pallas”. Refer to mission variations for obstacles. The “Pallas”
starts at Range 1 from the board edge between vectors 1 and 2.

Jumping
Players can only jump to hyperspace beginning with round 6.

Mission Variations: Location and obstacles


If not determined otherwise by the preceding mission, roll 1d6 to determine the location of the battle.

1 – Empty Space. No obstacles.


2 – Asteroid Field. Place 3 random asteroids at Range 2 from the “Pallas”. Roll a D8 for rough location
estimates using the vectors.
3 – Asteroid Cluster. Place 6 asteroids at Range 1 from the „Pallas” and at Range 1 from each other.
4 – Nebula. Place four random ion nebulas. If you draw one with the edge cut off, roll 1d8 to determine its
location at the board edge. In all other cases, roll 1d8 and place the nebula at 3 distance from the vector,
even if it would then overlap the „Pallas”.
5 – Minefield. Place 6 minefields, 2 at Range 1 from the „Pallas”, 2 at Range 3 and 2 at Range 5. You can place
those anywhere you like; however, Imperial ships will not spawn closer than distance 1 to any minefield.
Minefields are hostile to both sides.
6 – Ship graveyard. Place 6 debris tokens. Place 3 random debris tokens at distance 1 form the “Pallas” and
each other, and 3 random debris tokens in the at Range 3 from the “Pallas” and each other.

Taking over damage after mission loss


If you are not playing on hardcore difficulty and you lost this mission, start the next mission with full hull, no
shields, no energy and you cannot use its most expensive upgrade unless you are instructed to use worse
values by the mission setup.

XP
You don’t gain any XP in this mission.
Special Mission 2: Retrieve the T70 prototype (“Pallas”, 3x3)
Commander Abel is calling you into an emergency briefing. “We just got word from command that a
prototype for the next X-Wing generation has been lost on a training mission. If we let the Empire get their
hands on it, we’ve got a serious problem. If it’s destroyed, our development is thrown back by months. So we
need to haul it in as fast as possible. You need to screen the “Pallas” as we do this.”

HOSTILE TERRITORY – 12 TURNS

Mission Objectives:
Primary Dock with the T70 and escape by jumping out of the mission area.

Rebel Victory: Imperial Victory:


“We have the prototype, but the pilot didn’t
make it. Guess one of us has to continue the “Damn! This really went not the way it was
field-testing.” supposed to be!”

Refer to preceding mission. Refer to preceding mission.


Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha S2 Setup D8 Attack +Interceptor +Interceptor +Interceptor +Interceptor
Alpha S3 Setup D8 Attack +TIE +TIE +TIE +TIE
Beta S2 Setup D8 Strike +Bomber +Bomber +Bomber +Bomber
Beta S3 Setup D8 Strike Upgrade to Upgrade to Upgrade to Upgrade to
Elite Elite Elite Elite
Gamma S2 Setup D8 Attack +TIE +Decimator +TIE +Decimator
Gamma S3 Setup D8 Attack Upgrade to Upgrade to Upgrade to Upgrade to
Advanced Elite Advanced Elite
Delta S2 4 D8 Attack +Random Ace
Delta S3 4 D8 Attack +Random TIE
Epsilon S2 6 D8 Attack +Shuttle +Defender +Defender +Defender
Epsilon S3 6 D8 Attack Upgrade to Upgrade to Upgrade to Upgrade to
Elite Elite Elite Elite
The number and category of enemy differs with the season the players are in. Season 3 is to be read
additional to season 2.

Player setup
The player ships start the mission docked to the “Pallas”.

Asteroids
Asteroids can be shot down. Each asteroid has three hull and one agility.

Imperial awareness zone


In the beginning of each round after the first player ship entering the Imperial Awareness Zone, roll a die for
every Imperial ship. On a hit or crit, they revert to Strike AI against the T70.

T70
The T70 is undamaged, but immobile. Since it drifts through space and Imperial soldiers have shown poor
marksmanship in the past, it retains its agility against Imperial attacks. If the T70 is ever destroyed, the
players lose the mission. The T70 counts as destroyed if it has been retrieved by the “Pallas” and the “Pallas”
gets destroyed.

Retrieving the T70


The T70 is retrieved when the Gozanti performs a maneuver that rams it. From that moment on, the T70
cannot be attacked and is removed from the game. All Imperial ships revert to Strike AI against the „Pallas“.

Sergeant Kabowski
The Pallas may equip Sergeant Kabowski for this mission.

XP
No XP are awarded in this mission. However, players can still lose XP due to destroyed ships and the effects
of Hostile Territory.
Special Mission 3: Retrieve the K-Wing prototype (no “Pallas”, 3x3)
Commander Abel is talking to a Rebel intelligence officer when you’re entering. “Good day”, the officer greets
you. “I was just telling the commander that we have a unique opportunity to lay our hands on a new
prototype, and that the “Pallas” is the closest ship in proximity. Therefore, you get the extraordinary chance
to further the cause.” You can see on Abel’s face just how happy she is with this, which means not at all. “A
private corporation developed a new bomber designed for extremely high payloads. The Empire has
bargained a high price for it, and we don’t think it’s wise to let that transaction happen. We need you to get
into the fray and retrieve the prototype of this weapon and destroy the station so the Empire cannot get
access.”

HOSTILE TERRITORY – 20 TURNS

Objectives:
Primary 1) Dock the Blue Squadron Pathfinder with the Docking Bay.
2) Flee with the K-Wing prototype by leaving the game board through vectors 1
or 8.

Rebel Victory: Imperial Victory:


“We have the prototype! Now we need some
brave souls to do some testing with it under “Damn! This really went not the way it was
battlefield conditions.” supposed to be!”

Refer to preceding mission. Refer to preceding mission.


Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup Special Attack +Punisher +Bomber +Punisher +Bomber
Beta Setup Special Attack +Advanced +Advanced +Advanced +Advanced
Gamma 4 3 Attack +TIE +TIE +TIE +TIE
Delta 6 7 Attack +TIE/fo +TIE/fo +TIE/fo +TIE/fo
Epsilon 8 6 Attack +Shuttle +TIE +TIE +Decimator
Zeta 12 2 Strike +Punisher +Bomber +Punisher +Bomber

Player setup
Players and U-Wing may set up between vectors 8 and 1.

K-Wing
The K-Wing has no upgrades and no ordinance, but is otherwise fully operational. If it’s ever destroyed, the
mission is lost.

U-Wing
The U-Wing is a Blue Squadron Pathfinder. It has Sergeant Kabowski equipped for this mission.

Retrieving the K-Wing


The K-Wing is docked inside the Docking Bay. The U-Wing needs to dock with it by overlapping it with its
maneuver tool. Remove it from play. When docked, it releases the commandos in the Docking Bay who then
secure the prototype. This takes them three rounds. At the beginning of the fourth round after docking, the
U-Wing and the K-Wing are both placed adjacent to the dock and can be used. The K-Wing has a pilot level of
2.

Minefields
The minefields are hostile to the players, but not to the Imperials.

AI
Alpha AI individually reverts to Flee AI when the bombers have unloaded their ordinance. Zeta AI’s target is
the K-Wing.

XP
No XP are awarded in this mission. However, players can still lose XP due to destroyed ships and the effects
of Hostile Territory. If the U-Wing is shot down, the players lose an additional 7XP.
Special Mission 4: Win the E-Wing prototype (no “Pallas”, 3x3)
A new ship docked with the “Pallas”. It’s a prototype for a new fighter, intended as a replacement of the
outdated fighters. It has been damaged quite a bit, and its pilot, a blond, muscular jock named Darren Flash,
has broken his leg. “Hey pals”, he calls out to you. “Heard you guys are quite the deal. You know what? I can’t
fly like this, and when my baby has been repaired, someone should fly it. What do you say – you against me in
a friendly race in the simulator?”

FRIENDLY TERRITORY – NO TURN LIMIT

Objectives:
Primary Win the race.

Player Victory: Daren Flash Victory:

“Guys, this was some great flying. “Given the fuzz they made about you I’m kind of
Congratulations. You earned this thing.” disappointed, to be honest. Oh, well, then I’ll
take it back to base.”
Refer to preceding mission.
Refer to preceding mission.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup Special Special +E-Wing +2 Shields +2 Shields +2 Shields

Winning the race


The race leads through the six waypoints in distance 1 (not range 1!) from the debris cloud (see diagram).
These tokens need to be overlapped by either the ship or the maneuver tool to count as checked. Whoever
checks the sixth waypoint is immediately removed from the board. To win the mission, all players need to
check the sixth waypoint before Daren Flash does. They win by default if Daren Flash is destroyed.

Obstacles
Place the six debris clouds and the six ID tokens on the board like in the diagram. Flying through a debris
cloud causes stress and one damage. The obstacles have no effect on Daren Flash.

Initiative
Daren Flash has the same PS as the players. Randomly determine Initiative for the whole mission before the
first round.

Bumping
Unlike normally, bumping causes both ships to suffer one damage.

Player ships
Since this is a simulator, players can fly any ship they like with its full hull and shields. They have no upgrades
and no weapons. They are not able to attack in any way other than bumping.

AI
Daren Flash ignores obstacles and never swerves. He operates under Flee-AI, with the next number token
being his current target.

XP
Any player ship destroyed must still be paid in XP. This is a serious loss of face.
Special Mission 5: YT-1300 Combat Refit (“Pallas”, 3x3)
Commander Abel calls you into CIC. “Command has had a hard look at our flying roster and has some real
problems with the fact that we’re using a glorified freighter as a combat craft. Given the great reputation
that General Solo enjoys, they decided to copy a page or two from his playbook and give your YT-1300 some
nice upgrades. However, it won’t be exactly easy to manage this, so we need to be very deliberate. In order to
reach the Alliance base, we need to first disable an Imperial listening post.”

HOSTILE TERRITORY – NO TURN LIMIT

Objectives:
Primary 1) Destroy all satellites.
2) Destroy the Imperial listening post.

Rebel Victory: Imperial Victory:

“With all those new parts and tweaks you “That went south really fast. That means you’ll
should get a lot more mileage out of that old have to fly the old hump. Sorry guys.”
lady.”
Refer to preceding mission.
Refer to preceding mission.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Special D8 Attack +TIE +TIE +TIE +TIE
Beta Special D8 Attack +TIE Upgrade to +TIE Upgrade to
Interceptor Interceptor
Gamma Special D8 Strike +Advanced Upgrade to +Advanced Upgrade to
Bomber Bomber
Delta Special D8 Strike +Bomber Upgrade to +Bomber Upgrade to
Elite Elite
Epsilon Special D8 Attack +Random TIE +Random TIE +Random TIE +Random TIE

Turbolaser AI
If possible, the Turbolasers target the Gozanti, even if they need to turn for this.

Ion Storms
The Ion Storms block Line of Sight. If a ship template is completely overlapping the ion storm template, it’s
inside the storm. It has clear LOS inside the storm, but not outside it. If a ship only partially overlaps the
template, it cannot see anything also overlapping the storm. AI doesn’t swerve to avoid the storms.

Satellites
To attack the station, the players need to destroy all five satellites. The satellites are hid in the Ion storms,
however (place them as central in the storms as you can), and can only be attacked by ships completely in
the storm (except game effects that don’t need declaring a target, like bombs). Every satellite has two hull
and no shields, and rolls one green die.

Station
The station can only be attacked once all satellites are disabled. Once all three turrets are destroyed, the
station is also destroyed and the mission immediately ends.

Enemy spawn
Every time a satellite is destroyed, the next enemy squad is spawned (Alpha after the first satellite’s
destruction, Beta after the second’s, and so on).

XP
No XP are awarded in this mission. However, players can still lose XP due to destroyed ships and the effects
of Hostile Territory.
Special Mission 6: Earn the YT-2400 (no “Pallas”, 3x3)
A distress call reaches the “Pallas”. “A Rebel transport has been surprised by an Imperial patrol and dropped
a vital bit of cargo to protect it. The Imperials are searching for it, but since the crew has not given it any
markers, they have a hard time scanning around. We now where it is, but when we go in, the Imperials will
learn the location too. So this has to be a quick in and out thing.”

