Obi-Wan kenobi, Greedo and The grand Inqusitor packs announced!

By Muz333, in Star Wars: Imperial Assault

Continued squinting (that someone has probably said before but I'm not going through everything to check): It looks like the blaster pistol in Greedo's pack has basically the ability of quickdraw holster for 2 strain. Probably most useful as a secondary weapon or one on a support character since it's surges are +1 damage and +2 accuracy, pierce 1.

Yeah, that is what I saw too (and posted here as you suspected). I actually think it pretty powerful on Jyn with Quick as a Whip and Sidewinder giving her 3-4 spaces worth of moving when she is shot at. The interesting thing (and I think in difference to the Quickdraw Holster) is that it not limited to once per turn. The Strain makes it hard to pull off too often but if you recover some strain on the attack, it is still nice.

Edit: Checked the holster. It's deplete and costs 1 strain. However it is also before the attack resolves whereas I'm pretty sure the Gun from the Greedo pack allows you to attack after the attack of the enemy resolves.

Edited by Moihaha

With both that gun and the other weapons pictured in the packs, a lot will depend on the number of the Item deck that they will slot into.

With two green dice and mediocre surges, that pistol would be great in I, serviceable in II, and pretty rubbish in III.

With both that gun and the other weapons pictured in the packs, a lot will depend on the number of the Item deck that they will slot into.

With two green dice and mediocre surges, that pistol would be great in I, serviceable in II, and pretty rubbish in III.

You are right. The price can be some indicator for this. The Lightsaber costs 1000 and it looks like the Electrostaff costs the same. Also the fact that they have (the potential to have) three dice, let's me think that they probably both Tier 3. Greedo's Gun looks like 600 or 800 to me. Two dice and the surges could reasonably put it Tier I or II.

The evergrowing Item decks, leads me to another question: Do you think they will at some point give the possibility to restrict the decks to your liking in official rules (I think I will anyway houserule it that way). Anybody knows how this is done in Descent?

With both that gun and the other weapons pictured in the packs, a lot will depend on the number of the Item deck that they will slot into.

With two green dice and mediocre surges, that pistol would be great in I, serviceable in II, and pretty rubbish in III.

I'd be very surprised if either of the melee weapons wasn't tier III (three dice attacks with mod slots and 4 figure costs are both presently unique to the endgame unless I've forgotten something).

I agree with the assessment of the gun.

The evergrowing Item decks, leads me to another question: Do you think they will at some point give the possibility to restrict the decks to your liking in official rules (I think I will anyway houserule it that way). Anybody knows how this is done in Descent?

I made a thread about this ages ago and pretty much got booed at. The problem with restricting items decks to your liking is it can easily be an unbalancing factor (rebels removing everything melee related from the deck when they don't want it for instance) in theory if FFG make good decisions about what item cards to make (some are good, some are bad, some are very similar) then restricting decks shouldn't become desirable.

A possible solution might be to increase the amount of cards drawn every upgrade stage instead of pulling cards out of the deck. But I don't think we're there yet to be honest.

A possible solution might be to increase the amount of cards drawn every upgrade stage instead of pulling cards out of the deck. But I don't think we're there yet to be honest.

I think I already did that in my extended Twin Shadows campaign (7 cards instead of 6 per item deck).

A possible solution might be to increase the amount of cards drawn every upgrade stage instead of pulling cards out of the deck. But I don't think we're there yet to be honest.

I think I already did that in my extended Twin Shadows campaign (7 cards instead of 6 per item deck).

How was it extended? I'm curious now.

A possible solution might be to increase the amount of cards drawn every upgrade stage instead of pulling cards out of the deck. But I don't think we're there yet to be honest.

I think I already did that in my extended Twin Shadows campaign (7 cards instead of 6 per item deck).

How was it extended? I'm curious now.

I thought 4 missions is too few to learn the abilities of everyone involved and 11 missions is too long, so I built a 7-mission campaign by adding 3 side missions and adjusting the 'story mission' rewards accordingly. I had a good start, but the rebels are learning quickly and I'm not really following my own advice of using cheaper units and they are now out-activating me. We're playing the finale right now.

https://www.boardgamegeek.com/thread/1507945/rise-and-fall-twin-shadows-swia024

When we're finished I will probably consider a few additional tweaks to the rules at that point.

Edited by a1bert

A possible solution might be to increase the amount of cards drawn every upgrade stage instead of pulling cards out of the deck. But I don't think we're there yet to be honest.

Me neither. I was just thinking that it might come to that point in the future. You're right that increasing the number of drawn cards might be a better idea.

I haven't seen anyone post this yet, which is really surprising to me. Greedo's pose.... his gun has just cleared his holster! Not only is he gimped with his Slow on the Draw ability, but the poor guy isn't even pointing his gun at the enemy yet... for ALL ETERNITY! Looks great, don't get me wrong, but certainly strikes me as a humorous, flavorful choice of sculpts.

A possible solution might be to increase the amount of cards drawn every upgrade stage instead of pulling cards out of the deck. But I don't think we're there yet to be honest.

It's already pretty hard for Jyn to pull the Sporting Blaster. Making it any harder, ugh.

A possible solution might be to increase the amount of cards drawn every upgrade stage instead of pulling cards out of the deck. But I don't think we're there yet to be honest.

It's already pretty hard for Jyn to pull the Sporting Blaster. Making it any harder, ugh.

Edited by brystrom

I'd say go for it if you want to make it a bit easier on them. Be aware though that it's very easy to overdo it when giving rebels the head start. In my experience, even if they get battered in a few missions, it's surprising how they can bounce back with a single item tier change and a new weapon or two.

