Is Emperor Palpatine limited to step 3 of an attack?

By Klutz, in X-Wing Rules Questions

The Emperor's crew card does not have any timing specifications for when he can be used.

With the rules as written, and my comprehension of them, this means I could do the following:

  • Attacking a TIE Interceptor at range 2 with an Firespray...
  • Roll 3 attack dice, modify them to get: Hit, Hit, Blank
  • Defender rolls defense dice: Evade, Evade, Blank
    Defender decides to hold on to an evade token, since there is no point in spending it
  • Before the Compare Results step, I decide to use Emperor Palpatine's ability to switch the Blank result into a Crit
  • It is too late for the Defender to spend his evade token
  • Crit gets through, cripples the TIE Interceptor

Does anyone see a problem with this with the rules as written?

I'm assuming it will be FAQ'd so that, during an attack, his ability can only be used to modify attack dice during step 3, or defense dice during step 5.

If you haven't seen it yet, this was spoiled today:

emperor-palpatine.png

Edited by Klutz

RAW I don't think it would allow you to do that.

The rules for Focus tokens for example don't actually mention a step for when they can be used. Palp can be used anytime you can modify a die, but the only times you're allowed to do that are in the rules.

The Attacker can only modify dice in step 3, and after the Defender has had a chance to do that. So even RAW, I don't see how you could use Palp to modify attack dice after step 3.

Initially, RAW, Accuracy Corrector would trigger during step 6 (Compare Results).

They had to put a ruling in the FAQ for it to work as intended, during step 3 (Modify Attack Dice).

If you use the ability during an attack, you can only use it when you are allowed to modify a die. Which means when the attacker modifies attack dice or the defender modifies defense dice.

If you use him to modify outside of an attack (e.g. damage card), you need to modify after rolling the die but before applying the result. Which is a very tight time frame.

Accuracy Corrector is not a good comparison. Initially, it triggered when cancelling dice, not when modifying them. Which is something else entirely.

Edited by dvor

Initially, it triggered when cancelling dice, not when modifying them. Which is something else entirely.

Yeah Accuracy Corrector is the exception that proves the rule. They had to fix it because it did work some place other then step 3.

Which means that both by RAW and RAI the only time you can change an attack die is during step 3. Nothing about Emperor Palpatine would allow it to be used in some other way.

I love that he's not restricted to combat.
Emperor allows you to fix Saboteur, Asteroid damage, Daredevil, et c.

I'm in love.

Page 11, Step 3: During this step, players may resolve abilities and spend tokens that allow them to modify attack dice.


This is when the rules tell you that you can use abilities that modify attack dice. Unless an ability explicitly overrides this rule, this is when you can modify the dice. This applies to every ability that modifies dice - they generally say "When attacking..." which limits it to being activated during the attack, but doesn't explicitly limit it to that specific step. That's what that line is for.

Agree DP. Forget just combat. So many different uses. All the way down to rolls to remove crit effects.

Should cost 10 points if HLC is 7.

If you use the ability during an attack, you can only use it when you are allowed to modify a die. Which means when the attacker modifies attack dice or the defender modifies defense dice.

I'm not sure of this. As Buhallin points out, attack dice can only be modified by a player during step 3 (or defense dice during step 5) of an attack, but the rule book states the following:

"If the attacker and defender both have abilities that can modify attack dice, the defender resolves all of his abilities before the attacker."

"If the attacker and defender both have abilities that can modify defense dice, the attacker resolves all of his abilities before the defender"

If Palpatine's escort is attacking a ship, Palpatine is not the attacker (see step 1, "Declare Target" on page 10), so attack dice must still be modified during step 3 (and defense dice during step 5), but not necessarily in the conventional order. e.g., a Royal Guard TIE attacks a sensor Jammer B-wing and rolls [hit] [crit] [crit]. Palpatine can change the [hit] result into a [crit] result before the defender can activate sensor jammer; it doesn't help anything, but I think it's legal. I can't think of any way to abuse this timing, and it's really messy, so I wouldn't be surprised to see a FAQ restricting Palpatine's activation to the same window as the attacker or defender.

