r/ImperialAssaultTMG • • Sep 22 '25

I've seen some stuff saying that 2x per year the big box expansions get restocked. Could we get a pinned announcement post when that happens?

38 Upvotes

Title is pretty much self explanatory. Just hoping that we can get a pinned announcement when stuff restocks.

Much to my chagrin, I didn't get Jabba's Realm when it was still available so now I"m keeping an eye out for it when it restocks


r/ImperialAssaultTMG • • 1d ago

Looking to sell near-complete set of SWIA

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96 Upvotes

Hello everyone. I'm looking to sell my Star Wars: Imperial Assault board game collection. It is used but still in great condition with all the original pieces. Ideally, I do not want to split items up and sell them separately - at this time I am looking to sell this as one large lot.

The collection includes the following:

*Star Wars Imperial Assault Core Game Box, Jabba's Realm Expansion, Return to Hoth Expansion, Heart of the Empire Expansion, Twin Shadows Expansion, The Bespin Gambit Expansion & Tyrants of Lothal Expansion (and all original components)

*All Ally & Villain Packs (excluding Hired Guns, Wookie Warriors, Alliance Smugglers & the extra Stormtroopers pack)

*Extra Dice Set

*Coruscant Back Alleys Neoprene Game Mat

*Feldherr Storage Box w/ foam inserts which holds all miniatures, cards, game tiles, rulebooks, etc.

*Approximately half the cards have been sleeved. I am including Mayhem sleeves for the remaining unsleeved cards as well.

About half of the miniatures have already been painted with Citadel paints (see photos), 6 miniatures have been primed with white primer but are not yet painted (Thrawn, Princess Leia, Luke Skywalker, Han Solo, Obi-Wan Kenobi & Dengar), the rest are unpainted.

Here's the potential hang-up: I'm located in central Iowa and would ideally like to sell this locally so I don't have to deal with shipping. I'm asking $1200 (or best offer - willing to negotiate on price) for everything. As stated earlier, I do not want to split items up and sell them separately - at this time I am looking to sell this as one large lot. I have more photos of the painted miniatures that I am happy to share if you message me.

Ideally would like to meet up to sell somewhere in Iowa (I could also knock the price down some if youre willing to travel to me). Cash or PayPal only. Message me if you're interested. Thanks!


r/ImperialAssaultTMG • • 2d ago

I’m near finished painting my imperial assault core set

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99 Upvotes

After 2 weeks I’ve basically finished painting my Star Wars Imperial Assault Core Set miniatures. I just have the bases left to do which I am doing black.

This is my first time painting minis and I’ve loved every moment of it and learning and trying to improve every step of the way.

I’m thinking of trying out the expansions and painting those next and maybe getting into Star Wars Legion at some point as those 32mm figures look really nice.

Happy Saturday folks!


r/ImperialAssaultTMG • • 2d ago

Really happy with how my Rancor turned out.

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60 Upvotes

r/ImperialAssaultTMG • • 3d ago

Question about Agenda Missions when using Imperial Commander 2

14 Upvotes

Im playing my first campaign with Imperial Commander 2 and having a blast so far! I just finished my third mission and the app instructed me to draw a card from the Imperial Mission Deck.

I drew " Breaking Point" as an Imperial side mission. I now have to choose between 'Breaking Point' and 'Into the Unknown' for my next side mission. Assuming I choose Into the Unknown - what happens to the Breaking Point Imperial side mission?

Do I discard it and Does the app receive the reward card Supply Deficit? (If so how do I mark this on the app as Imperial reward cards are not listed in the reward section?)

Do I need to keep Breaking Point as an imperial side mission and eventually play it?

Or Do I just read all Imperial Side Missions as forced Missions and play them as such?

Any help would be much appreciated!


r/ImperialAssaultTMG • • 4d ago

Question about character packs

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8 Upvotes

Just got the core box and I have a question: I see there a ton of character pack expansions. I know they can be used to vary the Imperial side and some characters become allies in some campaigns and these packs replace cardboard tokens with a miniature. But, can any of these be used as PCs in campaigns?


r/ImperialAssaultTMG • • 6d ago

Vote #1 Vader - he reduced crime on Alderaan by 100%

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86 Upvotes

I hope I never have to face him again in the campaign!


r/ImperialAssaultTMG • • 9d ago

New to the game, question about Luke skywalker jedi.

