A Couple Rules Questions

By Incomitatum, in Star Wars: Imperial Assault

I've eaten up nearly as much as I could on this game, but still seem to have a couple rules questions.

Our group just finished the tutorial and we were wondering...

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Peeking Around Corners

I seem to remember something about being to consider your "vision" was one space over when you attack so that you could "peek" around a corner and shoot as the same action. I can't find any reference to this now. If I remember it's not like you have to surge strain out, shoot, and surge strain BACK into cover. Clarification on this would be helpful.

Doors

The demo had little-to-no story set up. The assumption was the rebels owned the playhouse and the Imps were doing the assaulting. Regardless, doors were a question. They take an action to open, and they seem to just vanish. Can we use an action to close them? Once closed can we use another action to LOCK them; forcing the IMPS to have to use their strength/e-web to break the doors down?

Probe Droid

We only had three players so initially I took the probe droid off the table. I added him back in the 2nd round when I saw how quickly the Players were chewing through the Imps; I also realized he's the most challenging thing on the board in the tutorial. They began to fear the droid and had to actually use communication to build their strategy...

The Probe droid has an ability "Self Destruct". He then can blow up at the end of the round (note this is not the end of his activation). I ruled that even if he is "defeated" his model stays on the board till the end of the round and then he blows up; but is this the case? Can he still blow up if he is defeated? Is this meant to be a hail-mary where he gets in the middle of the Player group and suicide-vests?

What's the best way to handle this?

Edited by Incomitatum

Regarding doors:

A figure can interact with a door to open it; the player removes
the door token from the map.
If an effect closes a door, place a door token on the map as
shown on the mission’s map. Figures cannot voluntarily close
doors
Some missions specify that certain doors are locked.
Locked doors cannot be opened except as specified in the
mission rules.
so no you can close it and you can´t lock it.
Probe Droid:
When any other figure is defeated, it is removed from the
map along with any of its condition and damage tokens.
If a figure is defeated during its activation, its activation
immediately ends
so that's mean as soon that he is defeated he is removed. (no self destruct)

The droid's self---destruct does not have to be activated during it's activation, does it?

The IP can simply choose at the end of the round that the droid will blow up, right?

Yes I think so to.

In regards to the probe droid, its ability may be triggered during step 4 of the status phase:

"4. End of Round Effects: If there are any abilities or mission
rules triggered at the end of this game round, players resolve
them at this time (Page 11, Learn to play Guide)."
So yes, defeat it before that point and it is removed from the board without being able to trigger self-destruct.
Also, for future reference, keep in mind the timing order listed in the rules reference guide (RRG). There was an issue during a Team Covenant play through about a Probe droid picking up an objective at the end of the round and also wishing to self-destruct in the Rebels faces (AKA multiple end of round effects).
"In a campaign, resolve mission rules first, followed by effects
triggered by the Imperial player, then effects triggered by Rebel
players. In a skirmish, resolve mission rules first, followed by effects
triggered by the player with initiative, then effects triggered by his
opponent (Page 2, RRG)."'
The door question was answered throughly.
As for peeking around corners, I'm not entirely sure what you are asking. There are no cover bonuses in this game/peeking actions.
However, there are situations where you may have Line of sight to one figure but that figure does not have line of sight back to you. This is often the case when a figure occupies a space with a wall that doesn't cover the entire edge.
1538xar.png
Plus, here's another situation that popped up during the team covenant play through:
L is Luke
S is stormtrooper
Yellow lines represent Line of Sight.
Luke has LOS to the stormtrooper because you can draw LOS parallel with walls and you can trace LOS through yourself :)
2mngprr.jpg
Both these examples best represent peeking around corners/taking shots while under cover.
No strain required! :)

Thanks guys this is all very helpful and yes @Armandhammer those examples of line of site, while less that intuitive at first, are exactly the sort of thing I was looking for.

Thanks guys this is all very helpful and yes @Armandhammer those examples of line of site, while less that intuitive at first, are exactly the sort of thing I was looking for.

Check out the appendix (page 26-27) in Rules Reference, it contains a lot of good examples. I/we went through some of the same issues as you have raised here

You don't loose your movement points. So you could move to a corner to see down it, shoot, and then finish your movement getting back out of the way.