HOSTILE TERRITORY – 10 TURNS

Objectives:
Primary 1) Dock with the cargo.
2) Get the cargo out.

Rebel Victory: Imperial Victory:

“You did great out there. The guys waiting for “Damn, it would have been really nice to get
this package are very grateful, and they sent a this. Now the Imperials gobbles it up.”
surprise your way.”
Refer to preceding mission.
Refer to preceding mission.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup 1 Attack +TIE Upgrade to +TIE Upgrade to
Advanced Advanced
Beta Setup 5 Attack +TIE Upgrade to +TIE Upgrade to
Advanced Advanced
Gamma Special Special Attack +Interceptor +Interceptor +Interceptor +Interceptor

Player Setup
The player set up their ships in vector 7.

Gamma arrival
Gamma squad spawns in the vector closest to the players once the cargo has been picked up.

Cargo pickup
The cargo is picked up by any player who overlaps it with the base of their ship. In case any Imperial ship
accidentally overlaps the cargo before the players do, they pick it up. It will be placed back on the board if
that ship is destroyed in the respective ship’s location.

Leaving the mission area


The mission area can be left at anytime by flying off the board through any edge.
It is a period of fierce space battles. Many pilots have been shot down. Many more have died.

In the ATURI CLUSTER, a peripheral system without much presence from either side, some pilots have been
interred in a secret Imperial prison.

A small group of daring pilots is sent to rescue the prisoners. Just before the mission starts, an Imperial
GOZANTI Assault Carrier docks at the prison. The rebels devise a daredevil new plan...

Special rules for Season 1:


Pilot Skill is limited to a maximum of four in Season 1.
Mission 1: Flying School (no „Pallas”, 3x3)
While flying a standard training mission, a small patrol of TIE fighters is interrupting your exercise. Instead of
following standard protocol to disengage and flee the area, being the hotheaded jocks that you are, you
decided to take on the enemy despite not being exactly in the most combat-fitted craft ever devised by the
Alliance. You’re pretty sure you’ll cover yourself in glory with this stunt.

NEUTRAL TERRITORY – NO TURN LIMIT

Mission Objectives:
Primary Destroy all enemy craft.
Bonus If no player ship is shot down, gain 2XP.
Bonus If no player ship takes hull damage, gain 3XP.

Rebel Victory: Imperial Victory:


“You people are absolutely nuts and reckless. “Not only did you endanger your lives and that
This is no way to behave as fighter pilots. Turns of your comrades, you also lost your ships and
out, however, that we have just the job for let Imperials escape. Turns out, however, that
your…talents.” we have just the job for your…talents.”

Proceed to mission 2. Proceed to mission 2.


Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup 2 Attack +TIE +TIE +TIE +TIE
Beta 4 4 Attack +TIE +TIE +TIE +TIE

Rebel Setup:
The Rebel players start in vector 7 in a Z95 Headhunter outfitted with Assault Missiles. They cannot use their
starting ships for this mission.

„Pallas” XP
The „Pallas” isn’t available yet and doesn’t score any points in this mission.
Mission 2: Covert Ops (no „Pallas”, 3x3)
An officer calls you in, voice dripping with sarcasm. “Pilots, we are very thankful that you are undertaking this
highly dangerous mission.” He then gets much soberer. “As you know, we lost some of our pilots recently.
Those who survived the loss of their crafts where interred at the Morraj Interment Center. We want you to
rescue them. You will have weapons and tools concealed on your bodies, will let yourselves be taken captives
and infiltrate the prison from within, freeing the captives. This requires you to get shot down and captured.”
A smirk shows on his face. “Something you should be good at.” Sober again. “We know from intercepts that
an Imperial Assault Carrier with some TIE Fighters is on its way to the prison. You will commandeer this craft
and rendezvous with a transporter at a remote location seven parsecs away.”

NEUTRAL TERRITORY – NO TURN LIMIT

Mission Objectives:
Primary Get shot down. The players win when all their ships are destroyed. They may
voluntarily eject and thus self-destruct as an Action.
Bonus Every time a turret is destroyed, the active player gains 1XP.
Bonus Every time a minefield is destroyed, the active player gains 1XP.

Rebel Victory: Imperial Victory:


“The plan worked, and we’re in. Now comes the
difficult part: getting out again.” (there’s no way to lose this mission)

Proceed to mission 3.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup Special Attack +TIE +TIE +TIE +TIE
Beta 3 Special Attack +TIE +TIE +TIE +TIE
Gamma 6 Special Attack +Interceptor +TIE +Interceptor +TIE

Rebel Setup:
The Rebels set up their ships in the rectangle created at range 2 or less of the bottom and right edge of the
game area.

Imperial Setup:
The Alpha Squadron is placed docking to the Docking Station. Every subsequent squad is also spawned
docking.

Obstacles and Emplacements:


There are no special rules for turrets and mines.

Mines
The mines are hostile only to the rebel players.

Mission End:
Do not remove any obstacles, emplacements or other stuff from the board. Only remove ships. The next
mission will be played on the same board. The more emplacements and minefields the player destroy, the
less they must fear in the next mission.

„Pallas” XP
The „Pallas” isn’t available yet and doesn’t score any points in this mission.
Mission 3: Escape („Pallas”, 3x3)
While sirens are blaring, smoke fills the corridors. You and the captives are making their way to the Hangar,
where the „Pallas” Carrier is docked. Your hearts sink as you notice the extensive damage due to some fuel
explosion nearby. The ship, however, looks like it could still fly. As fast as you can you usher the captives
inside the bulky hull, run up the ramp and close the hatch. Now, let’s hope that there isn’t too much
resistance on the way out…

HOSTILE TERRITORY – 10 TURNS

Mission Objectives:
Primary 1) The „Pallas” and all players need to leave the mission area. Jumping is only
possible in the green zone.
2) The Pallas must not be destroyed.
Bonus If Alpha Squad is destroyed, every player gains 1XP.
Bonus For every destroyed shuttle, gain 2XP.

Rebel Victory: Imperial Victory:


“We made it, guys. Now we need to patch up “We made it out, but the damage to the ship is
this hump of scrap metal before any more extensive. It will take us quite some time to
Imperials are showing up.” repair all of that.

Proceed to Mission 4. Lose 3XP for every player. Then proceed to


Mission 4.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup 5 Special +Advanced +TIE +TIE +TIE
Beta 3 7 Special +Shuttle
Delta 4 4-7 Attack +Interceptor +Shield +Shield +Interceptor
(E) (E)
Gamma 8 Special Strike +Advanced +TIE +TIE +TIE

General setup
The board is not set up fresh for this mission. Instead, it is taken over from mission 1. Emplacements and
mines destroyed in mission 1 remain destroyed in this mission. Damage for emplacements and minefields is
taken over.

The Jump zone


The jump zone is at range 2 from the left and at range 3 from the lower edge.

„Pallas” setup
The „Pallas” is set up with its aft bordering the dock. If this would make her overlap a minefield, immediately
resolve the damage and then remove the minefield. The „Pallas” has only 6 hull and 0 shields, plus 1
additional shield per player above 1. It has zero energy. It has no upgrades or weapons and cannot perform
any actions.

„Pallas” energy
The „Pallas’” engine is damaged. At the beginning of every round, the „Pallas” loses one energy. If this causes
the “Pallas” to drop to zero energy, it takes one damage. If the “Pallas” loses energy but is already on zero, it
takes two damage.

Player ships
The players all fly standard TIE fighters with their usual pilot level. They start the game docked to the
„Pallas”. Getting shot down or not making the jump infers no penalty – it is assumed that the players will be
able to make their escape and rendezvous with the “Pallas” later.

Mines
The mines are hostile every ship, including the “Pallas”.

Turrets
The turrets can’t discern between TIE fighters and will fire at the TIE they’re closest to. They ignore the
„Pallas”.

Alpha, Beta and Gamma squadron AI


Alpha and Gamma are tasked with stopping the „Pallas”. Alpha’s TIE Advanced uses Strike AI, while the TIE
use Protect AI for the TIE Advanced. The TIE Advanced has an unlimited supply of Ion Pulse Missiles. If the
“Pallas” gets ionized, it only moves one straight this turn. Beta squadron is tasked with retaking the „Pallas”
and will only shoot at the player ships, using Strike AI to close to the „Pallas” as fast as possible (always use
the highest possible number of the chosen bearing). It will try everything it can to stay out of the front path
of the „Pallas”. Once in range 1, the Shuttle will only use the 1-maneuver of every possible bearing. If the
Shuttle’s ever overlaps the „Pallas”, it docks and the „Pallas” is boarded and captured, in which case the
players lose the scenario.

Delta Squadron
This squadron is set up in the vector closest to the players.
Mission 4: Meeting („Pallas”, 3x3)
Commander Abel, a lean woman in her late 40s, has taken over command of the „Pallas”. She was among the
captives you rescued. “This ship isn’t much more than a heap of scrap metal. Lucky for us, the distress call
went through, and we’re about to rendezvous with a transporter. It will take the injured captives and bring
some new ships for you pilots. For now, though, we need to keep this heap afloat without weapons or repair
tools, unfortunately, so let’s gear up.”

NEUTRAL TERRITORY – 10 TURNS

Mission Objectives:
Primary 1) After seven turns, the transfer of goods is completed. At the beginning of turn
eight, the Carrier jumps away.
2) The Carrier must not be destroyed.
Bonus If the Carrier lost no hull, gain 3XP.
Bonus If the „Pallas” and all players jump away before the end of turn 8 and after the
Carrier’s jump, gain 2XP.

Rebel Victory: Imperial Victory:


“It was a close call, but we made it. We have “The Imperials destroyed our supplies! We need
ammo, we have food, and we have our ships. to arrange another meeting asap!”
Now it’s time that we repaired the damn
carrier.” Lose 3XP per player. Repeat the mission.

Proceed to Mission 5.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup D12 Attack +TIE Upgrade to +TIE Upgrade to
Interceptor Interceptor
Beta Setup D12 Attack +TIE Upgrade to +TIE Upgrade to
Interceptor Interceptor
Gamma 2 D12 Strike +Bomber +Bomber
Delta 4 D12 Attack +TIE +TIE +TIE +TIE
Epsilon 6 D12 Strike +Bomber +Bomber

Carrier/“Pallas”
Both ships are immobile in this scenario. The Carrier is not under the control of the players and cannot
perform any actions. The „Pallas” has only 6 hull and 0 shields, plus 1 additional shield per player above 1. It
has zero energy and no weapons. The „Pallas” can perform actions and gains two energy per round, of which
it loses one at the end of each round (because the reactor is still damaged). Remember that the ship needs
energy to jump. The Carrier has its generic values, gains +1 shield per player and can perform all actions it
normally would. It does not regain any energy, though.

Strike AI
The AI is ignoring the „Pallas”. The Imperials are still hoping to recapture it; instead, Strike AI focuses on the
Carrier. If the Carrier is destroyed, Strike AI reverts to Flee AI.

AI swerving
It is easy for the AI to get “hung up” on the two Huge Ships because the chosen template doesn’t lead out of
their bases. Since they would accumulate damage in that way, keep choosing templates with the intended
bearing until you find one that leads them out, first by going up in numbers (e.g. 2-bank to 3-bank), then by
changing the bearing (e.g. from 3-bank to 3-turn). If no possible bearing avoids a collision, the AI ship suffers
the collision.

Player setup
The players may setup their ships anywhere in the square Player Starting Area. The players set up their ships
after the Imperials. The players regain any rebel ships they owned in mission 1.
Mission 5: Arms race (no „Pallas”, 3x3)
Commander Abel is showing you intel of a small station. “Listen up. Command has sent us intel about a small
imperial station in the area that we might take over and scuttle for armaments. Unfortunately, those
armaments are pretty hot, and we need to disable the damn station first. Sergeant Kabowski will fly a U-Wing
in this mission, trying to ram into the main dock and drop a squad of commandos on their unsuspecting asses.
It is important that you screen their advance and keep any…surprises…off their backs.”

