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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    416 Campaign v0.3

    Campaign Rules

    03

    416 Campaign v0.3

    Campaign Rules

    03

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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.

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    0406

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    06

    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.

    m

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    *2%3 &3^2PS

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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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    m

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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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    MISSIONS:

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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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    m

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    ME

    *2%2 &2^3PS

    a PLAYERPLAYER

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    MISSIONS:

    XP:

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    B

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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

    *0%2 &3^3

    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

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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

  • 7/24/2019 Heroes of the Aturi Cluster

    49/80

    49

    Heroes of the Aturi ClusterBeta v0.7 Josh Derksen 2015/09/21

    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