What's palp all about?

By iamzoner, in X-Wing Rules Questions

Does Paplatine modify a single die or can he modify an entire throw to any other throw result? I'm trying to understand why he is so popular.

Just a single die. Might not sound like a lot, but the first time he stops a critical hit getting through to an ace's hull or pushes a critical through to an opponent's hull, you will understand why he is so popular.

3 hours ago, iamzoner said:

Does Paplatine modify a single die or can he modify an entire throw to any other throw result? I'm trying to understand why he is so popular.

Keep in mind that if you use him to change a die, that particular result can't be modified again by anything. the rest of the dice pool can, just not the die he changed.

Popular and competitive, but Imperials can win just fine without him. They can also lose just fine with him. Don't spend any money on it unless that's what you actually want to play.

Just posting the inevitable: Do what the card says, not what it doesn't say.

He changes one die result per turn. That's an attack die, a defense die, a critical hit removal die, a die on a crit like Major Explosion, a die you roll because of an obstacle, a die you roll because you hit a prox mine/cluster mine, etc. Any time you pick up dice, you may change one of those results, once per turn.

He's the best upgrade in the game.

17 hours ago, Engine25 said:

He's the best upgrade in the game.

That's a stretch. You must spend at least 29 points to get Palp on the table. With a cost like that, the rest of your list has a lot of heavy lifting to do, even with Palp's once-per-turn Sith assist.

14 minutes ago, jmswood said:

That's a stretch. You must spend at least 29 points to get Palp on the table. With a cost like that, the rest of your list has a lot of heavy lifting to do, even with Palp's once-per-turn Sith assist.

Because if it was possible at any cheaper, it'd be stupid.

18 hours ago, Engine25 said:

He's the best upgrade in the game.

I would amend this to be he's the best force multiplier in the game (no pun intended). Palpatine does very little in lists where the ships aren't already very resilient and good. Palpatine really shines where the ships are good or great and he unlocks unlimited powah. A ship already capable of typically rolling all hits or evades by itself really loves the extra 'blank out' insurance but a ship just rolling normal dice with a focus or something doesn't do much.

He basically makes a bad roll good, a good roll great, and a great roll obscene but at 29 points minimum you only really invest for the upper end of usefulness.

His real benefit when he was in common use supporting Soontir or Inq was not so much making a bad roll good, but making the *worst possible roll* good enough.

Soontir out of arc could reliably generate 3 evades from nothing (palp, evade token, ATs) or 4 evades from any one symbol, which meant that he was functionally immortal to anything out of arc that wasn't dealing autodamage or blocking token use.

He's gone down a bit in use recently simply because Defenders are the gold standard, and a delta /x7 adds more durability and damage to a list than Palp does, at least IMO.

On 2/2/2017 at 10:05 AM, jmswood said:

That's a stretch. You must spend at least 29 points to get Palp on the table. With a cost like that, the rest of your list has a lot of heavy lifting to do, even with Palp's once-per-turn Sith assist.

To be fair, the shuttle is very good in the front arc, one of the most cost efficient ships in the game. Once you get behind him, he's dead though.