Raid Idea: The Darkest of Star (Death Star II)

I know, it is long, but I had way too much free time.

The Battle of The Forest Moon of Endor- the Rebels last stand against the might of the Galactic Empire.

Tiers:
Normal (6-Star Requirement)
Heroic (7-Star Requirement)
Normal-

Bonuses-
Rebels- Fighters of Justice- Rebels gain +50% Critical Damage and +20% Max Health.
Ewoks- Home Base- Ewoks gain +100% Offense while Stealthed.

Phase I:
Using Characters
Deep in the Forest Moon of Endor, a struggle rages on to destroy the Shield Generator of the Death Star II.

Scout Trooper-
Quick Hit- Basic Attack
Deal special damage to target enemy and grant a random ally 25% Turn Meter. This effect is doubled for superiors.

Moral Support- Special Attack- Cooldown: 2
Grant all allies Speed Up for two turns, doubled for superiors.

Reinforcements- Special Attack- Cooldown: 3
Deal special damage to target enemy. Then, a random ally gains 20% Turn Meter for each buff on Scout Trooper, doubled for superiors.

Scout Trooper-
Quick Hit- Basic Attack
Deal special damage to target enemy and grant a random ally 25% Turn Meter. This effect is doubled for superiors.

Moral Support- Special Attack- Cooldown: 2
Grant all allies Speed Up for two turns, doubled for superiors.

Reinforcements- Special Attack- Cooldown: 3
Deal special damage to target enemy. Then, a random ally gains 20% Turn Meter for each buff on Scout Trooper, doubled for superiors.

Stormtrooper-
Imperial Marksmanship- Basic Attack
Deal physical damage to target enemy and Expose them for one turn. Then, grant a random ally Offense Up for one turn.

Stormtrooper Bravado- Special Attack- Cooldown: 3
Gain Taunt and Defense Up for two turns. If Stormtrooper has any debuffs, all other allies gain 50% Turn Meter.

Wall of Stormtroopers- Unique Ability
Stormtrooper has +50% Defense, and gains Tenacity Up for one turn whenever it’s superior is Critically Hit. Stormtrooper gains Critical Hit Immunity at the start of each encounter for two turns. Stormtrooper gains +50% Offense for each unit that has been defeated as long as Stormtrooper remains alive.

Imperial Officer (Boss)-
Armed and Ready- Basic Attack
Deal special damage to target enemy and reset another random ally’s cooldowns.

Troop Support- Special Attack- Cooldown: 3
Call up to three Imperial units to the battle. Allies that were previously in battle gain 100% Turn Meter.

Assault Tactics- Special Attack- Cooldown: 4
Inflict three Exposes on target enemy for the rest of the encounter. These effects can’t be resisted and ignore Taunt. If the affected unit was already Exposed, inflict Deathmark for four turns. This ability starts on cooldown.

Stand Guard- Unique Ability
Whenever this unit is the only active unit on its side, it panics and becomes toppled for one turn. When this unit becomes toppled, it grants the following Morale bonuses to the attacking party:

Morale I- All attacking units gain +100% Critical Damage
Morale II- If all three supporting units are defeated within one of this unit’s turns, all attacking units gain +50% Speed.
Morale III- If any attacking unit has been hit while suffering Deathmark and survived, all attacking units gain +100% Defense Penetration.

Fearsome Foe IV- Unique Ability
As long as this unit isn’t toppled, it has +1 bonus action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain can’t be prevented, and it’s immune to Daze, Stagger, Stun, Shock, Ability Block, Offense Down, Health Down, Cooldown increase, and massive damage effects. Whenever this unit takes damage from Expose or Deathmark, it grants another random ally 100% Turn Meter.

Upon defeat, the Shield Generator is destroyed, allowing the Death Star II to be attacked. But one more challenge rests in the way; the Empire’s massive and endless fleet of ships!


Phase II:
Using Ships
Swarming with guards, reaching the Death Star II will be no easy task.

Imperial TIE Fighter-
L-s1 Laser Cannons- Basic Attack
Deal physical damage to target enemy and inflict Target Lock for 2 turns.

T-s8 Targeting Computer- Special Attack
Deal physical damage to target enemy and gain Foresight for 2 turns.
Target Lock: Inflict Buff Immunity for 2 turns.

Control Thrusters- Unique Ability
Grants 40% Turn Meter to Imperial Star Destroyer whenever this ship evades an attack.

Imperial TIE Fighter-
L-s1 Laser Cannons- Basic Attack
Deal physical damage to target enemy and inflict Target Lock for 2 turns.

T-s8 Targeting Computer- Special Attack
Deal physical damage to target enemy and gain Foresight for 2 turns.
Target Lock: Inflict Buff Immunity for 2 turns.

