[ Developer Insights
- Kit Reveal ]UNIT NAME:
Dark Side, Capital Ship, EmpireEmpire 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
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
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
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 turnsWe 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.
PLEASE NOTE THE FOLLOWING KIT UPDATES: