Acts of Piracy Mission 1 – Luxury Liners
Their is a passenger exchange happening between 2 Luxury cruise ships. The ships themselves have too tight of security, but the exchange shuttle will have a small window of vulnerability as it passes by the asteroid field. Disable it and loot the passengers for valuables. Be quick before local and Imperial patrols have time to respond. We have our Patrol Boat coming along as a Boarding Craft.

Players setup anywhere in area A. The Luxury Shuttle is placed at marker C. With its escorts placed evenly on each side. Place 6 asteroids randomly at range > 1 from the board edge and from each other. No asteroids should be placed in the range 1 column between the Luxury Shuttle and board edge B (area H). The shuttle should be able to go straight from its starting location to the board edge without overlapping an asteroid. Also no asteroids should be placed within range 1 of the front of the escorts. Once the Shuttle is disabled, the Patrol Boat arrives setup anywhere in area A. Players collectively control the Patrol Boat.
The Luxury Shuttle will go 2 straight toward board edge B until disabled or destroyed. The Shuttle is disabled when it has 1-3 hull remaining. If the shuttle is destroyed, no credits are received from the mission. Once the shuttle is disabled, other AI ships will treat it as an obstacle when it comes to swerving.
Once the Patrol Boat has docked with the shuttle, all enemy ships will switch to Strike AI with the Patrol Boat as the target. Your ships may perform the Protect action on the Patrol Boat.
Objective: Disable the Shuttle and allow your Patrol Boat to dock with it, then jump to hyperspace or escape off of either board edge A before the end of turn 12 OR destroy or disable all enemy ships on the board before the end of turn 10.
Enemy forces: Z-95s, Y-Wings, TIE/ln, Skipray Blastboat
Territory: Neutral
Rewards: 15k Credits per pilot for successfully docking with the shuttle and escaping with the Patrol Boat before turn 12. +4k credits per pilot for every turn the Patrol Boat is docked after the first up to 12k Total (max reward at 3 turns docked). If you are able to disable the shuttle, dock the patrol boat and destroy or disable all enemy ships on the board before the end of turn 10, you receive the full 27k credits per pilot. This triggers even if more ships are set to arrive before turn 10 but are not yet on the board.
| Squad | Arrival | Vector | AI | 3p | 4p | 5p | 6p |
| (C)Shuttle | Setup | C | Special | 1x Luxury Shuttle | + 1 Shield | + 1 Shield | + 1 Shield |
| (LP)Able | Setup | C | Escort | 2x Z-95s | + Z-95 | + Z-95 | |
| (LP)Bravo | Turn 3 | 1d6 | Attack | 1x Y-Wing | + Y-Wing | ||
| (E)Alpha | Turn 4 | 1d6 | Attack | 1x TIE/ln Fighter | +TIE/ln Fighter | + TIE/ln Fighter | + TIE/ln Fighter |
| (LP)Charlie | Turn 8 | 1d6 | Attack | 1x Skipray Blastboat | 1x Skipray Blastboat | ||
| (E)Beta | Turn 11 | 1d6 | Attack | 2x TIE/ln Fighter | + TIE/ln Fighter | + TIE/ln Fighter | |
| Pirate Boarding Party | Special | A | Player | Patrol Boat |
The shuttle is represented by a Corellian Star Shuttle. The Able Squadron will fly to stay within range 1 of the Shuttle and prioritize Protect actions on the shuttle if in range and the shuttle has not yet been disabled. Once the shuttle is disabled, Able Squadron will swap to Attack AI until the Patrol Boat docks.
Basically Hostages: While the Patrol Boat is docked with the Shuttle, if the Shuttle obstructs a shot from an enemy ship to the Patrol Boat, it will not take the shot as it is too risky for the passengers. Also, if an enemy ship bumps the shuttle once it is disabled, it will fly “over” it in the direction of the performed maneuver (as long as it does not fly off the board) and cannot take an action or make an attack this round as it is avoiding colliding with the shuttle.