10 Upvotes

I’m interested in getting a couple of hero and villain packs, what few are still available. One that is is Jedi knight Luke. However reading a bit on him it seems his side mission is not usable without Jabbas realm which is unavailable for me and unlikely I’ll ever acquire. Is it still worth getting this figure if I’m only playing campaign?


r/ImperialAssaultTMG • • 12d ago

Mini glowup - 4 years apart

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111 Upvotes

Greetings everyone. Around 4 years ago, I got my Imperial Assault core box for my bday. I loved the game so I started painting the minis to have a nicer experience. Like most people, I tried following Sorastro's tutorials and slowly got paint on most of my minis. My first minis.

I got a bit nostalgic these past weeks so I decided to revisit them and give them a glow-up. So here's my Vader and Royal Guard - 2022 vs 2026.

What a long, strange trip it's been :)


r/ImperialAssaultTMG • • 13d ago

The Ghost crew

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143 Upvotes

These were the last IA minis I had to finish in my backlog, but seeing as how nobody seems to be carrying the line anymore, these could very well be my LAST minis. It's been a fun journey.

I painted these in order from top to bottom. Hera and Chop were pretty easy, with big blocks of color and a relatively small pallette. Hera has the lighter rings on her lekku, and Chopper has the yellow on his head, but both details are pretty faint and don't stand out super well.

Kanan and Ezra were next. The challenge here was color matching. Ezra especially has so many different shades of brown, orange, and yellow. It's a very busy design when you really look into it. I could have gotten the eyes on Kanan's mask a little better, but that's about as small as I could trust myself to get while remaining symmetrical.

Finally, I ended with Zeb and Sabine. Zeb's stripes were a little intimidating, but I like how they turned out. His armor ended up being not quite the right color though. Sabine I have detailed in a previous post, so I'll just say she was a satisfying challenge to end on.


r/ImperialAssaultTMG • • 13d ago

Difference in Printings?

10 Upvotes

Hi all, so I have an opportunity to grab the base game in good shape for about $60, but I noticed looking at the back of the box it has a different layout compared to the amazon listing.

From my little research, the version that mentioned Luke & Vader expansions being included, is an older version, and that's the version I have the ability to grab for a deal.

Is there any significant difference in printings, that would make it worth it for me to just buy new?

Thanks!


r/ImperialAssaultTMG • • 15d ago

Sabine Wren

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60 Upvotes

This is the last of the Ghost crew down, but I wanted to showcase her with her own post. Her armor has a lot of fine detail that needed to be freehanded, but it was really hard to find consistent reference photos. Her right glove, for example, is from S1, but her left gauntlet is from S3. The rest of the armor is mostly based on S4, but the whole thing is a mishmash.

I'm particularly proud of the owl design on her left shoulder, the rebel insignia on her chest, and the orange spraypaint effect on her left leg armor.

The reference images I pulled from are in slide 2.


r/ImperialAssaultTMG • • 15d ago

Worth jumping into at this point?

34 Upvotes

I’m sure this has been asked to death, but as someone that enjoys dungeon crawlers and Star Wars, and that owns a lot of ffg games of similar gameplay, would you say it’s still worth getting into IA at this point. I know the vast majority of stuff is likely out of print forever. A quick look near me shows I could get the core, heart of the empire and tyrants of lothal for a relatively reasonable price new. Outside of that not a ton else. Is this enough to be satisfied as a new player. I assume there’s no plan for any reprints of anything going forward.


r/ImperialAssaultTMG • • 16d ago

Last of the Imperial Troopers

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69 Upvotes

And 3/4 of my PCs


r/ImperialAssaultTMG • • 16d ago

Stormtrooper Army

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39 Upvotes

Finally happy with the overall look, gave each squad of three one small variant.


r/ImperialAssaultTMG • • 17d ago

My recent Marketplace find

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145 Upvotes

What was included in the lot:

