Jabba's Realm campaign - Turf war scenario question

By JudgeWhyMe, in Imperial Assault Rules Questions

Hello

In this scenario, heroes win by destroying all structural weak points. But when a weak point is destroyed, all figures up to 4 cases of the weak point suffer 1 green die damage.
What happens if the last healthy hero destroy the last weak point but suffers enough damage to wound him/her?

Thanks

Edited by JudgeWhyMe

https://www.boardgamegeek.com/thread/1779591/turf-war-scenario-question-spoiler-inside

As far as we know, abilities are resolved fully before checking for win conditions. (This happens a lot in skirmish.)

We also know that if there are multiple abilities that trigger at the same time, the order is mission rules, imperial abilities, rebel abilities, and the imperial player chooses the order of mission rules. (Timing Conflict resolution rules)

This has been ruled for some core missions, but there is also one (Generous Donations) where the intent is the opposite.

Generous Donations End of Round and End of Mission

For rebels it is best to avoid the case.

https://www.boardgamegeek.com/thread/1373530/ffg-unofficial-answers-rules-questions-thread-read

Edited by a1bert
Quote

Rules Question:
In the mission Turf War, what happens if the last unwounded rebel destroys the last structure beam but would be wounded by the trigger event (roll green die and do damage to all figures with range). Do the rebels win instantly as soon as their objective is complete or does the trigger complete? If both complete, who wins?

Similar question but in a different situation. Last unwounded Rebel Hero has 1hp left, max strain and is bleeding. The Hero is next to a terminal and the rebels win if the interact is successful. What happens in this situation if it is but then the hero would be wounded from the bleeding?

Turf War poses a very tricky question. After a lot of deliberation, I believe this falls (unfortunately) under a conflict in which the Imperial player chooses the order of events. Following the rules strictly, the Imperial player could choose to resolve the Collapse first, and would win if that wounded the last healthy hero.

However, I STRONGLY recommend that the mission be played the opposite way. The rules leaned toward one ruling, but in this case they cause the mission to behave in an unintended way. We’ll pay closer attention to these types of conflicts in future missions.

The bleeding issue is a bit clearer. The terminal success would trigger the mission success immediately, before any “after this action” effects like Bleeding can kick in.

Thanks for the questions! I hope that helps!


Todd Michlitsch
Game Developer
Fantasy Flight Games
[email protected]