Custom enemy groups

By RED NED, in Imperial Assault Campaign

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.

Interesting idea! The concept of a character changing is cool, there is a similar concept in the 'Brute Force' Wookiee Warriors mission where when one Wookiee is defeated the remaining one becomes the elite version.

I think that is probably a cleaner way to represent this concept - Have the basic apprentice be unable to focus and have 3 surges: Turn into the master version and replace the card - It would make it clearer to the rebels because the abilities will be in the right place rather than all in the text box?.

I like this idea that I'm thinking maybe it should go on an expensive unique character? Higher cost means the are more durable and you are likely to see them use the ability. There's also tons of stuff you can do with this - have them trigger on a hero being wounded. Or a Rebel ally that 'levels' up.

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.

I literally just downloaded KoToR (most of my players have it but I haven't played it yet). I expect I will want to make all the stuff in that game at some point!

I don't have an AT-PT and I'm more into stuff that was in the original trilogy so not too familiar with them, but it would be fun to make a cheaper walker. It's going to be in the same threat value range as the tank I would assume? So I would make sure it has a different role. According to the star wars wiki they have a concussion grenade launcher (maybe a blast or some condition effect attack) and they operate in packs (I wouldn't put 2 in a group, but they could be relatively cheap - like 8 or 9 and have 2 deployment cards available)

Edited by RED NED

AT-PTs originated from the Thrawn Trilogy. They were pretty prominent in the RTS Star Wars games and Rogue Squadron. Basically they're crappier AT-STs.

Unfortunately, just like stormtroopers, the AT-ST in IA is already trash... so thats the challenge. But my idea is basically the AT-PT would have Massive (of course), some innate accuracy, and high blast as a surge. However it lacks + damage surges and pierce since it lacks anti-armor weaponry. Of course it'd have awkward and instead of BB for defense it'd have 1 B and Defensible. Its attack would probably be Blue, Red, Green to show it firepower is weaker than the AT-STs.

Or perhaps instead of a Surge for Blast, it just has the Mortar skill from the Armored Onslaught Class Deck. But that would give it no surge options and lots of card text.

Ya, the Sith Apprentice idea would probably be better on a Unique character. In fact, I'd suggest all these dark jedi being Unique characters since in this era jedi (whether light or dark) are SUPPOSED to be super rare (but sadly every TV show these days has the main character a jedi...but thats just me ranting now.)

Awww, I like the AT-ST :P I think it's cool how units in Imperial Assault are used as reserves and for plot reasons, so the AT-ST will occasionally appear even though its not the most efficient use of threat.

Some AT-PTs! Is this what you were thinking?

AT-PT.jpg

I made a simpler, less powerful version (along with a scavenged merc version!):

AT-PT%20v2.jpgScavenged%20AT-PT%20v2.jpg

The AT-PT could also be 2x2 squares in size? I don't have any models so have no idea about the in-game sizes or anything.

Ya, the Sith Apprentice idea would probably be better on a Unique character. In fact, I'd suggest all these dark jedi being Unique characters since in this era jedi (whether light or dark) are SUPPOSED to be super rare (but sadly every TV show these days has the main character a jedi...but thats just me ranting now.)

Force users are everywhere in Star Wars, the fans just love em! (Actually that's one of the things that made me more interested in Rogue One was the lack of lightsabers!)

I made them non-unique for 2 reasons - my group would have no idea about EU sith, and to be fair i'm not hugely into the non-film related stuff. But mainly I am not that keen on the method of using unique characters. But then again, It gets a bit repetitive to just fight darth vader 6 times in a row, so i'm game for more unique sith.

The Grand Inquisitor and Royal Guard Champion are a good half-way house. They represent named people but their name is generic enough that people can get a grasp of what they are about just by the title.

Edited by RED NED

An AT-PT would probably be 6x2 just like the AT-ST.