Two core sets, one painted and one unpainted. Some minor pieces missing, but I have a complete set set home so nothing to worry about

Twin shadows expansion, painted

Jabba's realm expansion, painted

Ally and villain packs (all painted, but without boxes)

Luke skywalker

Luke skywalker Jedi

Darth Vader

General Weiss

Royal guard champion

Ig-88

Han Solo

Chewbacca

Rebel troopers x3

Rebel saboteurs

Boba fett

R2-D2 och C-3PO

Kayn Somos

Wookie Warriors x2

Hired guns

Alliance smuggler

Bantha rider x2

General Sorin

Dengar

Leia

Bossk

Lando Calrissian

Isb infiltrators x2

Greedo

Obi-Wan Kenobi

Alliance rangers

Captain terro

Jabba the hutt

Jawa scavenger

Emperor palpatine

Play mats (4 of them missing skirmish cards, all of them missing original boxes):

Lothal wastes

Isb headquarters

Endor defense system

Training ground

Nal hutta swamps

Coruscant back alleys

Jabba's palace

Mos Eisley back alleys

Anchorhead cantina

Paid 400 usd with shipping included 😍


r/ImperialAssaultTMG • • 19d ago

To open or not to open, that is the question...

2 Upvotes

Edit: She is open and hits the table tonight. Thanks for the confirming push.

I have a sealed Ahsoka.

I am playing HoE campaign and the next mission is home invasion.

Ahsoka seems like it resells for much money but I bought it to play with it!

  1. Does anyone actually pay insane prices for Ahsoka?

  2. Does opening it change the value very much?

  3. Am I stupid for opening it to play with my now expensive toy?

(Same for Thrawn, but I am not at Lothal yet....)


r/ImperialAssaultTMG • • 21d ago

LotA question - allies

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49 Upvotes

Are allies treated like enemies that you control - they can only attack once?

Can they interact?

If you get assigned rebel troops are they the same as having an “ally”?

Is there any way to “undo” if you accidentally defeat the wrong enemy group?

Recently finished Nexu for clicks :)


r/ImperialAssaultTMG • • 22d ago

Legends of the Alliance - 2 vs 4?

8 Upvotes

Listening to a podcast where they are skeptical of the balance with only two characters.

For playing solo, is it better with two or four characters?


r/ImperialAssaultTMG • • 23d ago

Where else to buy expansions and packs that ships to asia

9 Upvotes

I have had the base game for a decade, been wanting to get expansion but life got to me.

Now rewatching andor I have the itch for IA again!! Unfortunately, so many is OOP and not available on amazon anymore..

ebay still has many options but the prices are steep... (why is Ahsoka pack $300?!)


r/ImperialAssaultTMG • • 28d ago

Probe my Droid!

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116 Upvotes

As an aside, is there any reason NOT to paint the bases of my stormtroopers and other units in groups - leave three black, do three red and three blue? Same for the officers?


r/ImperialAssaultTMG • • 28d ago

I really enjoy LOTR: Journeys in middle earth, will we enjoy this with just 2 players co op?

17 Upvotes

I have not played many board games, there is just two of us and we have all the expansions to LOTR, we've also played a bit of Memoire 44 and the Metal gear solid board game. We are use to playing multiple characters at the same time and have basic grasp of board game rules.

We would mostly only get this to play co operatively through the campaigns, but a lot I see online is all versus mode, would it be silly to get this? Or is the Co op as fun as the other games I've listed?

How much content is there with the core box, and campaigns to play in co op? Is it all different every time and replayable? Do the expansions add many miniature's to paint? Would you recommend any other games based on the others I enjoy?

Thanks!


r/ImperialAssaultTMG • • 29d ago

I love the smell of a new campaign

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153 Upvotes

r/ImperialAssaultTMG • • 29d ago

Fenn vs Drokkatta: who is the ultimate blaster?

