more (and therefore eliminating the figure from the table): You gain VPs = to that figures deploy cost.
Eliminating an opponent's unique (■) figure from
the table: +5 VP
The player who eliminated the most of their
“General Solo, is your strike team assembled?" - opponents figures this Round: +10 VP (+0 VP if General Crix Madine, Return of the Jedi. none, + 5 VP if a draw).
THE RULES There are no restrictions for the number of
Based on the skirmish rules for Imperial Assault, Strike skirmish upgrade cards you may have in your Team is a large scale skirmish played on a 3'x3' Deployment deck, but you may only include on tabletop battlefield as opposed to the regular game copy of each unique skirmish upgrade card tiles. In a game of Imperial Assault: Strike Team, both you and your opponent will have a warband of fighters All VP values are cumulative, meaning if you that you will be using to play an exciting large scale eliminate a unique figure, you gain VPs = to that skirmish encounter using your figures. Figures will figures deploy cost AND the +5 VP for being deploy opposite ends of the table in "deployment unique. zones", in an area no more than 4" from the tables edge. Call in Reinforcements At the start of your turn, you may call in Range and Movement reinforcements. To do this, you must have fewer Where range and movement values in a regular game figures on the table than the Group Limit on the of Imperial Assault are measured in squares on the corresponding Deployment Card. You subtract the game tiles, all measurements in Imperial Assault: amount of VP from your total, equivalent to that Strike Team are measured in inches. 1 square = 1 inch. figure's reinforcement cost. You cannot reinforce Where you see any game text that mentions squares, figures if you don't have enough VP to do so. you may interpret this as inches for the purpose of Imperial Assault: Strike Team. You may pre-measure and range or movement distance before using them. The Structure of a Strike Team Strike Teams are made up of 80 points worth of Deployment cards. You must include cards only Rounds and Turns from the one affiliation (Rebels, Imperials, Scum) A game of Imperial Assault: Strike Team is played and you may include Skirmish Upgrade Cards across a number of Rounds. Within each Round, matching the affiliation. You may include neutral players alternate taking Turns, activating their figures, Deployment cards in your Strike Team. Cards that until both players have completed allow you to use Deployment cards from other activating their whole Strike Team. There are no set affiliations (i.e Temporary Alliance) may be number of Rounds, a game is played until one player included. You do not simply just pick 80 points reaches 100 Victory Points (VPs) or by eliminating all worth of deployment cards to use in your Strike of the opponents figures from the table, whichever Team. Deployment cards can only be included as happens first. part of a strict hierarchy, which not only gives the Strike Teams a more militarised feel to them, but also helps keeps Strike Teams fair and balanced. For every three non-unique regular (gray) Deployment Terrain cards in your Deployment deck, you may include the When setting up your game, players may take following: in turns placing one piece of terrain on the tabletop. Players alternate until a player has TWO Elite (red) Deployment cards no more remaining pieces. You cannot have ONE Massive card more than 25% of the tabletop covered in terrain. Each piece of terrain cannot be placed ONE unique Deployment card with 4" of another piece of terrain or a deployment zone. Terrain represents If a Deployment card shares multiple traits listed buildings, trees, water hazards, rocks etc. above it counts as both for inclusion purposes. For When placing a piece of terrain, it may contain example, if you choose to include Luke Skywalker, the following attributes: Hero of the Rebellion in your Deployment deck, he is both Elite and unique, so he takes up both an Elite Impassable: Unless a figure has the mobile Deployment slot as well as the unique Deployment slot. You cannot include the listed above cards in your attribute, they cannot pass through the Deployment deck otherwise. terrain. The terrain generally blocks the line of sight for a figure, unless it is physically sorter Strike Team Leader than a figures line of sight. Example: Walls, You may nominate one of your unique large rocks, huge trees. Deployment cards to act as your Strike Team Leader. You may equip them with either the Difficult: Unless the figure has the mobile Heroic or Legendary reward card from the Core attribute, they must spend additional Set of the game. They cannot have both cards, movement points in inches equivalent to the and limit one per Strike Team. terrains size when passing through this terrain. Example: Water, rubble, bushes. Command Cards Make a note of the type of terrain when it is Your Command deck must follow these placed on the table. restrictions:
Deck Size: Each Strike Team's Command Deck Winning a Game
must include exactly 20 Command Cards. When 100 VPs are reached by either player, it is assumed the opposing Strike Team are Command Cost: The total cost of your Command overwhelmed by their enemy and can no- cards must be 20 or fewer points. longer function as a fighting force. They retreat from the table. Duplicate Restrictions: The same restrictions and limitations as in a regular skirmish still apply. If all of a player's figures are eliminated from the table, he loses the game immediately, During the last step of setup, players draw the regardless of victory points. top 5 cards of their Command deck. At the start of your turn, you may draw one additional card Changes from a Regular Skirmish into your hand from your Command deck. Also, if Some changes have been made deliberate you have fewer VP than your opponent, you may and are listed in this section, however, if you draw an additional card. feel a rule or guideline isn't explained in depth, then you may refer to the Imperial Assault Core Game Skirmish Guide for clarification. Missions: Missions have been taken away entirely in this edition of the Imperial Assault: Strike Team Rules. This does not mean they won't return at a later date, they have been omitted so players can enjoy the freedom of learning this new game system without also having to interpret rules for missions. Where a card or rule mentions "Mission", the word is replaced by "Game" (i.e "At the start of each Mission" would now read "At the start of each Game").
Rules BETA version 0.15 by Nathan Castles
Update log: (12/03/2018): initial concept rules created (12/04/2018): BETA (0.1) first beta released to public (13/04/2018): BETA (0.15) omitted Range and Movement rules added
Played the BETA and would like to provide
feedback? Contact nathancastles@gmail.com please put Imperial Assault: Strike Team as the subject.