Star Wars: Imperial Assault – ISB Infiltrators Villain Pack
Star Wars: Imperial Assault – ISB Infiltrators Villain Pack Rulebook
Table of Contents
Table of Contents
Components and Integration
This pack provides the ISB Infiltrator plastic figures. The other components in this expansion are incorporated as follows:
- Add the Deployment, Command, Agenda, and Reward cards to their respective supplies.
- If you own the The Bespin Gambit expansion, add the Side Mission card to the pool of gray Side Mission cards.
- If you own the The Bespin Gambit expansion, shuffle the Skirmish Mission cards into the Skirmish Mission deck. These cards use the "ISB Training Grounds" skirmish map.
- ID tokens and stickers can be used to mark different groups corresponding to Deployment cards with the same name.
Component Breakdown
- 2 plastic figures (ISB Infiltrator)
- 3 Deployment cards (2 ISB Infiltrator, Cross-Training)
- 3 Agenda cards (Infiltration)
- 4 Command cards (Comm Disruption, Cut Lines, Data Theft, Strategic Shift)
- 2 Reward cards (Cautious Approach, Tactical Advance)
- 1 Condition card (Hidden)
- 1 Side Mission card (Into the Unknown)
- 2 Skirmish Mission cards (ISB Training Grounds)
- 4 ID tokens with 12 ID stickers
Mini Campaign
The included Side Mission can also be included in the The Bespin Gambit mini campaign. If all players agree to include it, it is played as a forced mission immediately following the second mission of the mini campaign.
Component Limitations
In a campaign, players are limited to the number of Deployment cards included in this expansion. Therefore, the Imperial player is limited to one regular and one elite ISB Infiltrator group, regardless of how many copies of this expansion he owns.
Hidden
Hidden is a new condition whose effects are detailed on its Condition card. Since this expansion does not include condition tokens for Hidden, a coin or other suitable substitute may be used. These tokens are included in the The Bespin Gambit expansion.
Skirmish Attachments
Some skirmish upgrade Deployment cards list the word "Attachment" above their abilities. These cards can be attached to other Deployment cards as follows:
- When deploying units during skirmish setup, if a player has one or more "Attachment" cards included in his army, he places each of these cards on one of his non-upgrade Deployment cards.
- Each Deployment card can have only one "Attachment."
- Abilities on "Attachment" cards apply to all figures in the corresponding group.
- Many attachments require the group to have a specific trait, such as "TROOPER." Attachments with these restrictions cannot be played on a group that does not have the trait.
When a group with an "Attachment" card is defeated, the opposing player scores VPs equal to the deployment cost of the "Attachment" card in addition to the VPs he scores from the defeated group.
Skirmish Map: ISB Training Grounds
The ISB Training Grounds skirmish map is printed on the sheet and is marked "This map requires The Bespin Gambit expansion." Its labelled features are Databank (marked with token A), Tap, and Panel (marked with token B). The two Skirmish Mission cards in this pack use this map (see Components and Integration above). The sheet does not print the text of those Skirmish Mission cards.
Side Mission: Into the Unknown
Event Summary
- Round 4: There's No Time
- Round 6: End of Mission
- First obscured tile placed: Unknown Element
- Hall placed: Unknown Element
- Rebel figure interacts with terminal: It's a Trap
- 3 terminals discarded and all heroes on Balcony or all heroes wounded: End of Mission
Deployment and Setup
- Initial Groups: None.
- Reserved Groups: ISB Infiltrator.
- Open Groups: 3.
- Special Setup: When constructing the map, place only the Balcony (shaded red) and set all other required tiles aside. Increase threat by twice the threat level. The Imperial player collects 2 reinforcement waves. A reinforcement wave is a set of 1 or more non-Unique Deployment cards whose combined deployment cost is 8 or less.
Mission Briefing
The ISB has plenty of security at its entrances. You notice a balcony on the second level, most likely a patio for the Imperial operatives. You unpack the ascension guns, fire them over the railing, and scale the building.
The evening casts long shadows, making it difficult to make out details inside the facility. Not knowing what you might face, you draw your weapons. Best to be prepared for anything.
- Tiles not yet placed on the map are obscured tiles.
- When a Rebel figure enters a space that would be adjacent to a space on an obscured tile, place that obscured tile and any tokens on it in the map.
- When an obscured tile is placed, resolve an optional deployment to that tile.
- A Rebel figure can interact with a terminal (2 [icon] or [eye icon]) to discard it.
- When a hero withdaws, he is incapacitated instead. When activating, he receives only 1 action and can only use that action to perform a move. (Printed as "withdaws" on the sheet.)
- The mission ends if 3 terminals are discarded and all heroes are on the Balcony ([Rebel emblem icon]), at the end of Round 6, or when all heroes are wounded.
Unknown Element
When the first obscured tile is placed and when the Hall is placed:
- Choose a reinforcement wave and deploy its groups.
It's a Trap
When a Rebel figure interacts with a terminal:
Lights on the terminal flash and a siren blares. ISB security protocols are infamous in the intelligence community, and they do not disappoint you.
Before the test is performed, the Imperial player interrupts and chooses 1 of the following. Limit once per option. Limit once per terminal.
- Deploy the reserved ISB Infiltrator group to the tile that the terminal is on.
- Roll 2 green dice. That rebel figure suffers [damage icon] equal to the [damage icon] results and [hexagon icon] equal to the [surge icon] results.
- This terminal requires 3 successes instead of 2 to be discarded.
There's No Time
At the end of Round 4:
- At the start of each status phase increase threat by the threat level.
End of Mission
When 3 terminals are discarded and all heroes are on the Balcony:
Datapads full of pilfered intelligence in hand, you sprint for the balcony, where your ship is a welcome sight. Another minute and you'd have been overrun. The engines flare, and you disappear into the night.
- Rebel players choose one hero to receive the "Cautious Approach" reward card.
At the end of Round 6 or when all heroes are wounded:
ISB defenses stand against your invasion. Their secrets were well guarded. You went into this prepared for anything, including retreat. You leap out windows and over railings, scattering into the twilight.
- The Imperial player receives the "Tactical Advance" reward card.
Additional Rewards
- Each player receives 1 XP. Heroes receive 100 credits per hero. The Imperial player receives 1 influence.