Rebellion Expansions: Spark of Rebellion

By Tailsgod, in Star Wars: Rebellion

So the goal of this expansion is to even put things a bit more and balance things out more for the imperial player who right now has a harder time winning

i so this by giving the imperial player more ways to eliminate planets and more flexibility with leaders. Thrawn is extremely useful of a leader to recruit.

to set up the expansion you can play with all the leaders from both expansions but it’s reconmended each player chooses which expansion leaders they use. They also choose a deck and a set up from the three options.

the Unaligned leader part of the expansion can be used in any combination and the objective cards should follow the rules set for them in the rise of the empire expansion.

Leaders for Factions

(A)=Admiral (G)=General

Rebel

  • (A) Hera :
    • 2 Red 1 Yellow 2 Small Red
    • 3 space 1 Ground
  • (G) Kanan :
    • 1 Blue 1 Red 1 Small Red and Blue
    • 1 space 2 Ground
  • (A) Sabine :
    • 1 Red 2 Small Blue
    • 2 space 1 Ground
  • (G) Ahsoka:
    • 2 Blue 2 Red 2 small blue
    • 1 Space 1 Ground
  • (A) Sato:
    • 1 System 2 Blue 2 Small Yellow
    • 3 Space 0 Ground
  • (G) Rex:
    • 2 Red 2 Small Red
    • 0 Space 3 Ground
  • (A) Ezra
    • 2 Yellow 2 Blue
    • 1 Space 1 Ground
  • (G) Zeb
    • 3 Red
    • 0 Space 2 Ground

Empire

  • (A) Thrawn :
    • 3 Blue 2 Small Blue
    • 3 Space 1 Ground
  • (A) Konstatine:
    • 1 Blue 1 Red 1
    • 2 Space 1 Ground
  • (G) The Grand Inquisitor:
    • 3 Red
    • 1 Space 1Ground
  • (G) Kallus:
    • 2 Red 1 Blue 2 small blue
    • 1 Space 2 Ground
  • (G) Pryce :
    • 2 Yellow 1 Blue 2 small yellow
    • 1 Space 1Ground
  • (A) Brom Titus
    • 1 System 2 Blue 2 small blue
    • 2 Space 1 Ground
  • (G) Rukh
    • 2 Red 1 Blue
    • 0 Space 2 Ground
  • (A) Vult Skerris
    • 2 Red 2 Small Red
    • 2 Space 0 Ground

Recruit Cards:

Rebel

Hera : Chopper : Instant- Put the chopper ring on this leader. When on a (blue) mission if you fail you may discard the chopper ring to reattempt that mission

Hera + Kanan: The Ghost : Instant- Put a Ghost Ring on this leader. Once per space combat the ghost can cancel a red or black dice

Kanan : Bendu's Wisdom : Special - When you draw an objective card you may play this card to put that objective at the bottom of the deck and draw a new one

Sabine : Heir to the Darksaber: Assignment- Put this leader on Mandolore and place two (triangle) and one (circle) ground units on Mandolore. Resolve Combat

Sabine + Sato: Fighting for More: Instant - The Leader pool limit is increased by 1 until the end of the game.

Sato : Tactical Retreat: Special - When you retreat you ma y recover up to two health of units that were destroyed in combat. If you do discard this card.

Ezra: Voice of Lothal: Assignment - Place this leader in any one populous system without imperial or rebel loyalty or troops. Add 1 rebel loyalty to that system

Ezra + Zeb: Stolen Tie Fighter: Assignment- Place this leader on on any subjugated planet with a tie fighter. If you do treat the tie fighter as if it has 1 (red health) and resolve ground combat with the tie fighter being considered a rebel troop. If you destroy all the ground units immediately destroy this tie fighter.

Zeb: Last of the Honor Guard: Assignment- Place this leader on a mission with another leader, this mission automatically gains two successes to the roll

Ahsoka: Fulcrum: Instant - Place a fulcrum ring on this leader. The first mission this leader opposes a discard this ring and that mission automatically fails.

