Blaster for Hire (Hired Guns preview article)

By stmack, in Star Wars: Imperial Assault

Cool!

Hmm, the regular HG seems cool as a filler for an open group, but I cant see how I would ever choose a group of elite HG over a group of troopers

Cool!

Hmm, the regular HG seems cool as a filler for an open group, but I cant see how I would ever choose a group of elite HG over a group of troopers

Theme in a campaing as the Imperial Player, when the mission is more Scum oriented than Imperial, and when you're tired of Nexus

I think these guys are much better in skirmish than campaign since the imperial player doesn't (usually) have objectives to go after in campaign and the key value in the hired guns is being cheap with speed 5 (of course the elite ones are still pretty bad in skirmish AFAICT).

With regards to other stuff: The command cards all seem pretty solid, last resort is very dependant on what kind of list you're facing, mercenary ties is much worse than surgical strike (though it's still annoying for the rebels), trade routes disrupted doesn't seem worth it but final blast seems amazing: want to kill my dudes before they can attack? Sure go ahead, one will attack anyway.

So, does anyone know with these how it is handled in campaign? How much are you allowed to play ? 1 reg AND 1 elite or 4/2?

I like these guys quite a bit in the mid-campaign 4 threat missions. I think they are a better use of threat than nexu's. If ignored, Troopers are definitely better than the elite hired guns but in the late campaign, Troopers tend to just insta-die under cleave 2 and blast 2. At least your Hired Guns would get a shot off if targeted right away, and the auto evade means the hero needs a T3 weapon (or a spread barrel deathhammer) to have a decent chance to one-shot.

Edited by Deadwolf

But WHAT IS MERCENARY TIES??? Can't clearly make out the text, and the article doesn't link to it. Closest I can come is "exhaust this card when an imperial figure declares an attack. After the attack resolves, if the target suffered one or more damage, it also suffers one strain." Is that right? Sounds like a pretty decent reward card...

STORMIES!

Oh wait, no...

I love these guys, I may have to buy 2 packs.

Hmmm... I hadn't noticed it before, but does anyone else think the figure appears to be wearing gym shorts over sweat pants? Is that still a thing?

Edited by tomkat364

not sure if people are seeing what I am seeing, but these can be very good in skirmish in Merc lists.

4 cost for 6 combined HP, 2 units, and 5 speed is pretty decent itself. The "on death, attack again" ability IMO offers a better choice over storm troopers. The upgraded elite version packs a much bigger punch, while only having an increase of 2.

Pretty excited for this pack to up the Merc lists

But WHAT IS MERCENARY TIES??? Can't clearly make out the text, and the article doesn't link to it. Closest I can come is "exhaust this card when an imperial figure declares an attack. After the attack resolves, if the target suffered one or more damage, it also suffers one strain." Is that right? Sounds like a pretty decent reward card...

The announcement of the three packs had mercenary ties, it's exactly what you inferred. (i.e much worse than surgical strike but still a thing).

The upgraded elite version packs a much bigger punch, while only having an increase of 2.

Umm... the only increased damage is if you don't roll enough accuracy and are forced to use a surge for it and that's 1 (this'll happen like a 1/3 of the time I'd guess).

But WHAT IS MERCENARY TIES??? Can't clearly make out the text, and the article doesn't link to it. Closest I can come is "exhaust this card when an imperial figure declares an attack. After the attack resolves, if the target suffered one or more damage, it also suffers one strain." Is that right? Sounds like a pretty decent reward card...

The announcement of the three packs had mercenary ties, it's exactly what you inferred. (i.e much worse than surgical strike but still a thing).

The upgraded elite version packs a much bigger punch, while only having an increase of 2.

Umm... the only increased damage is if you don't roll enough accuracy and are forced to use a surge for it and that's 1 (this'll happen like a 1/3 of the time I'd guess).

i didnt mean specifically more damage, but a better unit all around, which for the 2 pt upgrade is well above the price IMO

i didnt mean specifically more damage, but a better unit all around, which for the 2 pt upgrade is well above the price IMO

I disagree with this, it has 2 more health total, one accuracy and an evade (which, on a white die, is much worse than a block). Compare to an elite probe droid which has the same bonus hit points, but gets an extra damage on each of its surges, can recover faster, and has targeting computer (EDIT oh, and +1 speed!!!) or Tusken Raiders which get 6 total hitpoints and a constant bonus damage. The hired guns elite upgrade seems well below the curve.

