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7/24/2019 Heroes of the Aturi Cluster
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by Josh Derksenv0.7 2015/09/21
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0202
Campaign Introduction
02
Foreword
Credits & AcknowledgmentsCampaign Rules, Graphic Design, Cover Art:Josh Derksen
Playtesters: Shiu-Yik Au, James Binnie, Don Komhyr, Kelvin Lau, Victor Naqvi, Michael Parise,
Chris Powell, William Tink, Joe Silva, Norm Weir.
Illustrations: Matt Allsopp, Sacha Angel Diener, Jon Bosco, Matt Bradbury, Blake Henriksen,
Jason Juta, Lucasfilm Ltd., Henning Ludvigsen, Jorge Maese, Ralph McQuarrie, Dallas Mehlhoff,
Scott Murphy, David A. Nash, Matthew Starbuck, Nicholas Stohlman, Angela Sung, and many
others whose work has been used without permission.
Special Thanks:Grish Kalashnikov (R2EQ) of dockingbay416.com for getting me started on this
massive project. The X-wing Campaign by Ryan Voigt (Rekkon on Team Covenant) was a greatinspiration for ways to expand the game. Ralph Berretts X-wing AI project for the basis of the AI
statcards and logic used in this campaign. Hinny (Github) for developing the icon font used in this
project. And finally, Fantasy Flight Games, for making such an incredible game that captures the
essence of starfighter battles in the Star Wars universe.
This unofficial fanmade campaign is not affiliated with, nor endorsed by, Fantasy Flight Games.
Since X-wing Miniatures was released in
2012 there have been numerous fanmadecampaigns, ideas for new terrain types,
and projects to write artifical intelligence
to control opposing ships.
To my knowledge, no one has combined
these elements into a cohesive package.
With this campaign, I set out to convert
X-wing into a fully co-operative game for
1-6 players. Among our gaming group,
it has provided a refreshing alternative
to the standard dogfight game, in which
some of our favorite and most iconic Star
Wars ships no longer see regular play.
Campaign Introduction
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Campaign Rules
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Campaign Rules
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Table of Contents
Introduction
Campaign ComponentsCampaign Basics
Your First Mission
Setting up the Campaign
Rebel Pilots
Player Scoresheets
Choose a Starting Ship
Spending ExperienceRebel Pilot Abilities
Imperial AI
AI Setup
Select Target
Select Maneuver
Red Maneuvers & Stress
Obstacles and Board Edges
Select Action
Attack Target
Damage and Critical Hits
Breaking Formation
Sample AI Dogfight
Campaign Rules
The Campaign Round
Mission Setup Diagrams
Mission Scaling
Imperial Ships
Imperial Pilot Cards
New Terrain Types
Playing Co-operatively
A Few Modifications
New Actions & ManeuversMission Territory Types
Earning Experience & Assists
Missions
Mission Story Arcs
Missions
Numbered tokens from 1-12
(You can use X-wing base numbers)
Draw bag or opaque cup
One Six-sided die (1d6)
One Twelve-sided die (1d12)
Tokens to track Experience Points
earned; glass beads work well.
Other Required Components
In addition to X-wing components, many
of the missions also make use of the
following gaming supplies:
Required X-wing Components
This campaign assumes that the player
group has a mostly-complete X-wingMiniatures collection between them.
All missions in the campaign take place
on the standard 3x3 or 90x90cm play
area. You will need the 6 Asteroids from
the X-wing core set, 6 Debris fields, and
some missions use the Rebel transport.
Each player will need an X-wing or Y-wing.
For Imperial forces, you will need ap-
proximately 2 TIE Fighters per player, 1
of each other TIE for every 2 players, and
typically only 1 of each large or huge ship
as they are used as allies, mission objec-
tives, or elite enemies.
If you do not have the ships or compo-
nents listed for a mission, feel free to
either play another mission, proxy the
missing ships/pieces, or substitute
another ship with the same base size
and similar stats. However, be aware
that substitution may affect the missions
intended difficulty.
02
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Campaign Setup
The mission Local Trouble, p46,is intend-
ed as a starting mission for new players.
It doesnt have any campaign special
rules or new terrain, and provides a good
opportunity to get familiar with how the
Imperial AI works. It can be used to earn
a few experience points so players can
customize their pilots and ships a little
before launching into a full campaign.
You will need to:
Campaign Basics
Players are pilots in a Rebel squadron,
working together over a series of
campaign rounds to liberate a star
system from the Empires grasp.
During each campaign round, players
play missions co-operatively against the
AI (the core game of X-wing with some
changes), improve their pilots and ships,
and advance the story by modifying the
campaign mission deck.
During key missions, each faction can
earn Campaign Victory Points (VP),
representing control of the star system.
The number of VP needed to win the
campaign depends on the campaign
length chosen. See the following page.
Print an X-wing or Y-wing scoresheet
for each player, and perform ship setup.
See Choose a Starting Ship, p10.
Print and cut AI statcards for the
TIE Fighter and TIE Interceptor, and
familiarize yourself with how the AI
works. SeeAI Ships, p16.
Your First Mission
Players are intended to retire their pilots
when a campaign is complete, and any
future campaigns should be played
with new pilot scoresheets.
However, all missions in this book were
thoroughly tested to scale in difficulty
with Pilot Skill level, and can be re-
played with high-level pilots if desired.
Starting a New Campaign with Experienced Pilots
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Additional future mission arcs
will allow for longer campaigns.
Each mission has a corresponding card
which is used to form a mission deck.
Each campaign round, players draw
several cards from the mission deck
and choose one to play. Missions are
loosely organized into story arcs, and
when a mission is completed, it is usually
removed from the deck and the next part
of the story (another mission card) is
added to the mission deck, replacing it.
Not all of the missions in the campaign
are equally important or difficult. Starter
missions are smaller skirmishes that
provide good flight practice while latermissions involve bigger, better-defended
targets that must be conquered to earn
campaign victory points.
See Mission Story Arcs, p44
Setting up the Campaign
Once you are familiar with the AI and
the flow of the campaign format, youare ready to commence the full-fledged
campaign. Players must decide on a
campaign length, which determines the
number of missions arcs used and the
possible missions played:
Print and cut out the mission cards.Separate out all of the mission cards with
Start in the top corner, and set the rest
aside. Shuffle the starting missions and
draw (or choose) a number of them de-
pending on the campaign length chosen.
Shuffle the chosen starting missions to
form a mission deck. Keep this deck andthe remaining missions with your squads
scoresheets. Each missions victory text
will instruct you modify the deck by add-
ing new missions or discarding missions
as you play the campaign.
Campaign Length
Short Use 3 Starting Missions
(6-9 Missions total)
Earn 2 Campaign VP to win
Medium Use all 5 Starting Missions
(9-15 Missions total)
Earn 3 Campaign VP to win
Prepare Mission Deck
Assemble New Terrain
To make the new terrain tiles, it is
recommended to print them on sticker
paper and stick them to cardboard.
For reference, each Mission card
includes a list of required components.
You may not need to print and cut all of
the new terrain if you are only playing
the Short campaign and didnt draw any
missions that use a given terrain type.
Prepare AI & Imperial Pilots
Print and cut the Imperial Pilot cards
and shuffle them into a deck. Print the
AI Statcards - if you normally sleeve your
cards, you might consider laminating
these instead. If desired, also print the
Reference cards.
Mission Deck
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Pilots
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Each player should use a scoresheet to
keep track of their ship, including theircurrent pilot skill, experience points
earned/spent, missions flown, kills,
and upgrades available to them for each
mission. It is highly recommended torecord your ship data in pencil, as these
fields may change frequently.
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MISSIONS:
XP:
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1) Ship type icon and artwork
2) Player and Pilot Callsign name fields.
Give your Pilot a cool name!
3) Ship stats and available actions, and
a field to record your current Pilot Skill
level. For new Pilots, this will be 2.
4) When you purchase upgrades, write
them here. You may purchase any
number of these upgrades, such as
multiple types of torpedoes, but you
may only equip one to each upgrade
slot during a mission.
5) Ships can take one Modificationm.Elite Pilot TalentsE, and additionalModification upgrade slots preceded
by numbers become available once
those Pilot Skill levels are achieved.
6) Keep a tally of missions flown, and
record your Experience Point (XP)
total as you gain XP from missionsand spend it on upgrades.
