What new mechanics would you like to see?

By Ryertangent, in Star Wars: Imperial Assault

Would you like to see more stuns, blast, recover?

I think they should add recover as an action, maybe like medical droids.

I think force leap would be awesome as well as maybe a force stasis?

I really like the heroes with the ability push, it can cause total chaos when it comes to positioning.

In regards to force usage, I'd like to see that played up a little more:

Push a button or flip a switch from a distance with the force.

Create a distraction so that stormies "look the other way" (eg. Obi-Wan in the Death Star).

Force jump by having mobile as a keyword. Or make it an action like Nexu's pounce.

Force vision that would allow the rebel team to see what's behind a door before opening it.

The ability to deflect/redirect blaster fire with a lightsaber (I know there's a command card for this, but this mechanic needs more use).

Force speed, allowing the character to double their movement, or even add an extra action to their turn.

And lastly, a specific lightsaber battle mechanic. eg. Rather than just the standard attack/defense dice, each player rolls their attack dice, the player with more damage gets a hit, or gets to then roll their damage like normal.

Edited by thestag

I'd like to see multiple levels on a board. This way we could do things like force jump. Opens a whole lot of variation in gameplay.

Support droids for the Empire and Scum factions hopefully in a two pack for each faction. So say a R5 and Deathstar Protocal Droid, and R4 and a GNK droid. With the R5 and R4 being semi-R2-D2s though maybe having each have a ability unique from R2. Maybe have it so the scum could upgrade the R4 with heavy weapons or a repeater turret as a skirmish upgrade. The GNK droid could be mobile cover or be a walking explosive that acts like a grenade when defeated.

And also pilots as a new mechanics:

Imperial Pilot
Cost: 5
Group: 3
Surge Abilities: Recover 2 Damage, +1 Damage, +2 Accuracy
Abilities: Skilled Pilot: When this figure is adjacent to a Vehicle you may place it on the Vehicle's activation card as an attachment. While this figure is attached, the Vehicle becomes Focused when it is activated and it may use this figure's surge abilities. If the Vehicle is defeated then so is the attached figure, the Vehicle may spend an action to place the attached figure to any adjacent space to it.
Health: 2
Speed: 4
Defense: White die
Attack: Green and Yellow die.
Rebel Pilot
Cost: 4
Group: 2
Surge Abilities: Blast 1, +2 Damage, +1 Accuracy
Abilities: Skilled Pilot: When this figure is adjacent to a Vehicle you may place it on the Vehicle's activation card as an attachment. While this figure is attached, the Vehicle becomes Focused when it is activated and it may use this figure's surge abilities. If the Vehicle is defeated then so is the attached figure, the Vehicle may spend an action to place the attached figure to any adjacent space to it.
Health: 3
Speed: 4
Defense: White die
Attack: 2 Green dice
The Elite version of each of the two gaining:
Quick Reflexes: You may reroll your defense die, limit once per round.

The ability to deflect/redirect blaster fire with a lightsaber (I know there's a command card for this, but this mechanic needs more use).

Diala has the ability to inflict one damage to the opponent when she has the lightsaber and uses her foresight ability. that is pretty much deflecting blaster bolts

The ability to deflect/redirect blaster fire with a lightsaber (I know there's a command card for this, but this mechanic needs more use).

Diala has the ability to inflict one damage to the opponent when she has the lightsaber and uses her foresight ability. that is pretty much deflecting blaster bolts

I did forget about that, thanks for pointing that out. But I was thinking something more along the lines of the deflection command card that both helps your defense in some way and/or punishes the attacker in some way.

It is very easy to come up with a lot of Force related abilities that could be added, however I think we need to keep one thing in mind. That this is supposed to be a time period in which there are extremely few Jedi running around. Running up the list of Force powers would turn the game into "Diala and her 3 Sidekicks" and I don't think anyone wants to see that.

It has been and remains the problem with any Star Wars game in existence... how to produce abilities for non-force sensitive characters that will allow them to keep up with the Jedi, without defying physics. Answer: Equipment, but as far as personal abilities go, you just can't do it. (Don't point at any RPG, I dare you to point out a high level ability that doesn't effectively equate to pure magic, as any high level ability in any RPG does.)

