Imperial Assault: Bossk und ISB Infiltrators
Fantasy Flight Games stellen zwei neue Erweiterungen für Imperial Assault vor, der Kopfgeldjäger Boss verfolgt seine Beute gnadenlos und das Imperiale Sicherheitsbüro entsendet seine tödlichen Agenten.
“I am Bossk from Trandosha. I did not come to Monad Outpost to die in this arena. But if I am to die tonight, I wish to die as a warrior.”
Throughout the Star Wars galaxy, bounty hunters ruthlessly track down their prey. For a man or woman with a death mark on their head, life is an uncertain proposition at best. Any bounty hunter can hunt their target and bring them in, dead or alive, to collect the reward. Yet even among these fearsome hunters, there are those who have created a legend for themselves. For these dangerous warriors and cunning schemers, hunting is not a career or a way to earn credits—it is the only lifestyle they can imagine, and they are very good at it.
Today, we’ll take a closer look at one of those master bounty hunters and explore how you can hunt down your foes with the Bossk Villain Pack for Imperial Assault!
A Born Hunter
Bossk is one of the most dangerous bounty hunters in the galaxy: a reputation cemented by the fact that he was one of the few chosen by Darth Vader to track down the Millennium Falcon. With the upcoming release of The Bespin Gambit, Bossk has taken a job on Cloud City that brings him into direct conflict with the Rebel operatives.
As you might expect, a life of hunting has given Bossk a massive array of combat skills.
Feats that demand exertion from others come as second nature to Bossk—a fact reflected by his inherent abilities. Rather than spending surges to gain these effects, Bossk receives increased damage and accuracy to every attack and gains a free block whenever he defends. If your foe does prove to have tougher armor than you can expect, you also spend one of your surges to pierce your enemy’s defenses and make sure your damage hits home.
Even setting aside Bossk’s inherent abilities, he has the power to deal significant damage every round. Bossk rolls one red die and one green die, making his attacks heavy on damage, and he also benefits from the Indiscriminate Fire ability. By spending an action, you can choose any space within three spaces of you in your line of sight. Then, you roll a green die and force each nearby figure to suffer damage and strain based on your roll! Anytime you can deal damage without giving your opponent the chance to roll defense dice, you have a better chance of killing your opponent’s characters, and Indiscriminate Fire lets you target multiple foes at once.
You may also call upon Bossk’s Trandoshan heritage to gain the advantage in combat. Trandoshans are well known for their regenerative powers, and Bossk is no different. With Regenerate, you recover two damage and discard all Harmful conditions at the end of each round. Even though Bossk rolls a white die in defense, your opponent will quickly learn that Bossk is much more difficult to kill than he first appears.
Pick Up the Trail
With a new mission that this Villain Pack introduces for your Imperial Assault campaigns, the heroes may come face to face with Bossk in the midst of a gunrunning scheme on Toydaria. Taking down Bossk and his allies is a difficult task, but if the heroes choose to do any other mission, the Imperial player immediately gains the power to summon Bossk into other missions as a villain.
The other cards in this Agenda set offer additional ways to retaliate against the heroes. You can exhaust On the Hunt whenever a Rebel suffers strain in order to give an Imperial figure one movement point.
One movement point isn’t much, but it might push you out of sight around a corner or bring you into range to make a crushing attack against a Rebel hero. Alternatively, you could use Furious Retaliation after one of your Imperial figures is attacked.
After the attack resolves, you can choose a nearby Rebel figure to suffer the same amount of damage suffered by your Imperial figure! With Furious Retaliation, even your opponent’s successes give you the chance to deal more damage to the Rebel heroes.
Headhunter by Trade
Obviously, Bossk is equally dangerous in a skirmish game. His powerful ability to deal out damage and his competitive point cost makes him a natural fit for any Mercenaries list. You may even choose to pair him with the Trandoshan Hunters from the Imperial Assault Core Set,
and if you do so, you could certainly use the help of the new skirmish upgrade introduced in the Bossk Villain Pack.