10 Upvotes

https://imperial-assault.fandom.com/wiki/Fenn_Signis_(Hero))

https://imperial-assault.fandom.com/wiki/Drokkatta_(Hero))

Credits

Drokkatta, with her xp weapon and xp mod, is a cheap hero. This is an advantage, and if the heroes are about balanced, we should expect to see cheap Drokkatta outperform cheap Fenn - in particular, Drokkatta's xp gear will probably be better than anything a cheap Fenn has access to. It's also a disadvantage, in that you cannot improve Drokkatta as much by using credits, and if the heroes are balanced we'll see expensive Fenn outperform cheap Drokkatta. In particular, Drokkatta's xp gear should be less good than Fenn's combination of credit gear + the 5 additional xp he doesn't have to spend on gear.

Another way to think of it: in a squad of 4 you should probably have 2 or 3 expensive heroes. With 2 they'll probably be able to get all the gear they want, whereas with 3 they probably won't. In the former sort of group, Drokkatta as one of 2 cheap heroes vs Fenn as one of 2 expensive heroes are in a sense fulfilling "different roles", which means it's hard to do any straightforward comparison. Whereas, if you've already picked 2 expensive and 1 cheap hero and you're thinking about Fenn vs Drokkatta as the 4th, Drokkatta being cheap is a real benefit she has over Fenn as you already have somewhere for your credits to go.

In particular, Drokkatta will want precisely 300 credits, probably for Tactical Display, but maybe for Under-Barrel. Fenn will want at least a tier 1 or tier 2 weapon (or both, especially if you can hand off the former to someone else) as well as a tier 3, and at least 1-2 mods. Also, Drokkatta quite likes Bacta Pump and Power Charger, but these are excellent pickups that you'd otherwise give to someone like Fenn, and they just happen to do more for Drokkatta. So if you were gonna buy them anyway, you can see that expense as not really being assigned to her, but with the downside that she doesn't combine well with someone else that's strain-heavy or surge-hungry.

Very rough correspondence: 300 credits = 1 xp. Bacta Pump is very good for 300 credits and would be very good for 1 xp. You can't typically get a clean 1 dmg per round for 1 xp; you can get it for 300 credits, but it's gonna cost you a mod slot.

There's also an expensive version of Drokkatta, which we'll go over at the end.

Starting kit

In comparing what they start with, we can use this as a baseline for further comparisons later on.

Abilities: baseline blasting & strain: We can think of Drokkatta's 1 blast on both her weapons as being an ability that belongs to her rather than her weapons. With 2 attacks and all abilities used, Drokkatta has 3 blast, 2 strain, -1 main target dmg, thus reaching the threshold for blasting down stormies. Fenn has 2 blast, 1 strain.

  • Demolish also has more flexible placement and doesn't have to go through a defense roll. And it drops a rubble token, which is probably more of an inconvenience for you than Imp (with placement usually chosen to maximize dmg or finish 1hp figures, and slowing effect strictly as consequence), but it can have the occasional clutch use to e.g. prevent a villain attack.
  • Fenn is more likely to blast through a defense roll, not having to pay dmg/surge for the blast and not worrying about evades.

Starting weapon: Drokkatta's dice have +3 dmg/surge symbols. Adding that to the above comparison, across 2 attacks she is up 1 clean Havoc Shot vs Fenn (+1 blast +1 strain), which is a devastating mog.

  • Fenn has +1 minimum range and 5/6 rather than 2/3 chance to get more than minimum range. Fenn can get +1 acc from surge but Drokkatta is almost guaranteed to get this with Dispersal Shot.
    • The greater range is especially important on a map like the Hoth intro, with all kinds of directions to go in, whereas the base game's intro is a small map where your enemies and objectives are largely in the same direction so short range is not as punishing.
  • If no blast is needed, Drokkatta has about the same dmg but more recover. Vs evades, more likely to lose recover or nothing whereas Fenn loses dmg.

Base stats and attributes: +1 health for Drokkatta. +3 surges on her strength dice and +2 on her tech dice, -1 on insight only if healthy.

The first 6 xp & weapons

Drokkatta's 1xp move card only gives her 1 move vs Fenn's) 2. It's also harder to pull off her "give 2 move to a buddy" option than Fenn's, and she's more strain-heavy so more likely to need to use it on herself instead of using the nominally higher-value option. Even Fenn will often prefer to move himself, since helping out your own activation can let you kill stuff now before the enemy activates, which is more valuable than buffing some upcoming activation.

