When using Embrace Suffering- I imagine that the attack will include surges associated with the weapon and attachments only. Not hero specific abilities....
Streets of Coruscant
8 minutes ago, VadersMarchKazoo said:When using Embrace Suffering- I imagine that the attack will include surges associated with the weapon and attachments only. Not hero specific abilities....
Depends on the abilities.
FAQ, SPECIAL SITUATIONS REGARDING ATTACKS said:· Some abilities allow players to perform an attack with a hostile figure. To resolve such an attack, the player resolving the ability controls the hostile figure for the duration of that attack.
By controlling the Rebel figure, the imperial player can thus use any of the abilities available, and choose which weapon to use (if a hero carries two weapons). A few things to note:
1. It allows to perform an attack - so any special actions are not available.
2. Any attack-related "during your activation" or "once per activation" abilities are not available, because during end of round there is no figure activating.
3. It costs 2 threat and an exhaust. (So the other ability cannot be used during the same end of round).
Edited by a1bert
1 hour ago, a1bert said:Depends on the abilities.
By controlling the Rebel figure, the imperial player can thus use any of the abilities available, and choose which weapon to use (if a hero carries two weapons). A few things to note:
1. It allows to perform an attack - so any special actions are not available.
2. Any attack-related "during your activation" or "once per activation" abilities are not available, because during end of round there is no figure activating.
3. It costs 2 threat and an exhaust. (So the other ability cannot be used during the same end of round).
The 2 threat stings but an important limitation. I'm a sucker for thematics and this just seems too fun.
Based on your clarification it's a little more flexible than I thought
but it does cost 4xp
Edited by VadersMarchKazooYou can see that tile:

Here as well, without the blue stuff:

My guess is that it was taken from a mission or Skirmish map. Perhaps in a specific mission, the Rebels can enter the speeder to fly to another nearby, unconnected map piece, as you suggest.
Edited by subtrendy2Probably a spawn point since there is no rebel spawn on that picture.
In the article, it mentions that the Shielded card would allow 88-Z to place only one Shield generator per round.
However, it's not an attack. Why couldn't 88-Z do it twice? Is there a rule I'm missing about imperial figures and special actions?
EDIT: Nevermind! I just found the rule saying that any special action can only be done once per activation.
Edited by Abak19 minutes ago, patrickmahan said:Probably a spawn point since there is no rebel spawn on that picture.
I'm thinking that the rebels arrived by cab. Uber sucks even on corascant
I'm starting to think the Han/Chewie fix will be a two-for-one like this:
Chewbacca skirmish upgrade [1 point]
Deploy Han Solo for free - essentially making the PAIR of them 16 points. Then possibly re-arranging some of his abilities or surges.
Leaving the last skirmish upgrade to be for Boba or for the AT-ST.
7 hours ago, caseycheesecake said:I'm starting to think the Han/Chewie fix will be a two-for-one like this:
Chewbacca skirmish upgrade [1 point]
Deploy Han Solo for free - essentially making the PAIR of them 16 points. Then possibly re-arranging some of his abilities or surges.
I hope this is not what happens. I want an independently viable Chewie and Han. It's cool if they have some synergies when they're together, but it limits list building if they have to be a pair.
Edited by FightwookiesOn 7/26/2017 at 1:34 PM, RogueLieutenant said:So call me a nerd bu this picture concerns me lol
That looks a lot like the interior of the Jedi Temple.
At the time of this campaign, the Jedi Temple would have already been re-purposed as the Imperial Palce, the Emperor's Residence.
It seems a bit far fetched that these heroes would sneak into that place and start stirring up trouble lol.
But maybe. Palpatine is sure to show up in the campaign after all. Maybe he's like what's all that racket downstairs? and sees you stealing his stuff...
Well they could have called this expansion Wax of the Empire and have the heroes invade Madame Tusstars' Jedi Wax Museum where they encounter an animatronic Darth Vader that is all machine and no man.
The council chamber is iconic. It's where lazy eye muppet Yoda and Hayden Christensen did all their best acting. ![]()
- Man, this campaign sounds epic
- For the life of me, I can’t understand “Shrapnel Rounds” - Is information missing?
- Loving both imperial decks. Already thinking of hero abilities/class skills that’ll get around 88-z’s auto dodge…Vinto, my man! “Embrace suffering” is going to cause a lot of interesting decisions during Rebel upgrade stages…You sure you wanna buy that nice Tier 3 rifle? Heh.
- Energy tokens, power tokens, rubble tokens…I’m seriously worried abut board clutter right now. Might have to start looking for some methods to get some of them off the board (like a damage tracking aid, any recommendations would be appreciated!
- I’m also a little worried about energy shields. Kinda helps the Imperial strategy to simply back away/clog a lot of space to chew up Rebel activations. It’s no fun for either side.
58 minutes ago, Armandhammer said:- For the life of me, I can’t understand “Shrapnel Rounds” - Is information missing?