I'm not sure what would be stronger, a AT-PT or the Tank we got. Could always make them similar strength/price except one is focused on single target (the tank) and the other on AoE (the AT-PT.) With Mortar that text looks really cluttered... but of course the walker needs awkward and I think Defensible is a nice balance between B and BB. So maybe it'd just be best to give it a Blast Surge. Perhaps -: Blast 2 and -: Blast 1 or --: Blast 3

As for the Dark Jedi. You don't need to even name them. You could just make them Unique (give them a dot) and be done with it. Basically so that when one dies, the Imperial Player can't just redeploy another next turn.

I did a quick size comparison, taking the scales from wikipedia and scaling schematic drawings appropriately:

AT-PT%20Size.jpg

The AT-PT is tiny! I'm not sure it should have Awkward if it is an anti-infantry unit of that size.

On the cluttered text issue, I think that's due to the card layouts - they are really space inefficient. A lot of space devoted to the surge boxes (especially when you have an odd number and one whole line is mostly unused).

Also some things (such as massive and mobile) are one word and referenced in the rules, while others like Awkward aren't and requires a line of text. Similarly, Defensible could be written as '+1 Block OR +1 Surge' in one of the boxes really, but instead takes up 3 lines of text.

As for the Dark Jedi. You don't need to even name them. You could just make them Unique (give them a dot) and be done with it. Basically so that when one dies, the Imperial Player can't just redeploy another next turn.

Sure, that would work.

Edited by RED NED

Oh wow, they are tiny. My bad. I'd say 2x2 then and ya it can lose awkward.

I really like the Inspired condition - very clever! Useful but not overpowered.

These are very creative!

I really like the Inspired condition - very clever! Useful but not overpowered.

These are very creative!

Thanks! I made Inspired after making all the other cards, but I should probably make more groups that use it!

Here's a couple of Imperial uniques:

Captain%20Piett%20v2.jpgAdmiral%20Ozzel.jpg

The revealing rules seemed like the cleanest way to have an "At the start of the mission" effect. And it makes sense that the Rebels know who they are dealing with.

I made some of the Rebel heroes as allies too (The ones that are missing can use the Skirmish version, just treat them as Red units for the purpose of Attribute tests). I beefed p some of the really cheap versions because my players would be a bit bummed out if they put Mak on the table, just to have him shot in the first 5 seconds.

Saska%20Teft%20Campaign.jpgDiala%20Passil%20Campaign.jpgMurne%20Rin%20Campaign.jpgGideon%20Argus%20Campaign.jpgLoku%20Kanoloa%20Campaign.jpgMak%20Eskarey%20Campaign.jpg

Edited by RED NED

In Command is not a special action, so without other restrictions you can do it as many times as you like per timing instance (so I think upto 10 times - once at the start of the activation, after a Move action, then after each mp spent, then after a second Move action, then after each mp spent). Should it have "Limit once per activation?".

It also doesn't have "during your activation", so technically you could do it quite a lot during a mission.

Edit: Ok, I thought it was missing something - either special action or surge.. :D

Edited by a1bert

Whoops! It was meant to be a Surge ability, I fixed it :D

You should just make Scout Troopers trooper type. Else they get both bonuses from the Stormtrooper leader and scout leader.

Heavy Scout Troopers have +1 speed and a very slightly weaker surge but same cost compared to Heavy Stormtroopers. This makes the Heavy Stormtroopers useless and obsolete. Heavy Snowtroopers are just plain better and for the same cost.

The scout keyword doesn't really pull it's weight, you're right. I took it off all of the scout units.

Heavy scout troopers also have Reactive Plating in place of Composite Plating (+1 Evade instead of +1 Block for being 4 squares away). The heavy Snowtroopers swap damage for pierce and gain Efficient Travel, which on a move 3 unit is pretty weak. The differences are a lot more noticable on the Elite versions.

The purpose for the squad leader and heavy weapon variants is to theme your Imperial groups on forest or snow maps, not replace the originals - they might be slightly more or less powerful, but not so much as to derail the game.

Edited by RED NED