Some ideas for ship zetas

TO FURTHER ADD TO THE ZETA CRUNCH :).

Ashoka Tano SrFighter: Shut down : Add: Stun the Target for 2 turns and inflict buff immunity for 2 turns.


FOSFTF: Double Offensive: Add: Attack again dealing 30% less damage if at least 2 critical hits were scored.

Geo Spy SrFighter: Covert Operations: Stealthed allies gain stealth for 1 turn whenever they score a critical hit or whenever they defeat a enemy. Stealthed allies attacks cant be evaded.

KRCS: Advanced Jamming Array: Remove 10%TM from all enemies (unresistable) for every effect removed. Target Locked: KRCS cooldowns are reduced by 1 and Daze the target for 2 turns.

Millenium Falcon: Against the Odds: If they number of enemy ships outnumber the number of allied ships, Millenium falcon gains 40% Speed is immune to Target Lock. If Millenium Flacon is the last allied ship and is outnumbered by enemy ships, **** is immune to all debuffs.

Phanthom: Distraction Tatics: Whenever they Ghost takes damage, reduce that damage by 40%, and the Phanthom will take 25% of the
damage.

Plo Koon: Coordinated Assault: Plo Koon calls a ally to assist if his attack is evaded. The assist cannot miss and inflicts unresistable target lock for 2 turns if it is a republic ally.

Rex: Ready and Able: Republic allies gain speed equal to 50% of their tenacity%.

Slave 1: Sesimic Charge: Inflict Speed down on all enemies for 2 turns. This attack cant be evaded and is a gauranteed crit.

TIE Advanced: Advance Targeting System: TIE Advance gains 5% Offense (stacking) whenever Target Lock is inflicted until the end of his next turn. Target Locked enemies have -10% Evasion against allied Empire ships.


Wedge: Lead the Way: Whenever Wedge Attacks out of turn, he grants another andom ally advanatge for 2 turns. If that ally was a rebel ally, dispell all debuffs on them.

Replies

Sign In or Register to comment.