Texto completo do manual
RULEBOOK
THE BESPIN GAMBIT
2
4 Command Cards
9 Imperial Class Cards
5 Reward Cards
2 Supply Cards
18 Hero Class Cards
(2 decks, 9 in each)
© LFL © FFG
1
Camouflage
Any Figure
Use when an attack
targeting you is declared.
You become Hidden.
© LFL © FFG
The element of surprise can
be regained.
Discard this card
at the start of a round.
Each Rebel figure within
5 spaces becomes Hidden.
Consumable - Energy
Flash Emitter
© LFL © FFG
IMPERIAL BLACK OPS
1 xp
Each Hidden Imperial
figure gains:
A: Choose an adjacent
friendly figure. That figure
becomes Hidden.
Shadow Corps
© LFL © FFG
2 xp
Exhaust this card
when you exit a space
containing a hostile figure
and roll 1 blue die. That
figure suffers 1H
equal
to the H results. Apply
+1H to the results if you
are Hidden.
“Anyone who prefers a fair
fight has never been in one.”
Blindside
© LFL © FFG
REWARD
“They never see us coming.”
At the start of each
mission, each hero
becomes Hidden.
Under the Radar
© LFL © FFG
“I could study it for a lifetime.”
Exhaust this card
during your activation
or at the start of another
activation to interrupt
to ready 1 of your
class cards.
REWARD
Radiant Holocron
Accessory
2 Skirmish Mission Cards
6 Item Cards
(3 decks, 2 in each)
© LFL
© FFG
Attack
350 credits
B: Bleed
B: +2H
1C: Use while attacking
to apply Pierce 1 to the
attack results.
Blade
Vibrosword
4 Condition Cards
© LFL © FFG
Beneficial
Hidden
While defending, apply
-2 Accuracy to the attack
results.
While attacking, apply
+1B to the attack results.
After you resolve an attack,
you must discard this
condition.
“Then we’ll do it real quiet-like.”
–Han Solo, Return of the Jedi
© LFL
© FFG
B
THE BESPIN GAMBIT
Bespin Tibanna Facility
A figure can retrieve a Tibanna Gas Reserve.
End of each Round: Each player determines the total
figure cost of each of his figures on or adjacent to the
Carbon-freezing Chamber. The player with the highest
total is operating the Carbon-freezing Chamber until
the end of the next round.
The player who is operating the Carbon-freezing
Chamber is considered to have 4 additional VPs for
each Tibanna Gas Reserve his figures are carrying.
Strategic Reserves
6 Agenda Cards
6 Side Mission Cards
14 Deployment Cards
(4 decks)
Health Speed Defense Attack
B: +1H B: Recover 1H
Keep the Peace: When a hostile figure declares
an attack targeting a space adjacent to you,
if that space does not contain a friendly
Guardian, you may suffer 1C. If you do,
the attacker suffers 1C. Limit 1 “Keep the
Peace” ability used per attack.
Guardian - Trooper
Wing Guard
4
3
6
2
© LFL © FFG
Reward: “Lando Calrissian (Charming Gambler)” ally
Lando Calrissian needs to sneak back
into Cloud City to recover critical
documents he left behind. The catch,
he reveals, is that the local ISB have
installed additional surveillance.
Lando requests an elite team to escort
him through the city on foot.
Side Mission: “Reclamation”
(page 8, The Bespin Gambit)
Bespin - Outskirts
Reclamation
© LFL © FFG
The real art isn’t discovering the
secret, but discovering how much
it’s worth.
Place this card in your play area.
When a hero claims a crate
token, that hero tests K or J.
If unsuccessful, deplete this card
and discard that crate. The hero
still draws any Supply cards.
Blackmail
ENHANCED INTERROGATION
2 Influence
© LFL © FFG
The best squads know when and
where to wait.
Keep this card secret. Play it at
the end of an activation during
any mission.
Resolve an optional deployment.
