Custom enemy groups

By RED NED, in Imperial Assault Campaign

Hi folks!

I've played a bunch of campaigns now (as the Imperial player) and I realized that we wanted more variety of enemies for the Rebels to fight! Here's a ton of deployment cards I made that I may as well share.

These are made for a more narrative style of campaign (we don't play skirmish, so I haven't payed that any attention when designing these). I tried to make them pretty balanced, but I'm sure you could 'break' some of them, remember though the idea is to make the fights more interesting for the players and spice up some of the missions (so just don't pick units together that are too powerful!). I made these with the intent of replacing starting units in missions with the same cost, so you could easily re-skin an existing scenario and have it be nothing but tusken raiders.

Warning: there's a lot of images! So I've broken them into groups and put them in spoiler tags:

Jawas

Jawa%20Warrior%20Regular.jpgJawa%20Warrior%20Elite.jpgJawa%20Trader%20Regular.jpgJawa%20Trader%20Elite.jpgJawa%20Clanleader%20Regular.jpgJawa%20Clanleader%20Elite.jpg

The jawas are meant to have status effect weapons (to represent their little ion guns). Obviously the trader works well with machines, so I would use these guys with an assortment of droids and vehicles. I really should have made a jawa with an ability called "Utinni!"

Tusken Raiders

Tusken%20Warrior%20Regular%202.jpgTusken%20Warrior%20Elite%202.jpgTusken%20Champion%20Regular.jpgTusken%20Champion%20Elite.jpg

Nothing too special here just some more close-combat orientated tuskens in larger numbers. Remember to march them in single file!

Jabba's Palace

Nikto%20Warrior%202.jpgNikto%20Warrior%20Elite%202.jpgGamorrean%20Guard%20Regular.jpgGamorrean%20Guard%20Elite.jpgWeequay%20Guard%20Regular_1.jpgWeequay%20Guard%20Elite.jpgHutt%20Crime%20Lord%20Regular.jpgHutt%20Crime%20Lord%20Elite.jpgSkiff.jpg

Jabba%20the%20Hutt.jpgSalacious%20Crumb.jpg

There's enough stuff here to do a Hutt gangster and his cronies. The Hutts are designed so they are slow, but their minions have to be close to them so they are encouraged to surround their boss and protect him.

The skiff fulfils a similar role to the Repulsor Tank (Open-Topped has no abilities because I think actually carrying figures would be a bit of a headache with models inside other models!)

Jabba is the ultimate Hutt, giving all his minions rerolls meaning the Rebels want to take him out fast!

Edited by RED NED

Other Mercenaries

Corellian%20Pirate%20Regular.jpgCorellian%20Pirate%20Elite.jpgPirate%20Captain%20Regular.jpgPirate%20Captain%20Elite.jpgBounty%20Hunter%20Regular.jpgBounty%20Hunter%20Elite.jpgWeaponised%20Astromech%20Regular_1.jpgWeaponised%20Astromech%20Elite_1.jpgMakeshift%20Combat%20Droid%20Regular.jpgMakeshift%20Combat%20Droid%20Elite.jpgIllegal%20IT-0%20Droid%20Regular_1.jpgIllegal%20IT-0%20Droid%20Elite_1.jpgBand%20Musician%20Regular.jpgBand%20Musician%20Elite%202.jpgLandspeeder.jpgCombat%20Speeder.jpgDoctor%20Evazan.jpgPonda%20Baba.jpgGarindan.jpgMercenary%20E-Web%20Regular.jpgMercenary%20E-Web%20Elite.jpgInspired.jpg

The pirates are to include some human mercenaries to fight, plus you can do smuggler dens and throw in hired guns etc. The droids are for a more mundane droid, rather than assassin droids and imperial probe droids so are pretty basic.

The Speeders are created for ones I happened to have models for, so are pretty random.

The Musicians have a new beneficial condition, because I was struggling for a small buff they could give that was easy to keep track of and not too powerful (I find focus is a bit overused and strong).

The unique characters are purely ones that my players would have any chance of recognising from the films (and Garindan is a bit of a stretch but leads to an interesting game of cat and mouse). They are cheap, so are meant to be fought pretty early on in the campaign.

