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Star Wars: Imperial Assault» Forums » Play By Forum

Subject: There isn't enough life on this ice cube to fill a space cruiser - SWIA023--Part(2) rss

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Cool Grass
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Welcome to my Play by Forum.

This is a Return to Hoth Campaign (included Core set, Twin Shadows, Wave 1, 2 and 3)

Players should subscribe to this thread!

Player Info

bassoon201 - Biv Bodhrik
Donkenzo - Verena Talos
Awer1 - MHD-19
Garyaxe - Loku Kanoloa

Active side Missions



Agenda Deck:
Natural Warfare, Defensive Tactics, Bombardment, nefarious dealings, Pursuit of the Enemy, For the Right Price
Spoiler (click to reveal)
1. Bestial Fury 2. Unchained 3. Exposed to the elements 4. Counter Strike 5. Personal Shield Generator 6. Enhanced Armor 7. Fully Charged 8. Explosive Sharpnel 9. Armored Division 10. Back room Bargains 11. Trade Routes Disrupted 12. Final Blast 13. Fire in the Sky 14. Strike and Subdue 15. Death Mark 16. High-Value Target 17. Hired Help 18. Wanted




Side Mission list:
Spoiler (click to reveal)
A Simple Task, Generous Donations, Know your enemy, Constant Vigilance, Preventative Measures, Past Life Enemies, Communication Breakdown, Brace for impact



Campaign Status
1. The Battle of Hoth (2 mb ) (Itemtier: 1) mb Victory
2. Survival of the Fittest (2 mb ) (Itemtier: 1) mb Victory
3. White Noise (3 mb ) (Itemtier: 1) mb Victory
4. The Hard Way (3 mb ) (Itemtier: 1&2) mb Victory
5. Know Your Enemy (4 mb ) (Itemtier: 2) mb Victory
6. Return to Echo Base (Special mb ) (Itemtier: 2)
7. Story Mission (4 mb ) (Itemtier: 2&3)
8. Side Mission (5 mb ) (Itemtier: 3)
9. Side Mission (5 mb ) (Itemtier: 3)
10. Story Mission (6 mb ) (Itemtier: 3)
11. Finale (6 mb )
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Useful Resources
Shamelessly copied from SWIA007/SWIA0013
Star Wars: Imperial Assault » Forums » Play By Forum

Star Wars: Imperial Assault Play By Forum Banners - a nice way to tag your turns.
PBF Dice Roller - how to roll dice.
Rebel Character Cards Reference )
Imperial Deployment Cards Reference
Random Supply Deck - I will use this for crates please use the twin shadow section.
What are some crazy or common rule-breaking mistakes your group made whilst learning the game?

Dice Rolls
See PBF Dice Roller for intro. You can try it out using the Preview option. It will be a little different when posted, use the Testing forum if you want to see the final result.

Quick Summary: Red is damage die, Blue is accuracy die, Green is balanced die, Yellow is surge die. Dice Faces Here

Microbadges
[microbadge=33754] -> mb
[microbadge=296] -> mb
[microbadge=9204] -> mb
[microbadge=32926] -> mb
[microbadge=32913] -> mb
[imageid=2477003 original inline] ->

[microbadge=33753] -> mb
[imageid=2503568 original inline] ->

[imageid=2477040 original inline] ->

[imageid=2477036 original inline] ->



Item Decks:

Tier 1

1. DL-44: Pistol, Ranged Blue Yellow,
:+2 mb,
:+1mb +2 accuracy, 2 slots, 500 Cr
2. DH-17: Pistol, Ranged Green Yellow,
:+2 accuracy,
:+1 mb + Pierce 1, 2 slots, 200 Cr
3. E-11: Rifle, Ranged Blue Green,
:+2 mb,
:+2 accuracy, 2 slots, 400 cr
4.Vibroblade: Blade, Melee Green Green,
:Bleed,
:+1 mb,
:Cleave 2mb, 1 slot, 300 Cr
5. Armored Gauntlets: Fist, Melee Green Yellow,
:Stun,
:+2 mb,
: Cleave 1mb,
: Pierce 1, no slots, 300 Cr
6. Tactical Display: Ranged Sights, tap while attacking to apply +1
to attack results, 300 Cr

