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IA Skirmish Fixes For Deployment Cards

Version 2.2 - Last Updated 2/23/2019


Author: Christopher Emmick (christopher.emmick@gmail.com)

Purpose
To rebalance deployment cards so they are worthy of inclusion into the Skirmish game. Since the release of
Jabba's Realm expansion in 2016 the Skirmish game has changed significantly: Deployment costs are
lowered, abilities like rerolls are added to improve attack and defense results, an increased damage output
from figures. In this document, older figures and deployments -- nearly 3/5ths of existing Imperial Assault
product -- are revamped so they can provide value and breadth in building competitive armies.

You may have seen these referred to as "CNE Skirmish Fixes" out on the Internet. The "CNE" refers to the
initials of the author. For more details about the design process and history of this document, please see the
About This Document​ section below.

You're welcome to try these fix deployments yourself. ​A Google Drive folder​ exists with all the fixed card
images you'll see below: Feel free to print them out to aid in your testing. If you do test them, ​please fill out this
questionnaire​ to give your feedback on the fixed deployments you used.

This document is open for comments, so feel free to leave your thoughts. You may also suggest changes to
the text directly. The card images are provided to show what the current version of the fix looks like, so that
changes to the text can be seen and discussed by all. (The author reserves the right to accept or reject any
suggestion.) You may also suggest changes to deployments or Command cards not currently in the document
within the provided Public Work areas.
Force User Upgrades
Force Users are starting to see a comeback in play. Darth Vader's Driven by Hatred skirmish upgrade
single-handedly brought the Dark Lord back into competitive play. The bonuses that Spectre Cell gives Kanan
Jarrus and Ezra Bridger has changed them from novel additions to real threats as scary as Vader. This has
inspired the following set of upgrades to improve most existing Force Users. Instead of rewriting every previous
Force User deployment card, these skirmish attachments are designed to work with many of the existing
deployments and even Ezra and Kanan in non-Spectre Cell lists.

(It should be noted that some older Force Users still need either tweaks or full-on reworks of their deployment
cards. Those new cards are listed in the faction sections below. The new Force User deployment cards are
also designed to use this section's Force User attachments.)

These upgrades are built around the premise of improving a Force User's attack output and its survivability; the
player has the agency of choosing one over the other during the course of play. Feedback on a previous
design indicated that players wanted these upgrades to fit the themes that the Force User characters have in
the Star Wars mythos -- a light side Rebel Force User should emphasize defense and dark side Force Users
choose aggressive attacking or punishing those who attack them. These cards are currently elite upgrade
attachments so that a maximum of 2 can be applied per army. Testing will be required to see if having 3 or
more Force Users with these attachments are too strong.
"A Powerful Ally" Skirmish Upgrade Cards

Elite Rebel Skirmish Attachment Card - A Powerful Ally (Calmness of Light)


Cost: 1

Force User only

Patient Defense: While this card is ready, apply +1 BLOCK or +1 EVADE to your defense results.

Ready Counterattack: After an attack targeting you is resolved, you may exhaust this card to gain 1 DMG
TOKEN.
Elite Imperial Skirmish Attachment Card - A Powerful Ally (Surge of Darkness)
Cost: 1

Force User only

Combative: While this card is ready, apply +1 DMG to your attack results.

Furious Response: When an attack is declared on you, you may exhaust this card to apply +1 EVADE to the
attack results. Then, after this attack resolves, if you suffered at least 1 DMG, the attacker suffers 1 DMG and
1 STRAIN.
Elite Mercenary Skirmish Attachment Card - A Powerful Ally (Explosion of Chaos)
Cost: 1

Force User only

Combative: While this card is ready, apply +1 DMG to your attack results.

Unpredictable Defense: When an attack is declared on you, you may exhaust this card to interrupt and roll 1
yellow die. The attacker suffers STRAIN equal to the amount of SURGE rolled. Then, apply -X DMG to the
attack results, where X is equal to the number of DMG results rolled.

Rebels

Biv Bodhrik (Cost: 9)


Biv's big hook is he can do one big and one moderate attack to adjacent enemies in a single action & he
provides Hunter/Brawler options to the Rebels. But at 8 health, he gets picked off at range before using his up
close attack... or immediately afterwards. At this cost, he is practically unusable. (The author has personal
experience using Biv in the modern skirmish game during the 2018 Biv Cup Store Championship in Columbus,
Ohio.)
The changes made to Biv's survivability and damage output were long overdue. The addition of movement to
"Close and Personal" and the new "Advance" ability should give players using Biv options to dance around the
battlefield. Given his damage output potential and new mobility, Biv’s price is only reduced by 1 point and
should now be considered one of the significant pieces of any army that employs him.

Regular Unique Deployment Card - Biv Bodhrik (Vengeful Revolutionary)


Cost: 8
Hunter - Brawler

+1 Accuracy, +1 BLOCK
surge: +3 Accuracy, +1 DMG
surge: +1 DMG

=> Close and Personal: Move up to 2 spaces, then perform a MELEE attack using 1 red and 1 yellow die.
Apply +1 DMG to the attack results. Then, if the target was not defeated, perform your RANGED attack on the
same target.

Advance: When a small hostile figure within 2 spaces is defeated, if that figure's space is not blocking terrain,
you may interrupt to place your figure in the space that the defeated figure occupied.

Attack Type: Ranged


Attack Pool: red/blue/yellow
Defense Pool: black
Speed: 4
Health: 12
Biv Bodhrik Command Card FAQ Update
"Stay Down" now costs 1 point. The text of the card now reads: "Use after resolving 'Close and Personal'. If the
target was not defeated, perform an additional attack with the same target. Then, you become Weakened."
Diala Passil (Cost: 7)
As the very first Force User, Diala is significantly behind the curve. In modern skirmish, tossing a Command
card for an attack bonus is too high of a price to pay... especially if the figure can surge for Pierce 3. Even with
a defensive reroll, Diala's Health is too low to survive moving into melee range, attacking and moving back out.

To separate her from Spectre Cell Force Users and more beefier Brawlers like Zeb Orrelios, her mobility
options will be increased and she will be able to perform a Lightsaber Throw as a special action. This
Lightsaber Throw is inspired by her class ability. To bring her up to being a 3-die attacker, she will be given the
ability to become Focused when attacking.

Regular Unique Deployment Card - Diala Passil (Prodigal Jedi)


Cost: 7
Force User - Brawler

SURGE: Pierce 3
SURGE: +2 DMG
SURGE: Cleave 2 DMG

Force Adept: When you declare an attack, you become Focused. You ignore additional movement costs for
difficult terrain and hostile figures.

=> Lightsaber Throw: Perform a RANGED attack using 1 green die. Apply +2 Accuracy to the attack results.

Foresee: While defending, you may reroll one die.

Attack Type: Melee


Attack Pool: red/green
Defense Pool: white
Speed: 5
Health: 12
Regular Unique Deployment Card - Diala Passil (Exile Redeemed)
(This skirmish fix was suggested by Brett Kelly. His original suggestion was in the form of a skirmish
attachment; it has been modified on this document to be a replacement deployment card. It is also designed
without the "A Powerful Influence" cards being available to it.)

Cost: 5
Force User - Brawler

SURGE: Pierce 3
SURGE: +2 DMG
SURGE: Cleave 2 DMG

Force Throw: During your activation, choose a small figure within 3 spaces. Push that figure up to 3 spaces. If
it is a hostile figure, it suffers 1<damage>. Limit once per round.

Foresee: While defending, you may reroll one die.

Attack Type: Melee


Attack Pool: red/green/yellow
Defense Pool: white
Speed: 5
Health: 8

Diala Passil Command Card FAQ Update


"Sarlacc Sweep" now costs 1 point.
Fenn Signis (Cost: 9)
For most of the lifespan of this document, Fenn was constantly tweaked around his Assault and Trooper
Assault abilities. In playtesting, it was reported that it was difficult for Fenn to maximize the effectiveness of
both those abilities. With Assault, it was difficult to adjust Fenn's attacks concerning one of the attacks
potentially having Focus. With Trooper Assault, Fenn has difficulty positioning himself where the other
Troopers can fire without endangering themselves or Fenn.

Reducing Fenn's cost to 7 is important to make him viable for any sort of new Rebel hero or Trooper list.
Trooper Assault is reworked to grant EITHER Fenn or another Trooper Assault once per round, which
simplifies the kind of damage output he can allow. To improve his attack output, his attack can gain either a +1
DMG or Blast 1 DMG and he can reroll one attack die. To allow him more mobility, he'll be granted a
movement point each time he resolves an attack. This synergizes especially well with Call the Vanguard.

Regular Unique Deployment Card - Fenn Signis (Rebel Commando)


Cost: 7
Trooper - Leader

+1 Accuracy, +1 EVADE
SURGE: +2 Accuracy

Veteran's Rifle: When you declare an attack, apply +1 DMG or Blast 1 DMG to the attack results. While
attacking, you may reroll one die.

Trooper Assault: After you or a friendly Trooper within 3 spaces resolves an attack during its activation, that
figure may perform multiple attacks. Limit once per round.

Lone Wolf: After you resolve an attack, you gain 1 movement point.

Attack Type: Ranged


Attack Pool: red/blue/green
Defense Pool: black
Speed: 4
Health: 12
Fenn Signis Command Card FAQ Update
The text on "Burst Fire" now reads: "=> Perform an attack. After this attack resolves, if it did not miss, each
hostile figure on or adjacent to the target space becomes Stunned." The cost of this card is now 1.
Gaarkhan (Cost: 8)
Poor Gaarkhan, very easily counterable and kited. Even the Elite Wookie Warriors have more Health and do
better damage than him! Wizened opponents know just to ignore him since he doesn't pose a serious threat
until he's taken damage. Trying to make his self-Focusing mechanic work has been a goal of this document for
a long time. However, playtest after playtest showed how difficult it was for Gaarkhan to rely on his first attack
doing enough damage to be worthwhile AND having the extra surge for self-Focus.

This version of Gaarkhan removes the self-Focus and makes him a proper 3-die attacker. His surge abilities
are adjusted around this new attack pool and the potential for Focus from Gideon or Threepio. Players will still
need to draw out an attack on Gaarkhan to unlock his Enraged ability, but it should be easier since Gaarkhan's
attacks will naturally do more damage.

Regular Unique Deployment Card - Gaarkhan (Unstoppable Ferocity)


Cost: 6
Brawler - Wookie - Guardian

+1 BLOCK
SURGE: Pierce 2
DOUBLE SURGE: +1 DMG, Bleed

Enraged: If you have suffered at least 1 DMG, you can perform multiple attacks each activation and while
attacking you may reroll 1 attack die.

