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Developer Insights - Kit Reveal ]
UNIT NAME: Executor
ALIGNMENT: Dark Side
CATEGORIES: Dark Side, Capital Ship, Empire
Empire Capital Ship with strong Bounty Hunter synergy.
ABILITIES:Basic: UNORTHODOX METHODS
FINAL TEXT: Deal Physical damage and inflict Expose for 1 turn on target enemy. Deal 5% more damage for each active Empire ally. Deal 25% more damage for each active Bounty Hunter ally.
Special 1: BREACH OF PROTOCOLS (Cooldown 4)

FINAL TEXT: Deal Physical damage to all enemies. If the target enemy is Target Locked, call all Empire allies to assist, dealing 30% less damage. If the target enemy is Breached, call all Bounty Hunter allies to assist, dealing 10% more damage.
Special 2: WE ONLY NEED TO KEEP THEM FROM ESCAPING (Cooldown 5)

FINAL TEXT: Bounty Hunter allies gain Potency Up for 1 turn. Dispel Outmaneuver and Stealth from all enemies, and dispel all debuffs from Bounty Hunter allies. Target ally recovers 100% Health and Protection. If the target ally is a Bounty Hunter, they gain Foresight and Taunt for 2 turns.
Ultimate: SOMETHING SPECIAL PLANNED (Cooldown 20)

FINAL TEXT: Destroy the enemy Capital Ship and Stun all enemies for 1 turn. Allies gain Protection Up (35%) for 2 turns. If there is no enemy Capital Ship, destroy all active enemy ships instead. This ability can't be evaded or resisted, starts on cooldown, and is reduced by 1 each time Breach is inflicted on an enemy ship.
Crew: VADER'S BOUNTY
FINAL TEXT: Bounty Hunter allies have +35% Max Health, Max Protection, and Offense, and ignore Taunt on Crewless or Droid ships. At the start of battle, Bounty Hunter allies gain Tenacity Up for 2 turns, and Empire allies gain
We Don't Need Their Scum for the rest of the battle, which can't be copied, dispelled, or prevented. Whenever an enemy reinforces, Bounty Hunter allies gain Evasion Up for 1 turn. Whenever an ally applies Breach, they dispel all debuffs on themselves.
Whenever a Bounty Hunter ally deals damage with a Basic ability, they inflict Target Lock on the target enemy for 1 turn. The first time allies inflict Target Lock 20 times on enemies, each active enemy, enemies who are called in from Reinforcements, or summoned, are inflicted with Breach and Target Lock. These effects can't be dispelled, evaded, or resisted, and last until the end of the battle.
Reinforcement Bonus: Reinforcements gain Breach Immunity and Chaff for 2 turns
We Don't Need Their Scum: Immune to Turn Meter manipulation; whenever a Bounty Hunter ally is defeated, recover 25% Health and Protection; TIE Advanced x1 instead recovers 10% Health and Protection.
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PLEASE NOTE THE FOLLOWING KIT UPDATES:
Replies
Hahaha yes
20
Starts at 30 but 20 after fully upgrading the ship
Confirmed? Or assumption?
EDIT: Nvm, just saw Crumb's post
The correct i.e. Jayne Cobb way to say this: I'll be in my bunk
You could have scrolled to three posts later
Can't wait to try this out with different BHs in various fleet loadouts
The only exception is when Obi Wan was undercover and they were working together on the ground -- but I never saw a fleet of BH ships working in tandem.
But hey, what do I know -- clearly the HT is the best ship ever, the most valuable tank, and critical to every single Star Wars fleet battle ever, along with (apparently) Razor Crest now too.
Every kid growing up with Star Wars absolutely knows who Bossk is and how crucial he was to every victory. And Mando showing up was definitely what turned the tide of the Battle of Endor to the Empire's favor, helping them blow up Home One and defeat the Rebel Alliance once and for all.
Oh wait.
This game does not follow lore.
Well that explains why CG is (quite correctly) re-balancing a bunch of powerful characters, but conveniently leaving JKR, DR, and Malak as is
the salt is strong with this one
Eh, the Advanced is better used with Tarkin. The standard TIE fighter is going to miss its TM gain, but with 5/7 slots being Bounty Hunters finding two Empire units shouldn’t be that hard. Maybe the Reaper can finally be at home.
Just wait for the counter ship, doubt it take long for it to come out.
Whatever happens, ultimate animation is awesome. Good job !
I could've refreshed the page*
The Crumb's post was not there when I commented lol
Does this mean that Slave one has the possibility of inflicting target lock 6 times on one use of his basic?
what is ur direction CG. U basically made all crewless tanks useless. So now the focus is moving away from crewless ships to the original ship design ?
Make up ur mind !!! And wth are we going to do with all the ship tanks that are crewless ? Are we getting a refund ? What is the point of a crewless tank ship if the taunt can be avoided !!??
Do you even read what ur writing into the ability !!??
So glad to see the touch up on Slave I as well! Awesome work CG!