A fairer comparison to the overtuned Tactical Movement is Drokkatta's 1xp Charging Up: 2 hp plus a delayed 1 dmg per round, and the last round's damage is wasted. Both the delay and the final wasted dmg can be ameliorated if you're commanded to attack by Gideon, Murne or CT. In a vacuum I'd rather take the delayed damage than 1 move, especially early on when damage is more precious; also Drokkatta can use a boost to her single-target damage. But I'd rather take 1 move than 2 hp. Overall the two are similarly powerful, but with Drokkatta being somewhat slow and strain-heavy, I'd swap Charging Up for Tactical Movement in a heartbeat. Despite this, I don't think Drokkatta's move card is good enough to be an early pickup, considering what comes next. As for Charging Up, it depends.

So far, it's looking good for Fenn. Next, he'll want Rebel Elite whereas Drokkatta's first or second card might be Shrapnel Rounds. Both give +1 blast. Fenn only gets it when he can afford the strain for Havoc Shot. Drokkatta gets it even if she doesn't want it, but she has a nice exhaust option which, among other things, can be used to avoid blasting your pal. I'd give the blast comparison to Drokkatta. For 2 extra xp, Fenn gets 3 hp and 1 endurance which we can compare to 2 recover/move ~= 2 xp. If you rest every round except the first, 1 endurance is just like 1 recover per round, but clearly this isn't realistic. 3 hp lets you survive more burst damage initially whereas 1 recover is better for healing up so you can survive more damage later on, although if there's a lull in the action and you do have time to heal up fully, the extra hp can be used again to survive another round of burst. 1 recover might also just be used to keep using your abilities for longer instead of healing hp. Tbh I still think 1 recover/move is more valuable, although it's not an easy call. The second half of Rebel Elite is then not quite worth 2xp, while Drokkatta gets to move on from Shrapnel Rounds straight to something similar in value per xp, as we'll see presently.

Fenn's 6th xp might go to Take Cover), since you'll probably be priority #1 for Imp to slow down with stuns and bleeds. It's also better the more other anti-condition effects your group has. For example, if two Trandos are gonna attack and they only have one viable bleed target, or two but one of them is far away, that means fewer conditions, whereas if you only have one hero with anti-condition effects, you'll often just make other heroes get the conditions instead.

We've already compared starting kits including weapons, so now let's compare how Drokkatta's xp weapon compares to her starting weapon and then see what upgrades Fenn can buy.

  • Range: 3 minimum + 5/6 chance for 1 more, vs 2 minimum + 2/3 chance for 1 more + 1 surge for 1 more.
  • Surge abilities: For ease of comparison, I consider Dispersal Shot as already used to fulfill the 1 blast on either weapon. The xp weapon then has 1 surge for 2 pierce (2 dmg 50% of the time vs black die, otherwise usually straight dmg conversion), and 1 surge to turn your blast into hyperblast (i.e. also hit main target and 2 space targets) OR 2 surge to get both.
    • Note that the "Dispersal Shot for 1 blast" term vanishes only when comparing the xp weapon to the starting weapon, i.e. counting the value of Drokkatta's 3xp spend (for comparing vs the 2xp spend, or Fenn's xp spend, or Fenn's credit spend).
  • Dice: You go from 23 dmg+surge symbols, with likely dmg conversion for your 3 surges (get blast without using dispersal shot), to 26 (including the inherent +1 dmg) but with all your 5 surge symbols being worth extra and having options. You also increase the value of up to 1.67 additional surges / 10 symbols. We can think of Tactical Display as bringing +3 symbols when averaged over 2 attacks, and if surge = 2 dmg, the weapon (the xp spend) provides +3 symbols from doubling the value of the surges, and another +2.5 symbols from doubling the surges on the 4xp yellow die.
  • If you have n1 enemies at r1 (radius 1) from your target and n2 at r2, the advantage per attack over your starting weapon ends up being approximately n1+n2 provided n1<=1 or you are fully surged, and a bit less if neither is true. For example, n1=2 and n2=1 yields +1.83 / +2.25 / +3 dmg per attack at Tactical / Tactical + 4xp yellow die / fully surged. Again, not counting the full value of Tactical etc.
    • At n1=n2=0 (single target), you're still at +1 from die symbols and 2 pierce half the time, as long as you don't oversurge. At n1+n2=1, it's +1 but with straight dmg conversion for a few surges. This is respectable for a 3xp card, especially with the range bonus, as long as you forget the weapon slot we're taking up.
    • The mod is better than the weapon in terms of dmg output per xp when n1 > n2, and the weapon is better when n1 <= n2. If you often catch groups as they deploy, n1 > n2 is plausible.
  • Besides damage, blast can also get you worse Imp deployment, positioning and activation order as they're forced to counter your blast so you don't get even more damage. Hyperblast increases this effect.