The total D spent during this
deployment must be less than or
equal to 2 plus the threat level.
Then, discard this card.
EVASIVE MANEUVERS
Hasty Ambush
2 Influence
© LFL © FFG
11 Plastic Figures
(2 Heroes, 3 Ugnaught Tinkerers,
6 Wing Guard)
3 Ally and
Villain Tokens
1 Skirmish Map Sheet
8 ID Tokens with
24 ID Stickers
10 Condition
Tokens
3 Companion
Tokens
2 Hero Sheets
Health Endurance Defense Speed
Master of Intelligence
Murne Rin
False Orders
A1C: Choose a hostile
figure with a figure cost
equal to or less than the
threat level within
3 spaces. Perform an
attack with that figure.
12
3
3
© LFL © FFG
Health Endurance Defense Speed
False Orders
A1C: Choose a hostile
figure with a figure cost
equal to or less than the
threat level within
3 spaces. Perform an
attack with that figure.
Figurehead
After an attack targeting
you resolves, if you
suffered 1 or more H,
choose another hero
within 3 spaces that has
suffered at least 1C. That
hero recovers 1C.
Master of Intelligence
Murne Rin
4
4
1
2
© LFL © FFG
16 16 16 17
17 17 17
16 16 17
16 16 17
16 16 17
COMPONENT LIST
12 Map Tiles
SKIRMISH MISSION
THE BESPIN GAMBIT
BESPIN TIBANNA FACILITY
Skirmish Map
0 1a, 0 5a, 0 8a
2 0a, 2 1a, 2 3a, 2 4a, 2 9a, 3 1a, 3 2a( 2 ), 3 3a, 3 4a, 3 5a( 3 ), 3 6a
Carbon-freezing Chamber
(shaded yellow)
B
Tibanna gas reserve
SKIRMISH MAP SHEET
The Bespin Gambit includes a new skirmish map to expand
your options for Imperial Assault skirmishes. The “Bespin
Tibanna Facility” map (see below) corresponds to the “Man in
Carbonite” and “Strategic Reserves” Skirmish Mission cards found
in this expansion.
For more information on playing a skirmish, players should
consult the Skirmish Guide and Rules Reference Guide, both of
which are found in the core game.
B
B
B
B B
3 Damage Tokens
9 Strain Tokens
3 Companion
Cards
—34 —
© LFL © FFG
Attack Defense Health Speed
Droid
R5 Astromech
A Forage: Use while adjacent
to a crate to draw 1 Supply
card. Limit once per crate.
Insignificant: You cannot be the
target of an attack while in the
same space as a friendly figure.
a new skirmish map to expand your options for Imperial Assault skirmishes The Bespin Tibanna Facility map see below corresponds to the Man in Carbonite and Strategic Reserves Skirmish Mission cards found in this expansion For more information on playing a skirmish players should consult the Skirmish Guide and Rules Reference Guide both of which are found in the core game B B B B B 3 Damage Tokens 9 Strain Tokens 3 Companion Cards 34 LFL FFG Attack Defense Health Speed Droid R5 Astromech A Forage Use while adjacent to a crate to draw 1 Supply card Limit once per crate Insignificant You cannot be the target of an attack while in the same space as a friendly figure
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RULEBOOK
THE BESPIN GAMBIT
3
INSIDE THIS EXPANSION
The Bespin Gambit expansion includes new content to expand all elements of your Imperial Assault experience. There are new heroes, classes, items, figures, and much more to enhance your campaigns and skirmishes. In addition, this expansion contains six new side missions, which can either be incorporated into any full campaign or played in a sequence as the Bespin Gambit mini campaign.
BEFORE YOU PLAY
If you are new to Imperial Assault, make sure to read the Learn to Play guide found in the core game. There you will find a tutorial mission and all the information needed to begin playing both Imperial Assault and The Bespin Gambit.
