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Imperial Assault Skirmish Spoilers Options
Jonnyb815
Posted: Friday, November 14, 2014 1:27:50 AM
Rank: Advanced Bloo Milk Member
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Joined: 10/28/2008
Posts: 606
Rules: http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=271&esem=4


IMPERIALS
*Royal Guard

(Guardian, Brawler)
Cost 8/4 2 of each

Reach
Surge +2 damage
Surge Stun

Protector: While a friendly figure is defending, and you are adjacent to the targeted space, apply +1 block to the defense results. Limit 1 "Protector" ability used per attack.
Vengeance: When an adjacent friendly figure is defeated, you become Focused.

Health 8, Speed 5, Defense: Black, Attack: Yellow/Red

*Elite Royal Guard
(Guardian, Brawler)

Cost 12/6 two of each
Reach
+1 evade
Surge +2 damage
Surge Stun

Protector: While a friendly figure is defending, and you are adjacent to the targeted space, apply +1 block to the defense results. Limit 1 "Protector" ability used per attack.
Forward Vengeance: When an adjacent friendly figure is defeated, you become Focused and may move 1 space.

Health 10, Speed 5, Defense:Black, Attack: Yellow/Red

*Probe Droid
(Droid)
Cost 3
Mobile
Surge +1 damage
Surge Pierce 1
Surge Recover 1 damage

Self-Destruct: At the end of a round, you may roll 1 red die. Each adjacent figure and object suffers damage equal to the damage results. Then, you are defeated.

Health 5, Speed 3, Defense:Black, Attack: Yellow2/Blue

*Elite Probe Droid
(Droid)
Cost 5
Mobile
Surge +2 damage
Surge Pierce 2
Surge Recover 2 damage

Self-Destruct: At the end of a round, you may roll 1 red die. Each adjacent figure and object suffers damage equal to the damage results. Then, you are defeated.
Targeting-Computer- While attacking, you may reroll 1 attack die.

Health 7, Speed 4, Defense:Black, Attack: Yellow2/Blue

*General Weiss
(Vehicle,Leader,Heavy Weapon)
Cost 16
Massive
Surge +2 Accuracy
Surge Pierce 2
Surge Surge Blast 3 damage

Special Action> General’s Orders-Choose up to 2 other friendly figures on the map. Those figures may each interrupt to perform a move.
Epic Arsenal: Your attack pool consists of any combination of 3 attack dice. You cannot roll more than 2 dice of a single color.

Health 15, Speed 4, Defense:Black2, Attack: any 2/1

* Stormtrooper
(Trooper)
Cost 6/2 three of each
Surge +2 Accuracy
Surge + 1 Damage

Squad Training-While attacking, while adjacent to another friendly TROOPER, you may reroll 1 attack die.

Health 3, Speed 4, Defense:Black, Attack: Blue/Green

* Elite Stormtrooper
(Trooper)
Cost 9/3 three of each
Surge +3 Accuracy
Surge + 2 Damage

Squad Training-While attacking, while adjacent to another friendly TROOPER, you may reroll 1 attack die.
Last Stand-When you are defeated, choose another figure in your group. That figure becomes Focused.

Health 5, Speed 4, Defense:Black, Attack: Blue/Green

* Imperial Officer
(Leader)
Cost 2
Surge +2 Accuracy
Surge + 1 Damage
Surge Focus

Special action> Order-Choose another friendly figure within 2 spaces. That figure may interrupt to perform a move.
Cower-While defending, while adjacent to a friendly figure, you may reroll 1 defense die.

Health 3, Speed 4, Defense:White, Attack: Blue/Yellow

* Elite Imperial Officer
(Leader)
Cost 5
Surge +3 Accuracy
Surge + 1 Damage
Surge Focus
Surge Stun

Special Action> Executive Order-Choose another friendly figure within 2 spaces. That figure may interrupt to perform a move or attack.
Cower-While defending, while adjacent to a friendly figure, you may reroll 1 defense die.

