Wave 12 Wishlist

By Sharkey1337, in Star Wars: Imperial Assault

13 minutes ago, subtrendy2 said:

He's also in Rogue One

Solo, not Rogue One. In Rogue One he played a short masked alien with a big head. This guy.

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Willow-Warwick-Davis-700x393.jpg

7 hours ago, Animewarsdude said:

Solo, not Rogue One. In Rogue One he played a short masked alien with a big head. This guy.

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Whoops, yep, mixed that up.

I like the little guy from Rogue One, too. Looks like a smooshface ugnaught.

If we get a Wave 12 figure pack release to support ToL, I'd love to get Noghri Assassins (Empire), Mandalorian Marauders (Mercenary), and non-human (Sullustans? Twi-leks? Mon Cals?) Freedom Fighters (Rebels). I'm personally more interested in ally groups than unique characters, (which we've had A LOT of lately), so I'd really like more grunt units and such :)

I am thinking that if FFG still has new IA releases on the horizon and isn’t retiring the product line or replacing it with a new edition (this is FFG after all) I would think that the next release or the one after has to be Rouge One focused. I mean, that film was basically “Imperial Assualt: The Movie.” I would also think they would start diving into the ST material as well (although I would not be as excited about that).

9 hours ago, Otakuon said:

I am thinking that if FFG still has new IA releases on the horizon and isn’t retiring the product line or replacing it with a new edition (this is FFG after all) I would think that the next release or the one after has to be Rouge One focused. I mean, that film was basically “Imperial Assualt: The Movie.” I would also think they would start diving into the ST material as well (although I would not be as excited about that).

Isn't the estimated product development time something like a year to eighteen months (admittedly, the sentry droids in HotE kinda disprove that).

I remember that was originally the reason we figured we didn't get Rogue One stuff in 2016 or 2017.

I guess that doesn't really imply that we won't get anything from it still, but I don't know if I'm as optimistic as I once was.

What about having some of the Imperial Navy troops the guys in black with the open faced helmets

On ‎10‎/‎6‎/‎2018 at 2:22 AM, angelman2 said:

If we get a Wave 12 figure pack release to support ToL, I'd love to get Noghri Assassins (Empire), Mandalorian Marauders (Mercenary), and non-human (Sullustans? Twi-leks? Mon Cals?) Freedom Fighters (Rebels). I'm personally more interested in ally groups than unique characters, (which we've had A LOT of lately), so I'd really like more grunt units and such :)

Twi-leks, definitely Twi-leks because Hera's father and his compatriots figured into Rebels

To comment to the wishlisting a bit outside of the typical box, I'm wondering how the design-space of the Imperial Assault game mechanics can be used for new options. I'm a bit against introducing something which requires even more counters than we already have. One of my ideas would be to introduce a new type of command cards which require two specific traits and offer two different effects to choose one from when a figure with both traits plays the card.

On 10/14/2018 at 1:25 AM, Fourtytwo said:

To comment to the wishlisting a bit outside of the typical box, I'm wondering how the design-space of the Imperial Assault game mechanics can be used for new options. I'm a bit against introducing something which requires even more counters than we already have. One of my ideas would be to introduce a new type of command cards which require two specific traits and offer two different effects to choose one from when a figure with both traits plays the card.

Yeah, I feel like the ability tokens pretty much make any other counters seem unnecessary. If anything, we could see more abilities that affect the amount of ability tokens that can be carried or spent at a time, but otherwise they cover the bases pretty well.

New terrain types would be fun. Descent has lava. I wouldn't mind some environmental damage effects like that.

I'm also a fan of new terrain types (the two I have in mind are "hazardous", which can cause damage, and "fortified", which grants a very slight defensive bonus to figures standing on that space), and more abilities to interact with terrain in general. I also like the idea of more deployable companions, similar to the Ugnaught junk droid (though preferably, not broken). If I worked at FFG, I'd include these concepts in a new campaign box that focused on volcanic environments (Sullust, Mustafar, post-DS-Jedha, Shu-Torun, etc.). Include a Sullustan engineer hero, whose big shtick is fortifying spaces and can place a stationary blaster turret that has a similar overwatch/quick draw function as Jyn.

5 hours ago, sionnach19 said:

(the two I have in mind are "hazardous", which can cause damage, and "fortified", which grants a very slight defensive bonus to figures standing on that space

I LOVE this. I've been wanting lava for a while, and this "hazardous" type could be used for other stuff too like QUICKSAND... :) 20, 30 years ago quicksand was such a cinematic mainstay. You could be sure if characters were traipsing thru the jungle, at some point one of them would get mired in the quicksand. Alas, these days it is a forgotten dramatic tool and I lament it's squishy, sucky, absence. It would be perfect for some Dagobah or Dathomire tiles too!