Ahsoka + Rex : Experience Out Ranks Everything: Special- Discard this card to reroll 2 dice during a mission or combat

Rex : Old Clone: Special- During combat discard this card to destroy three (triangle) ground units

Imperial

Thrawn : A plan executed to perfection : Assignment : Activate a system and move any imperial units from adjacent systems to this system. If there is combat resolve it. Then return this leader back to the leader pool. He may not be assigned to a mission this round but can be used to activate another system.

Thrawn + Kallus : Rooting out the spy: Assignment: Choose a leader. That leader is now a rebel leader. Put the capture ring on them if it is available and place them as well as this leader in any system who's probe card you have. The rebel leader has to tell you if the rebel base is adjacent.

Kallus: ISB's Best : Assignment: Place this leader in any system with rebel loyalty. Draw two probe cards

Inquisitor : Some Things are worse than Death: Special : If a mission fails with this leader on it you may sacrifice this leader. If you do recruit another leader this turn.

Pryce + Inquisitor : Requesting Imperial Aide : Assignment : Place this leader in any populous system with imperial loyalty. Advance the build Queue.

Pryce : Friends in high places : Assignment : Place this leader in any populus system with no loyalty and no rebel units. Gain one loyalty.

Konstatine : Proud Defiance: Special : During Combat discard this card to destroy two (circle) rebel ships

Konstatine + Brom Titus: Loyal Ambition : Special: If there is combat in an adjacent system you may discard this card and place the leader as well as any units within their system into the adjacent system. Resolve Combat

Brom Titus: Brilliant Prototypes : Assignment: Place this leader in any Imperial System that has a blue (square) build. Search through your project deck. Pick one card and place it on the top of the deck.

Rukh : Cloaking Device: Immediate : Add the Cloaking Device ring on this leader. At the end of each ground combat round roll one additional black dice and apply damage. This is after your normal combat roll.

Rukh + Vult Skerris: Effective Imperial: Special: After this leader finishes a mission you may immediately return him to the leader pool or place him on another leader's mission.

Vult Skerris: Imperial Ace : Immediate: Place the Imperial Ace ring on this leader. If this leader is in a space combat add 3 black health to one ship and roll an additional black and red dice for that ship. If that ship is destroyed eliminate this leader.

Mission Cards:

Rebel Mission Cards

  1. Subversion
  2. Friends in low places : 1 System : Resolve in any remote system that contains no imperial units. Place 4 (Triangle) in this system
  3. Leading The Fight : 1 System : Resolve in any populous system. Gain 3 (triangle) and 2 (circle) units and two loyalty. Resolve Combat. Then Eliminate this leader.
  4. Finding Allies: 1 System : Resolve in any one system where the rebels have succeeded a combat or a mission this turn. Draw two recruit cards and choose a leader to recruit in this system
  5. (1) Uniting the Cells: 3 Yellow : Attempt in any Rebel System. If successful add to the build queue from all the systems in the region that do not have imperial loyalty.
  6. (2) Desperate Allies: 2 Yellow : Attempt in any system that contains a Star Destroyer, Super Star Destroyer, or Death Star. If successful choose two systems in the region. They gain 1 Rebel Loyalty
  7. (1) Heroic Rescue: 3 Blue : Attempt in any system that contains a captured leader. If successful, rescue that leader and shuffle the card back into your deck. If unsuccessful return this mission card to the top of your deck.
  8. (2) Destroy the probes : 2 Blue : Attempt in any system that contains imperial units. If successful return 5 probe cards back into the probe deck. If Unsuccessful the imperial player draws one probe card.
  9. (1) Heroic Distraction: 2 Red : Attempt in any system. If Successful activate any one adjacent system that contains imperial units. Move the units into this system
  10. (2) Hit and Run : 1 Red : Attempt in any system that contains an imperial unit. If successful place a hit and run target on a star destroyer, interdictor or super star destroyer. The next time this ship is in combat it will have two damage on it.

Rebel Leader Mission Cards

Hera : The Test: 2 Red : Attempt in any system that contains an imperial unit, if successful destroy 3 health worth of space ships

Kanan : Seeking Guidance: 1 Blue : Attempt in any remote system, if successful draw two mission cards and place one at the bottom of the deck. If one of the cards is seek yoda keep both.

