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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
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
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
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
+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.
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.
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.
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.
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.
+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.
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.
+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.
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.
+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.
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.
+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.
+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.
+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.
Pierce 1, Weaken
surge: +1 DMG, +2 Accuracy
surge: recover 2 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.
As for attacking... that hasn't been her forte. She'll get a special surge ability that can Stun and move a figure.
+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.
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.
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.
+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.
+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.
+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.
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.
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.
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.
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.
FAQ Errata
On My Mark now reads: "Choose another friendly Rebel figure in your line of sight. That figure becomes
Focused."
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.
+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.
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.
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.
+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.
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:
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)
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.
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.
FAQ Update
Deployment cost is reduced to 6.
Empire
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.
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.
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.
+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.
+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.
+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.
+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.
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.
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.
+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.
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.
+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.
+1 Accuracy
surge: +1 DMG, Hide
surge: +2 Accuracy
=> 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.
+1 Accuracy, Pierce 1
surge: +2 DMG, Hide
surge: +2 Accuracy
=> 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: 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.
Defensive: While defending, if you did not roll a BLOCK result, apply +1 BLOCK to the defense results.
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.
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.
+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.
+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.
+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.
+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.
Squad Training: While attacking, while adjacent to another friendly Trooper, you may reroll one attack die.
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.
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.
Agent Blaise
+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
During your activation, you may exhaust this card and suffer 1 STRAIN to gain 2 movement points.
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
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.
Health: 7
Speed: 4
Defense: black
Attack: blue/yellow/yellow
Mercenary
+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
+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.
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.
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.
+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.
+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.
+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.
+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.
=> 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.
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.
+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.
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.
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".
+1 DMG, +1 BLOCK
SURGE: Cleave 1 DMG, Bleed
Hunger: You ignore additional movement point costs for difficult terrain and hostile figures. At the start of your
activation, you gain 3 movement points.
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.
+1 DMG, Bleed
Mobile
SURGE: Pierce 2
SURGE: Cleave 1 DMG
=> Big Pounce: Place your figure within an empty space within 4 spaces. Then, you may perform an attack.
+1 DMG, Bleed
Mobile
Cleave 2 DMG
SURGE: Pierce 2
=> Big Pounce: Place your figure within an empty space within 4 spaces. Then, you may perform an attack.
Maul ( cost : 7 )
Reach, 1 BLOCK
SURGE: + 2 DMG
SURGE: Pierce 3
SURGE : Cleave 2 DMG
Get revenge : When an enemy declares an attack on you, k, you get an interruption to move and attack it.
Shyla Varad
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.
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.