7) Keep a tally of kills by enemy ship
type, for bragging rights.
Player Scoresheets
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MISSIONS:
XP:
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When beginning a campaign, each player
may choose to fly either an X-wing or aY-wing with some Experience Points (XP)
to immediately spend on upgrade cards.
Players cannot purchase additional Pilot
Skill with their initial XP. Record unspent
XP on your player scoresheet.
See Spending Experience, p12.
Players may change to other types ofRebel ships once they reach Pilot Skill 4.
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XP:
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Y-wingStarting Experience: 8XP
Capable of carrying a turret
and multiple types of ordnance,
the Y-wing is flexible enough to
take on any campaign mission.
Bomb Loadoutis factored into
the scoresheet and not limitedhere, and BTL-A4 can give any
turreted Y-wing extra punch.
X-wing
Starting Experience: 5XP
The X-wing is a well-rounded
campaign workhorse, and is
great for cleaning up enemy
fighters. For Pilots looking to
switch to an A-wing or B-wing
later, it tends to be the most
efficient starting choice.
Pilots Ship Setup
Choose a Starting Ship
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MISSIONS:
XP:
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HWK-290
Unlocked at Pilot Skill 4
A solid choice for a dedicated
support ship using thetMoldyCrowtitle, the HWK-290 is the
only Rebel ship that can equip a
crew without giving up a modi-
fication slot, and gains an Illicit
upgrade slot as well.
A-wing
Unlocked at Pilot Skill 4
Exceptionally fast and maneu-
verable, the A-wing makes a
great campaign choice for hit
and run missions. Every Pilot
flying an A-wing is considered
to be anA-Wing Test Pilot,
and receives an additionalEupgrade slot.
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MISSIONS:
XP:
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MISSIONS:
XP:
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B-wingUnlocked at Pilot Skill 4
The B-wing packs unparalleled
firepower, making it ideal for
assault missions against large
or stationary targets. B-wing/
E2is also factored in, so it can
optionally equip a crew insteadof one modification. However,
slow speed and poor agility
makes the B-wing an easy
target for enemy fighters.
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Spending Experience
Upgrades & Modifications
Changing Ships
Players can spend Experience Points on
five different areas. Of the possibilitiesbelow, only Upgrades and Modifications
may be purchased with a players starting
experience points. Unspent points are
banked for later.
Upgrades & Modifications
Change Ships
Increase Pilot Skill
Elite Pilot Talent Rebel Pilot Abilities (see p14)
Pilots Spending Experience Points
XP Cost = Squad Point Cost
When you spend XP to buy an upgrade
or modification, you are securing access
to that equipment. All upgrades you
have unlocked are available to you when
preparing your ship for a mission. You
can own more upgrades/abilities than
the slots on your player scoresheet and
choose which to equip for each mission.
If you want to field multiple copies of a
card (such as Proton Torpedoes, or Hull
Upgrade), you must buy multiple copies.
Upgrades and Elite abilities with discard
this card effects are reloaded/refreshed
for each mission and do not need to be
re-purchased with XP after each use.
Free Upgrades:Upgrades that cost 0 or negative points,
such asMChardaan Refit,tA-WingTest Pilot,tBTL-A4andPBomb Load-outare already built into ship statcards;
they are not considered upgrades for
eject rolls or mission effects.
XP Cost = 5 XP
Initially, you can only choose between the
X-wing and Y-wing. Once you reach Pilot
Skill 4, you may also choose between the
A-wing, B-wing or HWK-290.
When changing ships, take the
scoresheet for the new ship and record
all your unlocked upgrades that the new
ship can take, along with your kills and
missions flown. Any upgrades that can-
not be equipped to the new ship can be
written on the back, in case you changeships again.
If you wish to change ships again (even
back to a ship you had before), you must
spend another 5XP.
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Elite Pilot Talents
XP Cost = Squad Point Cost x2
When you reach Pilot Skill 3, your ship
gains an Elite Pilot Talent slot. They are
generally better than other upgrades,
and you are less likely to lose Elite Pilot
Talents when suffering Eject penalties.
The Elite Pilot TalentESquad Leadermay not be purchased; it has a special
function in the campaign. SeeAssign
Squad Leader, p28for details.
Multiple Elite Pilot Talents:
Unlike the standard game, as players
increase in Pilot Skill they are able to
combine up to four (five for an A-wing)
Elite Pilot Talents and Pilot Abilities, in
new and powerful combinations. Part of
the fun of playing the campaign is buildingships that are far too unbalanced for
normal skirmish play.
Increase Pilot Skill
XP Cost = New Pilot Skill Level x2
Must be purchased one level at a time.
XP Cost examples:
PS2 to PS3 will cost (3x2) = 6XP.
PS3 to PS4 will cost (4x2) = 8XP.
Each increase in pilot skill comes with an
additional benefit: You gain an additional
Elite Pilot Talent icon at Pilot Skill levels
3,5,7, and 9, and an additional ship
modification icon at Pilot Skill 4, 6, and 8.
Note thatEVeteran Instinctsdoes notincrease your Pilot Skill for this purpose.
Pilot Skill and Campaign Difficulty:
The overall difficulty level of the campaign,
including the number of enemy ships and
the quality of Elite enemies, is determined
by the average Pilot Skill rating of all theRebel players flying the current mission.
Therefore, players should be careful not
to purchase too many levels of Pilot Skill
before other upgrades, unless they are
looking for a significant challenge.
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PS Rebel Pilot Ability Text
3 Eaden Vrill When performing a primary weapon attack against a stressed ship, roll 1additional attack die.
3 Tarn Mison When an enemy ship declares you as the target of an attack, you may acquire atarget lock on that ship.
4 Roark Garnet At the start of the Combat phase, choose 1 other friendly ship at Range 1-3.Until the end of the phase, treat that ship's pilot skill value as "12." +Assist if
the friendly ship destroys an enemy with PS > friendly ships normal PS.
5 "Hobbie" Klivian When you acquire or spend a target lock, you may remove 1 stress token fromyour ship.
5 Biggs Darklighter Once per round, a friendly ship at Range 1 cannot be targeted by an attack if theattacker could target you instead.
5 Chewbacca When you are dealt a faceup Damage card, immediately flip it facedown (withoutresolving its ability).
5 Etahn Abaht When an enemy ship inside your firing arc at Range 1-3 is defending, theattacker may change 1 of its dresults to acresult. +Assist if the defender isan emplacement, or is destroyed by the effect of a critical hit such as Direct Hit.
5 Gemmer Sojan While you are at Range 1 of at least 1 enemy, increase your agility value by 1.
5 Leebo When you are dealt a faceup Damage card, draw 1 additional Damage card,choose 1 to resolve, and discard the other.
5 Nera Dantels You can performPattacks against enemy ships outside your firing arc.
6 Arvel Crynyd You may declare an enemy ship inside your chosen weapons firing arc that youare touching as the target of your attack.
6 Dutch Vander After acquiring a target lock, choose another friendly ship at Range 1-2. Thechosen ship may immediately acquire a target lock. +Possible Assist
XP Cost = Pilot Skill of Original Owner
The pilot abilities of existing Rebel pilotsmay be purchased and equipped as if
they were Elite Pilot Talents. However,
most of them cannot be purchased until
your pilot is very experienced.
Rebel Pilot Abilities
Your pilot skill must be greater than orequal to the Pilot Skill of the Rebel Pilot
whose ability you wish to purchase. The
cost is equal to the PS column, below.
Pilots Pilot Abilities
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PS Rebel Pilot Ability Text
6 Esege Tuketu When another friendly ship at Range 1-2 is attacking, it may treat your focustokens as its own. +Possible Assist
6 Garven Dreis After spending a focus token, you may place that token on any other friendly shipat Range 1-2 (instead of discarding it).+Possible Assist
6 Ibtisam When attacking or defending, if you have at least 1 stress token, you may reroll1 of your dice.
6 Kyle Katarn At the start of the Combat phase, you may assign 1 of your focus tokens toanother friendly ship at Range 1-3. +Possible Assist
6 Lt. Blount When attacking, You may consider the defender to be hit by your attack
regardless of dice results. If you do, the defender suffers no damage. You gainno XP, but the defender may still suffer tokens, such as Ion and Stress.
7 Dash Rendar You may ignore obstacles (including Ion Storms and Minefields)during theActivation phase and when performing actions.