HOSTILE TERRITORY – 15 TURNS

Mission Objectives:
Primary 1) The Blue Squadron Pathfinder needs to dock with the station at the Main
Dock. Remove the ship from play.
2) After that, the commandos will proceed to the Main Module and disable it.
3) When the Main Module is disabled, the Turbolasers revert to friendly. The
territory reverts to neutral territory.
4) All players and the U-Wing need to jump away to end the mission.
Bonus For every emplacement that gets destroyed, lose 1XP.
Bonus For every emplacement that is not destroyed at the end of the game, gain 1XP.

Rebel Victory: Imperial Victory:


“There are some really strong turbolasers here “We failed, and now they’re on our scent!”
that we can install on the „Pallas”. Very well
done.” Lose 3XP per player. Proceed to Special
Mission 1: “„Pallas” Attack” with the current
Proceed to Mission 6. values. Then repeat this mission.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup 1 Attack +TIE +TIE +TIE +TIE
Beta Setup 3 Attack +TIE +TIE +TIE +TIE
Gamma 6 1 Attack +Interceptor +Interceptor +Interceptor +Interceptor
Delta 8 D12 Attack +TIE Upgrade to +TIE Upgrade to
Advanced Advanced

Player Setup
The players set up their ships in range 2 of vector 7.

Blue Squadron Pathfinder


Players gain XP from ships damaged or destroyed by the Blue Squadron Pathfinder. They control his ship
until it docks with the Main Dock, at which point it is removed from play, and when it takes off again (see
below). All damage suffered is kept. The U-Wing gains the Sergeant Kabowski upgrade card for this mission.

Moving the Commandos and disabling the Main Module.


At the beginning of each turn, roll three dice. If the total number of hits is equal or higher than the number
of emplacements on that station tile, move forward one station tile (skip the triangular one). Otherwise, they
destroy one emplacement. When the Commandos succeed their movement roll in the Main Module, they
disable it. At the beginning of the following turn, they’re back in the Main Dock and can take off with the U-
Wing.
Mission 6: Resources („Pallas”, 3x3)
When you enter the CIC, Commander Abel greets you with the smile of a raptor. “Hunting time. Command
has sent us intel about an Imperial transporter en route delivering spare parts and tools for the repair of
Morraj. We’re going to kill two TIE with one blast and intercept the stuff for our own ends while depriving the
prison of its goods. You will need some Ion armaments for this mission, so plan accordingly.”

NEUTRAL TERRITORY – 10 TURNS

Mission Objectives:
Primary 1) Ionize the Carrier and dock the „Pallas” to capture it.
2) The Carrier must not be destroyed or leave the mission area.
Bonus If the Carrier did not lose any hull during the boarding, gain 2XP.
Bonus If the Shuttle is ionized and captured as well, gain one free Crew upgrade for the
„Pallas”. You may gain the “Captured Rebel Officer”. This upgrade can only be
equipped by the “Pallas”.

Rebel Victory: Imperial Victory:


“Now we have everything we need to repair and “We failed, and now they’re on our scent!”
outfit the ship. Good work, people!”
See “Mission Fail” on the next page. Proceed
Proceed to Mission 7. to Mission 7.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup Special Special +Interceptor +Interceptor +Interceptor +Interceptor
Beta 2 2 Escort +TIE Upgrade to +TIE Upgrade to
Advanced Advanced
Gamma 2 2 Attack +Shuttle +2 Shield +2 Shield +2 Shield
Delta 6 Special Strike +Random +Random

Player setup
Set the „Pallas” up in any vector of 9, 10 or 11. The players may start the game docked. The „Pallas” has full
hull and shields. It has zero energy. The „Pallas” can perform actions and gains energy per its maneuvers
each round, of which it loses one at the end of each round (because the reactor is still damaged). If there is
no energy left to lose, the “Pallas” instead suffers two damage.

Carrier AI
The Carrier is flying with a straight bearing at its top possible speed. If it is ionized (treat as a Small Ship for
this purpose), it will bank one randomly to the left or right and adjust its bearing with its next action if
necessary to be able to fly straight to the escape edge. Whenever any part of the Carrier’s base overlaps the
edge, it jumped away to safety.

Mission Fail
If the players fail this mission, they need to repair the „Pallas” manually. For this, they need to collectively
pay 1XP for every hull, shield and energy of the „Pallas” as it is at the end of the mission to gain the “„Pallas”
Repair” effect below. This expenditure of XP is mandatory. If needed, the players accrue negative XP for this.

„Pallas” repair
After this mission, and for every following mission unless otherwise stated, the „Pallas” recovers all hull,
shields and energy between missions.

Alpha AI and setup


Alpha Squad is set up in distance 1 in front and to left and right to Carrier. It tries to protect the Carrier and
will swerve to stay within three range of it if necessary. This swerving allows even for K-Turns or 90° turns.
Remember that the Interceptors can boost to stay out of the Carrier’s flight path.

Boarding
When the Carrier or Shuttle are ionized, the „Pallas” may dock with it to board it. To dock, any part of the
chosen speed of the maneuver tool needs to overlap the target ship. The „Pallas” is then immediately put
adjacent to the target ship. Both ships are immobilized for the remainder of the round and cannot take any
actions. At the beginning of each subsequent round, the commandos are trying to taking over the target
ship. Roll 3 dice against 3 evade. If the commandos role more hits than are cancelled by enemy evades, they
take over the ship, which is reverting to player control immediately. If they do not, the target ship loses one
hull. Repeat in every subsequent round until you succeed.

Ion Armaments
For this mission only, every player may equip an Ion weapon compatible with their chosen ship for free.

Mission win
To win the mission, all ships need to jump away from the mission area.
Mission 7: Babysitters („Pallas”, 6x3)
You have never seen Abel that relaxed before. Now that the ship is fully operational, it seems to you that
she’s at peace with herself. She waves you over. “Central has a new mission for us. Looks like an easy one.
There’s a station on the fringe of the sector that so far is operating independently, but that has taken a
special dislike to the deal-altering habits of the Empire and would like to join the cause. The Alliance has
determined that we’ll send them some supplies. It’s our job to babysit the Carrier on its uneventful flight to…”
An officer barges into the room, whispering some words in her ear. She visibly becomes tense. “Forget it. The
Empire got wind of the affair and is determined to stop us. This is getting much hotter than anticipated.”

NEUTRAL TERRITORY – NO TURN LIMIT

Mission Objectives:
Primary 1) The Carrier needs to survive.
2) The Station needs to survive.
Bonus If the Carrier did not lose any hull, gain 2XP.
Malus For every emplacement the players lose, lose 1XP.
Bonus For every ship that the turrets damage/destroy, gain 1XP/2XP.

Rebel Victory: Imperial Victory:


“That was a close call, but they’ll not forget us “This is really bad. What could have been an ally
soon.” is now lost, and the Empire has strengthened its
grip on the area.”
Proceed to Mission 8.
Every player loses 6XP. Proceed to Mission 8.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup 1 or 8 Attack +TIE +TIE +TIE +TIE
Beta Setup 7-8 Strike +Advanced +Advanced
Gamma Setup 7-8 Protect +TIE +TIE
Delta Setup 2 or 7 Strike +Bomber +Bomber
Epsilon Setup 2 or 7 Protect +TIE Upgrade to +TIE Upgrade to
Interceptor Interceptor
Zeta Special 4 or 5 Attack +Random Upgrade to +Random Upgrade to
ship Elite ship Elite

Rebel setup
The Rebels set up adjacent to the edge in any vector 9 or 10. The Carrier needs to be set up parallel to the
Gozanti, with two maneuver tool widths space between them. Player ships may also set up in vector 1 or 2.
The Rebels may place two additional minefields no closer than Range 1 to any emplacement and other
minefield.

Minefields
The minefields are hostile only to the Imperial player.

Carrier
The Carrier will always execute the same maneuver as the Gozanti. Bear in mind that its Pilot Level of 4 may
mean that the Gozanti must move before it. If the Carrier is in arc of any enemy with Strike AI, it performs a
Reinforce Action on the section closest to the enemy. If not, it performs a Recover Action to regain lost
shields. If it’s at full shields, it coordinates the closest Rebel ship, including the Gozanti. The Carrier needs to
dock with one of the two docks; to do that, it needs to overlap it with any part of its base. When docked, the
Carrier will not perform any actions.

Station
The Station is under attack by enemy forces. If it is crippled, it will be taken over and the players lose the
mission. The station is crippled when all its emplacements are destroyed. The AI prioritizes the
emplacements in the following order if it must choose between targets: Shield Generator, Fuel Tanks,
Turrets, Sensor Array, Cargo. Fuel Tanks deal one damage to all emplacements on adjacent tiles instead if
their normal destruction effect.

Supplying the station and winning the mission


The Carrier needs six rounds to transfer its supplies to the station. Beginning with the round after docking, at
the start of each round, place one token on the Carrier. On the round following its activation, it jumps away.
In this moment, all enemy ships revert to Flee AI. The mission is won when there is no enemy ship left on the
board.

Enemy spawn and AI


TIE Advanced from Beta Squad that are destroyed are respawned at the end of the next round. If there is a
total of less than (number of players+1) enemy ships without Strike AI on the board, they are accompanied
by a TIE fighter. Beta has Strike AI on the Carrier.

TIE Bombers from Delta Squad that have used up their ordinance revert to Flee AI. In the round after they
left the board, respawn them in their vector. If there is a total of less than (number of players+1) enemy
ships without Strike AI on the board, they are accompanied by a TIE fighter. Delta has Strike AI on the
emplacements.

Zeta spawns in the round following the one in which the Carrier docked to the Station.
Mission 8: Assassination games (no „Pallas”, 3x3)
Abel is showing off the grin of the huntress. She looks dangerous. “I received word from Central about a
Major Fisk roaming about and trying to cow more neutrals into compliance with the Empire. The man is
infamous for ripping apart Rebel ships and whatever else he can point his guns at. If we could take him out,
that would be a huge blow to the Empire’s prestige and might help boost morale around here. You will jump
at the coordinates we have and take the bastard out.” As you jump at the coordinates, you can already see
the debris of his latest victims floating around.

NEUTRAL TERRITORY – 8 ROUNDS

Mission Objectives:
Primary Destroy the Decimator.
Bonus If no Rebel ship lost any hull, gain 2XP.
Bonus If the Decimator accrues more than four critical hits, gain 1XP.

Rebel Victory: Imperial Victory:


“That bastard has reached the end of the line. “The idea was to gain a boost for morale, not to
People will rejoice to hear this war criminal is spread tales of our ineptitude and to bolster
dead now.” that bastard’s reputation even more.”

Proceed to Mission 9. Every player loses 2XP. Proceed to Mission 9.


Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup Special Attack +Decimator Upgrade to +TIE Upgrade to
Elite Interceptor

Rebel setup
Rebel players may setup in any vector.

Imperial setup
Place the Decimator as close to the middle as you can. Place all TIE in formation alongside it, spread evenly
left and right. Major Fisk is an Elite Decimator. It gains two additional elite levels.

Territory
When Major Fisk is killed, the territory reverts to Friendly Territory.
Mission 9: Traitor Hunt (no „Pallas”, 3x3)
Alarm sirens blare. “Attention! All pilots! Emergency launch!” As your fighters decouple from the Carrier,
Abel’s voice is in your earpieces. “Seems like the Imperials paid well enough for Lieutenant Ferengo to
consider the offer. He took one of our spare fighters and tries to make contact with the Empire. You need to
pursue him and stop him at all costs! Bring him alive if you can, but do not hesitate to shoot.”

NEUTRAL TERRITORY – 7 TURNS

Mission Objectives:
Primary Kill or capture the Traitor.
Bonus If the Traitor never chooses a maneuver according to Flee AI, gain 2XP.
Bonus If you capture the Traitor, gain 3XP.

Rebel Victory: Imperial Victory:


“That should teach others a lesson. We cannot “We failed, and now they’re on our scent!”
allow anyone to compromise our mission here.
Unity is everything.” Proceed to Special Mission 1 “„Pallas” attack”.
Take over any damage, shield or energy loss
Proceed to Mission 10. you suffered. After, proceed to mission 10.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup D12 Special +X-Wing +2 Shield +2 Shield +2 Shield

Player and traitor setup


Players may start at any vector, but need to deploy before the traitor. The traitor doesn’t start closer than 3
distance to any rebel ship; reroll if necessary.