FAQ required. If I'm allowed to flip a blank to a crit AFTER they decide not to spend their evade then the card would be pretty wonky in use.

A tie rolls 1 hit, 1 blank.

Falcon calls 3PO-0 and gets 1 evade.

Palp adds crit result.

Crit goes through even though he had an evade.

Or, even worse:

The falcon spends the evade token to cancel a crit that doesn't exist, so Palp decides to save it for the next ship that is firing.

That's not fun and very convoluted. I'm sure they're going to limit it to step 3.

That's not fun and very convoluted. I'm sure they're going to limit it to step 3.

I'm almost certain that this is true. I am only arguing that, within the "modify attack (or defense) dice" step, Palpatine can modify one of his escort's dice before the defender (or attacker) has an opportunity to do so. All attack dice must still be modified before defense dice are rolled.

If (really big if) it was ruled that it doesn't happen in step 3 of combat, the only other option would be immediately after it was rolled. There really is no other option. There is absolutely no chance whatsoever that you could wait and see what your opponent rolls and then use him.

It demands either a FAQ update upod release or it should have a special rules card released with it. There's just no way to peg down even one exception to the rule with that little space left. If there were two Palpatines facing each other, both players would be waiting for the other to put Palpatine into play just so the other Palp could out Palp the first Palp.

I'm wondering if the double copilot icon is going to be repeated for any other characters?

Edited by flyboymb

If you use the ability during an attack, you can only use it when you are allowed to modify a die. Which means when the attacker modifies attack dice or the defender modifies defense dice.

I'm not sure of this. As Buhallin points out, attack dice can only be modified by a player during step 3 (or defense dice during step 5) of an attack, but the rule book states the following:

"If the attacker and defender both have abilities that can modify attack dice, the defender resolves all of his abilities before the attacker."

"If the attacker and defender both have abilities that can modify defense dice, the attacker resolves all of his abilities before the defender"

If Palpatine's escort is attacking a ship, Palpatine is not the attacker (see step 1, "Declare Target" on page 10), so attack dice must still be modified during step 3 (and defense dice during step 5), but not necessarily in the conventional order. e.g., a Royal Guard TIE attacks a sensor Jammer B-wing and rolls [hit] [crit] [crit]. Palpatine can change the [hit] result into a [crit] result before the defender can activate sensor jammer; it doesn't help anything, but I think it's legal. I can't think of any way to abuse this timing, and it's really messy, so I wouldn't be surprised to see a FAQ restricting Palpatine's activation to the same window as the attacker or defender.

I believe Attacker and Defender refers to the player, not the ship. After all we have pilots that grants modifying abilities to ships in their firing arc or ships attacking enemy ships in their firing arcs. These would not work if it is only the attacking ship that is allowed to modify dice.

It is most reasonable that during an attack Palpatine is used like any other card that allows you to modify dice, in step 3 or 5. I doubt anybody would dispute that you use Howlrunner in step 5 or Etahn A'baht in step 3.

It demands either a FAQ update upod release or it should have a special rules card released with it. There's just no way to peg down even one exception to the rule with that little space left. If there were two Palpatines facing each other, both players would be waiting for the other to put Palpatine into play just so the other Palp could out Palp the first Palp.

This is a bit excessive. At the very least, you can only change your own rolls with Palpatine, so only one player will have the option to use him for a given roll, so your Mexican Standoff scenario just can't happen. So that leaves just the slightly ambiguous issue of the timing. Which I honestly think is pretty obvious, but we've had far more obvious rulings that people wouldn't accept until FFG stepped in explicitly, so that won't be anything new. But a rules card? Really? It's going to be a minor FAQ entry, at best.

