In the Temptation Side Mission, can "Vader" be healed by effects like "Combat Medic"?
Temptation Side Mission
Despite being underpowered it is still Vader that's being represented there. And since if you fully read into the flavor text everything you're fighting is a ghost I see no reason to disallow it's use.
In this mission, the threat level is doubled (if I read correctly).
Then, it says Vader has health equal to twice the Threat level of the mission.
So, if mission is played early in campaign, the base Threat Level is 2.
The threat counter is set to 4 at the start of round 1. And increased by 4 each round.
Vader will have health 8 before being defeated.
Am I reading this incorrectly?
No, I don't think that's right. It says you increase the Threat by twice the Threat Level as part of the special setup. So if your Threat Level is 2, the Imperial Player would begin with 4 threat.
And Vader would have 4 health.
I have to Agree with cvallinie on this. I could be wrong, but doubling the doubled threat seems logical. Plus, I don't see how
Vader having 4 health early on, or even 12 health
later in the campaign makes sense.
Vader having 8 to 24 health
certainly seems to best option and the math works out as well.
That is not correct. Nothing in the mission adjusts the threat level from whatever it campaign guide.
Nowhere does it say to double the threat level.
Many of the missions instruct you to increase the threat by double the threat level during set up. None of that means the threat level is doubled every subsequent round or considered doubled for effects.
Threat is different from threat level. The threat level is constant. You get a mission bonus of starting with threat twice the threat level not actually increasing the threat level. So vader would have 4 health early on. The mission is built that way for a reason.
Based on new and clarifying information, I'm changing my vote to the "4 health early on" option. I still don't think it makes sense from a logistical standpoint, but thanks to JETxGREEN for pointing out the difference between threat and threat level.
Based on new and clarifying information, I'm changing my vote to the "4 health early on" option. I still don't think it makes sense from a logistical standpoint, but thanks to JETxGREEN for pointing out the difference between threat and threat level.
It makes sense to me. Temptation is basically recreating the cave scene from Empire Strikes Back. In that vision, Luke easily defeated Vader, only to see that he could be come Vader, if not careful. Likewise, Vader could be pushover in that mission simply because the Force is guiding her to learn something, not necessarily because it is trying to kill her in her vision.
I understood the Health rule on vader that his health was = to DOUBLE the current threat. So every round they didn't kill Vader his health continued to grow.
Being the Imperial player and knowing that ahead of time, I stalled a few rounds with the original figures, and by the time they opened the door, my Threat lvl was at 8 which meant 16 health for Vader and they only had a few mission tokens left.
I was able to outlast them and keep that Lightsaber outta Dahila's (SP?) hands. My Storm Troopers are more than grateful for that too!
Also
Those who played the Imperials, how much info did you give to the Rebels about the endgame of this mission?
For example, All I said at first was: 'Don't run out of tokens'
They all got pissy at me wondering what exactly they're suppose to "Do" but I stuck to my story.
I feel if you said killing Vader was an endgame, that would ruin the whole supprise of 'Whats behind that door'. Afterall it is the big plot point in that mission!
I understood the Health rule on vader that his health was = to DOUBLE the current threat. So every round they didn't kill Vader his health continued to grow.
We/I had the same confusion at first, but notice that there is a difference between THREAT and THREAT LEVEL. The setup clearly states his health is twice the threat LEVEL.
As for the info about the endgame, reading them the mission briefing (and everything in the mission briefing) they know two things:
-Rebel mission tokens (Diala's inner strength) will vanish every turn, and
-The mission will progress when the door is opened.
Also, according to the mission briefing the rebels know that the mission ends if Diala retreats or is defeated.
All of that put together should make it fairly obvious what the goal is. I certainly wouldn't tell them 'You have to kill Vader to win' at the START of the game. At the start of the game I would read them only the Mission briefing, then once Vader is deployed THEN I may tell them he has to die for them to win.
I understood the Health rule on vader that his health was = to DOUBLE the current threat. So every round they didn't kill Vader his health continued to grow.
We/I had the same confusion at first, but notice that there is a difference between THREAT and THREAT LEVEL. The setup clearly states his health is twice the threat LEVEL.
