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Star Wars: Imperial Assault» Forums » Rules

Subject: Jyn's Quick Draw — What happens on a kill? rss

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Andrew LaPrise
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When Jyn Oden uses Quick Draw, she has the potential to wipe out a baddie before he can even begin his activation. According to our interpretation of the rules, in this scenario, play goes back to the Rebels, completely skipping the Imperial player's turn. That's obviously stupid powerful, but the game is pretty dependent on the back-and-forth between the Imperial army and the Rebels. There's an argument to be made that in this special case, the Imperial player might be entitled to another activation before the Rebels get back to it, as he never actually got around to taking a turn.

We're having a surprising amount of trouble finding any references to this scenario online or in the rules. What happens in this special case? Does play immediately return to the Rebels, or does the Imperial army get a chance at quick revenge?
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Joe Reil
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Her ability says "at the start of a hostile figure's activation" meaning that the target had to have already been selected to be activated.

If the Imperial activated a group that consisted of a single figure it seems they're out of luck in this scenario.

If the figure was a part of a group the remaining members can still activate as normal, though.
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Gustav W
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The activation has to start before is started so if that's the only figure in the group, that's it, Rebels' turn to activate.


As for balance:

It's often possible to avoid Quick Draw unless Jyn is adjacent by moving other figures (that didn't began their activation in her LOS) in the way.
Apart from being out of LOS you can also deny her by making her using up her strain for other things, being out of range, stun her (weaken works to a lesser extent), or withdrawing her (she's very squishy).

While Quick Draw is one of the best default abilities of all heroes, all in all, IMO Jyn is one of the weaker heroes.
She's not unusable, but most others are just better (and a few are worse of course).
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Pasi Ojala
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Tampere
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Get the Imperial Assault Campaign module for Vassal from http://www.vassalengine.org/wiki/Module:Star_Wars:_Imperial_Assault
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To sum up:
RRG, Defeated wrote:
When a figure has a number of damage tokens equal to its Health, the figure is defeated.

· If a figure is defeated during its activation, its activation immediately ends.


Quick Draw's trigger is start of activation. If it defeats the activating figure (a non-hero figure is removed from the map as part of the defeat) the figure's activation immediately ends.

You activate a group by activating each ready figure in the group in the order of your choice. If the defeated figure was the last figure in its group, the group activation ends, because there are no other ready figures to activate in the group. The turn to activate returns to the other side.
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Gary McCloskey
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Here is how I found out as the imperial player to counter Jyn's quick draw/Hair Trigger. I found this out a while ago when playing the core campaign. Its on team coveant's blog site.

https://teamcovenant.com/general/not-quick-enough-overwhelmi...
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Greg Tannahill
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Yeah, Quick Draw is powerful. Rebel abilities are intended to be powerful, so that the Imperial player has to adjust strategy to them, making the game play quite differently depending on what Rebels are on the board and thus increasing replayability.

As the article linked above takes a very long time to say, the trick is to position models in groups so you can activate a model that Jyn can't see, move it into her line of sight, shoot her, and then finish its move so it's blocking LOS to the next model of its group and so on.

Yes, mucking it up can mean you waste an activation on a unit who dies before it can do anything in its activation.

Learning to adjust to these very powerful abilities is a lot of the fun of being an Imperial for me. If you're having trouble with Jyn, you're going to love what Gaarkhan does to clustered enemies or how much damage Verena can do with a chain action.
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