=> Charge: Move up to 4 spaces. Then, you may perform an attack.

Attack Type: Melee


Attack Pool: red/yellow/blue
Defense Pool: black
Speed: 4
Health: 12
Jyn Odan (Cost: 5)
Since Jabba's Realm, Jyn's usability has actually increased a bit thanks to the influx of Smuggler cards and her
natural fit working in a Han Solo/Threepio box. With the release of Extra Armor, her chances of punching
through a figure's defenses with a block token has dropped significantly -- and she already needed Focus
when it came to having any hope of attacking IG-88 or Vader.

This deployment fix is designed to make her more independent. Her "Sidewinder" surge ability allows her to dip
back around a wall after she extends past her allies for "Hair Trigger". She has her attack math changed a bit
to increase the likelihood of her pushing enough damage through for Stun.

Regular Unique Deployment Card - Jyn Odan (Gunslinging Rogue)


Cost: 5
Smuggler

+1 Accuracy, +1 DMG
surge: Stun, Pierce 1
surge: +2 Accuracy, +1 DMG

SURGE Sidewinder: After this attack resolves, if it did not miss, you gain 2 movement points.

Hair Trigger: At the start of a hostile figure's activation, you may interrupt to perform an attack targeting that
figure. Limit once per round.

Cunning: While defending, add +1 BLOCK to the defense results for each EVADE result.

Attack Type: Ranged


Attack Pool: green/green
Defense Pool: white
Speed: 5
Health: 6
Lando Calrissian (Cost: 6)
The changes suggested for Jyn Odan & Saska Teft puts Lando behind the curve. He should still keep his
unique abilities of Resourceful & Gambit. But Lando is tough to tweak since he is a Smuggler, can change the
dice that he rolls and has the powerful surge abilities of "Hide, Stun" and "+2 DMG". With the new Doubt card,
Lando is likely to lose the benefits of his Hide token before he can attack in the next round. Without the extra
surge from Hide, Lando's threat as a 2-die attacker lessens, even though he can change one of the dice he
can attack with.

Keeping Lando as a once-per-round attacker means he should be upgraded to a 3-die attacker. To prevent
him from easily becoming a 4-die attacker through Focus, his 3rd attack die will come from an auto-Focus
ability. To prevent him from Hide/Stun-ing everything in creation, his surge abilities will be reworked to support
a 3-die roll.

Elite Unique Deployment Card - Lando Calrissian (Play To Win)


Cost: 6
Smuggler - Leader

+2 Accuracy, +1 EVADE
surge: Stun
surge: +2 Accuracy, +1 DMG
surge: +1 DMG, Hide

Press the Advantage: When you declare an attack, you become Focused.

Resourceful: While attacking or defending, you may reroll 1 of your attack or defense dice.

Gambit: Before you reroll a die, you may replace it with another die of the same type. After rolling, the new die
is considered rerolled.

Attack Type: Ranged


Attack Pool: green/yellow
Defense Pool: black
Speed: 4
Health: 9
Loku Kanoloa (Cost: 4)
Loku's attack pool implies he should be a harder-hitting sniper than Mak. His existing ability to self-Focus was
nearly impossible to trigger since he typically doesn't hit hard enough to finish off figures. In this fix, Loku hits a
little bit harder naturally and can attack via a special action for a reroll and extra Accuracy. His "Mon Cala
Special Forces" now can remove a DODGE result, which situationally can be powerful.

Regular Unique Deployment Card - Loku Kanoloa (Crack Shot)


Cost: 4
Spy

+2 Accuracy, +1 DMG
surge: +2 Accuracy
surge: +1 DMG

=> Set Your Sights: Perform an attack. During this attack, you may reroll 1 attack die and apply +2 Accuracy to
the attack results.

Priority Target: Figures do not block line of sight for your attacks

Mon Cala Special Forces: While attacking, you may apply -1 DMG to the attack results to apply -1 DODGE to
the defense results. Limit once per round.

Attack Type: Ranged


Attack Pool: red/blue
Defense Pool: white
Speed: 5
Health: 6
Loku Kanoloa Command Card FAQ Update
The text on "Coordinated Attack" now reads: "=> You and a friendly figure within 3 spaces may each perform
an attack targeting the same figure. Figures do not block line of sight for these attacks."
Mak Eshka'rey (Cost: 3)
Given his attack pool, Mak needs assistance performing his Critical Hit ability. He also requires a boost in
survivability. Allowing him to have a special action to Hide and move 2 spaces fulfills both of these requests.
Even if his Hidden condition is removed by Doubt, he can re-Hide on his next activation, which will give the
opponent considerable problems on focusing on removing Mak or another figure with a Beneficial condition.
Increasing Mak's deployment cost by 1 ensures that he is chosen as a good pick for the squad and not as an
metagame requirement.

Regular Unique Deployment Card - Mak Eshka'rey (Bothan Renegade)


Cost: 4
Spy

+1 DMG
surge: +3 Accuracy

=> Sneak: You become Hidden, then you may move up to 2 spaces

Priority Target: Figures do not block line of sight for your attacks

SURGE Critical Hit: This attack gains Pierce 2. If this attack defeats a hostile figure, your opponent must
discard 1 random Command card from his or her hand.

Attack Type: Ranged


Attack Pool: blue/blue
Defense Pool: white
Speed: 4
Health: 6
MHD-19 (Cost: 5)
MHD needs something to make him worth replacing one of Gideon/C-3P0/Hera. Since he is supposed to be a
healbot, his flexibility to heal should be increased. Bacta Radiator is inspired by MHD-19's ability in the
campaign and is nothing like what else is provided to the Rebels. MHD's attack now no longer relies on the
self-Focus; instead, it is designed to provide a reasonable chance to Weaken a target if MHD cannot get
adjacent to it.

Regular Unique Deployment Card - MHD-19 (Combat Medic)


Cost: 5
Droid

Pierce 1, Weaken
surge: +1 DMG, +2 Accuracy
surge: recover 2 DMG

=> Medical Loadout: You or an adjacent friendly figure recovers 3 DMG.

=> Improper Procedure: Choose an adjacent hostile figure. That figure suffers 1 DMG, 1 STRAIN and
becomes Weakened.

Bacta Radiator: At the start of a round, you may exhaust your deployment card. If you do, then during this
round, when a non-Droid friendly figure within 2 spaces of you activates, that figure recovers 2 DMG.

Attack Type: Ranged


Attack Pool: blue/yellow
Defense Pool: black
Speed: 4
Health: 8
Murne Rin (Cost: 4)
Field Report seems powerful as it gives out up to 2 Hidden tokens, which boosts attacks and defense.
However as written, Field Report requires too much setup to be very effective. In the current game, most of
your opponents will be optimizing card draw and will likely ensure that you will never have more cards in your
hand before activating Murne. To fix this, Field Report will be simplified to assigning the Hidden condition to
two different Rebel figures (including Murne herself) at the end of her activation, with the condition being she
cannot have made an attack that activation. (Like with Gideon, Murne's ability will be restricted to Rebels, as
they typically need the Beneficial conditions more than Mercenary.)

As for attacking... that hasn't been her forte. She'll get a special surge ability that can Stun and move a figure.

Regular Unique Deployment Card - Murne Rin (Aggressive Negotiator)


Cost: 4
Leader - Spy

+1 DMG, +1 Accuracy
SURGE: +2 DMG
SURGE: +2 Accuracy

SURGE Sonic Bellow: If this attack did not miss, cancel all DMG results. Then the target figure suffers 1 DMG,
push the figure 2 spaces, and then the figure becomes Stunned.

=> False Orders: Choose a hostile figure with a figure cost of 3 or less within 3 spaces. Perform a move or
attack with that figure.

Field Report: At the end of your activation, if you did not perform an attack during this activation, up to 2
friendly Rebel figures within 3 spaces become Hidden.

Attack Type: Ranged


Attack Pool: blue/yellow
Defense Pool: black
Speed: 4
Health: 7
Saska Teft (Cost: 6)
Shady Contacts seems like the real reason why Saska was made for Skirmish. But on the board, Saska really
doesn't have a good role. Additionally Saska's cost at 6 points doesn't leave a lot of room for a MERCENARY
ally and the supports Rebels need to compete.

In this version of the fixes, Saska keeps Shady Contacts as her cost is reduced to 3. This encourages the
usage of Shady Contacts and also makes Saska a low-cost unique Smuggler that can be used for Heroic Effort
lists as an objective runner (with the ability to interact for free). These changes also bring back her device
management abilities from the campaign by allowing her to give out a power token. Her attack pool is adjusted
to be a bit more consistent but not overpowering if she uses her own power tokens on attack. To keep her from
abusing Spy cards, she loses the Spy trait.

Regular Unique Deployment Card - Saska Teft (Shifty Engineer)


Cost: 3
Smuggler

Pierce 1, +2 Accuracy
surge: +1 DMG
surge: Weaken
surge: +2 Accuracy, gain 1 DMG TOKEN

=> Device Distribution: You or an adjacent friendly figure gains 1 WILDCARD TOKEN.

Assistive Technology: Once per round, you may spend a power token to perform an interact as a free action.

Shady Contacts: You may include up to 1 non-upgrade MERCENARY Deployment card in your army.

Attack Type: Ranged


Attack Pool: green/yellow
Defense Pool: white
Speed: 4
Health: 5
Saska Teft Command Card FAQ Update
"Hidden Trap" now costs 1 point and reads: "=> Choose a terminal or object. Each figure on or adjacent to that
terminal or object suffers 2 DMG."
Verena Talos (Cost: 8)
The previous version of "Close Quarters" didn't translate well into the skirmish game when it was released.
"Close Quarters" in this version of the document is closer to how "Close Quarters" is defined in the campaign.
Now Verena gains a significant bonus for attacking adjacent figures with weaker attack pools and is a
legitimate danger when attacking queen pieces like IG-88, Han or Vader. To have her be threatening while
moving into position for "Close Quarters", she will get an extra blue die to add distance on her shot.

Regular Deployment Card - Verena Talos (Student of Battle)


Cost: 6
Brawler - Spy

+1 EVADE
surge: +2 DMG
surge: +2 Accuracy

Close Quarters: When you declare an attack while adjacent to a hostile figure, add one die from that figure's
attack pool to your attack pool and you may use that figure's attack type.

Instinctual Aim: When you declare an attack and do not use "Close Quarters", add 1 blue die to your attack
pool and this attack gains Pierce 1.

