Spirit of Rebellion Article #1

By Hawkman2000, in Star Wars: Destiny

Whenever i activate chirrut, i'm gonna be reciting "i am one with the force and the force is with me" then watch as i fail horribly because i cannot roll to save my life

That is an extremely plausible scenario given how incredibly inconsistent his die is. I'm at a loss as to who you'd want to pair up with him and what weapons to include given two damage types and all that blue.

In other news, with the Death Trooper being a/the non-unique red villain of the set, I'm hoping that booster artwork means we'll get a sweet red taser tonfa thing for Grievous to swing around.

Edited by Don_Silvarro

Yah, but Krennic gets a free Death Trooper die if you control the battlefield, jeez, thats nice!

Cue people compaining that you "need to buy" an additional rare die to use Krennic in 3, 2, 1...

Bah! You need to buy an extra die to run Krennic! :-)

But seriously, I love his ability. His die shows a lot of 2s, but they are all different things, so I may run him non-elite with two FO Stormtroopers rather than elite with one Deathtrooper.

Yah, but Krennic gets a free Death Trooper die if you control the battlefield, jeez, thats nice!

Cue people compaining that you "need to buy" an additional rare die to use Krennic in 3, 2, 1...

Oh man. I just read Krennic and I can't believe I'm going to have to buy and additional rare die to use his ability. Boo!!!

:D

Krennic is great. Assuming you have the Battlefield, you get to roll an extra die that has FOUR damage facings (1,1,2,+2). Add in some shooting upgrades and he has a lot of utility. Also, with his native die having 2 value disrupt and discard facings, he's a pretty solid choice for a Villain mill deck. I'm feeling a Krennic/Jabba pair up. It's 29 or 30 points, dependent upon who you make elite.

I'm also really liking the prospect of running 3x Death Troopers. Their dice are more consistent at providing ranged damage facings than regular Stormtrooper dice. Also, 3x Deathies collectively have 2 more health than 4x Stormies and have a better activation economy. They also work well with all the normal Stormie tricks like Drudge Work, Endless Ranks and that card that lets you activate them all at once. I doubt it'll be a meta winner, but I think it's a better option for the all Stormtrooper deck.

With that points cost and an ability relying on opponent's choice, I can't shake the feeling Palp is more of a trap card than anything else.

I can't really see how it would work having just one character. His dice are powerful sure, but he only has 15 health, eJango/eVeers can chew through that in 2 rounds.

He could be a 1 of to get more health, but then you still only have 2 dice, even though he seems soooooo powerful, the number of dice you'd get seems really weak to justify his costs.

To be fair, Palp can also down Jango or Veers in one go. And, if he does, the other follows very shortly.

Palp games will inevitably end fast, one way or another.

In other news, with the Death Trooper being a/the non-unique red villain of the set, I'm hoping that booster artwork means we'll get a sweet red taser tonfa thing for Grievous to swing around.

Or we get FN-2199 to go toe-to-toe with Finn.

3 x Death Trooper here I come!

This should be getting into stores just in time for the summer! I've had great luck getting the cards I want out of boosters and am ready for a new set! By this summer I'm sure most of us will feel the same way. I hear a large shipment of Awakening will be in stores next Friday (1/20).

This should be getting into stores just in time for the summer! I've had great luck getting the cards I want out of boosters and am ready for a new set! By this summer I'm sure most of us will feel the same way. I hear a large shipment of Awakening will be in stores next Friday (1/20).

This Friday, Jan 13th.

With that points cost and an ability relying on opponent's choice, I can't shake the feeling Palp is more of a trap card than anything else.

I can't really see how it would work having just one character. His dice are powerful sure, but he only has 15 health, eJango/eVeers can chew through that in 2 rounds.

He could be a 1 of to get more health, but then you still only have 2 dice, even though he seems soooooo powerful, the number of dice you'd get seems really weak to justify his costs.

To be fair, Palp can also down Jango or Veers in one go. And, if he does, the other follows very shortly.

