Technological Superiority - Attachment List

By machfalcon, in Imperial Assault Campaign

I am considering playing Technological Superiority in my next campaign and have been looking at the 4xp upgrade Superior Augments which applies +1 speed and +1 damage to figures that have one or more attachments. Other than the four attachments in the class deck, I was curious to see what other attachments are obtainable and came up with the following list:

Imperial Industry
Each figure in this group gains:
~: Stun
~: +1 damage
~: Recover 2 damage
~: After this attack resolves, gain 2 movement points
Obtained from:
  • Core
  • Agenda Deck: Imperial Industry
  • Side Mission: Means of Production

Analysis:

This is a very strong attachment that provides another means to apply stun. A full squad of Stormtroopers with the ability to stun is very dangerous for the Rebels. The other surge abilities are also quite useful. This is one of the strongest attachments that can be obtained from an agenda side mission and can greatly influence the outcome of a campaign.

Special Operations
Leader only
=>: Increase threat by 1.
Obtained from:
  • Core
  • Agenda Deck: Agents of the Empire
  • Forced Mission: Impounded

Analysis:

Reasonably good attachment since it can be applied to a regular Imperial Officer deployment card. After two rounds the officer will have earned back the threat used to deploy him. Additionally, could be attached to a starting group which can bait the Rebels into chasing down the threat generating figure instead of focusing the objective or other targets. If you have your officer near a deployment point you can use his two actions to move a figure closer to the action and then increase threat.

501st Training
Trooper only
Figures in this group gain:
=>: Perform an attack, then gain 2 movement points.
=> =>: Recover 3 damage and become Focused
Obtained from:
  • Stormtrooper Expansion Pack
  • Agenda Deck: Vader's Fist
  • Side Mission: Bunker Buster

Analysis:

The first special action seems very useful. There would never be a reason to not use this special action over just a normal attack. Attached to a Snowtrooper group, you could use this special action in conjunction with Environmental Recovery Gear to recover a damage or remove a harmful effect while still gaining two movement points and an attack. Also, would be very useful in crossing a lot of terrain when combined with the extra +1 speed from Superior Augments. I could see performing a lot of hit and run attacks with trooper groups using this attachment.

Tusken Weaponry
Non-Creature only
=>: Perform a melee attack using 1 red and 1 green die. Apply +1 damage to the attack results. You cannot use abilities during this attack.
=>: Perform a ranged attack using 1 red and 1 blue die. You cannot use abilites during this attack.
Obtained from:
  • Bantha Rider Expansion Pack
  • Agenda Deck: Tusken Treachery
  • Side Mission: Into the Wastes
Analysis:
The melee attack is interesting in that you could potentially do 7 damage in a single attack when combined with Superior Augments (3 damage from red, 2 damage from green, 1 damage from bonus and 1 damage from Superior Augments). I am not sure what to think of this attachment, seems like it could be good but other times you would probably be better off sticking to a regular attack. The ranged attack does more damage than a normal Stormtrooper would do and has the potential to do one more damage but losing the ability to use Squad Training would probably make it a wash. This is the attachment I am least sure how I would use.
Tactical Advance
=>: Another figure in this group gains 2 movement points and becomes Hidden.
Obtained from:
  • ISB Infiltrators Expansion Pack
  • Gray Side Mission: Into the Unknown
Analysis:

Although Hidden is not as strong as Focus, could be useful to generate a little damage. The 2 movement points would require more forethought in activating a group but gaining Hidden might make it worth sacrificing 1-3 movement points. Also, the -2 Accuracy while attacking Hidden units may cause the Rebels to use additional actions or strain in order to guarantee that their attacks will land. Seems like a pretty solid attachment.

Are there any other attachments that I missed? What have others experienced playing with or against these attachments?

Stunning heroes is far too strong in campaign. Not only do missions often come down to the last few actions, but stunning early means actions aren't spent getting threat off the board, which will then stick around throughout the rest of the game causing a huge amount of damage. We don't use Imperial Industry because it's brokenly powerful. Arc Blasters is horrible enough on the Rebels and it costs 3XP and it's stun can be negated by most heroes the majority of the time. A guaranteed stun on surge is way way too much.

The melee attack is interesting in that you could potentially do 7 damage in a single attack when combined with Superior Augments (3 damage from red, 2 damage from green, 1 damage from bonus and 1 damage from Superior Augments). I am not sure what to think of this attachment, seems like it could be good but other times you would probably be better off sticking to a regular attack. The ranged attack does more damage than a normal Stormtrooper would do and has the potential to do one more damage but losing the ability to use Squad Training would probably make it a wash. This is the attachment I am least sure how I would use.

You can't use Superior Augments during the melee attack; it counts as an ability.

It's a pretty good attachment, I think. It makes even regular Stormtroopers more of a threat, and you really need that later in the campaign when the heroes can kill any one unit very quickly. You have to spread out your threat a lot more.

The melee attack is interesting in that you could potentially do 7 damage in a single attack when combined with Superior Augments (3 damage from red, 2 damage from green, 1 damage from bonus and 1 damage from Superior Augments). I am not sure what to think of this attachment, seems like it could be good but other times you would probably be better off sticking to a regular attack. The ranged attack does more damage than a normal Stormtrooper would do and has the potential to do one more damage but losing the ability to use Squad Training would probably make it a wash. This is the attachment I am least sure how I would use.

You can't use Superior Augments during the melee attack; it counts as an ability.

It's a pretty good attachment, I think. It makes even regular Stormtroopers more of a threat, and you really need that later in the campaign when the heroes can kill any one unit very quickly. You have to spread out your threat a lot more.

Good point. I didn't consider the fact that Superior Augments is considered an ability which reduces the value of using this attachment with Tech Superiority & Superior Augments. Still has the potential for higher damage than usually possible however.

The melee attack is interesting in that you could potentially do 7 damage in a single attack when combined with Superior Augments (3 damage from red, 2 damage from green, 1 damage from bonus and 1 damage from Superior Augments). I am not sure what to think of this attachment, seems like it could be good but other times you would probably be better off sticking to a regular attack. The ranged attack does more damage than a normal Stormtrooper would do and has the potential to do one more damage but losing the ability to use Squad Training would probably make it a wash. This is the attachment I am least sure how I would use.

You can't use Superior Augments during the melee attack; it counts as an ability.

It's a pretty good attachment, I think. It makes even regular Stormtroopers more of a threat, and you really need that later in the campaign when the heroes can kill any one unit very quickly. You have to spread out your threat a lot more.

Good point. I didn't consider the fact that Superior Augments is considered an ability which reduces the value of using this attachment with Tech Superiority & Superior Augments. Still has the potential for higher damage than usually possible however.

The damage boost it gives you is much greater (especially the melee attack) than the boost you get from Imperial Industry, but obviously the stun is very significant. It's not very good with an Adaptive Weapons build because you can get both of those dice combinations anyway, and you'd get to use abilities during the attack.