I believe Attacker and Defender refers to the player, not the ship. After all we have pilots that grants modifying abilities to ships in their firing arc or ships attacking enemy ships in their firing arcs. These would not work if it is only the attacking ship that is allowed to modify dice.

It is most reasonable that during an attack Palpatine is used like any other card that allows you to modify dice, in step 3 or 5. I doubt anybody would dispute that you use Howlrunner in step 5 or Etahn A'baht in step 3.

Attacker and defender certainly don't refer to the player. Both are strictly defined in the rules for the Declare Target step.

I thought about the examples earlier. Unfortunately, none of those abilities are actually relevant. We don't actually have any abilities that change another ship's dice. Howlrunner, Jonus, and E'tahn all allow a friendly attacker to change the dice, but that change is actually made by the attacker, not the support ship.

I honestly don't think there's any doubt about how this one will land, but if someone really wants to go hunting for a problem with the card, I think Sideslip's order issue is real.

We don't actually have any abilities that change another ship's dice.

Sensor Jammer.

We don't actually have any abilities that change another ship's dice.

Sensor Jammer.

R7 Astromech and Elusiveness as well.

Given the context of the discussion, I thought it was pretty clear that "another ship" meant a ship that wasn't participating in the attack as either the attacker or defender. But considering the post I quoted, and the abilities cited by StephenEsven, and the abilities cited by me, and that the entire topic of discussion at that point was Palpatine's timing given that he was neither attacker nor defender, I can see how that context could be overlooked.

But hey, it happens. I do admit I find the card-citing cryptic. Would anyone care to explain what Sensor Jammer, R7, or Elusiveness do to illuminate the question at hand?

Given the context of the discussion, I thought it was pretty clear that "another ship" meant a ship that wasn't participating in the attack as either the attacker or defender. But considering the post I quoted, and the abilities cited by StephenEsven, and the abilities cited by me, and that the entire topic of discussion at that point was Palpatine's timing given that he was neither attacker nor defender, I can see how that context could be overlooked.

But hey, it happens. I do admit I find the card-citing cryptic. Would anyone care to explain what Sensor Jammer, R7, or Elusiveness do to illuminate the question at hand?

They're upgrades that actually have abilities that change another ship's dice, things that you claimed not to exist.

Yes, it's rather irrelevant to the original post, but there was something Wrong on The Internet, and needed correcting :)

Again, I thought the context of the statement was pretty clear. We were discussing abilities that change friendly ships' abilities. The statement was made in that context, and relating to those abilities.

But sure, whatever. Hooray for utterly context-free gotcha corrections. I'm sure that will be a great help to everyone's understanding of the game.

Again, I thought the context of the statement was pretty clear. We were discussing abilities that change friendly ships' abilities. The statement was made in that context, and relating to those abilities.

But sure, whatever. Hooray for utterly context-free gotcha corrections. I'm sure that will be a great help to everyone's understanding of the game.

I thought your initial point was clear enough. :P

I doubt anyone actually believed you were saying that we don't have any effects that allow a defender to modify the attacker's dice or vice-versa since even the core rule book has rules to that effect.

Given the context of the discussion, I thought it was pretty clear that "another ship" meant a ship that wasn't participating in the attack as either the attacker or defender. But considering the post I quoted, and the abilities cited by StephenEsven, and the abilities cited by me, and that the entire topic of discussion at that point was Palpatine's timing given that he was neither attacker nor defender, I can see how that context could be overlooked.

But hey, it happens. I do admit I find the card-citing cryptic. Would anyone care to explain what Sensor Jammer, R7, or Elusiveness do to illuminate the question at hand?

They're upgrades that actually have abilities that change another ship's dice, things that you claimed not to exist.

Yes, it's rather irrelevant to the original post, but there was something Wrong on The Internet, and needed correcting :)

There are a lot of things wrong on the internet. You could be there a while correcting them all. :D