Defeat
I can’t believe we were run off before taking even a single credit. They will probably increase security next time too.
We are going to have to do better than that to stay in business.
Receive all earned XP.
Shuffle this mission back into the deck. Next attempt enemies are 1 Threat level higher for this mission. Add Mission Card for Acts of Piracy Mission 2 to the Mission deck.
Victory
A little extra excitement for the first class passengers today. They can afford the donation to such a worthy cause.
Receive all earned credit and XP rewards.
Add Mission Card for Acts of Piracy Mission 2 to the Mission deck.
Acts of Piracy Mission 2 – Unexpected Arrivals
You have successfully stopped a group of bulk freighters with no patrols in sight. Scan the freighters to find the one that has the most valuable cargo so you can load it into our Patrol Boat which is waiting for your signal. Lets get this done quickly before any patrols come to check on them.

Objective: Identify the Freighter with valuable cargo, load it into the Patrol Boat then escape to hyperspace or off any board edge. At least one ship must survive until the Patrol Boat has escaped.
Enemy forces: Z-95s, Y-Wings, YT-2400, Skipray Blastboats
Territory: Neutral, if the players have not fled by turn 13 the territory changes to Hostile
Rewards: 25k Credits per pilot.
| Squad | Arrival | Vector | AI | 3p | 4p | 5p | 6p |
| (C)Merchant Freighters | Setup | Special | Special | 3x BFF-1 Bulk Freighters | + BFF-1 Bulk Freighter | ||
| (R)Red | 4 | 1 | Attack | 2x Z-95 | |||
| (R)Gold | 5 | 6 | Attack | 1x Y-Wing | + Y-Wing | ||
| (R)Green | 6 | 4 | Attack | 1x Z-95 | + Z-95 | +Z-95 | |
| Patrol Boat | Special | A | Player | 1x PB-950 | |||
| (R)Rebel Freighter | Special | 4 | Strike | 1x YT-2400 | + Shield | + Shield | + Shield |
| (LP)Able | 11 | 3 | Attack | 1x Skipray Blastboat | +1 Skipray Blastboat | ||
| (R)Blue | 12 | 2 | Attack | 1x X-Wing | +X-Wing | +X-Wing | +X-Wing |
| (E)Alpha | 13 | 3 | Attack | 2x TIE/in Interceptors | +TIE/in Interceptor | +TIE/in Interceptor |
BFF-1 Bulk Freighters
See map for placement. See FGA or HotAC stat cards for full rules for Bulk Freighters (Initiative 0, 0 Agility, 8 Hull, 4 Shield, can only move 1 straight, crits all count as 2 hits). They can be represented by any Large base ship, or just a large base if you so choose. All Freighters are facing the edge opposite Vectors 3 and 4. Initially the Freighters are stationary. AI ships make every effort to stay out of all Bulk Freighters flight path.
Scanning the Freighters
Put number tokens from 1 up to the number of Freighters on the board at setup into a bag. When a Freighter is inspected (by performing a Scan action within range 1 of the Freighter) draw a number from the bag. If it is a 1, you have found the valuable cargo. You can also take 1 face card and some number cards and put them face down and have a player pick one each time they scan. Once they pick the face card the freighter is identified.
Freighters with Low Value Cargo
Following the round after it has been scanned, a freighter with low value cargo is clear to continue its journey. It will not start moving until there are no ships in its front arc at range 1. Once it starts moving it will not stop and will move 1 straight forward each round until they overlap the board edge and are removed from play. Since they are considered neutral, players do not get XP for damaging them. The freighters are large and will do 1 damage to any ship that they bump.
Valuable Cargo Freighter
This Freighter will not move or take any actions during this mission. Even after being identified.
Rebel Freighter and Patrol Boat
The Rebel YT-2400 and your Patrol Boat will arrive the round after the Freighter containing the valuable goods has been scanned. The YT-2400 has Strike AI against the Patrol Boat and the turret arc is facing forward at setup. Your Patrol Boat arrives in zone A. If your Patrol Boat is destroyed, the YT-2400 attempts to dock with the identified Freighter and escape.