In regards to the probe droid, its ability may be triggered during step 4 of the status phase:

"4. End of Round Effects: If there are any abilities or mission
rules triggered at the end of this game round, players resolve
them at this time (Page 11, Learn to play Guide)."
So yes, defeat it before that point and it is removed from the board without being able to trigger self-destruct.
Also, for future reference, keep in mind the timing order listed in the rules reference guide (RRG). There was an issue during a Team Covenant play through about a Probe droid picking up an objective at the end of the round and also wishing to self-destruct in the Rebels faces (AKA multiple end of round effects).
"In a campaign, resolve mission rules first, followed by effects
triggered by the Imperial player, then effects triggered by Rebel
players. In a skirmish, resolve mission rules first, followed by effects
triggered by the player with initiative, then effects triggered by his
opponent (Page 2, RRG)."'
The door question was answered throughly.
As for peeking around corners, I'm not entirely sure what you are asking. There are no cover bonuses in this game/peeking actions.
However, there are situations where you may have Line of sight to one figure but that figure does not have line of sight back to you. This is often the case when a figure occupies a space with a wall that doesn't cover the entire edge.
1538xar.png
Plus, here's another situation that popped up during the team covenant play through:
L is Luke
S is stormtrooper
Yellow lines represent Line of Sight.
Luke has LOS to the stormtrooper because you can draw LOS parallel with walls and you can trace LOS through yourself :)
2mngprr.jpg
Both these examples best represent peeking around corners/taking shots while under cover.
No strain required! :)

Is this example for real? That would really work?

I have a question regarding skirmish play with the named rebels (Garkhan etc):

Does one also use/give/place the respective "hero class" weapons (like the Vibro-Axe) to the characters or is that solely for the campaign??

In regards to the probe droid, its ability may be triggered during step 4 of the status phase:

"4. End of Round Effects: If there are any abilities or mission
rules triggered at the end of this game round, players resolve
them at this time (Page 11, Learn to play Guide)."
So yes, defeat it before that point and it is removed from the board without being able to trigger self-destruct.
Also, for future reference, keep in mind the timing order listed in the rules reference guide (RRG). There was an issue during a Team Covenant play through about a Probe droid picking up an objective at the end of the round and also wishing to self-destruct in the Rebels faces (AKA multiple end of round effects).
"In a campaign, resolve mission rules first, followed by effects
triggered by the Imperial player, then effects triggered by Rebel
players. In a skirmish, resolve mission rules first, followed by effects
triggered by the player with initiative, then effects triggered by his
opponent (Page 2, RRG)."'
The door question was answered throughly.
As for peeking around corners, I'm not entirely sure what you are asking. There are no cover bonuses in this game/peeking actions.
However, there are situations where you may have Line of sight to one figure but that figure does not have line of sight back to you. This is often the case when a figure occupies a space with a wall that doesn't cover the entire edge.
1538xar.png
Plus, here's another situation that popped up during the team covenant play through:
L is Luke
S is stormtrooper
Yellow lines represent Line of Sight.
Luke has LOS to the stormtrooper because you can draw LOS parallel with walls and you can trace LOS through yourself :)
2mngprr.jpg
Both these examples best represent peeking around corners/taking shots while under cover.
No strain required! :)

Is this example for real? That would really work?

Works just fine, might look a bit strange but as Ardmandhammer wrote think of it like peeking around the corner to take the shot

I have a question regarding skirmish play with the named rebels (Garkhan etc):

Does one also use/give/place the respective "hero class" weapons (like the Vibro-Axe) to the characters or is that solely for the campaign??

Class and Item cards are only for the campaign.

I have a question regarding skirmish play with the named rebels (Garkhan etc):

Does one also use/give/place the respective "hero class" weapons (like the Vibro-Axe) to the characters or is that solely for the campaign??

Class and Item cards are only for the campaign.

The demo had little-to-no story set up. The assumption was the rebels owned the playhouse and the Imps were doing the assaulting.

The tutorial is there to serve as a quick play-through to learn how the dice work, how to use LoS, and so on. It's not really meant to be a challenge, hence why the Imperial player isn't accruing threat from round to round.