Health 5, Speed 4, Defense:White, Attack: Blue/Yellow

* E-Web Engineer
(Trooper, Heavy Weapon)
Cost 6
Surge +3 Accuracy
Surge + 1 Damage
Surge Recover 2 Damage

Tripod-During your activation, you cannot voluntarily exit your space if you attack, and you cannot attack if you exit your space.
Assault-You can perform multiple attacks each activation.

Health 5, Speed 2, Defense:Black, Attack: Blue/Yellow/Red

* Elite E-Web Engineer
(Trooper, Heavy Weapon)
Cost 8
Surge +3 Accuracy
Surge +2 Damage
Surge Recover 2 Damage
+1 Block

Tripod-During your activation, you cannot voluntarily exit your space if you attack, and you cannot attack if you exit your space.
Assault-You can perform multiple attacks each activation.

Health 7, Speed 3, Defense:Black, Attack: Blue/Yellow/Red

*Elite AT-ST
(Vehicle,Heavy Weapon)
Cost 14
Massive
Surge +3 Accuracy
Surge Pierce 2
Surge Blast 2 damage

Targeting Computer-While attacking, you may reroll 1 attack die.
Awkward- You cannot attack adjacent figures.

Health 15, Speed 4, Defense:Black2, Attack: Blue/Redx2

*Darth Vader
(Force User, Leader, Brawler)
Cost 18
Surge Pierce 2
Surge 2 damage

Special Action> Brutality- Perform 2 attacks. Each attack must have a different target.
Special Action> Force Choke-Choose a hostile figure in your line of sight. That figure suffers 2 damage and 1 strain.
Foresight:While defending, you may reroll 1 defense die.

Health 16, Speed 4, Defense:Black2, Attack: Yellow/Redx2

* Royal Guard Champion
(Guardian, Brawler)
Cost 15
Surge Pierce 2
Surge +2 damage
Surge Bleed

Special Action> Brutality:Perform 2 attacks. Each attack must have a different target.
Executor: When a friendly figure within 3 spaces is defeated, this figure may interrupt to move up to 2 spaces and then perform an attack. Limit once per round.

Health 13, Speed 6, Defense:Black/White, Attack:Yellow/Red/Green

Imperial Upgrade Card
Temporary Alliance (1x, unique upgrade, -, 1 pts) [Include up to 2 deployment cards of Mercenary affiliation.]

REBELS
* Chewie
(Smuggler ,Wookiee, Guardian)
Cost 15
Surge +2 Accuracy
Surge +2 damage
Surge Stun

Special Action> Slam:Choose 1 adjacent hostile figure and roll 1 red die. That figure suffers damage equal to the damage results. Then, if it is a small figure, you may push it 1 spaces.
Protector-While a friendly figure is defending, and you are adjacent to the targeted space, apply +1 block to the defense results. Limit 1 "Protector" ability used per attack.

Health 14, Speed 4, Defense:Black/White, Attack:Yellow/Red/Blue

*Luke Skywalker
(Force User)

Cost 10pts
+1 block
surge: +2 dmg
surge: recover 2 dmg
surge: +2 accuracy

Special Action> Saber Strike: Perform a [Melee] attack using 1 blue, 1 red, and 1 yellow die. This attack gains Pierce 3.
Inspiring: When another friendly figure within 3 spaces is attacking , it may reroll 1 die.

Health 10, Speed 5, Defense:White, Attack: Blue/Green/Yellow

*Han Solo
(smuggler, Leader)

Cost 12pts
surge: +2 dmg
surge: +2 accuracy, +1 Damage

Return Fire: After an attack targeting you is resolved, if you did not suffer any [Damage], you can interrupt to perform an attack that targets that attacker.
Distracting: When a friendly figure is defending, and you are adjacent to the targeted space, apply +1 [Surge Cancel] to the defense results.
Cunning-While defending, apply +1 block to the defense results for each evade results.

