A step above scum!

By EastCoast, in Star Wars: Imperial Assault

I'm almost certain it's a mission rule. You think they're going to miss an opportunity to let you push people into the Sarlaac pit? :D

I hope there is, but I'm saying there's a precedent for rules mistakes in preview articles, so probably good not to jump to conclusions. I wish they had been less vague about it so we could know for sure that there's a means and a purpose in the campaign for pushing someone into that impassable zone and it isn't just another creative rules bungle in a preview article.

I'm really liking these new heroes, they all seem very fun and different. Shyla's whip is just awesome, and I like Onar thematically although I'm a bit worried about the no defense die thing in combination with the self-damaging abilities. But I guess the designers must've found it balances out.

Vinto's probably my favourite. It looks like he can pick out those troopers with one health left like crazy. Pinpoint Shot seems to combo nicely with the Off-Hand Blaster so that you're not wasting an attack, plus it doesn't matter that it's only a single blue die. Also, unless I'm missing something, Thread the Needle doesn't specify attacking so it could make Rapid Fire do some crazy stuff. That's like a giant radius 3 Blast 1 that only affects hostile figures. For no action.

The skirmish versions look pretty darn cool too. I love the design of Onar's surge abilities, and more cheap, interesting uniques for Scum is definitely a lovely, lovely thing.

Edited by Villakarvarousku

I'm almost certain it's a mission rule. You think they're going to miss an opportunity to let you push people into the Sarlaac pit? :D

I hope there is, but I'm saying there's a precedent for rules mistakes in preview articles, so probably good not to jump to conclusions. I wish they had been less vague about it so we could know for sure that there's a means and a purpose in the campaign for pushing someone into that impassable zone and it isn't just another creative rules bungle in a preview article.

They have an actual picture showing it, like the pictures that appear in the rules/mission books. Doubt they would go to that trouble/expense just for the preview article, so I'm imagining it will be used in the rules. Could be wrong though...

Just noticed, this is a double barrier from difficult to impassable, no blocking terrain. So this rule allows it, IMO:

"Sometimes impassible terrain is only on one edge of a space. Figures cannot move or be pushed through this edge. Large figures cannot move onto, be pushed through, or be placed on an impassible edge unless they have a special ability that allows this, such as Massive or Mobile"

The Pit is completely surrounded by the dashed red line, so it is not just one edge. Thus it can be broken, no?

Edited by tomkat364

A figure cannot end its space in impassible terrain unless it has mobile.

Can skirmish Onar use Get Down on himself? He is a small figure within 2 spaces.

Can skirmish Onar use Get Down on himself? He is a small figure within 2 spaces.

Yes, why not. (Noted that in another thread.) He could also use it on a hostile figure, although that would probably not be sensible.

Just noticed, this is a double barrier from difficult to impassable, no blocking terrain. So this rule allows it, IMO:

"Sometimes impassible terrain is only on one edge of a space.

No, that is not an impassable terrain edge. All the spaces delimited by the dotted red line and a wall are impassable terrain spaces.

A terrain edge only exists between spaces that are not that terrain themselves, like core tile 02A, 02B and so on.

Edited by a1bert

"Don't make me hurt you" is brutal. You could do some serious room clearing with help from that. The Rodian's 4xp card is pretty great too. I really want to play these guys. Here's hoping that the imperial class decks are just as awesome.

Just noticed, this is a double barrier from difficult to impassable, no blocking terrain. So this rule allows it, IMO:

"Sometimes impassible terrain is only on one edge of a space.

No, that is not an impassable terrain edge. All the spaces delimited by the dotted red line and a wall are impassable terrain spaces.

A terrain edge only exists between spaces that are not that terrain themselves, like core tile 02A, 02B and so on.

Understood. Guess it must be mission rules then. Out of curiosity, why did Onar use two MP to move INTO the difficult terrain, when 1MP would have gotten him diagonal adjacent on normal terrain?????

One of the coolest things about that sarlacc tile picture is actually the tile next to it with the neat little ridge that you can shoot off of but not move to. It's going to make Mobile that much more important for maps that use it, and I also think it adds a nice bit of flavour.

