So far in my playtesting, I've picked out 3 aces that I think work well with Palpatine; Vader, The Grand Inquisitor, and of course Ace of Legend. Other ships in the Empire, like the Tie Defender, cost too much and others don't have the right tools necessary to be an ace that can last the whole game. I've been settled on Soontir being the best avaliable ace to the Empire, because I6 double repostion with the ability to still get mods is superb in 2.0. Although Vader seem's like the obvious choice I discovered after about a 2 month period of me playing this version of palp aces
Lambda-class T-4a Shuttle - Omicron Group Pilot - 56
Omicron Group Pilot - (43)
Emperor Palpatine (13)
TIE/in Interceptor - Soontir Fel - 64
•Soontir Fel - Ace of Legend (52)
Lone Wolf (4)
Stealth Device (8)
TIE Advanced x1 - Darth Vader - 73
•Darth Vader - Black Leader (70)
Fire-Control System (3)
Total: 193/200
View in the X-Wing Squad Builder
Vader seems to be very hit or miss. On average, hes incredible with his damage and very consistent with his defence because he is basically permantly focused. However, he's somewhat unreliable on his green dice because he has no way to modify his blanks. He feels like a "win more" kind of pilot, that helps me win matchups that I can already win if I had another ace. I analyzed the other aces in empire, and at first The Grand Inquisitor seemed weak. He lost his Tie/V1 title, and it seemed to me that there was no way for me to get close to his token stacking that made him so good in 1.0. And the downside of having to spend the force for his ability seemed like a major detriment to his mods that he was paying a premium for already. However, after putting Super Natural Reflexes on him, I found a reinvigorated Inquisitor.
Lambda-class T-4a Shuttle - Omicron Group Pilot - 56
Omicron Group Pilot - (43)
Emperor Palpatine (13)
TIE/in Interceptor - Soontir Fel - 64
•Soontir Fel - Ace of Legend (52)
Lone Wolf (4)
Stealth Device (8)
TIE Advanced v1 - Grand Inquisitor - 73
•Grand Inquisitor - Master of the Inquisitorious (58)
Fire-Control System (3)
Supernatural Reflexes (12)
Total: 193/200
View in the X-Wing Squad Builder
Supernatural reflexes is incredible on him, because it vastly changes where he can end up due to him having access to both boost and barrel roll naturally. This lets me be very unpredictable, giving him an edge over Vader here by vastly limiting the number of shots on my ace. More often than not I'm basically deciding when my Inquisitor is being shot because the ability to repostion before and after my move is so strong. Vader without Supernatural reflexes is very predicatble, and I expect it would be extremely difficult to beat a tie swarm without that card. Being able to repostion into linked focus and then clearing the stress with the green dial is absolutely gross in 2.0, and I often ended up with TL, focus, evade, and sometimes a force point (really 2 because of Palpatine) by either being coordinated, or having the TL from turns before. He's actually way more survivable than Vader by being a force user with access to the evade action and his force ability. His damage output is not as good as Vader's is on paper, but the only place where Inquisitor often isn't throwing as many dice as Vader is at Range 1. Also, Inquisitor will often get more shots on target over the course of the game due to the combo of SuperNatural Reflexes and his dial. New Inquisitor is a different beast than his 1.0 self, being optimized at range 1 instead of the long range sniper that he was in 1.0. I've found that if I must be in arc of an enemy I'd rather end up in arc range 1 than range 2 of an enemy, considering that combined with a focus, evade, and his force power, he's exceptionally hard to hit at range 1. Range 3 is alright defensively, but you often won't have the force to add the range 1 bonus to throw meaningful dice. Overall, this is my somewhat qualified analysis of the New Grand Inquisitor vs Vader, and I hope others can chime in on this Inquisitor list.
Edited by SnooSnarry