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Emperor Palpatine on Throne
Imperial Entanglements


Date Reviewed: July 29, 2009

Ratings:  Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

100 pt: 3.17
200 pt: 4.87



Emperor Palpatine on Throne - 33 points

Cost: 33

HP: 130

Defense: 21

Attack: 0

Damage: 0

Unique, Emplacement, Evade


Force 3, Force Renewal 3, Force Lightning 3, Force Push 2


Commander Effect: Characters in your squad can spend Emperor Palpatine's Force points. (A character still can't spend Force points more than once per turn and can't combine its own Force points with Emperor Palpatine's.)


So here we review one of the best pieces in Imperial Entangelments. It boggles my mind that Pojo hasn't reviewed this already. So we finally get a remake of Emperor Palpatine for the Imperials, one that is much more "lazy" then the first few. This Palpatine just sits on his chair, much like what he really does in the movies. But, like in the movies, he influences the Star Wars universe without having to even draw a lightsaber in most circumstances.


First things first, Emperor Palpatine's defensive capabilities is what you dream of on a support piece. He has an extremely solid 21 defense combined with his outrageous-for-33-points 130 HP. To make matters worse, he has Evade which allows him to have an even greater chance to dodge non-adjacent threats. The only real downside is the fact that Palpatine on Throne is stuck to his chair.. he has Emplacement, which means he can't move but you can set him up anywhere on your side of the map. This allows you to put him in a little safer area than most pieces, which further increases his surviveability. Now the main reason you would use him is because of his commander effect and rediculous ammount of force. Palpatine has his normal ability, allowing other characters in your squad to access his force points but... this one has Force Renewal 3... that's right, not 1... not 2, 3!!! Combined with its starting force of 3, this virtually guarentees you won't run out of force points on your squad. Unlimited force for 33 points? Sounds like a good deal for me in a variety of squads! The Imperials don't lack force-users either, this works well with most Vaders and Vader's Apprentice, Unleashed (for those hefty-costing Force Lighting 4s and 5s).


One of the great things about this character is that he isn't completely defenseless... he has ways to defend himself. Force Lightning 3 is a very powerful ability, slightly limited by the fact that it costs all of Palpatine's force regeneration for a turn. Still, 40 damage is nothing to scoff at. Force Push 2 can be handy too to handle smaller threats. Combined with his amazing defensive capabilities, this is one commander that is simply a pain to take down. Most opponents will simply let you have the unlimited force, which is nothing to complain about... :)


100 points: 2/5, Does too little here. 33 points spent on something that can't move won't get you very far and limits what you can do with him. Combined with a decent Vader or Vader's Apprentince Unleashed they could do ok, but you will find yourself stuck when they kill off your small beastick then camp in gambit without you being able to do anything about it...


200 points: 4.5/5, Very solid piece! Anyone who thinks that virtually unlimited force for 33 points isn't playable needs to get their head examined.


Sculpt: 5/5, Love the sculpt! It's exactly how Palpatine was shown in ROTJ!


Emperor Palpatine on Throne (13/40, Very Rare—Imperial Entanglements; HP 130, ATT 0, DEF 21, DAM 0, DEP 33)             

            All stupid “on Throne” jokes aside, this version of Palpatine is arguably the best version of Palpatine that Wizards has ever released. With Force Renewal 3, this version of Palpatine is going to have Force points to burn and thanks to his Commander Effect which gives your entire squad access to his Force points, he is definitely a Force to be reckoned with. Now, characters like Vader’s Apprentice and Vader, Unleashed don’t ever have to worry about running low on Force points even though they have Force Renewal. As an Emplacement, Palpatine can’t move but he’s not going to be defenseless. Evade gives you the ability to dodge some damage and with two impressive offensive Force powers (Force Lightning 3 and Force Push 2) he can still defend himself without too much trouble. Force Push 2 gives you a great way to get around Force Lightning 3’s arcing since Palpatine can’t move away from characters that base him so you can just make them move instead. Force Lightning 3 also gives him the ability to activate your opponent’s pieces if they fail their saves on it, which can really help keep Emperor Palpatine safe despite being unable to move.          

            For 33 points, you’re getting a very powerful Force battery piece. Though you can’t move him, he’s still got plenty of tricks up his sleeve to keep him alive a lot longer.