7 Jake Farell After you perform a focus action or are assigned a focus token, you may performa free boost or barrel roll action.
7 Jek Porkins When you receive a stress token, you may remove it and roll 1 attack die. On adresult, deal 1 facedown Damage card to this ship.
7 Keyan Farlander When attacking, you may remove 1 stress token to change all of your f
results todresults.
7 Lando Calrissian After you execute a green maneuver, choose 1 other friendly ship at Range 1.That ship may perform 1 free action shown on its action bar. +Possible Assist
8 Airen Cracken After you perform an attack, you may choose another friendly ship at Range 1.That ship may perform 1 free action. +Possible Assist
8 Corran Horn At the start of the End phase, you may perform one attack. You cannot attackduring the next round.
8 Horton Salm When attacking at Range 2-3, you may reroll any of your blank results.
8 Jan Ors When another friendly ship at Range 1-3 is attacking, if you have no stresstokens, you may receive 1 stress token to allow that ship to roll 1 additional
attack die. +Possible Assist
8 Luke Skywalker When defending, you may change 1 of yourfresults to a eresult.
8 Miranda Doni Once per round when attacking, you may either spend 1 shield to roll 1additional attack die or roll 1 fewer attack die to recover 1 shield.
8 Ten Numb When attacking, 1 of yourcresults cannot be canceled by defense results.
8 Tycho Celchu You may perform actions even while you have stress tokens.
8 Wes Janson After you perform an attack, you may remove 1 focus, evade, or blue target lock
token from the defender. +Possible Assist
9 Han Solo When attacking, you may reroll all of your dice. If you choose to do so, you mustreroll as many of your dice as possible.
9 Wedge Antilles When attacking, reduce the defender's agility value by 1 (to a minimum of "0").
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AI Ships
Imperial Artifical Intelligence
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Introduction AI Ships
AI ships do not program dials during the
Planning Phase like human players do.Instead, they determine their maneuver
when it is their turn to activate during
the Activation Phase. The Empire always
has Initiative, so AI ships will always act
before Rebel ships of the same Pilot Skill.
When activated, AI ships choose a
target and then roll to determine theirmaneuver based on the targets current
distance and bearing. AI ships do not
take their targets pilot skill into account;
only its current position and facing. As
a result, AI ships with low pilot skill are
easy to outmaneuver, but Elite ships with
high pilot skill that can barrel roll or boostare much more challenging to catch.
When activating an AI ship during the
Activation Phase, follow Steps 1-3 on its
statcard, top to bottom. Sometimes you
will need to pre-measure for maneuvers
or actions in order to help it make the
correct choice for the situation.
When an AI ship activates during the
Combat Phase, use the Attack Target
step to determine its attack target.
Some mission special rules modify this.
AI Ship Statcards
Each AI ship has a statcard
with its basic stats as well
as logic for determining its
movement, actions taken,
and attack targets.
1) Ship Icon, Name, and
Basic Stats
2) Activation Phase logic.
These steps may be
modified by mission
special rules.
3) AI Ships Faction
4) Ship Image and
Maneuver Table
5) Maneuver Table
selection logic
v0.7
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Select Target
1) Nearest Enemy in
Arc and at Range 1-3
2) Nearest Enemy
1
2 Select Maneuver
Check Targets Range & Direction,
Roll on the matching table+ Skip step 3 on redmoves
1) Nearest enemy
Attack Target
1) Remove stress or Resolvec2)rto get a shot
3)rto avoid targets arc,
and keep target in your arc
4)fif you have a shot
5) e
Action Selection3
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R3+/R2+Fleeing
R1/R2+Closing
TIE FighterF1
2
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AI Setup
For each AI ship present, you will need
the model with its base and its AI card.AI ships do not need maneuver dials.
For ships other than TIE Fighters, you
will also usually need to draw an Imperial
Pilot card to determine its equipment.
See Enemy Ship Types, p33.
Ship Numbering
For each mission, number all AI enemyships listed in the Squad Composition
table in ascending order. For example,
if Alpha and Beta Squadrons have 4 TIE
Fighters each, number the Alpha Squad
ships 1-4 and the Beta Squad ones 5-8.
If additional enemy ships deploy later in
the mission, continue numbering them in
the same way.
This is most important for AI ships of
the same pilot skill. The numbers on their
bases will be the order they activate,
move, and fire in, lowest to highest.
This numbering system removes any
player decision-making from the AI ship
activation order.
AI Deployment
The missions Squad Composition table
lists which enemy ships are present,and the mission diagram indicates
where those squadrons enter play using
numbered arrows (vectors). See Mission
Setup Diagrams, p30for more details.
Ships in a squadron are deployed in
Formation, but the exact layout depends
on the number of ships. Center a squadsformation(s) over its numbered arrow on
the missions setup diagram and follow
the diagram to the left.
Deploy the highestnumbered ship in
position A along the board edge, the next
highest in B, and so on until all ships
in the squadron are placed. The ships
should be spaced about 2cm apart, so
that the width of a maneuver template
fits between them.
Since the lowest-numbered ship in a
formation moves first, this setup prevents
them from overlapping each other (and
losing their actions) most of the time.
AI Ships Setup
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Follow the steps on the AI statcard to
choose the target that best meets thecriteria. Use this target for all activation
phase steps (1-3), but re-select a target
when attacking in the combat phase (%).
The default AI logic presented in this
section is referred to asAttack. Manymissions in the campaign have special
rules that override the standard target
selection for some squadrons of AI ships:
When selecting a target, use the
nearest point of the huge ships base to
determine if it is the priority target.
If the huge ship can move this round,
use the distance and position of its frontstand when selecting a maneuver. If the
Huge ship does not move (due to mission
special rules) use its nearest stand, and
treat it as if it were Closing.
Determining Nearest
The target that is physically nearest in
the shortest range band is considered
nearest. If there are several possible
targets that are at similar distances,
choose the one that is closest to being
directly ahead of the AI ship.
Touching
AI ships ignore targets they are touching
unless there are no other targets within
range. In this case, treat the target as
being at Range 1 behind the AI ship.
Formations
During the Activation Phase, all ships in a
Formation make the same choices during
their Select Target and Select Maneuver
steps. When the lowest-numbered shipin a formation activates, use its position
and facing to determine the target. All
other ships in the formation will select
the same target.
Strike AI
Flee AI
Escort AI
These AI ships relentlessly pursue a
specific target (usually a mission objective)
and will use that target for movementand action selection. If possible, they will
also fire on the same target during the
combat phase, unless they can make a
Range 1 attack against something else.
Mission special rules will specify a board
edge. These ships will use the nearest
point of that board edge as their target.
When performing a maneuver, use the
fastest speed for the selected bearing.
These ships only have modified Action
Selection. If their escort target is within
Range 1, they will use the Protect Action
on it. See Protect, p40.
Step 1: Select Target Other AI Target Selections
Targeting Huge Ships
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Once a target is selected, determine its
distance, and facing relative to the AIship and use this information to select
the appropriate maneuver table from the
diagram. Roll a six-sided die, and excute
the maneuver that matches the result.
For targets on the port (left) side, use
the corresponding table on the right side
of the diagram, reversing the maneuvericons. Note that some ships like the
Decimator (d) have maneuvers that
turn away from their targets.
If an AI ship executes a red maneuver,
it does not receive a stress tokensimply skip its Action Selection step.
This rule is crucial for operating the AI.
However, AI ships can still receive stress
from other effects such as Debris Fields
and Flechette Torpedoes. While an AI
ship has a stress token, it may still per-
form red maneuvers and acquire tokens,
but cannot perform free actions. Itsnext normal action will be used to remove
the stress token. If a ship can perform
multiple actions, (due to Push the Limit,
for example) it may remove a stress token
first and then select another action.
Ion Tokens
An AI ship with an Ion token does not
need to select a maneuver as it must
perform a 18for the ionization effect.
However, it must still select a target in
Step 1, since it must reference the
targets position during Action Selection
to determine which action(s) it takes.
AI Ships Maneuvers
Step 2: Select Maneuver Red Maneuvers & Stress
Determining Direction
The AIs maneuver tables are divided into
8 directions, but sometimes its nearest
target is on a dividing line. In this case,
use the table that the target ship is fac-
ing towards. If the target ship is pointing
directly toward or away from the AI ship,
randomly choose which table to use.