Don't tell my players, but the campaign I'm playing right now, after they lost Aftermath and Loku's side mission, they lost heart, so I caved and secretly let them win Under Siege. I immedietely regretted it when they bought new guns with all those credits and got DPS abilities from their XP decks and started shredding literally everything I threw at them.

Edited by Don_Silvarro

I'd say go for it if you want to make it a bit easier on them. Be aware though that it's very easy to overdo it when giving rebels the head start. In my experience, even if they get battered in a few missions, it's surprising how they can bounce back with a single item tier change and a new weapon or two.

Don't tell my players, but the campaign I'm playing right now, after they lost Aftermath and Loku's side mission, they lost heart, so I caved and secretly let them win Under Siege. I immedietely regretted it when they bought new guns with all those credits and got DPS abilities from their XP decks and started shredding literally everything I threw at them.

Been there, done that.

Note to Rebel players: Imperial players are people too, they are not a video game IA, and once you start down the whining path forever will it dominate your destiny.

Yea finding the balance is so tricky, last session we played Fenn was upgraded, Gideon had new command and strain friendly cards and they were on the upswing just crushing me, so this session I came out guns a blazing and just stomped them. Then I left off the peddle a bit and they come roaring back.

Note to Rebel players: Imperial players are people too, they are not a video game IA, and once you start down the whining path forever will it dominate your destiny.

Thats easy... just releasing Emperor Palpatine fig... oh... wait...

Has enyone noticed that kenobis price is covered???

And are we going to start getting item cards with each figure pack???

Edited by Mearsclusterblast

Note to Rebel players: Imperial players are people too, they are not a video game IA, and once you start down the whining path forever will it dominate your destiny.

Thats easy... just releasing Emperor Palpatine fig... oh... wait...

Ok... how does making Palpatine a figure solve anything?

It's because then, everything that will transpire will do so according to his design.

I might be most excited about Greedo, just because he's silly. He's a chump. And that'll make him fun to play. Stack him with some hired guns. Temp alliance for two Alliance smugglers and just have a bunch of puny guys sprinting around causing shenanigans until someone sneezes on them and they die.

Also I love the Greedo sculpt.

Personally, I would have preferred Mercs got an actually useful figure for a change (with Greedo we are apparently back in the real world of Mercs stuck with crap after the unexpected awesomeness of Wing Guard and Bossk. Seriously, for a minute there I thought I got sucked into the mirror dimension.)

But I have to agree he is very flavourful. And the sculpt is indeed awesome. I love how he's clumsily fumbling for his gun. I imagine him catching those long fingers on the straps and shooting himself in the foot.

Not to toot my own horn, but the ability I came up for a custom Greedo I while back I think works better, but is still flavorful, albeit in my version Greedo shoots first...

Itch Trigger Finger: I can't remember exactly how it was worded, but it's essentially Jyn's hair trigger ability, but after he does it they get to shoot back.

Get out of hear you Special Edition sympathizer!!! ;)

Ok so apparently now we can buy Lightsabers at Star Walmart.... wtf is a merchant doing selling Obi-Wan's lightsaber to the Rebel Alliance?!

<ahem> opening scene of Force Awakens :P

Ok so apparently now we can buy Lightsabers at Star Walmart.... wtf is a merchant doing selling Obi-Wan's lightsaber to the Rebel Alliance?!

<ahem> opening scene of Force Awakens :P

There are no lightsabers in the open scenes of TFA. I don't follow.

It's also not Obi Wan's lightsaber. It's an ancient lightsaber. Guess the merchant had one lying around.

I had a similar reaction for having a purchasable lightsaber, but I guess it makes sense. There's a long standing tradition of scavenging and junk dealing in the Star Wars franchise, so I find it plausible that somewhere, some dealer got a hold of an old damaged laser sword with its power cell drained or crystal removed. Not knowing what it is (it is "ancient" after all, or maybe he's illiterate) he's trying to make some cash selling it as a deluxe massage wand. Rest of that 1k price tag is the spare parts and tools to make it laser stuff up again.

Or, more conceptually, the "credits" that you earn during the campaign might not actually be hard cash, but a somewhat abstract monetary representation of the "pull" your heroic actions have earned you with the quartermaster back at the Super Secret Rebel Base. Since you did so well on that last mission and lugged some scavenged equipment crates all the way back, he might be convinced to release from storage that old crazy laser sword that they came across a while back and mothballed in hopes of sometime maybe finding a Jedi survivor. Might as well give it to the crazy space monk ninja guy who dresses like Nightwing and is definetly NOT a Jedi because you know, Jedi are extinct, instead.

I like the latter also because it handwaves the issue of a crack team of rebel commandos having to go to Walmart for their guns instead of being issued serviceable equipment.

Edited by Don_Silvarro

Cash isn't easy to come by in the rebel alliance sometimes. Maybe sometimes they just tell certain squads to go do your own shopping.

You guys are thinking of 'shopping' all wrong. The heroes aren't going to the neighborhood Wal-Mart, simply because Wal-Mart doesn't sell dangerous, highly illegal, military grade weapons. We are clearly talking about serious black market stuff here (conveniently explaining why the stock is always different). Just like you find guns likely scavenged from a squad of dead storm troopers in the item deck, this seller must have found a lightsaber that had been lost after its owner was gunned down with order 66, or perhaps even earlier. There's no question that every now and then an abandoned lightsaber would be found, probably belonging to a dead Jedi, and naturally there would be a (highly illegal) market for such a weapon. As long as we don't start getting 20 different lightsabers in the item deck, this is totally plausible. Besides, it gives you an option if Diala loses her side mission but still wants a lightsaber (because who wouldn't want that?).