New Condition Possibilities

By Rogue Dakotan, in Star Wars: Imperial Assault

I've seen some cool ideas for new conditions start to pop up so lets throw them all together and see what we've got.

Beneficial Conditions:

Boost: gain +1 movement point during your activation. Discard at the end of your activation.

Toughen: Discard this token when defending to add +1 Block to your defense results or discard this at the end of the round.

Harmful Conditions:

Dazed: Apply -3 accuracy to your next attack. Discard at the end of your activation.

Enraged: During your activation, you must target the closest enemy figure when attacking if able. discard at the end of your activation.

Some cool ideas I saw in other threads:

Crippled: Reduces movement speed by half.

Enflamed: Deals persistent damage over rounds.

What other ideas would make for cool new conditions?

Hidden: This figure may not be declared as a target by hostile figures. / Discard this condition when you perform an action.

Shielded: Whenever this figure would take damage, prevent it. Then discard this condition.

Edited by patrickmahan

Inspired: from a leader only. Select 1 group within 2 spaces. They gain +1 ~ and +1 <>

Enraged: from a leader only. Select 1 group within 2 spaces. They receive +1 move and +1 damage but must attack the nearest enemy model

Beneficial: Adrenaline Rushed (Didn't really know how to word this) Add one white die to your defense pool: Discard this after you suffer more than 2 damage from an attack.

Detrimental: Confused (Poison?) Perform an attack on a friendly figure. This gains -1 accuracy and -1 damage.

Some of these ideas are more akin to abilities than conditions.

Bolstered: While attacking, apply +1 Surge to the attack results. / While defending, apply +1 anti-surge to the defense results. / Discard this condition at the end of your activation.

Edited by patrickmahan

We could all play Hearthstone and rename all the cool conditions in that game for this one. :D

Staggered: While you have this condition reduce your speed by 1. Discard this condition at the end of your activation.

Poisoned: Reduce your Maximum Health and Endurance by 1. Action: Remove Poisoned condition.

Poisoned: Reduce your Maximum Health and Endurance by 1. Action: Remove Poisoned condition.

Does the potential excess strain get converted to damage or is it just discarded?

Honest question: conditions are more useful for the imperial in campaign than heroes; could we make a condition that is more useful to heroes than to the imperial? Maybe something like:

Death Mark. If you are defeated, your deployment card becomes immediately exhausted. If it is already exhausted, another friendly deployment must be exhausted and all figures in both groups become weakened.

You gain:

~ : Remove death mark.

Most of those aren't worth sticking more tokens in the game for. Weaken is already pretty meh and hide never should have been made. If it's not going to have an impact most of the time, it doesn't belong cluttering up an already excessively cluttered game.

I'd like to see some sort of Taunt.

Similar to the Provoke command card, but it would just force a single figure to attack a specific enemy figure if able.

Action to remove the taunt condition.

Otherwise, after the affected attack, remove the taunt condition.

The "If able" part is important. You could, for example, still block line of sight to the taunt target (by moving away or moving another figure in the way first) and thus negate the taunt effect.

Alternatively, it could be a bit more powerful and force an attack as the first action (at taunt target), and if not able, then no other attack can be performed that activation, but you can still use two actions for something else.

Poisoned: Reduce your Maximum Health and Endurance by 1. Action: Remove Poisoned condition.

Does the potential excess strain get converted to damage or is it just discarded?

I'd say excess strain (i.e. if already at max strain when poisoned is inflicted) would just be retained.

so if I act quickly and get rid of poisoned, I haven't effectively "healed" one strain...

I think it would be too abusive otherwise. (either if converted to damage or discarded)

Edited by Majushi

Drunk:

Apply -2 accuracy to your next attack.

<Special Action> You may perform a <melee> attack using two red dice. You may not use abilities during this attack.

Discard at the end of your activation.

Drunk:

Apply -2 accuracy to your next attack.

<Special Action> You may perform a <melee> attack using two red dice. You may not use abilities during this attack.

Discard at the end of your activation.

Gideon has a flask. So thematic!

Drunk:

Apply -2 accuracy to your next attack.

<Special Action> You may perform a <melee> attack using two red dice. You may not use abilities during this attack.

Discard at the end of your activation.

Gideon has a flask. So thematic!

Aunt Beru's blue milk has a kick!!