7. Marksman Barrel: Ranged Barrel, +2 accuracy, 300 Cr
8. Balanced Hilt: Melee Balance, tap while attacking to apply +1
to attack results, 300 Cr
9. Extended Haft: Melee Balance, if weapon has Reach, gain Pierce 1. If not, gain Reach, 300 Cr
10. Combat Coat: +2 Health, while defending may convert 1 or more
to
, 500 Cr

11. Survival Gear: tap while performing Strength test to reroll 1 die, ignore difficult terrain, 250 Cr
12. Portable Medikit: Deplete after resting to heal held or adjacent friendly 3 mb and 1
, 450 Cr
13. Gaffi Stick: Club, Melee Red Yellow, Pierce 1,
: Weaken. 200 Cr
14. Tatooine Hunting Rifle: Projectile - Rifle, Ranged Blue Blue,
: +1 mb,
: Weaken,
: Focus. 250 Cr
15. DDC Defender: Blaster - Pistol, Ranged Green Yellow,
: +1 mb,
: +1 accuracy + Weaken,
: Perform 3 attacks with this weapon, 1 slot, 550 Cr
16. Vibroknife: Blade, Melee Green Green,
: Bleed,
: +1 hit,
: Pierce 2, no slots, 150 Cr
17. Under-Barrel HH-4: Modification-Barrel, Ranged, +1 Accuracy,
: Blast 1 mb, 300 Cr


Tier 2:
1. 434 Deathhammer: Pistol, Ranged Blue Red, +1 mb,
:+2 accuracy,
:+1 mb, 1 slot, 600 Cr
2. A280: Rifle, Ranged Blue Green, +1acc,
:+2 mb,
: Pierce2, 2 slots, 600 cr

3. T-21: Heavy, Ranged Green Green Yellow,
:Stun,
: Pierce 2,
:+3 accuracy, no slot, 900 Cr
4. BD-1 Vibro-Ax: Blade Staff, Melee Red Green, Reach,
:+1 mb + Bleed,
:Cleave 2mb, 2 slots, 600 Cr
5. Vibro Knucklers: Fist Blade, Melee Green Yellow,
:Cleave2,
:+2 mb,
: Pierce 2 + Bleed, no slots, 400 Cr
6. Spread Barrel: Ranged Barrel, tap while attacking target in 3, apply +1 mb to results, 300 Cr
7. Overcharger: Modification Energy, Deplete when declaring attack, remove 1 die from defense pool, 300 Cr
8. High-Impact Guard: Melee Impact, tap while defending to apply +1
,
:+2 mb, 500 Cr
9. Combat Coat: +2 Health, while defending may convert 1 or more
to
, 500 Cr (same as Deck I)
10. Laminate Armor: +3 Health, tap while defending to apply +1
, 700 Cr

11. Extra Ammunition: tap while attacking with Ranged to reroll 1 die, 300 Cr
12. Slicing Tools: tap while perfoming Tech test to reroll 1 die, Action: Choose adjacent Droid and test tech, if pass figure suffers 1 mb and Stun. 250 Cr
13. Plasma Cell: Ranged Modification - Energy, Pierce 1,
: +1 mb. 450 Cr
14. EE-3 Carbine: Blaster - Rifle Green Green, +2 Accuracy,
: +2 mb,
: Pierce 1. 550 Cr
15. Environment Hazard Suit: Armor, When you perform a rest, you recover 1 additional mb, Deplete this card to recover 5 mb or remove all harmful conditions, 600 Cr
16. Stun Baton: Staff, Melee Blue Red,
: Stun,
: +2 mb, 1
: Choose an adjacent hostile figure. That figure becomes Weakened, 1 slot, 500 Cr
17. Cybernetic Arm: Medical - Enhancement, -2 Health +1 Endurance, Once assigned to a hero this item cannot be sold or traded. You must bring this item to each mission, 350 Cr

