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6. Rules Changes

Noldorion edited this page Apr 30, 2024 · 11 revisions

The following rules diverge from the rules of competitive Imperial Assault.

Conditions

  • Bleeding: After an Imperial figure with the Bleeding condition performs an instruction preceded by an or icon, it suffers 1 . Then, if it has only 1 Health remaining, it discards the Bleeding condition.
  • Stunned: When an Imperial figure with the Stunned condition would gain movement points from a Move instruction, it gains no movement points instead. After an Imperial figure with the Stunned condition resolves a Move instruction, it discards the Stunned condition. Stunned Imperial figures cannot attack or voluntarily exit their space outside of their own activation.

Keywords

  • Blast: Figures do not suffer from Blast abilities used by friendly figures.
  • Massive: Massive figures can enter interior spaces.

Healing and Resting

Heroes do not recover any when they recover more than they have suffered. Instead, heroes can use medpacs to recover . Heroes start each mission with one medpac. A hero can use a medpac when they perform a rest action, and an ally figure can use a medpac as an action. When a figure uses a medpac, it recovers 5 and discards a medpac. The app can be used to keep track of medpacs. Every time a hero claims a crate token, in addition to any other effects (like drawing a Supply card), the heroes gain 1 medpac.

Selling Item Cards

When selling item cards during the Rebel upgrade stage, the heroes receive the full cost of the card instead of only half.

Allies and Ally Abilities

If you earn a non-unique ally, you earn both the regular and the elite version of the ally and can decide which one to bring to a mission.

Leia Organa

Replace Leia Organa's ability Aggressive Negotiations with:

Aggressive Negotiations: Place 1 strain token on any enemy deployment group. The next time this group activates, discard the token and ignore its Bonus Effect.

Kanan Jarrus

Replace Kanan Jarrus' ability Force Vision with:

After this activation, instead of having the app decide the next Imperial activation randomly, select an enemy group and manually activate it. This counts as the next Imperial activation.

Reward and skill cards

Some reward and skill cards that allow the Rebel players to modify threat or deployment cannot be used as written. Use these alternative versions instead.

Card Original Version Imperial Commander version
Allied Operations When you deploy an ally, reduce its deployment cost by 2. When you have brought an optional ALLY to a mission, you may deplete this card at the start of the mission to immediately defeat a figure from an optional deployment with a figure cost of 2 or less.
Bardottan Shard 1 : Exhaust this card and choose a hostile figure within 3 spaces. That figure suffers 1 . You may increase by 1 to cause that figure to suffer 2 additional . 1 : Exhaust this card and choose a hostile figure within 3 spaces. That figure suffers 1 . You may suffer 2 to cause that figure to suffer 2 additional .
Company of Heroes (Murne Rin) When you deploy a unique ALLY, reduce its deployment cost by 4 (to a minimum of 0). When you have brought an optional unique ALLY to a mission, you may deplete this card at the start of the mission to immediately defeat a figure from an optional deployment with a figure cost of 4 or less.
Counterparts During setup of any mission, when deploying Rebel figures, return this card to the game box to deploy either R2-D2 (Loyal Astromech) or C-3PO (Human-Cyborg Relations) as an ally at no threat cost. This does not count against the 1 ally per mission limit. At the beginning of any mission, when deploying Rebel figures, return this card to the game box to deploy either R2-D2 (Loyal Astromech) or C-3PO (Human-Cyborg Relations) as an ally at no threat cost. This does not count against the 1 ally per mission limit. When there is no other priority target set, they become priority targets.
Alternatively: When you have brought R2-D2 (Loyal Astromech) or C-3PO (Human-Cyborg Relations) to a mission, you may return this card to the game box at the start of the mission to immediately defeat a figure from an optional deployment with a figure cost of 2 or less.
Fearless Leader (top half only) When you deploy a Rebel Trooper, reduce the deployment cost by 2. When you have brought Rebel Troopers as optional ALLIES to a mission, you may deplete this card at the start of the mission to immediately defeat a figure from an optional deployment with a figure cost of 2 or less.
Inside Source At the start of the first round, the Imperial player must choose and reveal the trigger and rules for 1 mission event, excluding "Mission Briefing" and "End of Mission". Deplete this card after an event was triggered to have a Rebel figure immediately perform 1 move or 1 attack.
Intercepted Plans Deplete this card at the start of a round to exhaust an Imperial Class card. Deplete this card at the start of a round to exhaust a regular Deployment card.
Intimidation Deplete this card when you defeat the last figure in a group. Until the end of this mission, the deployment cost of that group increased by 2. Deplete this card when you defeat the last figure in a group. Until the end of this mission, if this group is redeployed, all its attacks apply -1 to the attack results.
Lessons of History Deplete this card at the start of a Status Phase to reduce the threat level by 1 until the end of the round xxx
Populist Support Deplete this card when is increased to reduce the amount by which is increased by 2, to a minimum of 0. Deplete this card at the start of a round to immediately defeat a figure from an optional deployment with a figure cost of 2 or less.
Resurgence Return this card to the game box when you bring an ally to a mission to reduce that ally's deployment cost by 5. Return this card to the game box at the start of a mission when you bring an optional ALLY to immediately defeat a figure from an optional deployment with a figure cost of 5 or less.
Scouted Enemies Exhaust this card when an Imperial group is defeated. That group cannot be redeployed until the start of the next round. Deplete this card when an Imperial group is defeated. When that group is redeployed, immediately exhaust its Deployment card.

Crates and supply cards

At the end of each mission, heroes DO NOT receive 50 credits for each crate token they have in their play areas. (The credits are added automatically when the crate token is claimed.)

Some supply cards that allow the Rebel players to discard crate tokens for effects cannot be used as written. Use these alternative versions instead.

Card Original Version Imperial Commander version
Chance Cubes At the end of a mission, you may discard 1 crate token to roll 1 blue die. If the accuracy result is 4 or higher, the heroes receive 200 credits. Keep this card at the end of a mission. During the next Rebel Upgrade Stage, you may pay 50 credits to roll 1 blue die. If the accuracy result is 4 or higher, the heroes receive 200 credits. After the Rebel Upgrade Stage, shuffle this card back into the Supply deck.
Power Generator Discard this card and a crate token in your play area while attacking. Apply +2 and Pierce 2 to the attack results. Discard this card while attacking. Apply +2 and Pierce 2 to the attack results. If you do, reduce the heroes' credits by 50 during the next Rebel Upgrade Stage.

Habitat keyword and Ignored Groups

Depending on the mission, various groups are added to the list of "Ignored Groups" to make sure they only appear where it makes sense. This includes all groups with the "Habitat" keyword but also some more groups that are tied to certain environments in the Star Wars canon.

  • Tusken Raiders: Limited to maps with "Desert" tiles
  • Bantha Rider: Limited to maps with "Desert" tiles
  • Jawa Scavenger: Limited to maps with "Desert" tiles
  • Wampa: Limited to maps with "Snow" tiles
  • Snowtroopers: Limited to maps with "Snow" tiles
  • Wing Guard: Limited to maps with the "Bespin" trait