Custom Characters

By demon3o5z, in Star Wars: Imperial Assault

I know plenty of people post homebrew characters, and that's cool. I'm wondering if anyone else out there would like to see a little bit more RPG injected into this game though. Maybe not for skirmish, for balance reasons, but for campaign. What got me thinking about this is the Walking Dead miniatures game. Probably not going to pick that up, but they've got a character builder based on a points system built into the game. Here's my pitch:

Single model expansion.

- One model

- Comes with a base template for stats based on class such as Smuggler, Spy, Soldier, (wow a lot of them start with 'S'), Force User, etc.

- 2 Class decks (1 primary, and 1 secondary. That way if you pick up another class you can mix the decks together to get something unique, like a Smuggler that can force push or a Soldier that's good with machines)

- 1 Side mission with a class specific reward

- Maybe a generic class card for skirmish

From my point of view, a lot of the fun of Star Wars comes from imagining yourself in the role of one of its archetypes. I know we already have EotE, AoR, and FaD, but full on RPGs take a lot of commitment. I think a simple RPG/Dungeon crawler hybrid would please a lot of people.

(Could also proxy a character with your own model but then you're, ya know, that guy)

Stupid idea? Great idea? Greatest idea?

Pretty cool idea!

I like the idea of creating your own class decks. The only issue I'd see is for when class cards react with an ability on the hero sheet- but I guess it could be designed to not have class cards do that in the custom sets.

There could also be the option of allowing the player to pick from a set of abilities based on class. That way a class card could just reference "Smuggler Ability".

It'd be a tricky work around, but worth it in the end I think.

I'm thinking something up that is similar.

I started with thinking about attribute tests and how little they're used in the game.

Why not be able to allow characters to loot bodies, search for traps, hack terminals showing deployment points or "surprise" deployments in unexplored areas.

I was also thinking of changing the skill/xp cards and allowing each character to only have a max of 3. You'd be able to trade cards in as you gained more xp.

I've started making a more dungeon crawl style campaign mission. It eliminates threat and rounds unless the mission uses some element of it in the story.

The mission is 3 stages/maps and involves the heroes being hired by the Imperials to investigate a base they lost communications with. They quickly discover that the base has been overrun by the AI the Imperials have been developing and it can somehow control animals/beasts.

The end of a stage offers up the xp advance and equipment upgrade, no credits invlolved.

Traps require heroes to make insight tests to see if they can find them when searching. When sprung, they can make a strength test to try and get out of the way or take 1/2 dmg etc.

Terminals can be hacked with a tech test to find out valuable information.

I'll post it somewhere when it's done for people to test out and give some feedback. It's been lots of fun to think up!

@Quigman the kind of stuff you're talking about would be great. The system they have already is a great skeleton for something more fleshed out like that.

I would love to see this work but I don't think it would. Basically the hero decks are designed around the cards working with the cards in their class deck and not others (for instance Mak has a 2xp card that has like 3/4 of the functionality of one of Jyn's 4xp cards and it works because Jyn's other abilities get more leverage out of it) they could have done things in the way you're suggesting from the start (in fact I think descent does) but they can't do one and format it in the way they would the other. I think the most likely outcome trying this is wasted design space.

I wouldn't be mixing character cards or changing anything, just limiting the number of xp cards a character can have to 3.

Got 5 xp, take a 4 xp and 1 xp card. Or the 2 xp, 2 xp, and 1 xp card, etc.

As you get more xp, you can pool your xp and switch up your cards, but you have a max of 3 cards.

Eventually, it'll almost feel like "okay what tools should I bring for this mission?"