As I posted on the "Homebrew Character" thread, I was faced with a problem this past September where-in I had 6 people ready and willing to play Imperial assault with me. This is a great problem, but still a problem, because I needed now to figure out how to balance the game which is optimal with 4 players. This is when it came to me. I allowed the 6th player to play the newly released "Kayn Somos" as an "Imperial Hero" working with me to take down the rebels. I gave him access to Kayn's Command card and other CC's as a replacement for XP rewards.
It was a rousing success! So now I'm cooked up other ones. They are all males because I designed them from figures I already had and I have a lot more men then women sadly, but can be gender bent easily. This post contains the Hero cards, the following posts I'll post the XP cards, which will be a mixture of Command Cards, Imperial specialization cards and some special ones.
Here we go.
Shadow Trooper:
Starting Weapon:
Upgrades:
1XP: Scouting Report
1XP: Weapons Expert
2XP: Imperial Training
2XP: Recon Armour
3XP: Execute
4XP: Decoy
4XP:
Coordinated Attack
The Imperial version of the scout. Defensive upgrades stack with this figure and use of Recon tokens can allow him to work with his other members to lay on major damage. This figure plays a dangerous game, needing to be close to the enemy without the strongest of innate health.
IG-EF:
Starting Weapon:
Upgrades
1XP: Imperial Loyalty
1XP: Imperial Resilience
2XP: Into the Fray
2XP: Staggering Blow
3XP: Vicious Strike
3XP: T arget Acquired
4XP: Unstoppable
4XP:
Adaptive Weapons
The imperial tank. This figure is best when in the thick of it, will take a lot of damage and be a head-ache for any rebel hero, but will probably be quickly defeated if the heroes team up on him, especially due to his low endurance, he will need to rest in a bad time if you take stain without thinking.
Inquisitor:
Starting Weapon:
Upgrades:
1XP: Force Pull
1XP: I'll Do it Myself
2XP: Seething Rage
2XP: Adrenaline Rush
3XP: Snap Kick
3XP: Force Drain
4XP: Maul of the Nexu
4XP: Force Dominate
The Dark Jedi. This character focuses in on one opponent and gives them no rest. It's a very selfish figure and needs to be played with an attention on what actions to use when, due to his multitude of options.
Thrayll:
Starting Weapon:
XP Upgrades:
1XP: Hard to Hit
1XP: Failsafe
2XP: Exploit Weakness
2XP: Roll with It
3XP: Prey on the Weak
3XP: Hide in Plain Sight
4XP: Superior positioning
4XP:
Sidewinder
A quick debuffer, great for hit and runs on the enemy and causing them a great amount of head-aches. Leaving this unit out in the open will get him killed quickly if not upgraded properly.
Kayn:
Starting Weapon:
XP Upgrades:
1XP: Called Shot
1XP: Military Efficiency
2XP: Riot Grenades
2XP: E ndless Ranks
3XP: For the Cause!
3XP: Combat Veteran
4XP: Hammer and Anvil
4XP: Grenadier
The last on the list, but the first made! He rocks with a group, a perfect commander with upgrades that allow him to mess with any heroes that decide to group up. He feels most at home when surround by fellow troopers.
As the imperial heroes progress, so too will their power through use of XP and Weapons. The imperials work differently then the rebels however, they do not have to purchase weapons on the market at use of credits, the empire is connected and powerful with access to all military standard weapons. The Imperial hero must use the amount of threat the rebels present to the Empire as justification for the allocation of strong arms.
At threat 2, the Empire will only give them their standard weapons models>
At threat 3, the Empire will allow them standard military tier 1 weapons, upgrades and armour.
These include:
E-11
Tactical Display
Marksman Barrel
Balanced Hilt.
They all cost 1 threat to bring to battle.
At threat 4 the Empire will allow them standard military tier 2 weapons, upgrades and armour.
These include:
Laminate armour
T-21
EE-3 Carbine
Environmental Hazard Suit
They all cost 2 threat to bring to battle.
At threat 5,6 the Empire will allow them standard military tier 2 weapons, upgrades and armour.
These include:
Disruption Cell
Combat Visor
Arc Blasters
Explosive Munitions
They all cost 3 threat to bring to battle.