Edited by Norgrath

Do we know what the upside down reward card is?

....awesome!......STORMIES!!!>......

This pack looks just as awesome as I hoped it would be when they previewed it at Star Wars Celebration VII. One of these days I'm going to need to start picking up all the Scum villain packs.

Cool!

Hmm, the regular HG seems cool as a filler for an open group, but I cant see how I would ever choose a group of elite HG over a group of troopers

Theme in a campaing as the Imperial Player, when the mission is more Scum oriented than Imperial, and when you're tired of Nexus

I was playing the spice run mission last night, and wanted to have more ne'er-do-wells fighting the rebels than imps and cat lions

So, does anyone know with these how it is handled in campaign? How much are you allowed to play ? 1 reg AND 1 elite or 4/2?

This something I wanna know too?

I am guessing it is 1 reg and 1 elite. The only other source for this is Twin Shadows which simply tells you to put all cards together.

Also how the stormies will work, can you now get 3 regulars in campaign?

Otherwise I feel al ittle meh abou the hired guns, gonna be cool to see if the speed 5 will help them survive more since they will die as soon as someone touches them.

I love these guys, I may have to buy 2 packs.

Don't be crazy! ..... clearly 3 packs is needed.

So, does anyone know with these how it is handled in campaign? How much are you allowed to play ? 1 reg AND 1 elite or 4/2?

This something I wanna know too?

I am guessing it is 1 reg and 1 elite. The only other source for this is Twin Shadows which simply tells you to put all cards together.

Also how the stormies will work, can you now get 3 regulars in campaign?

“In a campaign, players are limited to the number of figures included in this expansion” Twin Shadows Rules, page 3.

It’s important to highlight the “in this expansion part” because it addresses the issue of using Heavy stormies and tusken raiders in campaign missions outside of Twin Shadows so you kind of have to stretch the ruling to cover Hired Guns.

Wookie warriors are fine because they have to be earned through winning their specific mission and the additional stormies are fine because:

"In a campaign, players are limited to the number of figures included in the game. For example, the Imperial player is limited to six regular and three elite Stormtrooper figures, even if he owns multiple copies of the game” page 8 RRG

So Hired Guns right now remain an outsider but I think it's safe to use the “limited to a single expansion” ruling (1 reg and 1 elite for campaign).

“In a campaign, players are limited to the number of figures included in this expansion” Twin Shadows Rules, page 3.

I think it's important to note that it says the "number," not the type. So, first off, they are allowed in the campaign (in case anyone was wondering).

Secondly, I would just operate by the principle of like-for-like. What are Hired Guns most similar to? I'd think Stormtroopers, and you're allowed 2 regulars and 1 elite - so I'd just go for that.

Besides, who's going to run around with four Hired Gun deployment cards in a campaign?

Way I see it, you can use either 1 regular deployment card or 1 elite deployment card per mission for the rodian mercs. Not both.

So, does anyone know with these how it is handled in campaign? How much are you allowed to play ? 1 reg AND 1 elite or 4/2?

This something I wanna know too?

I am guessing it is 1 reg and 1 elite. The only other source for this is Twin Shadows which simply tells you to put all cards together.

Also how the stormies will work, can you now get 3 regulars in campaign?

“In a campaign, players are limited to the number of figures included in this expansion” Twin Shadows Rules, page 3.

It’s important to highlight the “in this expansion part” because it addresses the issue of using Heavy stormies and tusken raiders in campaign missions outside of Twin Shadows so you kind of have to stretch the ruling to cover Hired Guns.

Wookie warriors are fine because they have to be earned through winning their specific mission and the additional stormies are fine because:

"In a campaign, players are limited to the number of figures included in the game. For example, the Imperial player is limited to six regular and three elite Stormtrooper figures, even if he owns multiple copies of the game” page 8 RRG

So Hired Guns right now remain an outsider but I think it's safe to use the “limited to a single expansion” ruling (1 reg and 1 elite for campaign).

Using this logic "limited to a single expansion" would mean you are limited to 1 reg OR 1 elite as a single expansion only comes with 2 models.

Perhaps it will be included on the rules sheet with the expansion? I'll wait and see.