Attack Type: Ranged


Attack Pool: green/green
Defense Pool: black
Speed: 5
Health: 11
Verena Talos Command Card FAQ Update
"Master Operative" now costs 1 point and reads: "Use when you declare an attack using 'Close Quarters'. You
become Focused and you may use the adjacent hostile figure's surge abilities for this attack."
Leia Organa (Cost: 8)
Leia used to be an almost-required piece of any Rebel army. Since the skirmish changes with Jabba's Realm,
she can be too easily picked off from afar before she can attack. Additionally her attack pool doesn't quite hit
hard enough to be remotely comparable to similar Leaders like Ko-Tun or Ahsoka. With an increase in Health
and adding a static +1 DMG, most of Leia's problems are solved. With her health increase, testing is needed to
see if her "SURGE: Recover 2 DMG" makes her too stout.

Leia Organa FAQ Errata


11 Health. +1 DMG.
Rebel Troopers (Cost: 6), Elite Rebel Troopers (Cost: 9)
Rebel Troopers whole design fails at what the modern Skirmish game requires. In this version of the skirmish
fixes document, they are completely reworked from the ground up to be like the troopers introduced to us at
the start of A New Hope: able to rush into position and not going down without a fight. "Aim" is removed and
the figures' attack math is adjusted so it can actually hurt figures when not Focused, but not be overpowered
when Focused. When your opponent does defeat a Rebel Trooper, "Going Down Fighting" helps get value out
of that figure before it is defeated. Finally the deployment costs for these groups will be reduced slightly to
better fit in with Rebel uniques.
Regular Deployment Card - Rebel Trooper (Fleet Vanguard)
Cost: 5/2 - 3 figures
Trooper

+1 Accuracy
surge: +2 Accuracy
surge: Pierce 2

Going Down Fighting: When a figure from this group has suffered DMG equal to its Health, before it is
defeated, it may interrupt to perform an attack. Then, it is defeated.

Attack Type: Ranged


Attack Pool: blue/yellow
Defense Pool: white
Speed: 4
Health: 4
Elite Deployment Card - Rebel Trooper (Fleet Vanguard)
Cost: 8/3 - 3 figures
Trooper

+1 DMG, +2 Acc.
surge: Pierce 2
surge: +2 Accuracy

Going Down Fighting: When a figure from this group has suffered DMG equal to its Health, before it is
defeated, it may interrupt to perform an attack. Then, it is defeated.

=> => Get Into Position: Move up to 5 spaces and then become Focused.

Attack Type: Ranged


Attack Pool: blue/yellow
Defense Pool: white
Speed: 4
Health: 6
Echo Base Troopers (Cost: 6), Elite Echo Base Troopers (Cost: 8)
Currently players who include Echo Base Troopers pay more in deployment cost than they get from the figures
in value. To change this, the EBTs' are given Pierce 1 and a static Accuracy bonus so that attacks that are
made from the normal attack pool or by using "Front Line" can get through most defenses. The defensive
bonus originally given by "Combat Suit" would not help when defending from figures who did not use Pierce.
That ability is reworked to give a new defensive option.
Regular Deployment Card - Echo Base Trooper (In The Trenches)
Cost: 6/3 - 2 figures
Trooper

Pierce 1
surge: +2 Accuracy
surge: +1 DMG

Front Line: While attacking, if the target is within 3 spaces of you, apply +1 Accuracy to the attack results and
you may replace 1 blue die in your attack pool with 1 red die.

Efficient Travel: You ignore additional movement point costs for difficult terrain and hostile figures.

Attack Type: Ranged


Attack Pool: blue/green
Defense Pool: black
Speed: 4
Health: 6
Elite Deployment Card - Echo Base Trooper (In The Trenches)
Cost: 8/4 - 2 figures
Trooper

Pierce 1, +1 Accuracy
surge: +2 Accuracy
surge: +2 DMG

Front Line: While attacking, if the target is within 3 spaces of you, apply +1 Accuracy to the attack results and
you may replace 1 blue die in your attack pool with 1 red die.

Efficient Travel: You ignore additional movement point costs for difficult terrain and hostile figures.

Combat Suit: While defending, choose one: Apply -2 Accuracy to the attack results, or reduce the Pierce
amount of the attack results by 1, to a minimum of 0.

Attack Type: Ranged


Attack Pool: blue/green
Defense Pool: black
Speed: 4
Health: 8
Wookie Warriors (Cost: 8), Elite Wookie Warriors (Cost: 11)
In this version of skirmish fixes, Elite Wookie Warriors have their deployment cost slightly reduced and can
suffer a strain at the end of the round to possibly do 1 unblockable damage to an adjacent figure. All Wookie
Warriors gain the Guardian trait as to enable defensive Command card play to protect other Rebel figures.
They all also gain an Onar-like Rush ability to potentially knock opponents off control points.
Regular Deployment Card - Wookiee Warrior (Masters of the Ryyk)
Cost: 8/4
Wookiee - Brawler - Guardian

surge: +1 DMG
surge: Bleed
surge: Cleave 1 DMG

Fury: While attacking, if you have suffered 4 or more DMG, apply +1 SURGE to the attack results.

=> Warrior Rush: Move up to 2 spaces, then you may push an adjacent, small figure up to 1 space. If you do,
you and that figure suffer 1 DMG.

Attack Type: Melee


Attack Pool: red/green
Defense Pool: black
Speed: 4
Health: 11
Elite Deployment Card - Wookiee Warrior (Masters of the Ryyk)
Cost: 10/5
Wookiee - Brawler - Guardian

surge: +2 DMG
surge: Bleed, Weaken
surge: Cleave 2 DMG

Fury: While attacking, if you have suffered 4 or more DMG, apply +1 SURGE to the attack results.

=> Warrior Rush: Move up to 2 spaces, then you may push an adjacent, small figure up to 1 space. If you do,
you and that figure suffer 1 DMG.

Kerarthorr Slash: At the end of your activation, choose an adjacent hostile figure and roll 1 yellow die. If you
rolled at least 1 DMG result, that figure suffers 1 DMG.

Attack Type: Melee


Attack Pool: red/green
Defense Pool: black
Speed: 4
Health: 13
Gideon Argus (Cost: 3)
During the Zion's Finest Skirmish Fix tournament, all players were forced to use this Gideon fix. The feedback
from players was positive, as it prevents Gideon from making MERCENARY lists too Focus-driven. With the
release of Doubt, Gideon seems less imbalanced than before. However, the following FAQ update is still
recommended.

FAQ Errata
On My Mark now reads: "Choose another friendly Rebel figure in your line of sight. That figure becomes
Focused."

Gideon Argus Command Card FAQ Update


"Take It Down" now costs 2 points and reads: "=> Choose a friendly REBEL figure in your line of sight. That
figure interrupts to perform an attack. Apply +2 DMG to the attack results."
Rebel Saboteur (Cost: 5), Elite Rebel Saboteur (Cost: 7)
Elite Rebel Sabs used to be one of the scariest units in the game. Sadly now they have so many drawbacks --
light on Health, incapable of guaranteeing damage and Stun on targets, must be very, very close to do enough
damage to Stun.

This version of the skirmish fix document attempts to make both regular and elite Rebel Saboteurs useful.
Removing "Overload" allows for the deployment cards' attack math to be completely reworked to better fit the
red/yellow attack pool. Both deployment groups now have an ability to Weaken a figure on or adjacent to the
target space, even if the attack misses. They also have an ability to gain one free surge token at the start of
their activation. Since Regular Rebel Saboteurs now have a better chance at doing damage (especially with
Heavy Fire and other Heavy Weapon Command cards), their ability to Stun is removed. Elite Sabs still can
Stun and can also Blast 2 DMG.
Regular Deployment Card - Rebel Saboteur (Disruption Specialists)
Cost: 5/3
Spy - Heavy Weapon

+3 Accuracy
surge: Pierce 1
surge: +1 DMG, Blast 1 DMG
surge: gain 1 DMG TOKEN

Concussive Blast: After you resolve an attack, if you discarded a power token or Beneficial condition, choose a
figure on or adjacent to the targeted space. That figure becomes Weakened.

Mark The Targets: At the start of your activation, if you are adjacent to a friendly Leader or Spy, you gain 1
SURGE TOKEN.

Attack Type: Ranged


Attack Pool: red/yellow
Defense Pool: white
Speed: 4
Health: 4
Elite Deployment Card - Rebel Saboteurs (Disruption Specialists)
Cost: 7/4
Spy - Heavy Weapon

+3 Accuracy, Pierce 1
surge: Pierce 1, Stun
surge: +1 DMG, Blast 2 DMG
surge: gain 1 DMG TOKEN

Concussive Blast: After you resolve an attack, if you discarded a power token or Beneficial condition, choose a
figure on or adjacent to the targeted space. That figure becomes Weakened.

Mark The Targets: At the start of your activation, if you are adjacent to a friendly Leader or Spy, you gain 1
SURGE TOKEN.

Priority Target: Figures do not block line of sight for this figure's attacks.

Attack Type: Ranged


Attack Pool: red/yellow
Defense Pool: white
Speed: 5
Health: 6
Davith Elso (Cost: 6)
Davith became completely unplayable with the release of the skirmish upgrade Doubt. In order to keep Davith
relying on the Hidden condition, his ability to self-Hide must be improved dramatically: He will now be allowed
to Hide himself at the start of each round. Additionally, his surge ability to Hide will be combined with the Pierce
3, so that doing at least 1 DMG is nearly guaranteed even if he is not already Hidden or has any other attack
bonuses. He also gets an extra movement during Fell Swoop to potentially target a figure that isn't adjacent to
the original target.

Regular Unique Deployment Card - Davith Elso (Shrouded Jedi)


Cost: 6
Spy - Force User

surge: +2 DMG
surge: Pierce 3, Hide
surge: Recover 1 DMG

Stealthy: At the start of each round, if you are not within 2 spaces of any hostile figure, you become Hidden.

Cut and Run: When you exit a space containing a hostile figure, that figure suffers 1 DMG. Limit once per
figure per round.

double surge Fell Swoop: After this attack resolves, move up to 3 spaces then perform another attack. Limit
once per round.

Attack Type: Melee


Attack Pool: green/yellow
Defense Pool: white
Speed: 5
Health: 11
Luke Skywalker, Hero of the Rebellion (Cost: 10)
This version of Luke gets lost in the shuffle. He used to be part of the "wonder twins" list with Leia that was
very successful in the early years of IA Skirmish. Now he costs too much and cannot do enough damage
during his activation... even if Son of Skywalker is in play.

In this new deployment card for Luke, his Saber Strike can be performed without spending an action. This
encourages players to be more aggressive with him and gives him another opportunity to recover damage.
Additionally his attack math is improved by changing "Inspiring" to allow him to reroll an attack die.

