Imperial Assault Rules

slim chaney
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Joined: Tue Jun 14, 2011 5:54 pm

Imperial Assault Rules

Post by slim chaney » Sun Jan 08, 2017 5:44 pm

Here's where it starts :D

All missions start with threat level "0". At the end of the round the imperial player increases the threat level by the amount listed against the mission stage, so "2" or "3" etc.
When a mission says add double the threat to the starting amount that would mean starting on "4", "6" etc.

Thought it would take me forever to redeploy stormtroopers with a value of 6..........sweet :D

slim chaney
Posts: 1686
Joined: Tue Jun 14, 2011 5:54 pm

Re: Imperial Assault Rules

Post by slim chaney » Sun Jan 08, 2017 5:50 pm

If a hero brings 2 weapons to a mission, when he declares his attack, he must choose 1 of the weapons to use for that attack.

There is no limit to the number of Item cards a hero can have; however, each hero is limited in what he can bring to an individual mission: 1 Armor ®, 2 Weapons, and 3 Equipment (S).
-- If a hero exceeds this limit after deploying his hero to the map, he must choose which cards to leave behind. Place the chosen cards aside; they cannot be used during this mission. These cards are returned to the player at the end of the mission.

slim chaney
Posts: 1686
Joined: Tue Jun 14, 2011 5:54 pm

Re: Imperial Assault Rules

Post by slim chaney » Sun Jan 08, 2017 5:52 pm

- Immediately before purchasing Item cards, heroes can sell
any of the Item cards they already own. Each sold card
is returned to the game box. Thn the heroes receive an
amount of credits equal to half the card’s cost rounded up to
the nearest 25.
- Item cards without a credit cost can be sold for the heroes to
receive 50 credits.

slim chaney
Posts: 1686
Joined: Tue Jun 14, 2011 5:54 pm

Re: Imperial Assault Rules

Post by slim chaney » Sun Jan 08, 2017 5:53 pm

RRG page 15 "Before deploying heroes to a mission, players may freely give any of their item cards to other heroes. Item cards cannot be traded while resolving a mission"

slim chaney
Posts: 1686
Joined: Tue Jun 14, 2011 5:54 pm

Re: Imperial Assault Rules

Post by slim chaney » Sun Jan 08, 2017 5:59 pm

Side missions are built by the rebels at the beginning of the campaign, and you draw 2 at the beginning. Then after completing one, you draw another (so you'll always have at least 2 to choose from).

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Darkside
Club Committee
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Re: Imperial Assault Rules

Post by Darkside » Sun Jan 08, 2017 9:39 pm

if im there Thursday lee any chance I can jump in please :)

slim chaney
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Re: Imperial Assault Rules

Post by slim chaney » Sun Jan 08, 2017 9:54 pm

No probs. We used "heroic" cards to bolster the rebels, we'll just drop them :D

paulk
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Location: Cwmbran

Re: Imperial Assault Rules

Post by paulk » Mon Jan 09, 2017 7:35 am

@Lee, Great day of Imperial Assault gaming yesterday.

Nice to see more clarifications on the rules, keep it up :)

The campaign style is very enjoyable and we haven't even touched skirmish mode yet...win, win, win!

slim chaney
Posts: 1686
Joined: Tue Jun 14, 2011 5:54 pm

Re: Imperial Assault Rules

Post by slim chaney » Tue Jan 10, 2017 5:07 pm

All rebel credits are pooled at the end of a mission. 6 cards are dealt from the equipment deck and rebel players must chose between them what to purchase and who gets it.

slim chaney
Posts: 1686
Joined: Tue Jun 14, 2011 5:54 pm

Re: Imperial Assault Rules

Post by slim chaney » Fri Jan 13, 2017 8:05 am

What did we do wrong last night?

Only heroes can shoot twice, which means Luke behaves the same as the Imperial, move shoot or move move, no double shoot :o Non heroes also can't rest or interact with crates, not that it happened in that game.

Not a mistake but information for the future, only healthy heroes can carry anything, once wounded they must drop what they are carrying.

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