We should endeavor to come up with mechanics and abilities that everyone can use. Off the top of my head....

Duck and Cover: If the attacker can draw line of sight to two and only two corners of the target, the target receives +1 Evade.

Brace: By taking an action to take a firing position, a character may add +1 damage to any ranged attack they make after that until they perform any other action than to shoot.

Parry: When a figure is the target of a melee attack, if they are wielding a melee weapon, they receive +1 Block.

Black Market Connections: Discard this card to either gain full value for sold equipment or new equipment for half cost.

Multiple levels on a board would be awesome, but unknown if most are ready for that level of complexity. I mean, hah, there are people who complain that the maps are too difficult to set up as it is!

It is very easy to come up with a lot of Force related abilities that could be added, however I think we need to keep one thing in mind. That this is supposed to be a time period in which there are extremely few Jedi running around. Running up the list of Force powers would turn the game into "Diala and her 3 Sidekicks" and I don't think anyone wants to see that.

Agree'd. The time of 'jedi spam clone wars' is over and done with finally. Now is the time of the Galactic Civil War when most of the jedi were dead.

I know I stated otherwise above, but I agree with the two posters directly above. Having too many force abilities would ruin the game as it is now, which would be a shame. Having said that, I would still enjoy multi-level maps...

-Multiple Imperial players. 2v4 campaigns, 2v2 campaigns, ect.

-Imperial/scum hero characters such as an Inquisitor or Bounty Hunter that can earn XP and new items.

-Tie-in rules for Armada and X-wing Minis.

-Alternate campaign rules to lengthen missions beyond 6-8 turns.

-Solo Play rules/campaign

-Custom Hero rules

Off the top of my head.

Theme list upgrade cards: If your skirmish list meets certain prerequisites, then you get special boni.

E.g.:

501st: Imperial Deployment Card, 0 points: If all figures in your army are TROOPERS and/or Leaders, then you get Kayn for 8 Points.

Twin Magic: Rebel Deployment Card, 0 points: If your army includes Luke, then you get Leia for 6 Points.

We have worked together before: Rebel Deployment Card, 0 Points: If your army includes C-3PO, then you get R2D2 for 2 points.

For the Bounty: Merc Deployment Card, 0 points: If all figures in your army are HUNTERS, then they all get SURGE: Stun.

Edited by DerBaer

Theme list upgrade cards: If your skirmish list meets certain prerequisites, then you get special boni.

E.g.:

501st: Imperial Deployment Card, 0 points: If all figures in your army are TROOPERS and/or Leaders, then you get Kayn for 8 Points.

Twin Magic: Rebel Deployment Card, 0 points: If your army includes Luke, then you get Leia for 6 Points.

We have worked together before: Rebel Deployment Card, 0 Points: If your army includes C-3PO, then you get R2D2 for 2 points.

For the Bounty: Merc Deployment Card, 0 points: If all figures in your army are HUNTERS, then they all get SURGE: Stun.

I really like this idea a lot! I think there is a ton of potential to counter certain things with a team boost kind of card like this. You could also find ways to help rectify certain characters, like make a discount for Chewy and Han to be together or find ways to make certain characters worth playing. Tons of possibilities for FFG to bring things back into the fold or incentivize trying new things with cards like these!

Chewy, we're home: Rebel Deployment Card, 0 Points: If your army includes Han Solo, then you get Cewbacca for 12 points.

Edited by DerBaer

Official single player variant!

I'd like to see multiple levels on a board. This way we could do things like force jump. Opens a whole lot of variation in gameplay.

Or turbo lifts with a three level board. Objectives could be to destroy mount tantis cloning cylinders on middle level. While imperial could be trying to cut off escape/reinforcements from rebel deploy zone all kinds of opportunity

I'd like to see multiple levels on a board. This way we could do things like force jump. Opens a whole lot of variation in gameplay.

Or turbo lifts with a three level board. Objectives could be to destroy mount tantis cloning cylinders on middle level. While imperial could be trying to cut off escape/reinforcements from rebel deploy zone all kinds of opportunity

An fun idea, but I see it as unlikely, it would just make things too confusing. I think our only bet at a turbolift would be one of those 2x2 end pieces like the cell, or cockpit (piece 33). It would make for a great place for the rebs to start in an imperial base, or star destroyer, though.

