Missile Salvo (Agenda card) - understanding of wording check

By FSD, in Imperial Assault Campaign

I'm just trying to make sure I'm understanding the wording correctly:

"Play it during any mission during a ... activation.

During this activation, that figure gains..."

Just trying to confirm that only a single figure in the group gains the special action, not every figure in the group.

Playing A New Threat tonight and have this one in my back pocket (and a squad of Stormtroopers in my Open groups). While I had thought to use this with the Stormies once I get them out as a huge surprise for the Rebels, I re-read the card and am now thinking it really only effects one figure in a group, not the whole group.

Which means while it will not be as much fun as dropping a squad of Rocket launcher Stormtroopers on them, the idea of a heavily-armed Probe Droid opening a can of whoop-### on them is almost as good.

Edited by FSD

Only the figure who plays the Missile Salvo agenda card gains the special action ability.

Use it with an ejet that is within his blue die range... JUSTICE RAINS FROM ABOVE!

27 minutes ago, MadFuhrer said:

Use it with an ejet that is within his blue die range... JUSTICE RAINS FROM ABOVE!

I do not own Jabba's Palace yet. It's on the docket to secure once my FLGS gets my store credit figured out (turned in a bunch of SW:Destiny since I just do not have time to dedicate to multiple games).

If I can get through the mission without having to use it, that's a solid idea.

I ended up using it in the finale in jabba's realm and probably won me the mission! Got three 3 dice attacks in. It was wonderful!

31 minutes ago, MadFuhrer said:

I ended up using it in the finale in jabba's realm and probably won me the mission! Got three 3 dice attacks in. It was wonderful!

That is brutal... it's going to upset some Rebels next time I play IP, so thanks for the tip!

Well, I did not need to Missile Salvo last night. :D

Horrible rolls from the Rebels lead to them being overwhelmed pretty early. They really hate the Nexu now. Ghaarkan kills the eNexu and breaks down the door only to find its ticked-off Nexu mate waiting to chomp on him. Pretty sure a Nexu is going to be in my Open groups for any future mission that takes place in a jungle just for the intimidation factor.

Ordered Jabba's Palace while I was at the store to try out the Death From Above eJet some time soon. I'm gonna call it the "MadFuhrer Maneuver".

4 hours ago, FSD said:

Well, I did not need to Missile Salvo last night. :D

Horrible rolls from the Rebels lead to them being overwhelmed pretty early. They really hate the Nexu now. Ghaarkan kills the eNexu and breaks down the door only to find its ticked-off Nexu mate waiting to chomp on him. Pretty sure a Nexu is going to be in my Open groups for any future mission that takes place in a jungle just for the intimidation factor.

Ordered Jabba's Palace while I was at the store to try out the Death From Above eJet some time soon. I'm gonna call it the "MadFuhrer Maneuver".

The "nexu in the room" always has been, and probably forever will be, the bane of the Rebels' early campaign. Well played. :D

Also... this mission (A New Threat) is one of the least winable for the Rebels ever. As the Imp player I found it pretty embarrasing to run this thing; will probably nerf the Imp side the next time around running this :)

On 29.9.2017 at 5:43 PM, MadFuhrer said:

Use it with an ejet that is within his blue die range... JUSTICE RAINS FROM ABOVE!

Oh ****! I haven't even thought of that :)

On 9/30/2017 at 3:44 PM, angelman2 said:

Also... this mission (A New Threat) is one of the least winable for the Rebels ever. As the Imp player I found it pretty embarrasing to run this thing; will probably nerf the Imp side the next time around running this :)

If at least one Rebel player has played the mission before, it can be a little easier for them. But a new Rebel team is gonna have a really hard time with this- this is a mission that could easily be lost on the first turn, if you're not smart about your decisions.

It's also one of the few missions that puts two Legendary heroes at a distinct disadvantage.

29 minutes ago, subtrendy2 said:

It's also one of the few missions that puts two Legendary heroes at a distinct disadvantage.

And three Heroic heroes at an advantage. ...

7 minutes ago, a1bert said:

And three Heroic heroes at an advantage. ...

I'd definitely say so

1 hour ago, subtrendy2 said:

It's also one of the few missions that puts two Legendary heroes at a distinct disadvantage.

Agreed. What made matters worse in my case was that neither of the two heroes we used were particularly good at attribute tests -- especially not different attribute tests -- so it was very much a hit-and-miss if they got to a terminal they could handle and/or how long a time they would spend toggling a single terminal.

Yeah, I've seen that happen too.

Especially since, as I recall, the skill needed is dependent on the terminal color, which is secret until the first test on each terminal. Almost impossible to plan without versatile heroes.

Yeah... hidden colored terminals was not the best of design ideas for this mission, heh heh

On 9/30/2017 at 3:44 PM, angelman2 said:

Also... this mission (A New Threat) is one of the least winable for the Rebels ever. As the Imp player I found it pretty embarrasing to run this thing; will probably nerf the Imp side the next time around running this :)

Last time I ran it as the IP, I used a house rule that someone else mentioned in some other thread: I revealed all of the terminals at the start of the mission.

It came down to two dice rolls on the final round with a fairly decent chance at success. Unfortunately for the Rebels, they came up a bit short. Still, it made the mission MUCH closer than when I'd played it previously - I would definitely recommend this house rule if you want to even out the mission a bit.

Also, some people feel that dropping the Nexu in the small room is a bit of a dirty tactic. I kind of agree - it depends on your Rebel players; if you're playing competitively, by all means go for it but for the "playing for fun" type groups, it is probably a good idea to avoid that option when the door to the small room is opened.

Edited by machfalcon
clarified recommendation

I have seen Gaarkhan miss clearing the fallen debri with three strength attribute tests...