Spidey NZ reacted to Averross in Organization Mat (Skirmish or Campaign)
Download PDF Here: https://www.scribd.com/document/419111322/IA-Mat
I made this to help keep track of things in the game. It can be used by either or both players in Skirmish or by the Imperial player in Campaign. There are spots for up to 8 deployment cards with tabs to keep track of multiple figures in each group.
To the right is a draw and discard pile for Command Cards, with a space in between for Command Upgrades like Rebel High Command or Channel the Force. Under the draw pile is a space to put tokens representing the number of command cards drawn per turn. The bottom row has a spot for the Initiative token, non-Attachment Skirmish Upgrades, and a VP tracker.
The PDF is formatted to print on an 11x17 page. I had mine printed and laminated at Staples. Hope this is helpful to others!
Spidey NZ reacted to Majushi in New Character Idea
I'll point out the following;
Drawing back from the discard is an alternative to drawing from the deck when opening a crate. There are never more than 4 of those in a mission.
Using a grenade is an action.
Both of those are not infinite
However, combined with Explosive Lob (2xp) and Overcharged Explosion (4xp) it does get too silly too quickly.
Remember that Grenades are unblockable damage. Instead of attacking, doing Red dice +1 damage with no defense? To good.
Spidey NZ got a reaction from King_Balrog in New Character Idea
My Brother in law, is been on an imperial assault binge and is trying out making his own missions and characters, i said i will post his character to the forums for some feedback. it is a supply crate control character with a companion. any feedback would be great.
Imperial Assault Character Kreek
Health 10, Speed 4, endurance 5
White Defence dice
Tech YGB, Insight YG, Strength BB
Action: When you open a crate draw two supply cards. - lose when wounded
At the start of the mission draw three supply cards choose one and shuffle the rest back into the deck.
2 strain: Use during or immediately before your activation if BD15 is not in play, to put BD15 into play in an adjacent space. BD15 activates at the start or end of your activation.
BD15 (Droid Companion)
5 health, Speed 4 (Mobile)
Surge: 1 damage, Surge: stun.
Yellow attack die
White defence dice
BD15 can interact with crates
Magnetic clamp: Action- When BD15 interacts with a crate, place the crate under BD15's token. When BD15 moves, the crate moves also. BD15 speed -1 while on a crate
1 strain: When you Use “Loot Box” you may draw one card from the discard pile instead.
Exhaust: move a crate within 2 spaces adjacent to your hero
Exhaust: if you are adjacent to a crate or impassable terrain apply +1 defence while defending
BD15 Gains- you can perform (tech) test on objects that heroes can perform (tech) tests. gain a free success
Exhaust: Heroes within 2 spaces of BD15 may re-roll one dice when performing a Test
Explosive Supply cards range increased by 2 spaces.
Exhaust: Add 1 damage to an Explosive Supply Card damage result.
1 strain: Reroll one dice result on Explosive cards
2 health 1speed.
Exhaust: move 2 spaces towards the nearest crate.
1 strain: exhaust this card. After an interaction is performed. Preform 1 additional action during
1 Strain: exhaust this card. after an action has been used on a supply card, perform one additional action.
Special Action 1 strain: exhaust this card. Push a crate 1 space. If it moves into a space with an enemy figure that figure suffers 2 damage becomes stunned and is pushed one space or Adjacent characters to the Crate become stunned.
Draw an additional supply card from crates. You may use explosive and medical supply cards twice before they deplete.
Explosive Supply cards gain – 1 damage and Push.
When you use an Explosives card add one green dice to the roll
Spidey NZ reacted to ricope in New Character Idea
it might be easier to view if you could post those cards, you can make your own cards with the IA tools
some initial observations
endurance 5 is above what a hero typically starts with (most heroes are 4/4: 4 speed 4 endurance and becomes 3/3 once wounded). I would reduce the Endurance down to 4
loot boxes: I would add the restriction of NON-VALUABLE to all of them. I was so happy in my last campaign that the Rebel never drew Hondo's treasure from the supply deck, having this Jawa hero on board means the Rebels can cycle all the valuable stuff with ease
the 1xp full pocket (allows drawing from discard) is beyond OP since it allows infinite cycling of grenades, imagine the following scenario:
1. the heroes (any hero) drew Frag Grenade
2. the heroes use Frag Grenade (blast 3), Frag Grenade is discarded
3. Jawa draws back the grenade
4. repeat step 2-3
The same can be said for Shock Grenade
I would just remove the "strain to draw from discard" ability entirely
2xp explosive lob have the same problem (infinite blast 4) but I think it's fine leaving it as it is, as long as the infinite cycling is removed. I'm also not sure what you mean by +1 damage: +1 damage to the target space or +1 damage to everything (effectively an additional blast 1). The former is fine but the latter is not
3xp tech savvy: I think the 1st case already covers the 2nd case? Mak already have something similar to it
4xp scrap metal seems underwhelming as a 4xp ability, I'd buff it to 2 spaces instead of 1 space
4xp overcharged explosion on the other hand have the same problem as above. Does the 2nd use have the same cost? combined with explosive lob and full pocket you could potentially have an infinite cycling, 5-space range, blast 5, x2 effectively doing blast 10
Spidey NZ reacted to Tvboy in Raid Mode released for App
Yes the attribute tests are public knowledge based on their color, but the number of successes rolled on an attribute test can vary wildly especially for heroes with 3 dice. During one playthrough I had 3 dice heroes doing attribute tests and getting 0 and mostly 1 successes each time, and then on another playthrough they were getting 3+ successes each time, that's what I meant by luck, because in the normal campaign it's just pass/fail, so whether you roll 1 surge or 4 doesn't really matter so long as you get at least 1.
