Force Awaken Custom Set

By Naholow, in Star Wars: Imperial Assault

I am currently in the process of making a custom set for the force awakens. Feedback would be appreciated. Enjoy! http://imgur.com/a/OQOFo .

These are incredibly well done. I'm curious to see how balanced they are in a real match.

But at first glance, here are my opinions:

1) Flame troopers are in a weird spot. With the cost of the unit, as well as them being elite, they seem a little underwhelming.The best thing I can compare them to, gameplay wise, would be the close engagement version of the heavy troopers we already have. They are supposed to be a terror up close, right? Units freak out with flames/napalm in their face. My suggestion would be to capitalize on that fantasy, as well give them clear strengths and weaknesses. Increase deployment to 8/4 reinforce, increase health to 6 (I would say 8, but they have to trade something for all that damage), and give them guaranteed "weakened" on attacks as well. As well as remove the innate +1 block for an ability along the lines of "Heavy armor: When defending, if the attacker is less than 4 spaces away (3 or closer), gain +1 Block."

This all means that you should stay the hell away from them, or risk being burned to a crisp. Flamethrowers have historically been used to clear entrenched positions, as well as corner enemies,and i believe that this flametrooper can do just that.

(If you really wanted to be thematic, you could give it a last stand ability similar to the hired gun, but instead of shooting his flame-pack explodes. But that may be going overboard. xD)

2) Rathar. The jump from regular to elite is crazy. For 3 more points, you get more than double health, as well as double the chance for grapple. For 3 points. There is very little reason to take the regular one and I think that's a shame. I'm not too sure how to balance that, seeing as I don't often find myself playing mercs/monsters, but perhaps look to the Nexu for inspiration?

3) Kylo Ren might be going a little overboard with having "Deadly". I get that white die is a pain (its supposed to be), but with his attack pool, as well as 5 speed, there is no way to escape him. Which would be fun in theory, as he is supposed to be this unstoppable ball of rage, but not fun in practice having. Having every unit die to him with his awesome surge abilities. Something has got to give. If anything, he should have a debuff ability along the lines of "Arrogance/Blind Rage: When attacking a white die unit, the defender gets: Lucky" (Where the blank side turns into a dodge). This would justify his incredible damage potential and speed, and also fit thematically as he has been shown to fail numerous times because he has underestimated his opponents.

4) Finn is in a good spot right now, but i would change Fallen Hero to work on adjacent allies, instead of himself. It may seem selfish, but it would make more sense (As well as bring something unique to the table) for Finn to use a fallen comrades gun to shoot at their killer. So it would read "When an adjacent ally figure suffers damage equal to their health, Finn may interrupt to perform an attack using their attack pool, then that figure is defeated."

Other than those, I am loving these cards. Very well done.

Nice! I think you should drop habitat from the Rathtars, though.

I really like the grapple token idea.

Did you find a photoshop template for making cards in this game?

Those elite Guavian Death Gang look a little too good for the points, or maybe their ability is a little too good. Focus and recover 2 is pretty lethal

I'd probably just have one Rathtar, the elite and the regular look too similar to justify having two.

I like Unkar Plutt and Rey a lot, the bad guys look pretty good too

I would change Kylo Rens Fury to taking strain instead of an action. Then he can trigger his other ability when he uses it. Definitely has to be skirmish only though.

I would change Kylo Rens Fury to taking strain instead of an action. Then he can trigger his other ability when he uses it. Definitely has to be skirmish only though.

I agree. In Campaign, Fury could potentially be game breaking.

No time to really look at the text right now, but I love the idea! Good job!

These look awesome! Once you are done, I would definitely try them!

These are incredibly well done. I'm curious to see how balanced they are in a real match.

But at first glance, here are my opinions:

1) Flame troopers are in a weird spot. With the cost of the unit, as well as them being elite, they seem a little underwhelming.The best thing I can compare them to, gameplay wise, would be the close engagement version of the heavy troopers we already have. They are supposed to be a terror up close, right? Units freak out with flames/napalm in their face. My suggestion would be to capitalize on that fantasy, as well give them clear strengths and weaknesses. Increase deployment to 8/4 reinforce, increase health to 6 (I would say 8, but they have to trade something for all that damage), and give them guaranteed "weakened" on attacks as well. As well as remove the innate +1 block for an ability along the lines of "Heavy armor: When defending, if the attacker is less than 4 spaces away (3 or closer), gain +1 Block."

This all means that you should stay the hell away from them, or risk being burned to a crisp. Flamethrowers have historically been used to clear entrenched positions, as well as corner enemies,and i believe that this flametrooper can do just that.

(If you really wanted to be thematic, you could give it a last stand ability similar to the hired gun, but instead of shooting his flame-pack explodes. But that may be going overboard. xD)

2) Rathar. The jump from regular to elite is crazy. For 3 more points, you get more than double health, as well as double the chance for grapple. For 3 points. There is very little reason to take the regular one and I think that's a shame. I'm not too sure how to balance that, seeing as I don't often find myself playing mercs/monsters, but perhaps look to the Nexu for inspiration?

3) Kylo Ren might be going a little overboard with having "Deadly". I get that white die is a pain (its supposed to be), but with his attack pool, as well as 5 speed, there is no way to escape him. Which would be fun in theory, as he is supposed to be this unstoppable ball of rage, but not fun in practice having. Having every unit die to him with his awesome surge abilities. Something has got to give. If anything, he should have a debuff ability along the lines of "Arrogance/Blind Rage: When attacking a white die unit, the defender gets: Lucky" (Where the blank side turns into a dodge). This would justify his incredible damage potential and speed, and also fit thematically as he has been shown to fail numerous times because he has underestimated his opponents.

4) Finn is in a good spot right now, but i would change Fallen Hero to work on adjacent allies, instead of himself. It may seem selfish, but it would make more sense (As well as bring something unique to the table) for Finn to use a fallen comrades gun to shoot at their killer. So it would read "When an adjacent ally figure suffers damage equal to their health, Finn may interrupt to perform an attack using their attack pool, then that figure is defeated."

Other than those, I am loving these cards. Very well done.

Thanks for the reply I'll be sure to update the cards as feedback is given.

I really like the grapple token idea.

Did you find a photoshop template for making cards in this game?

No this is all done by myself using existing cards