Jump to content
Sign in to follow this  
JimbonX

Nerf Palpatine!

Recommended Posts

Nerf Palpatine FFG. Make it the same way as a deadeye. You have to spend Palpatine before a ship attacks or defence and only once per round. That way, you force a player to take a uncertain choise, instead of using Palpatine as a crackshot.

Share this post


Link to post
Share on other sites

While there's a fairly strong case to be made that Palpatine is broken, I'm not sure how the comparison to Deadeye makes any sense, and your solution seems to clunky in any case.

Edited by Squark

Share this post


Link to post
Share on other sites

DO NOT nerf Palpatine!

 

Please add Yoda and Jabba the Hutt to counter balance him!

Yaknow im glad when im attacking/defending i mod my dice after you. If they introduced Yoda as an inverse Palp that could literally counter him if the mod steps went in reverse lol

"Once per round you may modify one of your opponent's die results to another"

Share this post


Link to post
Share on other sites

conners yeah i wouldnt fire at the lambda with those. But i'd suggest holding off if you can to take it out first anyway.

 

Even an actionless Soontir can evade damage because of 4 green dice (conner net is not an attack, does not take stealth) and palp backup. Severely less likely without his token stack but still much more likely than the space cow with its pitiful 1 defense.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...