Scum off guard on the Barren Planet of Hoth in the remote Hoth System. As the Rebels are preparing their escape, they have protected their base with a powerful energy shield. Land your troops at the outskirts of their base and destroy the Shield Generator. Inform Lord Vader once the Generator is destroyed. This is our opportunity to destroy the Rebels and avenge our friends from the destruction of the Death Star! Rebel: 100 points + Rebel Ground Forces x8 Imperial: 50 points + AT-AT x3 + AT-ST x2 Play Area: 3 ft by 3 ft The Rebel player places the Shield Generator at Range 2 and his aerial units within Range 1 of the Rebel Edge. He then places the eight (8) Rebel Ground Forces Tokens anywhere inside the Rebel Setup Area (up to 1 ft from the Rebel Edge). The Imperial player then places his AT-ATs and AT-STs within Range 3 of the Imperial Edge and the aerial units within Range 1 of the Imperial Edge. Imperial Ground Forces (IGF): The IGF Units (i.e. AT-ATs and AT-STs) move and attack in the normal play sequence. Overlap rules also apply. When under the effect of an ion token, the effected unit does not move or rotate for that turn. IGF Units also treat all hits as normal facedown hits. When attacking aerial units, the aerial unit may roll two (2) defense die in addition to their normal defense.
1.
Rebel Setup Area
3.
Imperial Setup Area
2.
Rebel Edge
4.
Imperial Edge
5.
Shield Generator
AT-ATs: AT-ATs may stay still, move a half of a base length
forward, or rotate up to 45 either direction on its center axis (see picture). Rebel Victory: Complete y destroy all three Imperial AT-AT Walkers before the end of turn eight (8) with the Shield Generator still intact. Rebel Minor Victory: The Shield Generator survives at least eight (8) turns allowing Rebel Forces to evacuate Hoth.
AT-STs: AT-STs may stay still,
move in any direction at movement 1, or rotate to any direction. After movement, the AT-ST must face the direction it moved (see picture).
Rebel Ground Forces (RGF): RGF Units do not move or
attack. Overlap rules do not apply. If an IGF Unit should move onto or touch an RGF Unit, the Imperial Player must immediately roll a red attack die and take any shown damage. The IGF Unit must roll for this damage for each turn that the units are touching until they no longer touch or the RGF Unit is destroyed. RGF Units defend normally against attack. Turn Counter: At the start of each Planning phase, add 1 to a turn counter. The first Planning phase is Turn 1.
Imperial Victory: The Shield Generator is destroyed by the
end of turn six (6) allowing space bombardment of the planet Hoth and destruction of a significant portion of the Rebel Forces.
Imperial Minor Victory: The Shield Generator is destroyed by
the end of turn eight (8) allowing the capture of some of the Rebel Forces.
Make ready to land our troops beyond
their energy field, and deploy the fleet, so that nothing gets off the system You are in command now, Admiral Piett." Darth Vader, Star Wars Episode V