Headhunter is a one-point skirmish upgrade that can be attached to any of your figure groups.
By exhausting Headhunter when a hostile figure suffers strain on your activation, you can reduce the amount of strain suffered by one. Then, your opponent must discard a random Command card from his hand. If he can’t, the targeted figure suffers a damage instead!
Essentially, Headhunter allows strain to target your opponent’s hand of Command cards, rather than his deck. This gives you the opportunity to destroy your opponent’s options, and your opponent’s hand is a much more finite resource than his deck. Once you’ve depleted your opponent’s hand, you’ll be able to translate strain into extra damage faster than ever.
Many of the Command cards introduced in this Villain Pack directly interact with dealing strain. For instance, you may play Disorient after a hostile figure with a Beneficial condition suffers damage to discard the Beneficial condition and force the figure to suffer two strain.
Alternatively, you may play Grisly Contest at any point during your activation.
When you play this card, you force a figure adjacent to your Brawler to suffer two damage. The Brawler must suffer two strain in return, but if you’re setting up a crushing attack, an extra two damage that can’t be defended can make all the difference.
Finally, you’ll gain access to Bossk’s personal Command card: Trandoshan Terror.
This card can be played whenever you use the Indiscriminate Fire ability, and it has a simple, powerful effect—it adds one yellow die to your dice pool. Rolling an extra yellow die might not seem like much of a difference, but it’s important to note that the yellow die is traditionally heavy on surges. When using Indiscriminate Fire, surges deal strain, so playing Trandoshan Terror can interact directly with all of your ways to punish your opponent for taking strain.
The Wild Hunt
You have your mark and the identity of your victim. All you need to do is hunt down your prey and collect the reward. Join Bossk with The Bespin Gambit and its corresponding figure packs to write a new chapter in your Imperial Assault adventures.
Look for the Bossk Villain Pack and other Imperial Assault expansions at your local retailer soon. You can pre-order your copies today!
“You are beaten. It is useless to resist. Don’t let yourself be destroyed as Obi-Wan did.”
–Darth Vader, Star Wars: The Empire Strikes Back
The Imperial Security Bureau works tirelessly throughout the galaxy to crush sedition and destroy the so-called Rebel Alliance. ISB agents are legendarily dangerous, and some move beyond mere observation or targeted raids. These agents create false lives for themselves, giving themselves reasons to hate the Empire—and then they join the Rebellion. Once inside, these operatives can cause irreparable damage: leaking information, battle plans, and vital data to the Empire. Entire Rebel cells may be caught and executed because they chose to trust the wrong person. Yet if the Rebels trust no one and live in fear, the Empire has already won.
Infiltrate Cloud City and bring down the Rebel strike team with the ISB Infiltrators Villain Pack for Imperial Assault! Like other figure packs, this expansion contains two sculpted plastic figures as well as new missions for both your campaign and skirmish games. Between new Deployment cards, new Agenda cards, new Command cards, and a new Reward card, you’ll find plenty of content to shake up any game.
Today, we’ll take a closer look at the might of the Imperial Security Bureau as we preview the ISB Infiltrators Villain Pack!
Whether you’re recruiting some ISB Infiltrators for a campaign game or a skirmish game, you can expect the same highly-trained, dangerous operatives.
In combat, ISB Infiltrators boast a wide array of surge abilities that you can use to gain the upper hand—you may spend a surge to gain the Hidden condition, to deal more damage, or to improve your accuracy in a firefight.
The ISB Infiltrators can also benefit from their training with the Coordinated Raid ability. By spending an action, an ISB Infiltrator allows another figure in his group to interrupt his turn and perform an attack targeting a hostile figure in the first Infiltrator’s line of sight. This type of coordination boosts the number of attacks you’ll be able to make per activation and makes the ISB Infiltrators very dangerous, but it also means they rely more on keeping their team together: if one ISB Infiltrator falls in battle, Coordinated Raid is useless for the surviving agent.
For just a couple more points, you may choose to invest and bring in the elite version of the ISB Infiltrators.
