Heart of the Empire prediction thread

By Norgrath, in Star Wars: Imperial Assault

I enjoy doing these even if people don't add their own ideas.

  • The campaign will have two potential final missions, one including Maul and the other including Palpatine
  • One mission in the campaign will involve multiple face down mission tokens, one of which is a different color and represents the shapeshifter
  • It will be possible to discard multiple power tokens for one attack, but at most one of each type
  • The imperial class involving companions will have the ability to add two distinct companions (Seems unlikely based on preview)
  • J4X-7 will have around 6 health (enough that it will often take more than two attacks to kill him) and a G melee attack pool with +1 damage (Similar in principle given that he's ranged but no)
  • Jarrod will have a class card that adds a second die to Jax's attacks (Mechanical Master)
  • Jarrod will have at least one ability (other than parry) that benefits from having multiple melee weapons (Leaping Slash)
  • The skirmish version of Jarrod will only deploy Jax when he deploys (Yes unless you want to be very pedantic)
  • One of Ko-Tun's 4 cost cards will replace the tokens from arms distribution with wild tokens (which will be usable for any symbol) (No although it's similar to the third effect on squad cohesion)
  • One of Ko-Tun's abilities will place the energy shield token
  • Drokatta will have an ability that deals direct damage to objects(Demolish fulfills that but I'm expecting something more extreme)
  • Drokatta's starting weapon will NOT have the ability to add blast to attacks (No)
  • Instead his grenade launcher will be represented by the a special action at a cost of 2 strain allowing him to roll a green die and deal damage equal to the number rolled to everything adjacent to a space(No)
  • One of Drokatta's abilities will place the rubble token (Demolish)
  • Basic Riot Troopers will have 6 health each and a GG attack pool (seems less likely given the stats for sentry droids) (no)
  • Crowd control (the riot trooper ability that decreases their damage) will push the target if the attack deals damage (no)
  • The AT-DP will cost 9 threat. (Woot)
  • There will also be skirmish upgrades to fix Han and Chewie (yes)
  • *NEW* Sentry droids (since I haven't seen anyone say anything about them) will have a BR attack pool, a surge for bonus accuracy and assault. (Weaker than I thought they'd be)
Edited by Norgrath

MINOR SPOILERS for RETURN TO HOTH

I'd like to see a single, multipart finale, instead of two finales, more like in RtH. The first half could be focuses on taking down Maul in the undercity. Then, once Maul has taken a certain amount of damage, clean off his deployment card and give it to the Rebels- he's working with them now to take down Palpatine.

The second half of the finale would add a board that leads into Palpatine's throne room, where the Rebels are met with Vader and Palpatine, working together against Maul and the Rebels. This would be a pretty incredible finale. (or, I guess it could be the final two missions, too).

At this point my guess is that there will be two finales.

One where you confront Maul, the other where you confront Palpatine.

But your idea sounds much more exciting...

I'm guessing one of the imperial classes will be about the Dark Side of the Force aka Palpatine (perhaps you spend threat for bonus effects) and the other class will be about Rage aka Maul (like a berserk type deck where units get stronger when injured and injure themselves for stronger attacks)

Just posted in another thread but -

On 5/5/2017 at 11:46 PM, Norgrath said:

One mission in the campaign will involve multiple face down mission tokens, one of which is a different color and represents the shapeshifter

Yes, and it will be one of the HEROES that's the shapeshifter; the rest of the mission (or maybe the next mission?) includes rescuing them :D

Kind of going off of my earlier post- much like Jabba's Realm utilized a lot of the somewhat overlooked and underplayed units from the core box, I expect HotE may do the same. I think we'll see Vader come into play a few times (even if he's not in the finale) and the Royal Guard champion seems like an excellent fit as well.

In fact, I wouldn't be surprised if one mission is inspired by the infamous Rogue One scene, in which the heroes have to race Stormtroopers to extract Rebel troopers out of a hallway, while Vader has to try to cut his way through debris (neutral mission tokens) to get through the hallway to the troopers and slay them before they escape.

