Grand Moff Tarkin and Tie Fighter Pilot rework

Tie Fighter Pilot

Basic Now when is Tie Fighter Pilot's turn and the enemy is rebel inflict damage over Time for 2 turns. When attack out of turn inflict target lock on the target enemy for 2 turns, if the target enemy is rebel also inflict critical damage down for 2 turns.

Special Now the cooldown is 3. Rebel enemies also inflicted with daze for 2 turns. All allies gain critical chance up for 3 turns.

Unique Now has 50% chance to gain foresight. When this foresight expires all allies recover 30% protection and 15% health, and inflict all enemies with Healing immunity for 2 turns.

Unique When a Empire ally use a special ability Tie Fighter Pilot assist dealing 30% less damage. When Tie Fighter Pilot is defeated all allies recover health equal their potency percentage.

Grand Moff Tarkin

Basic Now also inflict speed down for 2 turns.

2. Special Now also inflict defense penetration down and vulnerable for 2 turns, and tenacity down for 1 turn.

Unique Now all non imperial trooper Empire ally with leader tag gain 50% max health and max protection and 10% speed. Non imperial trooper Empire allies without the leader tag gains half that amount.

2. Unique When an enemy gains or loses a debuff Tarkin gains 1% potency until he uses his 1. Special.

Here are some rework to make non imperial trooper Empire allies useful. I think the 4 main team in the game is Lord Veder, Palp, G. Veers, Iden and DT Moff Gideon. What is sad beacuse of 2 reason.

There isnt enough Imperial trooper to make 3 full team.

There are some characters who just didn't get enough love, but they should, not just beacuse they are recruiments but beacuse they are good and important characters in the movies and also the game, they just need some reworks and a home.

The first idea was Death trooper to separate from Krennic and make Krennic usefull without him. Then do this with the others. And Now they need a home.
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