Investigating Patrol
The Local Patrol Skipray Blastboats of squad Able and Imperial TIE Interceptors will attack all targets, both Rebel and Pirate.
Defeat
Those blasted Rebels are cutting into our profits. I hope you’ve learned a valuable lesson about the cutthroat nature of piracy. Next time we see them, no mercy.
Gain all mission XP.
Add Mission Cards for Acts of Piracy Mission 3, Illicit Activity Mission 2 (if not already added), and Lost Loot Mission 1 to the Mission Deck
Victory
Well done snagging the cargo right out of the Rebels hands. Luckily their good pilots were out distracting the patrols to open up this opportunity. Do you think it would be in bad taste to send them a thank you gift?
Gain all mission rewards and XP
Add Mission Cards for Acts of Piracy Mission 3, Illicit Activity Mission 2 (if not already added), and Lost Loot Mission 1 to the Mission Deck.
Acts of Piracy Mission 3 – Blind Spot
Between us and the Rebels, the Imperial patrols are stretched thin. To give them an early warning system they have set up a sensor net in the asteroid field. We need to create a blind spot to give ourselves an opportunity to hit a passing freighter convoy. Take out the sensors so they won’t see us coming. Be careful not to trigger the sensor net and bring in any patrols. Using Ion weapons will make it look like equipment failure and keep the suspicions down.

Player setup in Zone A. Place 12 Asteroids randomly in Zone B at Range > 1 apart and Range > 1 from the edge.
Objective: Disable or destroy all Sensor Beacons in this area of the asteroid field before the end of turn 12 then escape to hyperspace or off any board edge. Each Sensor Beacon is worth 1xp when disabled/destroyed)
Bonus Objective: If no Rapid Response squads arrive, gain 2xp per player pilot.
Territory: Neutral
Enemy forces: Sensor Beacons, TIE/ln Fighters, TIE/in Interceptors, Elite Imperial Pilot
Rewards: 20k Credits per pilot
| Squad | Arrival | Vector | AI | 3p | 4p | 5p | 6p |
| (E)Alpha | Special | 2 | Attack | 2x TIE/ln Fighter | + TIE/ln | + TIE/ln | |
| (E)Beta | Special | 5 | Attack | 2x TIE/sa Bombers | + TIE/sa Bomber | ||
| (E)Rapid Response | Special | 1d6 | Attack | 1x TIE/in Interceptor per crit (Max 4) | |||
| (E)Elite | Special | 1d6 | Attack | 1x Elite Fighter |
Sensor Beacons: Represent Sensor Beacons using the satellite tokens. Use 2 Sensor Beacons per player pilot and randomly place them on top of asteroids (Max 12 beacons at 6 player pilots).
Disabling Sensor Beacons: Sensor Beacons are considered Emplacements and are not obstructed by the asteroid they are placed on. When attacking, measure range to the Asteroid token (not the satellite token). They have 3 Agility, 2 Hull and have the ability Difficult Target: If you do not have a lock on this target, after you roll your attack dice change one Hit result to a Focus result. If a Sensor Beacon receives a single Ion Token or damage from an Ion weapon it is considered permanently disabled.
Seismic charges that destroy the Asteroid that a Beacon is on automatically destroy the beacon as well but add 1 Attack die to the Sensor Check pool when rolling for Rapid Response.
Squad Arrivals: The turn after the first Sensor beacon is disabled or destroyed, Alpha squadron arrives. The turn after the second Sensor beacon is disabled or destroyed, Beta squadron arrives.