Edited by ManateeX

Can skirmish Onar use Get Down on himself? He is a small figure within 2 spaces.

Yes, why not. (Noted that in another thread.) He could also use it on a hostile figure, although that would probably not be sensible.

Okay, thinking of scenarios where this isn't a dumb move:

-to prevent effects from them being defeated (Executor/Last Stand/Into the Force/Parting Shot)

-you want them alive to use "False Orders" on them

-you want them alive to block LOS to you

Why are they being attacked in the first place then?

-you realized your mistake after you attacked

-you were trying to get Blast/Cleave/Focus etc. off by attacking them, but didn't want to kill them

-your opponent took control of one of your figures and attacked their own figure

Any other ideas for contrived scenarios where you'd want to protect an enemy figure? :D

Edited by Stompburger

Looks fantastic.

Immediate thoughts:

As of yet I'm not very positive about Shyla in campaign.

  • Respite seems bad on a melee figure.
  • The whip is kind of like charge except it doesn't give her any mobility (I acknowledge there's much more to it than that but still).
  • Responsiveness is a cheap card that gives movement which is good but it feels worse than most of the others.
  • Remote detonators is pretty good but nothing exceptional.
  • Swords dance is pretty terrible until you get a 3 dice weapon and even then it's more narrow than I'd like (it might be worth buying late depending on how good her four costs are).
  • Smoke bombs feels like it would be a really strong 1 cost card, it doesn't seem that good at 2.

I like what I've seen of Ondar.

  • Looks like he takes damage instead of suffering strain for the purposes of his cards. F**k you subversive tactics.
  • Rush is a push at no cost, it's going to be useful a lot.
  • I predict that he'll lose the no harmful condition clause when wounded. Until then it's a really good ability.
  • Get down is just so much better than Wookie Loyalty (which is perfectly useable)
  • Extra red dice at no cost, or 1 damage to use it twice, Don't make me hurt you is really good.
  • Mutual destruction give +1 damage WHILE ATTACKING for 1 strain equivalent and costs 2 xp. That would be good enough even without the rush clause.
  • It feels like you'd mostly buy stay behind me for the health increase. Taking 1 damage to block a damage will be useful sometimes though. I think it'll probably be mediocre.
  • It makes me pretty happy that the skirmish version uses the mechanic I suggested for Zeb (reducing accuracy for more damage)

I'm very fond of area damage for the heroes so I'm very fond of Vinto (in particular how is abilities compliment each other).

  • Boltslinger just lets you throw out damage as you attack, most notably it doesn't exhaust.
  • Usually heroes would rather solve LOS problems during their turn by moving since that gets them closer to the objective (Mak is the obvious exception), thread the needle is still a useful option though.
  • Both abilities on rapid fire are independently solid (the mulligan an attack in particular). It seems very useful.
  • Pinpoint shot is fascinating. In a vacuum it's pretty bad but it has a lot of synergy with the off hand blaster and boltsligner. It's interesting that it exhausts cause that stops it working with the other obvious synergy (the defender).
  • Dead on is useful, 1 extra damage where you need it each turn (and doesn't anti-synergize with pinpoint shot)
  • In a vacuum the off hand blaster is way worse than remote detonator, with boltslinger and pinpoint shot it seem pretty awesome.
  • Of course Vinto is almost Jyn levels of squishy so...

Out of curiosity, why did Onar use two MP to move INTO the difficult terrain, when 1MP would have gotten him diagonal adjacent on normal terrain?????

Perhaps he was the skirmish Onar using Rush, which contains Move 4 spaces. (So extra costs do not matter, just the positioning for what comes next.)

Edited by a1bert

  • Usually heroes would rather solve LOS problems during their turn by moving since that gets them closer to the objective (Mak is the obvious exception), thread the needle is still a useful option though.

Vinto's Thread the Needle is amazing if you plan to use Rapid Fire. You could potentially be damaging 48 figures regardless of who stands in the way!!! Never happen, but that's a pretty nice synergy.