He can only down any of them in one go if he rolls 3 ranged on both dice and those dice don't get controlled and the General Fett player obliges him by placing both of the 2 indirect damage packets on the character being targeted by Palp's damage dice.

In other words, only if you're very lucky and your opponent literally has no idea what he is doing.

For a tangentially related point, I'd urge people to train themselves to declare and resolve same-symbol damage dice one at a time instead of just adding them all up and declarin "I'll do x to y". The order of resolution and individual dice targeting decisions already have and impact with Dooku and will have an even larger impact with Palp. As time goes on the situations in which it is crucial will only get more common.

Edited by Don_Silvarro

With that points cost and an ability relying on opponent's choice, I can't shake the feeling Palp is more of a trap card than anything else.

I can't really see how it would work having just one character. His dice are powerful sure, but he only has 15 health, eJango/eVeers can chew through that in 2 rounds.

He could be a 1 of to get more health, but then you still only have 2 dice, even though he seems soooooo powerful, the number of dice you'd get seems really weak to justify his costs.

To be fair, Palp can also down Jango or Veers in one go. And, if he does, the other follows very shortly.

He can only down any of them in one go if he rolls 3 ranged on both dice and those dice don't get controlled and the General Fett player obliges him by placing both of the 2 indirect damage packets on the character being targeted by Palp's damage dice.

In other words, only if you're very lucky and your opponent literally has no idea what he is doing.

For a tangentially related point, I'd urge people to train themselves to declare and resolve same-symbol damage dice one at a time instead of just adding them all up and declarin "I'll do x to y". The order of resolution and individual dice targeting decisions already have and impact with Dooku and will have an even larger impact with Palp. As time goes on the situations in which it is crucial will only get more common.

Also has a major impact on Second Chance. Assume you have a 2 ranged, 2 ranged and +2 ranged versus an opponent with 2 health remaining and Second Chance in play. Saying "I deal 6 damage" will probably see your opponent kill the player and come back with 5 health. That's playing it wrong, but it's how I've seen people do it without thinking. You should really resolve the 2, killing the character and triggering Second Chance and THEN resolve the 2+2, leaving the character with 1 health and no second chance.

With that points cost and an ability relying on opponent's choice, I can't shake the feeling Palp is more of a trap card than anything else.

I can't really see how it would work having just one character. His dice are powerful sure, but he only has 15 health, eJango/eVeers can chew through that in 2 rounds.

He could be a 1 of to get more health, but then you still only have 2 dice, even though he seems soooooo powerful, the number of dice you'd get seems really weak to justify his costs.

To be fair, Palp can also down Jango or Veers in one go. And, if he does, the other follows very shortly.

He can only down any of them in one go if he rolls 3 ranged on both dice and those dice don't get controlled and the General Fett player obliges him by placing both of the 2 indirect damage packets on the character being targeted by Palp's damage dice.

In other words, only if you're very lucky and your opponent literally has no idea what he is doing.

For a tangentially related point, I'd urge people to train themselves to declare and resolve same-symbol damage dice one at a time instead of just adding them all up and declarin "I'll do x to y". The order of resolution and individual dice targeting decisions already have and impact with Dooku and will have an even larger impact with Palp. As time goes on the situations in which it is crucial will only get more common.

That's assuming you have no upgrades. To be fair, if you're killing palp in 2 rounds you're probably using at least 1-2 upgrades in there, so it's not unfair to allow palp an upgrade or two as well.

With that points cost and an ability relying on opponent's choice, I can't shake the feeling Palp is more of a trap card than anything else.

I can't really see how it would work having just one character. His dice are powerful sure, but he only has 15 health, eJango/eVeers can chew through that in 2 rounds.

He could be a 1 of to get more health, but then you still only have 2 dice, even though he seems soooooo powerful, the number of dice you'd get seems really weak to justify his costs.

To be fair, Palp can also down Jango or Veers in one go. And, if he does, the other follows very shortly.

He can only down any of them in one go if he rolls 3 ranged on both dice and those dice don't get controlled and the General Fett player obliges him by placing both of the 2 indirect damage packets on the character being targeted by Palp's damage dice.

