There are very, VERY few
characters in the game of Imperial Assault who are rewarded for having more
than one weapon. Many characters (such as Shyla Varad, Davith Elso, Diala Passil, and Gaarkhan) are rewarded for having
melee weapons, but generate no bonuses from having ranged weapons (not that
they can’t, of course). Other characters (such as Drokkatta, Jyn Odan, Mak Eshka’rey, or Biv Bodhrick) are rewarded for
having blasters. Other characters (like Gideon Argus, Saska Teft, and Fenn Signis) can make do with melee
weapons or blasters. Only one character, however, is rewarded for having
weapons of different attack types and that character is Verena Talos.
Verena Talos:
Managing Strain
The main questions we’ll be trying
to answer today with regard to different builds is first, whether you want more
than one weapon (or just get one really good weapon and focus on that), and
whether you want to focus no your blaster damage or your melee damage. Ultimately,
you want the ability to trigger Close Quarters regardless of which weapon you use to kill someone, but because of
its high strain cost, the actual question at issue with Verena is this:
How do I manage my
strain?
With the possible exception of Biv Bodhrick, the question of how to
manage strain is perhaps the hardest to do with Verena: if you can recover
enough strain (and if you have the right upgrades and plenty of low-Health bad
guys around you), you can potentially perform a whopping eleven attacks in a single round (warning: this build requires at least 8 XP to pull off):
1.
Start of Activation: Verena is equipped with the
Cybernetic Arm and has the Master Operative upgrade, giving
her 7 Endurance (0/7 Strain);
2.
Action 1: Suffer 1 Strain to perform Combat Mastery, which allows her to perform two attacks (1/7 Strain);
a.
Melee attack: Verena recovers 1 strain during
the attack. Assuming she kills her target, she suffers 2 Strain to perform Close Quarters - with Master Operative, she becomes Focused
(2/7 Strain, Attack Count: 1).
i.
Close Quarters Attack: Verena recovers 1 Strain
while attacking. Assuming she kills her target, she suffers 2 Strain to perform
Close Quarters again (3/7 Strain, Attack Count: 2).
1.
Close Quarters Attack: Verena recovers 1 Strain
while attacking. Assuming she kills her target, she suffers 2 Strain to perform
Close Quarters again (4/7 Strain, Attack Count: 3).
a.
Close Quarters Attack: Verena recovers 1 Strain
while attacking. Assuming she kills her target, she suffers 2 Strain to perform
Close Quarters again (5/7 Strain, Attack Count: 4).
i.
Close Quarters Attack: Verena recovers 1 Strain
while attacking. Assuming she kills her target, she suffers 2 Strain to perform
Close Quarters again (6/7 Strain, Attack Count: 5).
1.
Close Quarters Attack: Verena recovers 1 Strain
while attacking. Assuming she kills her target, she suffers 2 Strain to perform
Close Quarters again (7/7 Strain, Attack Count: 6).
a.
Close Quarters Attack: Verena recovers 1 Strain
while attacking. (6/7 Strain, Attack Count: 7).
b.
Range attack: Verena recovers 1 strain during
the attack. Assuming she kills her target, she suffers 2 Strain to perform Close Quarters again. (7/7 Strain, Attack Count: 8)
i.
Close Quarters Attack: Verena recovers 1 Strain
while attacking. (6/7 Strain, Attack Count: 9).
3.
Action 2: Verena performs an attack and recovers
1 strain while attacking. Assuming she kills her target, she suffers 2 Strain
to perform Close Quarters one final
time. (7/7 Strain, Attack Count: 10)
a.
Close Quarters Attack: Verena doesn’t have to
recover Strain if she doesn’t want to (7/7 Strain, Attack Count: 11).
While I’ll admit this is basically
impossible to do (in part because you need to have 11 people near each other
that you can kill with whatever attack pool they have), it is possible – if you
keep your Strain under control. While there is equipment you can take to supplement poor Strain recovery (the Bacta Pump, Emergency Injector, and the Supply Pack are great starts), the
primary way you’re going to recover Strain is either by using an action to rest
OR to recover 1 Strain during each attack. This is really hard to do. With this
in mind, let’s think about how to recover Strain most effectively with the
weapon pairings we’re examining below. . . .
