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Posts posted by RampageE11
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This looks really fun and good work. No idea about the balance but might try it as a one off mission with myself to learn rules.
A small change i would do is to swap the dices for strenght and the eye (insight?). It feels more right that he is better at insight than strenght.
I also feel that the lightsaber should be better, I understand that you want it to be equal to dialas, but it does not have to be. My idea is to have an extra dice but amke the surge stuff worse, so more pure damage and less abilities, lto reflect thta he has not trained so much with it, he just chops at stuff.
I know what you mean, I was weighing up the strengths of putting two die in Strength rather than Insight but with his potential force prowess it should probably be the other way around.
With your Suggestion I'll look at a possible change to give Luke a Lightsaber as his initial weapon and maybe look at making the mission reward a Kaiburr Crystal Upgrade Card instead?
potential I'll have to look into it,
I am curious as to how you came up with what to give him on his stat card and the xp cards. I am not trying to say they are bad just wondering how you came up with them because I am interested in making new heroes for this game as I have made a post about that already however, have no idea how or where to start.
Basically wondering how you did it so I may start on my own.
I looked at Diala Passil and Luke Skywalkers cards. Both the Hero and the Scrimmage Variants.
The Diala Scrimmage card is a Gray card so that means from looking at how the downgraded that character I worked across from the red scrimmage Luke to build the Hero card.
Attached is a screenshot of my working out

I think the skill to double is a bit dangerous, as it might trivialize some missions (Luke could get 8*2+2 = 18 MP in a single turn. I am not sure all missions can still work with this kind of movement rate), and with try that again, it can get even worse.
Yes, you are right, dangerous the dark side is I must have been lured, @Galdred What about a Deplete for an additional 2 movement points... or the possibility to dish the movement points to any character within 3 squares?
By the way, jedi meditation, it will of course heal 2 extra damage instead, since you rest your endurance worth you will always remove all strain when you rest, so meditaion will only remove damage.
Right?
If say that the current wording that "you may remove an additional 2 Strain" is correct. Yes, it turns into removing 2 Damage, but is it was worded "When you rest you remove 2 Damage" then you wouldn't get to remove any strain. And it would be useless if you hadn't have any Damage on you.
So always better to have it automatically able to "spill over" into removing extra Damage
True, it would then allow his to heal extra damage during his turn if he didn't have strain mounting up from effects such as bleeding.
We have play testing the mission twice last night and both times it was a resounding Imperial Victory(Threat Level 2), with Imperial swarms filling up Outpost K68 before the rebels could even collect a third token. Why, Outpost guards triggers way too soon. Both times, at the end of Round 1 the Imperial player has placed two probe droids to the North Deployment point, moved one four squares within Line Of Sight of the Royal Guard Units and Triggering the Additional Strormtroopers and Imperial Guard. Now with the Royal Guard aiding in the protection of the stormtroopers and imperial officer it becomes quite a fight for our threat level two hero's to be able to handle.
We are looking at deploying either
a) Less Reinforcements, Just a Stormtrooper Squad.
b) Delaying reinforcements to the end of the turn
c) Changing the guidelines from any figure to any hero figure.
d) Changing the location of the North Imperial Deployment Token.
We'll play test each one and see what works. When I get the mission working properly, I'll look at Luke's abilities in regards to his campaign effectiveness and his meta movement. (Way to kill the game Rampage)
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Well Tile point of view.
I would like to see the following
Winter/Ice and City Scape as alternative sides
Interior Rebel Ship/Hideout and City Buildings as alternate sides.
This just opens up more possibilities for mixing of missions.
seams like a probable next step. But I wouldn't be surprised if FFG brings out a simple campaign pack with a new campaign book, new tiles and campaign cards.
But let me get board of this new campaign first.

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And each Hero has a mission

As I'm play testing this character this week I'd love to have some feedback from anyone. If it be regarding the Hero Card, XP Cards, or the Mission. I'd love to hear some feedback so I can make some adjustments.
I hope you enjoy Hero Luke Skywalker and throw me some feedback from any play testing, I'd love to make him a great playable character and once he is working well there is always Han and Chewie?
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I've enjoyed Imperial Assault, it's been great fun and like many others I was a wee bit disappointed that I could not play the campaign as Luke Skywalker.
I enjoy the way that the campaign feels and that it could just slot into the continuity of the movies.
That said I'm going to be play testing my Hero Luke Skywalker card.


So I opted for a Luke with A New Hope back ground who is not so much learning the force but discovering his new abilities.
So Each hero has their own XP Deck so I had to create a couple of XP Cards.












Force Pike: does the card have an error?
in Star Wars: Imperial Assault
Posted
Forensicus is on the Money,
See page 24 of the Rules Reference Guide, under Surges.
"Each Surge ability can be triggered only once per attack."