Jabba's Realm spoilers

By Tvboy, in Star Wars: Imperial Assault

Seriously how have we not gotten anything yet, I know a ton of people

already got their hands on this early from FB posts. I've been scouring Reddit, BGG, Twitter, Instagram, Pinterest, etc and have not found anything substantial.

Come on people, post some content already!!

I know a ton of people already got their hands on this early from FB posts

Have you tried asking those people for pics?

I know a ton of people already got their hands on this early from FB posts

Have you tried asking those people for pics?

Yes. They're not FB friends, they're people in the IA FB groups that I've joined.

Edited by Tvboy

His 1xp and 3xp cards are really good! Comparable to a nerfed Fenn's Tac. Move

I can't see (too bright) whether or not that armor is free, but it's definitely not worth 4xp

Any skirmish command cards?

Any skirmish command cards?

I asked that guy for skirmish command cards a couple days ago when I saw the same thread pop up on FB. He says he'll get back after a couple days and post some more.

His 1xp and 3xp cards are really good! Comparable to a nerfed Fenn's Tac. Move

I can't see (too bright) whether or not that armor is free, but it's definitely not worth 4xp

It's provides a free block or evade that doesn't require an exhaust, and 3 health to a hero who spends health like strain. That makes it better than Biv's armour which was 3xp

Oh yeah, I was worried about him just bleeding out. Having a ton of health is great, but without any blocking ability he might be one of the squishiest heroes in the game- basically like a Bantha Rider, which is definitely easy to take down in a single round. I'm glad he has the ability to gain some damage blocks and surge cancels in his class deck.

His 1xp and 3xp cards are really good! Comparable to a nerfed Fenn's Tac. Move

I can't see (too bright) whether or not that armor is free, but it's definitely not worth 4xp

It's provides a free block or evade that doesn't require an exhaust, and 3 health to a hero who spends health like strain. That makes it better than Biv's armour which was 3xp

If it was a block or evade on top of a defense die it would be super strong, but since he has no defense to begin with this is only okay. But giving that huge pile of health at least some sort of defense is pretty good. Probably a must. Without the armor 2 squad activations of rTrooper will likely wound him out, but with it even 3 squads likely won't.

Biv's is 4 health + exhaust for reroll which is considered on the weak side, but that 4 health is on someone rolling a black die is better than giving someone 3 health who only has one block.

I'm pretty sure this is going to be the worst hero they've ever designed, which is why I'd really like to see the other ones.

Think about how much damage the average hero blocks with their defense dice, then convert that damage into HP. Almost all of the heroes have more HP than this guy when you do that, and that's not factoring in the crapton of damage he deals to himself to use his abilities. They should have just given him a black die or even a white die with Expendable.

I'm pretty sure this is going to be the worst hero they've ever designed, which is why I'd really like to see the other ones.

Think about how much damage the average hero blocks with their defense dice, then convert that damage into HP. Almost all of the heroes have more HP than this guy when you do that, and that's not factoring in the crapton of damage he deals to himself to use his abilities. They should have just given him a black die or even a white die with Expendable.

White die with expendable would be good. Still, I think that he has potential with certain builds.

With "Get Down" and the armor (total of 5XP) you get the potential for any 2 of either block damage/surge cancel, +3 health. That's a hero with 23 health (starting), and the armor gives him a pretty adaptable blocking power that is honestly better than a good deal of White or Black dice results anyway (better than blank on white, and better than any single damage block/ surge cancel result since it's so adaptable). Add in Get Down, and for at least one attack Onar gets an almost guaranteed second adaptable block (both of those traits have a yellow dice, when he's healthy), which is pretty much a better roll than anything except for White's Dodge and a Black triple damage block. I think he'll be really weak early on, but his optimal build can be brutal- especially since, even once he's wounded, he can help keep other characters from being taken down.

Edited by subtrendy

Have we seen his wounded side? It'd be awesome if he got better on his wounded side and then the imp has to take into acct how much they actually are willing to injure this guy. That'd be cool.

I think he should gain a movement point. And have the same health again. And a better strength test. Call it adrenaline. He is an alien species after all who's to say it can't happen ;) That'd be an interesting hero.

So this guy finally did an image dump, but only of cards that have all already been spoiled, except for one. His Porky Pig video at the end and his comment that "Santa brought it of course" makes me feel like he's trolling us, but I'm hopping he's just be a super casual from Europe that doesn't know any better. I guess we should be grateful.

Skirmish players, enjoy your first ever 1 point figure.

http://i.imgur.com/qnB8RDv.jpg

Edited by Tvboy

I'm going to make my first post somewhat controversial by saying I like the character, especially thematically, and think it's too early to say it's badly designed. However, he looks like one for careful and patient players. Eventually with the free movement point, possibly-free interact, and health and blocking/evading bonuses combined with his rest ability, I think he will be quite handy. As someone else noted, he uses health instead of strain, and as it looks like he will never accumulate strain unless it is inflicted on him, recovery will be auto-health. That said, I don't think I will be using some of those health-bought abilities much as the do look like they will hasten his end. Even if you only make sparing use of some of his abilities, he will still work thematically as a bodyguard as the IP won't be able to resist the defense-dice-less meat shield.

