Illicit Activity Mission 1 – Spice Must Flow
Piracy isn’t the only way to make credits. Offering protection services to smugglers pays the bills and also can build goodwill. A spice smuggler has ran into some problems and has local patrols hot on their tail. They have contacted us to cover them while they escape.
Their HWK-290 has been hit pretty hard by pursuing patrols and their hyperdrive and weapons systems are currently inoperable. Keep the local and Imperial patrols off them long enough to get into the asteroid field and we will patch them up back at our base.

This Mission is marked URGENT
Player setup zone B, Spice Runner HWK-290 setup zone A, 6 asteroids in area C randomly placed > range 1 apart
Objectives: The Spice Runner HWK-290 must escape from your setup edge (B) then each player ship may escape off the board off any edge other than the edge touching zone A or jump to hyperspace. The player ships do NOT have to escape for the mission to be a success.
Bonus Objective: 2 XP to all pilots if all Elite enemy pilots are destroyed.
Bonus Objective: The pilot who performs the most protect actions on the HWK gains 2xp directly (not shared in the group pool). If there is a tie, all tied pilots gain 1xp directly (not shared in the group pool).
Secondary Objective: If the Smuggler’s HWK is disabled by an Ion Weapon instead of destroyed, you get a second chance to help them. Any pilot that is flying a ship with an empty Crew slot or the players Patrol Boat may dock with the HWK and then escape for the half the reward (rounded up).
Territory: Hostile
Enemy Forces: Z-95 Headhunters, Y-Wings, TIE/ln Fighters, TIE/in Interceptors
Reward: 15k Credits per pilot
| Squad | Arrival | Vector | AI | 3p | 4p | 5p | 6p |
| (LP)Able | Setup | 3 | Strike | 2x Z-95 | + Z-95 | +Z-95 | |
| (LP)Bravo | Setup | 4 | Strike | 3x Z-95 | + Z-95 | ||
| (E)Elite | Turn 3 | 1d6 | Attack | 1x Elite TIE/in Interceptor | |||
| (LP)Charlie | Turn 5 | 1d6 | Strike | 2x Y-Wing | +Y-Wing | +Y-Wing | |
| (E)Theta | Turn 7 | 1d6 | Strike | 2x TIE/ln Fighter | + TIE/ln Fighter | + TIE/ln Fighter | |
| (LP)Dingo | Special | A | Strike | 1x PB-950 Patrol Boat |
The Smuggler is represented by a Spice Runner HWK-290 Initiative 1 with no upgrades.
- Due to damage from pursuing patrols, their weapons and hyperdrive are offline.
- The ship begins the mission with the “Damaged Sensor Array” critical hit and a number of shields equal to the number of pirate pilots flying the mission.
- The HWK also has damaged engines and is unable to perform the Boost action, and Speed 4 maneuvers are treated as Red.
- One Last Trick Up Their Sleeve – the HWK has Thermal Detonators with a single Charge. It can drop at any turn the player(s) choose using the 1 Straight template during the System phase.
Players decide as a team how to plan the Smuggler’s dial. The ship may perform actions as normal (other than boost) once repairing the Damaged Sensor Array critical hit.
The HWK escapes immediately if all or part of its base overlaps the the edge of the play area along the escape zone (area B). Pirate pilots may perform the Protect action on the Smuggler’s HWK.
The Local Patrol craft (Z-95s and Y-Wings) are armed with ion weapons (Ion Missiles for Z-95s and Ion Turrets for Y-Wings). They have Strike AI against the HWK and will only attack it if they have an attack with an Ion Weapon. Otherwise they will attempt to make normal attacks against the pirate ships.
If the HWK is disabled by Ion weapons instead of destroyed, the Dingo squadron Patrol Boat (can be represented with any Large base ship using a Decimator maneuver dial) arrives in Zone A and the players Patrol Boat arrives in Zone B. The Patrol Boat Dingo will head for the HWK and attempt to dock with it. If the Dingo successfully docks with the HWK then the mission is a failure. The player Patrol Boat or any pirate pilot flying a ship with a Crew slot may also attempt to dock with the HWK to rescue the crew and some of the cargo. They must then escape off board edge B.
