Number of Heroes per Mission?

By robertleegrant, in Star Wars: Imperial Assault

Working up to trying to teach this game on Saturday. In the first senario, Aftermath, the Imperial player gets a finite number of units: Stormtroopers, Droid, Commander. After the door opens, he gets an Engineer, troopers, and a commander.

Can the Rebel players bring ALL the heroes? If so, no change in the number of units the Imperials can play? Could be a really easy run for the Rebels if we have six players.

The mission guide has all the imperial units as gray, non-elite, units. Would it make more sense to upgrade one unit to red for four players and two for six players, something like that?

Is there a FAQ or rules clarification posted anywhere yet?

Thanks,

The most heroes they can bring is four.

Edit: Actually it does not say that anywhere in the rules that I could find but I think the assumption is they are balanced for 4 Rebels or buffed if fewer.

If you want to play with more than 4 I saw a great thread on that here:

http://community.fantasyflightgames.com/index.php?/topic/130074-help-playing-campaign-with-5-rebel-players/

Also, don't forget you will be able to spend threat to bring Imperials back to the board.

Edited by usgrandprix

Four is the official maximum. This is why you get four activation tokens and during 3 players get an extra one and 2 players get two extras. So there is always four hero activations. Also the game is designed for 2-5 players (1 Imperial player and 1-4 Rebel heroes players)

If you play with more than four heroes you might need to beef up the Imperial side a bit to help them out.

I'd suggest....y'know....reading the rulebook. All the questions are very easily answered there.

If you're going to teach the game on Saturday, then I'd suggest that you read carefully through the rulebooks--both the Learn to Play guide and the Rules Reference guide. Pay close attention to how missions and campaigns are set up and run. These guides answer both of the questions that you asked. They'll also prepare you to teach the game well...because mist in the mind of the teacher is fog in the mind of the learners.

You could also start with the tutorial mission. It gives the players a chance to play a game and learn some things before locking down a character for a campaign. Maybe they want to switch up after seeing how the game is played.