Traitor AI
The Traitor’s PS is 3. Use Attack AI in the beginning, treating the ion cloud nearest to the currently opposing
edge as your target. The traitor will not swerve to escape clouds. Whenever there is Line of Sight unbroken
by clouds to any rebel ship or when any rebel ship is in range 2 or closer (check after each maneuver), the
traitor instantly reverts to Flee AI, trying to reach the nearest edge. In this case, he’ll jump away. You can find
the X-Wing AI at the end of this document.

Capturing the traitor


If the traitor is shot down, replace his ship with a bomb token to represent his life pod. The territory reverts
to Friendly Territory. To collect it, a rebel ship must overlap the token using a green 1- or 2-maneuver.
Mission 10: Attack on the mining station („Pallas”, 6x3)
“It’s time.” Abel is leaning heavily on her table. “Command has detailed information about an Imperial mining
operation in the area. It’s heavily guarded, but if we take it out, it will be a major blow to the Empire. The
mining operations are directly connected to an automated fighter production facility. This a good news, bad
news situation. Good news is that we get to take that down, too. Bad news is that they will be able to launch
quite a lot of reinforcements. Use the space to your advantage, draw back if necessary and fight this out.”

HOSTILE TERRITORY – NO TURN LIMIT

Mission Objectives:
Primary Destroy the Station.
Bonus If the YT-1300 is destroyed, gain 3XP.
Bonus For every emplacement or module destroyed by the „Pallas”, gain 1XP.

Rebel Victory: Imperial Victory:


“We did it! This is a serious blow for the Empire A plaque in the Rebel Base commemorates the
and its aspirations in this sector. Now, let’s get brave heroes who died in the attack to this day.
the hell out of here and grab a drink or two!”

Proceed to Season 2. Imperials win.


Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha 2 Dock 1 Attack +TIE +TIE +TIE +TIE
Beta Setup Special Flee YT-1300 +1 Shield +1 Shield +1 Shield
Gamma Special Dock Attack (see below)
1/2
Delta Special 8 Strike +Bomber Upgrade to +Bomber Upgrade to
Elite Elite
Epsilon Special 9 Attack Decimator Upgrade to +2 Shields +2 Shields
Elite
Player setup
The players may start docked. All their ships are placed in any vector 17-20.

Asteroid setup:
Place six asteroids in the middle of the left part of the map in distance 2 or more to each other.

YT-1300
The YT-1300 represents a mining craft trying to escape the rebel strike force. It will cease mining at the start
of round 2 and try to escape to right edge using Flee AI. Use Outer Rim Smuggler for stats.

Destroying the Station


To destroy the station, its Main Module must be destroyed. To do this, the players need to destroy all shield
generators on the Main Module (a total of three) and then destroy it. The Main Module has 10 hull and rolls
one defense die. Critical hits count as two hits. When the Main Station is destroyed, all player ships and the
“Pallas” need to jump away to end the mission.

Shield Generators
In this scenario, Shield Generators provide two additional shields for all adjacent emplacements as well as
connected emplacements, including themselves. This means that in the beginning, all emplacements have
eight (1-2 players) or ten (3-4 players) additional shields.

Destroying the Docks


It is advisable to destroy Dock 1 and Dock 2 as well. To do this, the single Shield Generator protecting it must
be destroyed. The docks have 8 hull. Critical hits count as two hits. When the Dock(s) is/are destroyed, the
Imperials will receive Delta and Epsilon squadrons two turns later.

Imperial Reinforcements (Gamma Squadron)


As long as the docks are active, the Imperials will launch new fighters from them. At the beginning of every
turn, throw a dice for each dock. Then, check how many Imperial ships are currently on the table (not
counting ships still docked in the Docks). Refer to the table below which ship to spawn.

Number of - Hit or Critical Focus or Hit or Critical Automatic


Players/Result
1 Player 3+ 1-2 - 0
2 Players 4+ 2-3 1 0
3 Players 5+ 3-4 2 0
4 Players 6+ 4-5 2 1
(Example: Three players, one Imperial ship on the board. Each dock will spawn at a Focus or Blank result, or
with a 50/50 chance.)

Then, refer to this table to see which ship type is spawned (roll d20):

1-14 TIE 15-16 Advanced 17 Interceptor 18 Bomber 19 Phantom 20 Defender

Whenever two ships are spawned in a dock, they take off in that turn. The first ship spawned is Squad
Leader. The ships remain in Squad until the formation breaks or the squadmate cannot perform the
maneuver of the Squad Leader. Bombers start with Strike AI on the „Pallas”, all other ships with Attack AI.
It is a time of jubilance for the rebels aboard the „PALLAS” carrier. After having destroyed the Imperial
mining operations, they are on their way back to the small REBEL BASE.

However, the Empire has not been idle. Under the command of the evil ADMIRAL ZERAK, reinforcements
have arrived in the Aturi Cluster.

While the Imperial forces are searching for the rebel base, the „PALLAS” needs to take a route through the
most inhospitable sectors of the Aturi Cluster to avoid patrols…

Special rules for Season 2:


Pilot Skill is limited to a maximum of six for Season 2.
Mission 1: Minesweepers (no „Pallas”, 3x3)
Commander Abel is calling you into CIC. “If we want to escape the Imperials, we need to take some detours.
This one leads us straight through an asteroid field. Unfortunately, the Imperials are already there and try to
lay some mines. You need to destroy the mines and as many asteroids as possible to clear our advance.”

FRIENDLY TERRITORY – 10 TURNS

Mission Objectives:
Primary Destroy all enemy ships.
Bonus If the Lambda Shuttle is destroyed, gain 2XP.
Bonus If an asteroid is destroyed by an attack, the player gains 1XP.
Bonus If Delta never spawns, gain 1XP

Rebel Victory: Imperial Victory:


“We avoided the trap the Imperials laid out for “We were hit! Seems like we didn’t clear up all
us, but the asteroid field is still ahead. Brace mines after all.”
yourselves.”

Proceed to Mission 2. Proceed to Mission 2. The „Pallas” will start


with half hull and shield points.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup 5-6 Attack +TIE +TIE +TIE +TIE
Beta Setup 5-6 Attack +TIE +TIE +TIE +TIE
Gamma 3 5-6 Attack +Shuttle Upgrade to +3 Shields +3 Shields
Elite
Delta 6 D8 Attack +TIE +TIE +TIE +TIE

Player setup
Players may set up in vectors 1 or 2.

Asteroid setup
Distribute 12 asteroids randomly over the map in distance 1 or more to each other.

Mined asteroids
The first time a player gets in Range 1 of an asteroid, roll a die. On a blank, this asteroid explodes. Throw
three dice and apply all hits and critical effects in 1 range to the mined asteroid. Remove the asteroid after
explosion. Mark asteroids that didn’t explode, so you don’t check them twice.

Destroying asteroids
The players may destroy asteroids to clear the „Pallas’” path ahead. Asteroids have two hull and one agility.

Gamma AI
When all ships save the Shuttle are destroyed, this unit reverts to Flee AI. If this happens before Delta
spawned, Delta will never spawn.
Mission 2: Icebreakers („Pallas”, 3x3)
“The Imperials are hard on our heels. We need to traverse this field before we can jump into hyperspace and
reach our base. You need to escort the ship.”

HOSTILE TERRITORY – 8 TURNS

Mission Objectives:
Primary Leave the mission area through vectors 5 or 6.
Bonus If the Decimator is destroyed, gain 2XP.
Bonus If no player ship ever overlapped an obstacle, gain 2XP.

Rebel Victory: Imperial Victory:


“We’re through! But we just received a distress “We were hit pretty badly. This isn’t boding
call from the base. Seems we didn’t get it earlier well.”
because of the asteroid’s interference. We need
to make haste!”
Proceed to Mission 3. Check the “Failed
Proceed to Mission 3. Mission 2” part there.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup 7 Attack +TIE +TIE +TIE +TIE
Beta Setup 4 Attack +Advanced Upgrade to +Advanced Upgrade to
Defender Defender
Gamma 3 4 Strike +Decimator +TIE +Bomber +Bomber

Player setup
Players may set up in vectors 1 or 2. The „Pallas” sets up in vector 1.

Asteroid setup
Distribute 12 asteroids randomly over the map in distance 1 or more to each other.

Destroying asteroids
The players may destroy asteroids to clear the „Pallas’” path ahead. Asteroids have two hull and one agility.
Mission 3: The longest day („Pallas”, 6x3)
You receive a message from the base: “We need help! A Star Destroyer came out of hyperspace! The nebula
prevents it from engaging directly, but enemy fighters and bombers are inbound! We need help, now! We
cannot hold!” Commander Abel looks grim. “This is Zerak’s work. Favorite tactic of his. There’s no way we can
hold the base against this onslaught. We need to evacuate everyone still alive.”

FRIENDLY TERRITORY – NO TURN LIMIT

Mission Objectives:
Primary 1) Evacuate the Station
2) Flee the battlefield
Bonus If a turret destroys an enemy ship, gain 1XP.
Bonus At the beginning of any round after the first, when there are no TIE Bombers outside
the Ion Clouds, gain 3XP. Can be scored only once.

Rebel Victory: Imperial Victory:


“We rescued most people, but now we’re alone “We couldn’t rescue them all. They’re dead.”
in the Cluster, without a chance for
reinforcements. We need to be really careful
from now on.”
Lose 1XP per token remaining on the Main
Proceed to Mission 4. Module per player. Proceed to Mission 4.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup Special Strike +Bomber +Bomber
Beta 2 Special Strike +Bomber +Bomber
Gamma Setup Special Strike +Bomber +Bomber
Delta 2 Special Strike +Bomber +Bomber
Epsilon Setup Special Attack +TIE +TIE
Zeta 2 Special Attack +TIE +TIE
Eta Setup 4-5 Attack +Shuttle Upgrade to Upgrade to Upgrade to
Elite Decimator Elite

Player setup
The players set up in vector 10.

Station setup
Players control the turrets. The Turrets on the dock are Single Turbolaser Turrets (Range 3-5, 4 Firepower,
double target agility, revert one blank to hit).

Strike AI
Ships with Strike AI will attack targets with this priority: Shield Generator, Main Module, Turrets, „Pallas”.

Main Module
The Main Module can be attacked as soon as the Shield Generator has been destroyed. It has 10 hull points
and one Agility. Critical hits count as two hits. When the Main Module is destroyed before the evacuation is
complete, the players lose the mission.

Alpha/Beta, Gamma/Delta and Epsilon/Zeta starting area


Alpha/Beta and Gamma/Delta squad start in the clouds next to vectors 3 and 6, respectively. Epsilon/Zeta
starts in the middle cloud.

TIE Bomber Ordnance


Do not draw a card for the TIE Bombers. Instead, each TIE Bomber carries two Proton Torpedoes.

TIE Bomber AI and Imperial Reinforcements


TIE Bombers use their ordnance against their targets and then revert to Flee AI. The round after they left the
board, or whenever any TIE Bomber is destroyed, spawn a new TIE Bomber and TIE Fighter into their
respective squads, using the setup spawn point as described above. If a Large Ship is destroyed, spawn a new
one in its setup location.

Evacuation
To evacuate the station crew, the „Pallas” needs to dock with the main dock. To do this, the „Pallas’”
maneuver tool needs to overlap the dock “entrance” with the part of its chosen speed. When the „Pallas”
docks, place it alongside the dock as evenly as possible. The „Pallas” is now immobile (+3 energy per round),
but can still take actions and attack. Place ten critical hit tokens on top of the dock. At the beginning of every
round, starting the one after the docking is complete, remove one token. When all tokens are removed, the
evacuation is complete. The mission ends when all rebel ships have left the board.
Mission 4: Buccaneers (no „Pallas”, 3x3)
One can see the effect of days without enough sleep on Abel’s face. “If we ever want to return the favor and
conquer us a base, we need to surprise them. I want you to take Sergeant Kabowski to capture an Imperial
transmitter so we can pose as one of their ships. To be convincing, we need one from an enemy Gozanti, so
this should evoke some memories.”

