The Clone Wars ideas #6

Allenb60
2171 posts Member
edited August 2020
Link to #5

Rako Hardeen, Bounty Hunter attacker that hits hard and fast in order to secure his bounty
Kill Shot, basic ability - Deal physical damage to target enemy and deal double damage if they are under half health. Attack again if this ability is evaded. The target can't recover health or protection this turn.

Zero In, special ability with a three turn cooldown - Rako Hardeen gains 70% turn meter, critical damage up and accuracy up for three turns. This accuracy up effect can't be dispelled or prevented.

Smoke Bomb, special ability with a three turn cooldown - Rako Hardeen gains foresight for three turns. When this foresight effect is lost, all enemies lose 25% turn meter and Rako Hardeen gains stealth for two turns. This turn meter removal can't be evaded or resisted. While Rako Hardeen hasn't defeated an enemy, the cooldown of this ability is set to one and can't be reduced.

Cunning Sniper, unique ability - While Rako Hardeen has accuracy up, he gains 50% offense, the weakest enemy is marked during his turn, and he gains 35% turn meter whenever an enemy falls under 50% health. This marked effect can't be evaded or resisted. The first time Rako Hardeen defeats an enemy each encounter, he takes a bonus turn.

Rako Hardeen's Payout - Whenever Rako Hardeen receives Rewards from a Contract, he also gains the following Payout. (Contracts are granted by certain Bounty Hunter Leader Abilities.) Payout: Enemies Rako Hardeen has defeated can't be revived. Rako Hardeen recovers full health and his negative effects are dispelled.

Sugi, Bounty Hunter attacker that inflicts enemies with healing immunity and provides defensive setup for Bounty Hunter allies
Pinning Shot, basic ability - Deal physical damage to target enemy and inflict daze for two turns. Deal increased damage equal to the target enemy's counter chance.

Throwing Knife, special ability with a four turn cooldown - Deal physical damage to target enemy and inflict healing immunity for four turns. Bounty Hunter allies gain critical chance up for two turns. Reset the cooldown of this ability whenever this healing immunity effect expires or is resisted.

Stakeout, leader ability - Bounty Hunter allies gain 30% critical damage and at the start of each encounter, they gain a positive effect until they fall under full health (support/healer: tenacity up, attacker: retribution, tank: protection recharge (25%)), which can't be dispelled or prevented. Whenever a Bounty Hunter falls under full health, they gain stealth for two turns.

When Sugi is in the Leader slot, and not the Ally slot, the following Contract is active: Contract: Critically hit enemies fifteen times without the target recovering health, gaining bonus turn meter, or counter attacking. (Only Bounty Hunter allies can contribute to the Contract.) Reward: Until the end of the encounter, Bounty Hunter allies gain 10% critical chance and 30% critical damage. All Bounty Hunter allies have their Payouts activated.

I don't break deals, unique ability - Whenever an enemy loses a negative effect or an ally loses a positive effect, Sugi gains 10% turn meter for each turn of duration the effect had remaining. At the end of Sugi's turn, the Bounty Hunter ally with the lowest health recovers 25% health and gains defense up for three turns.

Sugi's Payout - Whenever Sugi receives Rewards from a Contract, she also gains the following Payout. (Contracts are granted by certain Bounty Hunter Leader Abilities.) Payout: Until the end of the encounter, Sugi gains 30% critical damage and can't be evaded.

Captain Tarpals, Gungan attacker that battles strong enemies on his own terms
Spear Jab, basic ability - Deal physical damage to target enemy. If Captain Tarpals has Face Off, Inflict Armor Shred on them until the end of the encounter.

Reversal, special ability with a two turn cooldown - Deal physical damage to target enemy and dispel their positive effects. This attack can't be evaded and gains the bonuses of the target's offensive positive effects.

Noble Fight, special ability with a two turn cooldown - The target enemy and Captain Tarpals gain Face Off. All other units gain stealth until a unit is defeated, which can't be dispelled or prevented. This ability starts on cooldown and can only be used once each encounter.

Face Off: All other allies are considered not present, have their speed set to 0, and can't be revived.

Gungan Army General, unique ability - If all other allies were Galactic Republic at the start of the encounter, Captain Tarpals gains 40% offense. While Captain Tarpals has Face Off, he is immune to stun. If Captain Tarpals is defeated, the last enemy to end their turn is marked, exposed and staggered for two turns. These effects can't be evaded or resisted.