Health 12, Speed 4, Defense:White, Attack: Blue/Green2

*Gaarkhan
(Wookiee, Guardian, Brawler)

8pts
+1 Block
surge: Bleed, +1 Piercing
Surge Focus

Enrage: If you have suffered at least 1 damage, you can perform multiple attacks each activation.
Charge:Move a number of squares up to your speed, Then you may perform an attack.

Health 10, Speed 4, Defense:Black, Attack: Red/Yellow

*Mak
(Spy)
3 pts

surge: +2 accuracy
Surge +1 Damage

Priority Target: Figures do not block line of sight for this figure's attacks.
Surge: Critical hit:This attack gains Pierce 2. If this attack defeats a hostile figure your opponent must discard 1 of his command cards from his hand.

Health 4, Speed 4, Defense:White, Attack: Blue/Blue

*Jyn
(Smuggler)
Cost 5 pts

surge: +2 accuracy, +2 damage
Surge Stun, Pierce 1

Hair Trigger: At the start of a hostile figure's activation, you may interrupt to perform an attack that targets that figure. Limit once per round.
Nimble: After an attack targeting you is resolved, gain 2 movement points for each of your evade results.
Cunning-While defending, apply +1 block to the defense results for each evade results.

Health 6, Speed 5, Defense:White, Attack: Green/Green

*Fenn
(Trooper, Leader)
9 pts

surge: +1 accuracy,
Surge +1 damage
Surge Blast 1

Assault:You can perform multiple attacks each activation
Trooper assault: After a friendly Trooper within 3 spaces resolves an attack, it may gain Assault. Limit once per round.

Health 10, Speed 4, Defense:Black, Attack: Green/Blue/Red

*Gideon Argus
(Leader)
3 pts

surge: Focus,
Surge +2 Damage

Special Action> Tactical Manuever: Choose another friendly figure in your line of sight. That figure gains 2 movement points.
Special Action> On My Mark: Choose 1 other figure within your line of sight. That figure becomes Focused.

Health 5, Speed 4, Defense:Black, Attack: Blue/Green

*Diala
( Force User, Brawler)
7 pts

surge: Recover 2
Surge +cleave 2
Surge +pierce3

Shattering Blow: When you declare an attack, you may discard 1 Command card from your hand to choose and remove 1 die from the target's defense pool.
Foresight:While defending, you may reroll 1 defense die.

Health 8, Speed 5, Defense:White, Attack: red/green

*Rebel Trooper
(Trooper)
Cost 6/2 3 of each
Surge Pierce 1
Surge +1 Accuracy

Aim:If you have not exited your space during this activation, apply +1 [Damage] and +2 Accuracy to your attack results.

Health 3, Speed 4, Defense White, Attack: Blue Yellow

*Elite Rebel Trooper
(Trooper)
Cost 9/3 3 of each
Surge Pierce 2
Surge +2 Accuracy

Aim:If you have not exited your space during this activation, apply +1 [Damage] and +2 Accuracy to your attack results.
Special Action>> :Get Into Position: Gain 6 movement points and become Focused.

Health 5, Speed 4, Defense White, Attack: Blue Yellow

*Rebel Saboteur
(Spy, Heavy Weapon)
Cost 5/3 2 of each
+2 Accuracy
Surge Pierce 2
Surge Stun
Surge Blast 1
Overload: You can trigger the same Surge ability up to twice per attack.

Health 4, Speed 5, Defense white, Attack Red/Yellow

*Elite Rebel Saboteur
Cost 7/4 2 of each
(Spy, Heavy Weapon)
+3 Accuracy
Surge Pierce 2
Surge Stun
Surge Blast 2

Overload: You can trigger the same Surge ability up to twice per attack.
Priority Target: Figures do not block line of sight for this figure's attacks.