Sabine : Mandolorian Aid: 1 Red : Attempt in Mandolore, if successful add 3 (triangle) Units to the rebel base. If it is revealed place them at the rebel base's system

Ahsoka : Heroic Return: 2 Blue : Reveal this card when a mission is opposed by an imperial leader. Choose to send this leader to the system to aide. If Ahsoka Tano is sent add two successes to the roll.

Sato : Organize the fleet: 1 System : Resolve in the rebel base. Place two (triangle) units and one (circle) unit. If Sato resolves this mission add one (square)

Rex : Hold the line: 2 Red : Attempt in any subjected system. If successful place three (triangle) ground units on the planet. If Rex attempts this mission destroy three health worth of imperial units as well.

Ezra : The World Between Worlds: 2 Blue : Attempt in a remote system, if successful you may place one leader who was eliminated back into your leader pool, they do not count toward the leader limit. Then lose one reputation. If Ezra was assigned to this mission lose no reputation.

Zeb : Warrior's Way: 3 Red : Attempt in any system. If successful choose one imperial leader in that system, that leader does not return to the leader pool this turn.

Imperial Mission Cards

  1. Subversion
  2. (2) Advanced Prototype : 1 System : Resolve in any system. Move anything from the three or two build queue down by one
  3. Punishing Incompetency : 1 System : Resolve in any subjected system. Gain one loyalty and place two (triangle) units there.
  4. Rewarding Ingenuity: 1 System : Send this leader to oppose a rebel leader's mission or combat, if successful draw two recruit cards and choose one leader to recruit, if failed just draw one card and recruit the leader this round.
  5. (1) Suppressing Speech: 3 Yellow : Attempt in any Subjegated system, if successful gain two loyalty in that system and place 1 (triangle) unit there.
  6. (2) Empire Day: 2 Yellow : Attempt in any system that has imperial loyalty or imperial units. If successful put units on the build queue equal to that systems build value.
  7. (1) Setting the trap: 3 Blue : Attempt in any system with imperial units. If successful Choose up to two leaders in the opponents leader pool and place them in this system.
  8. (2) Loyalty Officer Inspection : 2 Blue : Attempt in any system with imperial loyalty or subjugation. If Successful draw 1 probe card and one mission card
  9. (1) Crush Them: 3 Red : Attempt in any system with rebel units. If successful destroy five health of units there or eliminate a leader.
  10. (2)Fear and Power : 2 Red : Attempt against a captured leader. If successful draw two probe cards.

Imperial Leader Mission Cards

Thrawn : Process of Elimination : 3 Blue : Attempt in any imperial system. If successful the rebel player must name one non imperial system that doesn't contain imperial units that the rebel base is not. If Thrawn is used the rebel player must name a region where there is at least one planet the empire doesn't control or have units in.

Konstatine : Imperial Loyalty: 1 Red : Attempt in any system that has rebel loyalty or units. If successful move any number of troops from any one system as if they were adjacent. Resolve Combat.

Kallus : ISB Crackdown: 1 Blue : Attempt in any system that has a rebel leader. If successful ALL rebel leaders there do not return to the leader pool this round.

Pryce : Securing the Government: 2 Yellow : Attempt in any system that has rebel loyalty. If successful gain two loyalty and return any rebel units there to the rebel base. If Pryce completed this mission destroy those units.

Inquisitor : Hunting the Jedi: 3 Red : Attempt against any captured leader, if successful eliminate the rebel leader Use ALL skill icons in this attempt. If the leader is Ahsoka Tano reduce rebel reputation by one.

Brom Titus : Personal Project: 1 System : Resolve in a system with imperial loyalty. Draw one project card, if Brom Titus resolves this mission search through the deck for one project card instead.

Rukh : Stealth Mission: 2 Red : Attempt in any system containing rebel units. Destroy 3 health of ground units and 1 Structure.