One of Ko-Tun's 4 cost cards will let a character regain a power token when they spend a power token (or allow Ko-Tun to pass the token when it gets used).

Jarrod will be kind of meh both in Campaign and Skirmish.

Drokatta will be awesome, even if only because he's a Wookiee with an M32.

Wild power tokens will probably be able to be used as "other power tokens" rather than any dice symbol, otherwise dodges everywhere!

Otherwise, abilities that cancel dodges will be much more attractive.

On 5/8/2017 at 8:00 PM, patrickmahan said:

I'm guessing one of the imperial classes will be about the Dark Side of the Force aka Palpatine (perhaps you spend threat for bonus effects) and the other class will be about Rage aka Maul (like a berserk type deck where units get stronger when injured and injure themselves for stronger attacks)

I agree that one IP class decks will be about the dark side but I think the second will be about police force which I've taken to calling "Martial law". Someone pointed out that the article suggests that one of the IP decks will be about companions, which is possible, but I'm less excited about.

Oh, thinking out loud, could the force deck give you abilities to force-throw the new debris tokens at figures?

Edited by VadersMarchKazoo

Yeah, I'm really not all about the companion mania. Half the driving force behind the blister packs (which is a huge portion of the components for this game) is the avoidance of having to use tokens alongside the significantly more impressive miniatures (doubly so if painted). Companions don't even really have an in-game alternative to tokens, and even if one were to try to replace them (for instance, with WOTC minis), they wouldn't work as well, since companions can occupy the same space as units. It just seems like a sort of backwards addition to the game, to me.

Edited by subtrendy
On 5/11/2017 at 3:27 AM, FatherTurin said:

Wild power tokens will probably be able to be used as "other power tokens" rather than any dice symbol, otherwise dodges everywhere!

This is actually what I meant I just didn't word it that carefully.

Do we know how Wild Power Tokens are obtained yet? So far I've just seen a lot of Damage+1 or Block+1 givers.

1 minute ago, subtrendy said:

Do we know how Wild Power Tokens are obtained yet? So far I've just seen a lot of Damage+1 or Block+1 givers.

I expect that they'll mostly be gained through non-repeatable means (possibly on deployment, through command cards or supply cards).

So the first preview confirms several of my predictions, refutes a few and has some that are quite similar in principle but not entirely correct.

Elite Sentry Droid prediction:

Cost 8, No additional abilities, Rapid Fire instead of Multi-Fire, Surge for 2 DMG instead of 1 DMG, Surge for +2 Range instead of +1. Maybe an additional +1 range, +1 DMG or even a Focus on the Charged Weapon, called Over-Charged Shot.

Edited by DerBaer
58 minutes ago, DerBaer said:

Elite Sentry Droid prediction:

Cost 8, No additional abilities, Rapid Fire instead of Multi-Fire, Surge for 2 DMG instead of 1 DMG, Surge for +2 Range instead of +1. Maybe an additional +1 range, +1 DMG or even a Focus on the Charged Weapon, called Over-Charged Shot.

those regular sentry droids are too similar to the regular gamorreans. I have a feeling the elite ones will be great, but the regular will stay in the box unless playing campaign.

2 hours ago, DerBaer said:

Elite Sentry Droid prediction:

Cost 8, No additional abilities, Rapid Fire instead of Multi-Fire, Surge for 2 DMG instead of 1 DMG, Surge for +2 Range instead of +1. Maybe an additional +1 range, +1 DMG or even a Focus on the Charged Weapon, called Over-Charged Shot.

1 hour ago, buckero0 said:

those regular sentry droids are too similar to the regular gamorreans. I have a feeling the elite ones will be great, but the regular will stay in the box unless playing campaign.

Sounds like the new Imperial Skrimish Meta might become 2x Elite Sentry Droids each with Cross-Training to fits the spy lists that are so desirable.

16 hours ago, wannabepudge said:

Sounds like the new Imperial Skrimish Meta might become 2x Elite Sentry Droids each with Cross-Training to fits the spy lists that are so desirable.