Sensor Check: During the end phase, Pirate ships must make a sensor check. Each player builds a pool of attack dice based on the following conditions:
| Sensor Check | Dice |
| Each Beacon at Range 1 of the ship | +3 |
| Each Beacon at Range 2 of the ship | +2 |
| Each Beacon at Range 3 of the ship | +1 |
| Beacon damaged but not destroyed by anything other than Ion weapons | +1 |
| Asteroid Destroyed by Seismic Charge | +1 |
| Proton Bomb detonated within range 2 of a Beacon that is still active | +1 |
| If the Beacon has at least 1 Jam token | -1 |
| If the ship has a Stealth Device with an active Charge | -1 |
| If the ship is Cloaked (has a cloak token) | -2 |
Each player rolls their dice pool. Players overlapping an asteroid that contains an active Sensor Beacon automatically add a Crit result to their roll.
If there is at least 1 Crit result among all the Sensor dice rolled, a Rapid Response squadron arrives at the start of the next turn composed of 1 TIE/in Interceptor per critical hit rolled to a maximum of 4. There is no limit to the number of Rapid Response squads that can arrive.
When half of the Sensor Beacons are destroyed, the Elite squad arrives at the start of the next turn. The Elite Squad is randomly drawn from the Imperial pilot cards.
Acts of Piracy Mission 4 – Convoy Intercept
The Imperials have increased their presence in the sector as a result of the Rebel activity and our Piracy but they are stretched thin. They have resorted to using their bombers on patrol and escort duty. The bomber escorted convoys are much better targets and we found one with a light escort. Disable the freighters and disable or destroy their escorts. Be careful as any one of the freighters could be carrying munitions.

Objective: Disable all Bulk Freighters and destroy or disable their escorts. Destroyed freighters cannot be looted and do not give any reward. At any point there are no enemy ships on the board and at least 1 Bulk Freighter is disabled, the players may end the mission and take whatever rewards are in the Freighter’s hold. Any Freighters that are not disabled at this point are assumed to have escaped.
Territory: Neutral
Enemy Forces: TIE/sa Bombers, TIE/ln Fighters, TIE/in Interceptors, VT-49 Decimator
Rewards: For each Bulk Freighter roll 3 attack dice. The Freighters cargo value can be summed by adding the results using the following values: Blank = $2k, Focus = $5k, Hit = $10k, Crit = Munitions Upgrades (1x Concussion Missiles and 1x Concussion Bombs or can be sold for 70% full market value of $7k total credits)
| Squad | Arrival | Vector | AI | 3p | 4p | 5p | 6p |
| (C)Convoy | Setup | B, C, D | Special | 3x Bulk Freighter | |||
| (E)Alpha | Setup | 3 | Attack | 1x TIE/sa Bombers | + TIE/sa Bomber | ||
| (E)Beta | Setup | 4 | Attack | 1x TIE/sa Bombers | + TIE/sa Bomber | ||
| (E)Delta | 5 | 1d6 | Attack | 1x TIE/in Interceptor | + TIE/in Interceptor | + TIE/in Interceptor | |
| (E)Gamma | 7 | 1d6 | Attack | 2x TIE/ln Fighter | +TIE/ln Fighter | +TIE/ln Fighter | |
| (E)Sigma | 12 | 1d6 | Attack | 2x TIE/ln Fighters | + TIE/ln Fighter | + TIE/ln Fighter | |
| (E)Omega | 12 | 1d6 | Attack | 1x VT-49 Decimator |
Bulk Freighters will move forward using the 1 straight template until disabled. They will move first at Initiative 0. AI ships make every effort to stay out of all Bulk Freighters flight path. A Bulk Freighter is considered disabled when it has 1-3 Hull points remaining. You may use any Large base ship to represent a Bulk Freighter. All Crits against a Bulk Freighter count as 2 Hits.
Player ships may perform the Scan action on each Freighter 1 time to determine the value of their cargo holds. Mark down the results for each scan and there is no need to reroll for these Freighters at the end of the mission. Gain 1xp for scanning an unscanned Freighter.
If an unscanned Freighter is destroyed, roll 3 attack die. For each Crit result rolled, each ship at range 1 takes 1 Hit damage as Munitions in the cargo hold explode.