As for the info about the endgame, reading them the mission briefing (and everything in the mission briefing) they know two things:
-Rebel mission tokens (Diala's inner strength) will vanish every turn, and
-The mission will progress when the door is opened.
Also, according to the mission briefing the rebels know that the mission ends if Diala retreats or is defeated.
All of that put together should make it fairly obvious what the goal is. I certainly wouldn't tell them 'You have to kill Vader to win' at the START of the game. At the start of the game I would read them only the Mission briefing, then once Vader is deployed THEN I may tell them he has to die for them to win.
Ah, So it refered to Vaders health = the threat lvl. Which for me was the very first side mission making that threat lvl 2 and Vader should have been a push over w/ 4 health....woops!
If this is the first side mission the reasoning behind Vader's low health is that the mission set up grants you what amounts to 24 threat worth of stuff between the normal and optional deployment.
Rebel players on their second mission won'the be able to handle an elite Nexu and the Royal Guards. Thus Vader needs low health to compensate.
I won this as IP but it came down Bader blocking all dmg in the very last attack and surviving with 1 hp left.
As the very first side mission the heroes were very squishy and a combo of bleed and stun kept the wookie locked a couple of turns. I had some troopers focus on Dial a wounding her which made her play more carefully. When Vader was deployed he quickly ran out and attached the wookie Dial a being on one token was forced to reclaim one and allow Vader to move and wound the Wookie bringing them down to one again. Next turn he survived and attack and then ran, was attacked and then officer ordered to run. St last Diala ran and strained to get close to Vader and then made and unsuccessful attack on him as the last action of the round and then he mission ended
Also a qestion, if Diala is stunned during the end of turn 1, 3 or 5, then so MUST choose to heal right? The rules says she must choose one of the two choices, but when stunned she cannot voluntarily exit her space.
I just started running a campaign and of course after the intro this was the first my friends picked. We made the threat and threat level mistake too and had a 16hp Vader annihilate them, even as I conveniently forgot some stuff and charged out instead of sticking behind the stormtroopers. Looking this up and seeing it was a mistake we're counting it as a win for them, but **** am I scared of the lightsaber she's going to have now! If they keep getting cool new toys and I don't win many missions, how much of a cakewalk will it be for the Rebels?
Edited by PenguinBonaparteAlso a qestion, if Diala is stunned during the end of turn 1, 3 or 5, then so MUST choose to heal right? The rules says she must choose one of the two choices, but when stunned she cannot voluntarily exit her space.
She doesn't have to but she'll fail to move or attack. (You might do this if you were terrified of say Vader attacking).
If they keep getting cool new toys and I don't win many missions, how much of a cakewalk will it be for the Rebels?
It can get to the point where it's hard for the imperial player to keep troops on the board but the lightsaber alone isn't that far towards that.
I just started running a campaign and of course after the intro this was the first my friends picked. We made the threat and threat level mistake too and had a 16hp Vader annihilate them, even as I conveniently forgot some stuff and charged out instead of sticking behind the stormtroopers. Looking this up and seeing it was a mistake we're counting it as a win for them, but **** am I scared of the lightsaber she's going to have now! If they keep getting cool new toys and I don't win many missions, how much of a cakewalk will it be for the Rebels?
The lightsaber is actually not that big of an upgrade. I actually finished a campaign playing Diala and I didn't get the lighsaber; In the end mission, I was throwing Vibroknucklers around. ![]()
Threat is different from threat level. The threat level is constant. You get a mission bonus of starting with threat twice the threat level not actually increasing the threat level. So vader would have 4 health early on. The mission is built that way for a reason.
Sorry to have my first post be a necro, but I'm about to run this mission in my campaign and would have borked it without this post. Thank you!
In my campaign, this was the first side mission the rebels ran (Threat Level 2), so Vader only had 4 health. He still has 2 black defense dice and the heroes had barely anything for upgrades, so it still took them a few attacks to drop him.
With no upgrades he is a hard kill, but Mak has a descent chance at it with his +2 pierce. Cleave and Blast can also hit him easily enough.
Edited by Hatting