HOSTILE TERRITORY – 12 TURNS

Mission Objectives:
Primary Board the enemy Gozanti.
Bonus If the U-Wing doesn’t lose more than 1 shield, gain 2XP.
Bonus If the Gozanti doesn’t lose any hull to attacks other than Ion attacks, gain 2XP.

Rebel Victory: Imperial Victory:


“Now we have the unique opportunity to spring “That went badly. Let’s hope we can find
a deadly trap on the Imperials. Let’s get to another one.”
work.”
Lose 7XP per player. Repeat the mission.
Proceed to Mission 5.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup Special Attack +TIE +TIE +TIE +TIE
Beta Setup 4-5 Protect +TIE/fo +TIE/fo +TIE/fo +TIE/fo
Gamma 6 Special Attack +Phantom Upgrade to +Phantom Upgrade to
Elite Elite

Player setup
Players may set up in any vector 1, 2 or 8.

Alpha setup
Alpha squad is docked to the Gozanti. In any round in which the players come in range 2 of the Gozanzi, the
Gozanti gains a free action to unlock the squadron in its upcoming activation phase. Alpha Squadron takes
off from the section of the Gozanti closest to the offending player.

Gamma setup
Gamma squadron launches in the vector closest to the players.

U-Wing
The U-Wing is a Blue Squadron Pathfinder and carries an unlimited supply of Ion Torpedoes and Sergeant
Kabowski.

Boarding the Gozanti


When the Gozanti has zero shields, it may be ionized. Whenever the maneuver tool of the Blue Squadron
Pathfinder overlaps the ionized Gozanti, it gets boarded. Place the Blue Squadron Pathfinder adjacent to the
Gozanti. It is not ignored by the AI, but will move along with the Gozanti (and thus cannot be attacked by the
Gozanti itself). Each subsequent round, throw three red dice and three green dice. If you achieve one or
more uncancelled hit or critical results, the Gozanti is boarded. In the following round, you regain control
over the Blue Squadron Pathfinder.

Gozanti upgrades and AI.


The Gozanti has equipped Tibana Gas Supplies, Dual Laser Turrets, Docking Clamps, Agent Kallus. Agent
Kallus chooses the first player’s ship. Tibana Gas Supplies are used when Energy is at 1 or lower. Energy is
assigned to the Dual Laster Turrets, if able. The Gozanti always reinforces the section closest to the players’
ships. The Imperial fighters will try the best possible maneuver to get to the side of the Gozanti where the
player ships are. The Gozanti always chooses the 3-straight-maneuver. When it’s ionized, it will fly 1-straight
on its next turn.
Mission 5: Back to the shack („Pallas”, 3x3)
“We have the transmitter, now we have to install it. This refit station is sufficiently far out. It will take them a
while to get behind what exactly we did, especially if we don’t leave any witnesses. Prepare to engage!”

HOSTILE TERRITORY – 12 TURNS

Mission Objectives:
Primary 1) Dock to the station.
2) Flee with the refit done.
Bonus If a turret shoots down an enemy ship, gain 1XP.
Bonus If an enemy ship is destroyed by Mines, gain 2XP.

Rebel Victory: Imperial Victory:


“Work’s done, people. Now it’s time to hit them “That went badly. Let’s hope we can find
where it hurts. Who wants themselves a new another one.”
base?”
Lose 7XP per player. Repeat the mission.
Proceed to Mission 6.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup Special Attack +TIE/fo +TIE/fo +TIE/fo +TIE/fo
Beta 4 1 Attack +Advanced Upgrade to +Advanced Upgrade to
Elite Elite
Gamma 5 5 Attack +Advanced Upgrade to +Advanced Upgrade to
Elite Elite
Delta 6 3 Strike +Bomber +1 Shield +Bomber +1 Shield

Player setup
Players may set up their ships in any vector 1-5.

Alpha Squadron setup


Alpha squadron starts docked to the Dock and will undock in its first turn.

Docking with the „Pallas”


The „Pallas” docks by overlapping the Dock entrance with its maneuver tool with the part of its chosen
speed. When the „Pallas” docks, place it alongside the dock as evenly as possible. The „Pallas” is now
immobile (+3 energy per round), but can still take actions and attack. Place three tokens on the Dock. At the
beginning of each subsequent turn, remove one. When all tokens are removed, the „Pallas” may undock (its
aft adjacent to the Dock) and flee through any vector 1-5. After all Rebel ships left the board, the mission
ends.

Turrets and minefields


Both start under Imperial control. When the „Pallas” docked, the turrets are under player control. The
Minefields switch to hostile for both sides. When the „Pallas” undocks, the turrets revert to Imperial control.

Jumping
Jumping is not possible in this mission.
Mission 6: The Fugitives („Pallas”, 6x3)
“We have what we wanted”, Commander Abel is telling you as you are impatiently waiting for your ships to
be rearmed. “But the Imperials want it back. In this Ion storm ahead, jumping’s nigh impossible, so we need
to get past it first. You need to protect the ship until we’re ready to jump.”

HOSTILE TERRITORY – 15 TURNS

Objectives:
Primary Leave the map through the sectors 4 or 5.
Bonus When the „Pallas” never overlaps an Ion Storm, gain 2XP.
Bonus When the „Pallas” doesn’t lose any hull, gain 2XP.

Rebel Victory: Imperial Victory:


“We’re out! Now let’s take an Imperial base. “They’re all over us! Prepare for battle!”
They’ll never know what hit them.”
Lose 4XP per player. Proceed to Special
Proceed to Mission 7. Mission 1. Then proceed to Mission 7.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha 1/4/7 Special Attack +Interceptor +Interceptor +Interceptor +Interceptor
Beta 1/4/7 Special Strike +Bomber +Bomber +Bomber +Bomber
Gamma 3/6/9 Special Attack +Defender Upgrade to +Defender Upgrade to
Elite Elite
Delta 8/11 Special Attack +TIE +TIE +TIE +TIE
Epsilon 9/12 Special Attack +Interceptor Upgrade to +Interceptor Upgrade to
Elite Elite

Player setup
The „Pallas” sets up in vector 10. The player may deploy docked or at any point in range 1 of the „Pallas”.

Ion Clouds
Whenever any part of a ship overlaps an Ion cloud, it cannot select a maneuver higher than “2”. AI does not
try to swerve.

Jumping
Jumping is not possible in this mission.

Imperial spawning
These squadrons spawn always on the side of the map father away from the „Pallas”. Their spawn vector is
determined by the „Pallas’” advance: when the „Pallas” has passed into the latitude of vector 2, enemies
spawn in vector 1, and so on.

Imperial AI
Until they are at range 3 to the „Pallas”, Imperial ships will fly at maximum possible speed for the selected
bearing.
Mission 7: My Home Is My Castle („Pallas”, 3x3)
“With our new transmitter, we will be able to directly fly into the Imperial base. We will take it and hold it
against the inevitable counter-attack.” Commander Abel is looking determined. “The Imperials will try to
destroy the base, I’d recon. Your job is to protect it as best you can. Saving the „Pallas” from a few repairs if
the base goes to hell is no good bargain.”

FRIENDLY TERRITORY – NO TURN LIMIT

Mission Objectives:
Primary Defend the Station against the waves of enemy fighters.
Bonus If a turret shoots down an enemy ship, gain 1XP.
Bonus If an emplacement, player ship or turret gets destroyed, lose 2XP.

Rebel Victory: Imperial Victory:


“We did it! This station is ours. From now on,
refueling and rearming is quite a bit easier. Even This Mission cannot be lost.
better, the station contained information about
Admiral Zeraks location. We’re going to carry
the fight to him.”

Proceed to Mission 8.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha 1/5/9 1-5 Attack +TIE/fo +TIE +TIE/fo +TIE
Beta 2/6/10 1-5 Strike +Punisher +Bomber +Punisher +Bomber
Gamma 3/7/11 1-5 Attack +TIE Upgrade to +TIE Upgrade to
FIE/fo TIE/fo
Delta 4/8/12 1-5 Strike +Decimator +TIE +Decimator +TIE

Player setup
The players start the mission docked to the right dock. The „Pallas” starts the game docked to the left dock,
as depicted. It may undock or remain docked and immobile (+3 energy per round, protection from the Shield
Generators).

Docking
Players may dock with either the „Pallas” or the right dock. Docking provides them with full shields and
replaces any discarded upgraded cards, such as torpedoes. Only the „Pallas” can repair ships. If a player is
shot down, they may respawn in a generic TIE/fo in the right dock. They lose 1XP per lost TIE/fo as if they
were flying in Z95.

Winning the mission


When the players destroyed (Player number)+1 Decimators, they win the mission. All enemy ships remaining
on the board revert to Flee AI.

Strike AI
The Strike AI prioritizes the following targets (Decimators also shoot at rebel ships if they’re at range 1):
Shield Generators, Dock Turbolasers, other Turbolasers, Fuel Tanks, Cargo Containers. TIE Bombers are
always armed with two Proton Torpedoes. All Decimators are equipped with Anti Pursuit Lasers.
Mission 8: Reconnaissance duty (no „Pallas”, 3x3)
“The Empire is using quite a lot of advanced fighters since Zerak showed up. As you by now doubtlessly
experienced, this is posing unique challenges to the Alliance. Central has therefore determined that we need
to make something out of this and to gain some intel on the technologies they are using. They also
determined that this is your job, so go out there. We need you to get quite a lot of information, so this won’t
be too easy.”

NEUTRAL TERRITORY – NO TURN LIMIT

Mission Objectives:
Primary Accrue a total of (players*3) scan tokens.
Bonus If no Rebel ship gets shot down, gain one free Rebel ship of any available type in the
hangar.
Bonus If you destroy all enemy fighters, gain 1XP.
Bonus For every scan action performed, the player gains 1XP.

Rebel Victory: Imperial Victory:


“I hope Central will be satisfied with the “Great. Not only didn’t we get the Intel and
material. I fear we just tweaked the lion by its Central is pissed at us, but they’re also alerted
tail.” to our scent. Wonder what’s next.”

Proceed to Mission 9. All TIE/fo in Mission 9 and 10 gain an


additional shield. Proceed to Mission 9.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup 7 Attack +Defender Upgrade to + Elite Level +1 Elite Level
Elite
Beta Setup 4 Attack +TIE/fo +TIE +TIE +TIE
Gamma 7 D8 Attack +Interceptor +Interceptor +Interceptor +Interceptor

Rebel setup
The rebels may set up in vectors 1 or 2.

Scanning
When players are in Range 1 of either the TIE Defender or the TIE/fo, they may perform a scan action. When
it’s not possible to perform a scan action because the TIE Defender and TIE/fo have been destroyed or fled
the battlefield, the mission is considered lost.

Alpha and Beta AI


Once (players*2) scans have been performed, the TIE Defender and TIE/fo revert to Flee AI, with the
remaining ships of the squadron breaking formation and reverting to Protect AI.

Mission end
The mission ends when all players have left the mission area.
Mission 9: It’s a trap! („Pallas”, 6x3)
Red warning lights flash everywhere – on the bridge, in the hallways, in the hangar, in the mess hall. You
haste onto CIC as quick as you can. You never saw Commander Abel as shaken as she stands now. “Star
Destroyer directly ahead. It’s an Allegiance class. Seems like they’re armed with a Disruptor. Unless they start
to allocate energy to their shields, we’ll have a serious problem. You need to escort a bomber so it can drop
EMP right at the Star Destroyer’s bridge so we can plot a jump out of here.”

HOSTILE TERRITORY – NO TURN LIMIT

Mission Objectives:
Primary 1) Force the Star Destroyer to switch off the Disruptor.
2) The B-Wing must survive until the bomb is dropped.
3) Jump away.
Bonus For every scan action performed, the player gains 1XP.
Bonus For every destroyed turret, the player gains 1XP.

