The idea is simple, copy the travel deck from Descent and incorporate it into Imperial Assault. However since IA takes place in space and different planets, obviously changes have to be made. Here is the idea that I came up with:
Since some campaign missions have the rebel heroes sneak in, sneak out, hurry in, hurry out, are already at the mission site, or stay at the mission site; each mission's rules state whether to draw a Flight Deck card at the beginning of the mission, end of the mission, or never draw a card for this mission. After each card is resolved it gets placed back into the Flight Deck and the deck is reshuffled.
The Flight Deck consists of 5 cards. 2 cards are Blank, 1 card is TIE Fighter Ambush, 1 card is Defensive Line, and 1 card is Hunk of Junk.
The 2 Blank cards have no effect. Consider this meaning nothing happened while entering/leaving the mission zone.
The TIE Fighter Ambush card reads as follows;
TIE Fighter Ambush
Your ship is ambushed by a squadron of TIE Fighters on your way to/from the
mission site. Choose one hero to make a :Tech1: check or a :Tech3: check.
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If the heroes succeed at the :Tech1: check, they evade the TIEs and escape
safely.
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If the heroes succeed at the :Tech3: check, they destroy the TIE squadron.
Imperial Command is displeased with your results and is considering a
demotion. The Imperial Player loses 1 influence.
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If the heroes fail at either check, their ship is damaged but they manage to
barely escape. Imperial Command is pleased with your results and is considering
a promotion. The Imperial Player gains 1 influence.
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I got one! - Luke Skywalker
The Defensive Line card reads as follows;
Defensive Line
The mission site is littered with Anti-Air laser batteries. It'll take some fancy
flying to not get blasted to pieces. Choose one hero to make a :perception1:
or a :perception3: check.
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If the heroes succeed at the :perception1: check, they evade the Imperial's
defenses and land at the rendezvous point.
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If the heroes succeed at the :perception3: check, they notice a hole in the
Imperial's Anti-Air grid. Exploiting this weakness the rebels are able to land
closer to the rendezvous point then initially planned. Start the mission
at round 0.
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If the heroes fail at either check, their ship takes a powerful blast from an
Imperial Turbolaser. There is no permanent damage but with their shield's
gone the rebels are forced to land farther than initially planned and must walk
to the mission site. Start the mission at round 2.
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Good, our first catch of the day. - Xamuel Lennox
The Hunk of Junk card reads as follows;
Hunk of Junk
Desperate times call for desperate measures for the Rebellion. Unfortunately
that means your starship in this case. That blast door is broken again and
won't open. Choose one hero to make a :strength1: or a :strength3: check.
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If the heroes succeed at the :strength1: check, they manage to pry the blast
door open enough... but it'll still take some repairs back at Rebel Base.
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If the heroes succeed at the :strength3: check, they manage to open the blast
door completely without tearing it out. Knowing they have someone strong enough
in the crew, maybe they can save some of their funds for repairing for other things.
The rebel heroes gain 50 credits per hero.
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If the heroes fail at either check, the blast door doesn't move at all. With half your
crew cut off from the other side of the ship you need to make a detour and pay
for repairs with your own money. The rebel heroes lose 50 credits per hero.
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Hear me baby, hold together. - Han Solo
As you can see, each card has a risk/reward mechanic. The rebel heroes can go for the safer but unrewarding option or they can go for the riskier but rewarding option. This is incase the play group doesn't have a hero with a certain high check skill or if they feel that they don't actually need the reward and don't want risk losing anything. However there is always the chance that they lose even the 1 stat checks. The blank cards are there so these effects don't happen all the time and give some tension each time the deck is drawn from.