Just played tutorial ,question.

By VAYASAN, in Imperial Assault Rules Questions

Slow going as I am sure it is for most (I was playing both sides to learn the game, 2 heroes, so removed the Droid and Ewebb).

Picked up on most things (I think) but one burning question is-

(now 3 questions)

1- If I pick lets Fenn Signis, I get his weapon, I get that, but do I take his whole class deck and I can play any of them in a turn? So I cna play tactical movement every turn, trench fighter every turn? I get some of them need to expend strain tokes too, I see that. Finally, one card 'Rebel Elite' says 'when you use Havoc shot', no idea hat that is.

2- Focus- If I get a surge on Imperial Officer, he can use it to become focused....rolls one extra green dice for attacks. Question is, when does this green dice get rolled (straight away?) How long does the focused state last?

3 If a stormtrooper gets 2 surge...can he use them both for extra damage? So 2 extra damage in total or is each ability once per turn?

Thanks for any help.

Edited by VAYASAN

Each hero gets the class cards that do not have XP cost. The others the hero can purchase in the rebel upgrade stage by spending their gained XP.

Focus gives the focused condition after the attack resolves if the target suffered damage (see the reference card). The focused condition must be used in the next attack or attribute test, and is then discarded (see the focused condition card).

Each ability (including surge abilities) can be only used once per timing instance. So, a Stormtrooper can only use one surge for +1dmg.

Also see https://www.boardgamegeek.com/thread/1319188/what-are-some-crazy-or-common-rule-breaking-mistak

Edited by a1bert

1) all you get is the starting weapon. The other class cards are unlocked in campaign when you earn xp. You can then spend xp to unlock the class abilities.

2) focus is triggered the next time you attack or make a skill check. And it is mandatory to use it then. So it's basically setting up a better roll for next time.

3) unless stated otherwise, each surge ability can only be triggered once per attack. So the second surge would have to be used on something else or be wasted. For the heroes this isn't really much of a problem as they can always spend one surge to heal one strain, which is a key mechanic for them to succeed...

8 hours ago, VAYASAN said:

If I pick lets Fenn Signis, I get his weapon, I get that, but do I take his whole class deck and I can play any of them in a turn? So I cna play tactical movement every turn, trench fighter every turn? I get some of them need to expend strain tokes too, I see that. Finally, one card 'Rebel Elite' says 'when you use Havoc shot', no idea hat that is.

You do take his entire class deck, except you can't use any of them until you buy them. You'll notice all class cards (except the starter ones: Rebel usually it's a weapon, Imperial it's usually 1 (or 2 if you're playing Nemesis deck)) got a little number on bottom left corner. So Rebel Elite costs 4xp. "Havoc shot" is Fenn's default power: Havoc shot and Lone wolf

8 hours ago, VAYASAN said:

Focus- If I get a surge on Imperial Officer, he can use it to become focused....rolls one extra green dice for attacks. Question is, when does this green dice get rolled (straight away?) How long does the focused state last?

Focus is a condition, which means the attack must do at least 1 dmg to apply. Also note conditions/keywords are applied at the very end (pretty much after the attack resolves) so it's for next attack

Rules expert can argue the "exact timings on when to apply keywords", but pretend it's "not applied until attack is resolved" is good enough for now

8 hours ago, VAYASAN said:

If a stormtrooper gets 2 surge...can he use them both for extra damage? So 2 extra damage in total or is each ability once per turn?

No, all surge (~) abilities can only be triggered once UNLESS you have stuff like overload , or units like eHK , or weapons like Force Pike

Brilliant, thanks for the replies all, understand all the problems I had over the above now perfectly.

Played the Tutorial through 3 times against myself last night using 2 heroes, think I have that pretty much nailed now (very enjoyable).

Think next ill play with 4 heroes and the additional Droid/Ewebb to spice it up.

After that ill try move on to running the first 1-2 campaign battles a few times to work that out.

The Tutorial is just a demo. It isn't very balanced, not even with the errata (see FAQ from https://www.fantasyflightgames.com/en/products/star-wars-imperial-assault/ - although it's possible the errata has been already integrated into your version), but it shows the basic mechanisms.

Skim through the Rules Reference Guide so you know when to refer to it. After playing each mission, read the relevant things again.

The biggest things to remember are:

1. The Move action lets perform a move, which gives movement points according to Speed. The Move action finishes immediately and does not move the figure. Spending the movement points moves the figure. You can spend movement points before and after actions but not during them. (With a few exceptions.) You don't have to spend all movement points at once. You can move into a space with another figure if you have enough movement points to end movement in a valid space. You need to end movement to perform an action.

2. The heroes can suffer 1 strain for 1 movement point upto twice per activation. That allows them to attack twice, but still have a little movement (for example to gain line of sight). The heroes can also spend one surge per attack to recover 1 strain, even when the attack does no damage. Only heroes can have attacks in both of their actions. Each ability, including surge abilities, can only be used once per timing instance.

3. The heroes need to keep focused on the mission objective. Staying healthy is not (usually) the mission objective. The rebels need to defeat just enough imperial troops as effectively as possible that they get the work done. They'll get better at assessing the biggest threats with practice.

4. You'll probably get some things wrong, so don't worry about it too much.

33 minutes ago, a1bert said:

The Tutorial is just a demo. It isn't very balanced, not even with the errata (see FAQ from https://www.fantasyflightgames.com/en/products/star-wars-imperial-assault/ - although it's possible the errata has been already integrated into your version), but it shows the basic mechanisms.

Skim through the Rules Reference Guide so you know when to refer to it. After playing each mission, read the relevant things again.

The biggest things to remember are:

1. The Move action lets perform a move, which gives movement points according to Speed. The Move action finishes immediately and does not move the figure. Spending the movement points moves the figure. You can spend movement points before and after actions but not during them. (With a few exceptions.) You don't have to spend all movement points at once. You can move into a space with another figure if you have enough movement points to end movement in a valid space. You need to end movement to perform an action.

2. The heroes can suffer 1 strain for 1 movement point upto twice per activation. That allows them to attack twice, but still have a little movement (for example to gain line of sight). The heroes can also spend one surge per attack to recover 1 strain, even when the attack does no damage. Only heroes can have attacks in both of their actions. Each ability, including surge abilities, can only be used once per timing instance.

3. The heroes need to keep focused on the mission objective. Staying healthy is not (usually) the mission objective. The rebels need to defeat just enough imperial troops as effectively as possible that they get the work done. They'll get better at assessing the biggest threats with practice.

4. You'll probably get some things wrong, so don't worry about it too much.

Move action. Does that mean you cant for example, move 2 spaces, attack, then use the remaining 2 movement points to hide behind a wall for example?

My memory is going back to an example in the book where a char moves, opens a door, then moves again.

You specifically can. You perform the Move action to perform a move. If your speed is 4, you gain 4 movement points. This does not move the figure. The Move action has now finished, so you can spend movement points. You can then spend 2 movement points, end movement, and perform another action like Attack action, then spend the remaining movement points.

Also, you can suffer 1 strain for 1mp, suffer another 1 strain for +1mp. Spend 1mp to move 1 space (assuming no difficult terrain), Attack action 1 (potentially recover strain), Attack action 2 (potentially recover strain), then spend the remaining movement point to move 1 space (assuming no difficult terrain).

(And, if you have not suffered strain, recovering strain will recover damage instead.)

Edited by a1bert