Star Wars: Imperial Assault – Captain Terro Villain Pack
Star Wars: Imperial Assault – Captain Terro Villain Pack Rulebook
Table of Contents
Table of Contents
Agenda Cards
Flamethrower
- Influence: 2
There is no faster way to inspire fear than with fire.
Keep this card secret. During any mission when you deploy a TROOPER, DROID, HUNTER, or GUARDIAN group, you may place this card on that group. Figures in that group gain:
[action icon]: Choose a space within 2 spaces. Each other figure on or adjacent to the chosen space suffers 1 damage and 1 [black icon], then becomes Weakened. Limit once per activation.
Discard this card at the end of the mission or when all figures in that group are defeated.
Dewback Patrol
- Influence: 2
The dewback mounted patrol are key to Imperial success in wild and untamed systems.
Keep this card secret. Play it at the start of a Status Phase during any mission.
Deploy a Dewback Rider from your hand without paying its Deployment cost.
Then, discard this card.
The Anchorhead Affair
- Setting: Tatooine – Outskirts
- Influence: 3
Tales of Imperial abuse are common. Open dissent is rare, but the situation at Anchorhead is becoming volatile. Violence is on the rise, and at the center of each story is Captain Terro.
Play this card as side mission "The Anchorhead Affair" (Captain Terro, Wasteland Enforcer pack).
After the heroes resolve any other side mission, discard this card and receive the reward listed below.
Reward: "Captain Terro (Wasteland Enforcer)" villain.
Command Cards
Battlefield Awareness
- Cost: 1
- Trait: Leader
Use after another friendly figure within 3 spaces rolls any number of dice to reroll 1 of those dice.
Cavalry Charge
- Cost: 2
- Figure: Captain Terro
Use at the start of your activation. Until the end of the round, you gain +1 [movement icon], and while friendly TROOPERS within 2 spaces of you are attacking, apply +1 surge to the attack results.
Feral Swipes
- Cost: 1
- Trait: Creature
[action icon]: For each die in your attack pool, perform a [melee icon] attack using 1 red die.
Deployment Cards
Captain Terro (Wasteland Enforcer)
- Cost: 7
- Affiliation: Imperial
- Traits: Trooper – Leader – Creature
- Unique: The bullet before the name marks this as a unique figure.
- Health: 13
- Speed: 5
- Defense: one black die
- Attack dice: blue, green, yellow
Surge abilities:
- Surge: +2 damage
- Surge: Pierce 2
Abilities:
- Flamethrower [action icon]: Choose a space within 2 spaces. Each other figure on or adjacent to that space suffers 1 damage and 1 [black icon], then becomes Weakened.
- Mounted: At the start of your activation, gain 3 movement points.
Dewback Rider
- Cost: 5
- Affiliation: Imperial
- Traits: Trooper – Creature
- Health: 9
- Speed: 4
- Defense: one black die
- Attack dice: blue, green, yellow
Surge abilities:
- Surge: +1 damage
- Surge: +1 damage
- Surge: Pierce 2
Abilities:
- Shock Lance [action icon]: Choose a figure within 2 spaces and roll 1 yellow die. That figure suffers damage equal to the results. Then, if you rolled 1 or more surge, it becomes Weakened.
- Mounted: At the start of your activation, gain 3 movement points.
Skirmish Upgrade
Feeding Frenzy
- Cost: 1
- Type: Skirmish Upgrade
- Attachment: Creature only
Exhaust this card while attacking a figure that has suffered damage to apply +1 damage to the attack results.
While attacking an adjacent figure, you gain:
Surge: Recover 2 damage.
Transcription Notes
- The Skirmish Upgrade Feeding Frenzy is included in the card scans. It is transcribed above.
- The printed rules sheet and the Skirmish Mission cards for this pack are not available. No rules have been added beyond the printed card text.
- Icons whose names are not printed in the base rules text are left in brackets rather than named: the black icon in Flamethrower (both the Agenda card and the Captain Terro ability), the movement icon in Cavalry Charge, the melee attack icon in Feral Swipes, and the black defense die shown on each figure card.