*EDIT* I updated this to add new units - Illegal IT-0, Weaponised Astromech and Mercenary E-Web

Edited by RED NED

Do the "surge: Bleeding" abilities give Bleeding condition directly (when the surge is spent) without the target needing to suffer damage, or are they typos (it was meant to be Bleed)?

Having Bleed appear elsewhere makes me think it's intentional.

Oops, it's meant to be Bleed, so you need to cause damage in order to cause the condition! - I've edited those and fixed them, thanks for pointing that out :)

Edited by RED NED

Some very nice ideas. Personally, I think the droids should be even more trash than stormtroopers instead of stronger.

Nice ideas! Might try testing some of these out in a skirmish :)

One request - can you add the model sizes for the large figures? For example, is Jabba 2 tiles? And what about the speeders and skiff?

Stormtroopers are an odd one because they are so weak it's harder to make interesting units that are less powerful without becoming so cheap it could be abusive. Also they can end up fulfilling the same role as another group (I imagined makeshift droids to be used with Jawas, so didnt want another 3-size unit for 5 cost).

The makeshift droids aren't particularly 'good'. I actually used the Stormtroopers as a basis when making them – Targeting Computer is slightly better than Squad Training, their attack dice are worse, the extra Health and less Move is in most cases stronger but their surges are slightly weaker. They are .5 points more expensive (except when reinforcing) and have a smaller group size.

I can see wanting a unit of weaker droids though, so maybe I should make that? Maybe to represent a more 'junk droid' level of a weaponized astromech?

In terms of sizes, the Hutts are Large (2x1 spaces like an E-Web) and the vehicles are 6x2 like the AT-ST but if you are using models with different sizes then it shouldn't be an issue.

Here is the Imperials that I have made:

Imperials

Navy%20Trooper%20Regular.jpgNavy%20Trooper%20Elite.jpgScout%20Trooper%20Regular.jpgScout%20Trooper%20Elite.jpgBiker%20Scout%20Regular.jpgBiker%20Scout%20Elite.jpgISB%20Sniper%20Regular.jpgISB%20Sniper%20Elite.jpgImperial%20Pilot%20Regular_1.jpgImperial%20Pilot%20Elite_1.jpgImperial%20Engineer%20Regular.jpgImperial%20Engineer%20Elite.jpgStormtrooper%20Officer%20Regular.jpgStormtrooper%20Officer%20Elite.jpgInterrogation%20Droid%20Regular_1.jpgInterrogation%20Droid%20Elite_1.jpgAutomated%20Pulse%20Cannon%20BRegular.jpAutomated%20Pulse%20Cannon%20BElite_1.jpDewback%20Rider.jpgImperial%20Colonel_1.jpgSith%20Apprentice.jpgSith%20Master.jpgSith%20Lord.jpg

The Imperials are to allow you to theme them a bit more. The navy troops are cheap and cheerful, and just add variety to the fodder, the scout troopers are fast but I think are pretty weak.

The pilots and engineers are meant to be more scenario-focused. Pilots should be in vehicles are than running around, but I have some models and wanted to use them! The engineers should be used to make the rebels want to focus on eliminating them – they are meant to simulate the terminal rules in Chain of Command. You might want to have 'used' terminals be discarded, because the engineers should be where the Rebels are going, not hiding half the level behind them.

You can use Interrogation Droids in place of probe droids in the ships (Probe droids are meant to scout planets, you never saw them just floating around on the Death Star!) The Pulse Cannons are obviously inspired by the Indebted side mission and the Rebels can just club them to death in close combat!

The Sith are there to give the Imperials more close combat Empire figures, and also you can throw the cheap sith in early in the campaign, rather than having to wait for Darth Vbader to appear before having Dark Side force users.

*EDIT* I've updated the card changes and added the Biker Scouts

Edited by RED NED

Shouldn't the regular pulse cannon have some sort of bonus accuracy? It's not going to hit anything with a ranged RY attack... even the +3 accuracy of the Elite one seems really weak.

You're totally right! I think this version should work better:

Automated%20Pulse%20Cannon%20Regular2.jpAutomated%20Pulse%20Cannon%20Elite2.jpg

I think you have some neat ideas, but also disagree with some of them. For example, I think Scout Troopers should be something like this

Scout Trooper - Trooper

6 Deployment Cost

3 Reinforcement Cost

2 Figures

-: Pierce 1 , -: +2 Accuracy

-: Focus

___________________

- Menace: Increase Threat by 1.