EXPANSION SETUP
Each Imperial Assault expansion is designed to seamlessly integrate into your collection. Before using this expansion for the first time, carefully punch out all tokens and map tiles from the cardboard frames. Then, perform the following steps:
• Add the Agenda, Command, Side Mission, and Skirmish Mission cards to their respective supplies. Players may choose these cards when building each of these respective decks when playing a campaign or a skirmish.
• Add the Condition, Class, Deployment, Item, Reward, and Supply cards to their respective decks. Set aside the Companion cards to create a Companion deck.
• Add the Hero sheets, plastic figures, tokens, and map tiles from this expansion to their respective supplies.
Players should finish any active campaigns before incorporating the components from The Bespin Gambit into the core game.
Note: In a campaign, players are limited to the number of figures included in this expansion. For example, the Imperial player is limited to two regular and one elite Ugnaught Tinkerer figures, even if he owns multiple copies of this expansion.
EXPANSION ICON
All cards, sheets, and map tiles found in this expansion are marked with the Bespin Gambit expansion icon to distinguish these components from those found in the core game and other expansions.
MISSIONS
The Bespin Gambit features six new campaign missions and two new skirmish missions for Imperial Assault.
CAMPAIGN MISSIONS
The new campaign missions can be used in one of two ways.
• Each mission corresponds to a Side Mission card and can be incorporated into a full campaign.
• The missions can be played in a specific order to form the Bespin Gambit mini campaign (see “The Mini Campaign” on page 6).
SKIRMISH MISSIONS
The Bespin Gambit contains two new skirmish missions to be shuffled into your Skirmish Mission deck. These missions use the “Bespin Tibanna Facility” map, found on the included Skirmish Map Sheet.
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EXPANSION RULES
The following sections describe the new rules featured in
the components of The Bespin Gambit.
COMPANIONS
A COMPANION is a new type of support figure that is put
into play through various game effects and is associated
with a hero or a group. The companion shares that hero
or group's affiliation and activates before or after the
corresponding activation.
When a companion is put into play, place its Companion
card faceup in the ready position near its associated
Deployment card or Hero sheet. Then, place its token on
the map as indicated by the effect putting it into play.
A companion follows all normal rules for figures with
the following exceptions:
* A companion does not block line of sight, and
a hostile figure does not spend one additional
movement point to enter a space containing a
companion.
* A companion can end its movement in a space
containing another figure, and another figure can end
its movement in a space containing a companion.
* A companion is adjacent to each figure and object
in its space, and each of those figures and objects are
adjacent to the companion.
* A companion cannot interact and cannot use abilities
on Class, Item, or Supply cards.
* A companion has a figure cost of 0 (see "Figure Cost"
on the right).
* If a companion performs an attribute test, it
automatically fails.
* When a group that is associated with a companion
leaves play, the companion remains in play but can
no longer activate unless a game effect allows that
companion to activate as part of a different group.
* During a campaign, only one companion of each type
can be in play at a time. During a skirmish, each player
may have one companion of each type in play.
* When a companion is put into play under a player's
control, if that companion was already in play under
that player's control, it is removed from the map first.
* During a skirmish, abilities that specifically affect a
companion can affect only your companion.
DEPLOYMENT CARD RESTRICTIONS
Some Deployment cards can be used in only one style of
play in Imperial Assault. A Deployment card marked with
a Campaign Deployment Icon can be used only in a
campaign, while a Deployment card marked with a
Skirmish Deployment Icon can be used only in a skirmish.
Agent Blaise
Campaign
Deployment Icon
Agent Blaise
Skirmish
Deployment Icon
DICE TYPES
Some abilities refer to a die's type. A die's type is either
"attack" or "defense."
* Blue, Red, Green, and Yellow dice are attack dice.
* Black and White dice are defense dice.
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.
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.