In other words, only if you're very lucky and your opponent literally has no idea what he is doing.

For a tangentially related point, I'd urge people to train themselves to declare and resolve same-symbol damage dice one at a time instead of just adding them all up and declarin "I'll do x to y". The order of resolution and individual dice targeting decisions already have and impact with Dooku and will have an even larger impact with Palp. As time goes on the situations in which it is crucial will only get more common.

That's assuming you have no upgrades. To be fair, if you're killing palp in 2 rounds you're probably using at least 1-2 upgrades in there, so it's not unfair to allow palp an upgrade or two as well.

Naturally we don't know any villain blue cards of this set beyond Force Lightning, but as for cards already available in Awakenings, I can't say I see anything that fits in a mono-blue ranged damage build that would allow two Palp dice to outrace four Jango/Veers dice and their easy & cheap access to blasters, jetpacks, oh my.

With Palp at 1 die costing 21 pts does anybody want to wager we will see an Emperors Royal Guard at 9 points?

Naturally we don't know any villain blue cards of this set beyond Force Lightning, but as for cards already available in Awakenings, I can't say I see anything that fits in a mono-blue ranged damage build that would allow two Palp dice to outrace four Jango/Veers dice and their easy & cheap access to blasters, jetpacks, oh my.

Darth-Vader-I-FIND-YOUR-LACK-OF-FAITH-DI

With Palp at 1 die costing 21 pts does anybody want to wager we will see an Emperors Royal Guard at 9 points?

Good call and with the obvious built-in Guardian ability.

With Palp at 1 die costing 21 pts does anybody want to wager we will see an Emperors Royal Guard at 9 points?

Would like to see that, but TBH that would just compound the fact that eVader > rPalp even more on account of the damage type synergy you could get with Vader and another blue melee character.

I thought we are expecting 3 unique 1 non-unique per colour/faction. We've seen Death Trooper and Krennic so the next two villain reds should be unique. I suspect Hux and Tarkin.

I thought we are expecting 3 unique 1 non-unique per colour/faction.

We are, but TBH it's not like there's a rule about that.

Whenever i activate chirrut, i'm gonna be reciting "i am one with the force and the force is with me" then watch as i fail horribly because i cannot roll to save my life

Been there. I'm 3-10 with Vader/eKylo in my last 13 games against my wife because I cannot get the dice to cooperate!

Also because she is just better at the game than I am :D

Not sure I like palp. What is this trend with heavy cost blue characters on the imp side? Also letting your opponent choose how to deal the damage is gonna mean palp will have to do the majority of the directed damage himself and just like others have said there isn't a lot of ranged mods in blue. Force lightning coming sure but two dice won't cut the mustard if facing a team that can do 6+ dam a round.

I thought we are expecting 3 unique 1 non-unique per colour/faction. We've seen Death Trooper and Krennic so the next two villain reds should be unique. I suspect Hux and Tarkin.

Death trooper is #1 and Krennic is #3 which means #2 is a red villain who's name starts with D. Dengar would be yellow so I'm guessing #2 will be "Death Watch" something. It's the only name that fits.

I thought we are expecting 3 unique 1 non-unique per colour/faction. We've seen Death Trooper and Krennic so the next two villain reds should be unique. I suspect Hux and Tarkin.

Death trooper is #1 and Krennic is #3 which means #2 is a red villain who's name starts with D. Dengar would be yellow so I'm guessing #2 will be "Death Watch" something. It's the only name that fits.

Or...E, F, G, H, I, or J? "General <Someone>" Fits easily there.

Edited by VanderLegion

Awakenings was ordered Red characters then red supports and within category the cards ordered alphabetically by first letter. So we got Captain Phasma then First order Stormtrooper then the two Generals (Grievous first then Veers). So yes, following this with Death Trooper being Spirit #1 and Director Krennic being Spirit #3 this means Spirit #2 should be a Red villain character (probably unique) with first letter De, Df, Dg, Dh or Di.

Furelli