Determining Inner or Outer tables
If the target is at Range 1, or at Range 2
and Closing on the AI ship, use the inner
tables. If the target is at Range 2 and
Fleeing from the AI ship, or at Range 3+,
use the outer tables. Each AI statcard
has a reminder
in the corner: R3+/R2+Fleeing
R1/R2+Closing
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If the AI ships maneuver template or ship
base will overlap an obstacle, it attemptsto Swerve. Adjust its chosen maneuver
onceto try and avoid the collision, as
described below. If it is unable to avoid
the obstacle by swerving, execute its
original move. If an AI ship begins its
movement overlapping an obstacle, it
does not attempt to Swerve that turn.
Swerving
Adjust the intended bearing of the
maneuver 45 in either direction and
then select a new maneuver at the same
speed (or closest speed possible within
the limitations of the ships dial) that
brings it closest to its target. Koiogran
Turns 2will change to banks 9. If the
ships new maneuver will still collide with
the obstacle, perform the original
maneuver chosen and suffer the collision.
Swerving and Formations
Although all ships in a formation select
the same maneuver, they move one at
a time in ascending order and each will
swerve independently as required. This
may cause ships to break formation
see Breaking Formation, p23.
Board Edges
Unlike avoiding obstacles, AI ships make
every effort to avoid the board edge. If
their chosen maneuver causes them to
leave the board, select the most similarmaneuver that still keeps on the board.
If there is no possible maneuver that
achieves this, the AI ship is destroyed.
If the AI flies off the board as a result
of being ionized, the player that ionized
them scores XP for the kill.
Swerving Examples
A TIE Fighter attempting a 16will collide
with an asteroid. Changing the maneuvers
bearing would result in a 19, but the TIE
Fighter cant perform that maneuver.
Instead it chooses the next closest speed
for that maneuver it has; a 29. This will
not result in the TIE hitting an asteroid,
so it performs the 29.
Another TIE Fighter begins its move with
an asteroid directly in front of it. The
players are pretty sure this is a dumb
TIE Fighter pilot and that there are no
moves that will avoid the asteroid. The
TIE selects a 42. Since this maneuver
will overlap, swerving changes it to a 39.
This new maneuver will still cause the TIEFighter to overlap, so it simply performs
the original 42and collides with the
asteroid anyway, in classic TIE Fighter style.
Obstacles and Board Edges
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After moving, if an AI ship did not
perform a red maneuver, or overlapan obstacle or ship, it will perform its
action step. Check each condition of its
action priority in order, top to bottom and
perform the first action that meets the
criteria. If the ship can perform multiple
actions, continue until it has performed
as many actions as possible.
Pre-measuring Actions and Range
When deciding which action to perform,
most will require you to measure range,
check arcs, or see if repositioning will
fulfil that actions criteria.
Sometimes you may be able to judge
these criteria by eye, but usually you will
need to lay the range ruler or move tem-
plates and move the AI ship to check.
If it turns out that the ship cant meet the
criteria for doing an action after youve
measured or moved it, simply move it
back and check its next priority.
Clearing the Effects of Critical Hits
If an AI ship suffers from the effects of a
critical hit that can be removed with an
action, such as Damaged Sensor Array
or Console Fire, it will perform that
action as top priority (unless it is stressed).
AI Ships Actions & Attacks
Rolling Attack and Defense Dice
AI ships attempt to maximize the result
of each dice roll they make using any to-
kens and reroll abilities, regardless of the
defense value of the target they are firing
upon, or how likely they are to hit.
Use tokens assigned to the ship as
required below at the first opportunity.
Spending Tokens when Attacking
Spend tokens to maximize damage. If the
AI has a target lock on the defender, use
it to reroll all blanks. If the AI does not
have a focus token, also reroll all focus
results. Spend a focus token if there is at
least 1 eye result to convert to a hit.
Spending Tokens when Defending
Spend Focus and Evade tokens to reduce
damage as much as possible, without
adding excess evades. If a ship has bothtokens, spend its Evade token first, and
Focus token second, unless the Focus
token would prevent all damage taken.
If spending a token wont affect the
amount of damage taken, dont spend it.
Step 3: Select Action
Each AI ship determines a target to fire
upon during the Combat Phase, followingthe steps on the AI statcard.
Step 4 (%): Attack Target
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AI Ships will break from their Formation
and act independently when one of three
things happen:
1) The ship is no longer at Range 1 of
any other ship in its formation.
2) The ship is no longer facing the same
direction as the majority of ships in
a formation. This can happen due to
swerving to avoid an obstacle, or
being unable complete a maneuver
due to overlapping other ships.
3) One (or more) ships in the formation
collides with, or suffers damage from,
a player-controlled (Rebel) ship. Do not
break formation for Imperial collisions.
Breaking Formation
Damage and critical hits are resolved
as usual. Since the majority of Imperialships have no shields and most missions
require many ships to be in play, consider
assigning them the orange damage tokens
instead of drawing damage cards:
Any critical hits suffered can be tracked
by placing the card on the table beside
the affected ship or, if the ship is the only
one of its kind, on its AI statcard. This
greatly helps to keep things organized.
Applying Effects
If the AI player must choose the target of
an effect (such as Ruthlessness), it is
described on its Imperial Pilot card for
that ship. Otherwise, use the AI ships
target priority to determine which ship(s)
or targets are affected.
Earning Experience Points
Players gain Experience Point tokens
whenever they damage or destroy enemy
ships. See Earning Experience, p42
Damage and Critical Hits
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Turn 1. Four Academy Pilot TIE Fighters
(T1, T2, T3, T4)deploy in formation.
Players deploy their PS2 X-wings (X1,X2)on the far corner of the board and
set their dials. Players then activate the
TIEs. The nearest Rebel ship is out of
range at 45, and they are a formation,
so all will perform the same maneuver.
The roll is a 4, so each TIE performs a
37, moving in order of lowest number
to highest number (fig.1). There are noenemy ships in combat range, so all four
TIEs evade. The Rebels move forward but
are out of range.
Turn 2. This time the nearest Rebel ship
is directly ahead, but still out of range.
The TIE formation rolls a 2. Each TIE
performs a 58 maneuver, again, lowestto highest number. T1 and T2 are in
range of the Rebels and will Focus.
However, as T3 moves, it will hit an
asteroid. It must swerve and adjust its
maneuver 45 to a 39(fig.2). Then,since it can get X1 in range and arc
by barrel rolling, it will do so.
T4 moves but collides with T3. T4 will
not swerve to avoid hitting a ship;
only a hazardous obstacle (fig.3).
Now, the X-wings move into range
and fire at Pilot Skill 2. X1 fires at T2,
and gets dd. The TIEs defense roll
is eef. Since it has already rolledenough evades to mitigate all incoming
damage, it does not spend its token.
X2 fires at T1, gettingdd. This TIE rollsonly 1f, but will spend its Focus token
AI Ships Sample Dogfight
1
2
3
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to prevent as much damage as possible.
X2 scores 1 Experience Point for damag-
ing at least 1 enemy ship this turn.
The TIEs return fire at Pilot Skill 1, again
in order of lowest to highest number. T1
targets the only enemy it can: X2 (fig.4).
At Range 1, it rolls dff. With noFocus token, the X-wing evades easily.
Although the remaining TIEs have bothX-wings in arc and in range, X1 is the
closest target for all of them. T2 rolls
ddf, and will spend its focus tokento maximize damage. X1 rolls 1eandloses its shields, and the remaining TIEs
roll poorly add another 1 damage.
Turn 3. The TIE formation is now broken.
T3 is now facing a different direction
and would have selected its own target
anyway, but now that a ship in the forma-
tion has suffered damage (T1), all ships
break formation select their own targets.
The players set their dials again and then
activate each TIE in order. T1 targets
X2 and rolls a 3. Since the X-wing is at
Range 1 directly ahead, the result is
28: a collision. T2 selects X1, which isat Range 1 and 45 to the right. It rolls
a 4, which results in a 42. There isntroom to complete the maneuver, so it will
also collide with X2 (fig.5).
T3 targets X1 and rolls a 6: also 42.Since this is a red maneuver, T3 skips its
action selection step instead of receiv-
ing a stress. Finally, T4 targets X1 and
rolls a 6. X1 is at Range 1 (45), so T4
performs a 16and will barrel roll to getX1 in arc. (fig.6).
