SKU: 1185323458

Star Wars Imperial Assault - Hera Syndulla and C1-10P Ally Pack

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Description

Star Wars Imperial Assault - Hera Syndulla and C1-10P Ally Pack"We are fighting a bigger fight, but it's still the right fight."Hera Syndulla Imperial Assault is one of the most immersive Star Wars experiences available for the tabletop, enabling you and your friends to undertake countless missions and fight countless battles in a vibrant and exciting universe of noble heroes and nefarious villains. These fights occur all across the diverse Star Wars galaxyin the sandy dunes surrounding Mos Eisley, on the rocky

"We are fighting a bigger fight, but it's still the right fight."
–Hera Syndulla

Imperial Assault is one of the most immersive Star Wars™ experiences available for the tabletop, enabling you and your friends to undertake countless missions and fight countless battles in a vibrant and exciting universe of noble heroes and nefarious villains. These fights occur all across the diverse Star Wars galaxy—in the sandy dunes surrounding Mos Eisley, on the rocky ice planet of Hoth, or in the steam-filled depths of Cloud City, just to name a few. You can string these missions together in the campaign game, joining your friends as a plucky Rebel strike team taking on the monolithic Empire; or you can jump from one battle to the next with your customized fighting force in the skirmish game. You can trade shots with bounty hunters like Bossk and Boba Fett , or you can recruit them to your side.

But how do you know if you're fighting the right fight?

The Rebel Alliance needed far more than blasters, fighters, soldiers, and pilots to combat the evil Empire. Those were all vital, of course, to the struggle for galactic freedom, but they were never going to win the war. The rag-tag Rebels were always too heavily outnumbered. Too heavily outgunned.

The Rebellion's hope for victory never lay with its strength of arms, but with its brave leaders and their ability to inspire others to dream and to act. The Rebel Alliance persisted because it fought for a cause that others wanted to support. It persisted because it fought the right fight.

Soon, you'll be able to bring another of these leaders into your games of Imperial Assault. The daughter of an influential Twi'lek general, Hera Syndulla proved herself as a skillful pilot and a clever operative during the Rebellion, but her greatest strength was her leadership. She inspired bravery, nobility, and loyalty in those around her. And you'll find her leadership well represented in the Hera Syndulla and C1-10P Ally Pack, as well as the loyalty she inspired in even the most cantankerous of astromech droids.

Phantom Extraction

“Well… on our last mission, Chopper got a little overzealous and got himself captured."
–Hera Syndulla, Phantom Extraction

If you want to recruit Hera and her droid companion to your Imperial Assault campaign, your journey starts with the side mission Phantom Extraction.

It's notable because the mission immediately lets us know why you can find people willing to follow Hera; she's loyal to those who are loyal to her. Her unruly astromech droid, C1-10P (more commonly known as "Chopper"), begins the mission in a makeshift Imperial prison. And when you attempt the mission, you're signing up to help free the droid and get everyone off-planet.

It won't be easy. You have limited time and limited resources, and the sizeable Imperial contingent stationed around the droid is certain to call in reinforcements as soon as you give them a chance. But if you succeed, you'll have earned Hera's trust, and you'll have earned Chopper's curmudgeonly gratitude. And the chance you'll win that duo as your allies means that undertaking the mission is well worth the risk.

 

Hera Syndulla, Spectre-2

It's easy to understand how Hera Syndulla can play a valuable role in either your campaign or skirmish game. Despite a deployment cost of just four points, Hera packs a punch with her ranged attack of three dice. She pairs this with the resilience provided by seven points of health and a black defense die.

These make Hera an above average combatant, but Hera's much more than a mere combatant. She's a Leader who can inspire your squad and make it better. Her Call the Shots ability grants a passive boost to all of her allies within three spaces, and she can reposition herself—plus each adjacent ally—immediately upon deployment with her Smooth Landing ability.

It's only a point of movement, but in the time-sensitive battles of Imperial Assault, that movement can very well spell the difference between successfully completing a mission or failing. Or in the skirmish game, it could spell the difference between ending a round with Luke Skywalker in position to attack twice—once on his own, and again when granted the ability by Leia Organa's Battlefield Leadership—or simply finding himself on the wrong side of a corner, with no line of sight to his target.

Hera Syndulla's Smooth Landing allows her to move a space forward immediately after deployment, along with Luke Skywalker and Leia Organa.

When IG-88 moves into position to interact with an objective token, the one point of movement that Hera granted her allies makes all the difference. Luke moves and fires. Then Leia moves and uses her Battlefield Leadership ability to fire and allow Luke another shot to finish off the deadly assassin droid!

C1-10P, "Chopper"

Why would Hera go through so much trouble to recover a droid? And why should you consider helping her? First of all, there's the matter of loyalty. Chopper has been with Hera since she was a young girl. She repaired him after his Y-wing was shot down during the Clone Wars, and he has served her faithfully since then.

