Star Wars: Imperial Assault Campaign Module

Updated 2016-06-10


This is the Star Wars: Imperial Assault Campaign module you are looking for!

Welcome to Imperial Assault, the Campaign Game!

I love the game. I took over bringing the campaign module upto speed when Twin Shadows came out. Thanks to JamesManhattan, Kezerk and sithbunny36 for the base work and Thereisnotry for the Skirmish module.

You need a physical copy of the game to be able to play the campaign. You will need the Rules, the appropriate Campaign book and any side mission campaign sheets you want to include as agenda sets or ally missions.

If you want to play the Skirmish mode, this is not the module you're looking for. Get the Skirmish module from above ( http://www.vassalengine.org/ ).

If you have suggestions or requests to improve this module, or questions about the use (the documentation is still lacking), feel free to send me a private message. My screenname is "a1bert" on BoardGameGeek.com (and elsewhere).

This module supports Imperial Assault campaign mode, with figure expansions and boxed expansions upto and including wave 4 and Return to Hoth.

Star Wars: Imperial Assault and its expansions are © and TM Fantasy Flight Games, Inc. Star Wars is © and TM Lucasfilm Ltd.

No challenge to the legal status of this content is intended. You need the corresponding Campaign Guide to be able to play campaigns with this module, so go and buy the products!

Thanks to Kezerk for getting me into PBF and continuing the modification of this module from the JohnManhattan version. Sithbunny for starting to add Twin Shadows before I highjacked the project from him. Thereisnotry for the great skirmish module and the dice roller.

For more information visit Star Wars: Imperial Assault at FFG.

This module was originally intended for Play By Forum games in www.boardgamegeek.com and to be only used by the imperial player. Only minor effort has been made to allow hiding things from the rebels. This will be improved if needed. The module has not been tested for online play.

You will see at the very top of the screen 'File, Tools, Help' buttons. These are self explanatory and you will probably not be using them very often besides for standard actions. The next line down contains the 'bread & butter' of the module. You will see Undo, Step, Double Arrows, Retire, Player Area, Markers, Tiles, Rebel, Imperial, Rewards & Misc. , Deck Building, Imperial Hand, Dice, Campaign Maps, and Game Notes. (Some of them appear only when you start a game or load a saved game.)

Top Row Explanation

Player Area Button

The Player Area button opens the Player Area map window. The window contains locations to place hero sheets, class and items cards, and optionally supply cards into.

The Player Area also contains several decks:

The bottom of the Player Area window can be used to hold the active missions.

Markers Button

The Markers button toggles the Markers / Conditions tab on and off from the left side of the chat window. You can resize it by moving the vertical dividing bar by mouse. The subwindow contains tabs: Markers and Conditions.

Note that each figure has a condition menu which can be used to set and clear conditions and other markers associated with the figure, so there is less use for the damage, strain, device, recon, mission and condition tokens now.

Tiles Button

The Tiles button opens a window containing the terrain tiles, sorted according to expansion: core set, Twin Shadows, Return to Hoth, and Besbin Gambit tiles. There some mission-specific tiles also (Loose Cannon, Gunrunner).

In the second tab you will find doors (now with two shapes) and deployment point markers. You can change the color of the doors and deployment points with Shift-C or from the right-click menu. The same command to change color is available for other objects that can change color, like the generic, rebel, and imperial mission tokens, and gray terminals.

You also see the text button, generic terminal, multifunction mission tokens and multiple terrain markers. You can make missions more readable by using the impassible, blocking and difficult terrain markers to mark the spaces specified by mission rules.

You can select tiles, coordinates and deployment points by shift-clicking them. Some maps in the save file have impassible, blocking and difficult terrain markers. When it is time in the mission to remove them, shift-click on each and delete using ctrl-D.

Tiles and deployment points can be made invisible and back to visible with Ctrl-I. When invisible only the imperial player / overlord sees them.

In the third tab you will find letters and numbers to use for coordinates or to add short texts. These will show below on the 'tile' layer, which is the lowest one. In the third tab you will fing letters and numbers that will appear on the top layer.

I could write a whole sections about building maps, but you can probably figure it out if you just know one thing: to add a tile, drag it tile from the Tiles window to the map. After that you can rotate and move the tile, but once unselected, you can't select a tile with a normal left-button click. You can select a tile using shift-click, and can then manipulate it again.

Rebel Button

Almost all Rebel-specific items can be found from this window. (Restructured for version 1.4)

Imperial Button

Almost all Imperial-specific items can be found from this window.

Rewards / Item / Supply Button

This window contains the Reward, Item and Supply cards grouped by expansion. If you delete a card accidentally (and can't or don't want to undo), want to customize the supply or item decks, or need to update an old save file with new cards, you can get the cards from this window.

There are also other miscellaneous cards and tokens that are required to update save files.

Deck Building Button

The deck building window tries to make the setup of a campaign easier.

Imperial Hand Button

This button is only available if you're in the game as Imperial or Overlord.

The Imperial Hand window provides a private place for the imperial player to store the agenda deck and the purchased agenda cards, including those that are kept secret before use.

The Agenda deck is built at the beginning of a campaign. See Imperial upgrade stage for details on how to use it. Unpurchased cards are returned to the agenda deck, used agenda cards can usually be selected to be shuffled back into the agenda deck or to be discarded. There is a function to send an agenda card to the agenda discard.

Dice Button

This button opens the dice roll window, appropriated from the Imperial Assault Skirmish module, which adapted one from the X-Wing module.

Note that the full functions are only available on new game or new save files, but you can fairly easily update old save files to use the new dice roller as well. Open the dice window and the last tab of the Rewards & Misc. window that shows Dice. Then drag each die in the correct order to the empty slots at the left side of the dice roll window.

Campaign Maps Button

Here lie the campaign map windows. When you start a new game, each map is empty. You need the correct save file to get the maps, or build the maps yourself.

Each map window has some buttons at the top

Game Notes Explanation

The Game Notes button allows you to add notes about the scenario, public, private and delayed notes. Delayed notes are created by you and it's probably a way to add conditional orders if you're playing my email. Delayed messages can then be revealed at a later date when your conditions are met or for other reasons.


Tips & Tricks

In this section you can find some useful tricks.

Index of Terms:


Changes

20150914 POj - a1bert

Player Area needs cleanup.

How to build item and supply decks after loading the save file:
Open Deckbuilding, press ctrl-X on top of the decks to send them to Player Area. If you play with Twin Shadows, go to Rewards&Misc, and Drag the cards to the appropriate decks in the Player Area.

Tricks:

20151107

20151111-14

20160101

20160115

20160120

20160202

20160209

20160211

20160220

20160301

20160305

20160315

20160315

20160527-20160610