Scout Trooper: a character that takes care of himself but tries to aid his allies by debuffing enemies
Basic: Disarming Shots
Deal physical damage to target enemy and has 70% chance to inflict ability block for 2 turns
Special: Situation Analysis- 3 turns
Gain stealth for 3 turns and expose target enemy and all rebel enemies for 1 turn.
Unique: Surprise Attack
While in stealth, Scout Trooper has +20% offense, +20% potency +50% evasion. In addition, all rebel enemies are effected by Scout Trooper's debuffs.
Basic: Fire from Above
Deal physical damage to target enemy. This attack is a critical hit if Jump Trooper has foresight. The damage dealt is doubled if target is a rebel
Special: Out of Reach: 3 turns
Gain Foresight for 2 turns. If it is used, then it is recovered for another turn. Jump Trooper also gain 10% turn meter for each living enemy
Unique: Countering Tactics
Jump Trooper has 50% Counter chance. He also has 50% chance to avoid being countered. If he is countered, then gain 100% turn meter and his counter chance is increased to 100% throughout the encounter(Zeta)
Nice ideas, the empire definitely need more characters (especially since the devs seem to have an unending love for making overpowered rebel characters). A tip from me would be to add effects that specifically target rebel characters, like how Deathtrooper and Palpatine do.
"You demand a simple answer, refusing to look for it within. That is the essence of your failure." -Valkorion, the Immortal Emperor
Nice ideas, the empire definitely need more characters (especially since the devs seem to have an unending love for making overpowered rebel characters). A tip from me would be to add effects that specifically target rebel characters, like how Deathtrooper and Palpatine do.
Scout Trooper: a character that takes care of himself but tries to aid his allies by debuffing enemies
Basic: Disarming Shots
Deal physical damage to target enemy and has 70% chance to inflict ability block for 2 turns
Special: Situation Analysis- 3 turns
Gain stealth for 3 turns and expose target enemy and all rebel enemies for 1 turn.
Unique: Surprise Attack
While in stealth, Scout Trooper has +20% offense, +20% potency +50% evasion. In addition, all rebel enemies are effected by Scout Trooper's debuffs.
unique: Crash Into Tree
after 3 turns, scout trooper instantly defeats himself by crashing into a tree.
There should be some Imperial Trooper synergy since they are Imperial Troopers
I didn't add any synergy as the troopers weren't leaders in the wars, only troopers.
They would require a Thrawn or Veers lead, as they have synergy with troopers
Basic:Twirling Slice
Deals physical damage to target enemy and inflict stagger for 2 turns
Special: Rotating Sabers-4 turns
Deal physical damage for 2 times to all enemies, and an extra attack if target is a Jedi or rebel.
Special: Blade Throw- 3 turns
Deal special damage to target enemy and stuns target enemy. If this attack is evaded, then gain 100% turn meter, offense up, and reset all of the Inquisitor's cool downs
Leader: A Battle Worth Of My Time
All Empire allies gain 30% potency and 10% offense. In addition, they also gain 10% health steal for each living lightside enemy
Unique: Worse Fates Than Death
If Inquisitor is below 15% health, then he eliminates himself. All allies are restored to full health, protection, turn meter, and all debuffs are removed. Their buffs are also extend to 3 extra turns
Attack Order (BASIC)
Deal Physical damage to target enemy and call a random Empire ally to Assist. If the target is suffering any debuffs, call a second Assist. Imperial War Machine (SPECIAL) - Cooldown: 5
Empire allies gain 35% Turn Meter, Offense Up and Potency Up for 2 turns and have all of their cooldowns reset. Field Tactics (UNIQUE)
Whenever an Empire ally inflicts a debuff during their turn, reduces the cooldown of Imperial War Machine by 1 and Imperial Officer recovers 5% Protection.
Attack Order (BASIC)
Deal Physical damage to target enemy and call a random Empire ally to Assist. If the target is suffering any debuffs, call a second Assist. Imperial War Machine (SPECIAL) - Cooldown: 5
Empire allies gain 35% Turn Meter, Offense Up and Potency Up for 2 turns and have all of their cooldowns reset. Field Tactics (UNIQUE)
Whenever an Empire ally inflicts a debuff during their turn, reduces the cooldown of Imperial War Machine by 1 and Imperial Officer recovers 5% Protection.