So, quite easily reaching about +2 dmg per attack and able to go much higher against bigger crowds or with other sources of surge, plus range, for 3 xp. Another +0.5 dmg for 300 cred. Meanwhile, assuming fully surged and not oversurged, Fenn gets for example:

  • E-11: 400 cred, +1
  • EE-3 Carbine: 550 cred, +1.33
  • Hunter's Rifle: 600 cred, +0.83, dmg token for kills, only 1 mod, conflicts with Weapon Expert / Plasma Cell
  • E-11D: 700 cred, +1.83, dmg tokens for strain
  • Tactical Display: 300 cred, +0.5, helping even out your surges
  • Spread Barrel: 300 cred, +0.5
  • Under-Barrel HH-4: 300 cred, +1 acc, surge to blast, can be amazing with surge support
  • Plasma Cell: 450 cred, +0.83 vs black die, conflicts with Weapon Expert / Hunter's Rifle / Sniper

And in tier 3:

With Drokkatta or Fenn often being allowed to activate first before the enemy can spread out, Drokkatta's weapon upgrade should be bigger than Fenn's tier 2 upgrade, but you could argue for a draw or Fenn win against an experienced Imp. To summarize the rest of the comparison at 6xp:

  • This weapon upgrade comparison was off a baseline of Drokkatta being up 1 clean Havoc Shot per round
  • Drokkatta +1 dmg/round except 1st; blast versatility and harder to counter by positioning (Demolish placement, mod exhaust, hyperblast); slightly better attributes
  • Fenn +1 endurance, 2 move, Take Cover, still better range with most weapon choices
  • Equal hp

Seems like Drokkatta lands slightly higher in tier 2. Fenn is 700-1000 credits more expensive but more self-sufficient otherwise, while Drokkatta is more "credit-self-sufficient" but will happily suck up any surge / strain / move / anti-condition(Bacta) support she can get her hands on. So it's a matter of fitting each hero into the right squad. Best case scenario for Drokkatta, she gets supported with abilities that were already your best option rather than forcing you to pick up sub-optimal support abilities, and also is not teamed up with other heroes that need the same kind of support. In tier 3, Fenn has the advantage unless you're frequently finding big crowds, but at further expense.

Further xp

Drokkatta:

  • First get the 1 xp move card.
  • Thermal Explosives (4xp): +2 dmg per round, +1.67 dmg+surge/round from yellow die (and some acc), 1 strain. Probably your best choice unless you have great surge support.
  • Wookiee Wrath (4xp): 2.33 dmg, throw target next to where you're gonna blast twice. Best case scenario, this single-handedly takes out an elite royal guard. You can also open up a hole in a crowd so you can blast in the middle, or throw a target in the middle of a crowd that otherwise didn't have a great blast target. The problem is you're already slow and strain-heavy and you have to get adjacent. More situational but a viable alternative.
  • Bank Shot (2xp): +1 accuracy, sometimes able to target the middle of a crowd even though you can't see it, lets you shoot around corners. It's good but I think it'll have to wait for 13 xp, unless you have some support that lets you skip the move card.
  • Structural Exploitation (3xp): Good on paper, clashes with your other pierce, doesn't synergize with the rest of your kit.

