The Palpmobile™

By Stilgod, in X-Wing

68 points

Carnor Jax (35)
TIE Interceptor (26), Push the Limit (3), Royal Guard TIE (0), Autothrusters (2), Shield Upgrade (4)

Omicron Group Pilot (33)
Lambda-Class Shuttle (21), Sensor Jammer (4), Emperor Palpatine (8)

Fill the rest as you choose. Jax+Lambda+Jammer makes Palpatine a waste to even shoot at.

I like Maarek Stele with Predator and ATC to fill this out. =)

Gonna Give Zentrik Strom a try, he combos well with Jax.

Funny name. Does it have a big plexiglass bubble on the top?

It needs to...

He must be manipulating the dice during the Palp wave then. Explains why everyone is shouting and crying as he flies by...

Played against a similar list the other night.

Was jax, Omnicron and a royal guard.

Shooting at a interceptor was a pain with the defense from the Emperor.

However the shuttle he is on still dies just as easily

With less Def dice he is the target to get off the board first. Making it much easier to get dmg through to the other ships

Edited by Krynn007

However the shuttle he is on still dies just as easily

With less Def dice he is the target to get off the board first. Making it much easier to get dmg through to the other ships

Hence the Palpmobile title. Sensor Jammer prevents 1 damage thanks to Jax stopping focus points. If needed, Palp can block another with his ability. Most ships will be lucky to get 1 damage through per shot.

Hence the Palpmobile title. Sensor Jammer prevents 1 damage thanks to Jax stopping focus points. If needed, Palp can block another with his ability. Most ships will be lucky to get 1 damage through per shot.

I like the Jammer on the shuttle with Jax. Just remember that Palpatine is (a) once per round, and (b) friendly ship dice only.

I think this would be a pretty effective list against 2 ship builds; I am not sure how it would hold up to BBBBZ or something that just chucks tons of dice.

Hence the Palpmobile title. Sensor Jammer prevents 1 damage thanks to Jax stopping focus points. If needed, Palp can block another with his ability. Most ships will be lucky to get 1 damage through per shot.

I like the Jammer on the shuttle with Jax. Just remember that Palpatine is (a) once per round, and (b) friendly ship dice only.

I think this would be a pretty effective list against 2 ship builds; I am not sure how it would hold up to BBBBZ or something that just chucks tons of dice.

Even against Bx4, Jax+Jammer will be canceling 4+ damage per turn, and thats assuming you get caught in all arcs. If they choose to joust, then just stall with the Palpmobile and keep it at R3 while Jax and his wingmen flank.. Either way, the Jammer is mostly to discourage opponents from shooting at Palp while Jax and his wingmen go to work. Either you shoot at a damage canceling ship, or you shoot at a damage canceling ship.

Funny name. Does it have a big plexiglass bubble on the top?

If only the Photoshop gods had blessed me...

Edited by Stilgod

Thematically I would go with either Kanos w/ ATs and SD/HU/SU (your preference) or RGP w/ PTL, ATs, and again SU/HU/SD.

But I think a better option would be either Vader w/ ATC and LW or Turr w/ VI, ATs and SD or HU.

However the shuttle he is on still dies just as easily

With less Def dice he is the target to get off the board first. Making it much easier to get dmg through to the other ships

Hence the Palpmobile title. Sensor Jammer prevents 1 damage thanks to Jax stopping focus points. If needed, Palp can block another with his ability. Most ships will be lucky to get 1 damage through per shot.

Jax ability will only work at range one,, which by then the shuttle can be smoking by the time things are within range 1

The range two and three shots will still hurt.

Whenever I run into jax if he's at range one, I'll target lock.

Sensor Jammer still not all its cracked up to be imo. Even with jax

Its a good idea and will work, but the shuttle will still die if your opponent gets a lot of shots off.

After flying against jax, and royal guard with a Emperor shuttle, next game, I'd ignore the two interceptors right away and take out the shuttle, which would have made taking out the squints easier.

Also Emperor can only be used once per round, so at best he'll only prevent a dmg a turn, and sensor jammer will work so long as jax is at range one of all the ships firing at it.

I like it, and it can work, but it's not as easy to fly. Also depends on what your up Against

Bbbbz would tear the shuttle apart anyway regardless. Just too many red dice

I came up with a variation that has echo with sensor jammer with jax, and Emperor shuttle. Haven't tried it yet, but again feel sensor jammer probably not the best way to go.

