Inside Man

By Laenir, in Imperial Assault Campaign

Hello guys, new to the forums and happy to join the community! I'm an imperial player and it's half a year now that me and my group are enjoying this great game.

I wanted to ask a question regarding the Inside Man story mission of the HoTE expansion. Spoiler ahead.

So we are reading the italian translation and it states the following :" the Imperial Player cannot resolve optional deployments. If the threat level reaches 13 or higher, lower the threat to 9 and add 1 round to the counter. Then start adding threat again." I can't say if it's an ongoing effect until the next trigger or if it is just resolved once. What happened was that my rebel players brought the sabouters so with the extra menace I managed to trigger (probably wrongly) the round counter twice, so that they ran out of time, the mission stated that rebels would lose when the round counter was set to 7. [ /spoiler]

Also another question regarding allies, do rebels choose whether to bring them or not BEFORE I read the mission presentation (but of course after my optional deployment if it is a side mission) or AFTER?

In response to your first question, I think you played it correctly.

Regarding allies, in the Mission Setup (see the Learn to Play guide), Step 6 is "Read Mission Briefing" which happens before Step 7 where the Rebel players choose if they want to bring an ally.

Yep. The order is mission briefing, heroes deploy (after potentially swapping item cards) after which they choose whether to take an earned ally with them. See Campaign Mission Setup, page 18 of RRG.

See the second page of the core campaign book. The ◆ is a persistent effect which is effective until explicitly cancelled, ►is an instantaneous mission rule which is performed immediately. (Although there are some bugs, and some persistent effects are part of instantaneous items - they are pretty obvious cases though.)

Edited by a1bert

Thank you so much for your help guys! I'm glad I didn't cheat on them then, HotE comes with very cool mechanics in each and every mission, can't wait to play the finale ^^.
As for the allies thanks for the clarification, I must have missed it

Hmm, the mission should refer to increasing the threat (counter, the symbol), not threat level. Threat Level is constant during the mission.

Yes, this is not a good mission to bring allies unless you then move very swiftly to progress the mission and the round counter rule goes away. The rebels should know that extra threat from allies and enough attacks costs them rounds from the mission briefing.

Edited by a1bert