Tier 3:

1. Sporting Blaster: Pistol, Ranged Blue Yellow Yellow,
:Stun,
:+1 mb,
: Pierce 2,
:+2 accuracy, 1 slot, 900 Cr
2. Pulse Cannon: Rifle, Ranged Blue Green Yellow,
:+2 mb,
: Pierce 1,
:+2 accuracy, 1 slots, 1200 cr
3. DXR-6: Rifle, Ranged Red Red, +6 accuracy,
:+2 mb,
: Pierce2, no slot, 1000 Cr
4. Force Pike: Staff, Melee Red Yellow Yellow, Reach,
:+1 mb,
:+1 mb,
:Stun, 1 slot, 1100 Cr
5. Telescopic Sight: Ranged Sights,
: Become Focused, then perform an attack, 400 Cr (yes, 2 actions)
6. Disruption Cell: Ranged Energy, +2 accuracy, when declare attack replace 1 die in pool with red, 600 Cr
7. Shock Emitter: Melee Impact, tap while attacking to apply +1 mb to attack results,
:Stun, 500 Cr
8. Laminate Armor: +3 Health, tap while defending to apply +1
, 700 Cr (same as Deck II)
9. Reinforced Helmet: tap while defending to choose 1 attack dice to be rerolled, limit 1 helmet, 300 Credits
10. Combat Visor: tap while performing Insight test to reroll 1 die, 1
: use while attacking to apply +2 accuracy, 350 Cr (not a helmet)
11. Combat Knife: 1
:tap during activation to choose adjacent enemy, roll Green, suffers rolled mb, 500 Cr
12. Personal Shields: Deplete while defending to apply +5
to result, 550 Cr
13. Hidden Blade: Accessory, Deplete this card at the start of your activation and choose an adjacent hostile figure. That figure suffers 2 mb and becomes weakened. 300 Cr
14. DLT-19: Blaster - Heavy Blue Blue Green,
: +1 mb,
: +1 mb,
: Focus. 950 Cr.
15. Valken-38 Carbine: Blaster - Rifle, Ranged Blue Blue Red,
: +2 mb,
: +2 Accuracy,
: Become focused and perform an attack. Figures do not block line of sight for this attack, 1 slot, 1250 Cr
16. Vibrogenerator: Modification - Energy, Melee, Use when you declare an attack to apply -2
and +2 mb to the attack results, 350 Cr
17. Concussion Grenades: consumable - explosive, accessory,
Deplete this card to chose a space with 3 spaces and roll 1 green die. Each figure and object on or adjacent to the chosen space suffers mb equal to the mb results and become stunned, 400 Cr
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Supplydeck

Full

1custom18{iid:2451070;iid:2451071;iid:2451072;iid:2451074;iid:2451075;iid:2451077;iid:2451078;iid:2451079;iid:2451080;iid:2451076;iid:2451073;iid:2451081;iid:2623850;iid:2623851;iid:2821699;iid:2821700;iid:2821701;iid:2821702}

Medical Cards:
2451070
2451074
2451081
2451079
2451075
2451078
2821699

Current Deck:

1custom18{iid:2451070;iid:2451071;iid:2451072;iid:2451074;iid:2451075;iid:2451077;iid:2451078;iid:2451079;iid:2451080;iid:2451076;iid:2451073;iid:2451081;iid:2623850;iid:2623851;iid:2821699;iid:2821700;iid:2821701;iid:2821702}

Imperial Player Cards

Influence: 1
XP : 0

Imperial Class Cards(Armored Onslaught):
Explosive Munitions (0xp)
Explosive Entry (2 XP)
Mortar (3XP)
Reactive Armor (3XP)