Edited by tomkat364

Quite the mix of strong and weak powers there for campaign. Should be interesting. Onar firing triple red with a disruptor or triple red + blue with a valken and disruption cell will be funny.

Onar is too good... just needs the MHD-19 to tag along...

Edit = Im talking campaign mode. I dont play skirmish.

Edited by Kentares

Ugh! Those weird attribute dice are really throwing me off!

Can skirmish Onar use Get Down on himself? He is a small figure within 2 spaces.

Yes, why not. (Noted that in another thread.) He could also use it on a hostile figure, although that would probably not be sensible.

Okay, thinking of scenarios where this isn't a dumb move:

-to prevent effects from them being defeated (Executor/Last Stand/Into the Force/Parting Shot)

-you want them alive to use "False Orders" on them

-you want them alive to block LOS to you

Why are they being attacked in the first place then?

-you realized your mistake after you attacked

-you were trying to get Blast/Cleave/Focus etc. off by attacking them, but didn't want to kill them

-your opponent took control of one of your figures and attacked their own figure

Any other ideas for contrived scenarios where you'd want to protect an enemy figure? :D

He's down to one life and you want him alive to set up a nice Blast or Cleave.

Immediate thoughts:

As of yet I'm not very positive about Shyla in campaign.

  • Respite seems bad on a melee figure.
  • The whip is kind of like charge except it doesn't give her any mobility (I acknowledge there's much more to it than that but still).
  • Responsiveness is a cheap card that gives movement which is good but it feels worse than most of the others.
  • Remote detonators is pretty good but nothing exceptional.
  • Swords dance is pretty terrible until you get a 3 dice weapon and even then it's more narrow than I'd like (it might be worth buying late depending on how good her four costs are).
  • Smoke bombs feels like it would be a really strong 1 cost card, it doesn't seem that good at 2.

I like what I've seen of Ondar.

  • Looks like he takes damage instead of suffering strain for the purposes of his cards. F**k you subversive tactics.
  • Rush is a push at no cost, it's going to be useful a lot.
  • I predict that he'll lose the no harmful condition clause when wounded. Until then it's a really good ability.
  • Get down is just so much better than Wookie Loyalty (which is perfectly useable)
  • Extra red dice at no cost, or 1 damage to use it twice, Don't make me hurt you is really good.
  • Mutual destruction give +1 damage WHILE ATTACKING for 1 strain equivalent and costs 2 xp. That would be good enough even without the rush clause.
  • It feels like you'd mostly buy stay behind me for the health increase. Taking 1 damage to block a damage will be useful sometimes though. I think it'll probably be mediocre.
  • It makes me pretty happy that the skirmish version uses the mechanic I suggested for Zeb (reducing accuracy for more damage)

I'm very fond of area damage for the heroes so I'm very fond of Vinto (in particular how is abilities compliment each other).

  • Boltslinger just lets you throw out damage as you attack, most notably it doesn't exhaust.
  • Usually heroes would rather solve LOS problems during their turn by moving since that gets them closer to the objective (Mak is the obvious exception), thread the needle is still a useful option though.
  • Both abilities on rapid fire are independently solid (the mulligan an attack in particular). It seems very useful.
  • Pinpoint shot is fascinating. In a vacuum it's pretty bad but it has a lot of synergy with the off hand blaster and boltsligner. It's interesting that it exhausts cause that stops it working with the other obvious synergy (the defender).
  • Dead on is useful, 1 extra damage where you need it each turn (and doesn't anti-synergize with pinpoint shot)
  • In a vacuum the off hand blaster is way worse than remote detonator, with boltslinger and pinpoint shot it seem pretty awesome.
  • Of course Vinto is almost Jyn levels of squishy so...

Shyla is high mobility, her whip not being a move is fine. The smoke bomb sucks except against Subversive and it's bonus evades where weaken becomes okayish, although I'd still probably not take smoke bomb. Remote Detonator is bad. Swords Dance is very good when you're combining it with a decent cleave weapon like the electrostaff, yikes. Responsiveness is good, it can get rid of strain or move. She can move 13 in a round...