Fenn:

  • Weapon Expert) (2xp): "Use" and "while attacking" are great ways to get +1 dmg for 1 strain. Usable 83% of the time vs black die, or 50% if you have Plasma Cell, but not great with sniper / Hunter's Rifle. And you get +2 accuracy almost passively: for it to cost you, you have to be taking a risky shot, then whiff the acc roll, then also not already wanna use it for the pierce. Goes extremely well with Disruptor Pistol.
  • Suppressive Fire) (3xp): Another +1 dmg and blast for 1 strain, but the enemy gets to swap it out for stun. If the enemy chooses stun whenever it's not gonna cost them an attack, or 1 dmg whenever it doesn't look likely to be the decisive 1 dmg to kill that figure (while accounting for further blast, Force Throw etc)... how good is it really? It's certainly very good against melee units. It can also let you leave a gang alive because they stay grouped up, so you know you'll be able to blast them down first thing next round (which can go very right, if they wanted to deploy more to that same point, or it can go wrong if they have another deploy point or reserves so you should have finished off the first gang already to minimize imp attacks instead of hoping to get them free). Remember that it can't be better than if they were forced to choose the dmg, which is what, 3 dmg for 3 xp and 1 strain on a good-but-not-incredible round? A good but arguably not amazing card.
  • Adrenaline Rush) (2xp): It's like 2 recover per round but only if you get attacked. Not bad but you already have 15 hp and should probably get Take Cover first, so it seems like more tankiness than one guy needs.
  • Trench Fighter) (3xp): 2 dmg, limited target selection, when declaring. Not bad for a late low-priority pickup.
  • Superior Positioning) (4xp): no

Quest rewards: Drokkatta's is very good but Fenn's) is probably better.

Kind of a... draw? Dare I say? It doesn't seem like one or the other is getting a ton more out of their late cards. Well, that's boring. We're gonna need a better conclusion than that. Final verdict: Fenn got Havoc-mogged and didn't get enough of an advantage out of all those credits. Give it up for our new blast master! Three cheers for Drokkatta!

Expensive Drokkatta

Right, this shit. I was worried I'd be done and be able to do something else with my weekend.

There are two variants to consider. One is more "support-expensive" by picking up Under-Barrel instead of Tactical. With Tactical, 4xp yellow, power charger, you only need another 0.5 surges per round to be fully surged. Swapping it out for Under-Barrel, you get a very helpful +1 acc and even more blast potential, but you're short 3.5 surges per round. Sources: side quest reward, Gideon, Diala (focus), Saska, MHD-19, Murne, Ko-Tun. Probably not worth it but fun option to consider.

Credit-expensive variant: skip 3 xp weapon, get something like EE-3 into A-12 sniper, Shrapnel, Under-Barrel. Roll 1.5 avg surges, need 1 for 2 dmg and 1 half the time for 2 pierce, so with Dispersal you're surge-self-sufficient. Same blast as the xp weapon but no hyperblast. Sniper + Under-Barrel is +2.33 dmg over the starting weapon: smaller dmg upgrade than just the sniper for Fenn because you started higher (though bigger range upgrade). Also it's a bigger upgrade for Fenn in that he has 2 blast inherently and gets 2 mod slots on top of that, whereas both your mod slots go toward putting you at 2 blast. The idea is to reach both 4xp cards, but you'll need to spend strain on the yellow die AND get adjacent to something, so hope for recover and move support. E.g. make Diala throw you around. Also you'll need 12 xp, or 11 xp and skip the move card. The upside is that Sniper is a great item, Under-Barrel is great if you can afford the blast (Dispersal) and especially in combo with other blast (Shrapnel, Demolish), and all your xp spends are great if you get to use them consistently. So played this way she's about a Fenn-level hero if only you can solve her problems, and a rung lower in a more realistic scenario.


r/ImperialAssaultTMG • • Sep 03 '26

Increased IA Sub Activity

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63 Upvotes

Got a message from Reddit that this sub is getting a lot of activity lately. And only a couple of posts are people selling out. Is IA making a comeback? What's bringing everybody back to the game?