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 Post subject: Admiral Pelleon + Palps sith lord
PostPosted: Thu Dec 16, 2010 4:41 pm 
Death Star Designers
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Say i have a squad with Palps sith lord and Captain rex. I have a few questions

#1 can i use Pelleon's ce to drop Palps for Vader Scourge? or would that make the squad not legal cause rex is still republic?

#2 Can i use Pelleon's ce on rex to drop him for something else like Arica? Also does that mean if i drop rex i can do a differant Order 66 guy from Republic?

#3 If i use Vader Sith Apprentice and 501st rex can i use Pelleon to bring in CW Captain Rex?

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 Post subject: Re: Admiral Pelleon + Palps sith lord
PostPosted: Thu Dec 16, 2010 7:00 pm 
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1. Palpatine's CE is essentially resolved before Pelleon's. Once built, removing Palpatine won't make the squad illegal.
2. No. Pelleon's CE specifically states Imperial characters, and Palpatine's CE doesn't change the faction.
3. You can replace GAW Rex, since Affinity does change factions. However, you would not be able to bring in a Republic character that is normally legal by Palpatine, because again, Pelleon's CE states Imperial characters.

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 Post subject: Re: Admiral Pelleon + Palps sith lord
PostPosted: Thu Dec 16, 2010 9:55 pm 
Master of the Order
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Wow, great question. :)

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 Post subject: Re: Admiral Pelleon + Palps sith lord
PostPosted: Sat Dec 18, 2010 12:51 pm 
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but I could bring in Mas for instance (assuming he wasn't in the base build) because he has affinity and could normally be in an Imperial squad, right?

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 Post subject: Re: Admiral Pelleon + Palps sith lord
PostPosted: Sat Dec 18, 2010 1:10 pm 
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urbanjedi wrote:
but I could bring in Mas for instance (assuming he wasn't in the base build) because he has affinity and could normally be in an Imperial squad, right?



Affinity changes the faction so yes that would work. Because Mas then counts as an Imperial

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