Light Side, Capital Ship (AGI), Scoundrel
Assertive Capital Ship that constantly uses special abilities to control the flow of battle. Crew: Veteran Smugglers Han Solo & Chewbacca
Breaching Strike (Basic)
Deal Physical damage to target enemy and inflict Breach on them for 2 turns.
Critical Target (Special) (Cooldown: 3)
The Eravana uses Breaching Strike, then calls all other allies to assist. Assisting Scoundrel allies have +100% Critical Damage.
Repairing Tools (Special, Crew (Chewbacca)) (Cooldown: 3)
Dispel all debuffs from target ally and grant them the opposite buffs, if any, for 2 turns. Then all allies recover 25% Health and Protection, gain Protection Up (50%) for 2 turns, and all Scoundrel allies gain 25% Turn Meter.
Tractor Beam (Special) (Cooldown: 3)
Deal Physical damage to all enemies and inflict Breach for 2 turns on a random enemy who doesn’t have it yet. Then, remove 50% Turn Meter from all Breached enemies, which can’t be Resisted. This attack can’t be Evaded.
Smuggler’s Payout (Ultimate) (Cooldown: 4)
Dispel all buffs from all enemies and remove 50% Turn meter from them (including the enemy capital ship), which can’t be Evaded or Resisted. All allies gain Smuggler’s Payout until the end of battle. Allies that already have Smuggler’s Payout have their cooldowns reduced by 2 instead. This ability starts on cooldown. Smuggler’s Payout: +35% Counter Chance and +35% Tenacity, doubled for scoundrels. When attacking out of turn, this unit will score a critical hit if able. Can’t be Prevented, Copied or Dispelled.
Smuggler’s Dream (Unique, Crew (Han Solo))
All Scoundrel allies (including the Eravana) gain +100% Potency and +10% Speed.
Breached enemies can’t dispel buffs from Scoundrel allies, can’t dispel debuffs from other enemies, and can’t have debuffs dispelled from them by other enemies. Reinforcement Bonus: Reinforcements gain Defence Penetration Up for 3 turns.
Dark Side, Support (AGI), Scoundrel, Bounty Hunter
Relentless Bunty Hunter Support that steals buffs from enemies while spreading Protection Recharge among allies. Crew: Dengar
Automatic Fire (Basic)
Deal Physical damage to target enemy and inflict Target Lock for 2 turns on a critical hit. If target enemy is Breached, grant Protection Recharge (25%) for 2 turns to another ally. Target Lock: Punishing One gains Protection Recharge (25%) for 1 turn.
Bringing the Pain (Special / Crew) (Cooldown: 3 turns)
Deal Physical damage to target enemy, Dispel all buffs on them, and inflict Breach for 2 turns. Punishing One gains all non-unique buffs dispelled this way for 2 turns (excluding Taunt). This attack can’t be Evaded or Resisted.
R2-series Astromech Droid Gunner (Unique)
Punishing One ignores Taunt during it’s turn and is immune to Daze. Whenever another ally uses an ability during their turn, Punishing One has a 25% chance to assist them, doubled if said ally is Bounty Hunter.
While Punishing One is active, Breached enemies have -25% Critical Avoidance.
Sensory System (Reinforcement / Hardware) Enter Battle: Dispel all debuffs on all allies and grant them the opposite buff, if any. Whenever an enemy Reinforces, all allies gain 15% Turn Meter (including the allied Scoundrel Capital Ship) and all Bounty Hunter allies gain Foresight for 1 turn.