Onar's Mutual Destruction is bad as damage on heroes is usually worse than on Imperials. Stay Behind Me would be better if... you had any reason to be shooting at anything BUT Onar. He's supposed to be a brawler bodyguard, but he's best with a ranged weapon and the no defense means he's a glass cannon. He'll be my number one target every game and I'll focus fire him wounded on turn 1 or 2 every time unless he flips to a better card. I mean, seriously, he needs to get better when wounded, if he drops to 3 speed, he's going to be a party's weakest link.

I can't help but compare Pinpoint to Improper Procedure which doesn't require an action and not hate it. Weaken also isn't terribly good except against a couple cards in Subversive Tactics or a couple bosses rolling white. Rapid Fire is simply insane... you dodged, nope, reroll... I rolled poorly, nope, rerolled. Wow. Offhand Blaster seems like an attempt to make Loku's crappy +1 wound ability suck slightly less, I can't see taking it unless you have something like that boosting it. if only Vinto had Onar's +1 red.

Immediate thoughts:

As of yet I'm not very positive about Shyla in campaign.

  • Respite seems bad on a melee figure.
  • The whip is kind of like charge except it doesn't give her any mobility (I acknowledge there's much more to it than that but still).
  • Responsiveness is a cheap card that gives movement which is good but it feels worse than most of the others.
  • Remote detonators is pretty good but nothing exceptional.
  • Swords dance is pretty terrible until you get a 3 dice weapon and even then it's more narrow than I'd like (it might be worth buying late depending on how good her four costs are).
  • Smoke bombs feels like it would be a really strong 1 cost card, it doesn't seem that good at 2.

I like what I've seen of Ondar.

  • Looks like he takes damage instead of suffering strain for the purposes of his cards. F**k you subversive tactics.
  • Rush is a push at no cost, it's going to be useful a lot.
  • I predict that he'll lose the no harmful condition clause when wounded. Until then it's a really good ability.
  • Get down is just so much better than Wookie Loyalty (which is perfectly useable)
  • Extra red dice at no cost, or 1 damage to use it twice, Don't make me hurt you is really good.
  • Mutual destruction give +1 damage WHILE ATTACKING for 1 strain equivalent and costs 2 xp. That would be good enough even without the rush clause.
  • It feels like you'd mostly buy stay behind me for the health increase. Taking 1 damage to block a damage will be useful sometimes though. I think it'll probably be mediocre.
  • It makes me pretty happy that the skirmish version uses the mechanic I suggested for Zeb (reducing accuracy for more damage)

I'm very fond of area damage for the heroes so I'm very fond of Vinto (in particular how is abilities compliment each other).

  • Boltslinger just lets you throw out damage as you attack, most notably it doesn't exhaust.
  • Usually heroes would rather solve LOS problems during their turn by moving since that gets them closer to the objective (Mak is the obvious exception), thread the needle is still a useful option though.
  • Both abilities on rapid fire are independently solid (the mulligan an attack in particular). It seems very useful.
  • Pinpoint shot is fascinating. In a vacuum it's pretty bad but it has a lot of synergy with the off hand blaster and boltsligner. It's interesting that it exhausts cause that stops it working with the other obvious synergy (the defender).
  • Dead on is useful, 1 extra damage where you need it each turn (and doesn't anti-synergize with pinpoint shot)
  • In a vacuum the off hand blaster is way worse than remote detonator, with boltslinger and pinpoint shot it seem pretty awesome.
  • Of course Vinto is almost Jyn levels of squishy so...

I think this is well said, and for once I completely agree ;)

I do like that we are getting another melee, her skills that were shown are not very standout, but i do like her main ability, she doesn't overextend like Gaarkhan does. Onar's damaging himself for effects is interesting, but we will have to see if they are worth it in general, for once I may prioritize armor. And Vinto is really solid. More competition for pistols, but so long as you don't use both him and Jyn, you'll be fine.

Edited by Deadwolf

First off, regardless of how effective they actually end up being, I'm loving the design of these guys. They all seem to have solid themes and lots of nice synergies. I'm definitely looking forward to them for that.