Making this Luke Skywalker deployment card better is so important since it is part of the Core Set and will
likely be the first introduction to having a powerful figure for the Rebel or Mercenary player.

Elite Unique Deployment Card - Luke Skywalker (Hero of the Rebellion)


Cost: 9
Force User

+1 Acc., +1 BLOCK
surge: +2 DMG
surge: Recover 2 DMG
surge: +2 Accuracy

Inspiring: While a friendly figure within 3 spaces is attacking, it may reroll one attack die.

Saber Strike: Once during your activation, you may perform an MELEE attack using 1 red and 1 yellow die
without spending an action. This attack gains Pierce 3.

Attack Type: Ranged


Attack Pool: blue/green/yellow
Defense Pool: white
Speed: 5
Health: 11
Luke Skywalker, Jedi Knight (Cost: 12)
This version of Luke Skywalker is well designed, save for one element: Deployment cost. In order for Luke to
better fit into Rebel lists -- and have the opportunity to use a "A Powerful Ally" skirmish upgrade, as detailed
earlier in this document -- Luke's cost must be reduced. An additional surge ability for +1 DMG will be added to
ensure when Luke rolls 3 SURGE, he can still do at least 3 DMG and Pierce 3.

Luke Skywalker, Jedi Knight FAQ Errata


The deployment cost for this card is now 11. You gain "<surge>: +1<damage>".
Rebel Public Work Area
As this is a public working document, the following is a space for deployments suggested by the community for
future versions of the "official" fixes.

Jarrod Kelvin (Cost: 5)

Regular Unique Rebel Skirmish Attachment Card - Mutual Upgrades


Cost: 0
Jarrod Kelvin only

You and J4X-7 gain "Health +1". J4X-7 gains "SURGE: Pierce 1".

At the start of your activation, you may exhaust this card and choose one of the following:

* You and J4X-7 gain 2 movement points.


* J4X-7 becomes Focused.
* You gain 1 BLOCK TOKEN.

Tress Hacuna (Cost: 5)

Regular Unique Rebel Skirmish Attachment Card - Cybernetic Enhancements


Cost: 0
Tress Hacuna only

You gain "+1 BLOCK".

Leg Hydraulics: At the start of your activation, roll 1 yellow and 1 green die. You gain movement points equal to
the amount of SURGE results, to a minimum of 1.

Krayt Dragon Fury: Exhaust this card when you declare an attack to apply either +1 DMG to your attack results
or -1 DODGE to the defense results.

CT-1701 (Cost: 7)

Regular Unique Rebel Skirmish Attachment Card - Locked and Loaded


Cost: 0
CT-1701 only

You may have up to 3 power tokens at a time (instead of 2). When you are deployed, you gain
+1<power-damage>.
At the end of your activation, if you did not perform an attack, you may exhaust this card to gain
1<power-damage>.

When an attack you perform misses, exhaust this card. The target of your attack becomes Weakened.

Ko-Tun Feralo (Cost: 7)

Regular Unique Rebel Skirmish Attachment Card - Rebel Quartermaster


Cost: 0
Ko-Tun Feralo only

At the start of your activation, you gain 1<power-damage> or 1<power-block>.

When you spend a power token, you may exhaust this card to apply +2 of the symbol on that token to the
results instead of +1.

During your activation, you may exhaust this card for you and another friendly figure within 3 spaces to gain 1
movement point.

Obi-Wan Kenobi (Cost: 7)

FAQ Update
Deployment cost is reduced to 6.
Empire

AT-ST (Cost: 14)


Like most figures created in the Core Set era, the AT-ST costs way too much and does way too little for the
modern skirmish game. Releasing the AT-DP brought the large vehicle figure back into the spotlight. If the
AT-ST is to cost more than the AT-DP, it should bring more to the table: Slightly-better odds of doing 5 or more
DMG, an additional defense die, a built-in attack reroll and more mobility.

Elite Deployment Card - AT-ST (Assault Loadout Mark II)


Cost: 11
Vehicle - Heavy Weapon

Massive
+4 Accuracy
SURGE: Blast 2 DMG
SURGE: Pierce 2

Heavy Assault: You can perform multiple attacks during your activation. While attacking, you may reroll one
attack die.

Optimized Transmission: At the start of your activation, you gain 3 movement points.

Attack Type: Ranged


Attack Pool: red/red/blue
Defense Pool: black/black
Speed: 4
Health: 15
General Weiss (Cost: 16)
Similar to the AT-ST, General Weiss must bring more to the table to justify his price. In this case, he will keep
his "Epic Arsenal" ability, which should be especially powerful with the "Heavy Assault" ability he shares with
the fixed AT-ST. Also his "General's Orders" ability will become a free ability that he can apply to himself.

Elite Unique Deployment Card - General Weiss (Field Commander)


Cost: 12
Vehicle - Heavy Weapon - Leader

Massive
+4 Accuracy
DOUBLE SURGE: Blast 3 DMG
SURGE: Pierce 2

Heavy Assault: You can perform multiple attacks during your activation. While attacking, you may reroll one
attack die.

Epic Arsenal: Your attack pool consists of any combination of 3 dice. You may not roll more than 2 dice of the
same color.

General's Orders: At the start of your activation, you may choose up to 2 friendly figures on the board. Those
figures gain 3 movement points.

Attack Type: Ranged


Attack Pool: ?/?/?
Defense Pool: black/black
Speed: 4
Health: 15
SC2-M Repulsor Tank (Cost: 10)
Yet another massive Vehicle that has been left behind. To make it different from all the other massive Imperial
vehicles, it gains an upgrade in Speed, a static +1 DMG and the ability to target figures in the same way
Drokkatta's "Arcing Shot" Command card works. With surge abilities for Pierce 2 and +2 DMG, the tank's
average damage output is higher than AT-ST or AT-DP, but is limited to the one attack per activation. It also
makes the tank a good candidate for Overcharged Weapons and Shared Experience.

Elite Deployment Card - SC2-M Repulsor Tank (Artillery Configuration)


Cost: 9
Vehicle - Heavy Weapon

Massive
+4 Accuracy, +1 DMG
SURGE: +2 DMG
SURGE: Pierce 2, +2 Ac.

Explosive Shells: When declaring an attack, you may target a figure or object adjacent to an empty space in
your line of sight.

Defensible: While defending, you may apply either +1 BLOCK or +1 EVADE to the defense results.

Attack Type: Ranged


Attack Pool: red/blue/yellow
Defense Pool: black
Speed: 6
Health: 13
E-Web Engineer (Cost: 6), Elite E-Web Engineer (Cost: 8)
There may be no way to make E-Web Engineers playable in Skirmish. This attempt gives them something no
other figure in the game has currently: The ability to interrupt and attack for every attack declared on friendly
figures within 3 spaces). It seems to be the best way to simulate an E-Web's barrage of constant fire without
interrupting a player figure's movement. Additionally, they can move outside their deployment zone (through
doors) when they are deployed, allowing players to secure positions on the map.
Regular Deployment Card - E-Web Engineer (Emplacement Sentry)
Cost: 4
Trooper - Heavy Weapon

+2 Accuracy, +1 BLOCK
SURGE: +1 DMG

Forward Deployment: After you are deployed, you gain movement points equal to your Speed + 6. During this
movement, you may move through doors.

Heavy Blaster: During your activation you cannot interact or claim objects, you may perform multiple attacks,
and you cannot voluntarily leave your space if you attack.

Overwatch: When an attack is declared on a friendly figure or object within 3 spaces, you may interrupt to
perform an attack targeting the attacker. Limit one "Overwatch" per hostile figure per round.

Attack Type: Ranged


Attack Pool: red/blue/blue
Defense Pool: black
Speed: 2
Health: 5
Elite Deployment Card - E-Web Engineer (Emplacement Sentry)
Cost: 6
Trooper - Heavy Weapon

+3 Accuracy, +1 BLOCK
SURGE: +2 DMG

Forward Deployment: After you are deployed, you gain movement points equal to your Speed + 6. During this
movement, you may move through doors.

Heavy Blaster: During your activation you cannot interact or claim objects, you may perform multiple attacks,
and you cannot voluntarily leave your space if you attack.

Overwatch: When an attack is declared on a friendly figure or object within 3 spaces, you may interrupt to
perform an attack targeting the attacker. Limit one "Overwatch" per hostile figure per round.

Attack Type: Ranged


Attack Pool: red/blue/blue
Defense Pool: black
Speed: 3
Health: 7
General Sorin (Cost: 8)
With the inclusion of Emperor Palpatine and Thrawn, General Sorin is woefully behind the curve. To make him
playable, he needs more than just a drop in cost. These fixes give him a 3-die attack so he can contribute to
the attack when he is forced to do so. His surge abilities are amplified so that figures using "Advanced
Firepower" gain something worthwhile.

Elite Unique Deployment Card - General Sorin (Vicious Tactician)


Cost: 6
Leader

+1 Accuracy
SURGE: Stun
SURGE: +1 DMG, +1 Accuracy
SURGE: Focus, Pierce 1

=> Bombardment: A friendly Droid, Heavy Weapon or Vehicle within 3 spaces may interrupt to perform an
attack. This attack gains +1 SURGE.

Advanced Firepower: When a friendly Droid, Heavy Weapon or Vehicle within 3 spaces declares an attack, it
may use your surge abilities.

Attack Type: Ranged


Attack Pool: blue/yellow/yellow
Defense Pool: black
Speed: 4
Health: 9
General Sorin Command Card FAQ Update
"Optimal Bombardment" now reads: "=> Choose up to 3 friendly Vehicles, Heavy Weapons or Droids within 3
spaces of you. Each of those figures may interrupt to perform an attack."
Kayn Somos (Cost: 10)
Kayn might have been a formidable foe for Rebels in the campaign, but he's never quite fit in the skirmish
game. His deployment cost is entirely way too high. Even if it was lowered, his abilities and attack output are
too limited. If he's to be a single-figure deployment, his 3-die attack should do some damage. Firing Squad's
wording is changed to allow Kayn to be one of the Troopers shooting. A new ability grants a reroll for friendly
Troopers if Kayn suffers a STRAIN.

Elite Unique Deployment Card - Kayn Somos (Trooper Commander)


Cost: 6
Trooper - Leader

+1 EVADE
surge: +2 DMG
surge: +2 Accuracy
surge: gain 1 DMG Token

=> Firing Squad: Choose up to 2 friendly Troopers within 2 spaces. Each of those figures may interrupt to
perform an attack targeting the same figure.

SURGE Squad Command: Choose another friendly Trooper within 2 spaces. That figure becomes Focused.

Unacceptable: While a friendly Trooper within 3 spaces is attacking, you may suffer 1 STRAIN to allow the
attacker to reroll 1 attack die.

