I'm playing as Imperium with four other players. We did first main and secondary missions, both ending the same way in Rebel favour. On the second to last round one Hero, who was the least damaged, used both his actions to move, gaining 10 movement points, then he simply ran through my squad. He had to move through 2 tiles occupied by my soldiers, leaving him 6 tiles of free movement. Enough to hide behind corner. It was last activation in round, so as new one began Rebels started with that player. He exhausted himself for movement to reach an objective and used both actions to activate it. He passed the test on the first try, and I couldn't do anything to stop that.Similar thing happened mid-mission - one rebel stormed through defenses, got wounded next round, but still managed to activate terminal while others were on the way to next one. As he was wounded and slow I moved my troops to defend third (last) objective, and then situation above happened.I was happy with result, game ended with two heroes wounded, third in the bring of and completely exhausted, and forth with half health that managed to finish. However I am posotive that without that rush I'd hold them off long enough. How can I stop them from doing that again?
Like every hero in the campaign, MHD-19 also features a unique deck of Class cards that enhance his medical proficiency. Field Surgeon heals your friends even as you perform attacks, Miracle Worker can save a hero on the brink of death, and Bacta Radiator creates an aura of bacta in the air to effortlessly heal heroes at the start of every round.
The American War of Independence was more than a rebellion against an imperial power. It included as well a war of colonial expansion against indigenous peoples and a brutal fratricidal struggle for political control of various states. All three types of conflict played out in South Carolina. Internal struggles breed both heroes and villains, and the fighting there was no exception. 2b1af7f3a8