I figured try keep jax and echo on same target

Assume my opponent will try kill shuttle first. Hopefully leaves enough time for jax and echo to lay on the hurt but again, I feel it'll be easier said than done

Edited by Krynn007

Sensor Jammer is not a defensive upgrade! Its an offensive upgrade. It forces the opponent to spend his focus on offense and leaves them nothing for the defense roll. Carnor just further exacerbates the situation for your opponent. Forces them into TLs, which hopefully they have on their action bar. Carnor is even better now in the meta with all the action economy cards out there.

Could put the Palp in a Decimator and let him ride in style! At that point though, you are pretty point heavy.

However the shuttle he is on still dies just as easily

With less Def dice he is the target to get off the board first. Making it much easier to get dmg through to the other ships

Hence the Palpmobile title. Sensor Jammer prevents 1 damage thanks to Jax stopping focus points. If needed, Palp can block another with his ability. Most ships will be lucky to get 1 damage through per shot.

Actually, getting dmg through is still easy on the shuttle.

Jax ability will only work at range one,, which by then the shuttle can be smoking by the time things are within range 1

The range two and three shots will still hurt.

Whenever I run into jax if he's at range one, I'll target lock.

Sensor Jammer still not all its cracked up to be imo. Even with jax

I stall with the Lambda the first couple turns. By the time its at R3, Jax and Co. are at R1 doing work. First turn, bump with Lambda, second turn do a full stop. Meanwhile, Jax takes a flank and forces them to either turn attention to him or keep heading for the Palpmobile. If your Palpmobile is in range on the same turn your wingmen are, you're doing it wrong.

Sensor Jammer is not a defensive upgrade! Its an offensive upgrade.

Its a defensive upgrade if they have no focus to spend due to Jax.

Its both in that case.

Its both in that case.

And since they're forced into TL's as opposed to focus/evade, it hurts them defensively as well. Wasting a TL on a Lambda with ties circling you is a small victory upon itself...all according to plan...

Funny that you guys are talking about this today, when this is my homebrewed list I'm bringing to my league tonight

Captain Kagi

Sensor Jammer

Rebel Captive

Engine Upgrade

Carnor Jax

AutoThrusters

Royal Guard TIE

Stealth Device

Turr Phennir

Veteran Instincts

Autothrusters

Royal Guard TIE

Stealth device

Kagi Is nice for the knee-jerk reaction to do a target lock instead of focus, well it has to be on the shuttle, but if you can hit the shuttle, you'll get one less hit and stressed for doing so. He is also a good answer for Fire Control Systems, because even if they shoot at an interceptor, they end up with a target lock on Kagi. I played 3 games with him on a casual night a month or so ago. Kagi Never died.

Could put the Palp in a Decimator and let him ride in style! At that point though, you are pretty point heavy.

King Arthur and his round table. Especially if you add his queen, Isard.

Kagi Is nice for the knee-jerk reaction to do a target lock instead of focus, well it has to be on the shuttle, but if you can hit the shuttle, you'll get one less hit and stressed for doing so. He is also a good answer for Fire Control Systems, because even if they shoot at an interceptor, they end up with a target lock on Kagi. I played 3 games with him on a casual night a month or so ago. Kagi Never died.

I have a similar list drawn up with Zertik Strom, Kagi, and Jax. I call it "The Jerks". ;)

Thematically I would go with either Kanos...

From a thematic perspective, Maarek also works. If you played TIE Figher for PC, there is at least one mission where he rescues Palpatine's shuttle from boarding and capture.

Edited by SeaRaptor

However the shuttle he is on still dies just as easily

With less Def dice he is the target to get off the board first. Making it much easier to get dmg through to the other ships

Hence the Palpmobile title. Sensor Jammer prevents 1 damage thanks to Jax stopping focus points. If needed, Palp can block another with his ability. Most ships will be lucky to get 1 damage through per shot.

Actually, getting dmg through is still easy on the shuttle.

Jax ability will only work at range one,, which by then the shuttle can be smoking by the time things are within range 1

The range two and three shots will still hurt.

Whenever I run into jax if he's at range one, I'll target lock.