HP: 3 Speed: 4 DEF: B ATK: ranged BY

Elite Scout Trooper - Trooper

8 Deployment Cost

4 Reinforcement Cost

2 Figures

-: Pierce 2 , -: +2 Accuracy

-: Focus

___________________

- Menace: Increase Threat by 1.

Squad Training: While attacking, while adjacent to another friendly Trooper, you may reroll 1 attack die.

HP: 5 Speed: 4 DEF: B ATK: ranged BY

Yeah, the Scouts are pretty weak. As an Imperial player, I don't take part of my move before a Shooting action then resume it after because it feels a bit cheap to pop in and out of cover. The movement surges actually allow me to use that strategy, but admittedly they aren't actually 'good' :P

I like your suggestions a lot - I kept the 3-in-a-squad purely to mimic the Snowtroopers and Stormtroopers (and i was planning to make Sandtroopers but didn't really see a need). 2 probably makes more sense.

I'm a bit wary about putting Menace in squads, especially cheap ones because they effectively cost 1/3 less each time they fires, but I am a sucker for that keyword :P Also Focus is strong on the regular version, but if you compare them to a probe droid then they have a worse weapon anyway so I don't think that's a problem.

Scout%20Trooper%20B%20Regular_1.jpgScout%20Trooper%20B%20Elite.jpg

Edited by RED NED

As an Imperial player, I don't take part of my move before a Shooting action then resume it after because it feels a bit cheap to pop in and out of cover.

Out of curiosity, why do you see that as "cheap"? The Rebels can do it too.

Glad you like the idea. The reason behind menace is that it makes the Scout Troopers a priority target. Unlike many missions that just have the rebels rush to objectives only killing whats in the way, now they may want to stay behind and kill the scouts. Their normal hp and speed makes them stormtrooper strength (which is sadly pathetic... thanks FFG /sarcasm) so they aren't hard to kill without attachments.

Also, I see the Scout troopers as just that, Scouts. They head into the situation and gauge the threat/situation and report back to base aka the Imperial Player who then can send reinforcements. Thats the lore/flavor reason behind Menace.

EDIT: Imperial is my favorite faction. So I'll be focusing mostly on those. But I think that you may be giving them way too many surge options and options to apply conditions. If you look at the Imperial cards we have now, they're mostly about the damage with little options for conditions. Merc faction is about conditions.

For example, I'd remove the Stun from the Pulse Cannon and replace the Yellow Dice with a Red. Replace the Blast with Habitat:Interior (since it looks like its attached to the ceiling.) Give both versions a +2 innate accuracy so its like the E-web. Give it +1 recovery on regular and +2 Recovery on elite.

I'd also remove Fixed Position, I don't see the reason for it flavor wise. I would think it'd actually be harder to hit something attached to the ceiling with a melee weapon. I'd replace it with Assault since the gun can only shoot for an action anyways.

You have to understand that without being able to move the gun is going to be at a big disadvantage. So it'll need to be beefy to compete with its alternative, the E-web.

Edited by DarthBahamut

Out of curiosity, why do you see that as "cheap"? The Rebels can do it too.

Cheap is probably the wrong word. My players have found it frustrating when I do it so I just don't, in order to make the game more fun for them. The Rebels can strain for extra move, use surges to heal and attack twice so I'm not overly concerned about asymmetry in some of the rules.

I just thought I'd mention it because the scouts look weak gainng movement (which I would assume normally is pretty useless).

I think that you may be giving them way too many surge options and options to apply conditions.

I did give the Imperials a lot of surge options, true. A lot of them are single models and using the probe droid and imperial officer as references, 3 seems fairly normal. The ISB Snipers get four surge abilities because they get 2 yellow dice. I should probably take the Weaken off the Imperial Pilot though.

On the conditions issue, I admit I just love conditions! I think Bleed, Weaken and Hide lead to interesting game play which encourages the heroes to act differently. This means when doing the same mission with a new selection of enemies then there is a lot of change, which is my main objective with these new groups.

Bleed is only used on close combat weapons and I put that on ranged attacks because I think it's a well designed mechanic (I find Focus and Stun to be very powerful in contrast to say, weaken). Weaken is used on the Snowtroopers so there's a precedent for that ability in the Imperial arsenal.

Admittedly I used conditions a lot – the Imperial Colonel should probably lose bleed, and the pilot loses weaken. The conditions the ISB Snipers cause is meant to represent their suppressing fire without having Stun show up yet again.

Feel free to change the abilities as you see fit though if you want to use a group, I just made these to suit the style of play my group and I enjoy, theres no reason why my ideas are any better than yours.

I'd remove the Stun from the Pulse Cannon and replace the Yellow Dice with a Red. Replace the Blast with Habitat:Interior (since it looks like its attached to the ceiling.) Give both versions a +2 innate accuracy so its like the E-web. Give it +1 recovery on regular and +2 Recovery on elite.

I'd also remove Fixed Position, I don't see the reason for it flavor wise. I would think it'd actually be harder to hit something attached to the ceiling with a melee weapon. I'd replace it with Assault since the gun can only shoot for an action anyways.

You have to understand that without being able to move the gun is going to be at a big disadvantage. So it'll need to be beefy to compete with its alternative, the E-web.

The Automated Pulse Cannon is an odd one that's for sure! I made it to emulate the pulse cannons in indebted – which is why they can be smashed in close combat, but that's not particularly needed. I Should also maybe up the deployment range to 5 spaces?

The models I made are on a base, so pop up out of the floor (making models that appear on the roof would be tricky!). I should probably find a better image than that low res one from an X-Wing card :D Also, I have ones made for different terrain types – I dont think one erupting from the snow outside a Hoth outpost is that outlandish – and I play more narratively, so these would only be used in missions where it made sense such as where the Rebels have to get to an objective, or have to enter a building.

Deploying one of these to defend those areas is the idea rather than just randomly being in the middle of the forest. Your changes are probably more balanced than mine – though it would fulfill pretty much the same role as the E-Web. My main goal is to create new game play challenges for my players – where they have to play around blast and stun effects.

That said, its not the most amazing concept in the world, I just wanted to explain some of the thinking behind the madness!

I would pull the focus off of them and give them hide. While that is directly counter to their white outfits, it feels, to me, that it is more appropriate for a "Scout"

Yeah, the Scouts are pretty weak. As an Imperial player, I don't take part of my move before a Shooting action then resume it after because it feels a bit cheap to pop in and out of cover. The movement surges actually allow me to use that strategy, but admittedly they aren't actually 'good' :P

I like your suggestions a lot - I kept the 3-in-a-squad purely to mimic the Snowtroopers and Stormtroopers (and i was planning to make Sandtroopers but didn't really see a need). 2 probably makes more sense.

I'm a bit wary about putting Menace in squads, especially cheap ones because they effectively cost 1/3 less each time they fires, but I am a sucker for that keyword :P Also Focus is strong on the regular version, but if you compare them to a probe droid then they have a worse weapon anyway so I don't think that's a problem.

Scout%20Trooper%20B%20Regular_1.jpgScout%20Trooper%20B%20Elite.jpg

Eh, don't take what I say TOO seriously. I just like the idea of designing cards/figures.

My latest critique: The Interrogation Droid this was actually a figure I had an idea for before.

My idea was the Droid would have all conditions available for surges. So basically it'd have Dengar's Punishment. Due to the focus (no pun intended) on conditions I would even consider moving the droid to the merc faction after all, they are probably highly illegal.

So basically I'd propose something like this.

Interrogation Droid - Droid

4 Deployment Cost

1 Figure

Mobile I Pierce 1

___________________

- Punishment: After the attack resolves, if the target suffered 1 or more damage, choose 1 HARMFUL condition. The target gains that condition. This ability can be triggered multiple times in the same attack.

HP: 4 Speed: 3 DEF: B ATK: ranged YY

Elite Interrogation Droid - Droid

6 Deployment Cost

1 Figure

Mobile I Pierce 2

___________________

- Punishment: After the attack resolves, if the target suffered 1 or more damage, choose 1 HARMFUL condition. The target gains that condition. This ability can be triggered multiple times in the same attack.

HP: 6 Speed: 3 DEF: B ATK: ranged YY

I figured they'd have all sorts of needles/tools that would mess someone up hence being able to apply any condition. The poor ranged attack but high pierce would be a surgical laser. Of course they are weaker than Probe Droids however since Probe Droids are made for the outdoors and can defend itself against any animals. The Interrogation Droid probably doesn't have any combat capabilities flavor wise.