By my reading, I think it works this way;
When you attack with a ranged weapon with this attached, you would do Blast 1 automatically (or Blast X if you have a boost to the Blast somehow).
Lets say there are no figures adjacent to the target (blast would be wasted), but there is another target within 2 spaces of the original target.
Instead of that Blast 1 (or X) going to waste, you can exhaust the Shrapnel Rounds to do damage equal to the Blast 1 (or X) to that secondary target.
Great little tool for when the Imperial spreads their figures out to avoid your Blast damage, and you can do a little splash damage anyway.
12 hours ago, subtrendy2 said:You can see that tile:
My guess is that it was taken from a mission or Skirmish map. Perhaps in a specific mission, the Rebels can enter the speeder to fly to another nearby, unconnected map piece, as you suggest.
The green area is also odd; perhaps a moving platform leading to another board as well. Perhaps the different boards are representing different levels in the city. Heck, perhaps you could even sharpshoot from one level to another as an alternative to move via lifts or ueber-cabs!
3 hours ago, Majushi said:
When you attack with a ranged weapon with this attached, you would do Blast 1 automatically (or Blast X if you have a boost to the Blast somehow).
Different Blast abilities do not actually combine like Pierce values do. Blast (and Cleave) abilities stay separate throughout the attack. Maybe Drokkatta's other abilities increase or combine the Blast, or we have something that got through tech edit unnoticed.
Edited by a1bert3 hours ago, a1bert said:Different Blast abilities do not actually combine like Pierce values do. Blast (and Cleave) abilities stay separate throughout the attack. Maybe Drokkatta's other abilities increase or combine the Blast, or we have something that got through tech edit unnoticed.
Is that to say if you were dealing Blast 1 from this card and Blast 2 from a surge or ability, you couldn't reduce Blast by "3" and deal 3 dmg to a figure within 2 spaces because these aretwo separate Blast triggers? I believe you because you are always spot-on but where would I find that clarification?
The RRG explicitly tells how the Pierce values are combined and taken into account when calculating damage. Because there is no explicit mention of how to combine Blast or Cleave, they are just abilities with the same name from different sources. Combining Cleave abilities would also not be thematic.
If you have activated Blast 1 and Blast 2 during an attack, and the target of an attack suffered damage from the attack, you perform the Blast abilities in the order of your choice after the attack resolves.
Combining Blast values before applying them would be a rules change, and require errata either to the core rules (and errata to core rules is to be avoided) or errata to Shrapnel Rounds allowing to combine Blast for that ability only.
Btw, it seems that Shrapnel Rounds can be used also when the target did not suffer damage to salvage something (else than recover strain) out of an attack that missed (uncancelled dodge or insufficient accuracy) or was blocked.
However, because Shrapnel Rounds does not have an modification slot, it cannot be combined with Under-Barrel HH-4, which is the only generic source of Blast afair.
Thanks! Thats interesting regarding Blast and Cleave. Also good call that Shrapnel Rounds can be used whether or not Blast would trigger.
Shrapnel Rounds are their own modification though, so you could slap Under-Barrel HH-4 and Shrapnel Rounds onto the Repeater Cannon and resolve up to three separate instances of Blast 1. Its a shame they won't stack though. I'd love to tag a Stormtrooper with a free 3 dmg, BUT it would allow you to still Blast 2 and tag someone for 1 dmg so there's that!
Edited by Smashotron
Oops, didn't look closely enough, just saw the ranged symbol and didn't look at what item it actually is. ![]()
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Where is the mini for Jax - J4X-7?
2 minutes ago, docForsaken said:Where is the mini for Jax - J4X-7?
Jax is a companion, so unfortunately he's token only.
Those sentry droids are going to deal like no damage.
Just now, patrickmahan said:Those sentry droids are going to deal like no damage.
Agreed. They kind of remind me of the regular Gamorreans from the Jabba expansion - great thematically for the campaign but otherwise pretty useless compared to their cost. Hopefully they follow the same pattern and the elite version of the sentries ends up being more worthwhile.
Regulars are for campaign, elites are for skirmish. ![]()
10 minutes ago, patrickmahan said:Those sentry droids are going to deal like no damage.
8 minutes ago, ManateeX said:Agreed. They kind of remind me of the regular Gamorreans from the Jabba expansion - great thematically for the campaign but otherwise pretty useless compared to their cost. Hopefully they follow the same pattern and the elite version of the sentries ends up being more worthwhile.
2 minutes ago, a1bert said:Regulars are for campaign, elites are for skirmish.
I mean... yes, if you're talking about Skirmish, they're about as good as Elite Stormtroopers (downsides are no Last Stand, only 2 per group, lower max damage; upsides are auto-rerolls, better min range on charged shot, option to multi-attack, adding Droid and Guardian traits, better average damage vs. black die). And since eTroopers aren't really good enough now, these guys probably aren't either.
But in campaign they're not only thematic, but I think also pretty strong? Minimum range of 4 is pretty nice, there's lots of Droid buffs you can add without losing any Trooper benefits you might have, and 5HP isn't that easy to get through early in the campaign (it's 1 more total HP than a group of regular STs, for the same cost). It's essentially allowing you to deploy 2 Elite Stormtroopers instead of the full 3, which is pretty nice. 9 threat is hard to get up to in campaign, but 6 is a lot easier.
I'd much rather have these than rGamorreans ![]()