Sensor Jammer still not all its cracked up to be imo. Even with jax

I stall with the Lambda the first couple turns. By the time its at R3, Jax and Co. are at R1 doing work. First turn, bump with Lambda, second turn do a full stop. Meanwhile, Jax takes a flank and forces them to either turn attention to him or keep heading for the Palpmobile. If your Palpmobile is in range on the same turn your wingmen are, you're doing it wrong.

However jax isn't going to be at range one forever.

I'd still ignore jax and target lock the shuttle.

3-4 ships will still kill it fast. The Emperor and sensor jammer is not going to be enough to keep the shuttle alive.

I like jax and the shuttles, but jax still has to maintain range one.

He cannot stay at range of multiple ships.

If I'm flying 2 ships, jax will likely only be able to stay at range one of one ship. The other is free to do whatever.

Same can be said if I'm flying 3-6 ships.

Jax will likely get into range one of one or two of my ships, leaving the rest to do their own thing.

I find a ship with one evade may as well have 0 evade dice. Just because when I roll one green dice it's seldom an evade result lol.

So ships with one evade are extremely susceptible to focus fire...of coarse.

Sensor Jammer may prevent a dmg but it may not depending.

If I have ships with focus and Jax isn't close enough to them, then sensors isn't going to do much.

If jax is close by, I'll target lock.

I myself don't fly two ship builds a lot, so low agility ships usually die pretty fast.

The Emperor will increase its survivability, but it'll still go down in a ball of flame.

Let me ask this

How would you fly this against bbbbz? Just for example.

I use this because it's a lot of red dice.

With 5 ships, jax would have a hell of a time being at range one of all 5 ships.

Jax will at some point get at range one of a couple, but even so, range one is a dangerous place for a interceptor to be.

So he gets into range of a few ships.

They can't focus.

I'd target lock with those ships, focus with the rest and then destroy the shuttle.

Hey I'm not trying to say it's a bad idea

I think it looks like fun

I'm just saying that the shuttle is still easy to destroy. The Emperor, sensor jammer, with jax is not a easy thing to pull off.

If your opponent can't destroy the shuttle quick enough he'll be in big trouble.

Obviously, works best against fewer ships, but not so much against swarms.

The shuttle can't block lower ps ships.

Plus don't forget, jax and whatever other escort also have the potential of being blocked by ps2 bandits, blue squadron, or ps1 ties, or Binyare Pilots.

In which case is real bad for you if that happened, because now jax is tokenless.

Honestly there are so many variables to consider.

But i know if I was to run into it again, I know exactly what I'd do.

I found ignoring the Emperor shuttle, is the one time you don't want to ignore the shuttle.

Even when it's taking its two to three turns to turn around its still being useful just by having the Emperor on there.

It was a pain trying to kill jax with the Emperor there, so that is why i finally change tactics and took out the shuttle, which helped immensely

Needs more Kir Kanos. When is Palpatine ever going to ride anywhere without at least TWO Royal Guards.

Edited by DarthEnderX

Its too difficult to break down how I've flown the list, there are a lot of variables and its not an easy-button, but it just works . You fly it the same way you'd fly a 2-ship build and make the opponent choose to gun for the shuttle, gun for Jax+co, or split up and take on both. If they choose Jax, he can just go to work arc-dodging and doing Interceptor things with Palp helping him out. If they go for the Shuttle, Jax flanks and gets free shots while they plink away. If they split, it will take at least 2-3 rounds to even be in range of the shuttle due to they way its flown, in the meantime Jax can outrun B's and come in to help out. By the time B's have decent shots, they're halfway in the corner of the board and the Shuttle chooses a good time to bump or fly past. Thats a general idea, but the basic strategy is "Give them no good options", and its worked so far. I'm gonna try out Strom+opportunist next to see if I like that better than Vader or Fel.

*Edit*

Also, keep in mind that B's are limited to 2-k's. The Shuttle is actually an amazing counter to them, especially if you have initiative. At Range 1-2, you can do a 3 or 4 forward and bump, denying them shots. They are unable to K-turn past the Shuttle's large base. Bumping is one of the best defenses for the Shuttle, and with Palp, it can still contribute even if it doesn't get to fire a shot. Again, the key to the list is just flying it well. If everything works, it REALLY works.

Edited by Stilgod