Attack Type: Ranged


Attack Pool: green/green/blue
Defense Pool: black
Speed: 4
Health: 10
Kayn Somos Command Card FAQ Update
"Rally the Troops" now costs 2 points.
Royal Guard Champion (Cost: 15)
It seems like the original design intent for RGC is to make him the ultimate skirmisher, moving in and out of
battle and cutting through the opponent's back lines. This fix tries to move the RGC back into viability by
severely reducing its cost. With such a price reduction, the RGC's ability to DODGE must be changed as well.

Elite Unique Deployment Card - Royal Guard Champion (The Emperor's Blade)
Cost: 10
Guardian - Brawler

SURGE: +2 DMG
SURGE: Pierce 2
SURGE: Bleed
SURGE: Recover 1 DMG

=> 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 perform an attack. Limit once per round.

Force Pike: While defending, convert all DODGE results to EVADE.

Attack Type: Melee


Attack Pool: red/yellow/green
Defense Pool: black/white
Speed: 6
Health: 13
Royal Guard Champion Command Card FAQ Update
"Flurry of Blades" now reads "Play at the start of your activation. You gain 2 movement points and you may
make multiple attacks this activation."
Stormtrooper (Cost: 6), Elite Stormtrooper (Cost: 9)
It's known that the attack math of a Stormtrooper has been considered the design standard. Sadly the skirmish
game has moved to a place where Stormtroopers are difficult to justify using: deployments with 3 figures
typically cost too much to hold one deployment slot and don't do enough damage. In this version of the
Skirmish Fixes document, the Stormtrooper are adjusted not just in cost for adding to your army, but also in a
reduced VP reward given to your opponent. This also encourages players to use the Reinforcements
command cards. Elite Stormtroopers have an improved Last Stand ability to prevent Doubt from completely
countering these figures.
Regular Deployment Card - Stormtrooper (Overwhelming Numbers)
Cost: 5/2 - 3 figures
Trooper

SURGE: +1 DMG
SURGE: +2 Accuracy

Expendable: When the first figure in this deployment group is defeated, that figure is worth 1 VP.

Squad Training: While attacking, while adjacent to another friendly Trooper, you may reroll one attack die.

Attack Type: Ranged


Attack Pool: blue/green
Defense Pool: black
Speed: 4
Health: 3
Elite Deployment Card - Stormtrooper (Overwhelming Numbers)
Cost: 7/3 - 3 figures
Trooper

+1 Accuracy
surge: +2 DMG
surge: +2 Accuracy

Expendable: When the first figure in this deployment group is defeated, that figure is worth 1 VP.

Squad Training: While attacking, while adjacent to another friendly Trooper, you may reroll one attack die.

Last Stand: When you are defeated, all other figures in your group become Focused.

Attack Type: Ranged


Attack Pool: blue/green
Defense Pool: black
Speed: 4
Health: 5
Snowtrooper (Cost: 7), Elite Snowtrooper (Cost: 10)
In this document, Snowtroopers are revamped to better fit with the design ideals of the Imperial faction. They
lose their ability to heal damage since troop survivability doesn't fit the motif of the Empire. Instead they gain
immunity to Harmful conditions and from suffering STRAIN. The elites gain a significant bump in damage
output so that they have a slightly better chance at doing at least 3 DMG compared to the less-expensive
Stormtroopers.

Regular Deployment Card - Snowtrooper (Blizzard Force)


Cost: 6/2 - 3 figures
Trooper

surge: Pierce 1
surge: +2 Accuracy
surge: Weaken

Environmental Combat Gear: You are immune to STRAIN and Harmful conditions.

Squad Training: While attacking, while adjacent to another friendly Trooper, you may reroll one attack die.

Attack Type: Ranged


Attack Pool: blue/green
Defense Pool: black
Speed: 4
Health: 4
Elite Deployment Card - Snowtrooper (Blizzard Force)
Cost: 9/3 - 3 figures
Trooper

+1 DMG, +1 Accuracy
surge: Pierce 2
surge: +2 Accuracy
surge: Weaken, Focus

Environmental Combat Gear: You are immune to STRAIN and Harmful conditions.

Squad Training: While attacking, while adjacent to another friendly Trooper, you may reroll one attack die.

Efficient Travel: You ignore additional movement point costs for difficult terrain and hostile figures.

Attack Type: Ranged


Attack Pool: blue/green
Defense Pool: black
Speed: 4
Health: 6
ISB Infiltrator (Cost: 5), Elite ISB Infiltrator (Cost: 7)
With the addition of Doubt, it would be nearly impossible for ISB Infiltrators to maintain their Hidden condition
through the end of a round. Without it, they lose nearly any chance of triggering their surge abilities when
attacking. Additionally, Coordinated Raid is harder to use since the figure shooting outside of its activation
cannot move in or out of cover to attack. These fixes address those concerns.
Regular Deployment Card - ISB Infiltrator (Counter Intelligence)
Cost: 5/3 - 2 figures
Spy

+1 Accuracy
surge: +1 DMG, Hide
surge: +2 Accuracy

=> Going Dark: You become Hidden.

=> Coordinated Raid: Another figure in your group may interrupt to gain 2 movement points and perform an
attack targeting a hostile figure in your line of sight. Limit once per group per round.

Attack Type: Ranged


Attack Pool: blue/green
Defense Pool: white
Speed: 4
Health: 4
Elite Deployment Card - ISB Infiltrator (Counter Intelligence)
Cost: 7/4 - 2 figures
Spy

+1 Accuracy, Pierce 1
surge: +2 DMG, Hide
surge: +2 Accuracy

=> Going Dark: You become Hidden.

=> Coordinated Raid: Another figure in your group may interrupt to gain 2 movement points and perform an
attack targeting a hostile figure in your line of sight. Limit once per group per round.

SURGE Deadly: Apply -1 DODGE to the defense results.

Attack Type: Ranged


Attack Pool: blue/green
Defense Pool: white
Speed: 4
Health: 6
The Grand Inquisitor (Cost: 9)
With the A Powerful Ally card, The Grand Inquisitor gains the increase in damage output he so desperately
needs. Even with the attachment, TGI needs to have his lightsaber throw attack buffed. Letting him throw as a
free attack (after suffering a STRAIN) really ups his damage output values.

Elite Unique Deployment Card - The Grand Inquisitor (Sith Loyalist)


Cost: 8
Force User - Hunter

surge: Pierce 3
surge: +2 DMG
surge: Cleave 3 DMG

=> Lightsaber Throw: Perform a RANGED attack using 1 red and 1 yellow die. Apply +3 Accuracy & +1 DMG
to the attack results.

Once during your activation, you may suffer 1 STRAIN to perform "Lightsaber Throw" as a free action.

surge Deadly: Apply -1 DODGE to the defense results.

Defensive: While defending, if you did not roll a BLOCK result, apply +1 BLOCK to the defense results.

Attack Type: Melee


Attack Pool: red/green/yellow
Defense Pool: white
Speed: 5
Health: 15
The Grand Inquisitor Command Card FAQ Update
"Hunt Them Down" now costs 1.
Royal Guard (Cost: 8), Elite Royal Guard (Cost: 12)
Royal Guards were so powerful in the early days of competitive skirmish that they required a proper FAQ nerf.
Since then their cost pulls them out of being viable. In this version of skirmish fixes, the Sentinel ability is
reworked so that the Royal Guard pays a price for providing defensive bonuses, but the defensive bonus is
applied anytime an adjacent figure suffers any damage of any kind (not just from attacks). The elite's cost is
reduced and both deployments' health is increased.
Regular Deployment Card - Royal Guard (The Emperor's Shield)
Cost: 8/4 - 2 figures
Guardian - Brawler

Reach, Pierce 1
SURGE: Stun
SURGE: +1 DMG

Sentinel: When a friendly non-Guardian small figure suffers DMG, and you are adjacent to the targeted space,
reduce the amount of DMG suffered by 1. Then, you suffer 1 DMG. Limit 1 "Sentinel" or "Protector" ability used
per attack.

Attack Type: Melee


Attack Pool: red/yellow
Defense Pool: black
Speed: 4
Health: 9
Elite Deployment Card - Royal Guard (The Emperor's Shield)
Cost: 10/5 - 2 figures
Guardian - Brawler

Reach, Pierce 1
+1 EVADE
SURGE: Stun
SURGE: +2 DMG

Sentinel: When a friendly non-Guardian small figure suffers DMG, and you are adjacent to the targeted space,
reduce the amount of DMG suffered by 1. Then, you suffer 1 DMG. Limit 1 "Sentinel" or "Protector" ability used
per attack.

Vengeful: When a friendly figure within 2 spaces is defeated, you become Focused.

Attack Type: Melee


Attack Pool: red/yellow
Defense Pool: black
Speed: 5
Health: 11
Captain Terro (Cost: 7), Dewback Rider (Cost: 5)
Terro and the Dewback Riders aren't too far off from being viable. They are hindered a bit by not being able to
move easily through difficult terrain and hostile figures. An additional increase in health will also keep them on
the board a little easier. Additionally this version reworks the riders and Terro's attack math so that more
damage can be pushed through, even with a surge-heavy roll.
Elite Deployment Card - Dewback Rider (Wasteland Patrol)
Cost: 5
Trooper - Creature

+1 Accuracy
SURGE: Pierce 2
SURGE: +2 DMG

=> Shock Lance: Choose a figure within 2 spaces and roll one yellow die. That figure suffers DMG equal to the
DMG results. Then, if you rolled 1 or more SURGE, it becomes Weakened.

Mounted: At the start of your activation, gain 3 movement points. When you move, you ignore additional
movement point costs for difficult terrain and hostile figures.

Attack Type: Ranged


Attack Pool: blue/green/yellow
Defense Pool: black
Speed: 5
Health: 10
Elite Unique Deployment Card - Captain Terro (Wasteland Enforcer)
Cost: 7
Trooper - Creature - Leader

+1 Accuracy, Pierce 1
SURGE: +2 DMG
SURGE: +1 DMG, +1 Accuracy

=> Flamethrower: Choose a space within 2 spaces. Each other figure on or adjacent to that space suffers 1
DMG, 1 STRAIN and becomes Weakened.

Mounted: At the start of your activation, gain 3 movement points. When you move, you ignore additional
movement point costs for difficult terrain and hostile figures.