Active Agenda Cards:
Final Blast (2 Influence)
Fire in the Sky (3 Influence)--Resolved
Personal Shield Generators (2 Influence)
High Value Target (2 Influence)

Hidden Agenda cards:
TBD

Hero Player Cards

Credits: 0

Ally - Echo Base Troopers


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andy scott
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ready to rock!
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Return to Echo Base

Benex and his people are terrified of Imperial reprisal, and that, unless the Empire's attention is directed elsewhere, its solders will return.
A convoy containing reinforcements will arrive sometime soon, a potential target that would certainly cause a substantial diversion...

Mission Briefing
You’re dropped onto the desolate surface of Hoth once more. The frigid wind howls all around, and you can still see the remains of the battle: blaster emplacements and vehicles almost completely buried in the snow.
“I bet you had hoped to never come back here,” Benex says to you. “Let’s get this over with quickly.”
The plan is insane, to utilize the base’s ion cannon to cripple the approaching convoy, but there’s no turning back now. You trudge through the swirling snow towards the shell of what was once Echo Base.
When you near your destination, Benex splits off from your party, joining a team of engineers who will work on the ion cannon mechanically, while you try to get the weapons systems online from inside the base.
Suddenly, Imperial forces spring out of hiding places all around, and blaster fire fills the air. You dive toward the only available cover—the base itself—but the Empire has clearly considered this as well. Upon arrival, you are met with more blaster fire as another Imperial team springs their ambush.


* The threat level is equal to the current round.
* Set the round counter to 3. Then, increase the round counter by 1 for each Bane in the Imperial player’s play area. (no change)
* Imperial mission tokens represent tunnels. Walls between 2 spaces containing tunnels do not block movement, line of sight, adjacency, or counting spaces.
* A Rebel figure can interact with a blue terminal (3 insight or mechanics) to claim that terminal.
* The mission will progress when both blue terminals have been claimed (mb).
* The mission ends when all heroes are wounded.

Threat Level: special

Initial Groups: Wampa, Wampa, Imperial Officer, Probe Droid, snowtroopers
Reserved Groups: 5 (2 mb, 3 mb)
Open Groups: 4 (1 mb, 3 mb)
Spoiler (click to reveal)
Nexu, Hired Gun, Trandoshans, Elite Heavy Troopers




One hero starts in P7. All other heroes need to be adjacent to it.

Once heroes are placed, an ally can be brought along
 
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Alright you guys are up........Let me know if you guys want to change current positions or add an Ally.
Also check everyone is using the right Equipment on post 3. Laminate Armor is on MHD.
 
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Looks like you guys have already played Verena's side mission. Rolling for next one....
next side mission d6 = (2) = 2

Active Side mission is "Generous Donations"
 
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  • d6 =
  • (2) =
  • 2
  • next side mission
  • Fri Aug 19, 2016 5:07 pm
Thomas Awer
Austria
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I'm in. Do we want to kill something first or just run and hope, we won't get wounded until we finished the Mission.
 
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If you guys want to change position. Post with the banner with first activation.
 
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Thomas Awer
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As first move, we can strain Loku to N5 to block the wampa and doubleshoot the droid. He can also put a token on J1.
 
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andy scott
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I like the run and just progress the mission, but I'm game to do that just to get the ball rolling!
 
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Then I would recommend, I (MHD) run to G1, and Loku to F13 and the rest of us try to stop make dmg or so.

Biv can C&P the Wampa, but I don't know, it worth to try to kill the Wampa. As I said, N5 would stop the normal wampa to make dmg, as he can't reach anyone then.
 
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andy scott
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Lets do it!
 
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No word from Gary and Jon is out till September 6th.
Do we need replacement for Gary?
 
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I sent him a geekmail. give him another day, then lets get a replacement!
 
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Gary M
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I'm in. Sorry, I was following the other thread, but nobody replied to the idea of continuing so I stopped looking.