Health 6, Speed 5, Defense white, Attack Red/Yellow

Upgrade Cards
Rebels
Rebel High Command (1x, unique upgrade, -, 2 pts) [Draw 1 additional Command card each round.]
Balance of the Force (1x, unique upgrade, -, 1 pts) [Additional 3 Command card points.]

MERCS
*IG-88
(Hunter,Droid)
12 pts
-+1 Block
+2 Accuracy
Surge: Recover 3 dmg
Surge: +2 damage

Arsenal: Your attack pool consists of any combination of 2 attack dice.
Relentless: When you declare an attack targeting a figure within 3 squares, that figure suffers 1 strain.
Assault: You can perform multiple attacks each activation

Health 10,Speed 5, Defense:Black, Attack:Any two

*Trandoshan Hunter
(Hunter, Brawler)

7/3pts 2 of each
surge: Bleed
Surge Pierce 2

Relentless: When you declare an attack targeting a figure within 3 squares, that figure suffers 1 strain.
Scattergun: While attacking, if you are adjacent to the target, apply 1 damage to the attack results

Health 6, Speed 4, Defense:Black, Attack: Blue/Green

*Elite Trandoshan Hunter
(Hunter, Brawler)

10/5 2 of each
surge: Bleed
Surge Focus
Surge Pierce 2

Relentless: When you declare an attack targeting a figure within 3 spaces, that figure suffers 1 strain.
ACP Scattergun: While attacking, if you are adjacent to the target, apply 2 damage to the attack results
Health 8, Speed 4, Defense:Black, Attack: Blue/Green

*Nexu
(Creature, Brawler)
Cost 4
Mobile
Bleed
Surge Cleave +1 damage
Surge Piercing 2

Special Action>Pounce: Place your figure in an empty space within 3 spaces. Then, you may perform an attack.
Cunning: While defending, apply +1 block to the defense results for each evade results.
Non-Sentient: You cannot interact.

Health 6, Speed 6,Defense White, Attack Green/Red

*Elite Nexu
(Creature, Brawler)
Cost 6
Mobile
Bleed
Cleave 2
Surge +2 Damage

Special Action> Pounce: Place your figure in an empty space within 3 spaces. Then, you may perform an attack.
Cunning: While defending, apply +1 block to the defense results for each evade results.
Non-Sentient: You cannot interact.

Health 8, Speed 6,Defense White, Attack Green/Red

Merc upgrade cards

First Strike (1x, unique upgrade, -, 2 pts) [After setup both players receive 4 victory points]
Devious Scheme (1x, unique upgrade, -, 1 pts) [After setup, choose your deployment zone. Opponent must deploy first.]
Temporary Alliance (1x, unique upgrade, -, 1 pts) [Include up to 2 deployment cards of Rebel affiliation.]

Mission Cards:

-A, Get to the Ship
(Mos Eisley)

A figure can interact with a launch panel to flip the token colored side up or gray side up. Each Player can flip a max of 1 token per Round.

End of each round: Each play gains 5 VPs for each colored launch panel he controls and 2 VPs for each gray launch panel he controls

-B Smuggled Goods
(Mos Eisley)
A figure can retrieve contraband. Apply -2 speed to each figure carrying contraband.

End of each round: Each player gains 15 VPs for each of his figures carrying contraband in his deployment zone. Then discard those tokens.

-A Close to Home
(Moisture Farm)
Setup: The player with initiative claims 4 red missions tokens. Then his opponent claims 4 blue mission tokens.

End of each Round: If a player controls a crate that does not have 1 of mission tokens on it, he gains 7 VPs . Then, he places 1 of his mission tokens on that crate.

- B Raiding Party
(Moisture Farm)
End of each round: Determine the closest figures in line of sight of each raider. Each of these figures suffers 2 damage. Then, the paler with initiative either moves each raider up to 3 spaces or deploys 1 raider to the Camp. Raiders can be attacked(Health:5, Defense: 1 black die)

When a figure defeats a raider, its player gains 4 VPs

-A Lost Knowledge
(Massassi Ruins)
A figure can retrieve a holocron. A figure cannot carry more than 1 holocron.