Edited by Felswrath

I like to see more units that have separate campaign and skirmish deployment cards (Like R2 and Leia).

I really think the game needs a beneficial condition that helps on defense. Focus is great, would be nice to have something similar on defense.

Would also be interested in a grapple mechanic or something that hitches a figure to an enemy. There is the cripple command card, but maybe something that sticks you to an enemy and you have to attack that enemy to break it.

I really think the game needs a beneficial condition that helps on defense. Focus is great, would be nice to have something similar on defense.

This. +1. Like. Thumbs up. You get the idea.

Chewy, we're home: Rebel Deployment Card, 0 Points: If your army includes Han Solo, then you get Cewbacca for 12 points.

This is good because it gives more value to Han, which is needed.

....

Edited by patrickmahan

A lot of good ideas here. I think some of the force powers in this thread would make the wielder a very powerful character. Those abilities would have to have a built in 'imperial player immediately gains threat equal to the current level and may execute an optional deployment'. But to others' point, the jedi are near extinct in this time line. Now, for future expansions...

The pilots are interesting but we need more vehicles.

The mechanics introduced by R5 D4 are real interesting but there is a fine line between adding tactics and making the game a rules-fest. I do really like those ideas though; gives a lot of depth to the battlefield but all that added defense will mess with the current rounds limitations of most missions.

We've already been doing 2X4 campaigns; having two imperial players works nicely and keeps things moving along at a good pace.

What I'd like to see added is better goals for the imperial player than wound all heroes or survive X rounds. Descent 2nd has a lot of well done missions where the combat is secondary but needed at the right moments to sway or maintain momentum.

We've already been doing 2X4 campaigns; having two imperial players works nicely and keeps things moving along at a good pace.

Say what? This sounds like an awesome idea, how do you do it?

We've already been doing 2X4 campaigns; having two imperial players works nicely and keeps things moving along at a good pace.

Say what? This sounds like an awesome idea, how do you do it?

It's probably less glamorous than you think. One imperial takes the 'lead', the other simply exists to clean up the board, rules check, make sure heroes are using their abilities correctly, and chime in to make sure the imperial player doesn't forget all tricks once a group is activated. Prior to each odd turn, the imperial players can take a couple of minutes to talk out the game plan but its the primary imperial player who selects activation order of the different groups.

The imperial players will switch back and forth as who is the primary and secondary from mission to mission. So one is in charge and the other is a helper. It's still evolving but its been working for us. It's been a good experience seeing someone else do things a little different and the helper aspect is great for little things like, "Hey, that stormtrooper just shot but they still have two movement points left; don't forget to use them". As the imperial player, there is an awful lot to keep track of and quite often when attacking, a hero is going to do something to interrupt your train of thought. That's where the second imperial player steps in allowing the primary to focus on the current group they're activating.

If you can get a group of six, two imperial players can make a difference. Add or remove other ideas as you see fit.

I like the idea of pilots, but currently only the Imperials have vehicles. I'd like to see a mechanic that allows for someone to call in damage in the form or a strafing run or bombardment. We already see this in the skirmish mission "Leave No Evidence": if you control the terminal you can call in a bombardment where each player in an exterior space suffers 2 [damage].

We also see this in the campaign mission Incoming where any Imperial figure can create a bombardment zone within line of sight to that same Imperial figure.

I'd like to see a specific figure that is able to call in a bombardment/strafing runs, pilots would be great for this. A pilot can pick a space in his line of sight and any figure within 2 spaces of that spot suffers 2 [damage]. Or a pilot could call in a strafing run that would cause 2 [damage] to 4 spaces in a line and 1 [damage] to any spaces adjacent to that. You could spice it up a bit by letting the pilot declare a space and the bombing/strafing wouldn't happen until the end of the next turn. This would be thematic as well since it's going to take some amount of time for ships/squadrons to get into position. The space could even be a secret, so the enemy would know a bombing/strafing was going to occur at the end of the next round and have to disperse their troops if they want to try and avoid it.