Showing some Empire love. New additions and a couple reworks

Demos1178
81 posts Member
edited January 2018
Scout Trooper - Very quick, lightly armored Imperial Trooper excellent reflexes to surprise enemies. Tags: Darkside, Empire, Imperial Trooper, Support

Quick Fire - Basic
- Deal physical damage to target enemy and inflict Speed Down for 2 turns. If target is Rebel, deal damage a second time. On Critical hit, inflict Buff Immunity and Allies gain Speed Up for 2 turns.

Forward Reconnaissance - 3 turn cool down
- Scan all enemies and Expose for 1 turn each non-stealthed enemy. For any enemy with Stealth, Stealth is dispelled. If Stealth is despelled, all Imperial Trooper Allies gain Foresight.

Scout Training - Unique
- Scout Trooper gains +5% Evade for each Imperial Trooper Ally.
- Imperial Trooper Allies gain +5% Accuracy for each Imperial Trooper Ally.
-zeta- +5% evasion; All Imperial Trooper Allies gain +2 Speed for each Imperial Trooper Ally and each Rebel opponent.




Stormmedic Trooper - Imperial soldier attached to Imperial ground and naval forces specializing in medical training. Tags: Darkside, Empire, Imperial Trooper, Healer

Healing Shot - Basic
- Deal physical damage to target enemy and Inflict Health down for 2 turns. The lowest health Imperial Trooper Ally recovers 5% health of damage dealt.

Bacta Patch - 4 turn cool down
- All Allies have their Health percentage equalized. Then each Ally recovers 10% of their max health and gains Heal over Time for 2 turns.

Stim Pac Rush - 5 turn cool down
- All Allies gain Stim Pac for 2 turns. Stormmedic gains 10% turn meter for each Imperial Trooper Ally
*Stim Pac - Sacrifice 5% of Max Health each turn but gain +15 Speed, +15% Crit Chance, and +15% Crit Damage

Tactical Combat Care - Unique
- Stormmedic has 5% Health for each Imperial Trooper Ally.
- While Stormmedic is active, Imperial Trooper Allies have +10% Protection




Incinerator Trooper - Fearsome Imperial Trooper that really brings the heat. Tags: Darkside, Empire, Imperial Trooper, Attacker

Light it Up - Basic
- Deal physical damage to Target enemy and 5% splash damage to all other enemies. Inflict Burn on target enemy for 2 turns. If target has no buffs, Burn can not be resisted or evaded.

Burn, Baby, Burn - 4 turn cool down
- Deal physical damage to all enemies and inflict 2 DoT for 2 turns. Inflict Buff Immunity and Ability Block on target enemy for 1 turn.
-zeta- decrease cool down by 1 for each critical hit. All Imperial Trooper Allies gain +10% turn meter for each critical hit. Debuffs can not be Evaded or resisted.

Turn Up the Heat - Unique
- At the start of each turn, Incinerator Trooper has a 10% for each active Imperial Trooper Ally and active Rebel opponent to inflict Tenacity Down for 1 turn.
- While Incinerator Trooper is active, All Imperial Trooper Allies have +20% Potency.

Imperial Assassin - A class of Bounty Hunters, licensed by the Empire, for covert missions without inciting public outcry.
Tags: Darkside, Empire, Bounty Hunter, Attacker

By the Book - Basic
- Deal physical damage to target enemy. On a critical hit, Inflict Speed Down for 2 turns and gain Stealth for 2 turns. If already stealthed, guaranteed critical hit.

Sniper's Sight - 3 turn cool down
- Deal physical damage to target enemy that is unavoidable. +30% Crit Chance if target has no Protection, +30% Crit Damage if target has no Buffs. If target is eliminated, cool down is reset.

Covert Mission Specialist - Unique
- Imperial Assassin has +30% Evasion when not stealthed, +10 Speed while stealthed.
-zeta- +20% Evasion; +10 Speed; Empire and Bounty Hunter Allies have a 20% chance to gain Stealth for 1 turn at the end of their turn.



TIE Bomber Pilot - Empire gets stronger the longer the battle goes on. Tags: Darkside, Empire, Attacker

Advanced Targeting Systems - Basic
- Deal physical damage to target enemy and inflict Crit Chance down on target for 2 turns. If critical hit, all Empire Allies gain Crit Immunity for 2 turns.