Captain Keeli - Phase 1, Clone Trooper tank that prevents negative effects and covers the retreat of other allies
Determined Shot, basic ability - Deal physical damage to target enemy and deal bonus damage equal to 5% of Captain Keeli's max protection. If Captain Keeli doesn't have tenacity up, he gains it for one turn. When this tenacity up effect expires, he gains retribution for one turn.

Buying Time, special ability with a four turn cooldown - Deal physical damage to target enemy and remove 60% turn meter. Deal 50% less damage to all other enemies and remove 30% turn meter from them. Dispel offensive positive effects from all enemies. Galactic Republic allies gain 15% turn meter and other allies gain stealth for two turns.

Line of Attack, leader ability - Clone allies gain 25% max protection and recover 5% protection whenever they gain bonus turn meter. Galactic Republic allies gain 20% offense, and whenever they are damaged by an enemy that is not adjacent to them, they gain 25% turn meter.

Blast Armor, unique ability - At the start of the encounter and at the end of Captain Keeli's turn, he gains protection up equal to 25% of his max protection. While Captain Keeli has protection up, all Clone allies and Ima-Gun Di are immune to stunned, dazed and staggered. At the start of Captain Keeli's turn, all allies recover protection equal to any protection up he has.

B2-RP Battle Droid, Droid attacker that directs ally attacks and prevents evasion
Tracking Fire, basic ability - Deal physical damage to target enemy and inflict target lock for two turns. B2-RP gains turn meter equal to the target enemy's chance to evade.

Shock and Awe, special ability with a four turn cooldown - B2-RP and two other random Droid allies are called to assist. Remove 10% turn meter from all enemies for each critical hit scored this turn, which can't be evaded. Separatist allies gain offense up and retribution for two turns.

Boarding Party, unique ability - B2-RP Battle Droid ignores taunt during its turn. Whenever B2-RP Battle Droid deals damage during its turn, it inflicts marked for two turns and stun for one turn. While B2-RP is present, all Separatist allies gain 20% potency.

Senator Bail Organa, Galactic Republic support that can provide full recovery for allies over time and gains bonuses from allies that don't attack
Follow My Lead, basic ability - Deal physical damage to target enemy and grant offense up to another Galactic Republic ally with the highest turn meter for one turn. When this offense up effect expires, they gain defense up for one turn.

A Compelling Argument, special ability with a three turn cooldown - Bail Organa gains one stack of Supplies and 20% turn meter for each of the following: Another ally has less than 50% turn meter, less than full health, no positive effects, a negative effect, or didn't deal damage during their last turn.

Supply Run, special ability with a three turn cooldown - Bail Organa loses up to ten stacks of Supplies. All other allies have a random negative effect dispelled, gain a random positive effect they have lost this encounter for three turns, recover 10% health, recover 5% protection, and gain 5% turn meter for each stack of Supplies lost.

From the Backlines, unique ability - Whenever a Galactic Republic ally is damaged by an attack while Bail Organa is present, they gain 10% defense (stacking) until an enemy attacks and doesn't damage them, and other Galactic Republic allies that weren't damaged gain 5% offense (stacking) until they are damaged by an attack. At the end of Bail Organa's turn and whenever an ally uses a ability that isn't an attack, he gains one stack of Supplies.

Supplies: Unique effect.

Even Piell, Jedi tank that gains stealth and exchanges effects with other Galactic Republic allies
Unseen Strike, basic ability - Deal physical damage target enemy and remove 20% turn meter. If Even Piell hasn't been damaged by an attack since the end of his last turn, remove another 20% turn meter. If it is Even Piell's turn, he gains stealth and evasion up for two turns.

Dismantle, special ability with a three turn cooldown - Deal physical damage to target enemy and dispel their offensive positive effects. Inflict offense down, critical chance down and daze on them for two turns

Part Intel, special ability with a three turn cooldown - Even Piell has all negative effects dispelled, then swaps all effects with target other Galactic Republic ally. (Negative effects that can't be dispelled are also swapped). Grant them 40% turn meter and reduce their cooldowns by one turn.

Safeguard, unique ability - Whenever another Galactic Republic ally loses a positive effect (excluding taunt), Even Piell gains that effect for two turns. While Even Piell is present, Galactic Republic allies recover 5% protection whenever they gain a positive effect they already have, and gain reinforced for one turn whenever they gain taunt.

Reinforced: This unit's other positive effects can't be dispelled.
Post edited by Allenb60 on

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