Control Thrusters- Unique Ability
Grants 40% Turn Meter to Imperial Star Destroyer whenever this ship evades an attack.

Imperial TIE Bomber-
Destructive Blast- Basic Attack
Deal special damage to target enemy and Expose another random enemy for two turns. This Expose can’t be resisted.

Concussion Missile- Special Attack- Cooldown: 3
Deal special damage to target enemy and secondary special damage to all Exposed enemies, dealing 70% less damage. Imperial Star Destroyer gains 20% Turn Meter for each damaged enemy.

Imperial TIE Fighter-
L-s1 Laser Cannons- Basic Attack
Deal physical damage to target enemy and inflict Target Lock for 2 turns.

T-s8 Targeting Computer- Special Attack
Deal physical damage to target enemy and gain Foresight for 2 turns.
Target Lock: Inflict Buff Immunity for 2 turns.

Control Thrusters- Unique Ability
Grants 40% Turn Meter to Imperial Star Destroyer whenever this ship evades an attack.

Imperial TIE Interceptor-
Whisk Around- Basic Attack
Deal special damage to target enemy and call a random, non-capital ship ally to assist.

Target Lock: Call a third non-capital ship ally to assist.

Guardian of the Death Star- Special Attack- Cooldown: 4
Deal unmitigatable special damage to target enemy and grant a random ally 30% Turn Meter. Reset all cooldowns and gain Offense Up for one turn on a finishing blow.

Imperial Super Star Destroyer (Boss; Capital Ship; can be attacked)-
Turbolasers- Basic Attack
Deal physical damage to target enemy. If that enemy had Protection, deal double damage. If that enemy had no protection, inflict Stagger for one turn.

Imperial Brigade- Special Attack- Cooldown: 4
Call all other allies to assist and dispel all debuffs on them. Then, summon up to five Empire allies to the battle and give them Potency Up for one turn.

Unrelenting Fire- Special Attack- Cooldown: 5
Deal special damage to all enemies and inflict Ability Block and Tenacity Down for one turn.

Imposing Figure- Unique Ability
This unit is immune to Turn Meter reduction effects, and it’s Shield Generators may be attacked independently. They will be reinstalled after some time, but if both Shield Generators are disabled, this unit will become Toppled and grant Morale bonuses to the attacking party:

Morale I: All attacking units gain +100% Defense Penetration
Morale II: All attacking units gain +50% Offense if there are no TIE variants on the opposing team when this unit is disabled.
Morale III: All attacking units gain +50% Speed if both Shield Generators are disabled within one of this unit’s turns.

Fearsome Foe IV- Unique Ability
As long as this unit isn’t toppled, it has +1 bonus action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain can’t be prevented, and it’s immune to Daze, Stagger, Stun, Shock, Ability Block, Offense Down, Health Down, Cooldown increase, and massive damage effects. Whenever this unit takes damage from Expose or Deathmark, it grants another random ally 100% Turn Meter.

Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.

Shield Generators (x2):
These units are immune to all status effects and Turn Meter effects. When both of these units are disabled, it will Topple the Imperial Super Star Destroyer. If one of these is disabled, it will start to gain Turn Meter as if it has 105 Speed. This Turn Meter is reset when both units are disabled or enabled.

Phase III:
Using Characters
In the Grand Throne Room located by a large window showing the fierce war, Emperor Palpatine tries to seduce Luke Skywalker to the Dark Side.

Royal Guard (x2)-
Force Pike- Basic Attack
Deal physical damage to target enemy with a 70% Chance to inflict Speed Down for three turns. If Royal Guard has more than 50% health, inflict Stun for one turn. Otherwise, dispel all positive status effects on the target.

Imperial Phalanx- Special Attack- Cooldown: 3
All allies gain Defense Up for two turns and Emperor Palpatine gains 100% Turn Meter. Royal Guard dispels all debuffs from a random ally.

Unyielding Defender- Unique Ability
At the end of each turn, if Emperor Palpatine took damage, Royal Guard recovers 20% of his Max Health. This heal can’t be prevented. In addition, whenever Emperor Palpatine is Critically Hit, Royal Guard taunts for 2 turns.

Darth Vader-
Terrifying Swing- Basic Attack
Deal physical damage to target enemy and inflict Ability Block and Daze for two turns. This can’t be resisted and Jedi and Rebels cannot evade this attack.

Force Crush- Special Attack- Cooldown: 5
Deal physical damage to all enemies and inflict Speed Down, Tenacity Down, and three Damage Over Time effects. These effects don’t wear off and can only be dispelled by Culling Blade. Emperor Palpatine gains 5% Turn Meter for each resisted effect.

Culling Blade- Special Attack- Cooldown: 4
Deal physical damage to target enemy and dispel all debuffs on them. This attack does 50% more damage for each debuff dispelled and grants 100% Turn Meter on a finishing blow. This attacked can’t be evaded or countered.