Defeat
I guess they had already taken too much damage. Such a shame. We could have used the credits.
Receive full XP for this mission.
Add the card for Illicit Activity Mission 2 (if not already added) to the Mission Deck.
Victory
The Smugglers were very appreciative. If they hadn’t delivered they might as well be dead.
Receive all mission rewards and XP for this mission.
Add the card for Illicit Activity Mission 2 (if not already added) to the Mission Deck.
Illicit Activity Mission 2 – You’ve Got Mail
One of our slicers has cooked up a scheme to sell Imperial communications data on the black market. Now we just have to get a regular source. There is a Holonet receiver relay in system we could slice into for a regular source of intel. Escort our slicer tech in to find one that has a security vulnerability that we can exploit.

Setup: Place a central Refueling Station with 3 Nodes in the center of the map. Each node will have 1 Sensor Array emplacement on it. Then place a number of Satellite Relays equal to the number of pirate pilots around the Station at the points marked on the map.
Finally place 6 Asteroids inside zone C at range >= 1 from each other and not overlapping the Refueling Station or any Satellite Relays and not directly in front of any reinforcement vector (Orange zones marked R).
Players will setup in Zone A (within Range 3 from the corner).
Objectives: Mark Satellite relays and Sensor Array Emplacements to identify the holonet channel with a security vulnerability. The Slicer Tech HWK-290 must hijack the identified channel and escape before turn 12. The Slicer Tech HWK-290 must escape by jumping to hyperspace or off zone A (range 3 from the corner). If one of your pilots is a Slicer of at least rank 4, they can also hijack the channel and escape. Player ships with hyperdrive may jump to hyperspace or escape off zone A to escape.
Territory: Hostile
Enemy Forces: TIE/ln Fighters, TIE/in Interceptors, Lambda Shuttle, Potential Elites
Reward: 10k Credits per pilot on mission success, and +4K Credits per pilot after each mission (including this one) going forward even if that mission is a failure. The per mission credits are not divided with the Company.
| Squad | Arrival | Vector | AI | 3p | 4p | 5p | 6p |
| Alpha | Setup | 2 | Attack | 1x TIE Fighter | + TIE Fighter | +TIE Fighter | |
| Beta | Setup | 5 | Attack | 1x TIE Fighter | + TIE Fighter | ||
| Gamma | Turn 4 | 1d6 | Attack | 1x Elite TIE/in Interceptor | 1x Elite TIE/in Interceptor | ||
| Delta | Turn 8 | 1d6 | Attack | 1x TIE Fighter | +TIE Fighter (Elite if your average Threat Lvl >= 4) | + TIE Fighter | |
| Inspection A | Special | 5 | Strike | 1x Lambda | |||
| Inspection B | Special | 4 | Strike | 1x TIE/in Interceptor | + TIE/in Interceptor (Elite if your average Threat Lvl >= 4) | + TIE/in Interceptor |
Slicer Tech Setup: The Slicer Techs are represented by a Spice Runner HWK-290 at Initiative 1 equipped with an Ion Cannon Turret in place of its usual turret and +1 Shield for every 2 player ships (1 for 3, 2 for 4, 2 for 5, and 3 for 6). The players decide as a team how to plan the HWK’s dial each round, and the ship may perform actions and attacks as normal. The pirates may use the Protect action on this HWK.
Holonet Relay Setup: During setup, put the number tokens 10-12 into the draw bag. Add one other token for each player ship.
Disabling Relays and Emplacements: Satellite Relays have 2 Agility and 3 Hull, Sensor Arrays have 0 Agility and 5 Hull
Both are considered “channels” for the holonet receiver. They can be attacked and are considered disabled when they have 1 hull left or 1 Ion Token for Satellites or 2 Ion Tokens for Arrays. A disabled channel is considered marked.
Marking Channels: Here are the ways to Mark a Channel
- The Satellites and Arrays can be Marked by the Slicer Techs or any Slicer Career Pirate regardless of level by performing the Scan Action at range 0-1.