Rebel Victory: Imperial Victory:


“This was way too close. The Star Destroyer is [Pretend you never started the mission in the
now likely en route to the station. If we don’t first place.]
stop it, everything was for naught.”
Every player loses their most expensive
Proceed to Mission 10. upgrade, including EPT. Retry the mission.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup 9 Attack +TIE/fo +TIE/fo +TIE/fo +TIE/fo
Beta Setup 10 Attack +TIE/fo +TIE/fo +TIE/fo +TIE/fo
Gamma 6 9 Attack +Interceptor +Interceptor +Interceptor +Interceptor
Delta 6 10 Strike +Bomber +Bomber +Bomber +Bomber
Epsilon 10 9-10 Attack +TIE +TIE +TIE +TIE +TIE +TIE +TIE +TIE

Player setup
Set the „Pallas” up so its aft base is 4 distance away from the fore of the Star Destroyer. Player ships and the
B-Wing start docked.

Star Destroyer armaments


The Star Destroyer is almost invulnerable against fighter attacks. It sports a total of 12 heavy turbolasers, six
to either side, and three heavy Ion cannons in the front. They are designed for fighting against other capital
ships and will not shoot the player’s ships. Place the HotAC turbolasers on the three broadside ion cannons
(the round things on the side) facing forward. They’re acting as the ASD’s anti-fighter armament. Treat them
as if they were protected by [number of players] Shield Generators. Mainly, though, it relies on its fighter
squadrons to fend off fighters.

B-Wing AI
Players have an AI controlled B-Wing in this mission. The B-Wing is armed with an Ion Cannon that it uses at
range 2-3 and with an EMP bomb to drop on the bridge. It has Strike AI on the bridge and will drop the bomb
as soon as the rules allow any bomb marker to overlap the bridge. If the B-Wing is killed before the mission is
a success, the players lose. After dropping the bomb, the B-Wing reverts to Flee AI. The B-Wing costs 5XP,
which are subtracted from the mission’s total, and the players can keep it in their reserves if it survives the
mission.

Shield Damage
In order to force Admiral Zerak to pull energy from the Disruptor, the players need to
allow their B-Wing to drop an EMP bomb on the bridge. The bridge section is the
“highest” level of the Star Destroyer (see illustration). As soon as this happens, the
players can try to perform a jump. The scenario ends victorious for the players when
at least one ship jumps out.

Scanning
Players may perform scans whenever they are in range 1 of the Star Destroyer
template as per HotAC rules. Note the total number of successful scans for the next
mission. Bridge section
Mission 10: Time buys lives (no „Pallas”, 6x3)
Commander Abel leans heavily on the table projecting a map of the Aturi Cluster. “This is really bad. Really,
really bad”, she murmurs. It’s less than a day before the Star Destroyer can reach your base, and everyone
knows it. She straightens, and her mouth tightens. “Can’t be helped. We have to evacuate the base right now.
HQ is sending us a Carrier, but I don’t see how we’ll manage in time if we do not delay the enemy’s advance.
While we assist the evacuation, I need you to perform an almost suicidal task. You’ll jump on them as they
are preparing for jump themselves, where, per Imperial protocol, the guns are drained of energy for a few
minutes to stabilize everything and all fighters are in the hangar. You will then proceed and damage the ASD
so that it has to undertake repairs. Then, return asap. Dismissed.”

HOSTILE TERRITORY – 10 ROUNDS

Mission Objectives:
Primary 1) Damage the Docking Bay.
2) Jump away.
Bonus Once per round, when damaging the Docking Bay, gain 1XP.
Bonus Every time a player spends a scan token to avoid damage from the ASD, gain 1XP.

Rebel Victory: Imperial Victory:


“This should have bought us the time needed to A plaque in the rebel headquarters remembers
evacuate the Aturi Cluster. We’ll be back. Count the brave heroes who died here until this day.
on it.”

Proceed to Season 3. The Imperials win.


Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup Special Attack +TIE +TIE +TIE +TIE
Beta 2 Special Attack +Interceptor +TIE/fo +Interceptor +TIE/fo
Gamma 3 Special Attack +TIE +TIE +TIE +TIE
Delta 4 Special Attack +TIE +TIE +TIE +TIE
Epsilon 6 Special Attack +Interceptor +Interceptor +Interceptor +Interceptor

Scans
Divide the total number of scans performed in mission 9 by the number of players (round up). The players
gain as many scan tokens. Scan tokens can be used to

- force an enemy fighter to skip its attack this round


- temporarily reduce the Docking Bay’s shields to zero for the current attack
- treat the ASD’s armaments as it it’s round 1-3 (see below)

Player setup
Player set up on the vertical line of the Star Destroyer between vectors 2 and 3. The players need to damage
the Docking Bay, as it will force the Star Destroyer to repair before jumping. You can
identify the Docking Bay by the illustration on the right. The Docking Bay has
(players*5) hull (critical hits count as two damage), (players*3) shields and 0 Agility.
To damage the Docking Bay, players need to reduce its hull to zero.

Enemy ships
Enemy fighters are taking off the Docking Bay and are placed adjacent to it. Docking Bay

Star Destroyer Armaments


Due to the jumping procedures, the armaments are shut down. While the attack is underway, the turrets are
powering back up. Traversing the length of the Star Destroyer becomes increasingly difficult as more and
more weapons are coming back online. Luckily, the rebel ships will easily be able to stay on the bottom side
of the Star Destroyer. Use the following rules whenever the rebel’s ships are overlapping the Star Destroyer
template. The players can spend a scan token to treat their current round as 1-3.

Round Effect Round Effect


1-3 No effect 7-10 Roll one red die. Suffer any hits or critical
hits.
4-6 Roll two red dice against your agility 11+ Roll two red dice. Suffer any damage.
value. Suffer any damage.
After only closely escaping the Imperial Star Destroyer of the evil ADMIRAL ZERAK, the rebels are now
completely driven out of the Aturi Cluster.

After establishing a base, the evil Admiral now prepares to launch attacks in neighboring rebel sectors.
Veteran pilots and prototype starfighters are summoned.

However, things can’t stand that way. And so, the daring group of veteran pilots in the „PALLAS” gets the
mission to sneak in and prepare a new push to gain a foothold in the Aturi Cluster…

Special rules for Season 3:


Pilot Skill is limited to a maximum of eight for Season 3.
Mission 1: Trash, Lies and Identification Codes (no „Pallas”, 3x3)
Commander Abel calls you to CIC. “Listen up, pilots. Command decided to go back to the Aturi Cluster and to
impede Imperial operations there. We’re to be the tip of the spear. But if we want to stand even the slightest
chance, we’ll need current Imperial codes that we didn’t already use before. Intelligence has found a small
independent operation nearby, salvaging junk. You’re to board the junk processor unit and use its codes. It’s
not much, but it’s the best we have until we get close to a real Imperial unit with current codes. For even this
crutch to succeed, however, it’s imperative that no Imperial fighter escapes.”

NEUTRAL TERRITORY – NO TURN LIMIT

Mission Objectives:
Primary Destroy all enemy craft.
Bonus If no Rebel player starts at the same edge (opposite edges if possible), gain 2XP.
Bonus For every Imperial fighter disabled by an Ion weapon, gain 1XP.

Rebel Victory: Imperial Victory:


“Let’s hope those identification codes are “Maybe you’re not as good as they say after all.
passing superficial muster.” Anyway, there’s a lot of junk out here. Let’s
search for more of those ships.”
Proceed to mission 2.
Lose 7XP. Repeat the mission.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup Special Flee +TIE/fo +TIE/fo +TIE/fo +TIE/fo
Beta 4 Special Flee +TIE/fo +TIE/fo +TIE/fo +TIE/fo
Gamma 8 Special Flee +TIE/fo +TIE/fo +TIE/fo +TIE/fo

Rebel Setup:
The players set up their ships in sector 4.

Enemy setup
Enemy squads take off from the Processor. They undock as if the transporter was a Gozanti Carrier. The first
ships to undock will perform a Barrel Roll to clear the space for the following ships (if need be). The fourth
ship will choose a maneuver of a speed one lower than the preceding ship to avoid overlapping. They will
always choose a maneuver of maximal speed with the bearing that the AI roll selected.

Junk Processor
The Junk Processor is represented by a Rebel Carrier, is invulnerable (although it can be targeted by attacks)
and doesn’t move. However, it will try to defend itself by swinging out with its collector arms. Any rebel ship
in Range 1-3 of the Processor will be attacked with 2 red dice at the end of the combat phase.

Enemy escape
The enemy squads will try to escape. To achieve this, they will need to flee from through the board edge in
the Escape Zone. The Escape Zone is 5 Range wide in every direction.
Mission 2: Like the Good Old Days (no „Pallas”, 6x3)
Now that you have the identification codes, a new suspense can be felt on the ship. Commander Abel calls
you to CIC to brief you on the latest intel. “Our guys found a remote Imperial base hidden in a nebula. It’s an
old base, staffed only by a skeleton crew and mainly performing scanning duty. Command wants us to take it,
but for that, we need to eliminate, you know, its scanning equipment. You will be assigned a counter-
intelligence vehicle to block their communications and sensors, but be warned, it’s very close range. You’ll
need to get into a knife-fight with this. The listening posts are outside the worst ion storms, so when they’re
down, the base will be essentially blind. You’re going in fast, and when you’re finished, you’ll call
reinforcements.”

HOSTILE TERRITORY – 12 TURNS

Mission Objectives:
Primary 1) Destroy the sensor arrays in both small stations outside the main base.
2) Do not get discovered before.
Bonus If no rebel ship gets shot at, gain 2XP.
Bonus For each round that you stay below the turn limit, gain 1XP.

Rebel Victory: Imperial Victory:


“Reinforcements are on the way, I repeat, “Shit, they’re onto us. This will get harder than
reinforcements are on the way. Let’s hit them we thought!”
hard.”
Proceed to Mission 3. All player ships start
Proceed to mission 3. with half shields, round down, and one point
of hull damage.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Special Special Special +TIE/fo +TIE/fo +TIE/fo +TIE/fo
Beta 3 2 or 7 Attack +Shuttle Upgrade to +Shuttle Upgrade to
Elite Elite
Gamma 6 Special Attack +Interceptor +Interceptor +Interceptor +Interceptor
Delta Special Special Attack +Defender Upgrade to +Defender Upgrade to
Elite Elite

Ion Clouds
The clouds are Ion Storms.

Rebel Setup:
The rebel players may setup in either sectors 4, 5, 9 or 10.

Counter-intelligence unit
The rebel players also control a Rebel Operative (Sergeant Kabowski equipped) which starts with two
counter-intelligence tokens (substitute by any token not currently used). The players can spend one token at
any time to either prevent being spotted at range 3 of a sensor array or to delay the alarm when at range 1
to the sensor array for one round.

Shield Generators
The Shield Generators on the two sensor arrays produce one Agility per player.

Enemy setup
Most enemy craft are launched from inside the base. They are placed adjacent to the dock.

Alpha Squad
Squad Alpha is launched to investigate whenever a sensor array is destroyed. Alpha starts out with Strike AI
for the sensor array and reverts to Attack AI when it’s within LOS of a player ship or to Strike AI on the other
array when it’s in LOS of the destroyed array.

Gamma Squad
Gamma Squad arrives in any sector 2, 4, 6, or 8 that is closest to the players.

Delta Squad
Delta Squad is spawned like Alpha Squad when the alarm is set off.

Line of Sight
A unit is said to have LOS if it’s could perform a range 3 attack unobstructed.

Alarm
If the rebel ships ever get within unobstructed LOS of any sensor array, the crew will try to set off the alarm,
which will succeed if the emplacement isn’t destroyed at the end of the round or not blocked by the HWK-
290. If this happens, the ion clouds do not block LOS anymore for all imperial units EVEN IN MISSION 3.

Rebel jump
Rebel ships can perform a hyperjump to switch to the other side of the board. If a jump was successful,
simply place the ships adjacent to either sector 4, 5, 9 or 10.

Setup for mission 3


Do not remove any tiles or enemy craft from the board. Mission 3 will utilize the board as is.
Mission 3: Like the Good Old Days („Pallas”, 6x3)
The „Pallas” jumps into the sector, carrying ordinance and reinforcements. Turbolaser blasts cut through
space as the attack begins. “Escort us to the Docking Bay!” you hear Abel’s voice over the comms. “We will
drop Marines in, but you need to keep those turrets occupied!”