When a figure carrying a holocron enters a space adjacent to the communications beacon, it may discard the holocron that it is carrying. Then, its player gains 10 VPs.

-B Leave No Evidence

(Massassi Ruins)
Start of each round: if one player controls the communications beacon, he may call in a planetary bombardment, If he does, each figure in an exterior space suffers 2 damage.

End of each Round: Each play may discard 1 excavation site token he controls to gain 6 VPs.

Command Cards:
COMING SOON

Map Images
COMING SOON
jak
Posted: Friday, November 14, 2014 8:08:41 AM
Rank: Advanced Bloo Milk Member
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Joined: 10/17/2010
Posts: 3,682
Location: Beggers Canyon Tatooine
thanx, nice job Jonny
Jonnyb815
Posted: Friday, November 14, 2014 10:59:29 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 10/28/2008
Posts: 606
Think I have gone through the rules, Forums, and FFG posts. If there is new info I have missed let me know
Deathwielded
Posted: Friday, November 14, 2014 11:18:02 AM
Rank: Advanced Bloo Milk Member
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Joined: 3/19/2013
Posts: 1,249
Thanks for posting! This looks like this game could be fun
thereisnotry
Posted: Friday, November 14, 2014 12:12:10 PM
Rank: Advanced Bloo Milk Member
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Joined: 4/29/2008
Posts: 1,784
Location: Canada
Will, or will not. There is no could. :)

(...and it most certainly will!)
Jonnyb815
Posted: Friday, November 14, 2014 12:49:55 PM
Rank: Advanced Bloo Milk Member
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Joined: 10/28/2008
Posts: 606
I like this game because no game will be like any other. Mission Cards and Command Decks should keep games fresh.

I am a little worried that games could become too random but I like that feel right now.
Jonnyb815
Posted: Tuesday, November 18, 2014 8:38:25 AM
Rank: Advanced Bloo Milk Member
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Joined: 10/28/2008
Posts: 606
Updated with the Mercs that got previewed on FFG today
Jonnyb815
Posted: Tuesday, November 18, 2014 3:04:48 PM
Rank: Advanced Bloo Milk Member
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Joined: 10/28/2008
Posts: 606
Added stats of Chewie Gideon elite troopers and Saboteurs both gen:elite.
Also started adding full stats.
Jonnyb815
Posted: Wednesday, November 19, 2014 10:52:46 AM
Rank: Advanced Bloo Milk Member
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Joined: 10/28/2008
Posts: 606
Wow I really like Luke
Jonnyb815
Posted: Tuesday, November 25, 2014 2:20:39 PM
Rank: Advanced Bloo Milk Member
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Joined: 10/28/2008
Posts: 606
donnyrides
Posted: Tuesday, November 25, 2014 2:44:05 PM
Rank: Advanced Bloo Milk Member
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Joined: 4/22/2011
Posts: 593
If it's FFG you can count on great looks but terrible play testing. I'll get it but after about 3 erratas. :)
Jonnyb815
Posted: Tuesday, November 25, 2014 8:08:41 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 10/28/2008
Posts: 606
donnyrides wrote:
If it's FFG you can count on great looks but terrible play testing. I'll get it but after about 3 erratas. :)


ok seeing the play tests and playing the campaign at gencon. I have to disagree. Yes I have not played the skirmish so maybe I am wrong there but from what I got to play at gencon and have seen in play tests I so disagree.