- The Satellites and Arrays can be damaged until they have 1 Hull remaining to Mark them.
- Satellites are Marked if they receive 1 Ion Token
- Sensor Arrays are Marked if they receive 2 Ion Tokens in the same turn.
- Destroying Satellites or Arrays also Marks them, however if the vulnerable channel is marked this way the mission is a failure.
Earn 1XP for marking a channel, then draw a number and assign it to mark that channel. If 12 is drawn, mark the channel with a critical hit token instead. The vulnerable holonet channel has been identified. If all channels have been marked except for 1 and no channel has yet been identified as the vulnerable channel, the remaining channel is marked automatically as vulnerable. Once the vulnerable channel has been marked, pilots can no longer gain XP for marking channels.
Accidentally Destroying Channels: Each time a channel is destroyed, draw a number and remove it. The mission is a failure if the 12 is removed prior to being assigned to a receiver.
Inspection Squads (Strike Priority): Once the vulnerable communication channel has been identified, the Inspection Squads arrive at the start of the following turn. These ships will prioritize the Slicer Techs, but will attack other Pirate ships if they cannot attack the Slicer HWK.
Hijacking the Holonet Channel: The Slicer Techs (or a Lvl 4+ Slicer Pirate) may perform a Scan Action on a Holonet Relay that is marked as vulnerable in order to Hijack it. Once the channel is Hijacked and the Slicer that did the Hijacking escapes, the mission is a success, even if no other ships survive. Pirate ships may either jump to Hyperspace (if their ship has a hyperdrive) or flee through zone A (both range 3 edges in the corner).
Defeat
We did not expect the Inspection team to be so quick to respond or so skilled.
We will have to try again once the heat has died down.
Receive full earned XP for this mission.
Return this mission to the Mission Deck.
Victory
Well, well, well. Some very interesting communications going through this relay.
I am certain we can find a buyer for this information quite easily.
Receive all earned credits and XP for this mission.
Add Lost Loot Mission 1 (if not already added) to the Mission Deck.
Illicit Activity Mission 3 – Prototype Data
Rumors that the latest Sienar Fleet Systems prototype TIEs are being tested nearby. The Sienar Fleet Systems competitors would love to have data on the new TIE. The Rebels would likely pay for it too. The more detailed the data, the better.

Objectives: Scan each Prototype TIE and escape with the scan data (TIE Phantom and TIE Defender models count as Prototypes). Each player may scan each type of Prototype 1x, for a maximum of 2 scans per player.
Secondary Objective: Ionize and Capture a Prototype TIE by disabling or destroying all other ships on the board. If a prototype TIE is destroyed, a player ship may collect its salvage for 1 scan data worth of value.
Territory: Neutral
Enemy Forces: TIE/d Defender Prototypes, TIE Phantom Prototypes, TIE/ln Fighters, Lambda Shuttle, Potential Elites
Reward: 10k per successful scan that is escaped with (max 20k per player). If a prototype is captured, players may choose between automatic reward of maximum scan data (10k per player) for the prototype and keep it as a ship to fly or sell it for 3x its Threat Level value in rewards (Phantom has base TL of 43 which would be 129k Credits, Defender has a TL of 67 which would be 201k Credits).
| Squad | Arrival | Vector | AI | 3p | 4p | 5p | 6p |
| Instructor | Setup | Diagram | Attack | +2 Shield | +2 Shield | ||
| Alpha | Setup | C | Attack | 1x TIE Defender | |||
| Beta | Setup | D | Attack | 1x TIE Fighter | + TIE Fighter | +TIE Fighter | |
| Gamma | Setup | E | Attack | 1x TIE Phantom | |||
| Delta | Setup | F | Attack | 1x TIE Fighter | + TIE Fighter | + TIE Fighter | |
| Epsilon | Turn 8 | 1d12 | Attack | 1x TIE/in Interceptor | + TIE/in Interceptor (Elite Threat Lvl 3+) | + TIE/in Interceptor |