Either change the unique or increase cooldown to 7 or 8. We want balance in the force, the rebels shouldn't be better but neither should the empire. Nice ideas though
Attack Order (BASIC)
Deal Physical damage to target enemy and call a random Empire ally to Assist. If the target is suffering any debuffs, call a second Assist. Imperial War Machine (SPECIAL) - Cooldown: 5
Empire allies gain 35% Turn Meter, Offense Up and Potency Up for 2 turns and have all of their cooldowns reset. Field Tactics (UNIQUE)
Whenever an Empire ally inflicts a debuff during their turn, reduces the cooldown of Imperial War Machine by 1 and Imperial Officer recovers 5% Protection.
Either change the unique or increase cooldown to 7 or 8. We want balance in the force, the rebels shouldn't be better but neither should the empire. Nice ideas though
No, the cooldown is fine!
As long as he doesnt reset Imperial War Machine's cooldown by using Imperial War Machine, cause technically speaking it would haha
"You demand a simple answer, refusing to look for it within. That is the essence of your failure." -Valkorion, the Immortal Emperor
Attack Order (BASIC)
Deal Physical damage to target enemy and call a random Empire ally to Assist. If the target is suffering any debuffs, call a second Assist. Imperial War Machine (SPECIAL) - Cooldown: 5
Empire allies gain 35% Turn Meter, Offense Up and Potency Up for 2 turns and have all of their cooldowns reset. Field Tactics (UNIQUE)
Whenever an Empire ally inflicts a debuff during their turn, reduces the cooldown of Imperial War Machine by 1 and Imperial Officer recovers 5% Protection.
Either change the unique or increase cooldown to 7 or 8. We want balance in the force, the rebels shouldn't be better but neither should the empire. Nice ideas though
No, the cooldown is fine!
As long as he doesnt reset Imperial War Machine's cooldown by using Imperial War Machine, cause technically speaking it would haha
No, it won't. The idea is to reset the abilities of all other allies except his.
Yeah, it would have been a special ability that would never have a cool down, like BB8's first special ability
Replies
Basic: Fire from Above
Deal physical damage to target enemy. This attack is a critical hit if Jump Trooper has foresight. The damage dealt is doubled if target is a rebel
Special: Out of Reach: 3 turns
Gain Foresight for 2 turns. If it is used, then it is recovered for another turn. Jump Trooper also gain 10% turn meter for each living enemy
Unique: Countering Tactics
Jump Trooper has 50% Counter chance. He also has 50% chance to avoid being countered. If he is countered, then gain 100% turn meter and his counter chance is increased to 100% throughout the encounter(Zeta)
Thx for the tip :-)
unique: Crash Into Tree
after 3 turns, scout trooper instantly defeats himself by crashing into a tree.
In all seriousness, nice ideas
Lol!
I didn't add any synergy as the troopers weren't leaders in the wars, only troopers.
They would require a Thrawn or Veers lead, as they have synergy with troopers
Basic:Twirling Slice
Deals physical damage to target enemy and inflict stagger for 2 turns
Special: Rotating Sabers-4 turns
Deal physical damage for 2 times to all enemies, and an extra attack if target is a Jedi or rebel.
Special: Blade Throw- 3 turns
Deal special damage to target enemy and stuns target enemy. If this attack is evaded, then gain 100% turn meter, offense up, and reset all of the Inquisitor's cool downs
Leader: A Battle Worth Of My Time
All Empire allies gain 30% potency and 10% offense. In addition, they also gain 10% health steal for each living lightside enemy
Unique: Worse Fates Than Death
If Inquisitor is below 15% health, then he eliminates himself. All allies are restored to full health, protection, turn meter, and all debuffs are removed. Their buffs are also extend to 3 extra turns
Nice Kit :-)
Either change the unique or increase cooldown to 7 or 8. We want balance in the force, the rebels shouldn't be better but neither should the empire. Nice ideas though
As long as he doesnt reset Imperial War Machine's cooldown by using Imperial War Machine, cause technically speaking it would haha
Lol, you are right
Yeah, it would have been a special ability that would never have a cool down, like BB8's first special ability
Yes I'm just thinking that it would be more realistic