CREW: First Order Special Forces Pilot
Superior First Order Attacker that has multiple offensive capabilities and inflicts multiple debuffsBasic: L-s9.6 Laser Cannons
FINAL TEXT: Deal Physical damage to target enemy. If this attack scores a Critical Hit, inflict Target Lock for 2 turns. This attack has +10% Critical Chance.
Special 1: Double Offensive
FINAL TEXT: Deal Physical damage to all enemies with a 35% chance to remove 20% Turn Meter. Target Lock: Turn Meter removal is doubled and can't be Resisted.
Special 2 (Crew Ability): Concussion Missile
FINAL TEXT: Deal Special damage to target enemy, inflict Ability Block for 1 turn, and gain 20% Turn Meter. Additionally, call a random ally to assist. If that ally is First Order, grant them Advantage for 2 turns. This attack ignores Protection.
Thank you for your patience 8D
Forum Guidelines2
Replies
That's just Sabine doing her thing in the Ghost.
Oh I get it, distraction tactics put those buffs on in the first place, Not completely familiar ghost and phantom II kits
Maybe it might make sense if the random ally (FO) is dazed or stunned... But I'm not sure if dazed allies are eligible for the selection, although random...
Any chance of giving us an Imperial Ace Pilot character + TIE Defender and a TIE Bomber Pilot + TIE Bomber? The Empire could use more love as well.
if the target dies before the assist is made it will probably last for the next turn for that ship.
I made a Imperial Ace Character Draft once. With. A ship to go w/ iy
I believe assists always execute even if the initial attack is enough to defeat the target, and I think it consumes advantage even if no damage is done. Regardless, is that really what the devs had in mind? Kind of a waste to call an assist when a basic will do the trick, so I can't see this ever coming into play by someone who knows what they're doing.