Chopper's a cranky droid. Others frequently find him difficult to get along with. But he's also very good at what he does. As part of the crew aboard Hera's ship, the Ghost, Chopper's made himself invaluable—and not only because he modified the ship's systems to the point where he's the only one capable of interacting with its computer. With an array of equipment that includes an arc welder, rocket booster, electroshock prod, fire extinguisher, spark projector, and buzz saw, Chopper has often made critical contributions to the success of Hera's missions on the ground as well as in the Ghost.

In fact, Chopper's earned himself full "Spectre" designation. He's Spectre-3, the third member of Hera's crew—right after Hera and the Jedi Kanan Jarrus. Chopper also looks to make himself an invaluable nuisance in Imperial Assaultwith his abilities and cost-effective attack. At a deployment cost of just three, Chopper can modify his attack of one red and one green die with the potent Pierce "2" and Recover "2" surge abilities. Furthermore, if he doesn't need to move more than two spaces to make his attack, he can Ram his opponent, moving and rolling a green die to deal damage equal to the number of  results. And if he doesn't need to move at all, he can use his System Shock ability to deal two damage and one strain to any enemy on or near a terminal.

No terminal is safe from Chopper's System Shock!

In a skirmish game, Chopper's ability to deal damage via his System Shock ability might even deter your enemy from bothering to gain control of a terminal. And that means you'll likely find yourself with more command cards in hand—plus more of the advantages that your Command cards can provide you.

Call Your Shots

In the campaign game, the mission is everything. But in the skirmish game, it's only part of the larger battle. You can score points by destroying your opponent's units, or you can score points by completing the mission objectives. However you combine your points, you only need forty to win.

With the Command cards from the Hera Syndulla and C1-10P Ally Pack, you'll find a number of ways to prioritize the mission, both through card effects that can help you achieve your objectives and others that minimize your opponent's ability to win with a minimal focus on the available objective points.

In an Imperial Assault skirmish, there's a tremendous distinction to be made between a unit that's down to the last remaining points of health on its last figure and a unit that's been completely eliminated and scored by your opponent. First of all, you have the fact that as long as your unit's still in the fight, it's still able to deal damage. It's still an activation you can use to force your opponent to activate his or her units before you go all-in with your heavy hitters. And it's granting your opponent a lesser total of victory points.

Nonetheless, there are times you can see the writing on the wall. It might be when the last of your elite Rebel Troopers is staring down the barrel of a gun aimed at him by an uninjured IG-88. Or it might be when the last of your Alliance Rangers finds himself cornered by the Dark Lord of the Sith. In either circumstance, fighting may be noble, but Hera's plan to Evacuate is probably better.

Evacuating the last of your elite Rebel Troopers might not feel particularly brave, but it will keep Vader's player from scoring the unit's full nine points.

Using Evacuate to reduce the amount of points your opponent scores from your unit won't stop him from winning if he tables your force, but it will buy you a bit more time to score the objective points you need to win. A couple points here or there adds up quickly, and while Evacuating the last of your elite Rebel Troopers or Alliance Rangers may potentially cost you a point or two of damage against an IG-88 or Darth Vader, it's more likely going to force your opponent to look elsewhere for the two points he just lost.

At the same time, you can hasten your collection of victory points by using Advance Warning and On a Mission to get your leader, Chopper, and your other units into position. And your Droids can use Targeting Network —over and over—to keep your covering fire on target and keep your opponent honest.

Fight the Right Fight

When you have Hera Syndulla and Chopper at your side, the odds are good that you're fighting the right fight. And even if you find yourself outnumbered, you'll have the vision and talent to make the best of your situation.

