Friday, April 6, 2018

Custom Campaigns: Getting More Out Of Imperial Assault


Good morning gamers,

We’re starting a new series on custom campaigns, where we’ll show you how to use the side missions you already own to make the campaign game more fun (so you don’t have to play the same. Campaign. Over. And. Over. Again). While we won’t be providing any campaigns today, we’ll go over the general rules for these short campaigns and the rules of thumb for them.

Short Campaigns: The Fantasy Flight Games Rule
Short campaigns were released by Fantasy Flight Games (FFG) in the Twin Shadows and Bespin Gambit expansion boxes. All of the missions included in these two expansions are side missions, joined together with story text (and a different rewards section), and united around a common theme and location. The general layout of a short campaign according to FFG is as follows:
·         Pre-game:
o   Rebel players receive cash/hero and XP/hero and resolve a Rebel Upgrade stage (access to basic gear);
o   The Imperial Player (IP) receives XP and may purchase upgrades (but doesn’t get any Influence to buy Agenda cards);
·         Mission 1: GREEN Side Mission
o   Regardless of which side wins, both the Rebel heroes and the IP each gain the same XP;
o   If Rebels win, they get access to the hero in the GREEN mission, but if the IP wins, a Villain that was present in the mission is awarded to the IP;
o   Rebels get cash/hero, IP gets a tiny amount of Influence;
o   Rebels can purchase basic/medium gear, IP can now purchase Agenda cards;
·         Mission 2: RED Side Mission
o   Both Rebel heroes and IP gain XP – winning side gets +1 XP;
o   If the Rebels win and the hero that the RED mission is for is present in the group, that hero receives their reward card (per usual) – otherwise the heroes get additional cash/hero. If the IP wins, additional Influence is received;
o   Rebels get cash/hero, IP gets a tiny amount of Influence;
o   Rebels can purchase medium gear, IP can purchase Agenda cards;
·         Mission 3: GRAY Side Mission
o   Both Rebel heroes and IP gain XP – winning side gets +1 XP;
o   If the Rebels win, one hero receives the GRAY reward card (per usual), but if the IP wins, additional influence is received;
o   Rebels get cash/hero, IP gets a tiny amount of Influence;
o   Rebels can purchase advanced gear, IP can purchase Agenda cards;
·         Mission 4: Imperial Agenda Deck Mission
o   Win/Lose the Campaign (per normal for campaign finale)

If you’ve played any campaign game for Imperial Assault (and as should be visible above), you know that the Rebels get a lot out of their credits – they buy gear and stuff to make them better and kill things faster. The balance for the IP is that they receive Influence, but for whatever reason, the short campaigns starve the IP for Influence (while not starving the Rebels for credits). This is the only thing I draw issue with for their short campaigns (and something I’ve changed in the rules below). Without further ado, here are the rules for creating a custom campaign according to Tiberius from the Wretched Hive blog (specifics highlighted in green for Rebels and blue for the IP):
·         Pre-game:
o   Rebel players receive 300 credits/hero and 3 XP/hero and resolve a Rebel Upgrade stage (access to T1 gear – draw half the cards rounding up).
o   The IP receives 3 XP and 3 Influence and resolves an Imperial Upgrade stage.
·         Mission 1: GREEN Side Mission
o   Rebel players receive 300 credits/hero and 2 XP/hero (cumulative of 5 per hero). If the Rebels win the mission, they are awarded the Ally from the mission to use in future mission (if there are no other allies included in that mission). Rebels can purchase T1/T2 gear – draw half the cards rounding up.
o   The IP receives 3 Influence and 2 XP (5 total). If the IP wins, he is awarded a Villain from the mission OR a Villain of his choice based from the faction that had the majority of the deployment cards in the mission if no Villain was present (e.g. if the IP used 4 Imperial deployment cards and 3 Mercenary deployment cards, the IP would choose an Imperial Villain and not a Mercenary Villain).
·         Mission 2: RED Side Mission
o   Rebel players receive 300 credits/hero and 2 XP/hero (cumulative of 7 per hero). If the Rebels win the mission, they are awarded +1 XP/hero (cumulative of 8 per hero) and either a) the reward card for the mission if the hero associated with the mission is being used, or b) 100 credits/hero otherwise. Rebels can purchase T2 gear – draw half the cards rounding up.
o   The IP receives 3 Influence and 2 XP (7 total). If the IP wins, he receives +1 Influence and +1 XP (8 total).
·         Mission 3: GRAY Side Mission
o   Rebel players receive 300 credits/hero and 2 XP/hero (cumulative of 9-10 per hero). If the Rebels win the mission, they are awarded +1 XP/hero (cumulative of 10-11 per hero) and receive the reward card for the mission. Rebels can purchase T3 gear – draw half the cards rounding up.
o   The IP receives 3 Influence and 2 XP (9-10 total). If the IP wins, he receives +1 Influence and +1 XP (10-11 total).
·         Mission 4: Imperial Agenda Deck Mission
o   Campaign finale – the winning side wins the campaign!