Seriously though, I like both new tile ideas. "Fortified" is great too. I always thought it was a bit silly that you have a waist high type terrain feature (whatever the red dotted lines are) that you can shoot over but not cross over. Why wouldn't characters behind said terrain just crouch down in safety? This kind of mechanic could really help mellee figs too. Get closer and then take cover. I guess none of the figures bend at the waist. I suppose that would be true of Vader, he's pretty inflexible, but whatever.

Anyway, I really like these ideas!

We have Duros being saboteurs (being that the Duros race are often linked to mining), Twi'lek Scouts would be pretty cool.

I don't know whatever happened to the Bothans, Mak seems to be the only one available. I always thought they were one of the first to sign up against the Empire.

If we had a Geonosis set, that could include underground tiles (limiting/negating Mobile keywords).

1 hour ago, Mandelore of the Rings said:

I LOVE this. I've been wanting lava for a while, and this "hazardous" type could be used for other stuff too like QUICKSAND... :) 20, 30 years ago quicksand was such a cinematic mainstay. You could be sure if characters were traipsing thru the jungle, at some point one of them would get mired in the quicksand. Alas, these days it is a forgotten dramatic tool and I lament it's squishy, sucky, absence. It would be perfect for some Dagobah or Dathomire tiles too!

Seriously though, I like both new tile ideas. "Fortified" is great too. I always thought it was a bit silly that you have a waist high type terrain feature (whatever the red dotted lines are) that you can shoot over but not cross over. Why wouldn't characters behind said terrain just crouch down in safety? This kind of mechanic could really help mellee figs too. Get closer and then take cover. I guess none of the figures bend at the waist. I suppose that would be true of Vader, he's pretty inflexible, but whatever.

Anyway, I really like these ideas!

i have a small house rule, figures that share an edge with impassible terrain (solid red line one) they can re-roll defense dice once

10 hours ago, Spidey NZ said:

i have a small house rule, figures that share an edge with impassible terrain (solid red line one) they can re-roll defense dice once

This is great.

Just some terrain type ideas:

Lava- causes new "burning" condition.

Hazardous- think chemicals or such, take one damage and become "weakened" when entering.

Bacta- A bacta tank that takes an action to enter. You effectively perform a rest OR gain focus when you end your turn inside it (for skirmish, it would do some amount of damage removal).

Tall grass- Receive the "hidden" condition when entering a tall grass space for the first time.

Trap- Test Observation when you enter this space. If you fail, you take one damage and you are bleeding.

Pit- Figures cannot voluntarily enter a pit, but any figure that is adjacent to a pit can be "pushed" into it. As an action, an adjacent figure can test Strength. If they pass, they can place your figure in the pit. Take one red die of damage. LOS cannot be drawn between the pit and the rest of the map, nor is the pit considered adjacent to other spaces outside of it. As an action, a figure in a pit may place their in any other space bordering the pit.

Since the other condition cards all have an associated terrain, it would be cool to see one that deals with the "stunned" effect, but I can't think of an appropriate one right now.

Also, obviously some of these are heavily inspired by Descent. It would be awesome to see the Hidden Room mechanic make its way to IA as well.

These are the rough draft of the terrain rules I've been working on. You could certainly add more layers to make them a little more interesting, but (especially for fan content!) I wanted to keep things simple. I think these broad rules are enough to capture the benefits/dangers of different types of terrain, though I do like the way @subtrendy2 builds skill checks into the terrain types. I would suggest that the bleeding condition is the perfect stand in for a burning effect!

Anyways...

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Hazardous Terrain: Hazardous terrain is represented by a solid orange line surrounding a space on the map. Line of sight can be traced through hazardous terrain. When a figure enters a hazardous terrain space, roll one yellow die. That figure suffers damage equal to the number of damage symbols showing. Once per activation. Mobile figures ignore hazardous terrain during their activation.

Fortified Terrain: Fortified terrain is represented by a solid purple line surrounding a space on the map. Line of sight can be traced through fortified terrain. When a ranged attack is declared against a small figure on a fortified terrain space, the defender may add one block to the defense results. Once per activation.

Trap Token: A space containing a trap is considered to be hazardous terrain, in addition to its other terrain types. After a figure enters a space containing a trap, discard the trap token.

