Terminals and doors defense

By Ariamn, in Imperial Assault Rules Questions

Greetings

I was wondering after watching a playthrough by these guys

https://community.fantasyflightgames.com/topic/185668-boardwarseu-campaign-on-youtube/

it seems they roll a defense dice for the doors and terminals, couldn't find anything specific in the rrg's, is this correct?

I think you're not supposed to roll a dice for objects, and just give them 1block ( doesn't make sense that a door or a terminal can block your attacks somehow ).

Doors and Terminals vary widely from mission to mission in both Skirmishes and Campaigns. Sometimes you shoot them, sometimes you merely interact with them, sometimes they require an Attribute test. The Mission Rules at the beginning of the scenario will explain each mission's particular ways to handle doors and terminals.

The default on doors is that they require an action to interact with to open, and you cannot voluntarily close doors.

Sometimes you shoot them...

And depending on the mission, sometimes they have inherent defense, such as 1[block], and sometimes they roll a die for defense. Again, it depends on the mission.

The mission I'm referring to is the Aftermath, so in their case they rolled a die for the door that has 7hp and one block. I thought the door simply had a 1 block by default a didn't require rolling a die.

Same thing goes for the terminals, 4hp and one block.

Edited by Ariamn

In that particular mission ...

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(SPOILERS)

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The door starts unlocked. To open it the first time merely requires a Hero to interact with the door in an adjacent space.

(Good spot for a nod to a frequently overlooked rule, only the two spaces right on front of a door are adjacent, a space is not adjacent to a door if it only shares a corner.)

The terminals have a Defense of 1 Block, unless an Imperial figure is next to them, in which case they get 2 Blocks. They have 4 Health (hit points).

However, at some point in the mission, the Lockdown event occurs. The Imperial Player can either increase the Health of the terminals, or they can close and lock the door. If they do this, then the door has

8 Health and one black die for Defense, and the only way to open it again is to shoot it.

The doors and terminals all do different things with various health, defense, and interact requirements on every mission.

And a thing about YouTube missions, Especially the early ones. They get a Ton of rules wrong. It took me several playthroughs to get all the rules down, and often those on YouTube forget little things here and there. I don't think I've seen one yet that didn't omit some rule here and there, often more than one. ... The same thing everyone did when we started.

Edited by R5D8

Please use spoiler tag to block spoilers. Click the third icon labelled "Special BBCODE" and choose "Spoiler".

Made you look!!!

Edited by Fizz

Thanks R5D8 for the clarification, I've been watching youtube after reading the rules and they just made me more confused. Playing for the first time on saturday and want to be prepared. :)

You know, this makes me want to do a youtube video just for the sake of getting it right.

Too bad i have a face for radio....

Too bad i have a face for radio....

I have a voice for silent film, maybe we could band together.

Greetings

I was wondering after watching a playthrough by these guys

https://community.fantasyflightgames.com/topic/185668-boardwarseu-campaign-on-youtube/

it seems they roll a defense dice for the doors and terminals, couldn't find anything specific in the rrg's, is this correct?

I think you're not supposed to roll a dice for objects, and just give them 1block ( doesn't make sense that a door or a terminal can block your attacks somehow ).

Hi Ariamn,

We try to play as close to the rules as possible and if we do make mistakes, I try to add annotations on youtube to detail what went wrong.

In this particular case, I think the others cleared up what happend.

As for when to roll for objects, this is ALWAYS specified in the mission rules. Note that mission rules take precedence over all text in the rulebooks. If they conflict, the mission rules are always right.