Spidey NZ reacted to Tvboy in Raid Mode released for App
I played through the mission today solo and tried to stream it but my software crapped out on me so unfortunately I lost the video, but I'm going to record again tomorrow without the stress of live streaming. Setup to packing away took a little less than 3 hours but I was also fidgeting with my recording equipment and streaming software, I think it could easily be done in 90 minutes including setup and packup.
First impressions are positive. It's actually quite a different experience from the normal app campaign, similar to how the app campaign is a distinct experience from the paper campaign. Instead of there being checkpoints you have to reach behind which are hidden objectives that is the norm for the campaigns, this is much more straightforward (and thus there are no spoilers). You are trying to maximize your fame score at the end of the mission, and you earn fame by defeating groups of enemies and interacting with the 12 objectives scattered around the completely open map (there are no doors at all). Each hero gets to grab a 1xp and 2xp upgrade and also gets to shop from tier 1 and 2 items with 450 credits total for each hero in the group, and the heroes spawn right in the middle of the map. There's currently only one map for this but FFG has hinted there will be more. I think 3 would be the magic number.
Enemies spawn in waves of 4 groups every other turn for the first 4 turns and then every turn for the last 2 I believe. They're always regular groups, even in Hard mode, but you'll also encounter 2 villains during the mission (one at the start and one near the end of the mission). The mission lasts a total of 6 rounds, and at the end, or when all of your heroes become wounded, you get an itemized score for the team that shows how much fame you earned from enemy kills, objectives scored and attribute tests succeeded. When you interact with an objective, you get 3 fame no matter what, but you also get to perform an attribute test depending on the color of the objective and for each success you get an extra 2 fame. Unfortunately this can make things pretty luck heavy, because you might do all objectives with the right type of attribute and get 0-1 successes on your tests (like I did in my playthrough) or possibly get 3-5 successes and earn a ton of fame. But this does incentivize abilities that help with attribute tests, and in fact the armory will always include the 3 core set items that let you reroll a die for each of the 3 attribute tests for 100 credits each, which is nice. Oh I should also mention that each time a hero gets wounded you lose 5 fame, so it's important to try and keep your heroes healthy, and the game uses the same medpac and healing system as the normal app campaign, so no healing if you don't have any medpacs left.
The last thing to know is that there are crates on the map, and they are worth interacting with during lulls in the action because you can actually find equipment in them in addition to the normal supply cards and extra medpacs. Each time I've played I've pulled a Laminate Armor out of the first crate I opened, which was pretty **** useful.
Anyway, that's the 411, I plan to post a video playthrough tomorrow and then an in-depth review of the game mode after that. It's a pretty neat way to play the game that has a lot of replay value, but I've always really like things like Horde mode and Firefight in video games and this feels a lot like that. I think it would be a lot of fun to play through with a group of people especially as a one-off game for people that don't have the time or committed group to do a full campaign. Also I think this could be easily converted into a competitive experience where players individually record their scores, with my idea being to allow a player to score partial points on a figure for assists (just like in video games).
Spidey NZ reacted to hypnosis11 in Help an IA Legend
Our dear friend and I believe frequenter of the Forums, Ryan "Jamal" Stripling has been diagnosed with cancer. We have put together a little GoFundMe to see if we can get some support. Jamal has been a huge part of the IA community for any of those who have been to Worlds, the Jamal Rebel Heroes lists have been a constant. He's a delight and we are hoping to raise whatever we can to help him out. Thank you for your time.
Spidey NZ reacted to Alarin in Got Ahsoka a new pair of legs
So she is my favourite character (don't tell to Quinlan and Hera), but I had some issues with her miniature in IA. I figured I could try fixing the legs so I 3D printed some and now it clicks for me :P. I wish I could take better pictures but this is the best from like 10 attempts
Next thing will be the sabers. The right one should be like 20% longer, but I will sort it out once my tiny LEDs arrive
Spidey NZ reacted to udat in Sorastro's Painting
My wife is working this holiday weekend, so I have more time to get my brushes out
BT-1 and 0-0-0
Speed painted yesterday morning in about 3 hours. Quite pleased with the lighting effect from BeeTee's eye/lens. Wondering if I should push the highlights further on Triple Zero?