HOSTILE TERRITORY – NO TURN LIMIT

Mission Objectives:
Primary 1) The „Pallas” must not be destroyed.
2) The base must be captured.
Bonus If the „Pallas” doesn’t take any hull damage, gain 1XP.
Bonus If the HWK-290 survives the mission, gain 2XP (Note: it might have been destroyed in
mission 2 already, in which case the bonus can’t be gained).

Rebel Victory: Imperial Victory:


“That was intense. Everyone clean up the mess “This was a lot costlier than we thought. A lot of
so we can have some R&R in their canteen.” good people died today.”

Proceed to mission 4. Proceed to Mission 4. The „Pallas” and all


players each lose one upgrade costing four or
more XP.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha 4 4 or 5 Attack +TIE +Bomber +TIE +Bomber
Beta 7 4 or 5 Attack +Phantom +TIE +Defender +TIE
Gamma 10 9 or 10 Attack +TIE +Decimator Upgrade to Upgrade
TIE/fo Decimator
Elite

Rebel Setup:
The rebel players start exactly where they ended the last mission. The „Pallas” is set up in sector 10.

Docking with the „Pallas”


The „Pallas” docks by overlapping the Dock entrance with its maneuver tool with the part of its chosen
speed. When the „Pallas” docks, place it alongside the dock as evenly as possible. The „Pallas” is now
immobile (+3 energy per round), but can still take actions and attack.

Capturing the base


The Marines move through the dock and the connecting piece into the Main Module as per standard HotAC
rules. At the beginning of each turn, roll three dice. If the total number of hits is equal or higher than the
number of emplacements on that station tile, move forward one station tile (skip the triangular one).
Otherwise, they destroy one emplacement. When the Commandos succeed their movement roll in the Main
Module, they capture the base. Players gain control over all remaining turrets and all enemy ships revert to
Flee AI. The mission ends when no enemy ships remain on the board.

Turret AI
The turrets view the „Pallas” as a valid target even when she’s docked. They will prioritize player ships in
range 2, however, even if this means that they’ll need to turn.
Mission 4: Specialist Murphy („Pallas”, 6x3)
After what should have been a routine jump, the „Pallas” is ripped out of hyperspace in the roughest manner
imaginable. After you collected yourselves from falling over each other in the mess hall, you can hear the
announcement of multiple failures and the stampede of engineer boots outside. One of the many messages
blaring over speaker commands you to attend CIC, immediately. There you find Commander Abel perched
over the command console, bleeding from a head wound. “Our flank has been ripped open by some
uncharted anomaly. We need to conduct emergency repairs asap, but we’re in the thick of enemy territory.
Most systems aren’t functional, so you need to fly escort like we’re some goddamn freighter. Go out there
and keep us safe.”

HOSTILE TERRITORY – 15 TURNS

Mission Objectives:
Primary 1) The „Pallas” must not be destroyed.
2) The „Pallas” must leave the mission area.
Bonus If the „Pallas” doesn’t take any hull damage, gain 1XP.
Bonus Every time a player ship gets shot at by an enemy with Strike AI, that player gains 1XP.

Rebel Victory: Imperial Victory:


“Now that we’re in something resembling “The „Pallas” is totally disabled and floating in
safety, we need to get some stuff. You need to space. You need to protect it until we can get
bring it here.” the engine running again.”

Proceed to mission 5. Lose 5XP per player. Proceed to Special


Mission 1. Danger Level: Keep all damage
gained this mission. Then proceed with
mission 5.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup 2 Strike +Punisher +Bomber +Punisher +Bomber
Beta Setup 7 Attack +TIE/fo +TIE/fo +TIE/fo +TIE/fo
Gamma 3 4 Attack +Decimator +Lambda Upgrade Lam Upgrade Dec
to Elite to Elite
Delta 6 9 Attack +Interceptor +TIE +Interceptor +TIE
Epsilon 10 7 Attack +Defender Upgrade to +Defender Upgrade to
Elite Elite

Rebel Setup:
The rebel players start alongside the „Pallas”. The „Pallas” is set up so that its aft is adjacent to the left edge
of the play area in vector 10.

Leaving the mission area


The „Pallas” and all players automatically leave the mission area when the Gozanzi’s base overlaps the right
edge of the playing area.

Strike AI
Strike AI targets the „Pallas”.

„Pallas” systems
The „Pallas’” systems are all damaged and need to power up. This happens automatically at the start of the
following rounds; until then, the system in question is inoperable or its stat zero.

System (game function) Available at turn


Engine (Movement) 2
Computers (Actions) 4
Shields (Shield points) 6
Weapon systems (Weapon, attack) 8
Mission 5: A Friend in Need („Pallas”, 6x3)
“We’re safe for the moment, but unfortunately, we’re also run out of spare parts. Command has sent us a
freighter with supplies, but our safety here comes at a cost – it can’t jump in directly, as the nebula is messing
with the computers. You need to escort the freighter here in one piece, and preferably keep us alive, too.”

HOSTILE TERRITORY – NO TURN LIMIT

Mission Objectives:
Primary 1) The „Pallas” must not be destroyed.
2) The Freighter must not be destroyed.
3) The „Pallas” must be fully repaired and then conduct a jump.
Bonus If the „Pallas” doesn’t take any hull damage, gain 1XP.
Bonus Every time a player ship gets shot at by an enemy with Strike AI, gain 1XP.

Rebel Victory: Imperial Victory:


“We’re operational again. And there’s some “Luckily, we managed without the supplies, but
juicy information from Command to boot. Let’s we had to salvage some equipment to do so.”
get at it.”
Lose [number of players] „Pallas” upgrades.
Proceed to mission 6. Choose the most expensive ones first. You may
use purchased extra ships. Then proceed to
mission 6.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup 8 Attack +TIE +TIE +TIE +TIE
Beta 3 2 Strike +Advanced Upgrade to +Advanced Upgrade to
Elite Elite
Gamma 5 7 Strike +Advanced Upgrade to +Advanced Upgrade to
Elite Elite
Delta 5 9 Attack +Interceptor +Interceptor +Interceptor +Interceptor
Epsilon Special 2 Attack +Random TIE +Random TIE +Random TIE +Random TIE
Stigma Special 7 Strike +Punisher +Bomber +Punisher +Bomber
Zeta Special 3 or 6 Attack +Phantom +Lambda (Elite) +Defender +Interceptor
(Elite)

Rebel Setup:
The „Pallas” is set up in 2 distance to the right board edge between vectors 4 and 5. The Freighter is set up so
that its aft is adjacent to the left edge of the play area in vector 10. The players may each start the mission
either adjacent to the “Pallas” or the Freighter.

Repairing the „Pallas”


The Freighter needs to dock with the „Pallas”. It then needs five turns to conduct repairs. After repairs are
conducted, the „Pallas” and the Freighter can jump away. The mission ends when the „Pallas” and the
players successfully conducted a jump. The Freighter counts as destroyed if it remains on the play area.

Beta and Gamma squad armaments


All TIE Advanced of Beta and Gamma Squad carry Cluster Missiles.

Epsilon, Stigma and Zeta Squad arrival


Epsilon and Stigma arrive in the turn after the Freighter has docked to the „Pallas”. Zeta arrives in the fifth
round of repairs.

Strike AI
Strike AI targets:

- Beta: „Pallas”
- Gamma: Freighter
- Stigma: Whichever is closer

Mission end
The mission ends when all player ships and the “Pallas” have left the board.
Mission 6: Rookie Training (no „Pallas”, 3x3)
You were sent out to train some of the rookie pilots you received during the resupply mission. They are green
as grass, but you need them fully operational as soon as possible, so taking out an unawares enemy patrol
during a life-fire-exercise seems like the way to go.

FRIENDLY TERRITORY – 20 TURNS

Mission Objectives:
Primary 1) The Rookies must survive.
2) All enemy craft need to be destroyed.
Bonus Every time you maneuver your ship into the firing arc of an enemy ship in a way that
protects a rookie, gain 1XP.
Bonus Every time a rookie damages/destroys an enemy ship, gain 1/2XP.

Rebel Victory: Imperial Victory:


“These guys have shaken off the worst “We could have really used those pilots. Your
anxieties, I’ll wager.” job was to safeguard them, not to rampage
around on your own. I am deeply disappointed
Proceed to mission 7. in you.”

Lose 10XP per rookie lost. Then proceed to


mission 7.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup 3 Attack +TIE +TIE +TIE +TIE
Beta 4 6 Attack +Advanced +Advanced +Advanced +Advanced
Gamma 8 1 Attack +Interceptor Upgrade to +Interceptor Upgrade to
Elite Elite

Rebel Setup:
The rebel players start in vector 7. Every rebel player gets one Bandit Squadron Pilot (Z95 Headhunter) as
wingman, which is placed at distance 1 to himself.

Rookie AI
You find the Z95 AI sheet in the end section of this document. The Rookie AI works like TIE fighter AI: they
will stay in formation with you until they are damaged or you are not facing in the same direction. They will
not flee, however, but rather fight until destroyed.
Mission 7: Wolf in sheep’s clothing (no „Pallas”, 3x3)
“Listen up, pilots. Command has sent us the coordinates of one of Zerak’s subordinate officers. The man is
apparently a replacement, coming in from outside the sector, and personally not known to Zerak. We need to
intercept his shuttle and swap him with one of agents. If we can successfully infiltrate his Star Destroyer, we
might just be able to get an opening for an attack.”

FRIENDLY TERRITORY – 20 TURNS

Objectives:
Primary 1) Capture the Shuttle.
2) No Imperial ship must escape.
Bonus If you ionize the Shuttle by luring it in the Ion Storm, gain 5XP.
Bonus For every enemy fighter that loses all its hull points in a single attack, gain 1XP.

Rebel Victory: Imperial Victory:


“We have the guy. He’s interrogated by our “The Empire might have very well gotten wind
agent. After that, we’ll flush him out the airlock of this operation. It will take us some serious
with the trash.” extra effort to pull this off.”

Proceed to mission 7. Proceed to mission 7. Keep your failure in


mind for mission 10.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup 3 Flee +Shuttle +1 Agility +1 Agility +1 Agility
Beta Setup 3 Protect +TIE +TIE +TIE +TIE
Gamma Setup 2 and 5 Protect +Interceptor +Interceptor +Interceptor +Interceptor

Player setup
Players may setup their ships in any sector 1 or 6.

Flee AI
The Shuttle tries to escape through the left board edge.

Ionizing the Shuttle


When the Shuttle gains any Ion token, it is disabled and will not move (it can still obstruct movement,
though). It counts as captured when all other ships are defeated.
Mission 8: The Bait („Pallas”, 6x3)
“We don’t want to fight Zerak on terrain of his own choosing. Therefore, it is necessary to draw him out into a
more remote area, where he cannot count on swift resupplies and reinforcements. Intelligence has
determined that the best way to achieve this goal is to attack a refinery that is situated on an asteroid. You
will fly an attack on this refinery, so that Zerak is forced to use his strongest weapon to protect its repairs.
Since he can’t expose all of the Aturi Cluster, he’ll need to send the Star Destroyer in a pretty barebones
fashion. Go at it.”

ENEMY TERRITORY – NO TURN LIMIT

Objectives:
Primary Destroy all emplacements.
Bonus For every destroyed emplacement, the player gains 1XP.
Bonus If the „Pallas” doesn’t lose any hull, gain 2XP.

Rebel Victory: Imperial Victory:


“That’s one refinery less for the Empire. Let’s “We have did draw him out, alright, but the cost
hope it’s as dear to them as intelligence thinks it has been enormous.”
is.”

Proceed to mission 9. Lose 10XP. Proceed to mission 9.


Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup 2 Attack +TIE +TIE +TIE +TIE +TIE +TIE +TIE +TIE
Beta Setup 7 Strike +Punisher Upgrade to +Punisher Upgrade to
Elite Elite
Gamma Special Special Attack +TIE +TIE +TIE +TIE
Delta 7 Special Strike +Punisher +Advanced (E) +Punisher +Advanced (E)
Epsilon 10 Special Attack +TIE/fo Upgrade to +Interceptor Upgrade to
Defender Elite
Zigma 16 4 Attack +Decimator +TIE +TIE Upgrade Dec Upgrade TIE to
to Elite /fo

Player setup
The „Pallas” starts with its aft adjacent to any point of the left edge. The player ships start docked.

