Going through all the agenda decks to look for strong or fun synergies (aside the super obvious ones) with the non-reward agenda cards. Here are some of my favorites
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Devious Droids - Missile Salvo
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I feel that this is a really powerful card for 1 influence and is really easy magnify a figure's innate abilities. In comparison, a lot of 1 influence cards are around 3 damage worth. Some strong figures for this:
- Bossk - each attack has a base of 6 accuracy and 2 extra damage. (value: 2 extra long ranged attacks, +4 extra damage)
- Dengar - heroes are easily hampered by conditions. Dengar is already really annoying in this department, now multiply it by 3 (value: applying 1-2 conditions to 2 extra heroes)
- The Grand Inquisitor - he now has a 4+ accuracy ranged cleave 3, potentially 3 times. (value: essentially 3 lightsaber throws)
- 0-0-0: Shocking Palm allows you to miss your attack to apply Stuns. Stunning one hero is bad enough for them. Now it's 3. (value: 3 stuns, Dengar, Imperial Industries and droids next to Sorin being other options)
- Riot Trooper (E): Combines an innate condition in Weaken and a ~ : +2 damage (value: 3 ranged attacks, weakens, lots of damage)
- Trandoshan Hunter (R/E): if you manage to find yourself in the middle of 3 rebel heroes, the extra strain, damage and bleed devastates the heroes.
- Other things that gives good innate like MM Shock Troopers, PT Find the Weakness, ST Savage Weaponry, TS Arc Blasters are all great
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I feel that this is a really powerful card for 1 influence and is really easy magnify a figure's innate abilities. In comparison, a lot of 1 influence cards are around 3 damage worth. Some strong figures for this:
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Evasive Maneuvers - Hasty Ambush
- Combined with Agent Blaise, you can play this at the end of the last rebel activation of a round to deploy all your threat and get a free round. What 20 threat combined with MM Endless Ranks can do in theory give you Agent Blaise, all 4 Death Trooper still with 9 more threat for other troopers at -2 cost.
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Imperial Discipline - Tactical Maneuvering
- Deployment and Reinforcement comes before End of Round. This allows 3 imperials to move away to avoid getting slaughtered by AoE effects when the next round starts.
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Imperial Intelligence - Classified Techniques
- Paired with Inspiring Leadership - Field General and Lead By Example, the 1 influence cost translates to 2 attacks
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Persistence - No Rest for the Weary
- With ST Exploit Weakness, every round when a hero rests, you can move then attack that hero.