Weakness Analysis - 3 turn cool down
- Scan all enemies and inflict Defense Down and debuff based on class for 2 turns: Attacker: Offense Down; Tank: Buff Immunity; Support/Healer: Ability Block.
All Empire Allies gain 5% turn meter for each debuff resisted.

Bombing Run - 4 turn cool down
- Deal physical damage to all enemies and remove all buffs. This attack cannot be evaded or countered.

Empire Offensive - Unique
- TIE Bomber Pilot gains +10% Offense stacking after each turn (3 stacks max)
-zeta- +10 Speed stacking after each turn. (+7 max stacking. 10 total). Empire Allies gain +20% of TIE Bomber Pilot's max Offense.



TIE Bomber - Heavy Empire Attack ship that makes up for slow speed with heavy armor and devastating attacks. Tags: Darkside, Empire, Attacker

Ion blast - Basic
- Deal physical damage to target enemy and inflict Target Lock for 2 turns.
-Target Locked- Gain Taunt for 2 turns

Proton Torpedoes -3 turn cool down
- Deal physical damage to all enemies. This attack ignores Protection. Recover 10% Protection for each Target Locked enemy.

Concussion Bomb - 4 turn cool down
- Deal physical damage to all enemies and call all Empire Allies to assist on target enemy dealing -50% less damage.

Easy Target - Crew Ability
- While Taunt is active TIE Bomber and Allied Capital Ship gain 5% turn meter when TIE Bomber takes damage.



Royal Guard - New Unique
For the Emperor - Royal Guard taunts for 2 turns when any Empire Ally is Critically hit. When Palpatine is present, Palpatine gains +30% of Royal Guard's max Health and Protection.
-zeta- +20% Health and Protection; Palpatine cannot be Critically hit while Royal Guard is active. If Palpatine is defeated while Royal Guard is active, recover 100% Health and Protection and gain 2x Potency for the remaining of the encounter.

Palpatine - zeta on each Unique

Emperor of the Galactic Empire
- +8% bonus effect for Empire and Sith Allies, -8% negative effect for Rebel and Jedi, +10% effect for debuffs; Palpatine gains +5% Protection for each Sith and Empire Ally

Cracking Doom
- Palpatine recovers Health and Protection equal to total special damage dealt. (This counts as double gain against Jedi and Rebel since it effects them twice

Replies

  • Options
    Careful with what u wish for.. u ask for REWORK, then they give us EWOKS :wink:
  • Options
    I actually like the Crack Pandas. They're fun. DS definitely needs some love.
  • Options
    I think we don't have all the cool TIE variations yet because currently we don't have the crew for them; we'd need a TIE bomber pilot, TIE interceptor pilot, etc...
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    RacerDejak wrote: »
    Careful with what u wish for.. u ask for REWORK, then they give us EWOKS :wink:

    rework
    ework
    ewok
  • Options
    Matthew_01 wrote: »
    I think we don't have all the cool TIE variations yet because currently we don't have the crew for them; we'd need a TIE bomber pilot, TIE interceptor pilot, etc...

    That's why I did TIE Bomber Pilot as well.
  • Options
    I love this, literally the only thing I have is you’d either have to add, say, a TIE Bomber Navigator or something, or remove an ability from the bomber since the current structure has two ship abilities and one crew ability. Otherwise I love all of it and would be happy to see any (but hopefully all) of it added to the game.
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    SHAD0W4576 wrote: »
    I love this, literally the only thing I have is you’d either have to add, say, a TIE Bomber Navigator or something, or remove an ability from the bomber since the current structure has two ship abilities and one crew ability. Otherwise I love all of it and would be happy to see any (but hopefully all) of it added to the game.

    Thank you. I actually like the idea of adding a Navigator too. As a character, he could bring buffs to the team like foresight, advantage, Crit Immunity, stuff like that. Maybe give him Expose on his basic. Thanks for the input!
  • Ebbda
    261 posts Member
    Options
    Some excellent ideas!

    I'd like to see the pilot from the Emperor's shuttle added. Palps and RG required, too. It's an iconic ship.

    Scout Trooper is a MUST!

    Great post :smiley:
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