4
5
6
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7
8
9
AI Ships Sample Dogfight Continued
Anticipating a TIE Fighter kill box, X1
planned a cautious 37. Lucky - it dodges
all firing arcs. X2 performs a 42andreceives a stress as usual.
Desperate to even the odds, X2 fires at
T1 and rolls a natural ddd. T1 rollsits defense and gets 1e- not enough!T1 is destroyed. X2s player marks a TIE
Fighter kill on his player scoresheet, and
collects 2XP: 1 for dealing at least 1damage this turn, and 1 for the kill (fig 7).
T3 is the only TIE that can attack, and
fires on X2 at Range 3 with no results.
Turn 4.T2s nearest enemy is X2. It
rolls a 4 and performs a 32 (X2 is 45behind and closing). Its a red maneuver,
so T2 skips its action.
T3 has X2 in arc. X2 is closing but at
Range 3, so T3 will roll on the green 45
table. A roll of 5 results in a 39maneu-ver, followed by Focus (fig 8).
T4 has neither X-wing in arc, and both are
almost exactly the same distance apart. In
this case, it targets the ship that is closest
to being directly ahead of it: X1. X1 is flee-
ing at Range 2, so T4 rolls on the Green
45 table: a 2. T4 performs a 29 andsince it has X1 in arc now, it take a Focus.
The X-wings move. X2 performs a 19and
collides with T3. X1 performs a 42(fig 9).Then, they take shots at the only target
they both have: T4. X2 fires first, rolling
d. T4 rollsffto defend, and spendsits Focus token to prevent all damage,
even though this is a little inefficient.
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10
11
Then X1 attacks T4, rolling ddcatRange 3. T4 rolls just 1e on 4 dice. The
players assign it a damage token, thendraw a critical hit from the deck: Direct
Hit. Scratch another TIE! - this time X1s
player marks a kill and collects 2XP.
T2 is the only TIE Fighter with a shot, and
without a Focus token it fails to deal any
damage to X2 (fig 10).
Turn 5.If this were an actual Mission, it
is likely there would be another squad of
incoming enemy fighters by now. Check-
ing this hypothetical Missions Squad
Composition table for a 2-player game,
the players see they must deploy a TIE
Bomber this round:
Squad Arrival Vec. 1p 2p
Beta Turn 5 1d6 B
They roll a six-sided die to see where it
will be deployed: Vector #6. Since it is
the fifth AI ship to be deployed, they
assign it a #5 token. They also draw an
Imperial Pilot card (TIE Bomber type) and
tuck it under the Interceptors AI stat-
card. Now players set their maneuversand the mission resumes (fig 11).
The Empire always has initiative in the
campaign, so the Pilot Skill 2 TIE Bomber
it will move and fire before Rebel ships of
the same pilot skill (the X-wings).
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The Campaign Round
The player with the highest Pilot Skill is
declared Squad Leader. If there is a tie,
players may decide who is Squad Leader.
That player is automatically equipped
with ESquad Leaderfor the nextmission, for free. This ability does not
use one of that playersEslots. ThisElite Pilot Talent cannot be purchased
or used by other ships.
During each campaign round,
players perform these phases:
1. Assign Squad Leader2. Mission Selection
3. Calculate Rebel Pilot Skill
4. Mission Setup
5. Equipment & Deployment
6. Play Mission
7. Modify Mission Deck
8. Upkeep
2. Mission Selection Phase
The Squad Leader shuffles the Mission
Deck and draws two mission cards,showing them to the other players.
The squad can decide which mission
they want to attempt and shuffle the
other mission card back into the deck.
4. Mission Setup Phase
Set up all ships and terrain following the
mission diagram and squad composition
table. See Mission Setup Diagrams, p30
for more details.Then, read aloud the
Mission Briefing and any mission specialrules. New Actions and Maneuvers, p40
has a list of new campaign special rules,
that are used in most missions.
3. Calculate Rebel Pilot Skill
Average the recordedPilot Skill ratings of
all players (round down) to determine the
Rebel Pilot Skill level. This is used during
mission setup to determine which enemy
ships are included. For this calculation,
ignore abilities that modify Pilot Skill, such
asEVeteran Instincts.
1. Assign Squad Leader
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5. Equipment & Deployment Phase
Each player chooses which upgrade
cards they will equip for this mission.
Then, players place their ships in the
missions starting area(s).
6. Play Mission Phase
As you play, each player should keep a
tally of the ships they destroy on their
player sheet, and use tokens to track
experience (XP) they earn during combat.
See Earning Experience, p42.
If mission objectives are numbered, they
must be accomplished in order. Themission ends when a number of turns
equal to the missions limit have been
played, or there are no player ships in
play. See Mission Territory Types, p41,
the missions setup diagram and special
rules for details.
7. Modify Mission Deck Phase
Read aloud the Rebel or Imperial Victory
text and modify the mission deck.
A plus (+) replaces the current mission
with the one listed. Discard removes
the mission from the deck, ending that
mission arc. Reshuffle returns the card
to the deck to replay later.
8. Upkeep Phase
Any pilot that was shot down must make
an eject roll; see Ejecting, p41. If the play-
ers lose a mission, they can still gain XP
after resolving any Ejects and penalties.
Players cash in their XP tokens and
record the total (and any effects of eject-
ing) on their player scoresheet. Players
may spend their Experience Points to
purchase upgrades between missions.
See Spending Experience, p12.
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If youve ever played a scenario for X-wing
before, most of the mission set up will befamiliar to you. However, this campaign
Missions Setup Diagram
introduces several new mechanics
to streamline mission setup for the AI.See the sample mission diagram below:
1) Grid Linesin Range-1
increments are used to locate
ships and mission features.
2) Deployment Areas. Red for
Rebels, blue for Imperial AI.Some missions have multiple
setup areas for players to
choose between; some have
setup areas that are only for
allied ships. See the missions
special rules.
3)Approach Vectorarrows
show where enemy
squadrons listed in the
squad compsition table
may arrive, and their
facing when deployed.
4) Obstacle placement areas
are marked with a white box.
Any obstacles should be
placed randomlywithin this
area; the diagram usually
has an example layout.
5) Territory & Turn Limit.
Territory type determines
what happens to Rebel ships
still in play when the turnlimit is reached. See Mission
Territory Types, p41.
6) Legendfor letters used
in the diagram.
A
B
C
5
1 6
2
3 4
Neutral Territory 10 Turns
A - Rebel Operative HWK-290 setup
B - Player setup/escape edge
C - Asteroids x6, random layout
Range >1 apart, Range >2 from edge
2
3
4
5
6
1
Example from Rescue Rebel Operatives, p48
Mission Setup Diagrams
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T
T
T
G G
G G
G G
G G
G G
G G
T
4p
6p
6p
4p 5p
5p
3p
3p
T
T
A
C
B B
6
2
3
4 5
1
Hostile Territory 12 Turns
A - Player setup edge
B - Asteroids x6, random layout
Range >1 apart, Range >1 from edge
C - Refueling Base as shown
New Terrain
When a mission requires
these terrain features or
emplacements, the number
and position scale based on
the number of players.
Each piece of terrain or
emplacement that has variable
setup is outlined in yellow, with
a player number beside it.
If you have at least this many
players, include this piece of
terrain in the mission.
Ground Missions
Any mission that takes place
over the surface of a planet
or other large object is repre-
sented in the diagram using
a different background.
Ground Missions frequently
have special rules.
Emplacements
Emplacements are shown in
the setup diagram with letter
to note their type. You will need
the Emplacement AI statcard
for missions that use these.Each Emplacement type has
a corresponding token:
Setup with New Terrain
Example from Miners Strike, p72
Much of the campaign content is special
rules for new terrain and environmentsfor players to battle the Empire over.
Some missions have map-wide effects
(see their special rules); others includenew obstacles, found on page p36.
Turbolaser Tower
Shield Generator
Fuel Tank
Sensor Array
Command Centre
Cargo Container
S
F
A
C
G
T
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Squad
The callsign of the squadron is often
referenced in mission special rules. Each
squad can be 1-4 ships, and all ships in
a squadron deploy in formation and move
together until they engage in combat.
If a squad contains several ship types,
they deploy in separate formations.
SeeAI Deployment, p18.
Arrival
Squadrons with Setup listed will be
deployed on the table before any Rebel
players. Turn # means the squad is
placed before players program their
maneuvers for that Turn. Special is
described in a missions special rules,
usually triggered by an event.
