What is the point of companions?

By Mearsclusterblast, in Star Wars: Imperial Assault

What is the point of the new companions? they can't block line of sight or do anything useful!

A companion does not block line of sight, and
a hostile figure does not spend one additional
movement point to enter a space containing a
companion.
A companion can end its movement in a space
containing another figure, and another figure can end
its movement in a space containing a companion.
A companion is adjacent to each figure and object
in its space, and each of those figures and objects are
adjacent to the companion.
A companion cannot interact and cannot use abilities
on Class, Item, or Supply cards.
A companion has a figure cost of 0 (see “Figure Cost”
on the right).
If a companion performs an attribute test, it
automatically fails.
When a group that is associated with a companion
leaves play, the companion remains in play but can
no longer activate unless a game effect allows that
companion to activate as part of a different group.
During a campaign, only one companion of each type
can be in play at a time. During a skirmish, each player
may have one companion of each type in play.
When a companion is put into play under a player’s
control, if that companion was already in play under
that player’s control, it is removed from the map first.
During a skirmish, abilities that specifically affect a
companion can affect only your companion.
Edited by Mearsclusterblast

Well if those rules were the beginning and end of companions, then no, they don't do anything useful.

But the companions themselves have unique abilities that let them do more than be a token scooting around.

But even then their abilities aren't amazing.

But they are pretty cool :D

A companion cannot interact and cannot use abilities
on Class, Item, or Supply cards.
They can still control objectives. The R5 can also interact with crates to draw a supply card as per it's text.
If a companion performs an attribute test, it
automatically fails.

If he does not roll the required number of

successes, he fails the test but places one strain token near the

subject of the test for each success. The next time any figure

attempts this test, it discards these strain tokens and applies

+1 <surge> to his test results for each token discarded.

Unless I'm misinterpreting the rules, a Companion would basically add a surge result to the next attempt, thus making it easier for the next attribute test to succeed.

Never mind. Totally missed that it's one strain for each success. :( One less use for them...

When a group that is associated with a companion
leaves play, the companion remains in play but can
no longer activate unless a game effect allows that
companion to activate as part of a different group.
The Junk Droid can activate with each Ugnaught group. It can attack.
Not sure I'd say they are useless. They do have some functionality build into themselves based on their card text.

Edited by FSD

They are simple tools for simple jobs. Because they cost little, they can't do much, but can do their job well. Some can even attack, which is a big help in the action economy. Dealing that last damage needed to defeat a figure is a big advantage.

Maybe i forgot the R5...Or i just didn't read it :rolleyes:

Unless I'm misinterpreting the rules, a Companion would basically add a surge result to the next attempt, thus making it easier for the next attribute test to succeed.

You are. Just trying a test does not add successes. You need to roll or otherwise add the successes to the results that get saved if the test does not pass. An ally or companion does not roll for tests, and thus cannot add successes to a test. It could take away some if there are mission rules that apply -1surge to the results. Also, most tests require a hero to perform them. And the companions cannot interact.

The clause for attribute tests is there for the cases when the companion needs to perform the attribute test from an imperial ability or mission rule (for example Arc Blasters).

(Although companions currently seem to be able to control objectives, I would not get too attached to it.)

Edited by a1bert

The clause is there for the cases when the companion needs to perform the attribute test from an imperial ability or mission rule (for example Arc Blasters)

What are arc blasters???

Arc Blasters is an attachment in the Technological Superiority class deck.

Arc Blasters - 3 XP - Attachment - After resolving a ranged attack, each figure who suffered 1 or more mb_33753_0.png tests strength. Each figure that fails is Stunned. If you have the ranged attack type, you gain: pic2477003.png: +1mb_32913_0.png, Blast 1mb_32913_0.png.

So, companions and regular figures who suffered damage would be stunned automatically and elite figures would not be stunned, because they pass the test automatically. Heroes would perform the test and spend their focus.
Arc Blasters is great for stripping focus from the heroes.
Edited by a1bert

But what does arc Blasters have to do with it??

(Although companions currently seem to be able to control objectives, I would not get too attached to it.)

Ugh. I certainly hope not. Considering their already limited functionality, I at least hope that gets to stick around (though I do understand by removing that ability it may free up more design space for future companions).

Considering their already limited functionality

You said it fsd!!! :)

But what does arc Blasters have to do with it??

It shows how there must be a rule that companions fail attribute tests even when the companions cannot interact and thus can not even initiate attribute tests by themselves.

They all do something interesting. A junk droid could potentially activate and attack 3 times a round, depending how many Ugnaughts there are, and gets put back pretty easily when it's destroyed. The astromech can get up to 4 extra supply cards per mission (1 per crate) without using hero actions... that's pretty powerful. And the camdroid can mess with Imperial plans... you can scout ahead to trigger effects, attack enemies and force them to activate next, and with the automatic dodge it becomes pretty hard to damage the camdroid.

Speaking of Camdroid, how do you kill one if they have a +1 Dodge?

Speaking of Camdroid, how do you kill one if they have a +1 Dodge?

With Fire? :D

Blast and Deadly come to mind.

With Relentless, Deadly, or Pinpoint Accuracy, (Cleave too.)

Edited by a1bert

With Relentless, Deadly, or Pinpoint Accuracy, (Cleave too.)

I would generally advocate not attacking things like that and doing indirect damage (the cam droid only has one health iirc).

Bantha could stomp it too.

Darth Vader can totally force choke it. Bossk can use indiscriminate fire.

Edited by neosmagus

Elite isb infilterators can also cut through doges :D

Edited by Mearsclusterblast

sadly the junk droid does not benefit from the actions you get from Tech Support (Class Card) since it can only attack or move by command :(

the +1 speed applies tho

http://imperial-assault.wikia.com/wiki/Technical_Support

What do you mean only attacks or moves by command? The Junk Droid activates as-if part of the Ugnaught's group, is a separate figure and thus has two actions to spend during its activation.

But, there are other reasons why the Technical Support class card does not affect the Junk Droid, not even the +1 Speed.

A companion cannot interact and cannot use abilities on Class, Item, or Supply cards.

What do you mean only attacks or moves by command? The Junk Droid activates as-if part of the Ugnaught's group, is a separate figure and thus has two actions to spend during its activation.

But, there are other reasons why the Technical Support class card does not affect the Junk Droid, not even the +1 Speed.

A companion cannot interact and cannot use abilities on Class, Item, or Supply cards.

oh i missed that one :(

thanks for pointing it out

but I wonder what the Forage Action does then on the rebel droid?

it retrieves a supply card that it cannot use?

Edited by thePREdiger