RulesPal
Chat
Rulebook
Star Wars: Imperial Assault – Luke Skywalker Jedi Knight Ally Pack thumbnail

Star Wars: Imperial Assault – Luke Skywalker Jedi Knight Ally Pack

Expansion for Star Wars: Imperial AssaultExpansion for Star Wars: Imperial Assault – Jabba's Realm

Star Wars: Imperial Assault – Luke Skywalker Jedi Knight Ally Pack Rulebook

Table of Contents

Table of Contents

  • Components and Integration
    • Component Breakdown
  • Time Period
  • Neutral Deployment Cards
  • Skirmish Attachments
  • Figure Cost
  • Skirmish Mission: The Dune Sea
  • Side Mission: A Light in the Darkness
    • Deployment and Setup
    • Event Summary
    • Mission Briefing
    • Return of the Jedi
    • Reinforcement Alpha
    • Reinforcement Bravo
    • Reinforcement Charlie
    • The Trap is Sprung
    • End of Mission
    • Additional Rewards

Components and Integration

This pack provides the Luke Skywalker, Jedi Knight plastic figure that can be used when playing a mission. The other components in this expansion are incorporated as follows:

  • Add the Deployment and Command cards to their supplies.
  • If you own the Jabba's Realm expansion, add the Side Mission card to the pool of green Side Mission cards. The heroes can choose this card when building the Side Mission deck at the start of a campaign.
  • If you own the Jabba's Realm expansion, shuffle the Skirmish Mission cards into the Skirmish Mission deck. These cards use the "The Dune Sea" map (see below).

Component Breakdown

  • 1 Plastic Figure (Luke Skywalker)
  • 2 Deployment Cards (Luke Skywalker, Motivation)
  • 3 Command Cards (Parry, Positioning Advantage, Blitz)
  • 1 Side Mission Card (A Light in the Darkness)
  • 2 Skirmish Mission Cards (The Dune Sea)

Time Period

In order to allow a more open-ended play experience, the missions in this expansion do not include time periods and can therefore be used in any campaign.

Neutral Deployment Cards

Deployment cards with a Neutral Icon and card back do not belong to an affiliation. When creating an army for a skirmish, a player may choose to include Neutral Deployment cards as if they belonged to his affiliation. Neutral Deployment cards cannot be used in a campaign.

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's Deployment card.

Figure Cost

Each figure in Imperial Assault has a figure cost that may be referenced by abilities and game effects. A figure cost is one of two values:

  • If a deployment group has a starting group size of 1, that figure's figure cost is equal to the group's deployment cost.
  • If a deployment group has a starting group size of 2 or more, each figure in that group has a figure cost equal to the group's reinforcement cost.

Skirmish Mission: The Dune Sea

The Dune Sea — Skirmish Map

This map requires the Jabba's Realm expansion. The map is printed on the rules sheet and is used by the two Skirmish Mission cards in this pack (see Components and Integration).

Side Mission: A Light in the Darkness

Deployment and Setup

  • Initial Groups: Imperial Officer, Probe Droid, Stormtrooper.
  • Reserved Groups: AT-ST, Gamorrean Guard, Probe Droid, Trandoshan Hunter, Weequay Pirate.
  • Open Groups: 3.
  • Special Setup: Increase threat by twice the threat level and resolve an optional deployment. Heroes cannot bring Luke Skywalker as an ally.

Event Summary

  • Round 1: Return of the Jedi
  • Round 2: Reinforcement Alpha
  • Round 3: Reinforcement Bravo
  • Round 4: Reinforcement Charlie
  • Round 7: End of Mission
  • Rebel interacts with terminal: The Trap is Sprung
  • All heroes wounded or AT-ST destroyed: End of Mission

Mission Briefing

Before the Jedi can exit his shuttle, you stumble in the darkness, alerting a patrol.

  • Apply -2 Accuracy to all ranged attacks. Ignore all other penalties to Accuracy.
  • The door is locked.
  • The mission will progress when a Rebel figure interacts with the terminal. The mission ends at the end of Round 7 or when all heroes are wounded.

Return of the Jedi

At the end of Round 1:

Luke emerges, a valiant, green blur.

  • The blue deployment points are now active.
  • Deploy Luke Skywalker (Jedi Knight) to the black point. Heroes control him as an ally.
  • Deploy the reserved Probe Droid and Trandoshan Hunter group to a blue point.

Reinforcement Alpha

At the end of Round 2:

  • Deploy the reserved Weequay Pirate group to a red point.
  • The red deployment points are now active.
  • The green deployment points are no longer active.

Reinforcement Bravo

At the end of Round 3:

  • Increase threat by the threat level and resolve an optional deployment.

Reinforcement Charlie

At the end of Round 4:

  • Deploy the reserved Gamorrean Guard group.

The Trap is Sprung

When a figure interacts with the terminal:

The base is instantly flooded with light, revealing a hulking monstrosity. The vehicle, now able to properly target you, pivots to engage.

  • Ignore all penalties to Accuracy.
  • The door opens.
  • Deploy the reserved AT-ST to the yellow point. Apply additional health to the AT-ST equal to the threat level. The AT-ST does not activate as normal. Instead, after each Rebel activation, the AT-ST gains 1 movement point and may perform 1 action.
  • The mission ends when the AT-ST is defeated.

End of Mission

When the AT-ST is defeated:

The final blow causes the cockpit of the AT-ST to explode in a brilliant flash, sending fragments of twisted metal high into the night sky. In the ensuing chaos, your team escapes the base with valuable data.

  • Heroes receive Luke Skywalker (Jedi Knight) as an ally.

At the end of Round 7 or when all heroes are wounded:

Badly hurt, your team manages to flee the compound under the heavy fire of an AT-ST. Only later do you notice that your datapad had been hit, damaging it beyond the point of repair.

  • The Imperial player gains 2 influence.

Additional Rewards

  • Each player receives 1 XP. Heroes receive 100 credits per hero. The Imperial player receives 1 influence.