End-Game Weapon #1 – Melee
with Some Blaster On The Side: Military Blaster and Polearm with Extended Haft
At first blush, Verena’s skills
focus heavily on using blasters. While a blaster is a perfectly sensible
weapon, Verena doesn’t need to use them – she can focus on melee instead and
use a blaster as a secondary weapon. In this build, we’ve chosen to keep
Verena’s Military Blaster because
it’s not bad – it’s like a DL-44 in many respects and can get a maximum of
Damage 4 + Pierce 1 (which is as good as Gaarkhan’s Vibro-Ax or Biv’s Repeating Blaster).
The real focus of this build is on
the Polearm: we’ve chosen to put the
Extended Haft on it for a free Pierce 1, which supplements
the fabulous Red-Red attack pool (and you have the potential to Cleave as well). The Red-Red can be unreliable, but generally speaking, it’s
going to do 4-5 Damage (not including the auto Pierce 1) when you attack with
it, which is enough to breach a normal Black die and go most of the way towards
killing the target in a single blow. With Combat Mastery, Verena can attack
with this weapon AND with the blaster, which should be able to finish off at
least one figure, allowing you to trigger Close
Quarters.
The other upgrades we’re taking
complement this build: Combat Momentum is a great way to
get free movement (and potentially the equivalent of a free move action). Create Opening allows you to strain
once to apply -1 Block (basically like straining for Pierce 1), which further
ensures that you do the damage you need to do in your attacks. Since we want to
trigger Close Quarters, taking Student of Battle is an obvious
choice (getting the Accuracy we need OR recovering damage). Finally, I’ve
chosen Improvised Cover, not only because
it boosts your defense (and so long as your healthy, you get a static +1 Evade
from Duck and Weave too), but also
because it does damage to other foes that are adjacent to you (which might kill
them, triggering Close Quarters –
which doesn’t have a stipulation that they need to die on your turn).
Upgrades to purchase - 11 XP: Combat Momentum (1), Create
Opening (1), Student of Battle (2), Improvised Cover (3), Combat Mastery (4)
Let’s be honest: if we’re only
taking one weapon, we’re TOTALLY taking a pistol. Verena has an
amazing 3XP upgrade called Point Blank Shot, which allows you
to swap a die from your attack pool for a Red die AND add an automatic Pierce 1
to your attack results IF you are attacking an adjacent figure. So what weapon
could be better than the Disruptor Pistol?
When you’re looking at maximum
damage output from pistols, three pistols stand out about the rest: the Hand Cannon (Tier 1), the 434 Deathhammer (Tier 2), and the Disruptor Pistol (Tier 3). Let’s view
each of these in turn, with Point Blank Shot in mind:
·
The Hand
Cannon already has a Red-Red attack pool, so it will benefit from the
Pierce 1, but it won’t benefit from the Red-die-swap of Point Blank Shot;
·
The 434
Deathhammer starts with a Red-Blue attack pool, which would turn into a
Red-Red attack pool. While this is generally a good thing, you don’t have the
static accuracy that the Hand Cannon possesses, which means you need to get static
accuracy from your mod slot (more on this in a bit).
·
The Disruptor Pistol begins with a Red-Green
attack pool (which turns into a Red-Red) AND it has a static +2 Accuracy, which
allows your mod slot to take something that improves your damage.
Thanks to the Plasma Cell working with Point
Blank Shot, you get a static Pierce 2 to your attack results and you can
use up to 2 surge (the maximum surge you’ll get on a Red-Red) to add Damage 4
to your attack total (making your maximum damage output a whopping Damage 8 +
Pierce 2, while your expected damage output is closer to Damage 5 + Pierce 2 –
which will still auto-kill just about any Regular deployment card in a single
shot). It’s important to note that thanks to each of these weapons being in a
different tier, you can actually cycle through all three of these weapons if
you like – though the Hand Cannon
doesn’t do too much more damage than you’re expected to see out of your Military Blaster.
