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bpearcy

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Posts posted by bpearcy


  1. I can't disagree with you Golan! I do think that inflicting 1 strain and 1 (potential) damage per turn seems very underpowered for 3 XP.

    Thinking about this about more though... As soon as the heroes are carrying substantial amounts of strain (usually by turn 2 or 3), having the power to target any one of them and interrupt their plans can be quite powerful. The heroes will have a much harder time planning ahead and managing their strain, leading to suboptimal decision making. Perhaps the intangible impact is the real value here.

    To imperial players out there: has anyone gone with Embrace Hate? If so, what were your experiences? Did it meaningfully impact the game?

     


  2. Thanks guys!  Yeah, some of the example combinations were contrived but thanks for bearing with me. :) I have a much better understanding of 88-Z now! It is an Imperial figure, just not when considering mission rules which are distinct from rules/abilities written on class cards, agenda cards, deployment cards, etc.


  3. With the risk of being pedantic, I wanted to state my interpretation of rules related to 88-Z in SW:IA campaign. Please let me know if you agree or disagree. :) 

    1) Elite Jawa Scavenger's "Motivators" ability DOES apply to 88-Z, because it is a friendly droid.

    2) However, Technical Support would not apply to 88-Z because it is not an IMPERIAL droid.

    3) Unlike other companion type figures, 88-Z does not deploy alongside another group. It deploys only to active deployment points. Aside: This gives Rebel players a bit of an advantage, because they'll know at the time a mission starts where one of the deployment points is.

    4) Presumably, Electromagnetic Disruptors allows a figure that rolls both a black and a white defense dice to gain either kind of defensive power token (the "or" should be replaced with an "and").

    5) Infrared Scanners should say something along the lines of: "If the hero does not attempt the Insight check, increase threat by 1." It is very much implied, but it is a little vague as to what happens when a Rebel player declines the kind invitation to an Insight check. ;)

    Thanks everyone!


  4. It would be great to get a ruling from FFG *cough cough* :D 

    It seems VERY underpowered if you interpret it to mean that only a single Imperial figure within LoS is affected. The ability would be very interesting if the Imperial player had to balance both (a) which Rebel character would suffer most from an additional strain and (b) the amount of damage (s)he's willing to take in exchange for power tokens. It also gives the Rebel players some interesting tradeoffs during their activations.


  5. On 6/7/2016 at 1:59 AM, jacenat said:

     

    You can't reduce it after they spent their surges. You can use that ability to it's full effect just after the attack has been declared.

    I might be missing something here, but it seems like you should never use Force Illusion right after the attack is declared. Instead, it would be best to use Force Illusion towards the end of Step 3 (rerolls) of the Attack so the defender has the most information available to them. IIUC, the Hidden condition would take effect before Step 4 (apply modifiers), and so the -2 accuracy will affect the attack.

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