These elite warriors benefit from higher health and they maintain the Coordinated Raid ability, while also featuring dramatically improved surge abilities. An elite ISB Infiltrator can surge for more damage, and whenever he spends a surge to Hide or gain accuracy, he also gains the capacity to pierce enemy armor. Best of all, elite ISB Infiltrators can spend a surge for the Deadly ability, which allows them to cut straight through enemy dodges. If your opponent’s figures rely on the white die for their defense, like many Rebel figures, elite ISB Infiltrators can quickly dispel their illusion of safety.
As his first action, the ISB Infiltrator attacks Lando Calrissian. Then, he uses his second action to trigger Coordinated Raid, allowing the other ISB Infiltrator to attack Lando!
A new three-card Agenda set also gives the Imperial player some more tools to harry the Rebels over the course of your Imperial Assault campaign. Whether you’re stopping the Rebels from invading the ISB facility on Bespin in a new campaign side mission, or you’re taking your adventures to another side of the Star Wars galaxy, you can take advantage of cards like Trip Mine.
This Agenda card can be unexpectedly revealed at the beginning of any mission to force the heroes to take damage, strain, and the Bleeding condition.
Or, you may help your Infiltrators enter the scene unnoticed with Quiet Entry.
This card can be kept secret until you choose to deploy a Trooper or Spy figure group. Then, you’ll play Quiet Entry and each figure in the deployed group gains two movement points and the Hidden condition—ensuring your figures are in just the right position before you make your move. Finally, you may suddenly recall your figures to an active deployment point with Misdirection.
By spending a threat point at the start of an Imperial group’s activation, you can place all of the figure from that group as close as possible to a single active deployment point. You may use this quick movement to retreat out of danger or to unexpectedly surround a hero who thought he was safe, but either way, your opponent will never see you coming.
The ISB Infiltrators can be equally dangerous as part of an Imperial strike team during a skirmish. Coordinated Raid gives you access to more attacks per turn, making it much easier to destroy your opponent’s strike team and gain points in that way. With the elite ISB Infiltrators, you may even slice through your opponents’ dodge results, ensuring that your damage connects when it needs to.
If your strike team is based around units with the Spy trait, your other units could benefit from a little Cross-Training.
This new skirmish upgrade can be attached to any Trooper figure group, and when one of those figures is defending, you may choose to replace one die in your defense pool with a white die. Although the black defense dice feature a greater distribution of blocks, the white die offers more evades and the all-important dodge, which negates all damage and potentially saves your figure from an untimely destruction.
Cross-Training also gives the attached figure group the Spy trait. Although this may initially seem unimportant, the Command cards included in this Villain Pack quickly prove the opposite. With the four new Command cards introduced in this expansion, you’ll be able to attack your opponent’s hand of Command cards and shatter his plans.
You may use one of your Spy figures to introduce a Strategic Shift at the crucial moment.
This card allows a player of your choice to shuffle his hand of Command cards into his deck and draw two cards. You could use this card to dash your opponent’s plans, of course, but you could also use it on yourself to gain new Command cards that could be more useful in your current situation.
Rather than reacting to your opponent’s potential options, you might directly counter his plans with Comm Disruption.
This Command card reads, “Use when a Command card with a cost of X is played, where X is equal to or less than the number of friendly Spy groups on the map. Discard that card and cancel its effects.” Canceling your opponent’s Command card gives you an unexpected advantage—you only need to make sure you have enough Spies in play. Finally, you can actually use your enemy’s Command cards for yourself with Data Theft.
This allows you to choose any Command card in your opponent’s discard pile, and once during the current round, you can play that card as if it were in your hand! Although this card does depend on what your opponent plays, chances are good that there’s at least one card you can use in his discard pile.
An Insidious Threat
The Imperial Security Bureau will never stop working against the Rebellion—infiltrating its members, sabotaging its operations, and terrorizing the people of countless worlds. Throw your lot in with the ISB Infiltrators when you pre-order this Villain Pack at your local retailer today.
Quelle: Fantasy Flight Games