To complement Point Blank Shot, we’re taking Master
Operative (which not only boosts you to an impressive Endurance 6, but also
allows you to be Focused once per activation when performing Close Quarters)
and Student of Battle (which we’ve
talked about already). We’ve also chosen to take K’tara Maneuver, which is a great
way to get a little more movement on your turn, as well as line up a nice shot
for your pistol. This build for Verena, however, requires you to rest a lot –
you’re not going to be recovering Strain while attacking (you barely generate
any Surge at all), so you’ll need to rest.
Upgrades to purchase - 11 XP: K’tara Maneuver (2), Student of
Battle (2), Point Blank Shot (3), Master Operative (4)
With our previous two builds,
we’ve seen how you can do a lot of damage in melee or at range with Verena, but
we haven’t seen a build that does both well. If you’re on a budget (I’m staying
under 1200 credits for this build), you can’t do better than with the Gaffi Stick and the 434 Deathhammer. We’ve already talked
about the Deathhammer, but let me just add this: the Deathhammer with the Marksman Barrel and Point Blank Shot does just barely less
total damage than the Disruptor Pistol
with the Plasma Cell (4.926 Damage
past a Black die vs. 4.968 Damage past a Black die) – they’re basically the
same weapon. The Accuracy you get is also just about the same (since you rarely
get 2 Surge with the Deathhammer and
both will get a static +2 Accuracy), so since the total cost of the Deathhammer
is a bit less, buy this one!
For less than the price difference
between the Deathhammer and the Disruptor Pistol, you can get the Gaffi Stick. On its own, it has a Red
die and a free Pierce 1, so it’ll do good damage, and while the Yellow can
generate an additional 1-2 Damage, you really have it for a different purpose:
reliable strain recovery. While there are plenty of Tier 1 weapons that do more
expected damage than the Gaffi Stick
(the Armored Gauntlets aren’t bad), the Gaffi Stick doesn’t incentivize turning
surge into damage (because it can’t). Instead, by choosing this weapon, we
focus ourselves to do what we’re supposed to do with Verena:
We’re supposed to
recover strain when we attack.
In a way, by taking the 434 Deathhammer with Marksman Barrel, we further incentivize
this: you can only turn that beloved surge into a single point of Damage
(instead of 3 with the Disruptor Pistol). By not surging for damage with the
first surge, you fall from 4.926 Expected Damage to 4.690 Expected Damage
(negligible), so you’re still doing plenty of damage while recovering 1 Strain
(whenever it shows up).
Finally, we support this weapon
build with Point Blank Shot and Combat Mastery (no duh – it’s why we
took the weapons we did in the first place), as well as Master Operative (we’ll be triggering Close Quarters – we
might as well get the most out of it AND increase our Endurance so we can do it a lot). Like we said with Jyn Odan, the key
question is which of these upgrades to grab first: if you’re getting the Gaffi Stick early, Combat Mastery would
be good. Point Blank
Shot is expensive, but you want that by the time you get the Deathhammer if
possible. Personally, I like this build the best not only because it allows Verena to recover strain pretty easily, but also because it uses three of her most expensive upgrades (and is the only build that can launch the eleven-attack-combo you saw at the start of this post.
Upgrades to purchase – 11 XP: Point Blank Shot (3), Combat Mastery (4), Master Operative (4)
Verena in the
Skirmish Game
Verena Talos is a bit on the
expensive side in the skirmish game, but she’s fantastic: double-digit health,
a free Evade to support her Black die, three surge abilities that can do damage
with a decent blaster attack pool, and the ability to borrow someone else’s
attack type/pool if you like theirs better than yours. Perhaps what’s the best
thing about her is the ability to synchronize with other characters. We’ve
talked about how to use her with Leia (both of whom have the Spy attribute) in
a past post, but you can also
synergize with Wookies, Jedi, or Biv thanks to her Brawler
attribute. Regardless of where you put her, she’ll do good damage so long as
she’s adjacent to her targets.
In our next post, we’ll be continuing
our discussion of “Slashers” by looking at the amazing Jedi operative, Davith Elso. While one could argue
that he’s more offensive-focused than his Jedi counterpart Diala Passil (though Precise Strike with Force Adept is pretty
irresistible), Davith is the only character who can guarantee the use of a
lightsaber in any campaign. We’ll talk about his lightsaber (and whether it’s
worth getting) next time. Until then, happy gaming!
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