Defeat
How could you let a couple lousy TIE Bombers keep you from stopping that convoy? This is a huge disappointment.
Gain half XP from this mission
Add Acts of Piracy Mission 5 to the Mission Deck
Victory
If we stretch their patrols any thinner, we might just catch some completely unguarded convoys. Good work.
Gain all earned Rewards and XP
Add Acts of Piracy Mission 5 to the Mission Deck
Acts of Piracy Mission 5 – Wallowing Whale
Our scouts have spotted a large transport trying to sneak through the asteroid field. It is moving slowly in order to navigate this dangerous route. Given its location and its Rebel fighter escort, it is not likely to call for help from Patrols. There are rumors of an Elite Rebel squadron in the system. Lets try to capture the Freighter before they have a chance to respond.

Setup: Player setup in Zone A. 6 Asteroids placed randomly in Area B > Range 1 of each other and none placed in the path of the Pale Purrgil or within range 1 in front of the escorts. Pale Purrgil and Y-Wing Escorts setup as shown.
Objective: Disable the GR-75 Pale Purrgil and destroy or disable the fighter escort. At any point in which the Pale Purrgil is disabled and all other enemy ships on the board are destroyed, disabled or fleeing, the mission is considered a success and will end.
Territory: Neutral
Enemy Forces: X-Wings, A-Wings, Y-Wings
Rewards: 25k Credits per Pilot
| Squad | Arrival | Vector | AI | 3p | 4p | 5p | 6p |
| Pale Purrgil | Setup | See Diagram | Attack | 1x GR-75 | |||
| Gray | Setup | See Diagram | Attack | 1x Y-Wings (TL 4+ Elite) | +Y-Wing | ||
| Gold | Setup | See Diagram | Attack | 1x Y-Wings (TL 4+ Elite) | + Y-Wing | ||
| Green | Turn 5 | 1d6 | Attack | 2x A-Wings (TL 4+, 1 is Elite) | +A-Wing | + A-Wing | |
| Elites | Turn 9 | 1d6 | Attack | 2x Elite X-Wing | + Elite X-Wing | +Elite X-Wing |
Pale Purrgil: Use a GR-75 for the Freighter Pale Purrgil with the following upgrades: Luminous title, Point-Defense Battery, Sensor Experts, and Optimized Power Core.
The Pale Purrgil will only execute 1 straight maneuvers and it can only perform the Lock linked to Calculate (added by Sensor Experts) and Focus actions in addition to Critical Card actions. It will always target the closest player ship in arc. During Setup, the Double Turret Arc for the Point Defense Battery is oriented sideways and does not rotate.
During the Combat Phase it will attack as many times as it can against the locked player ships. It will attack the closest ship in arc if no locked player ships are in arc/range of its weapons.
The Purrgil is considered disabled when it has 1-3 hull remaining, or if it is hit with 3 Ion Torpedoes or Ion Bombs (in any combination) while it has no shields (does not have to be in the same turn).
Defeat
That elite X-Wing squadron is highly skilled. It is unfortunate we were not able to grab those supplies. Rumor has it they were worth quite a bit.
Receive Full XP for this mission.
Add Acts of Piracy Mission 6 to the Mission Deck.
Victory
Well, well, well. Those Rebels sure know how to pack a freighter. Plenty of plunder to go around.
Receive all earned rewards and XP for this mission.
Add Acts of Piracy Mission 6 to the Mission Deck.
Acts of Piracy Mission 6 – Surprise Package
A local contact has let us know of a juicy score. Due to scheduling conflicts caused by the arrival of a high ranking Imperial Officer, there is a freighter that will be passing our area with no escort at all. It also seems they have a new navigator and have got themselves trapped in the asteroid field. This is too good of an opportunity to pass up.
Post Ambush Instructions: We’ve been sold out. Abort mission. Get out of there but try to discourage pursuit. Those fighters that deployed from the freighter are likely prototypes from the Imperial research station, if you can get in close and get some scan data on them we may be able to make some profit off this mess.