Vec. (Approach Vector)
Numbers and letters refer to the setupdiagram for the mission. Sometimes dice
(d6) or options (1/6 or 1-3) are listed.
In that case, when the squad needs to
be placed on the table, roll the dice or
randomly select an option to determine
where the squadron appears.
Squad Arrival Vec. AI 1p 2p 3p 4p 5p 6p
Alpha Setup 3 Attack F +F 68@ +F 48@ +F
Beta Turn 3 1/6 Attack F 4+F +F 8+F +F 6+F
Elite Special 1d6 Attack E@
Missions Squad Composition
Each campaign mission is designed to
scale based on the number of playersand their pilot skill, so that your squadron
can play even if somebody cant make it
that gaming session.
Mission Scaling
Every mission has a Squad Composition
table, (example below), which lists whichenemy ships are present, when they
arrive, and where they are deployed.
AI (Enemy Logic)
The Artificial Intelligence column lists the
target priority of each enemy squadron.
Attack is the default on the AI ship cards,
but other types change how a ship behaves
and are described in mission special rules.
Player Scaling (1p 6p)
Use the contents of each column that is
less than or equal to the number of play-
ers in the current mission.
Some cells add ships (+), while some
cells upgrade existing ships (8). In a fewcases, cells also improve the stats of
ships (+2*). Coloured cells (8+F) withnumbers only apply if the average Pilot
Skill of the Rebel squad is at least as high
as the number.
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Dont Own Enough TIE Fighters?
Most missions in the game use 2-3
TIE Fighters per player. You can reuse
destroyed models for new ships, but you
may need more than 8 models for 5 and
6-player games. For every 2 standard
TIE Fighters you are short, substitute
1 other random type of TIE.
Dont Own Enough Specialty TIEs?
Some missions in the campaign use a
large number of specialty ships such
as TIE Phantoms or TIE Defenders.
If your player group doesnt collectivelyown enough to field the required number,
substitute each missing model for a
random Imperial ship - simply draw an
Imperial Pilot card to determine the ship
type (as if the table entry is@).
Setup Icon Examples
+I Add this ship type
+@ Add a random ship type.Note: All random ships in a
squad should be the same.
8I Replace a Fwith this type
8+F Add this ship, if Rebel PS is 8
48@ Replace a Fwith a randomship type, if Rebel PS is 4
E@ Add an Elite of a random type
The campaigns missions have been care-
fully balanced and extensively playtestedto a standard level of difficulty. However,
the nature of the squad compositions
player scaling can also be used to adjust
the games difficulty level.
Easier:
If you are playing with kids, or prefer a
more casual game of X-wing, you canreduce the difficulty level of the campaign
by treating the Imperial setup as if you
have one fewer Rebel players.
This will reduce the number of enemy
ships and objectives, but it will also
reduce the total amount of Experience
Points the players can earn. This makes
a huge difference for 2-3 player games.
A Little Harder:
You can add 2 to your squads average
pilot skill. Interpreting the squad compo-
sition table this way will upgrade more
enemy TIE Fighters to better ship types
than usual, and Elite enemies will have
an additional ability.
A Lot Harder (1-5p only):
Treat the Imperial setup as if you have
an extra Rebel player. This often adds
an extra objective, two more TIEs, and
makes Elite enemies more resilient.
This difficulty boost is more severe for
squads of 2-3 players.
Be warned that adjusting the games
difficulty this way might make some
missions very hard to win, particularly
for low player counts.
Enemy Ship Types Difficulty Level
The majority of missions include enemy
ships other than standard TIE Fighters.These ships either have mission special
rules, or will require an Imperial Pilot
card. See Other Ships, p34to complete
their setup.
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Missions Imperial Ships
Drawing Imperial Pilot Cards:
Other ShipsTIE Fighters
The majority of enemies in the Campaign
are standard TIE Fighters. Shown as Fin the Squad Composition table, they are
always considered to beAcademy Pilots
from the standard game, and they never
have any upgrades or modifications.
However, the Empire has many other ship
types in its arsenal, and these will require
you to draw an Imperial Pilot card.
The procedure for drawing an ImperialPilot depends on the symbol listed in the
Squad Composition. The different types
of Imperial Pilots you may need are:
Random Imperial Ship (@):Draw an Imperial Pilot card. If there are
multiple ships of the same type in the
squad, only draw once; all ships in asquad will use that card (they will all be
equipped with the same upgrades).
Large Ships (l):
Each enemy Squadron is limited to a
single large ship. If a squad has several
random ships, draw again for the others.
Specific Imperial Ship (I, etc):
Follow the procedure for a random ship
type above, but draw until you get a Pilot
of the required ship type.
Elite Enemies (E@,EI, etc):Draw an Imperial Pilot card for these
ships as described above, for either a
random or specific ship type as required.
The only difference is that Elite enemies
use more of the abilities on the card.
See the following page for details.
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Imperial Pilot Cards
1) Ship TypeWhen a mission calls for a
random ship type (@), usethis icon to determine it.
2) Basic Upgrade, including
the upgrade name and full
ability text. Many abilities
have be modified slightly forthe campaign to provide
decision logic for the AI.
3) The Pilot Skill Ratingof
the ship changes depending
on which version of the ship
is used - Elite versions have
higher pilot skill that scales
with the Pilot Skill of the
Rebel squadron.
4) Elite Versionsof the ship
(E in squad composition)gain the abilities listed, in
addition to the basic one. If
the average pilot skill of the
Rebel players is at least the
value listed (4+, 6+, or 8+.),
the ship gains eachof
those abilities as well
(these abilities stack).
5) Tuckthe Imperial Pilot card
under the corresponding AI
statcard, revealing only thesections needed.
mAutothrustersWhen defending, if you are beyond Range 2 or outside the
attackers firing arc, change 1 of your blank results to an
Evade result.
tWhisperAfter you perform an attack that hits, assign 1 Focus token
to your ship.
EElusivenessWhen defending, the attacker must reroll one Critcal or Hit
result. You cannot use this ability if you are stressed.
tDark CurseWhen defending, ships attacking you cannot spend focus
tokens or reroll attack dice.
mStealth DeviceIncrease your agility value by 1. If you are hit by an attack,
discard this card.
EExpert HandlingWhen you perform a Barrel Roll action, remove 1 enemy
Target Lock from your ship.
1
4
6
8
10
TIE Interceptor
TIE Interceptor Elite
I
E
1
2
3
4
mAutothrustersWhen defending, if you are beyond Range 2 or outside theattackers firing arc, change 1 of your blank results to anEvade result.
tWhisperAfter you perform an attack that hits, assign 1 Focus tokento your ship.
EElusivenessWhen defending, the attacker must reroll one Critcal or Hitresult. You cannot use this ability if you are stressed.
tDark CurseWhen defending, ships attacking you cannot spend focustokens or reroll attack dice.
mStealth DeviceIncrease your agility value by 1. If you are hit by an attack,discard this card.
EExpert HandlingWhen you perform a Barrel Roll action, remove 1 enemyTarget Lock from your ship.
1
4
6
8
10
TIE Interceptor
TIE Interceptor Elite
I
E
v0.7
*0%3 &3^3
Select Target1) Nearest Enemy in
Arc and at Range 1-3
2) Nearest Enemy
*) Free fAction
1
2 Select Maneuver
Check Targets Range & Direction,
Roll on the matching table
+ Skip step 3 on redmoves
1) Nearest enemy
Attack Target
1) Remove stress or Resolve c2)rorbto get a shot3)rorbto avoid targets arc, and keep target in your arc
4) e
Action Selection3
R3+/R2+Fleeing
R1/R2+Closing
TIE InterceptorI
22
1
5
35
2
1
32
1
5
35
33
5
3
45
3
11
3
3
3
2
3
1
2
3
2
22
2
5
21
3
5
5
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Missions New Terrain
CloudsMinefields
This campaign introduces several new
types of obstacles, to supplement the
Asteroids and Debris Fields from thestandard game:
Unlike other terrain types, Minefields
can be owned by a faction. The mission
setup diagram indicates who owns any
Minefields; opposing ships consider the
mines hostile for the effects below.
Template or Ship Overlap:
Skip your perform action step. If the
minefield is hostile, it detonates: Roll 1
attack die for each of the Mines remain-
ing hull points and suffer any dor cresults rolled, without a defense roll.