Edited by DarthBahamut

I would pull the focus off of them and give them hide. While that is directly counter to their white outfits, it feels, to me, that it is more appropriate for a "Scout"

Good idea! I was wondering along the same lines, I changed the name and art, so I could use them as well as the original trooper squad:

Biker%20Scout%20Regular.jpgBiker%20Scout%20Elite.jpg

Eh, don't take what I say TOO seriously. I just like the idea of designing cards/figures.

I was just being thorough with my answers :D I've designed a bunch of stuff over the years, and nothing is more disheartening to me than someone pulling a face and just saying "no" without giving reasons! I recently made a Firespray ship (Slave 1) piece of terrain for my group, and because the back door wasn't perfect - due to it being a toy, one player's response to it was "Eurgh, that's ****" which makes you wonder why you bother creating stuff for people :P

My latest critique: The Interrogation Droid this was actually a figure I had an idea for before.

My idea was the Droid would have all conditions available for surges. So basically it'd have Dengar's Punishment. Due to the focus (no pun intended) on conditions I would even consider moving the droid to the merc faction after all, they are probably highly illegal.

So basically I'd propose something like this.

Interrogation Droid - Droid

4 Deployment Cost

1 Figure

Mobile I Pierce 1

___________________

- Punishment: After the attack resolves, if the target suffered 1 or more damage, choose 1 HARMFUL condition. The target gains that condition. This ability can be triggered multiple times in the same attack.

HP: 4 Speed: 3 DEF: B ATK: ranged YY

Elite Interrogation Droid - Droid

6 Deployment Cost

1 Figure

Mobile I Pierce 2

___________________

- Punishment: After the attack resolves, if the target suffered 1 or more damage, choose 1 HARMFUL condition. The target gains that condition. This ability can be triggered multiple times in the same attack.

HP: 6 Speed: 3 DEF: B ATK: ranged YY

I figured they'd have all sorts of needles/tools that would mess someone up hence being able to apply any condition. The poor ranged attack but high pierce would be a surgical laser. Of course they are weaker than Probe Droids however since Probe Droids are made for the outdoors and can defend itself against any animals. The Interrogation Droid probably doesn't have any combat capabilities flavor wise.

This is a cool take on the droid. While I think there definitely should be an imperial one, having an illegal mercenary one is a good way to use both!

Illegal%20IT-0%20Droid%20Regular.jpgIllegal%20IT-0%20Droid%20Elite.jpg

I gave the elite version "Improper Procedure" because I felt that for +2 cost, getting +1 Pierce and +2 HP seemed a bit weak, also that ability is hilarious! It might look like it doesn't synergise with Punishment, but you can use it on a different figure to the one you attack, which because it has a low range means it wants to get in the middle of the Rebels.

I didn't bother posting these before because they aren't that exciting, but I made scout and snow versions of the Heavy and Leader versions of the basic stormtrooper so you can have more themed games on Hoth/Endor etc:

Heavy%20Snowtrooper%20Regular.jpgHeavy%20Snowtrooper%20Elite.jpgSnowtrooper%20Officer%20Regular.jpgSnowtrooper%20Officer%20Elite.jpgScout%20Trooper%20Officer%20Regular.jpgScout%20Trooper%20Officer%20Elite.jpgHeavy%20Scout%20Trooper%20Regular.jpgHeavy%20Scout%20Trooper%20Elite.jpg

Edited by RED NED

Ha, I was just about to edit my post to lower the cost by one or even two. But ya, improper procedure is a nice ability too. In fact, with such a low movement and poor range. It might still be best to make it the price of an imperial officer or at most a probe droid. The only way it's getting into range is deploying in the middle of rebels (ambushing).

Edited by DarthBahamut

It might still be best to make it the price of an imperial officer or at most a probe droid. The only way it's getting into range is deploying in the middle of rebels (ambushing).

Punishment is really powerful - You can stun and bleed a figure quite reliably, so I'm hesitant putting it on cheap models. You're spot on about the low move and short range.

Looking at it, I think we should be giving it a straight bonus to accuracy (say, +2?). 2 of the 6 results on a yellow die have no range, so it wont be unlikely for it to roll 0 range and miss even while adjacent. Either that or increase the move and make it a close combat attack, but I would prefer the flexibility of shooting. This would make it seem more effective and justify the 4/6 cost a bit more.