Attack Type: Ranged


Attack Pool: blue/green/yellow
Defense Pool: black
Speed: 5
Health: 14
Heavy Stormtroopers (Cost: 6), Elite Heavy Stormtroopers (Cost: 8)
Outside of the massive Heavy Weapons, Imperials have very few options for attacking at longer ranges. These
Heavy Troopers will have their accuracy bonuses increased as to become a threat for your opponents to deal
with. Composite Plating is reworked so that the defense bonus happens for all ranged attacks. They'll also get
a mobility ability that will help them get into position easier during the first round of the game.
Regular Deployment Card - Heavy Stormtrooper (Shock and Awe)
Cost: 6/3 - 2 figures
Trooper - Heavy Weapon

+3 Accuracy, Pierce 1
SURGE: +1 DMG
SURGE: Blast 1 DMG

Composite Plating: When defending from a RANGED attack, add +1 BLOCK to the defense results.

=> => Heavy Sprint: You gain 7 movement points.

Attack Type: Ranged


Attack Pool: red/blue
Defense Pool: black
Speed: 3
Health: 6
Elite Deployment Card - Heavy Stormtrooper (Shock and Awe)
Cost: 8/4 - 2 figures
Trooper - Heavy Weapon

+4 Accuracy, Pierce 1
SURGE: +2 DMG
SURGE: Blast 2 DMG

Composite Plating: When defending from a RANGED attack, add +1 BLOCK to the defense results.

=> => Heavy Sprint: You gain 7 movement points.

Squad Training: While attacking, while adjacent to another friendly Trooper, you may reroll one attack die.

Attack Type: Ranged


Attack Pool: red/blue
Defense Pool: black
Speed: 3
Health: 8
Empire Public Work Area
As this is a public working document, the following is a space for deployments suggested by the community for
future versions of the "official" fixes.

Sentry Droids (Cost: 6), Elite Sentry Droids (Cost: 10)


By request, an attempt to tweak Sentry Droids into being a bit more viable. Changing their SURGE: +1 DMG to
SURGE +2 DMG might be a bit too much. I would like to see some playtesting, especially with the regular
Sentry Droids, as to ensure they are not putting out too much damage with their Multi-Fire.

Regular Deployment Card - Sentry Droid (Mark II)


Cost: 3/6 - 2 Figures
Trooper - Droid - Guardian

SURGE: +2 DMG
SURGE: Pierce 2
SURGE: +2 Accuracy

=> Multi-fire: Perform 2 attacks. Each attack must have a different target. Apply -1 DMG to each attack’s
results.

=> Charged shot: Perform an attack. Apply +2 Accuracy to the attack results.

Targeting Computer: While attacking, you may reroll 1 attack die.

Attack Type: Ranged


Attack Pool: green/green
Defense Pool: black
Speed: 4
Health: 5

Elite Deployment Card - Sentry Droid (Mark II)


Cost: 10/5 - 2 Figures
Trooper - Droid - Guardian

SURGE: +2 DMG
SURGE: Pierce 2
SURGE: +2 Accuracy

=> Multi-fire: Perform 2 attacks. Each attack must have a different target. Apply -1 DMG to each attack’s
results.

=> Charged shot: Perform an attack. Apply +2 Accuracy to the attack results.
Targeting Computer: While attacking, you may reroll 1 attack die.

Attack Type: Ranged


Attack Pool: green/green/yellow
Defense Pool: black
Speed: 4
Health: 8

Agent Blaise

Elite Unique Imperial Deployment Card - Agent Blaise (ISB Interrogator)


Cost: 6
Spy - Leader

+2 Acc., Pierce 2
SURGE: +3 Accuracy
SURGE: +1 DMG
SURGE: +1 DMG

Adapt: The first time your opponent plays a Command card each round, choose 1 friendly Spy or Trooper. That
figure becomes Hidden.

SURGE Interrogate: Look at your opponent's hand and choose a Command card. You may discard a card of
equal or greater cost from your hand to discard the chosen card.

Health: 9
Speed: 4
Defence: black
Attack: green/yellow/yellow

0-0-0

Regular Unique Imperial Skirmish Attachment - Sadistic Programming


Cost: 0
0-0-0 (Specialized in Pain) Only

Health +1. While attacking, you may reroll 1 attack die.

During your activation, you may exhaust this card and suffer 1 STRAIN to gain 2 movement points.

Probe Droid (Cost: 3), Elite Probe Droid (Cost: 5)

Regular Skirmish Deployment Card: Probe Droid


Cost: 3 - 1 Figure
Droid

Mobile
<surge>: +1<damage>
<surge>: Pierce 1
<surge>: Recover 1<damage>

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

Health: 5
Speed: 3
Defense: black
Attack: blue/yellow/yellow

Elite Skirmish Deployment Card: Probe Droid


Cost: 4 - 1 Figure
Droid

Mobile
<surge>: +2<damage>
<surge>: Pierce 2
<surge>: Recover 2<damage>

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

Targeting Computer: While attacking, you may reroll 1 attack die.

Health: 7
Speed: 4
Defense: black
Attack: blue/yellow/yellow
Mercenary

Boba Fett (Cost: 13)


This is the deployment card everybody wants to be fixed properly. This version tries to give surge ability and
dice picking diversity for Boba's primary 3-die attack while enabling Boba with a free 2-die attack. Boba's
command card is also modified to fit with his reworked Battle Discipline ability.

Elite Unique Deployment Card - Boba Fett (Infamous Bounty Hunter)


Cost: 12
Hunter - Vehicle

+1 EVADE, Mobile
SURGE: +2 DMG

EE-3 Carbine: When you perform an attack with your normal attack pool, you may reroll 1 attack die.

Mandalorian Arsenal: Once during your activation, you may perform a RANGED attack without spending an
action using 1 green die and 1 attack die of any color.

Battle Discipline: When you declare an attack, choose 2 of the following abilities to apply to that attack:
SURGE: Recover 2 DMG | SURGE: Pierce 1 | SURGE: +3 Accuracy | SURGE SURGE: Stun | Weaken |
SURGE: Blast 2 DMG

Attack Type: Ranged


Attack Pool: green/green/blue
Defense Pool: black
Speed: 6
Health: 13
Boba Fett Command Card FAQ Update
"Mandalorian Tactics" now reads "=> Perform 2 attacks. Apply +1 SURGE to each attack's results. Instead of
choosing two abilities from 'Battle Discipline", apply all of its listed abilities."
Dengar (Cost: 7)
Dengar is unique in that he works in Harmful conditions as other artists work with words or paint. However,
with his 2-die attack and limited range, it was nearly impossible to have him survive once he commits to a fight.
This version adds a green die to his attack pool, which supercharges his Punishment surge ability and allows
him to also push through enough damage when necessary. The Shared Suffering ability allows him to spread
his Harmful conditions to another figure, making him especially dangerous.

Elite Unique Deployment Card - Dengar (Ruthless Killer)


Cost: 7
Hunter

+2 Accuracy
SURGE: +2 DMG

Contempt: While attacking, if the target does not have a Harmful condition, apply +1 SURGE to the attack
results.

SURGE Punishment: After the attack resolves, if the target suffered 1 or more DMG, choose 1 Harmful
condition. The target gains that condition. This ability can be triggered multiple times in the same attack.

SURGE SURGE Bring the Pain: After the attack resolves, if the target suffered 1 or more DMG, choose
another hostile figure within 2 spaces of the target. That figure gains a Harmful condition of your choice.

Attack Type: Ranged


Attack Pool: green/green/yellow
Defense Pool: black
Speed: 4
Health: 10
HK Assassin Droids (Cost: 8), Elite HK Assassin Droid (Cost: 11)

HK's used to be the damage-dealing workforce of a Mercenary army. Even with their reroll abilities, their attack
pool, limited Health and high cost prevents them from seeing any play. As Hunters & Droids, they shouldn't
have a whole lot of Health, but a single point for both regular and elite versions should help with their survival.
Taking a page from the Ezra Bridger playbook, HK's gain a special attack die reroll ability that, when nearby a
friendly Droid, allows them to reroll a die and then flip that die to a chosen value. This still enables an opponent
to play Tough Luck. The elite's deployment cost is reduced by 1 in order to make them fit a little bit better with
other Mercenary Hunters.
Regular Deployment Card - HK Assassin Droid (Execution Protocol)
Cost: 8/4 - 2 Figures
Hunter - Droid

SURGE: Pierce 1
SURGE: Weaken
SURGE: +1 DMG

Versatile Weaponry: While attacking, you may force the defender to reroll 1 defense die.

Advanced Targeting Subsystems: While attacking, you may reroll 1 attack die. Then, if you are within 3 spaces
of a friendly Droid, you may turn that rerolled die to any side.

Attack Type: Ranged


Attack Pool: blue/blue/yellow
Defense Pool: black
Speed: 5
Health: 5
Elite Deployment Card - HK Assassin Droid (Execution Protocol)
Cost: 10/5 - 2 Figures
Hunter - Droid

SURGE: Pierce 1
SURGE: Weaken
SURGE: +1 DMG
SURGE: +1 DMG

Advanced Targeting Subsystems: While attacking, you may reroll 1 attack die. Then, if you are within 3 spaces
of a friendly Droid, you may turn that rerolled die to any side.

Versatile Weaponry: While attacking, you may force the defender to reroll 1 defense die.

Priority Target: Figures do not block line of sight for your attacks.

Attack Type: Ranged


Attack Pool: blue/blue/yellow
Defense Pool: black
Speed: 5
Health: 6
Hired Guns (Cost: 4), Elite Hired Guns (Cost: 6)
Jawas have become the go-to objective runners for Mercenary. In order to make Hired Guns a possible
alternative, they will need to be cheaper -- 3 deployment points for 2 regular figures, 5 points for 2 elite figures.
So that their lives aren't just fodder for your opponent's VP score, they'll be given Greedo's ability to shoot
before being defeated. Simplifying their surge abilities will help improve their attack consistency when they are
pressed into attacking.
Regular Deployment Card - Hired Gun (Well Paid)
Cost: 3/2 - 2 Figures
Smuggler

+1 Accuracy
SURGE: Pierce 1
SURGE: +1 Accuracy
SURGE: +1 DMG

Bitter Price: When you have suffered DMG equal to your Health, before you are defeated, you may interrupt to
perform an attack. Apply Pierce 1 to the attack results. Then, you are defeated.

Disposable: While defending, apply -1 DODGE to your defense results.

Attack Type: Ranged


Attack Pool: green/yellow
Defense Pool: white
Speed: 5
Health: 3
Elite Deployment Card - Hired Gun (Well Paid)
Cost: 5/3 - 2 Figures
Smuggler

+2 Accuracy, +1 EVADE
SURGE: Pierce 1
SURGE: +2 Accuracy
SURGE: +2 DMG

Bitter Price: When you have suffered DMG equal to your Health, before you are defeated, you may interrupt to
perform an attack. Apply Pierce 1 to the attack results. Then, you are defeated.