Got Andy's e-mail, I'm in for continuing.

Thanks for "another day" Andy, in the end that's exactly what I needed to find out we are still playing. LOL
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Alright we have quorum. Lets get this mission moving... Jon is out till September 6th I think you guys can play his character until he is back.
 
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Gary M
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Yeah I could go to N5. The difference is that I won't be able to get to the terminal next turn.

So basically I can move to N5 and negate the wampa attack.

Or move around the corner and be within one move and two strains of getting one shot at the terminal next round.

If I'm putting a recon token on the wampa and attacking twice, I'll need some strain support from MHD on his turn though,
 
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Gary M
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Also Cool, thanks for picking up the game! I think it's going to be a lot of fun.
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6 days and still no activation. Are we waiting for Jon?
I will appreciate if we can get at least 1 Hero activation and one Empire activation in a day so that we can keep the game moving.
 
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andy scott
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So lets move loku, and get this ball rolling! I would do it, but I don't know what gun he is using, etc...
 
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bassoon201 wrote:
So lets move loku, and get this ball rolling! I would do it, but I don't know what gun he is using, etc...

Post 3 has all the information. I will replace with images of item cards today.
 
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1st action: Loku shoots wampa

shoot! 1custom6{iid:2362500;iid:2362501;iid:2362502;iid:2362503;iid:2362504;iid:2362505}+ 1custom6{iid:2362491;iid:2362492;iid:2362493;iid:2362494;iid:2362495;iid:2362496} -> ( iid:2362505) + ( iid:2362495) -> (
)(
) [+]

Wampa blocks
rawr: 1custom6{iid:2362482;iid:2362483;iid:2362483;iid:2362484;iid:2362484;iid:2362485} -> ( iid:2362485) -> (
) [+]
 
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  • 943625. bassoon201
  • 1custom6{iid:2362500;iid:2362501;iid:2362502;iid:2362503;iid:2362504;iid:2362505}+ 1custom6{iid:2362491;iid:2362492;iid:2362493;iid:2362494;iid:2362495;iid:2362496} =
  • ( iid:2362505) + ( iid:2362495) =
  • ( iid:2362505)( iid:2362495)
  • shoot!
  • Fri Sep 2, 2016 6:56 am
  • [+]
  • 943626. bassoon201
  • 1custom6{iid:2362482;iid:2362483;iid:2362483;iid:2362484;iid:2362484;iid:2362485} =
  • ( iid:2362485) =
  • ( iid:2362485)
  • rawr:
  • Fri Sep 2, 2016 6:56 am
andy scott
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tap tac dispaly for surge, pierce 2

3 hits + pierce 2 - 3 blocks = 1 hits on wampa.

if there is a better way to get hits let me know...


 
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2nd action: Loku shoots wampa

attack! 1custom6{iid:2362500;iid:2362501;iid:2362502;iid:2362503;iid:2362504;iid:2362505}+ 1custom6{iid:2362491;iid:2362492;iid:2362493;iid:2362494;iid:2362495;iid:2362496}+ 1custom6{iid:2362482;iid:2362483;iid:2362483;iid:2362484;iid:2362484;iid:2362485} -> ( iid:2362501) + ( iid:2362493) + ( iid:2362484) -> (
)(
)(
) [+]


strain to n5 and strain to put token on crate
 
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  • 943628. bassoon201
  • 1custom6{iid:2362500;iid:2362501;iid:2362502;iid:2362503;iid:2362504;iid:2362505}+ 1custom6{iid:2362491;iid:2362492;iid:2362493;iid:2362494;iid:2362495;iid:2362496}+ 1custom6{iid:2362482;iid:2362483;iid:2362483;iid:2362484;iid:2362484;iid:2362485} =
  • ( iid:2362501) + ( iid:2362493) + ( iid:2362484) =
  • ( iid:2362501)( iid:2362493)( iid:2362484)
  • attack!
  • Fri Sep 2, 2016 7:04 am
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