Star Wars: Imperial Assault
Overview
Star Wars: Imperial Assault is a tactical combat game set in the Star Wars universe. In Campaign Mode, one player commands Imperial forces while 1-4 others control Rebel heroes through a series of interconnected missions. Heroes grow stronger between missions, gaining experience and equipment. The game also features a competitive Skirmish Mode for 2 players using custom army squads.
Components
- 59 Map Tiles and 4 Door Tokens with stands
- 34 Plastic Figures (Stormtroopers, heroes, Vader, etc.)
- 11 Custom Dice (attack and defense)
- 6 Hero Sheets with Class decks
- 39 Deployment Cards
- Threat and Round Dial
- Supply, Reward, Item, Command, and Condition card decks
- 45 Damage Tokens, 35 Strain Tokens
- Various mission tokens and ID tokens
- Rulebook, Campaign Guide, Skirmish Guide
Setup
- Assemble the map using tiles, doors, crates, and terminals as shown in the mission guide.
- Assign Imperial and Rebel roles.
- Each Rebel player selects a hero and takes the matching Hero sheet, figure, and Class deck.
- Each hero claims one activation token (green side up).
- Imperial player arranges Deployment cards and deploys figures per mission diagram.
- Place dice, cards, and tokens within reach.
Turn Structure
Each round contains two phases:
Activation Phase
Players alternate activating figures:
- A Rebel player activates one hero (flips activation token from green to red).
- The Imperial player activates all figures from one Deployment group (rotates card 90 degrees).
- Alternate until all figures are exhausted.
Each activated figure performs 2 actions.
Status Phase
- Ready all exhausted cards and tokens.
- Increase threat (Imperial resource) by the current threat level.
- Advance the round marker.
- The Imperial player may deploy new groups by spending threat.
Actions
When activated, a figure performs 2 actions from:
- Move: Gain movement points equal to Speed stat; spend 1 point per space moved (orthogonal or diagonal). Difficult terrain costs 2 points.
- Attack: Roll attack dice against a target; defender rolls defense dice. Net damage (damage minus blocks) is applied. Surge icons trigger special abilities. Ranged attacks require line of sight and sufficient accuracy (sum of rolled numbers >= distance).
- Interact: Search crates (draw Supply card), open doors, or activate mission-specific tokens.
- Rest (Heroes only): Recover strain equal to Endurance; excess strain recovers damage.
- Special Action: Unique abilities on hero/class cards marked with the action icon.
Important: Only heroes may use both actions to attack in the same activation. Imperial figures may attack only once per activation.
Attack Resolution
- Declare target and weapon.
- Roll attack dice (damage, surge, accuracy for ranged).
- Defender rolls defense dice (blocks, evade, dodge).
- Apply surges to special abilities.
- Evade cancels one surge; Dodge cancels all results (complete miss).
- Net damage = total damage - total blocks.
Line of Sight
Trace two straight, uninterrupted lines from any corner of the attacker’s space to two different corners of the target’s space. Lines cannot pass through walls, blocked terrain, or other figures.
Scoring / Victory Conditions
Each mission has specific objectives for both sides:
- Rebel Objectives: Vary by mission (e.g., defeat all enemies, interact with terminals, escape the map, protect allies).
- Imperial Objectives: Vary by mission (e.g., defeat a hero, wound all heroes, hold objectives for a number of rounds).
The mission ends immediately when either side completes its objective. Campaign victory is determined by the outcome of the final mission.
Special Rules & Edge Cases
- Strain: Heroes can voluntarily suffer strain to gain extra movement points or power abilities. If strain equals health, excess strain becomes damage.
- Defeated Heroes: A defeated hero is wounded (flips sheet to wounded side with reduced stats) but continues the mission. If wounded again, they are out for the rest of the mission.
- Defeated Imperials: Removed from the map. The Imperial player may redeploy them later by spending threat.
- Deployment Groups: The number of bars on a Deployment card indicates how many figures are in that group. All figures in a group activate together.
- Line of Sight Through Figures: Figures do not block line of sight unless specified by terrain rules.
- Campaign Progression: Between missions, heroes spend XP on class cards and credits on Item cards. The Imperial player spends XP on Imperial Class cards and Agenda cards.
- Threat: The Imperial resource used to deploy reinforcements and trigger special abilities. Increases each round.
Player Reference
| Action |
Description |
| Move |
Gain movement points = Speed; 1 point per space |
| Attack |
Roll attack vs defense dice; apply net damage |
| Interact |
Search crates, open doors, use terminals |
| Rest |
Recover strain = Endurance (heroes only) |
| Special |
Use unique class/item abilities |
Dice Results: Damage (heart), Block (shield), Surge (lightning), Evade (arrow), Dodge (X), Accuracy (number)