Setup: Fluffy Bantha anywhere in Zone A. 6 Asteroids in zone C at Range > 1 from each other but not in Zone A. Players may deploy at range 1 of any board edge.
Objectives: Scan the freighter with at least 2 ships. Destroy at least 1 enemy fighter per player ship and escape to hyperspace or flee off any board edge.
Bonus Objective: For each Player ship that scans a TIE Phantom, if that ship successfully escapes or survives the mission, add $20k Credits to the reward.
Territory: Hostile
Enemy Forces: TIE Phantoms, TIE/ln Fighters, VT49-Decimator
Reward: 20k Credits for initial scan data
| Squad | Arrival | Vector | AI | 3p | 4p | 5p | 6p |
| Fluffy Bantha | Setup | See Diagram | Special | 1x GR-75 (or CROC) | |||
| Phantom | Special | A | Attack | 2x Elite TIE Phantom | + Elite TIE Phantom | ||
| Alpha | 3 | 1d6 | Attack | 3x TIE/ln Fighters | + TIE/ln Fighter | ||
| Bravo | 3 | 1d6 + 6 | Attack | 2x Z-95 Headhunters | +Z-95 | + Z-95 | |
| Foxtrot | 4 | 1d6 +6 | Attack | 1x Skipray Blastboat | |||
| Omega | 5 | 1d6 | Attack | 1x VT-49 Decimator | + Shield | + Shield | + Shield |
| Gamma | 7 | 1d6 | Attack | 3x TIE/ln Fighters | + TIE/ln Fighter | ||
| Charlie | 9 | 1d6 + 6 | Attack | 2x Z-95 Headhunters | + Z-95 | + Z-95 |
Phantom Squadron: After the Fluffy Bantha has been scanned the second time OR after squad Alpha arrives, deploy Phantom squadron from one of the side firing arcs and replace it with 2 large debris field obstacles placed roughly where the large ship was at Range > 1 from each other. Phantom squadron deploys with Cloak tokens.
Defeat
This is the risk of piracy. Sometimes a juicy prize turns out to be a surprise package. Our informant has a lot of explaining to do.
Receive half XP for this mission.
Victory
That was a near thing. We will have to find out if our informant was duped or if they double crossed us. The Imperial and Local patrols will certainly think twice about springing a trap on us again.
Regardless, it may be time to find another system to raid for a while.
Receive all mission rewards and xp. Add Illicit Activity 3 to the Mission Card Deck
Acts of Piracy Bonus Mission – Rancor Among the Bantha
This is an optional mission that is made available once at least 5 missions have been completed. It can only be selected if the Setup criteria is met. However you can let the players know about it at any point.
We are going to impersonate an Imperial Patrol and then redirect a freighter convoy for a “random inspection.” To do so we need 3 things: Imperial ships, IFF codes from an Imperial patrol, and to wipe out the patrol we are impersonating so we can take their place.
Setup: All player pilots must be in Imperial ships that have either been captured or purchased. Place 6 Asteroids randomly at range > 2 from the board edge and > 1 from each other.
Enemy Forces: A squad of Imperial ships that matches player ships. For 3-4 pilots, there is 1 random Elite. For 5-6 pilots there are 2 random Elites. Reminder that small Elite ships will flee on 1 hull.
Objectives: Scan each enemy ship at least 1x, then destroy or disable them without losing your own ships.
Territory: Neutral
Rewards: 50k credits per ship you can successfully impersonate. The first person to scan each enemy ship earns 1xp.
If a pirate pilot is disabled or destroyed, you lose whatever scan data they had.
To impersonate an Imperial ship, you must have scanned it, have a ship of the same model alive at the end of the mission, and the ship that scanned the data cannot have been destroyed.
Multiple player ships can carry the same scan data for a single enemy ship. Number the enemy ships and keep track of what scan data each player has