Remove detonated Minefields from play.
Line of Sight:
If the Attackers line of sight crosses a
Minefield, the Defender is obstructed and
gains an additional defense die.
Attacking Minefields:Minefields have 3 hull and 1 agility. They
can be targeted and attacked as usual
but each critical hit counts as 2 damage.
remove destroyed minefields from play.
AI Logic:Swerve to avoid hostileMines.
Concentrations of gasses that do little
to impede movement but limit effective
line-of-sight, some of the rules for clouds
depend upon the setting of each Mission.
Template or Ship Overlap:
No effect. See Ion Storm variant, below.
Line of Sight:
If the Attackers line of sight crosses a
cloud, the Defender is obstructed and
gains an additional defense die. However,
clouds prevent all attacks at Range 3+.
AI Logic:
Do notswerve, even for Ion Storms.
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Station Modules Docking Bay Modules
Unlike other terrain types, Stations are
decorative - they only serve to maintain
the position of emplacements. However,
station modules interlock so that a
station or base and its emplacements
can scale with the number of players.
See Capture Refueling Station, p52
for an example layout.
Emplacements
These represent various
structures found on the
ground, on the surface of
stations, and occasionally
floating in space.
When used on a station, each square
area (highlighted on the above tile) can
have one emplacement. Emplacements
are not obstacles, so ships do not col-lide or interact with them, except that
they can be targeted, attacked, and
destroyed. The Emplacements Statcard
has the abilities and special rules of each
emplacement type.
Some missions require ships to deploy
from, or land in, Docking Bay modules.
Deploying AI ships:
Place ships in formation, with the
highest-numbered ship along the edge
of the docking bays entrance, as shown
in the formation diagram above. If ships
cant be placed because other ships are
in the way, just place them as close to
the above diagram as possible.
Landing:
To attempt to land in a Docking Bay, a
ship must reveal a non-red maneuver and
declare that it is attempting to land. If
the ships maneuver templateoverlaps
the bay entrance, the ship lands and is
removed from the play area.
If the ships base overlaps the docking
bay but the template does not, the ship
fails to land and immediately suffers 1
face-up damage card as a result.
1
2
3
4
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Playing Co-operatively
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X-wings roots as a 1v1 skirmish game
mean that players should make a fewadjustments to how they approach the
game when they play the Heroes of the
Aturi Cluster campaign co-operatively.
This page is optional; these are merely
suggestions based on playtesting.
Roleplaying & Atmosphere
Players are strongly encouraged to role-play missions in character, and address
each other using callsigns. You can even
play Star Wars soundtracks in the back-
ground to complete the mood.
Discussing Strategy
The best way to approach any mission
is usually to have a clear plan, at least
until Imperial reinforcements arrive to
mess things up. Strategic discussions
between players is encouraged, but the
Squad Leader should try and keep the
game moving, and should have the final
say if players cannot agree on an overall
course of action during a mission.
Gaming the AI
While it is possible to plan maneuvers by
referencing the AI statcards for nearby
ships and calculating the probability that
it will perform block or outfly you, this
slows down the game a lot.
It probably wont gain you much of an
advantage anyway. Most AI ships areset up so that they make a predictable,
decent, maneuver choice about half the
time. The other half of the time, they will
do something else that will often mess
you up, or counter-counter your plans.
A Few Modifications
Maneuvers
Most players find it easier to coordinatewith their squad if they discuss their
maneuvers openly.
To further streamline things, maneuver
dials can be placed face-up beside ship
models so that all players can see their
intended moves. This can help low-Pilot
Skill pilots avoid maneuvering, BarrelRolling, or Boosting in front of their al-
lies. This can also help prevent planning
mistakes, such as performing a red
maneuver while stressed.
Attack Targets & Stealing Kills
Frequently, two players of the same Pilot
Skill will be able to attack the same target
and have a chance to kill it. Players shouldagree on an attack order. Its recom-
mended to let pilots with low Pilot Skill
and fewer XP get some kills - but if play-
ers cannot decide, they may randomly
determine who shoots first.
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Many missions in this campaign have
objectives that require pilots to do thingsother than destroy enemy ships. Some
missions grant players (and sometimes
enemies) new actions and maneuvers:
Maneuver. Unless mission special rules
prevent it, a ship may flee the mission
area by jumping to hyperspace.
To prepare to jump to hyperspace, a ship
must perform a green maneuver and
announce it is powering its hyperdrive.
Assign it a hyperdrive token (use a track-
ing token from the X-wing core set or
other suitable token. Energy tokens from
huge ship sets work well). This is notan
action; perform an action as usual.
When the ship activates during the com-
bat phase, instead of attacking, it must
make a hyperspace roll:
Roll 2 attack dice and add 1 dresult foreach hyperdrive token. If the roll totals 3
dhits (including critical hits), The jumpis successful and the ship is immediately
removed from play. The hyperspace roll
can be only be modified by focus tokens.
If the ship fails to complete the jump thisturn, leave the hyperdrive token beside
the ship. If a ship with a hyperdrive token
performs a non-green maneuver or
elects not to continue jump preparation,
remove all hyperdrive tokens.
Playing Co-operatively Actions & Maneuvers
Action. Ships (Rebel and Imperial alike)
may be allowed to protect one or moreships or emplacements during a mission.
To perform a protect action, a ship must
be within range 1 of the target and spend
an action to assign it an evade token.
There is no limit to the number of evade
tokens that can be assigned, but they
are removed during the End Phase.
Action. Some objectives require close
visual scrutiny. To perform a scan, a
player must be within Range 1 of the
target. The mission will detail the effect
of performing this action.
Maneuver. Some missions require ships
to dock with other ships or terrain and
transfer cargo. To Dock with a ship,
the docking ship must be touching the
target. To Dock with terrain, the ship
must overlap. During the next planning
phase, the ship may declare it is docking
and is not assigned a maneuver dial. This
turn, it does not move and has Agility 0,because cargo or passengers are being
transferred and it is stationary. A ship
may undock and resume normal move-
ment by assigning a maneuver dial during
the following planning phase.
Protect
Scan
Dock
Jump to Hyperspace
New Actions and Maneuvers
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The setup diagram for each mission
will designate any escape edges.After
executing a maneuver that causes part
of the ships base to leave the play area
along the escape edge, the ship flees
and is immediately removed from play.
Effect Friendly Territory Neutral Territory Hostile Territory
Eject Roll 1 attack die 2 attack dice 3 attack dice
Escaping Jump to Hyperspace
or anyboard Edge
Jump to Hyperspace
or designated edge(s)
Jump to Hyperspace
or designated edge(s)
Mission End Automatically retreat Automatically retreat Rebels are destroyed
Each mission in this campaign has one of
three territory types: Friendly, Neutral, orHostile, which generally represents how
dangerous a mission is for the players.
A missions territory type will affect the
results of eject rolls, which board edgesmay be used to retreat, and what hap-
pens to Rebel ships that are still in play
when the turn limit has been reached.
Eject Results
cc Pilot Killed - start a new pilot
c Lose most expensive ElitePilot Talent or Pilot Ability
d Lose most expensive Upgradef Earn Half XP this mission,
rounded down.
(Earn 0XPif ff is rolled)
(blank) Safely Eject (no penalty)
Mission Territory Types
When a player is shot down, they must
make an eject roll to determine the
condition of their pilot. Using a number
of attack dice based on the missions
territory type (see above), roll the dice
pool and suffer the result of each die:
Modify your player scoresheet with the
results of your Eject roll. A player that
Ejected will be rescued automaticallyunless all players are shot down See
No Survivors, above. At the start of the
next campaign round, the Alliance will
find them another ship of the same type
at no XP cost.
Ejecting
Your squadron is the Rebellions last hope
to secure the Aturi Cluster. If allplayers
are shot down during a mission, they are
captured by the Empire and considered
killed. Any campaign in progress is lost
and the Empire gains control of the Aturi
Cluster unopposed.
No Survivors
Escape Edges
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Experience Points (XP) are primarily
earned for kills and mission objectives.As you play a mission, keep track of any
experience you earn using tokens.