My thoughts exacly

I noticed this yesterday. What about the regular Sentry Droids makes them fit the Guardian trait? None of their skills align with other guardians of the game. I think it will be nice to have that trait when (ok if) the guardian CCs are boosted, but it seems like a stretch to me. I suppose you can argue that a Sentry by nature guards something, so I guess I'll go with that. So I'll guess that the Elites fit the trait by skills, but I think I like some of the other guesses better.

swi46-sentry-droid.png

17 minutes ago, wannabepudge said:

I noticed this yesterday. What about the regular Sentry Droids makes them fit the Guardian trait? None of their skills align with other guardians of the game. I think it will be nice to have that trait when (ok if) the guardian CCs are boosted, but it seems like a stretch to me. I suppose you can argue that a Sentry by nature guards something, so I guess I'll go with that. So I'll guess that the Elites fit the trait by skills, but I think I like some of the other guesses better.

swi46-sentry-droid.png

So this occurred to me as well. It could just be to prevent other Guardians (WGs' Keep the Peace and RGs' Vengeance and Sentinel) from triggering related abilities off of them.

Edited by Uninvited Guest
1 hour ago, Uninvited Guest said:

So this occurred to me as well. It could just be to prevent other Guardians (WGs' Keep the Peace and RGs' Vengeance and Sentinel) from triggering related abilities off of them.

It's funny, but looking at this it occurs me the Guardian might be the only trait in the game where having it is more negative than positive.

1 hour ago, ManateeX said:

It's funny, but looking at this it occurs me the Guardian might be the only trait in the game where having it is more negative than positive.

why is that ? I can think a couple of decent Guardian command cards (there are actually a few more than that, they just don't get used as much as Trooper, etc cards or they share a trait) But other than the Wing Guard as allies, how is it a negative?

Edited by buckero0
24 minutes ago, buckero0 said:

why is that ? I can think a couple of decent Guardian command cards (there are actually a few more than that, they just don't get used as much as Trooper, etc cards or they share a trait) But other than the Wing Guard as allies, how is it a negative?

For exactly the reason Univited Guest mentioned: they don't trigger a lot of the other guardian abilities (royal guards, wing guards). And maybe you're right that there are some decent guardian command cards (I don't have my game here in front of me to look) but I can't remember ever seeing any of them played against me.

3 hours ago, Uninvited Guest said:

So this occurred to me as well. It could just be to prevent other Guardians (WGs' Keep the Peace and RGs' Vengeance and Sentinel) from triggering related abilities off of them.

Good point, and with only 5 health that annoys me a bit. Would make more sense for the 7-8 health elites, but the already squishy regs, too bad haha.

11 hours ago, wannabepudge said:

Good point, and with only 5 health that annoys me a bit. Would make more sense for the 7-8 health elites, but the already squishy regs, too bad haha.

I wouldn't say, they are squishy. Actually they are along the toughest regulars in the game (not counting wookies obviously :D), so I am counting for AT LEAST 8 hp foe elites

.

On 6/5/2017 at 5:46 AM, Norgrath said:

I enjoy doing these even if people don't add their own ideas.

  • The campaign will have two potential final missions, one including Maul and the other including Palpatine

On 8/5/2017 at 10:29 PM, subtrendy said:

MINOR SPOILERS for RETURN TO HOTH

I'd like to see a single, multipart finale, instead of two finales, more like in RtH. The first half could be focuses on taking down Maul in the undercity. Then, once Maul has taken a certain amount of damage, clean off his deployment card and give it to the Rebels- he's working with them now to take down Palpatine.

The second half of the finale would add a board that leads into Palpatine's throne room, where the Rebels are met with Vader and Palpatine, working together against Maul and the Rebels. This would be a pretty incredible finale. (or, I guess it could be the final two missions, too).

What if one of the endings (or the ending one) get around assisting Ahsoka against Vader? Would be really awesome, something like a second round between the Master and the Apprentice <3