Sabotage- The Rebel player gets to deal critical damage cards to the enemy fleet during the first activation phase; the result of dastardly Rebel agents embedded in the Imperial fleet. This rule is relatively straightforward. The Rebel player picks up four damage cards, and gives three to the Imperial ships; but only a maximum of one card for each ship.
Deadly Cargo- The Transport isn't carrying Rebel supplies after all - it can launch a pair of X-wings after the first two rounds of combat to turn the odds.
Double Agents- The rebel player takes control of 30 points worth of enemy ships in the second end phase or later, as Rebel sleeper agents activate. Here's one example of how this might play out: The Imperial player is moving in for the attack with a group of TIEs and a shuttle, but the Rebel player activates their double agent ability and takes control of the Shuttle in the end phase shown below.
With the shuttle under their control, the Rebel player can use it to pound the TIEs at close range. The Imperial player is going to have to make good use of the Steel Trap's guns to even the odds again.
The Steel Trap's guns
The Steel Trap, although it isn't on the table here, has turbolasers and an Ion Cannon battery that it can use to attack the Rebels, although the blasts are indiscriminate and may damage the Imperial player's ships if they are sloppy... or ruthless.
The turbolaser rules work very similarly to how they do in the Hoth mission set by FFG. Here's an example:
The Imperial player, expecting the rebel ships to move up to engage, places a Turbolaser token to hit several Rebel ships in the end phase below:
The Imperial player is going to hit all the Rebel ships as hoped, but they under-estimated the forward movement of one of their TIEs. It will take two damage from friendly fire at the end of the combat phase.
In the following post, I'll play through the mission a couple of times to show how it plays!
Edited by Babaganoosh














