Jabba's Realm spoilers

By Tvboy, in Star Wars: Imperial Assault

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...

He can't be stunned, he can't bleed, he can't be weakened... He can get a free interact, and possibly 3 movement points (2 for 2 strain, plus 1 from the one class card), meaning he can move 3 spaces, open a door, and shoot twice - with a possible additional red die on his attack, possibly GGRR if he's focused as well. And we still need to see what new weapons there are, and what his mission reward is...

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...

He can't be stunned, he can't bleed, he can't be weakened... He can get a free interact, and possibly 3 movement points (2 for 2 strain, plus 1 from the one class card), meaning he can move 3 spaces, open a door, and shoot twice - with a possible additional red die on his attack, possibly GGRR if he's focused as well. And we still need to see what new weapons there are, and what his mission reward is...

He can't be bargained with. He can't be reasoned with. He doesn't feel pity, or remorse, or fear, and he absolutely will not stop eating....

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

I'm not quite sure what to make of the armor, so I ran some quick numbers to see if it's worth the steep xp investment. After looking them over, I'm still not sure, so I thought I'd share them...

Contrary to what I thought initially, a single block or evade doesn't give Onar great odds at avoiding damage from incoming attacks, even against imperial grunts. Here's his expected damage against the ten most popular "filler" imperial units (i.e., the units that populate most initial deployments and closed groups):

A1_1_Block.png

A2_1_Evade.png

Against these grunt units (none of whom have a surge for +2D), the block seems to be the best choice virtually every time (as Onar can't gain harmful conditions, at least in his healthy state). He's still taking an awful lot of damage, though, as virtually every grunt unit has an 80% chance or better at getting at least 2 damage past his block (the exception being Imp Officers and Stormies--at least on their initial attack roll). If he opts for the evade, every grunt has an 80% chance or better of dealing at least 2 damage. Cheap Probes, HKs, red-dice units like the Tusken Raiders, Royal Guards, and Heavy Stormies, and even the generic Trandos (if they're adjacent) all have better than 50% odds of dealing at least 3 damage no matter what Onar chooses.

And, of course, these are just grunts--elites and uniques are likely to hit harder.

On the flip side, most of these figures--while higher than I expected--are quite a bit lower than they'd be if Onar had no defense results , which is how he'd play without this upgrade. Here's how how much adding a single block or evade reduces the attacker's damage odds:

A6_4_5_Damage.png

A5_6_Damage.png

Just to help with reading the chart, adding a single block reduces a Stormtrooper's odds of dealing at least 3 damage from 83% to 17% (sans rerolls), which is significant. Since those are the most plentiful unit in campaigns (at least in initial deployments and reserve groups), that sort of damage reduction alone might be worth the high 4xp cost, especially if the IP is heavily invested in stormtroopers through his class deck or agenda sets.

The Stormtroopers suffer by far the most stark drop, but virtually every two-die unit suffers a significant loss in its ability to deal 3 or more damage if a single block is introduced. The exceptions are the Royal Guards (who combine a red attack die with a yellow die to surge and an ability to surge for Pierce 1, which cancels out the block from Onar's armor) and adjacent trandos, thanks to their built-in +1D from being adjacent coupled with their ability to surge for Pierce 2). The three dice units (Probe and HK) don't suffer a noticeable drop until they hit the 4-5 damage plateaus... so it doesn't look like this armor can be Onar's only solution to dealing with them.

Taking the Evade results in a less drastic reduction on Stormie damage (83% to 58%), but is still significantly altering the attacker's combat odds. The impact is most pronounced against attackers who roll only two dice, and either lack a red attack die or do not have the ability to Pierce (Block). The 1 Evade is (obviously) much more effective if the attacker has the ability to surge for a damage (Stormtrooper, IO, Wing Guard, Heavy Stormtrooper, Probe, HK), and does nothing against units that surge for, say Pierce, instead of damage (Trandoshans, Snowtroopers, Royal Guards, Tuskens). Against elites that can surge for +2D, the evade is likely to be more effective (especially against attackers like Elite Heavies, which are likely to only roll 1 surge, if any).

My initial thought is that the armor's value is going to depend in large part on the expectation we have for it. If we're expecting it to prevent Onar from taking significant amounts of damage, the numbers suggest it's unlikely to perform well in that role, especially if the IP plays around it through focused fire and selecting units that roll high numbers of dice (like 3 threat Probes). But if we expect the armor to give us small amounts of passive damage mitigation each time we're attacked, that seems to be a far more realistic expectation (I'll last longer against stormies that have a 58% chance of dealing 2 damage than against stormies that have an 83% chance to deal 3 damage... right?).

Best I can figure, I think the latter is what we're paying for with this upgrade. Whether that's worth 4 xp (out of a max 11-13 xp) is another question entirely. :P

Edited by Rythbryt

The problem with the armour is that....everyone else can get armour as well. Yeah, there's arguments for the worth of credits vs XP, but even so. Black Sun Armour would have been much, much better if it wasn't armour, and you could stack it.

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

That might be the lynchpin for a team support build. Too bad it's not obtainable until the 4th mission.