Dark Lord- Unique Ability
Whenever Emperor Palpatine takes damage, Darth Vader has a 50% chance to gain 30% Turn Meter. Whenever Darth Vader is defeated, he will revive at 60% health with all of his cooldowns reset and grants all allies 10% Turn Meter. In addition, when Emperor Palpatine falls below 10% health, Darth Vader will join the attacking squad with all of his current status effects, cooldowns, and health. “Dark Lord” will deactivate at this time. If the attacking squad already has Darth Vader, then that Vader recovers 100% Protection instead. If the encounter begins with Palpatine below 10% Health, then Vader will start on the attacking squad.

Emperor Palpatine (Boss)-
Lightning Strike- Basic Attack
Deal special damage to target enemy and inflict Shock for three turns. Then, Emperor Palpatine gains 15.5% Turn Meter for each Shocked enemy and gains Critical Damage Up for an amount of turns equal to the amount of Shocked enemies.

Power of the Dark Side- Special Attack- Cooldown: 4
Deal special damage to all enemies with an 80% chance to inflict Stun for one turn. All Shocked enemies become Stunned for two turns and have their Shock dispelled. Then, call up to two Royal Guard allies to the battle. This attack can't be evaded.

Let the Hate Flow- Special Attack- Cooldown: 3
All allies gain Offense Up and Potency Up for two turns and all units lose 5% of their Max Health (except Palpatine). Palpatine gains an additional random buff for each damaged enemy (Unique buffs can not be gained) for one turn. Palpatine gains 60% Turn Meter.

Crackling Doom- Unique Ability
At the end of each of his turns, Palpatine deals Special Damage to all Shocked enemies, and then deals Special Damage to all Rebel and Jedi enemies. This damage can’t defeat enemies. Whenever Palpatine inflicts a debuff, he gains 10% Turn Meter.

Fearsome Foe IV- Unique Ability
As long as this unit isn’t toppled, it has +1 bonus action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain can’t be prevented, and it’s immune to Daze, Stagger, Stun, Shock, Ability Block, Offense Down, Health Down, Cooldown increase, and massive damage effects. Whenever this unit takes damage from Expose or Deathmark, it grants another random ally 100% Turn Meter.

Phase IV:
Using Ships
With Palpatine dead, the only thing left to do is to destroy the Death Star II.

Imperial TIE Fighter-
L-s1 Laser Cannons- Basic Attack
Deal physical damage to target enemy and inflict Target Lock for 2 turns.
Target Lock: Dispel all buffs on target.

T-s8 Targeting Computer- Special Attack
Deal physical damage to target enemy and gain Foresight for 2 turns.
Target Lock: Inflict Buff Immunity for 2 turns.

Control Thrusters- Unique Ability
Imperial TIE Fighter has a 50% chance to gain Foresight for one turn whenever it evades an attack.

Imperial TIE Fighter-
L-s1 Laser Cannons- Basic Attack
Deal physical damage to target enemy and inflict Target Lock for 2 turns.
Target Lock: Dispel all buffs on target.

T-s8 Targeting Computer- Special Attack
Deal physical damage to target enemy and gain Foresight for 2 turns.
Target Lock: Inflict Buff Immunity for 2 turns.

Control Thrusters- Unique Ability
Imperial TIE Fighter has a 50% chance to gain Foresight for one turn whenever it evades an attack.

Imperial TIE Fighter-
L-s1 Laser Cannons- Basic Attack
Deal physical damage to target enemy and inflict Target Lock for 2 turns.
Target Lock: Dispel all buffs on target.

T-s8 Targeting Computer- Special Attack
Deal physical damage to target enemy and gain Foresight for 2 turns.
Target Lock: Inflict Buff Immunity for 2 turns.

Control Thrusters- Unique Ability
Imperial TIE Fighter has a 50% chance to gain Foresight for one turn whenever it evades an attack.

Reactor Core (Boss)-
The Reactor Core can’t gain or lose Turn Meter. At the start of an encounter, Reactor Core shocks three random enemies for 3 turns, which can’t be resisted. Whenever the Reactor Core is the only enemy unit, up to three allies are called to the battle.

Fearsome Foe VI- Unique Ability
This unit takes reduced damage from Percent Health damage effects and it’s immune to Daze, Stagger, Tenacity Down, Stun, Shock, Ability Block, Offense Down, Defense Down, Health Down, Cooldown increase, and massive damage effects. Whenever this unit takes damage from Expose or Deathmark, it grants another random ally 100% Turn Meter.

This unit´s Enrage counter has 30 turns, and goes down by one whenever an allied Imperial TIE Fighter takes a turn.

Upon defeat, the Raid will be won.

For Heroic, units will have higher health, deal more damage, and increased bonuses.

So whatcha think?

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