Station defenses
The Station is protected by three Shield Generators that function as per normal HotAC rules and are all
connected to the other emplacements. The fuel and cargo containers contain some volatile stuff; if they are
destroyed, players may assign three damage to any emplacements they choose, but not more than two
damage on the same emplacement.

Enemy spawning
Enemy TIE fighters are spawning from the dock. Normal HotAC rules apply.

Gamma Squad
Whenever there are fewer than [half number of players, round up] TIE fighters on the board, Gamma Squad
spawns.

Mission end
The mission ends once all player ships and the “Pallas” left the mission area.
Mission 9: Blindsided (no “Pallas”, 3x3)
“We’re almost ready. Intel reports that Zerak has indeed split up his forces. Now all we need to do is to secure
that he cannot smell the trap we’re laying out. You need to disable the sensor net in the area, so he’s truly
flying blind. Then we’ll hit him hard.”

ENEMY TERRITORY – 12 TURNS

Objectives:
Primary Destroy all sensors.
Bonus For every destroyed sensor, the player gains 1XP.
Bonus If all enemy ships are destroyed, gain 2XP.

Rebel Victory: Imperial Victory:


“Now we’re as prepared as once can be in order “Damn this. Now Zerak knows what awaits him.
to get at Zerak. Let’s hope this will work all out. We can be glad that he’s an arrogant bastard,
Enjoy your last supper, people.” he’s going in regardless.”

Proceed to mission 10. Proceed to mission 10. Keep your failure in


mind.
Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup 2 Attack +Shuttle +TIE Upgrade Upgrade TIE to
Shuttle to Elite TIE/fo
Beta Setup 4 Attack +Interceptor +Interceptor +Interceptor +Interceptor
Gamma 3 1 Attack +Random TIE Upgrade to +Random TIE Upgrade to
Elite Elite
Delta 7 5 Attack +Random TIE Upgrade to +Random TIE Upgrade to
Elite Elite

Rebel setup
The player ships are set up in vector 8.

Sensors
The sensors are placed at Range 3 of the Turrets in a rectangular grid (see graphic). Each sensor has one hull
and five agility.

Gamma and Delta squad


Gamma and Delta each consist of the same ship type.

Mission end
The mission ends when all player ships left the mission area.
Mission 10: Come at the king („Pallas”, 6x3)
“It is time, gentlemen. Our agent inside the Star Destroyer sent a signal that everything is set. Once we jump
in, the Star Destroyer will experience multiple failures that should give us our opening to attack. If we manage
to destroy Zerak, the Aturi Cluster will be in disarray. Several independent mining ventures have already
signaled their interest to join forces with us. This is our best chance to turn the tables on the whole Aturi
Cluster. Let’s not waste it.”

NEUTRAL TERRITORY – NO TURN LIMIT

Objectives:
Primary Destroy the Star Destroyer.

Rebel Victory: Imperial victory:


“Admiral Zerak is defeated. The Imperial forces A plaque in the rebel headquarters remembers
are in disarray. This is the hour of the Alliance. the brave heroes who died here until this day.
For now, we celebrate, but tomorrow, work is to
be done. So don’t stay up late.”

The Rebels win. The Imperials win.


Squad Arrival Vec. AI 1P 2P 3P 4P
Alpha Setup 1 Attack +TIE +TIE +TIE +TIE +TIE +TIE +TIE +TIE
Beta Setup 2 Attack +Interceptor +Interceptor +Interceptor +Interceptor
Gamma Setup 8 Attack +Shuttle Upgrade to +Shuttle Upgrade to
Elite Elite
Delta Special 7 Strike +TIE/fo +TIE/fo +TIE/fo +TIE/fo
Epsilon Special 8 Strike +Defender +Defender +Defender +Defender
Zigma Special 2 Strike +Decimator +Advanced +Decimator +Advanced
Player setup
The „Pallas” is placed with its aft adjacent to the right edge of the game board. The player ships start docked.

Imperial spawn
Imperial fighters spawn adjacent to the Star Destroyer (to simulate their launch from the hangar below it), but still
adhering to the vector. Approximate the position in good faith. At the end of each round, the ASD spawns one TIE in a
random vector unless there are already [number of players*2] or more standard TIE on the board.

Star Destroyer layout


The Star Destroyer is protected by six Turbolasers. On the bridge, there are a sensor array and two shield generators.
Those are represented by the graphic itself and don’t need to be marked by HotAC material (but of course you can if
you like). The prominent line on the aft of the ship, marked as “spine”, is only relevant if you lost mission 7. The Bridge,
as outlined in Mission 9 of Season 2, is also a specific area.

Turbolasers* Sensor Array* Shield Generator Bridge* Spine


Hull 5 10 5 10 10
Shields 2 2 5 2 2
*can only be damaged or destroyed once the Shield Generators are down
Star Destroyer actions
The Star Destroyer acts at the beginning of any round, before any other effect is resolved. It takes two actions: one
Bridge Action and one Sensor Action. For each, a d6 is rolled. Both actions are only taken until Bridge and or Sensor
Array are destroyed.

Bridge Action: Sensor Action:

- 1-2: Regenerate Shields. The Shield - 1-2: Regenerate Shields. The Shield
Generators regenerate their full shields unless Generators regenerate their full shields unless
they are already full or destroyed. In this case, they are already full or destroyed. In this case,
reroll. reroll.
- 3: Maneuver: Move all ships 2-straight in - 3: Jam: The nearest player ships gains one
direction of the board edge behind the ASD’s stress token.
aft without changing their bearing. - 4: Target Lock: The ASD gains two Focus
- 4: Coordinate Fleet: All Imperial ships gain a tokens, used by the first Turbolasers
Focus token. applicable.
- 5: Evasive Action: The ASD adds one green die - 5: CAG Intervention: The highest ranking (PS)
to all its defensive rolls this round. ship in any player’s arc or the ship closest to
- 6: Intensify firepower: All Turbolasers roll one the Sensor Array gains an Evade Token.
additional attack die. - 6: Deploy TIE: Spawn a single TIE fighter in a
random vector.

If you failed mission 7 or 9


If you failed mission 7, you need to destroy the Spine before you can destroy any other part of the ASD. If you failed
mission 9, spawn an additional version of Delta at setup.

Winning the game


The ASD is destroyed when both Shield Generators, the Bridge and the Sensor Array are destroyed.

Delta, Epsilon and Zigma squadrons


Delta spawns when the first Shield Generator is destroyed, Epsilon after the second, and Sigma when either Sensor
Array or Bridge are gone. They have Strike AI on whoever destroyed the given emplacement.
Explanation for the „Pallas” card
The actions need to be bought separately. To mark your purchase, simply cross the small rectangle adjacent
to the corresponding action. Your Shield, Hull and Energy values can be upgraded as well, so simply mark the
current values in the boxes next to three traits.
Reference Sheet
Terrain
- Clouds: Obstructs. No attacks at range 3. AI doesn’t swerve.
- Dock: Landing by overlapping with a non-red maneuver. If ship’s base overlaps, but not template,
suffer one face-up damage card.
- Ion Storm: Overlap: roll one die, on crit one damage and one Ion token. Obstructs. No attacks at
range 3. AI doesn’t swerve.
- Minefield: Hostility determined by scenario. Overlap: roll one die per remaining hull, suffer all rolled
damage. Obstruct attacks. Have 3 hull, 1 agility. AI swerves.

Miscellaneous
- Assist: Target Lock, Focus, Barrel Roll, Boost, Pilot Ability
- Campaign round: Assign Squad Leader, Mission setup, equipment and deployment, Play Mission,
Upkeep Phase
- Earning experience: +1 TIE, +1 other TIE, +1 Elite (for everyone), +1 Large.
+1 Assist, +1 Guardian, +1 at least 1 damage per turn
- Guardian: Focus, Evade, Barrel Roll, Boost, Pilot Ability
- Upgrade cost: Point cost, with exception of EPT (double) and Pilot level (twice new level)

New actions
- Dock: Ship: touch target, declare dock. Next round, no maneuver, agility zero. May maneuver and
perform actions normally.
- Jump to hyperspace: Perform green maneuver. Declare jump. Skip attack (not action), gain
hyperspace token. Roll two attack dice. Add one for every hyperspace token. Successful jump on
three hits or crits, Focus tokens may apply. May be repeated until attacking or revealing non-green
maneuver. In that case, lose all jump tokens.
- Protect: Friendly ship in Range 1 gains one Evade token.
- Scan: Scan a target at Range 1, effect dependent on scenario.
Construction manual: enlarge the two images of the Star Destroyer’s top and bottom to a width of 120cm (4 feet), print them and glue them together so you get one Star
Destroyer that you can turn depending on whether you’re attacking the bottom or top. Get the original images here: http://www.fractalsponge.net/gallery/asd/index.html
Frequently Asked Questions
“Pallas”
Why would I ever dock without replenishing ordinance, repairing hull or recovering shields?
Because in this case, the AI loses you as its target. The “Pallas” will also move that turn, which gives you a
plethora of movement options in the next round.

If I buy a torpedo and Ordinance Tubes for the “Pallas”, it can shoot an endless stream of torpedoes, yes?
Yes, but keep in mind that this is restricted to its forward-facing firing arc and requires a Target Lock.

Why would I ever not equip “Rebel Docking Clamps”?


At risk of stating the obvious, if you don’t plan to dock in any given mission, you can keep them unequipped
for the mission. Most of the times, though, it is strongly recommended to keep that option open.

What use is Raymus Antilles?


If you use Raymus Antilles, instead of looking at the non-existent AI maneuver dial, you wait for it to roll.
Anything that’s not red counts as white.

AI
Most ships aren’t really good against the “Pallas” and don’t even attack her, right?
Yes. If there’s a player ship available, most AI ships will target them. Keep in mind however, that TIE Bombers
and TIE Advanced often have Strike AI against the “Pallas” and carry ordinance.

The AI gets hung up on the Gozanti model, resulting in weird shit that gets it killed.
Unfortunately, this can happen. In these cases either laugh manically at the stupid Imperials or choose a
maneuver that actually makes sense in that situation. This situation is addressed in missions in which it
occurs frequently.

Why is the AI swerving so extremely out of the Gozanti’s path? Shouldn’t it be able to bump into it?
Unfortunately, the AI isn’t able at all to accommodate for the fact that the Gozanti is a) so huge and b)
moves only after the AI, so ships, especially when they target the Gozanti, would constantly bump into it
(and receive damage!) if the AI didn’t swerve radically from its chosen maneuver to avoid this.

XP and Upgrades
In some missions, my group makes next to no XP. Sometimes we even actually lose some!
Yes, that’s true. Some missions that require you to escort someone or to destroy something specific don’t
allow for much XP-heavy heroics. But there are other missions in which waves and waves of enemies need to
be kept at bay that make up for this.

We do not have enough XP to fill up every upgrade slot with a viable upgrade and to unlock all ships. Is
this intentional?
Yes.

Why wouldn’t I play the missions to unlock the T70, K-Wing, etc. as soon as they’re available?
Keep in mind that you need to fly them instantly after any given mission, without a chance to recover hull,
shield and ordinance. Those missions also don’t score XP, but if you get shot down, you still lose XP. So that’s
quite a risk.

Aren’t the unlockable ships wildly better than the ships available at start?
Oh, quite. But they’re available later in the campaign when the enemies become much stronger, too, and
they’re costing a fortune to unlock. If you buy the T70, for example, you almost certainly will lose either a
few upgrades (for the “Pallas”, for example) or a complete pilot level.

Miscellaneous
How much playtime do I need to plan for?
Generally, the missions involving defending things, where enemies respawn, are pretty epic in scope and
take much more time. Other missions are very short and can be played in less than half an hour.

What happens if I don’t leave the mission area before the mission timer runs out?
In Friendly Territory, you won. In Neutral and Hostile Territory, ships that are left behind are destroyed.

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