Neutral Deployment Card
Back and Front
4
THE BESPIN GAMBIT
RULEBOOK
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RULEBOOK
THE BESPIN GAMBIT
5
RULES REFERENCE ADDITIONS
“That was a long time ago. I’m sure he’s forgotten about
that.” – Han Solo, The Empire Strikes Back
This section introduces new combinations and
clarifications of existing rules that are not included
in the Rules Reference Guide in the core game,
particularly with relation to new components found in
The Bespin Gambit.
If an entry in this section has the same title as an entry
in the Rules Reference Guide, treat the information
in this section as augmenting that entry in the Rules
Reference Guide.
Like in the core game, if a rule in this section contradicts
a rule in the core game’s Learn to Play booklet or
Skirmish Guide, the rule in this section takes priority.
Additionally, if a rule in this section should contradict
a rule found the core game’s Rules Reference Guide, the
rule in this section takes priority.
ATTACKS
SPECIAL SITUATIONS REGARDING
ATTACKS
• Some abilities allow players to perform an attack with
a hostile figure. To resolve such an attack, the player
resolving the ability controls the hostile figure for the
duration of that attack.
--The player resolving the ability chooses the target
of the attack. All non-neutral figures are considered
hostile and no figures are considered friendly while
performing this attack. The figure cannot target
itself.
--During a campaign, while a Rebel player is
attacking with an Imperial figure or the Imperial
player is attacking with a Rebel figure, that figure
is considered to be both Rebel and Imperial by
mission rules.
--A figure that uses such an ability does not count as
having performed an attack.
CLASS CARDS
Some heroes, such as Davith Elso, have a Class deck that
includes Item cards with an XP cost. These cards can be
purchased with XP like any other Class card and are used
like other items of the same type. If a player wishes to
sell any of these items after purchasing them, he may do
so for 50 credits like any other Item card without a listed
credit cost.
DOORS
• Some missions allow heroes to place doors. Doors
must be placed on exactly two edges. A door cannot
overlap a wall or another door.
KEYWORDS
The keyword Hide is included in The Bespin Gambit in
addition to those found in the core game.
The Hidden condition is also used as a keyword to apply
the corresponding condition.
TILE TYPES
Rules in other Imperial Assault expansions may reference
a map tile’s type. In The Bespin Gambit, tile 11A has the
Forest type, tile 12A has the Desert type, and all other
tiles have the Interior tile type.
“YOU”
Many cards use the word “you” to refer to a figure
instead of the player. For example, if a Deployment card
reads “While attacking, you may reroll 1 attack die,” any
figure belonging to that card’s group may reroll one die
while it is attacking.
• If an effect corresponding to a figure instructs “you”
to claim a token, gain VPs, or manipulate cards, or
refers to “your” army or figures, “you” refers to that
figure’s player.
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RULEBOOK
THE BESPIN GAMBIT
6
THE MINI CAMPAIGN
In addition to being usable in a full campaign, the
missions included in The Bespin Gambit can be played
in succession to form a narrative mini campaign that
requires only 6-8 hours to complete.
MINI CAMPAIGN SETUP
Before starting a new mini campaign, perform only steps
1-3 of “Campaign Setup” as outlined on page 7 of the
Rules Reference Guide in the core game. Then, perform
the following steps:
1. Build the Agenda Deck: The Imperial player
builds his deck of Agenda cards following the
guidelines in “Building the Agenda Deck” on
page 4 of the Rules Reference Guide in the core game.
Then, he returns all cards in his Agenda deck that are
played as side or forced missions to the game box.
2. Upgrade Heroes: Each hero receives 3 XP, and heroes
collectively receive 400 credits per hero. Then, heroes
resolve a Rebel Upgrade Stage. When purchasing
Item cards during this Rebel Upgrade Stage, Rebel
players draw cards from the Tier 1 Item deck and
draw ten cards instead of six.
3. Upgrade Imperial Player: The Imperial player
receives 3 XP. Then, he performs an Imperial
Upgrade Stage, but skips purchasing Agenda cards.
