crafting a new campaign

By Sam Tomahawk, in Star Wars: Imperial Assault

I'm sure I'm not the only one to think this. I'm currently working on a campaign set against the backdrop of Heir to the Empire. Its a bit of a challenge, but I think with some work I can keep it low enough level that it could work (Grand Admirals dont get in punching matches, that would be as silly as the players getting in a sword fight with the Emperor). I would have to repurpose some of the minis. I could use the trandoshans as stand-ins for noghri, and use the repulsor tank as a chariot command speeder (both would have to have custom deployment cards), and hopefully use the new alliance smuggler as our buddy Aves (Karrde's right hand dude)

I'm thinking the missions would look like

1) skirmish at the library of Obroa skai

2) Ambush in a crater in Bpfassh

3) assist the rescue at Hyllyard on Myrkr

4) defend a boarded capital ship in the battle of Sluis Van

With assorted optional missions sorted in.

Unfortunately I am coming up solid blank on how the plot should go *optionally if the fecal matter hits the oscillating unit, so to speak. In order for that plot to be followed, the good guys always win, and that's pretty dull. I'm hoping for some community suggestions on that.

Also the technical details im working on. How do I represent a map so that other players could play my campaign? Do I build it and photograph it? I looked over at board game geek and I didn't find any tools for making custom anything, and my PhotoShop is crap. I was hoping for some community ideas on the technical side as well.

So, there you have it.

Well my first two thoughts are either create two missions at a certain point from two different aspects of the book. For example, one being the Leia/Chewie side and the other being a Luke/Han story mission. Then they come back together as the characters meet again.

The other is use the same map for both, but completely different setups and mission goals depending on if the Rebels or Imperials won the previous round.

And there is enough material you could probably do a mini campaign for each book. Or a full campaign for all three (my preference).

The attack on Wayland could be its own campaign almost. I hope to do all three books.

WOW! An amazing idea!!! I would love to try your campaign!

Edited by csaa4902

I just realized I could use the aftermath map for the first mission, just flip the roles and put the rebels defending the library terminals.

I just realized I could use the aftermath map for the first mission, just flip the roles and put the rebels defending the library terminals.

I love the idea of a fan-made campaign, but I think if it's too complicated it will turn some people off.

I think your best shot of having people play this is going to be using already existing maps and units for your missions.

Do your own story, unit placements, hidden info etc, but if you start changing up the map and creating new units, it will be too complicated and normal guys like me won't bother with it. Also, if you make it too complicated (at least for your first one) you run the risk of not ever getting around to finishing it. Ideally, in my opinion, you should be able to type up a campaign and upload it on a PDF without even needed any graphics.

Edited by Boba Rick

Ok, so here's my prototype for the Noghri Capture Team. They use some kind of quick hardening spray designed to immobilize and disable their target. They will not be available outside of this single mission, so I don't have to worry about them breaking the base game. Patterned after the standard Trandoshan Hunters but they should be doing less damage and at the same time being annoying as crap.

Noghri Capture Team

Cost:7 Reinforce Cost:4

Unit size: 2

Surge: Stun

Surge: +2 accuracy

(Capture Spray): Targets hit by this unit suffer 1 strain, not to exceed Endurance

(Stealth): This unit may reinforce adjacent to an existing figure instead of at a spawn point

HP:6 Speed:4 Defence:Black Attack:2blue

Mission threat level at this point should be "2".

Edited by Sam Tomahawk

Why not using the already existing stun mechanic? (a stun twice in the same turn the same character are considered captured noghri ability or something like that).

Edited by Kentares

Why not using the already existing stun mechanic? (a stun twice in the same turn the same character or something like that).

I am as a surge activated ability. Stun is nasty, and may be totally broken at range, so I cranked the damage dice down.

Edited by Sam Tomahawk

Sorry... not following you.

You wrote "(Capture Spray): Targets hit by this unit suffer 1 strain, not to exceed Endurance" but if you alread toned down the damage dice you dont need an ability to give a strain... I think... or Im misunderstanding what you wrote?

Capture spray will not do damage. It isn't designed to to damage. It adds strain until the target is at its endurance, then stops. This greatly hinders the target at range, without killing them from strain induced damage.

The attacker may also spend a surge result to stun the target, also at range, making it super dangerous.

The unit rolls 2blue on the attack, giving it excellent accuracy, but not face-shredding damage, again because we are trying to hinder the target, not splatter them.

Oh ok. Was thinking youre going to do it in another way.

Ok, so here's my prototype for the Noghri Capture Team. They use some kind of quick hardening spray designed to immobilize and disable their target. They will not be available outside of this single mission, so I don't have to worry about them breaking the base game. Patterned after the standard Trandoshan Hunters but they should be doing less damage and at the same time being annoying as crap.

Noghri Capture Team

Cost:7 Reinforce Cost:4

Unit size: 2

Surge: Stun

Surge: +2 accuracy

(Capture Spray): Targets hit by this unit suffer 1 strain, not to exceed Endurance

(Stealth): This unit may reinforce adjacent to an existing figure instead of at a spawn point

HP:6 Speed:4 Defence:Black Attack:2blue

Mission threat level at this point should be "2".

If they're only in the one mission I think it would be better to use them as tokens (with simplified rules) rather than a one mission deployment card.

Something like:

  • Imperial mission tokens represent the capture team
  • At the end of each turn each member of the capture team may move up to 4 spaces then it may choose a rebel figure within its line of sight, that figure must test Strength, if it fails it suffers 1 damage and becomes stunned. If there are no capture team members on the board the the imperial player may place one imperial mission token on the board.
  • A hero may interact with a capture team member to test 2 strength. If it passes remove the capture team from the board.