We’ve tried to correct the Influence-starving of the IP: even if the IP loses every mission leading to the finale, he will receive 12 Influence, which is on-par with what he’d receive in a long campaign. One of the big problems with starving the IP for Influence is that you can’t get through the cards that are in your Agenda Deck, making it incredibly difficult to find anything that you want in it. With a reasonable amount of Influence, the IP is actually able to compete with the Rebel Heroes (which is pretty hard to do in most side missions once the Rebels get access to Tier 3 weapons). If you want to view our rules at-a-glance, check out our short campaign page here on the blog! With the basic rules understood, let’s look at the heart of a short campaign: the theme.

Short Campaigns: Finding A Theme
Anytime you string independent things together, you run the risk of not having a cohesive story. Since side missions are meant to be interspersed within a long campaign, there isn’t a lot of unity between them (at least as far as planets, characters, etc. are concerned)…or is there? I’ve found that there are several ways that you can get a story to gel cohesively:
·         Center it around certain characters: Some missions (especially in the Core Set) involve the same Villains/Allies – usually based on those available in the core/expansion set. While this doesn’t help you very much for waves where there were only Ally/Villain packs included, you’ll find side missions for Agenda decks that were released in/alongside expansion packs using the same villains/allies, providing you a cohesive story.
·         Center it around a planet/location: The Twin Shadows/Bespin Gambit campaigns have the advantage of occurring on the same place, but you’ll find missions on Tatooine scattered all over the place. If you make it more generic and stick to locale types (forest, desert, interior-nice, interior-dingy, snow), you can ignore the printed planet and weave into the story that you’re located somewhere else.
·         Center it around the themes of the missions themselves: In many side missions, you’ll be asked to steal something (supplies, secret plans, prototype hardware) OR perhaps you’ll be asked to destroy something. What if you can find multiple missions from the various side mission types and allow your players to do a mass smuggling operation (or sabotage campaign)? Want to rescue prisoners or hunt down bounty hunters? There are PLENTY of missions for you to choose from if you work based on theme.
However you want to set up your campaign, think about what you want the characters to do: do you want to follow the lives of an ally/villain that you hate? Is there a super-secret project that you’re running to ground? Are you stuck on a lonely planet waiting to be rescued (and picking up odd jobs along the way)? Pick a theme and run with it – writing up the blather between the missions can be fun and it adds a weight to the story that your Rebel players will enjoy.

Short Campaigns: Stream-lined vs. Alternative Missions
With all that said, there is an aspect of the short campaign that you can skip altogether if you want it to be simpler: Missions 2 and 4 have alternative options based on whether the Rebels win/lose Missions 1 and 3. I’ve found that this is generally unnecessary – you can change the blather based on the outcome if you want (celebrating victory vs. licking wounds), but the actual missions need not change. Those longing for additional complexity (or who have created a short campaign, walked through it, and want to make some changes for variety and re-playability) are welcome to use it, but the short campaigns you’ll be seeing here won’t have that in them. That said, if you don’t like one of the missions included in my set (or just think there’s a better one), do a quick substitution – I won’t be offended.

Short Campaigns: Starter List
Here are the first six campaigns we’ll be viewing over the next few weeks (as a means of helping you get started at thinking about your own campaigns) - I've ordered these from least required number of purchases to the most number of purchases (purchases required in brackets):
·         Balance of the Force: Homecoming, Temptation, Sympathy For The Rebellion, Dark Obsession [Core]
·         Sabotage: Brace For Impact, Brushfire, A Simple Task, Means of Production [Core, Rebel Trooper]
·         The Solo Story: Sorry About The Mess, High Moon, Imperial Entanglements, Wanted [Core, Han Solo]
·         Valuable Supplies: Precious Cargo, A Hero’s Welcome, Luxury Cruise, Impounded [Core, Jabba’s Realm, Alliance Smuggler]
·         A Smuggler’s Life For Me: The Spice Job, Shady Dealings, Perilous Hunt, Breaking Point [Core, Twin Shadows, Jabba's Realm]
·         Allies In Kashyyyk: Brute Force, Indebted, Celebration, Back-Room Bargains [Core, Chewbacca, Wookie Warrior, Hired Gun]
I hope you get some great ideas for how to work these campaigns into your gaming sessions – until next time, happy gaming!

No comments:

Post a Comment