Disposable: While defending, apply -1 DODGE to your defense results.

Attack Type: Ranged


Attack Pool: green/yellow
Defense Pool: white
Speed: 5
Health: 5
Trandoshan Hunter (Cost: 7), Elite Trandoshan Hunter (Cost: 10)
As part of the Core Set, ensuring Trandoshan Hunters are brought into the post-Jabba's Realm world is very
important for introducing new players to the skirmish game. In this iteration of the Skirmish Fixes document,
the Trandoshan Hunters' damage output range is extended from just being adjacent to a target to at least 3
spaces away. They also gain a limited version of Bossk's Regenerate ability. The cost of the elite Trandoshan
Hunters is reduced by one point in order to better mesh with other Mercenary units.
Regular Deployment Card - Trandoshan Hunters (On The Prowl)
Cost: 7/4 - 2 Figures
Hunter - Brawler

+2 Accuracy, +1 DMG
SURGE: Pierce 1, +1 Accuracy

Relentless: When you declare an attack on a target within 3 spaces, that figure suffers 1 STRAIN.

Revivify: At the end of each round, you recover 1 DMG or remove 1 Harmful condition.

Attack Type: Ranged


Attack Pool: red/green
Defense Pool: black
Speed: 4
Health: 7
Elite Deployment Card - Trandoshan Hunters (On The Prowl)
Cost: 9/5 - 2 Figures
Hunter - Brawler

+2 Accuracy, +1 DMG
SURGE: Pierce 2, +2 Accuracy

Relentless: When you declare an attack on a target within 3 spaces, that figure suffers 1 STRAIN.

Revivify: At the end of each round, you recover 1 DMG or remove 1 Harmful condition.

Scattergun: While attacking, if you are adjacent to the target, apply +1 DMG to the attack results.

Attack Type: Ranged


Attack Pool: red/green
Defense Pool: black
Speed: 4
Health: 9
Bossk (Cost: 8)
Bossk as-is isn't a bad figure. He's fallen out of favor since it is difficult to get him close enough to opponents
without getting melted from the counter attacks. His Health will be slightly increased and his Speed increased,
as well as giving him a minimum range of 4 spaces for his red/green attack. To further justify his cost, he'll be
given the ability to use Indiscriminate Fire as a free action by suffering a STRAIN, increasing his damage
output per activation.

Elite Unique Deployment Card - Bossk (Born Hunter)


Cost: 8
Hunter - Brawler

+2 DMG, +3 Acc., +1 BLOCK


SURGE: Pierce 2

=> Indiscriminate Fire: Choose a space within 3 spaces and within your line of sight. Then, roll 1 green die.
Each figure on or adjacent to that space suffers DMG equal to the DMG results and STRAIN equal to the
SURGE results.

Once during your activation, you may suffer 1 STRAIN to perform "Indiscriminate Fire" as a free action.

Regenerate: At the end of each round, you recover 2 DMG and remove all Harmful conditions.

Attack Type: Ranged


Attack Pool: red/green
Defense Pool: white
Speed: 5
Health: 12
Wing Guard (Cost: 6), Elite Wing Guard (Cost: 9)

These deployments were created to help "protect" Mercenary figures and enable Strain-based gameplay. In
the new skirmish meta, figures do more damage per attack and ensure that less attacks are affected by the
Wing Guard's protection. And when the Wing Guard were left on the map, their attacks were not strong enough
to discourage your opponent from moving in.

In this version of the fixes document, Keep The Peace's wording is simplified but is functionally the same as
before. Wing Guard also gain improvements in their attack, including gaining a damage token when they use
their surge ability to recover damage. They also gain a reroll for their attack dice which will assist them with
hitting figures 5 or 6 spaces away. The Elite Wing Guards also gain a potentially game-breaking ability to open
locked doors -- testing not just on the Skirmish tournament official maps will be needed to ensure this doesn't
give a Mercenary player an overwhelming advantage.
Regular Deployment Card - Bespin Guard (To Protect and Serve)
Cost: 5/2 - 3 Figures
Trooper - Guardian

+1 Accuracy
SURGE: +1 Accuracy
SURGE: Recover 1 DMG, gain 1 DMG TOKEN

Keep The Peace: When a hostile figure declares an attack on a friendly adjacent non-Guardian figure, you may
suffer 1 STRAIN. If you do, the attacker suffers 1 STRAIN. Limit 1 "Keep the Peace" ability used per attack.

Squad Training: While attacking, while adjacent to another friendly Trooper, you may reroll one attack die.

Attack Type: Ranged


Attack Pool: blue/green
Defense Pool: black
Speed: 4
Health: 4
Elite Deployment Card - Bespin Guard (To Protect and Serve)
Cost: 8/3 - 3 Figures
Trooper - Guardian

+1 Accuracy, +1 DMG
SURGE: +2 Accuracy
SURGE: Recover 2 DMG, gain 1 DMG TOKEN

Keep The Peace: When a hostile figure declares an attack on a friendly adjacent non-Guardian figure, you may
suffer 1 STRAIN. If you do, the attacker suffers 1 STRAIN. Limit 1 "Keep the Peace" ability used per attack.

Squad Training: While attacking, while adjacent to another friendly Trooper, you may reroll one attack die.

Trusted Official: You can open locked doors.

Attack Type: Ranged


Attack Pool: blue/green
Defense Pool: black
Speed: 4
Health: 6
Tusken Raider (Cost: 5), Elite Tusken Raider (Cost: 7)

The theming of Tusken Raiders and the Bantha Rider are important to these deployments. However, in the
modern skirmish game, the ranged Tusken Cycler attack is too inconsistent and too limited by range to be
effective. Even when the figures get into melee range, their surge abilities limit their ability to pump out enough
damage to be dangerous.

These Tusken Raiders gain a thematic way to Hide, which increases both their survivability and their attack
output. Their surge abilities are reworked so that the Tusken Cycler can now safely use them -- giving Cleave
to a ranged attack is really weird -- and significantly improves their melee attack consistency. The Jundland
Terror command cards really enable these figures once they've moved into the fray.
Regular Deployment Card - Tusken Raider (Jundland Hunters)
Cost: 5/2 - 2 Figures
Brawler

SURGE: +1 DMG
SURGE: Bleed

=> Tusken Cycler: Perform an RANGED attack using one blue and one red die. Apply +2 Accuracy and Pierce
1 to the attack results.

Hiding Their Numbers: When you end your activation adjacent to a friendly Tusken Raider or Bantha Rider,
you become Hidden.

Attack Type: Melee


Attack Pool: red/green
Defense Pool: black
Speed: 4
Health: 5
Elite Deployment Card - Tusken Raider (Jundland Hunters)
Cost: 7/3 - 2 Figures
Brawler

SURGE: +2 DMG
SURGE: Bleed, Weaken

Hiding Their Numbers: When you end your activation adjacent to a friendly Tusken Raider or Bantha Rider,
you become Hidden.

=> Tusken Cycler: Perform a RANGED attack using one blue and one red die. Apply +2 Accuracy and Pierce 1
to the attack results.

Durasteel Gaderffii: When you perform a MELEE attack, the attack gains "Cleave 2 DMG".

Attack Type: Melee


Attack Pool: red/green
Defense Pool: black
Speed: 4
Health: 7
Wampa (Cost: 5), Elite Wampa (Cost: 8)
These figures start slow and end up nearly dead before they can rip into your opponents. To make them more
usable for Creature lists, their deployment cost will be reduced by 1. The Hunger ability is reworked so that the
free movement points are always given to the figure, which will extend its range. The Elite Wampa is given a
special ability to gain a surge when attacking a figure that already has a Harmful condition, allowing them to
clean up wounded figures easier. Even though their Health is decreased a bit to fit their deployment costs more
fairly, they're gifted with a static +1 block ability.
Regular Deployment Card - Wampa (Terror of Hoth)
Cost: 4
Brawler - Creature

+1 DMG, +1 BLOCK
SURGE: Cleave 1 DMG, Bleed

Non-Sentient: You cannot interact.

Hunger: You ignore additional movement point costs for difficult terrain and hostile figures. At the start of your
activation, you gain 3 movement points.

Attack Type: Melee


Attack Pool: red/red
Defense Pool: black
Speed: 3
Health: 7
Elite Deployment Card - Wampa (Terror of Hoth)
Cost: 7
Brawler - Creature

+2 DMG, +1 BLOCK, Bleed


SURGE: Cleave 2 DMG, Stun

Non-Sentient: You cannot interact.

Hunger: You ignore additional movement point costs for difficult terrain and hostile figures. At the start of your
activation, you gain 3 movement points.

Predator: When attacking a figure with a Harmful condition, apply +1 SURGE to your attack results.

Attack Type: Melee


Attack Pool: red/red
Defense Pool: black
Speed: 4
Health: 12
Nexu (Cost: 4), Elite Nexu (Cost: 6)
Nexu are pretty fantastic figures if it weren't for their size. In the modern skirmish game, Nexu have a difficult
time finding cover from a ranged attack. These new Nexu get slight buffs in damage output and Health while
changing around their static and surge abilities.
Regular Deployment Card - Nexu (Predator of Cholganna)
Cost: 4
Brawler - Creature

+1 DMG, Bleed
Mobile
SURGE: Pierce 2
SURGE: Cleave 1 DMG

Non-Sentient: You cannot interact.

=> Big Pounce: Place your figure within an empty space within 4 spaces. Then, you may perform an attack.

Cunning: While defending, apply +1 BLOCK for each EVADE result.

Attack Type: Melee


Attack Pool: red/green
Defense Pool: white
Speed: 6
Health: 7
Elite Deployment Card - Nexu (Predator of Cholganna)
Cost: 6
Brawler - Creature

+1 DMG, Bleed
Mobile
Cleave 2 DMG
SURGE: Pierce 2

Non-Sentient: You cannot interact.

=> Big Pounce: Place your figure within an empty space within 4 spaces. Then, you may perform an attack.

Cunning: While defending, apply +1 BLOCK for each EVADE result.

Attack Type: Melee


Attack Pool: red/green
Defense Pool: white
Speed: 6
Health: 9
Mercenary Public Work Area
As this is a public working document, the following is a space for deployments suggested by the community for
future versions of the "official" fixes.

Maul ( cost : 7 )

Elite Unique Deployment Card - Maul


Cost : 8
Brawler - Force User - hunter

Reach, 1 BLOCK
SURGE: + 2 DMG
SURGE: Pierce 3
SURGE : Cleave 2 DMG

SURGE follow his prey:


after resolving this attack, you gain 1 random token and become hidden

double blade fury :


you can raise all the attack dices or defensive dices. Limited to once per attack

fed by rabies : before you declare an attack, you become focused

Attack Type: Melee


Attack Pool: red/yellow
Defense Pool: white
Speed: 5
Health: 12

Maul Command Card


Cost : 2

Get revenge : When an enemy declares an attack on you, k, you get an interruption to move and attack it.