Fortification Token: A space containing a fortification is considered to be fortified terrain, in addition to its other terrain types. After an attack is resolved in which the defender added one block to the defense results, discard the fortification token.

*Addendum to Massive Figures: Massive figures ignore the effects of hazardous terrain.

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Hazardous terrain can represent lava, a chemical spill, hostile flora, etc. Certain figures and abilities can place trap tokens onto the map, simulating the effect of hazardous terrain. I didn't want it to be too punishing, in a way where it could distort missions or skirmish maps, so the damage received is pretty mild. In terms of trap tokens, it takes a concerted effort to fully block a section of the map... but they can also be placed in strategic areas (desirable firing points, for instance). I wanted to limit the roll to once per activation, to prevent abuse but still allow opponents to push/pull each other into hazardous terrain to deal damage.

Fortified terrain can represent hastily constructed foxholes, entrenched bunkers, energy shields, or camouflaged cover. The bonus here feels a little stronger, but again the once per turn limit (hopefully) prevents it from distorting game balance. These are a little easier to take advantage of, but as the conflict moves the other side may be able to take advantage of the fortifications you were hunkered in earlier!

One of the heroes I'm kicking around is a Sullustan engineer, and his big shtick is battlefield manipulation (placing lots of trap and fortification tokens). My thought is that his upgrades will further buff these tokens... for instance, he can suffer a strain to prevent a fortification token from being discarded, or force enemies to roll a red dice when entering a space with a trap token. I tried to build these abilities into the allies and enemies, as well (see the mock up card for the Scout Sniper... though I have no idea if he's balanced overall!).

Deployment Card - Empire - Scout Sniper [custom].png

Edited by sionnach19

Wouldn't a sniper have 2 Blue dice?

As an idea: remove the Surge Pierce (or swap it for a Boom or 2 Boom), reduce the Health to 4. That way if you make it a 2 model squad, the other is a Spotter with a Green-yellow Blaster.

For the Scout, if the Spotter takes a Double Action and is within 3 spaces of the Sniper, the Sniper gains pierce 2 (or 3), a Spotter action could be to throw a Focus on the Sniper within 3 spaces.

50 minutes ago, TheEldarGuy said:

Wouldn't a sniper have 2 Blue dice?

As an idea: remove the Surge Pierce (or swap it for a Boom or 2 Boom), reduce the Health to 4. That way if you make it a 2 model squad, the other is a Spotter with a Green-yellow Blaster.

For the Scout, if the Spotter takes a Double Action and is within 3 spaces of the Sniper, the Sniper gains pierce 2 (or 3), a Spotter action could be to throw a Focus on the Sniper within 3 spaces.

The Auto +2 Accuracy is basically better than switching the Green to a Blue. And the Green is better than Blue on everything except Range. I'd leave it as is.

Blast isn't really thematic for a Sniper, but Pierce is. I'd leave that one as is too.

I'd agree that a 2 unit squad would make sense. Health 4 or even 3 (look at Jet Troopers as an example)

It's pretty hard to make a Spotter and Sniper on the same card. Easiest is to make them both Snipers, and give them an action similar to the ISB Infiltrators. Usable only once by the group that round. So they can spot/shoot or the other way around.

18 hours ago, sionnach19 said:

Top tip: use the <skill> tag instead of <b> for the ability names. So, "<skill>Take Aim:</skill>" and "<action> <skill>Prowl:</skill>", for example.

3 hours ago, Bitterman said:

Top tip: use the <skill> tag instead of <b> for the ability names. So, "<skill>Take Aim:</skill>" and "<action> <skill>Prowl:</skill>", for example.

That is a top tip — thanks!

Appreciate the feedback on the Scout sniper — just an idea I've kicked around, nothing too serious yet. The main idea I had was a figure who needed some time to set up, but could generate a powerful attack for a reasonably low cost. I originally gave them the tripod rule with a native 3-dice attack (a la the E-Web), but recently switched to Take Aim. I'll likely keep tinkering with it, but don't want to derail this thread here. Just wanted to show my idea for how the tokens could appear on other figures!

Wording suggestion:

Take Aim : At the start of your activation you may become focused. If you do, you cannot voluntarily exit your space during this activation.

Would like to see another big or small box expansion.

Another force user would be good. Davith is pretty ineffective once he is injured, so it would be good to have viable alternative to Dalia if you want to take a force user. Maybe with a 4xp light sabre.

Maybe a force user that starts with a Lightsaber, but all their abilities work best with a lightsaber (incentive to keep it all/most of the campaign)