Slicing Tools Houserule

By Stompburger, in Imperial Assault Campaign

How much do you think Slicing Tools would need to cost if you changed the action to: "-->: Choose an adjacent Droid and test (tech). If you pass, that figure suffers 1 damage; then you may perform a move or attack with that figure." You could even make it take 2 successes.

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Or you could modify it to just do the move, or move and Stun, or do more damage - basically, taking an action to *maybe* deal 1 damage and stun seems like a huge waste. You're trading one action of yours for one action of theirs, and Hero actions are more valuable. The reroll on tech tests is great, but the action is boring. I'd rather have it cost more but be more useful. Any thoughts?

By turning someone like Saska into some sort of Probe Droid puppet master, rather than making the card better, what you'd achieve instead would be to just cause the Imperials to stop taking droids.

I think the card is a bit weak as well (I consider it a dead draw), but you might be better off making it cost a strain rather than an action, like MHD-19's Improper Procedure.

I think having a stun for a strain is too strong. I just don't think it's worth an action.

And I don't think I'd stop taking droids as an Imperial if one of them could spend an action to perform a move or attack with one. It's only as powerful as murne's ability, but more restricted since you have to be next to them and it has to be a Droid.

Make it an interact action instead of a special action, so Mak can do it with Expertise. No other changes needed. :D

I was thinking about that, but that would only buff it for Mak. Which would be cool, but it'd be nice if other heroes could benefit from it as well.

I would think it would have to cost a lot because it is very rule breaking. You are essentially saying for 250 credits that you can move to a droid target, interact with it, and then either move or attack. At what point are you using tools, and not just having a device on your belt that shocks an adjacent droid once per turn. As was asked, why would the Imperial bring droids? I think, as a house rule, you should make it cost less, but I think allowing it to be done with an interaction of some kind would warrant like a 1000 credits. That's how I see it anyway.

How about "-->: Choose an adjacent Droid and test (2 tech). If you pass, that figure suffers 1 damage and you exhaust its Deployment Card."?

That's pretty good, even if you don't get to attack with it.

There will be a point in the campaign where attacking with your own attack will be better than using an enemy's attack for many of the heroes. You're still using an action to perform an attack, it's just that you get to use another figure's attack.

If you were concerned about it being too powerful, you could make it an action, tech test, and deplete to push an adjacent droid 3 spaces or perform an attack with it. Not sure how much it'd have to cost, but that seems fair to me. I don't think I'd just stop bring droids as the Imperials if that was an item.

There will be a point in the campaign where attacking with your own attack will be better than using an enemy's attack for many of the heroes. You're still using an action to perform an attack, it's just that you get to use another figure's attack.

If you were concerned about it being too powerful, you could make it an action, tech test, and deplete to push an adjacent droid 3 spaces or perform an attack with it. Not sure how much it'd have to cost, but that seems fair to me. I don't think I'd just stop bring droids as the Imperials if that was an item.

You won't be giving your best armed hero that item as you wouldn't want them to be the ones spending actions performing either ability. A Probe Droid or HK will very likely be a better choice for an attack even in the final mission, especially if they have an attachment or focus or hide on them and you get to use it up.

And yes you would stop taking droids. If you can render a significant chunk of your opponent's spent credits worthless while Imperialsoft works on a security update to stop droids from going berserk, why the heck wouldn't you?

It would have to be depleted to take control of a droid, as anything else is too powerful.

The ideas now sound like you are creating a new card instead of houseruling the old one. :D

The ideas now sound like you are creating a new card instead of houseruling the old one. :D

Just trying to keep the same theme (Hacking the Imperial droids) and idea (improving your team's ability vs droids) but with a card that someone would actually consider buying :D

There will be a point in the campaign where attacking with your own attack will be better than using an enemy's attack for many of the heroes. You're still using an action to perform an attack, it's just that you get to use another figure's attack.

If you were concerned about it being too powerful, you could make it an action, tech test, and deplete to push an adjacent droid 3 spaces or perform an attack with it. Not sure how much it'd have to cost, but that seems fair to me. I don't think I'd just stop bring droids as the Imperials if that was an item.

You won't be giving your best armed hero that item as you wouldn't want them to be the ones spending actions performing either ability. A Probe Droid or HK will very likely be a better choice for an attack even in the final mission, especially if they have an attachment or focus or hide on them and you get to use it up.

And yes you would stop taking droids. If you can render a significant chunk of your opponent's spent credits worthless while Imperialsoft works on a security update to stop droids from going berserk, why the heck wouldn't you?

If you'd already bought Tech Support, I don't think you'd stop taking them. And for some missions they give you a droid already. And Murne can already do this. So I really don't understand why this seems so unbalanced - there's precedent in the game already, you'd have to spend credits on it, you'd spend an action on it, you'd only give it to a support (so less credits for your damage-focused people), you could only do it once per game and you have to be adjacent. You could even make it require a Tech test! Make it a Tier III item so they can't get it until late game. Only let them use the attack type and pool, not the full attack. You could do whatever you want to nerf it til it was balanced. The concept is not inherently unfair. All I want to figure out is how much it should cost, and what restrictions it should have if it lets you do that.

Sure, this would be a buff for the Rebels - it would turn a dead draw into a useful and fun card! The Rebels seem to struggle in this game already, and drawing cards that no one wants is no fun.