This game uses another games engine(descent) so its not like they have not learned from their mistakes from that game lol that game has two versions. They really did there homework from what I have read about his game.
Sithborg
Posted: Wednesday, November 26, 2014 3:33:21 PM
Rank: Moderator
Groups: Member , Moderator, Rules Guy

Joined: 8/24/2008
Posts: 5,201
You may want to check some of the complaints that Descent 2nd has. And considering the skirmish is something the added to get around Hasbro's license, I'm not expecting great things. The main game is why I want it.
Jonnyb815
Posted: Wednesday, November 26, 2014 7:18:54 PM
Rank: Advanced Bloo Milk Member
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Joined: 10/28/2008
Posts: 606
Sithborg wrote:
You may want to check some of the complaints that Descent 2nd has. And considering the skirmish is something the added to get around Hasbro's license, I'm not expecting great things. The main game is why I want it.

Well anything could be better than Minis. I would rather watch paint dry than play what minis are now.
Yes but this game had a lot of play testing and It seems pretty balanced to me. Yes Command cards could be too much but from what I have seen its so much better than minis. The only reason why minis was fun because it was around people I liked to hangout with. The games last too long and with all the unbalanced maps that let you just shoot at each other gone. Custom maps are just too inclosed and hard to move around. I am all in on this game because it seems game will be fast and every game will be different.
Sithborg
Posted: Wednesday, November 26, 2014 9:09:18 PM
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Groups: Member , Moderator, Rules Guy

Joined: 8/24/2008
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It really doesn't matter. I have my tournament game. I'm getting this for the campaign games. I have severe doubts about how this will work as a tournament game. I fear it is going to have the same growing problems the SW LCG has, in that it is very slow to grow and diversify.
Jonnyb815
Posted: Thursday, November 27, 2014 10:33:30 AM
Rank: Advanced Bloo Milk Member
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Joined: 10/28/2008
Posts: 606
I would agree but think it's going to just fine because the game forces action. I don't know if there will be balance problems because of the multi ways to build and play. The problem with the lcg is not balance a non vader and a Death Star trench run just won. Yes the lcg was slow to grow but from what we have seen I see everything is playable which should give 8-10 builds. The commands really help create building.

Then main squads will be Han/luke and vader/champion officer builds. Weiss with droids, iigg with probe, fenn troopers, spys with Luke, merc with rebel I think will all be a factor. That's not even talking about a melee rebel build or a trans with ig build or a rebel tank squad with chewie/Han.

That's sounds a lot better than vader/palpy or Han Jedi inknow there were other decks for the lcg but it too a while. Then the big gap for new stuff didn't help. Yes getting new stuff out in time will be very big for this game. Just feel a lot better about the meta than I did about the lcg or xwing when they were starting out.

We havent even seen 70 of the 84 command cards. So the meta could be really limited
But think that means the Meta will be more wide open.
dreadtech
Posted: Thursday, December 4, 2014 1:15:33 PM
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Joined: 7/23/2008
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looking forward to the game, as for it being good or bad, really until you have played it it is a pointless comment to say one way or the other.

How big are the minis compared to WOTC ones, if you know?
Sithborg
Posted: Thursday, December 4, 2014 1:36:22 PM
Rank: Moderator
Groups: Member , Moderator, Rules Guy

Joined: 8/24/2008
Posts: 5,201
dreadtech wrote:
looking forward to the game, as for it being good or bad, really until you have played it it is a pointless comment to say one way or the other.

How big are the minis compared to WOTC ones, if you know?


About the same size.
Jonnyb815
Posted: Thursday, December 4, 2014 4:15:08 PM
Rank: Advanced Bloo Milk Member
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Joined: 10/28/2008
Posts: 606
dreadtech wrote:
looking forward to the game, as for it being good or bad, really until you have played it it is a pointless comment to say one way or the other.

How big are the minis compared to WOTC ones, if you know?

No it's not we enough to figure out the meta. I have access to all the command cards , missions and stats. I can figure out how a game will be played without playing it. I very rarly play tested any squads for this crappy and worthless game
Jonnyb815
Posted: Friday, December 12, 2014 6:19:00 PM
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Joined: 10/28/2008
Posts: 606
Added Mission Card spoilers, All the stats should be good, and Command Cards/Map pictures coming soon
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