Twin Shadows mini-campaign question.

By Doctor X, in Imperial Assault Campaign

I confess that I am a Bathroom Reader, so I may have missed this if it's covered in the book already: Is there anything in the book for scaling the campaign for characters who've already been through the campaign in the core box, or is it meant to be a continuation. Conversely, if it IS meant to be a sequel, is there info on scaling it down for starting characters?

A corollary to the second question would be how one should bring the new characters from the box up to speed if someone wants to switch out one of the ones who's been through the main campaign.

Also, three adventures? I know it's not a huge box, but hope Return to Hoth's is longer.

There isn't anything in regards to taking characters from a completed campaign through. It's meant to be it's own standalone campaign, to be started from scratch. All players get a starting experience boost for the campaign to get them access to some of their class cards, items/agendas.

It's four missions long in total and is intended as more of a day/weekend event rather than the longer period for a full dedicated campaign. Return to Hoth is said to be a larger campaign that will be an alternative to the one in the core set.

Edited by scott80

Actually, both sides start from a little bit better than scratch if I remember correctly. Before the first shot is fired, I think everyone gets 3 XP and there's some credits for the Rebels as well.

Hi All,

I am going to start this campaign with just my son. He is interested to play 2 heroes with Legendary upgrades.

Then I see that the heroes start with 3xp each. Now you see my question coming ;-)

Is it still meant to be 3 xp for each of the 2 legendary heroes, or 6xp each?

I would appreciate your opinion on this? I never played heroes in Heroic or Legandary "mode". This will be interesting.

XP and credits are always per each hero character. (So 3XP for each heroe and 800cr total.) Because heroes get to activate twice per round, they get to use their skills and items more often. Note that the class and item cards of heroes ready at the start of their activations, not at the ready step of the status phase.

Getting two activations is a real benefit in missions needing movement. You may want to add a house rule with Legendary heroes: Limit of one Move action per activation. Limit of one Rest action per activation.

Edited by a1bert

Thanks for the clarification. It makes sense.

With regards the moves, I get your point. Thanks for the heads up. But the flip side is that 2 heroes can so easily be swarmed. It's up to me the Imperial Player to counter his manoeuvrability.

And many thanks for highlighting that item and class cards ready at the start of activation, I would have done that wrong.

19 hours ago, cvallinie said:

Thanks for the clarification. It makes sense.

With regards the moves, I get your point. Thanks for the heads up. But the flip side is that 2 heroes can so easily be swarmed. It's up to me the Imperial Player to counter his manoeuvrability.

And many thanks for highlighting that item and class cards ready at the start of activation, I would have done that wrong.

At the start of the round the Imperial Player readies all their cards, and the Rebels only ready their activation tokens. It's only when a Rebel flips their token from green to red that they ready their class cards (regardless of number of players). This is something my Rebels keep forgetting and I have to remind them

Not at the start of the round. During the ready step of the status phase. Do not make shortcuts, the order of the steps of the status phase are specific and the order matters in a lot of missions and for a lot of abilities. The biggest are: threat received during the end of round step are not available during step 3, and you cannot redeploy a Self-Destructed Probe Droid during the same status phase (but could've have been deployed and Self-Destructed during the same status phase).

1. Increase threat
2. Ready
3. Deploy/reinforce
4. End of Round effects
5. Increase Round dial
Next round.

7 hours ago, neosmagus said:

Player readies all their cards, and the Rebels only ready their activation tokens. It's only when a Rebel flips their token from green to red that they ready their class cards (regardless of number of players).

Sorry for getting late technical but the token gets flipped at the end of the Rebel activation (and cards readied at the beginning). Though I think this only matters for Murne’s Lead From the Front ability.

That's right. Deployment cards and activation tokens are exhausted at the end of that group's activation.