Commander Palpatine

By reegsk, in Star Wars: Armada

I was just pondering how great an Epic style of play would be (perhaps after more ships are released) where you can really scale things up. Then I had a thought. . .

What would the Emperor's Commander ability be? It would make the most sense to have it tie in to coordinating the fleet and increasing the leadership abilities of his underlings. But how would that translate to Armada?

Make every ship into the Relentless . Reduce the number of dials each ship puts down by one (to a minimum of one). A mad dream? Perhaps. Some might even call me mad. Mad enough to think of a world where Gladiators choose their command every turn, and Victories can actually respond to evolving battlefield situations! BWAHAHAHAHAHAHAHAHA!!!!!

But for serious. . .what would make sense but not unbalance the game? Then again, Relentless is only a three point upgrade, which is crazy for how great it can be. So maybe it would work.

Emperors ability: I don't give a ****, let Lord Vader or one of those minions I call moffs deal with it.

C'mon man, he's too busy....doing...something...something...something....dark side...something....something...something...complete, to care about the matters of the Imperial fleet.

Costs 70 points, on round 4 choose an enemy ship, that enemy ship is destroyed by a death star laser lol

Costs 70 points, on round 4 choose an enemy ship, that enemy ship is destroyed by a death star laser lol

Only if you're on the death star two map.

Emporer Palpatine: Use any Imperial Commander's ability on any ship.

I'm not sure how Motti would work but maybe you could add the HP and then be done with that ship.

Emperor Palpatine: 42 points

At the end of the opponents, Modify Dice Step, you may spend a defense token from the defending ship and force your opponent to reroll any number of dice in the attack pool.

Each turn, you may choose a new command for the top command dial of all friendly ships and one enemy ship.

Edited by TrinityLyre

"If the Imperial fleet contains Darth Vader, he must be on same ship as the Emperor. Additionally, if the Rebel fleet contains Luke Skywalker, he must fly towards the ship Lord Vader and the Emperor are on and 'dock' with that vessel removing him from the game."

Just sayin......

Costs 70 points, on round 4 choose an enemy ship, that enemy ship is destroyed by a death star laser lol

Nah, that'd be, like, on turns 2/4/6. The second Death Star could fire stupid fast.

"If the Imperial fleet contains Darth Vader, he must be on same ship as the Emperor. Additionally, if the Rebel fleet contains Luke Skywalker, he must fly towards the ship Lord Vader and the Emperor are on and 'dock' with that vessel removing him from the game."

Just sayin......

What if two Imperial fleets both feature Vader? What if the player's fleet features squadron Vader?

Emperor Palpatine: 42 points

At the end of the opponents, Modify Dice Step, you may spend a defense token from the defending ship and force your opponent to reroll any number of dice in the attack pool.

Good...Good...

Emperor Palpatine: 42 points

At the end of the opponents, Modify Dice Step, you may spend a defense token from the defending ship and force your opponent to reroll any number of dice in the attack pool.

Good...Good...

It changes the way effects work a bit and allows a ship to possibly have the opponent re-roll an accuracy into something else.

"If Emperor Palpatine is your commander, you must constantly caress a prized possession of your opponent's while muttering, 'You want this, don't you?' If you do so, your opponent cannot resolve any Command Dials."

Emperor Palpatine: 12 Points

At the start of each ship phase you may change the top command of one friendly ship.

2 fold. Palpatine was said to increase the empires capabilities by using the force. his low point ability making him the cheapest commander aid the imperial fleet and provides flexibility to adapt to any changing situation for 1 ship.

Emperor Palpatine: 40 points

Your capital ships may only fire on enemy capital ships if they have already been attacked by that ship this round. At the end of the ship phase of rounds 4, 5, & 6 you may choose 1 enemy capital ship to be destroyed. The enemies Flagship may only be chosen at the end of round 6.

I give you the battle of Endor

Emperor Palpatine: 40 points

Your capital ships may only fire on enemy capital ships if they have already been attacked by that ship this round. At the end of the ship phase of rounds 4, 5, & 6 you may choose 1 enemy capital ship to be destroyed. The enemies Flagship may only be chosen at the end of round 6.

