Welcome to the Imperial Campaign for Fantasy Flight Games' Imperial Assault!* This is currently a work in progress, and any feedback or suggestions would be gratefully received. If you would like to be an official playtester, get in touch and I will include an acknowledgement in the finished product.
To get started you should gather a group of friends and decide who will play the Imperial heroes and who will play the Rebel scum. You will also need (at minimum) the Imperial Assault core set and Twin Shadows expansion. The Royal Guard Champion and Kayn Somos expansions are also recommended, as these models are used to represent two of the Imperial heroes, but they could be replaced with other figures or tokens if necessary.
The Rebel player should download and print out all of the required cards, along with the sheets detailing each mission. These can be found on the tabs to the right of this page. Use the equipment and supply decks from the core set and Twin Shadows.
The campaign is currently a work in progress, so for the time being you should play the available missions in any order that you wish. Decide on a threat level before playing a mission - each player may spend experience and credits as detailed below. If playing the missions consecutively then use the mini-campaign rules from Twin Shadows.
Some missions indicate that the Rebel player should use an Imperial class deck. They should select this deck at the beginning of the campaign, and receive an equivalent amount of XP to spend on upgrades from this deck.
When choosing open groups the Rebel player may select any non-unique Rebel or Scum deployment card (unless otherwise specified). They may also select any of the following cards, which are unique but may always be taken as open groups. Once they have been defeated they may not be redeployed for the remainder of the mission.
When a deployment card instructs you to discard a command card (such as Diala Passil), you must instead spend 1 threat. You may not use abilities that require you to discard a command card unless you have available threat to spend.
The Imperial players may choose to bring more than one allied group with them on a mission. If they do so, the Rebel player may choose additional open groups equal to the number of additional allied groups selected beyond one. The Rebel player receives additional threat as usual and may also perform a number of optional deployments before the mission begins equal to the number of additional allies.
*This is a fan-made, not-for-profit supplement, and is not intended to infringe any rights or assert ownership to any of the copyrighted material discussed.