Shyla Varad

Regular Unique Skirmish Attachment - Daughter of Mandalore


Cost: 0
Shyla Varad only

When you declare an attack during your activation, if you are not using "Mandalorian Whip", you may replace
one green die with one red die.
During your activation, you may exhaust this card and suffer 1 <strain> to use one of the following abilities:

Smoke Bomb: Choose another friendly figure within 3 spaces. That figure becomes HIdden.

Remote Detonator: Choose a hostile figure within 3 spaces and roll 1 green die. That figure suffers <damage>
equal to the <damage> results.

Neutral Public Work Area


As this is a public working document, the following is a space for deployments suggested by the community for
future versions of the "official" fixes.
About This Document

History
Christopher Emmick started this document not too long after Jabba's Realm was released. In earlier versions
of this document, the basis of selection for cards were those considered "overcosted" player survey
(​https://www.reddit.com/r/ImperialAssaultTMG/comments/5hl656/singlefigure_costs_survey_results/​). Since
then, as Fantasy Flight Games released information about new Skirmish deployments and attachments for the
Heart of the Empire expansion, other older deployment cards have been added to this document. The changes
should be able to make those cards worthy choices over other cards, thus increasing meta options.

Since initially publishing this document, Chris has gotten feedback from members of the FFG Official Imperial
Assault Forums, community members from BoardWars.eu, reddit/r/ImperialAssaultTMG, Zion's Finest, Twin
Troopers, Jodo Podcast, "Imperial Assault Skirmish Command Post" Facebook group, and others. Thanks to
EVERYONE who helped make this document better!

In late January 2017, FFG revealed an IG-88-only skirmish upgrade card that drastically increased the figure's
usability. This document has since been reworked to reflect changes for each deployment group as a skirmish
upgrade card. In April 2017, FFG revealed a skirmish upgrade card for Darth Vader, which reduces the
deployment cost of Vader by 5 and makes moderate tweaks to his abilities. Since reduction of deployment cost
is now an official tool used by the FFG designers, this document now utilizes that tool.

In August of 2018, while the IA community was awaiting the release of the new Tyrants of Lothal expansion
and A/V Packs, the Zion's Finest community organized an playtest tournament using version 1.0 of these
changes. The tournament ran through the month of August. Players gave their feedback into not only the
changes themselves, but in the best way to deliver changes to players of the game.

Playtesting
For the first 2 years, most of the playtesting was localized to Chris Emmick & his sons. The most formal
playtesting for these changes was during the August 2018 Zion's Finest playtest tournament.

Playtesting, especially when folks have a favorite figure that just doesn't work currently in skirmish. A lot of
times just having experienced players eyeball my changes gives a lot of positive feedback. Playtesting and
constructive criticism from the IA community is most welcome.

These are not meant for me to tell FFG's designers what to do. I enjoy the work they're doing and will be
continuing to throw my wallet at them. This is my way of sharing my excitement of IA through the discussion on
how we can get these older deployments to work in the new skirmish game.
Changelog
● 0.1
○ First public draft
● 0.2
○ Second public draft, after feedback from reddit, Facebook
● 0.3
○ Third public draft, after feedback from FFG's official forums
● 0.4
○ Fourth public draft, more feedback from reddit & FFG's official forums. Also reworked each
suggest to be skirmish attachment cards
● 0.5
○ Fifth public draft. Admittedly I went a bit too full-hog with some of the changes.
● 0.6
○ Sixth public draft. FFG released Vader's new Driven By Hatred card, which opens up reduction
of deployment cost as a tool. Created new Neutral upgrade section and introduced Non-Unique
Trooper upgrades.
● 0.7
○ Seventh public draft. FFG released more details about the Heart of the Empire expansion.
Retired the Han & Chewie fixes since FFG now has official ones.
○ 0.7.1
■ Made some public updates to some of the Rebel single-figure deployments
○ 0.7.2
■ More public updates to Fenn, Dengar, Verena, Biv, and another attempt at Massive
Imperial figures.
○ 0.7.3
■ Neutral Trooper fixes are now reworked to address the figures that actually need fixing:
Rebel Troopers, Echo Base Troopers, Stormtroopers, Snowtroopers, Wing Guard.
○ 0.7.4
■ Added fixes for Leia, Wookie Warriors, Tusken Raiders & The Grand Inquisitor. Also
changed the Mercenary Creatures "Alpha Predator" upgrade card to allow benefits
applied to regular Wampas (based on reader feedback). A late addition to improve Elite
Royal Guards and Royal Guards has been made as well.
○ 0.7.5
■ Added some tweaks to the Wookie Warriors and Gaarkan based on reader feedback.
Thanks, guys!
○ 0.7.6
■ Reworked Wookie Warriors, Royal Guards and Hired Guns based on reader feedback.
Thanks again! I also tweaked the Stormtrooper/Snowtrooper skirmish upgrade so that
regular deployments don't have improved chances at doing at least 3 DMG to single-die
defenders. Also made another pass at Bossk and the Trandoshan Hunters, removing the
Elite Trando's self Focus for an always-available yellow die in the attack pool.
● 0.8
○ Made public updates to most of the Rebel unique figures
● 0.9 => Input from Zion's Finest
○ Another polishing pass. Significant reworks to most entries. Rebel Troopers and Echo Base
Troopers are now separate skirmish upgrade cards. Elite Stormtroopers & Snowtroopers now
gain power tokens. A few more Rebel unique heroes gained slight modifications. Elite Tusken
Raiders get a rework that allows them fit the "hide their numbers" description from A New Hope.
○ 0.9.1
■ With the help of Zion's Finest slack chat, The Grand Inquisitor has been reworked to
allow Lightsaber Throw to be a free action with a strain cost. Also took a first pass at
improving Captain Terro's and Dewback Riders' mobility and attack range.
○ 0.9.2
■ More tweaks thanks to discussions with Jake from Twin Troopers and other members of
the Zion's Finest slack channel. Sorin's price is increased with the addition of a major
improvement to Bombardment. Added Heavy Stormtroopers. Made changes to the
Gideon FAQ nerf and added a C-3PO FAQ nerf.
○ 0.9.3
■ Brett Kelly said most of these were still a bit underpowered. Challenge accepted!
Tweaks all across the board.
○ 0.9.4
■ Lots of minor tweaks here and there
○ 0.9.5
■ With the reveal of the new Doubt skirmish upgrade, changed needed to be made.
Figures that depended on the permanence of a Beneficial condition as part of their fix
were reworked with Doubt in mind. Also removed the C-3PO FAQ nerf.
● 1.0
○ Thanks to all prior input, these fixes were ready for a wide-scale test. The Zion's Finest guys
hosted a Vassal tournament where many players (including 3-time World Champion Daniel
Taylor) played and sent feedback on the design changes. A big shoutout to Jarom Moore & Noa
Pestana for their help organizing the tournament and setting up a custom Vassal module.
■ Tournament Intro Document
● 2.0
○ Many lessons were learned from the fixes tournament. In particular, the design goals for the fix
cards have changed to be deployed as a "pack" of deployment cards that a player could pick up
on their own.
■ Fixes will no longer default to being attachments for existing deployments. Most players
felt it was better (especially on Vassal) that all changes should be put onto one
deployment card whenever possible.
■ Any suggested FAQ changes will also be represented by a new deployment card.
■ Any fixes made to deployment cards printed since the Jabba's Realm expansion may
still exist as attachment skirmish upgrades.
■ New Command cards will be suggested for figures whose changes make the old
Command cards unplayable.
● 2.1
○ Tweaks have been made to make Trooper deployments more viable for all factions.
○ Reduced the cost to the Royal Guard Champion to see if it is now cheap enough to fit into a
Imperial list.
● 2.1.1
○ Some deployment and command card abilities were reworded to fit on the card templates. The
most drastic change was Boba Fett's Command Card, which was changed to better resemble
what it is currently.
● 2.1.2
○ Added deployment and command cards made from Bitterman's Card Editor
(​https://community.fantasyflightgames.com/topic/282009-imperial-assault-tools-list-builder-card-
editor-more/)
○ Added "Public Workspace" so that deployments made by the community can be viewed in the
document without merging it within the text of "official" fixes of this version number.
● 2.2
○ Tweaks made to several deployments based off testing feedback. Stormtroopers still have a
reduced VP mechanic but isn't as unfair as before.
● 2.2.1
○ A few corrections based on Gideon Ebeling's feedback. Better English words together! Also, the
Scum terminology has now been changed to Mercenary. One significant tweak to the E-Web
Engineer: text is added so that they can count spaces through doors, which might mess with
their extended deployment.
● 2.2.2
○ Gideon Ebeling went to the trouble of adding the original deployment cards so that readers can
compare the fixes with the current card. Thank you, Gideon!
○ Also realized that the Rebel version of A Powerful Ally could set up a situation where its user
could get +2 DMG in an attack: +1 from a power token gained by exhausting the card
previously, +1 from exhausting the card for the current attack. That's too much damage output,
especially considering the kind of defensive boon it gives to Rebel Force Users. Instead, the
exhaust-to-attack ability gives just one DMG TOKEN and is triggered after that figure has
defended from an attack.
○ After taking some feedback about Saska, she's been given the ability to gain a DMG TOKEN via
one of her surge abilities.
● 2.2.3
○ After taking several days worth of feedback on Boba, he's had his free action attack adjusted to
keep it from being too powerful. Also modified the different surge abilities offered by his Battle
Discipline ability.
○ Feedback for the Wookiee Warriors adds a new movement special action that is similar to
Onar's Rush ability. Their attack math has been adjusted back to the normal levels since both
regular and elite Wookiee Warriors can now do one unblockable damage.
○ Added "you may" to the exhaustible abilities for the Rebel and Merc versions of A Powerful Ally
(which was intended but not explicitly defined).
○ Minor update to Verena Talos based on playtesting feedback.
○ If you look in the Rebel & Imperial workspace sections, there's some first draft changes to Agent
Blaise, Sentry Droids, 0-0-0, Tress Hacuna & Jarrod Kelvin.
● 2.2.4
○ Some minor changes to several figures, including Wookiee Warriors.
○ Jyn Odan's changes have been nerfed a bit in order to drop her back down to a deployment
cost of 5.
○ Nerfed the regular Stormtroopers and regular Snowtroopers attack math just a bit based on
feedback.

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