1 innate accuracy for regular and 2 innate accuracy for elite?

That sound good. I think in the game you will want to get super close, but you can attempt a longer shot if needed. I added the newer versions of cards to the original posts.

I made a cheap, trashy droid unit too, I'm not sure they are really useful...

Weaponised%20Astromech%20Regular_1.jpgWeaponised%20Astromech%20Elite_1.jpg

And I made a mercenary version of the E-Web, essentially just a keyword change:

Mercenary%20E-Web%20Regular.jpgMercenary%20E-Web%20Elite.jpg

Edited by RED NED

Man I wish the hired guns were Aqualith instead. We get it FFG, Han shot first! Now quit running it down our throats by making every rodian be cheap, expendable, and have parting shot.

Anyways, rant aside I was thinking for the Sith that perhaps 2 different approaches could be taken. 1 idea is that the Apprentice could be completely reworked.

Give her something like YY or GYY and replace her surges with - - - : Focus. Then replace her abilities with Now I am the Master: You cannot gain focus except through surges. You cannot discard the Focus condition. If you are focused, you gain +1 anti-surge when defending and gain -: Pierce 3 -: Recover 2 -: Cleave 2 when declaring an attack. I think the lore would speak for itself. Of course the stats down below and threat cost would probably be needing changing too. But you get the idea.

The other option I think, would be to base the dark jedi off of the 3 classes in KoToR. Sith Assassin, Sith Warrior, and Sith Lord.

Also... I'm thinking of what an AT-PT would be like... maybe just a cheaper/weaker AT-ST but honestly, they just need to lower the cost on the AT-ST anyways.

Edited by DarthBahamut

There would be no reason to ever play anything but scouts. They'll be giving you back half their cost every round. Often they'll be flat out free if not actually generating you threat. You should instead model them after the ISB agents where a squad can only do that once per round, and only have squads with 2 members for 5.

There would be no reason to ever play anything but scouts. They'll be giving you back half their cost every round. Often they'll be flat out free if not actually generating you threat. You should instead model them after the ISB agents where a squad can only do that once per round, and only have squads with 2 members for 5.

Their attack is weaker than stormtroopers (i never suggested giving them hide) and cost more (6 for 2). Though I think hide is a bit OP on them. It gives them a counter to ranged attacks and a guaranteed 1 threat (I assume Menace still has to connect to the target, it just doesn't need to deal damage like No Disintegrations. )

There would be no reason to ever play anything but scouts. They'll be giving you back half their cost every round. Often they'll be flat out free if not actually generating you threat. You should instead model them after the ISB agents where a squad can only do that once per round, and only have squads with 2 members for 5.

Just to clarify - they are two models for 6 threat

I think it's important when making lots of changes to something to occasionally step back and consider what role we want them to play and make sure their rules encourage that style of play.

With a yellow and blue die, they have a short range, are unlikely to do more than 2 damage and are likely to get 1 surge (unlikely to get 2). This means their attack is weak. Sometimes I've found that you need to use a surge for range, or damage/pierce purely to make the attack connect with these dice.

By having 2 surges be Hide and Menace, you need to roll a lot of surges which will make it hard to deal damage (in order to use those surges). I thought about this, and it IS powerful. But at that stage what is the likely outcome? The unit deals 1 damage (after blocks if lucky), hides and adds 1 threat (If the defender rolls no evades).

I think that would make for interesting gameplay – The scout is essentially playing defensive and calling for backup, while doing relatively little damage itself.

By giving them focus (much like hide) the initial attack that gains the condition is weaker, in order to make the second attack stronger. With hide, they are very likely to get 2 surges (because of the auto surge) and this is the case with an extra green die, but a green die adds more damage. Squad Training on the elite version allowing rerolls (with focus) makes them very reliable, but they cost 4 points each so I'm not sure that's too much of a problem.

Ultimately, I feel it boils down to personal taste. You can limit Menace to one per group activation. You could make them have focus instead of hide. If menace is the problem – take it away (maybe giving them hide and focus instead).

Personally, I would use these guys as a starting unit outside of an imperial compound (such as, replacing the regular stormtroopers on aftermath) rather than deploying them often as a way to gain threat.

Edited by RED NED