So I recently pulled together a new playgroup and we are going to be starting a HotE campaign in about a month. I am considering testing out some very small changes to certain heroes and Imperial class decks from the first 4 expansions that I feel were poorly designed such that they are less powerful or interesting to play than the Core box heroes and those from Jabba's Realm and HotE. As a result I either see these heroes/classes played much less often than others or I see playgroups punished when they choose too many of these heroes on the same team and don't realize how much they've handicapped themselves by not including a Core set hero or 2. I have kept the changes isolated to the main hero sheet and starting Imperial class cards so that it's easy for people to immediately see the changes and for me to just print 41x63 mm cards to put over the originals. Here are the changes I was considering:
Biv Bohdrik
Close and Personal, [Special Action], 2 [strain]: Perform a [melee] attack using a [ranged] weapon. Then, perform an additional [ranged] attack.
Deadly Precision: Use while performing an attack or attribute test to reroll 1 of your dice.
C&P now allows Biv to use the dice pool and surge abilities of whatever ranged weapon he has equipped, and also doesn’t lock him into attacking the same target with both attacks. Deadly Precision removes the strain cost and applies to Attribute tests as well to help out with Shake it Off.
Saska Teft
Practical Solutions: When a figure declares an attack, it may discard 1 device token to apply +1 Acc, +1 [damage], and +1 [surge] to the attack results. II While performing an attribute test, a figure with a device token may reroll 1 die.
Practical Solutions now actually provides a bonus that is worth a strain and worth having to discard the token before rolling dice by adding an extra accuracy and damage to the attack. Figures also don’t have to discard device tokens to use them on attribute tests.
Loku Kanoloa
Clear-Minded: While attacking, apply +2 Accuracy and +1 [surge] to the attack results.
Gives Loku a small but much needed offensive boost other than just his Recon tokens and also gives him a way to reliably recover enough strain to use SYS at the end of the turn without having to take a Rest action.
MHD-19
Medical Loadout
[Special Action]
3 [strain]: Seach the supply deck…
Medical Loadout no longer requires an action. Allows MHD to more effectively use the healing items that require a Rest action instead of only being limited to small heals with Bacta Infusion and Adrenal Stim and also to be more mobile so the Heroes don’t all have to hover next to him if they need a big heal. Increased strain cost from 1 to 3 to increase the rate that MHD needs to rest and prevent abuse.
Davith
Cloak and Dagger - Ignore additional movement costs when moving through hostile figures while you are Hidden. At the end of your activation, you become Hidden.
The biggest problem with Davith is that most of his abilities rely on him being Hidden and/or using Force Speed, but he doesn't have a reliable way to become Hidden if he loses the condition, and he doesn't get to enjoy the primary benefit of Hidden if he wants to keep the condition. This way Davith can actually use the bonus surge from his Hidden condition on dealing damage and doesn't have to worry about wasting an attack to become Hidden again, and he still retains some of Force Speed's mobility advantages after he gets wounded.
Murne
False Orders [Special Action], 2 [strain]: Choose a non-unique, non-massive hostile figure within
2
spaces. Perform an attack with that figure.
I'm not really sure what people see in Murne. Her 3xp and 4xp abilities are strong, but until that point in the campaign, the restriction on False Orders is so harsh that her only redeeming trait is her Diplomat's Blaster Push ability. The play pattern for Murne always felt all wrong to me, she wants to use her ability on a dangerous enemy but she doesn't actually contribute to defeating that enemy, and she can never target anything that has a better attack than one of her fellow heroes could have at that point in the campaign. Allows False Orders to actually be interesting from the start rather than only being usable on figures that have a weaker attack than the rest of the heroes. Rebalanced by increasing strain cost and not being allowed on villains and massives. She still has to get up close to a dangerous enemy to be able to use it effectively, which usually means spending a 2nd action on a Move.
Inspiring Leadership
Field Officer - Attachment - Guardian, Leader, or Trooper only: You gain the Leader trait. // [Special Action] Improvised Orders: Exhaust this card to choose a friendly figure. That figure may interrupt to perform a
move.
You gain 3 movement points.
Ties into the flavor of upgrading an average mook into a mid-level villain. Granting the Leader trait helps the card synergize more with other cards in the deck, and bonus movement points help retain action economy.
Precision Training
Strike Force -
Attachment:
Exhaust this card while an Imperial figure is attacking to reroll 1 attack die. Ready this card at the beginning of each Imperial group's activation.
Remove the attachment clause and make it universal but limited to once per group.
Id like to hear what people think of these changes, if they go too far or not far enough to bringing these heroes up to the level of those in the Core box. Also want these to be simple enough not to intimidate or confuse the couple of new players in the group. I know there are players who think a lot higher of Murne and MHD than I do, but I have always found these heroes to be lackluster because of how restrictive their abilities are. But I erred on the side of caution by increasing the strain cost of their abilities just in case I'm wrong. C&C welcome, I'm curious to see what other people with different campaign experiences think.
Edited by Tvboy