6 years ago
TIE Defender!
https://vignette.wikia.nocookie.net/starwars/images/b/b9/TIEdefender_negvv.png/revision/latest?cb=20170412012130
Dark Side, Empire, Attacker
Crew: Commander Vult Skerris
(BASIC)
Deal Physical damage to target enemy (twice on a Rebel target) and Daze them for 2 turns. If this attack scores a Critical Hit, inflict Target Lock for 2 turns. Target Lock: This attack deals double damage and can't be Evaded.
(SPECIAL) - Cooldown: 3
Deal Special damage to target enemy, Stun them for 1 turn and remove 100% Turn Meter. Then Empire allies gain 20% Turn Meter. Target Lock: This attack is a guaranteed Critical Hit and can't be Evaded or Resisted.
(CREW) - Cooldown: 3
Deal Physical damage to all enemies and dispel all buffs on them. For each buff dispelled this way, TIE Defender recovers 5% Protection. This attack can't be Countered.
(HARDWARE)
Enter Battle: Remove 50% Turn Meter from the enemy Capital Ship, which can't be Resisted. TIE Defender gains Imperial Ace for 2 turns, which can't be prevented or Dispelled. Imperial Ace: +50% Counter Chance and cannot be Stunned, Dazed or Critically Hit.
Dark Side, Empire, Attacker
Crew: Commander Vult Skerris
(BASIC)
Deal Physical damage to target enemy (twice on a Rebel target) and Daze them for 2 turns. If this attack scores a Critical Hit, inflict Target Lock for 2 turns. Target Lock: This attack deals double damage and can't be Evaded.
(SPECIAL) - Cooldown: 3
Deal Special damage to target enemy, Stun them for 1 turn and remove 100% Turn Meter. Then Empire allies gain 20% Turn Meter. Target Lock: This attack is a guaranteed Critical Hit and can't be Evaded or Resisted.
(CREW) - Cooldown: 3
Deal Physical damage to all enemies and dispel all buffs on them. For each buff dispelled this way, TIE Defender recovers 5% Protection. This attack can't be Countered.
(HARDWARE)
Enter Battle: Remove 50% Turn Meter from the enemy Capital Ship, which can't be Resisted. TIE Defender gains Imperial Ace for 2 turns, which can't be prevented or Dispelled. Imperial Ace: +50% Counter Chance and cannot be Stunned, Dazed or Critically Hit.