K3rmit 1 Posted April 7, 2015 Hi, I know that RRC p24 Threat: The Imperial player cannot have less than 0 or more than 20 threat. Any threat gained or lost beyond these limits is ignored. Now assume you are playing a side mission at threat level 5 and the mission setup says "increase threat by twice threat level", so actually 10 threat and you have an optionial deployment. And the Rebells chooses to bring Chewbacca to the mission which gives you additional 15 threat and an optional deployment. Is there a difference in the timing of these effects? Lets say you want to deploy some Troopers for 6 threat in one of the optional deployments. Do you subtract the 6 from 10 (or 15) ending up with 19 threat or must you first add 10+15=25 > 20, so you have 20 threat and end up with 14 threat after the opt. deployment? Think it should be the first version, but the ruling sounds different unless there is a different timing, because the second version would effectively reduce the cost of Chewbacca by 5 to 10 which is only 2/3... Quote Share this post Link to post Share on other sites
Fizz 986 Posted April 7, 2015 (edited) If you look at the rules for special setups and allies, they are resolved in two different steps to prevent this "over threat" scenario. Under "Campaign Mission Setup", RRG, Page 18: Step 3: Deployment and setup: Special Setup: Follow any rules listed in this section. Many missions do not have special setup rules. This special setup would be resolved first with the threat bonus and optional deployment given by the mission. (So, in your example, the 10 threat from the special setup could be spent or banked at this point). Following through all the steps, the next important part is Step 7: Deploy Rebel Figures which reads: Deploy Rebel Figures: Rebel players place all Rebel figures in the space containing and as close as possible to the entrance token. This includes the space containing the entrance token. After deploying hero figures, Rebel players may choose to deploy an ally that they have gained as a reward (see “Allies” on page 4). It would be at this point you would generate more threat and get another optional deployment if the rebels chose to bring an ally. (If you chose to bank the threat from special setup, you would hit the cap of 20 threat, and additional threat would be lost). Edited April 7, 2015 by Fizz 1 derroehre reacted to this Quote Share this post Link to post Share on other sites
DarkJodo 128 Posted April 7, 2015 (edited) Pg 18 in the rules ref lists the order of everything in "Mission Setup" You basically resolve the special setup first, deploy your troops, then the rebels have an opportunity to bring an ally in play. If they do - you immediately get to resolve an optional deployment. *edit* Ninja'd by Fizz Edited April 7, 2015 by DarkJodo Quote Share this post Link to post Share on other sites
VanorDM 11,599 Posted April 7, 2015 (edited) Based on the RRB page 18... The Special Setup step is part of step 3, so this is where you would do things like double the threat and optional deployment. Step 7 of the mission setup is deploy rebel figures, after the heroes are deployed, then any allies are deployed. So you couldn't add the threat from an ally until step 7, at that point you get an additional optional deployment. Edited April 7, 2015 by VanorDM Quote Share this post Link to post Share on other sites
K3rmit 1 Posted April 7, 2015 Really like this forum and all of you who generate extremely quick replies! *Thumbs Up* 1 derroehre reacted to this Quote Share this post Link to post Share on other sites