Hello all!
I'm really loving Imperial Assault but feels like something is lacking sometimes. In Descent we got travel cards which could benefit or put is at a disadvantage. This aspect is kinda missing in Imperial Assault and I feel it would make a good addition to the game. It doesn't have to be difficult. Thinking more of terms of drawing a Galaxy Travel card and resolving the effects.
My idea would be that there are 3 vital positions on the rebel starship you control: cockpit, laserturret and repair bay. Before travelling, players have to decide who gets where. Once a rebel is allocated to a certain spot on the ship, the rebel remains there until a new mission starts. If there are more figures in play, they take place at the ship, not really putting them in a certain place.
For instance: you could draw a Hyperspace card and this would mean you instantly go to the next mission. These Hyperspace cards will be the majority of the cards so when drawing one you go to the mission. This means there will be other cards as well. For example; Asteroid Field. You have to perform a certain attribute test depending on who is flying the ship to navigate through. Each time you fail, your ship loses 1 of it's 4 shield generators and once they are all gone, roll a red die for rebel hero to see what damage you get. Example: in a small asteroid field you have to navigate through 3 asteroids. The player controlling the rebel at the cockpit has to test Insight 1 to navigate through the first one. If he passes, nothing happens. If he fails, you lose 1 shield generator. After this test, the player at the laserturret tries to blast the asteroid. He test Might 2. If he passes he shoots the asteroids to pieces and this means an asteroid less to navigate through. If he fails, nothing happens. After this the player at the Tech Bay can try to fix a shield generator. In order to do so he test Tech 3. If he passes, the ship gets back a lost shield generator. If he fails, nothing happens.
Also cards could contain TIE Fighters and you have to roll defense and attack to see if you can destroy them or outmaneuver them.
So you could draw a Hyperspace card right away, or you could draw a Hyperspace card and maybe had 2 encounters first before you can make the jump to Hyperspace.
Edited by sdh007