During the Combat Phase, each turn: +XP
Deal at least 1 damage to one or more enemy ships 1XP
Destroy an enemy ship oremplacement... +1XP
...and Enemy ship is Large (l ,d ) +1XP
...and Enemy ship is a non-F TIE Fighter (I ,B ,etc.) +1XP
...and Enemy ship isEElite +1XP for all players
Kill Assist - see the following page 1XP
Guardian - see the following page 1XP
During Mission Resolution: +XP
Mission bonus objective or penalty Varies
Mission Failure, or Eject Roll (see Ejecting, p41) Varies
Earning Experience
Recording Experience Points
Experience points earned are not written
on a players sheet until the Mission
Resolution Phase, when the mission
is complete and the pilot has returned
to base. This is because the total XP
earned can be affected by both the
mission primary and bonus objectives,
and the results of any Eject rolls.
Once recorded, XP are banked and
cannot be lost due to penalties from
future missions or Eject rolls.
Playing Co-operatively Earning Experience
Earning XP for non-kills:
Sometimes the players are not directlyresponsible for destroying an enemy ship.
This can happen due to game effects
such as asteroid collisions, leaving the
board without fleeing, and the effects of
some critical hits, such as Console Fire.
In this case, the last player to damage
the ship scores points for the kill. If no
one ever damaged it, no one scores XP.
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Pilots are awarded bonus Experience
Points for supporting each other in avariety of situations, and encouraging
teamwork. However, points are only
awarded for situations where the bonus
was useful. Apply the definitions below:
Target Lock & Focus
You assign an ally a Target Lock or
Focus token, or you grant a free action
that is used to Focus or Target Lock.
If an ally uses your Focus or Target Lock
to add at least one hit when they destroy
an enemy ship, you score an assist.
Barrel Roll & Boost
You grant an ally a free action that is
used for Barrel Roll or Boost. If this
positions them to attack and destroya
target, you score an assist.
Using a Pilot Ability
Some of the pilot abilities (including Roark
Garnet and Etahn Abaht) listed under
Rebel Pilot Abilities, p14have other
conditions listed that can provide assists.
Focus & Evade
You assign an ally a Focus or Evade
token, or you grant a free action that is
used to Focus or Evade. If an ally uses
your Focus or Evade token to prevent
at least 1 damage when attacked, you
score an assist.
Barrel Roll & Boost
You grant an ally a free action that is
used for Barrel Roll or Boost. If this
positions them so that an enemy ship
that would have attacked them no longer
has any attack targets, you score an
assist. Note that most of the time this
will only be possible to track when it
involves enemies with low pilot skill.
Using a Pilot Ability
Some of the pilot abilities listed (includingBiggs Darklighter) under Rebel Pilot Abili-
ties, p14have other conditions listed that
can provide assists.
Assists
Kill-Assist Examples Guardian Examples
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Mission Story Arcs
The remainder of this book contains all of
the campaign missions, which are grouped
into five main story arcs. The last missionin each arc is usually an opportunity for
players to earn a Campaign Victory Point.
(intro image?)
The Argus system is frequently patrolled
by Imperial fighters, but they dont seem
to have any capital ships in the area.
We suspect they have a forward base
hidden in the asteroid field, but its likely
to be well defended.
Part I: Rescue Rebel Operatives, p48
Part II: Disable Sensor Net, p50
Part III: Capture Refueling Station, p52
The Refueling Station
The Empire has been blockading the
Nulan system with minefields in an
attempt to prevent smugglers and our
Rebel supply transports from getting
through. We have several incoming
ships, and this could pose a problem.
Part I: Tread Softly, p54
Part II: Imperial Entanglement, p56
Part III: Care Package, p58
MinefieldsWelcome to the Aturi Cluster
Introduction: Local Trouble, p46
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The Hook Nebula is subject to frequent
ion storms, which one of our convoys
uses for cover. Recently, some of our
ships have disappeared, and we have
reports that the Empire is field testing
a new prototype fighter in this sector.
Part I: Needle in a Haystack, p60
Part II: Bait, p62
Part III: Cloak and Dagger, p64
Part IV: Revenge, p66
Chasing Phantoms
Nulan IV is home to an Imperial Planetary
Garrison, which is the hub of most star
traffic in this sector. We have decrypted
a several flightplans and may be able to
capture a high-ranking Imperial officer.
Part I: Capture Officer, p68
Part II: Nobody Home, p70
Part III: Miners Strike, p72
Capture Officer
One of the Empires TIE Defender pilots
wishes to defect with critical informationabout the Empires operations.
Part I: Secure Holonet Receiver, p74
Part II: Defector, p76
Part III: Pride of the Empire, p78
Defection
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A
B
C
5
1 6
2
3 4
A
B
5
1 6
2
3 4
Local Trouble
Mission Briefing:
Welcome to the Outer Rim,
pilots. Our convoy is currentlyen route to a hidden Rebel
Base in the Parmel Sector,
and youll be on escort duty
until we arrive.
Weve picked up a group of
enemy signals in the nearby
asteroid field; likely an Imperialpatrol. Intercept those ships,
and keep them away from the
convoy until we can execute a
hyperspace jump to ensure our
base remains hidden.
Good luck!
Friendly Territory 10 Turns
A - Player setup edge
B - Asteroids x6, random layout
Range >1 apart, Range >2 from edge
Mission Objectives
Primary: Engage Imperial Forces:
At least one Rebel ship must survive, and remain in play
at the end of Turn 10.
Bonus: If all Imperial ships are destroyed, all players gain 1XP
Bonus: If no Rebel ships are destroyed, all players gain 1XP
Great work pilots! Our convoy
is safe from harm. Now wecan begin operations against
the Empire in this star system
Play the full campaign!
That Imperial patrol has
located our convoy; call offthe operation. Our base in this
system must remain a secret
Replay this mission,
or begin the full campaign.
Introductory Mission
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Your First Mission:
This mission is only intended for a group
of new players just starting a campaign
as X-wing or Y-wing pilots with Pilot Skill
2. As such, this squad composition table
doesnt have scaling for players with
higher pilot skill.
TIE Interceptors:
The TIE Interceptors in Gamma squad do
not have upgrades, and therefore you do
not need to draw an Imperial Pilot card
for them. However, unlike TIE Fighters,notice they perform a free Focus Action
every round when they activate.
Squad Arrival Vec. AI 1p 2p 3p 4p 5p 6p
Alpha Setup 3 Attack F +F +F +F
Beta Setup 4 Attack F +F +F
Gamma Turn 4 1d6 Attack I +I
Delta Turn 7 1d6 Attack F +F +F +F
Reminders:
As you play your first game against the
AI, concentrate on how it operates.
Take note of the different action selection
for TIE Fighters and TIE Interceptors.
Dont forget to track experience points
when players deal damage to, or destroy,
enemy ships.
The mission is set in Friendly Territory,
so If things go badly, damaged players
can escape from any board edge.
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A
B
C
5
1 6
2
3 4
Rescue Rebel Operatives
Mission Briefing:
Weve received an encrypted
message from one of our RebelOperative teams in the Argus
system. They were engaged
in covert reconaissance of
Imperial facilities in a nearby
asteroid field.
Their HWK-290 has sustained
heavy damage to its weaponsand hyperdrive. They wont
make it back in one piece
with their findings unless we
scramble some fighter cover.
Theres a good bet the Empire
has already dispatched fighters
to intercept them too.
Neutral Territory 10 Turns
A - Rebel Operative HWK-290 setup
B - Player setup/escape edge
C - Asteroids x6, random layout
Range >1 apart, Range >2 from edge
Mission Objectives
Primary: The HWK-290 must escape from your setup edge.
Bonus: If all Elite enemy ships are destroyed, all players gain 2XP
Bonus: The pilot who performs the most protect actions on the Rebel
Operatives HWK gains 2XP.If two or more players are tied, all tied
players gain 1XP.
The operatives have safely
retreated, bringing us valuableintel of the Argus System. We
must mount another operation
to further investigate in force.
+Disable Sensor Net
Weve lost two of our best
operatives, their craft, andvaluable intelligence data.The
Empire is hiding something in
that asteroid fieldwe need to
know what!
Reshuffle.
The Refueling Station, Part I
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Rebel Operative Setup:
The Operatives are represented by aRebel Operative (HWK-290, Pilot Skill 2)
with no upgrades. Due to severe damage
from their Imperial entanglement, they
are unable to attack. The ship begins the
mission with the Damaged Sensor Array
critical hit, and a total number of shields
equal to the number of players.
The players decide as a team how to plan
the HWKs dial each round, and the ship
may perform a