Vult Skerris: Flight of the Defender: 2 Red : Attempt in any system containing rebel units. If successful destroy up to 3 (blue triangle) and 1 (blue circle)

Imperial Leader Project Cards

Project Cards

2x Defenders: Put Two Defenders on space 3 of the build queue

Troops:

Rebel Troops

Space

(x4) A-Wing - Blue Triangle Attack: 2 Green Health: 1 Black

(x4) B-Wing - Blue Circle Attack: 2 Red Health: 1 Black

Ground

(x2) Bothan Spies- Yellow Circle Attack: nothing Health: 2 Black
If a bothan spy is in an imperial world with no imperial ground troops, you can move it to the rebel base and look at the top card of the objective deck and may put that card at the bottom of the deck.

(x2) AAC Speeder Tank- Yellow Square Attack: One Red One Green Health: 2 Red

Imperial Troops

Space

(x4) Defender - Project Card Attack: 2 Green 1 Black Health: 2 Black

(x4) Bomber - Blue Circle Attack: 1 Red Health: 1 Black
This bomber can assign its hits to ground units.

Ground

(x5) Scout Troopers - Yellow Triangle: Attack: 1 Green Health: 1 Black
This unit can be spawned non-populus planets that contain an imperial unit and can be moved without needing a transport.

(x5) Flame Troopers - Yellow Circle: Attack: 2 Black Health: 1 Black

Objective Cards:

The new objective cards

5 Level 1

4 Level 2

3 Level 3

Level 1

1 The Support of the People: Start of Refresh Phase: Play if at least three subjugated systems have rebel loyalty

1 Hitting Them Hard and Fast: Combat: Play if 3 health of imperial space units have been destoyed in combat that you initiated

1 Strength of the Cause : Combat: Play after 5 health of Imperial Units (ground or space) are destroyed in a combat that you did NOT initiate

1 Mission Success: Special: Start of Refresh: Play if at least three rebel (non-resolve) missions succeed in this turn

1 Free Ryloth Movement: Start of Refresh : Play if at least 5 units in Ryloth

Level 2

0 Getting Aid : Immediate: The Rebel Leader pool is increased by 1

1 Rally Aid: Start of Refresh : Play if at least one planet has been destroyed by the death star

2 United Front : Start of Refresh: Play if there are at least 12 rebel units in the rebel base

1 Rebel Cohesion: Start of Refresh: Play if all rebel systems have no sabotage markers on them (at least 4, the rebel base does not count)

Level 3

1 Stirring Dissent: Start of Refresh: Play if at least 5 imperial systems contain a rebel unit or sabotage marker

2 Inspiring Hope : Start of Refresh: Play if a leader was eliminated this turn

* Speaking Out : Immediate: Place a leader from your leader pool into a subjected system, you can choose not to return them to your leader pool during the refresh phase as long as the system is still subjegated. For every turn that they are in this system and not captured gain 1 reputation

Now the last time posted this expansion i had a different idea for a new mechanic, this time I had a bit more fun thinking it through and came up with I think a really good one.

Unnaligned Leaders:

Thats right buddies we have a kinda third faction now. But not really. The way that this works is that at the beginning of the game before the rebel base is chosen and loyalty is decided you draw three of the unaligned leader cards from the deck and place them on the planets mentioned. The mission cards then are put to the side of the board. Each faction can recruit them but they will have to accomplish the mission stated on the card and then actively try to recruit them by doing a (yellow) check. All unaligned leaders oppose their own recruitment even if they do not have any yellow. The unaligned leaders do not count toward the leader pool but can only assist toward missions other leaders are on or oppose missions. They may be used to activate systems if they have military values (unless stated otherwise, see Vizago). These leaders have their own reasons and goals separate from the squabbles of the empire and rebellion and will assist or oppose missions on their own terms when not a part of a faction (see the cards to see when they oppose or assist). These leaders all come with their own special ability that makes them more enticing to recruit, some better than others but some harder to recruit for that reason.
Once a leader is recruited they are considered a rebel/imperial leader. Before this unaligned leaders can not be interacted with with any cards such as capture or detain.