So your capital ships can't attack theirs, but if you live through the whole game you can take out 3 ships?

I don't think I like that setup very much. Your first one is very intriguing, though.

Emperor Palpatine: 40 points

Your capital ships may only fire on enemy capital ships if they have already been attacked by that ship this round. At the end of the ship phase of rounds 4, 5, & 6 you may choose 1 enemy capital ship to be destroyed. The enemies Flagship may only be chosen at the end of round 6.

So your capital ships can't attack theirs, but if you live through the whole game you can take out 3 ships?

I don't think I like that setup very much. Your first one is very intriguing, though.

The 2nd one is more of a joke to mimic what happened at the battle of Endor. You're capital ships can still attack a ship that had activated before it and attacked it. They just can't fire first. You're fighters and bombers can still attack as normal. I see this would favor a fleet designed to go 2nd with a large fighter/bomber force. If your opponent only has 2-3 ships you just need to play defensive. If they have 4+ you need to use your bombers and going 2nd to kill a ship or 2.

Like I said the 2nd is more of a joke. I love how in Jedi even Akbar recognizes that his fleet won't last long against those Star Destroyers yet they do last long and win the fight despite the overwhelming number of ISD's and a Super Star Destroyer. Only thing I can think of is since Palpatine had given the hold order they just sat there barely engaging enemy ships until they were already being fired upon, not focusing or concentrating firepower getting overwhelmed one by one.

Emperor Palpatine: 40 points

Your capital ships may only fire on enemy capital ships if they have already been attacked by that ship this round. At the end of the ship phase of rounds 4, 5, & 6 you may choose 1 enemy capital ship to be destroyed. The enemies Flagship may only be chosen at the end of round 6.

So your capital ships can't attack theirs, but if you live through the whole game you can take out 3 ships?

I don't think I like that setup very much. Your first one is very intriguing, though.

The 2nd one is more of a joke to mimic what happened at the battle of Endor. You're capital ships can still attack a ship that had activated before it and attacked it. They just can't fire first. You're fighters and bombers can still attack as normal. I see this would favor a fleet designed to go 2nd with a large fighter/bomber force. If your opponent only has 2-3 ships you just need to play defensive. If they have 4+ you need to use your bombers and going 2nd to kill a ship or 2.

Like I said the 2nd is more of a joke. I love how in Jedi even Akbar recognizes that his fleet won't last long against those Star Destroyers yet they do last long and win the fight despite the overwhelming number of ISD's and a Super Star Destroyer. Only thing I can think of is since Palpatine had given the hold order they just sat there barely engaging enemy ships until they were already being fired upon, not focusing or concentrating firepower getting overwhelmed one by one.

they couldn't use their defense tokens at speed zero and then they were side arc to side arc with mon cals WITH Ackbar AND mon Mothma AND Reikaan ha!

Edited by Hastatior

Emperor Palpatine: 40 points

Your capital ships may only fire on enemy capital ships if they have already been attacked by that ship this round. At the end of the ship phase of rounds 4, 5, & 6 you may choose 1 enemy capital ship to be destroyed. The enemies Flagship may only be chosen at the end of round 6.

So your capital ships can't attack theirs, but if you live through the whole game you can take out 3 ships?

I don't think I like that setup very much. Your first one is very intriguing, though.

Just go full on Rhymerball :P

Palpatine ability : it's MY trap. You choose the objective from YOUR objectives and play FIRST

That's my dream XD

Here I thought my idea was legit. . .

How about:

Emperor Palpatine: 44 points

"We Shall Double Our Efforts"

- Once per turn, immediately after its activation, the flagship may deal itself a face-down damage card. If it does so it may either:

1) Immediately Fire once at any target in range, even from an arc that has already fired this turn

or

2) Immediately Execute a Maneuver at its current speed.

This would create a powerful, but indirect admiral. In keeping with the dark force user theme, he would be similar to Vadar's effect of sacrificing survivability to get the most out of your ships. His high point cost rationale is so he wouldn't be an auto-take. However for player that like to gamble, he can help push an ISD to the limit or even turn a VSD into a agile nightmare.

Emperor Palpatine: 5 points.

Luke Skywalker may not fire on his ship.