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SKU: 1185323458

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4.4 ★★★★★
Based on 6 reviews
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Maverick
Bozeman, US
★★★★★ 5
Must get!, Great interaction, mind stimulation
Color: Orange
Love this my pup can't get enough. My pup loves this and is hard on it. She throws it all around chases it and guards it like it is her child. It is strong, sturdy easy to charge and fun to watch her engage with it. Definitely must have and I will buy more. It shakes and rolls around, it walks itself and engages the pup to chase. The design is spectacular. It is light weight and the noise level is typical of a toy engaging response.
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Reviewed in the United States on March 22, 2026
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Verified Purchase
capriceclassic
Phoenix, US
★★★★★ 5
Awesome for hyper dogs
Color: Blue
AWESOME - I have a dog that just won't stop trying to get me to play with him ALL day! I turn this thing on and he goes nuts and tires himself out...without any help from me. The cover got torn off and torn up in minutes but he doesn't care. He just wants this ball. My other dogs, who are older, aren't really interested. But if you have a hyper dog this is the thing for you and them!
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Reviewed in the United States on April 28, 2026
S
Verified Purchase
Shannon
Massapequa, US
★★★★★ 5
Great entertainment, charges quickly!
Color: Orange
Super fun entertainment for dog! Toy ball charges quickly and the charge lasts for at least an hour of playtime for the dog. There are 2 modes. one mode Just lights up, which makes it easy for pet to chase it. The second mode not only lights up, but it also wiggles on the ground Randomly and speeds off in a direction on its own, which really makes it interesting for your dog or cat to follow! Once the ball is not touched for about thirty seconds, it goes dormant and it will stay like that As long as it's charged until somebody touches it, and then it starts up randomly lighting up and moving around the floor on its own And making a vibration noise. It's a lot of fun to watch the dog chase and play with, and it certainly keeps them entertained for a while! The laughs and fun entertainment are definitely worth it. The only downside is that my dog chewed off the soft fabric covering in about twenty minutes.And she's not a real big chewer. It looks better with the covering on it, but even without it, the ball works fine and she plays with it every day.So that is not a showstopper. But good to supervise your dog for safety.In case they are a chewer, and they decide to destroy the cover. But the ball works fine without the cover too!
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Reviewed in the United States on March 12, 2026
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Verified Purchase
Shanna S.
Houston, US
★★★★★ 4
Looooves her crazy new ball
Color: Orange, Color: Orange
Our 90lb mastiff/boxer mix Indie is very playful, curious and energetic. She needs toys that engage her and keep her busy. This ball does the job! We’ve had it for less than a week. Here’s what I love and what could be better: PROS: • She dog loves it. She whines for it. She gets absurdly excited when I get it out. She’s a bit of an anxious dog, but had zero problems with it inexplicably coming to life. • It lasts a while on a single charge, so it keeps her busy for a good long time. The longest we’ve used it at a stretch is an hour. • It’s pretty durable. She’s a super chewer (destroyed every “non-destructible” toy we’ve purchased for her), but the actual ball is hard plastic. She gnaws on it and it gets scratches, for sure. But she’s not going to chew it to pieces. • On carpet, it’s reasonably quiet. • It comes with a replaceable silicone button. • It’s easy to charge…just pull off the silicone button and the charging port is inside. • The silicone button is flush with the ball’s hard plastic surface, so there’s no way for her to pull the silicone button out and swallow it or get to the charging port. CONS: • Cover is worthless if your dog is a chewer. It goes on like an envelope with a Velcro closure. We took it off immediately. • Without the cover, it’s very noisy on hardwood floors. To us, it’s worth it. (Though, I work from home, so I might feel differently after the holiday vacation.) • She’s an XL dog, so she can fit the whole ball in her mouth easily and accidentally chomp down on the button and turn the ball off. Not a big deal, just something to know if you’ve got a Lab or larger dog. • With extended playtime, the two halves can come unscrewed, especially with a large dog who uses their paws/jaws on it a lot. Thankfully, it makes a loud buzzing noise when this happens, so we know we need to take it from her and screw it back together. Is this a potential danger? With the rechargeable battery inside, I’d say yes. But we also don’t let her play with this toy without supervision. So keep that in mind. Bottom line: It has its drawbacks, but it keeps her entertained and seems like it should last her at least 6 months with supervised play. Which is honestly REALLY good when we’re talking about Indie, Destroyer of Toys. I’d buy it again.
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Reviewed in the United States on December 31, 2024
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Verified Purchase
T. Bock
Pawtucket, US
★★★★★ 3
Difficult/impossible to unscrew plastic cups (in order to recharge the vibrating/blinking device)
Color: Orange
Generally, I don't leave feedback on items purchased. However, in this case, I feel compelled to do so in hopes the mechanical engineers (of this product) will take my input to heart and ultimately modify it. First the pros... - I have 2 high-energy dogs (Jack Russell Terriers) who love their toys (e.g., chewing bones, tug-of-war, etc.) but usually get bored with them rather quickly. - This interactive PetDroid ball, however, keeps them busy for a long time. - In fact, my smaller dog (Max) knows its storage location and sits (as early as 6 AM) in front of the cabinet so that I give him "his ball". It keeps him busy for up to 1-2 hours at a time. - Max is literally addicted to the PetDroid ball... his determinant play with it makes me laugh all the time. Now, the cons... - After several days of play, the exterior looks chewed up quite a bit. That's no problem though. - Unfortunately, the interior "threads/grooves" of the two plastic cups (for closing/fasting) are very tiny. - Thus, after an hour-long hard play, it is almost impossible to unscrew the 2 plastic cups in order to recharge the interior device. - It appears the 2 cups somehow come off track and get realigned from the inside. - At that point, I cannot unscrew the PetDroid ball in order to recharge the device.... and without the blinking/vibration, this toy is no longer fun for play. - Ultimately, I had to place the bottom half of the ball into a vise and then use a plumbing wrench to untwist it. Proposed Solution: - Increase the size of the plastic cups' interior threads/grooves so that they won't get realigned/come off track. - This would mitigate the current dilemma of NOT being able to unscrew the ball in order to recharge it. In my view, this should be a relatively simple fix and significantly improve the durability of this product. Thank you for your time.
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Reviewed in the United States on February 4, 2022

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