100 POINTS: Much like the original Force battery Palpatine, he is small enough to run in 100 points without having to sacrifice your beat stick too much. Considering how powerful Vader’s have gotten for 50 points, you can have a pretty nasty squad of just a Vader and Palpatine and still have room for a couple of stormtroopers. SCORE: 4

200 POINTS: At this level, this version of Palpatine is a must for any Force based Imperial squad. Now characters like Vader’s Apprentice and Vader, Unleashed can brutalize your opponent’s with their high damage but high cost Force powers without too much trouble. With a Force battery this big and powerful (let’s be fair, by the time Vader, Unleashed or his Apprentice get in range to use their Force powers Palpatine will likely have 9-12 Force points already), the Imperial Force users become even more deadly. SCORE: 5

Gunnar "Darth
Malstrom" Malstrom

Emperor Palpatine on Throne

Cost: 33

HP: 130

Def: 21

Att/Dam: 0/0


Special Abilities:

Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)


Force Powers: 

Force 3
Force Renewal 3 (This character gets 3 Force points each time he activates)
Force Lightning 3 (Force 3, replaces turn: range 6; 40 damage to target and 2 characters adjacent to that target. Huge or smaller characters are considered activated this round; save 11.)
Force Push 2 (Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller).


Commander Effect:

Characters in your squad can spend this character's Force points. (A character still can't spend Force points more than once per turn and can't combine its own Force points with this character's.)



Hey guys… we are staying in IE again to review another great piece from that set.  Emperor Palpatine on Thrown.  Like a majority of the pieces in this set we get an updated version of the Rebel Storm Palpy.  Now I believe before IE came out Palpy was one of the few pieces that still held its own in todays game, and though he still does he is now far overshaddowed by Palpy on chair.


Now I don't know about you guys, but when I played RS Palpy I usually just left him back in a room somewhere and used him for his great commander effect.  Like the RS Palpy this piece is a "Force Battery", which means that people in your squad can use his force points, but unlike Yoda of Dagobah or Sidious DLoTS, Palpy on Chair (and RS Palpy) allow anyone in squad (except for droids and savages of course) to use his Force Points.  They can either re-roll a failed save or missed attack or move 2 squares faster or if they have a force power of their own they may use it as well.  As long as Palpy had enough force, your characters can use them.  This could come in pretty handy.


Rebel Storm Palpy had "Force Lightning", which is now called Force Lightning 2, which puts 30 on a piece and two adjacent pieces as well, the new Palpy has Lightning 3, which does 40 on that piece and two adjacent pieces, and activates them if they miss their save 11.  Palpy on Throne also has Force Push 2, which can help if your opponent bases Palpy.  Another huge addition to Palpy on chair is that he has evade (I guess he can recline pretty fast in that thing), which will help with the fact that people are not going to want to get close to Palpy and shoot him to avoid being Shocked to death by Lightning.


There are a couple more improvement in the new Palpy.  This Palpy has +1 defence, and though it starts out with three force instead of four, Palpy on chair has renewel 3 instead of Renewel 1, so he can really build up those force points.  Also something that might be a surprise is that Palpy on chair is 7 points cheaper… I don't get it, but I am not going to complain.


There are a couple small dewbacks… I mean drawbacks to using this Palpy over the Rebel Storm Palpy.  The first is that he loses Force Storm (but is replaced by the superior Force Push).  The other drawback some people might see is that Palpy has Emplacement, which means that he can set up anywhere on your side of the board but he can not move.  You can put him in Gambit if you want, but you can not move him.


With all that said lets get onto the ratings…


100pts 3.5/5:  Here he could be pretty effective, you are only going to be using him for his commander effect, but when paired with Vader Unleashed, or VSA Unleashed he becomes pretty sweet.  He also works really well with Vader Scourage of the Jedi (you can throw in a Nightsister or Old School Mara and get a nice 100 pt squad).


200pts 5/5:  Here Palpy is going to shine.  You can run both Unleashed pieces and possibly never run out of force.  You can run so many different squads with him.  It could be fun to use Vader Champions of the Force and let those pieces reroll their misses so they don't die.  This Palpy is great and at a very low 33 points if you run any Force User heavy squad I don't know why you wouldn't run him.


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