Have we seen his wounded side? It'd be awesome if he got better on his wounded side and then the imp has to take into acct how much they actually are willing to injure this guy. That'd be cool.

I think he should gain a movement point. And have the same health again. And a better strength test. Call it adrenaline. He is an alien species after all who's to say it can't happen ;) That'd be an interesting hero.

I don't believe we have.

I know I said this yesterday, but just to sort of hammer my point about the dice home, with images, take a look at this image, courtesy of Rythbryt's probability article , particularly the white and black die.

1_0_Dice_Chart.jpg

With the Black Sun Armor, Onar's defense is objectively better than half of the black die results and half of the white die results. The ability to choose between damage block and surge cancel means that it is actually better than any of the single damage blocks, surge cancels, or blank sides on either die.

pIz02d5.jpg

Then, with the added choice of "Get Down", once per turn Onar's defense is more likely than not able to add an additional surge cancel or damage block.

YIxgC1u.jpg

With two adaptable "block types", once a turn his rolls are reliably better than roughly 84% of either die's roll. That's not bad at all.

Finally, he's able to recover 4 every time he rests, with an additional automatic 2 damage recovered. I'm not as worried about Onar as I once was. He'll just have to get through some tough early missions before he can build up.

We don't know what he flips to, Get Down may become fairly worthless when he flips. It also consumes any focus he has when he uses it, whether you want to or not. It sure isn't Wookie Loyalty.

We don't know what he flips to, Get Down may become fairly worthless when he flips. It also consumes any focus he has when he uses it, whether you want to or not. It sure isn't Wookie Loyalty.

True, it's not. But if you're fighting against an enemy and need to block a surge to prevent extra damage or a stun, you'll be glad it isn't.

I don't know, I'm not saying Onar is going to be the best hero in the game- just that he does have potential, and he's going to be very different to play as.

We don't know what he flips to, Get Down may become fairly worthless when he flips. It also consumes any focus he has when he uses it, whether you want to or not. It sure isn't Wookie Loyalty.

I don't think it would be mandatory to lose a focus if he had one as he could just choose not to use the ability ("Exhaust this card to..." is an optional thing). You're right, though, that it is a bit of a black mark against the card that you probably won't ever want to use it when focused.

Some people might be confused, but Black Sun Armor costs 4xp, you can see it through the glare in the picture.

So saying that Onar is more durable than any of the other heroes after spending 5 xp is not that impressive. A lot of other heroes are getting HP boosts in addition to focus/free actions etc. Also Get Down is an exhaust, so you only get it against a single attack, and usually the Imperial player is inflicting damage over multiple attacks. And as someone else above said, it gets really miserable if Onar happens to be focused, such as from Hold Still. If I had to play Onar, Get Down would probably be the 11th XP that I spend, although I'd probably go for the other 4xp card instead. Here would be my build:

1st 1xp Keep Up

2nd 2xp Mutual Destruction

3rd 4xp Black Sun Armor

4th 3xp Hold Still or 4xp Don't Make Me Hurt You

We don't know what he flips to, Get Down may become fairly worthless when he flips. It also consumes any focus he has when he uses it, whether you want to or not. It sure isn't Wookie Loyalty.

I don't think it would be mandatory to lose a focus if he had one as he could just choose not to use the ability ("Exhaust this card to..." is an optional thing). You're right, though, that it is a bit of a black mark against the card that you probably won't ever want to use it when focused.

Right, he just wouldn't be able to use that ability.

Does nobody see how awesome brute strength is? His fist check is a bloody BYY. That is a pretty good card.

Does nobody see how awesome brute strength is? His fist check is a bloody BYY. That is a pretty good card.

It's a nice ability, as the double-yellow is great for an attribute test (the blue much less so). I'm always a little hesitant about double-surge checks, but with the double-yellows, it might be reliable enough to count on it. If so, the fact you can exhaust to perform an interact at no action cost is a nice bonus.

That said, it is strictly an interact/attribute test card, so its usefulness in combat will be minimal (unless there are upgrades like the survival suit that require attribute tests to trigger bonuses). Not sure any interact card is worth 3xp, and based on group composition (Loku, Mak), there may be teammates that can have similar effects at a better price point.

Will have to think about this more...

What's nice about it is that it does make him still useful for performing tests. He's adaptable, which is nice. Characters, particularly damage dealers and tanks, typically have at least one attribute test they're terrible at. Onar can actually be decent at most things, at least once a turn.