I'm looking at Imperial Assault mainly from the POV of a skirmish player. After playing all six missions, we had a bunch of questions and assumptions that I wanted to run by, and see if that's how they worked.
1. Lost Knowledge mission: When entering the square next to the comm beacon, do you have to take an action to drop off the holocron? We've been assuming no.
2. Leave no Evidence mission: at the end of each round, "Each player may discard 1 excavation site token he controls to gain 6 VP." We've been assuming if you control more than one, you can only discard one at the end of the round.
3. Close to Home mission: This one read a little differently than the previous mission, so we decided, if you controlled multiple crates, you could place multiple mission tokens down. Also, we read this as allowing each side to place mission tokens on a crate if they were controlled by different sides on different rounds. For example, we both controlled 2 crates on the first turn, and got 14 points each. Then I snuck a fast unit past him on my last activation on turn 2 and grabbed one of the crates he left behind, putting my token on it (so now it had both) and gaining 7 more points. We were then at 21-14 on objective VPs, and I could only grab that last crate if I wanted to get any more objective points.
4. Raiding party mission: We assumed that, if there were no raiders alive on the board, you could choose to move all zero of them 3 squares instead of spawning a new one.
5. Get to the Ship mission: more of a terrain question than a mission one. If a mobile unit is on one of the ship's tiles, who can shoot at it, and who can it shoot at? Under mobile: "If a figure with mobile occupies a space containing blocking terrain, line of sight can be traced to that figure, spaces can be counted to that figure, and adjacent figures can attack that figure." We assumed that it can shoot at / be shot by units that could trace lines without crossing the other three squares of blocking ship terrain, but the other three squares of blocking terrain forming the ship still blocked LOS to/from the Mobile unit?
6. Smuggled Goods mission: Assumed we can perform a move to gain our full movement points before taking the action to pick up the contraband, and won't lose any movement points for that turn.
7. Mak Eshka'rey: His Critical Hit ability has a surge icon before it. Under abilities in the Rules: "A surge (~) result must be spent during an attack to use this ability." We've read this two ways: either a surge must be spent on this ability to use it, or a surge just has to be spent on something else (bonus damage or accuracy in Mak's case), and Critical Hit triggers "for free" after that. Has anyone asked about this before?
8. Lure of the Dark Side: I assume if the figure you are stealing for an attack has a focus token, he uses it when he blasts his own side? Ouch!
9. Lord of the Sith: I assume that anything Vader kills before playing this card doesn't count, so you should play it before you start running amok?
10. Strain and the strain-like hunter cards: I assume if you do not have cards in your command deck, you are forced to take the damage / give the VPs / etc?
Thanks!
Paul