Shyla looks interesting. I like the idea of the various gadgets, they look like they may not be that powerful, but will add a lot of nice utility functions that don't require actions - that's the important part. By themselves they may not be that powerful, but being able to say, Scorpion something into a better position and deal some damage or kill it, finish off another weakened enemy, buff/debuff something, and still have another action left...feels like it could be good. Or at least a hell of a lot of fun.

Not sold on Onar at this point - some Imperial units can really put the hurt on, and I'm not convinced the extra health will be enough to cover the drawbacks, particularly if he's got attacks that self damage him. Having said that, we may well see some class cards that make it more viable.

Vinto is just cool. The theme of lots of little pings is great. Not sure if it'll work out that well in practice though, as there's never really huge swarms of opponents to cut through. Though Thread the Needle and Rapid Fire indicate maybe there'll be another side to him as well.

I mean, seriously, he needs to get better when wounded, if he drops to 3 speed, he's going to be a party's weakest link.

This is actually a pretty good idea.

Onar makes sense thematically to actually get better or gain an ability when wounded ("Furious Bodyguard!").

Would be fun to see his strength test turn to triple yellow or gain something like Gaarkhan’s unstoppable.

Not sold on Onar at this point - some Imperial units can really put the hurt on, and I'm not convinced the extra health will be enough to cover the drawbacks, particularly if he's got attacks that self damage him. Having said that, we may well see some class cards that make it more viable.

Agreed.

No defense die + abilities that self-harm + focus fire = so much for your high health schtick?

I’m glad a lot of people are concerned about this aspect, hopefully it works out in the end.

With what we have seen of the new heroes, I am curious how they will be supplemented by the new items and equipment the expansion will have.

I hope the Mandalorian can have a blaster as well. I'm not real keen on melee Mandalorians, personal taste, but if she can at least have a blaster, I can dig it. I do like an offensive gadget-y character though.

Shyla is high mobility, her whip not being a move is fine. The smoke bomb sucks except against Subversive and it's bonus evades where weaken becomes okayish, although I'd still probably not take smoke bomb. Remote Detonator is bad. Swords Dance is very good when you're combining it with a decent cleave weapon like the electrostaff, yikes. Responsiveness is good, it can get rid of strain or move. She can move 13 in a round...

Onar's Mutual Destruction is bad as damage on heroes is usually worse than on Imperials. Stay Behind Me would be better if... you had any reason to be shooting at anything BUT Onar. He's supposed to be a brawler bodyguard, but he's best with a ranged weapon and the no defense means he's a glass cannon. He'll be my number one target every game and I'll focus fire him wounded on turn 1 or 2 every time unless he flips to a better card. I mean, seriously, he needs to get better when wounded, if he drops to 3 speed, he's going to be a party's weakest link.

I can't help but compare Pinpoint to Improper Procedure which doesn't require an action and not hate it. Weaken also isn't terribly good except against a couple cards in Subversive Tactics or a couple bosses rolling white. Rapid Fire is simply insane... you dodged, nope, reroll... I rolled poorly, nope, rerolled. Wow. Offhand Blaster seems like an attempt to make Loku's crappy +1 wound ability suck slightly less, I can't see taking it unless you have something like that boosting it. if only Vinto had Onar's +1 red.

Re Shyla's gadgets... Remote detonator is the equivalent of Diala's snap kick but able to target at range (+ 1 strain, - "after melee attack"). That's not terrible.

Smoke Bomb basically exchanges a strain for a surge on a partner's attack. That's not terrible. Both take strain, but she looks like she recovers strain pretty easily (Potential for +1 at start of activation and +1 at end of activation, offsets using both gadgets in each activation).

Pinpoint Shot is completely different from Improper Procedure. It guarantees 1 damage at range on a failed attack and does not require an action of it's own nor a strain .

Would love for Onar to get better when wounded. I'm a little leery of the no defense dice. Better have some good defensive or healing cards up his sleeve.

Edited by tomkat364