Imperial Assault: Erste Helden-Previews
Fantasy Flight Games legen nach, dieses Mal gibt es detaillierte Einblicke in zwei Helden für Star Wars: Imperial Assault.
Heroic Endeavors
In an Imperial Assault campaign game, the Rebel players aren’t just any characters – they’re heroes of the Rebellion! To reflect this, heroes are the only figures that can use more than one action to attack, but they also have access to certain special abilities and actions.
Heroes in a campaign can push their own limits by taking on strain. Many special abilities require the hero to suffer strain in order to trigger the ability. A hero may also suffer a strain to gain a movement point twice per activation. By using strain to gain movement points, you can conserve your actions for other tasks, such as attacking or interacting with the mission. Even strain has its limits, however. A hero cannot suffer strain beyond his endurance, which is shown on his hero sheet.
Fortunately, there’s a way for heroes in a campaign to remove strain by using an action to rest. Resting removes strain tokens equal to the hero’s endurance, freeing the hero to take strain once more. In addition, if you have fewer strain tokens than your endurance when you rest, any remaining endurance heals damage. For example, Jyn Odan has an endurance of four. If she chooses to rest when she has two strain, she removes two strain and two damage. You can even rest when you have no strain and recover only wounds! Resting is vital to keep your heroes in the fight, but it also consumes crucial actions, giving the Imperial player more opportunities to concentrate fire and bring you down.
Jyn Odan takes a rest action, and with an endurance of four, she removes two strain and two damage.
Defeating a hero is also more difficult than defeating an ordinary soldier. Each hero has a health listed on his hero sheet, and when the hero takes damage equal to his health, rather than being defeated, he is wounded and flips over his hero sheet. A wounded hero loses a special ability and his speed, endurance, and attributes decrease. If a wounded hero again takes damage equal to his health, his grievous wounds force him to withdraw, and he is removed from the mission.
The Commander
Gideon Argus, a seasoned Alliance commander, is just one of the heroes you may play over the course of an Imperial Assault campaign. Well-trained in battlefield tactics, Gideon Argus possesses a fierce intellect and the sangfroid to command calmly in the heat of battle. Argus may not deal the decisive blow, but his squadmates never get far without his guidance.
Gideon Argus’s hero sheet displays a variety of information about the hero, including his two abilities. The Command ability can be triggered by spending an action and suffering two strain, and it allows Gideon Argus to choose a friendly figure within three spaces. That figure interrupts Argus’s turn to move or attack, allowing you to position the members of your squad or coordinate a decisive attack at the opportune moment.
Gideon Argus can also draw upon his years of experience with his Disabling Shot ability. Whenever Argus attacks with a ranged weapon, he may spend a surge to inflict the stunned condition on his target. If a figure is stunned, it cannot attack or exit its space, and must spend an action to remove the stunned condition. By stunning your opponent’s figures, Gideon Argus can hamper the Imperial plan, even as Gideon’s commands allow other heroes to maneuver and attack in concert.
Gideon Argus’s Class cards allow his already formidable leadership skills to grow even more potent. Called Shot allows Gideon to grant a surge to himself or another hero attacking a target in Gideon’s line of sight, while For the Cause! allows Gideon to suffer a strain to focus a friendly attacking figure. Other Class cards enhance the power of Argus’s Command ability. Air of Command grants more health and allows Argus to choose any friendly figure in his line of sight with his Command ability. Masterstroke, one of Gideon Argus’s most expensive Class cards, allows him to immediately use Command again after using it, doubling his ability to lead other heroes.
The Smuggler
After building a reputation on smuggling and gunfighting, Jyn Odan pledged her skills to the Rebel Alliance. She’s fast on the draw and light on her feet, and she’s left more than a few Stormtroopers watching helplessly as her ship blasts out of orbit. In your Imperial Assault campaigns, Jyn Odan might be just the hero you need to run rings around Imperial troops.
Jyn Odan bears two innate abilities that frame her gunslinging talents. The first ability is Quick Draw. By suffering two strain at the beginning of a hostile figure’s activation, Jyn Odan can perform an attack with a Pistol that targets the activated figure, potentially dropping an enemy before he even takes an action. Being a crack shot is one thing, but even that can be useless if you don’t have a way to escape enemy blaster fire. Thankfully, Jyn Odan also has the Opportunist ability. Whenever she attacks, if her target suffered damage, she may move one space, allowing her to get behind cover or set up another shot.
Jyn Odan’s Class cards enhance her already prodigious skills. Quick As A Whip allows Odan to move one space immediately after an attack against her, giving her more opportunities to escape from harm or prepare for her next attack. The Sidewinder Class card gives her even more movement by allowing her to move up to two spaces after resolving an attack – an ability that stacks with the extra movement from her Opportunist ability.
Jyn Odan’s gunfighter talents also benefit from her Class cards. Gunslinger allows Odan to trigger any of her Pistols’ surge abilities when she attacks with a Pistol. In addition, she can suffer a strain and exhaust Gunslinger to apply an extra surge to her attack results, giving her even more options for Pistol attacks. Jyn can pull off seemingly impossible shots with Trick Shot, a card that allows her to draw line of sight for a ranged attack from any space within three spaces of her actual location.
Der deutsche Vertrieb der Fantasy Flight Produkte liegt bei Heidelberger.
Link: Fantasy Flight Games
Fantastisches Spiel… macht einen Heiden Spaß !
Ich gehe davon aus, du hast es in Essen anspielen dürfen?^^
Die Holonet Show war auch zugegen:
Er hat eines der wenigen Exemplare ergattert und wir haben es dann in unserer Ferienwohnung gespielt. Großartiges Spiel !
Besser ich habe mir eins auf der Messe ergattert 😉
Und das lange vor Release^^ Mir wären die 100 Euro allerdings etwas zu teuer gewesen. Aber damit hast du ja schon Mal ziemlich exklusiven Einblick. Kannst du sagen wie es mit der Kampagne aussieht? Deren Größe würde mich sehr interessieren, darauf bin ich eigentlich noch heisser als auf Skirmish.
Die Kampagne geht üblicherweise über 11 Missionen. Im Buch sind aber 30 Missionen da die Kampagne nicht linear verläuft.
Die gespielte Hauptmission entscheidet sich je nach Sieger der vorigen Mission (Imperium oder Rebellen). Dazwichen werden immer wieder Nebenmissionen gespielt die entweder zufällig gezogen werden aus einem Missionsdeck (inklusive Charakterspezifischer Missionen) oder dem Rebellen durch den Imperialen Spieler aufgezwungen werden im Rahmen seines Agenda-Decks.
Die Kampagne verläuft also jedesmal anders und auch wenn man sicherlich irgendwann alle Missionen kennt ist die Reihenfolge und Kombination immer neu.
Das klingt ausgezeichnet. Ich werde höchstwahrscheinlich nicht allzu oft zum Spielen kommen da sind insgesamt 30 Missionen + hoher Wiederspielwert ziemlich gut, vor allem wenn da jeweils mit einer gekauften Figur noch mal eine dazukommt. Freut mich das es doch relativ umfangreich ist (aus meiner Perspektive aufjedenfall).
Mit der Einführungsmission sind es sogar 31 Missionen.
Spielerisch dürften sowohl Crawler als auch TTler zu ihrem Recht kommen. Der Fernkampf hat im Vergleich zu Descent deutlich hinzugewonnen und die Würfel wurden leicht an SW angepasst, was das Ganze auch etwas übersichtlicher macht.