Impounded?

By kuffdaddy, in Imperial Assault Campaign

Playing through our first campaign! I have encountered an odd situation in impounded, The rebs have five rounds to complete the terminal and rescue the drunk pilot. After that has been accomplished I, was unclear if the five rounds reset or the same five rounds? If it is the same five rounds that mission almost seems undo-able for my heroes. We played it it was the five rounds for the entire mission. Didn't really seem fair but that is why I am here asking if any of your players have done this or I, played it wrong

Thanks

J

It's just five rounds for the whole mission.

It looks like you'd have to split up to get it done. Assuming some straining for additional movement it would take 4 rounds to get to the pilot and back to the hatch...but you won't know where the hatch is until the clamp is released.

Just reading the mission it looks like a rough one, but all of the Agenda deck missions seem to be slanted against the Rebels, which is understandable. It goes back to not thinking of the IP as the DM but as an opponent. He/she gets to inflict these missions on the Rebels in the hope of gaining something.

Edited by rumblefish

Good. Maybe finally I can crush the Rebels tomorrow. lol.

Then again I missed quite a bit of threat from Chewie as an Ally since the first side mission. :( And a few other things. Hopefully with the last few missions it's a bit tougher for them now.

We just played this, I'm curious if picking up the pilot counts as an action? It didn't say 'interact' so I gave it to them as a free action (they were really down to the wire), but they wanted to pick it up during a Gideon-ordered movement; to which I said no.

I said no, because I'm pretty sure when you're granted a move outside of activation, you have to complete the whole move without interruption. Did we handle that correctly?

I said no, because I'm pretty sure when you're granted a move outside of activation, you have to complete the whole move without interruption. Did we handle that correctly?

Correct, "Movement Points", RRG page 20:

If a figure gains movement points when it is not its activation, those movement points must be spent immediately as an interrupt or be lost.

i was wondering about the doors on this mission, the mission briefing does not specifies what do and how to open them as other missions

my heroes used an interact to open them

If there is no specification on how a dooe must be opened, then it only needs an interact. Also, "using" or "retrieving" are commonly used to describe some kind of interact.