  • (A) Fenn Rau:
    • 2 Red 1 Blue
    • 1 space 1 Ground
  • (G) Bo-Katan:
    • 1 Red 2 Yellow
    • 0 space 2 Ground
  • (A) Hondo:
    • 2 Blue 1 Yellow
    • 0 space 0 Ground
  • (G) General Kalani:
    • 2 Blue 2 Small Blue
    • 2 space 2 Ground
  • (G)Mara Jade:
    • 2 Red 2 Blue 1 Small Red 1 Small Blue
    • 0 space 0 Ground
  • (G)Maul:
    • 3 Red 3 Small Blue
    • 0 space 0 Ground
  • (A)Ketsu Onyo:
    • 2 Blue
    • 0 space 0 Ground
  • (A)Cikatro Vizago:
    • 2 Blue 1 System
    • 0 space 0 Ground

Unaligned Leader Recruiting Mission Cards

Fenn Rau : Flight of the Concord Dawn: Place this leader on Mandalore. This leader opposes all missions attempted on this planet. If you win a space combat you may attempt to recruit this leader with any leaders you have in the system. 1 Yellow If this leader is recruited on any mission he is placed on you may roll an additional green dice, even if its a mission they do not have any skills in.

Bo Katan : Legacy of Satine: Place this leader on Mandalore. This leader opposes all missions attempted on this planet. If you have loyalty on Mandalore you may remove one loyalty, if you do you may attempt to recruit this leader with any leaders you have in the system. 1 Yellow . If this leader is recruited if this leader is on Mandalore before returning the leaders to the leader pool on a build turn you may build using Mandalore's first build icon, even if you do not have loyalty on the planet. (This does not stack).

Hondo : A Pirate's Honor: Place this leader on Rodia. This leader assists all missions attempted on this planet. If you fail a mission on this planet you may attempt to recruit this leader with any leaders you have in the system. 1 Yellow . If this leader is recruited you may place a third unit in a system when building.

General Kalani : The Last Great Battle of the Clone Wars : Place this leader and 4 Droid Troopers and 1 AAT on Geonosis. This leader opposes all missions attempted on this planet. When these troops are destroyed during combat you initiated you may attempt to recruit this leader with any leaders you have in the system. If you fail eliminate this leader. 1 Yellow . If this leader is recruited every build you may build off of the droid build sheet.

Mara Jade : The Emperor's Hand: Place this leader on Tatooine. This leader opposes all missions attempted on this planet. If a leader on your side is eliminated you may attempt to recruit this leader with any leaders you have in the system. 1 Yellow . If this leader is recruited once per assignment phase you may discard a mission card to draw a new one.

Maul : The Castoff Apprentice: Place this leader on Dathomir. This leader assists all missions attempted on this planet. If you succeed a mission in this system you may elect to fail the mission if you do you may attempt to recruit this leader with any leaders you have in the system. 1 Yellow . If this leader is recruited you may choose at anytime to eliminate a leader to succeed a mission, including this one.

Ketsu Onyo : The Black Sun's Hunter: Place this leader on Kessel. If you have units in this system you may attempt to recruit this leader with any leaders you have in the system. 1 Yellow . If this leader is recruited you may assign this leader to a system with enemy troops on it, they may destroy 1 health of units on the planet.
Cikatro Vizago : The Smuggler: Place this leader on Bespin. If you retreat to this system after a combat to recruit this leader with any leaders you have in the system. 1 Yellow . If this leader is recruited you may activate a system and move up to three health worth of units from any system to this system regardless of adjacency restrictions.

Droid Build Sheet

Space

(x5) Vulture Droid - Blue Triangle Attack: 2 Green Health: 2 Black

(x2) Cis Assault Ship - Blue Square Attack: 2 Red 1 Black Health: 3 Red

Ground

(x8) Battle Droid - Yellow Triangle: Attack: 1 Black Health: 1 Black

(x3) . AAT - Yellow Square: Attack: 1 Red 2 Black Health: 3 Red

I have to actually work on the setup rules for this expansion still and will probably post them later


Edited by Tailsgod