I mostly find it interesting that Onar has literally nothing that strains him except using strain to move. This makes his resting, and surge to heal during attacks incredibly efficient. His starting weapon may as well read "surge: recover 1".

With Brute Strength and Rush, stopping him from achieving objectives is going to be hard. You block with a figure, he moves next to them, pushes them out the way, moves into that clear space, interacts (for free), using his beastly strength test to do anything.

I also think there's going to be some fun equipment builds for Onar. The Environment Hazard Suit and Cybernetic Arm turn his single rest into a 8 hp rest. Throw in a portable med-kit and he could potentially rest for 8, and deplete the medkit/Hazard suit to heal 17 HP for 1 action. Survival gear with brute Strength is going to allow a re-roll on any test, or a re-roll for the free interact.

Also, just a few rules questions. Can his non exhausts, like mutual destruction and stay behind me, be used multiple times in a single attack? And can Rush trigger off Keep Up, if used after another figures activation? If so, would it also then work with say, Fenn's tactical movement, or Gideon's Command, or even Diala's Force throw?

Against these grunt units (none of whom have a surge for +2D), the block seems to be the best choice virtually every time (as Onar can't gain harmful conditions, at least in his healthy state).

The evade is to try block blast and cleave, he is a bodyguard afterall.

Edited by neosmagus

Have there been any spoilers of the other heroes or the new Skirmish Command Cards?

Against these grunt units (none of whom have a surge for +2D), the block seems to be the best choice virtually every time (as Onar can't gain harmful conditions, at least in his healthy state).

The evade is to try block blast and cleave, he is a bodyguard afterall.

That's true. In which case, it'd be good to see his wounded side... :)

Have there been any spoilers of the other heroes or the new Skirmish Command Cards?

There were some spoilers in an article a ways back, but nothing recent that I've seen. :( maybe today! :)

Have there been any spoilers of the other heroes or the new Skirmish Command Cards?

There were some spoilers in an article a ways back, but nothing recent that I've seen. :( maybe today! :)

Darn, I was hoping someone would post all the pics of unspoiled materials from the box. I'm super excited to see what the Heroes' command cards do as well as any other fun creature or massive command cards to go with the Rancor

Have there been any spoilers of the other heroes or the new Skirmish Command Cards?

There were some spoilers in an article a ways back, but nothing recent that I've seen. :( maybe today! :)

Darn, I was hoping someone would post all the pics of unspoiled materials from the box. I'm super excited to see what the Heroes' command cards do as well as any other fun creature or massive command cards to go with the Rancor

You and me both!

Some more cards have been spoiled today, but unfortunately none of the command cards for the three new heroes nor any with the creature or massive keyword (the latter making me suspect that there might not be any).

Can his non exhausts, like mutual destruction and stay behind me, be used multiple times in a single attack? And can Rush trigger off Keep Up, if used after another figures activation? If so, would it also then work with say, Fenn's tactical movement, or Gideon's Command, or even Diala's Force throw?

Each ability can only be used once per timing instance. (So, also applies to attack and defense abilities, making them once per attack.)

Rush can trigger once during Fenn's and Diala's and Gideon's activation as well as once during Onar's own.

Keep Up though, is happening between activations, so I don't think Rush can be used with it.

Edited by a1bert

So, got the box yesterday. Can confirm that Omar's wounded side isn't him Hulking out, and he goes down to 3 speed. So he's going to really struggle to keep up once he does get wounded.

Thanks for the spoilers, Tvboy. I added them to tabletopadmiral. If anyone has the rest, I'd appreciate it! I won't have images up til I get clean ones though, hopefully from FFG.

So, got the box yesterday. Can confirm that Omar's wounded side isn't him Hulking out, and he goes down to 3 speed. So he's going to really struggle to keep up once he does get wounded.

He mostly gets worse, but he does also get better in a way, he loses the 1 rest limit, so he'll be fairly hard to withdraw.

So, got the box yesterday. Can confirm that Omar's wounded side isn't him Hulking out, and he goes down to 3 speed. So he's going to really struggle to keep up once he does get wounded.

He mostly gets worse, but he does also get better in a way, he loses the 1 rest limit, so he'll be fairly hard to withdraw.

It's a wasted game mechanic opportunity ;P it would have been awesome if he "Hulked" out!

So I guess with the way it is set up for at least a few of the story missions the Rebels get to pick which job they want to do for Jabba?

So I guess with the way it is set up for at least a few of the story missions the Rebels get to pick which job they want to do for Jabba?

Seems that way. I don't remember a rule saying you get to pick which story mission you want, but it looks like it. Basically they got rid of the branching based on win/loss and just let you choose. I think that has as many problems as it solves.

· During each Mission Stage, the heroes choose one active mission to resolve.

-- The campaign log lists the type of active mission the heroes can choose during each Mission Phase. For example, if it says "Story Mission" the heroes must choose an active Story Mission to resolve. There is often only one active Story Mission at a time.

-- Active missions that are not chosen are saved between sessions and remain active until resolved.

It's been in the rules since the beginning, but there has been only one active story mission to choose from.

Edited by a1bert