4. Set Up Introductory Mission: Players are then
ready to set up and play the Introductory mission
for the mini campaign. For The Bespin Gambit, the
Introductory mission is “Reclamation” (see page 8).
PLAYING THE MINI CAMPAIGN
Playing the mini campaign is similar to playing a full
campaign (see “Playing a Campaign” on page 10 of the
Learn to Play booklet in the core game).
Unlike a full campaign, missions in the mini campaign
are all considered to be story missions and are played in
a specific order. Side missions are not played during the
mini campaign.
During the Mission Stage, Rebel players do not choose
the next mission to resolve based upon active Side or
Story Mission cards. Instead, each mission’s epilogue
will determine the next active mission to be resolved.
EPILOGUES
When playing the mini campaign, each mission’s
“End of Mission” text will direct players to resolve
an additional event. These events are referred to as
epilogues (see “The Epilogues” on page 20) and
provide additional narrative text as well as rewards
specific to mini campaign progression.
Additionally, the epilogue indicates the next active
mission the players will resolve. When this happens,
players should record the name and page number of that
mission in the next mission entry of the campaign log
(see “The Campaign Log” below).
After resolving the epilogue, players progress to the
“Post-Mission Cleanup” portion of the Mission Stage.
THE CAMPAIGN LOG
Like in a full campaign, players utilize a campaign log to
track and record information relevant to the progression
of the mini campaign.
The campaign log for the The Bespin Gambit mini
campaign is found on the back of this rulebook and is
used in a fashion identical to the campaign log in the
core game.
Players can print out additional campaign logs online at:
www.FantasyFlightGames.com
STOP!
Only the Imperial player is allowed to read
information contained in the campaign portion of
this rulebook. Rebel players can ask the Imperial
player to repeat any rules previously read, but they
are never allowed to look at or read any of the
mission information beyond this page.
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LEARN TO PLAY GUIDE
IMPERIAL ASSAULT-EXPANSION NAME
24
IMPERIAL ASSAULT-TWIN SHADOWS
Permission granted to print and photocopy this page for personal use only. © LFL © FFG.
The Bespin Gambit Campaign Log
REBEL UPGRADE | THREAT LEVEL | MISSION | IMPERIAL UPGRADE
INTRODUCTION | 3 | Tier 1 & 2 Items, Spend XP | Agenda, Spend XP
STORY MISSION 1 | 4 | Tier 2 Items, Spend XP | Agenda, Spend XP
STORY MISSION 2 | 5 | Tier 2 & 3 Items, Spend XP | Agenda, Spend XP
FINALE | 5 | |
THREAT LEVEL
Reclamation
Experience (XP) | Influence | Ongoing Agendas
Empire | Target | Name
Experience (XP) | Credits | Rebels
Name | Name | Name | Name
Before starting a new mini campaign, perform only steps 1-3 of Campaign Setup as outlined on page 7 of the Rules Reference Guide in the core game. Then, perform the following steps:
1. Build the Agenda Deck: The Imperial player builds his deck of Agenda cards following the guidelines in “Building the Agenda Deck” on page 4 of the Rules Reference Guide in the core game. Then, he returns all cards in his Agenda deck that are played as side or forced missions to the game box.
2. Upgrade Heroes: Each hero receives 3 XP and heroes collectively receive 400 credits per hero. Then, heroes resolve a Rebel Upgrade Stage. When purchasing Item cards during this Rebel Upgrade Stage, Rebel players draw cards from the Tier 1 Item deck and draw ten cards instead of six.
3. Upgrade Imperial Player: The Imperial player receives 3 XP. Then, he performs an Imperial Upgrade Stage but skips purchasing Agenda cards.
4. Set Up Introductory Mission: Players are then ready to set up and play the Introductory mission for the mini campaign. For The Bespin Gambit, the Introductory mission is “Reclamation” (see page 8).
SETUP
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