The Clone Wars ideas #8

Allenb60
2171 posts Member
edited August 2020
Link to #7

R3-S6, Droid support infiltrator that relays information to Separatist allies
Electric Shock, basic ability - Deal physical damage to target enemy. Deal 10% more damage for every other Separatist ally present.

Spring a Trap, special ability with a four turn cooldown - Target enemy gains 25% turn meter and is inflicted with Trapped for one turn, which can't be dispelled, evaded or prevented.

Trapped: Whenever this effect expires, all allies have their defensive positive effects dispelled and are exposed for two turns, and Separatist enemies gain 30% turn meter and critical damage up for one turn. These effects can't be evaded or resisted.

Grapple Cable, special ability with a one turn cooldown - R3-S6 gains marked for one turn and target enemy is inflicted with Grappled until the end of R3-S6's next turn. This Grappled effect can't be dispelled, evaded or prevented. This ability starts on cooldown and can only be used once per encounter.

Grappled: If the enemy R3-S6 is defeated, this unit instantly defeated and can't be revived.

Droid Spy, unique ability - Whenever R3-S6 ends its turn, it inflicts offense down for one turn and defense down for two turns on the enemy with the highest turn meter, which can't be resisted or evaded. If there are no Droid enemies at the start of the encounter, Separatist allies gain 10% offense, potency, max health, max protection, critical chance and accuracy until the end of the encounter. R3-S6 can't be revived.

Senator Jar Jar Binks, Evasive Gungan support that grants many positive effects and deals random damage
Happenstance, basic ability - Deal physical damage to target enemy and inflict speed down for two turns. Inflict stagger for two turns if Jar Jar has evaded the target this encounter. This attack has high damage variance.

Ever Resourceful, special ability with a four turn cooldown - Grant all allies three random non-unique positive effects (excluding taunt or stealth) they haven't gained this encounter one turn. Jar Jar takes a bonus turn if all other allies are Galactic Republic.

Temporary Distraction, special ability with an four turn cooldown - Jar Jar gains protection up (50%) and evasion up for three turns. Inflict ability block on the target enemy and grant other allies stealth until Jar Jar loses this evasion up effect. This ability block effect can't be dispelled.

Clumsy Demeanor, unique ability - Jar Jar gains 30% evasion against basic abilities, doubled while he has evasion up. While Jar Jar is present, Galactic Republic gain 2% offense for every different positive effect they have, gain 4% defense for every different positive effect they have gained this encounter and don't have, and gain 15% potency.

Duchess Satine Kryze, Lightside support that takes matters into her own hands
Deactivate, basic ability - Dispel all positive effects from target enemy and inflict buff immunity on them until the start of Satine's next turn. If Satine has stealth, this ability can't be evaded.

Crime Investigation, special ability with a two turn cooldown - Grant all allies Detective Work and 30% turn meter. Satine gains stealth for two turns. A random enemy gains Culprit until no allies have Detective Work.

Detective Work: Whenever this unit uses an ability during their turn, they dispel Culprit from their target enemy. If an enemy loses Culprit during this unit's turn, all allies lose Detective Work, and all allies gain 20% offense and potency (stacking, max 5 stacks) until the end of the encounter.

Culprit: This effect is not visible to enemies.

Daring Rescue, special ability with an six turn cooldown - Satine gains Daring Rescure until the start of her next turn, which can't be dispelled or prevented. Increase the cooldown of Crime Investigation by two turns.

Daring Rescue: Other allies can't be reduced below 1% health, and their speed is set to 0 while at 1% health. When this effect expires, all allies have their current health percentages equalized, all negative effects dispelled, and they gain heal over time (30%) for one turn.

Duchess of Mandalore, leader ability - All allies gain 25 speed and 25% max health. While Satine is present, other allies gain offense equal to 40% of Satine's offense, tripled for Mandalorian Royal Guard.

Pacifist, unique ability - Whenever an ally uses a special ability that deals no damage while Satine is present, they gain 20% turn meter if they have no negative effects, and they have all negative effects dispelled. While Satine has stealth, she ignores taunt during her turn. If no combatant allies are present, Satine escapes combat.

Mandalorian Royal Guard, Lightside tank that subdues enemies and protects allies
Force Staff, basic ability - Deal special damage to target enemy. Deal damage a second time if Duchess Satine Kryze is present.

Enforcement, special ability with a three turn cooldown - Deal special damage to target enemy and dispel their positive effects. Stun them for one turn if any offensive positive effects were dispelled

Personal Guard, unique ability - Whenever an ally uses an ability that deals no damage, Mandalorian Royal Guard gains 35% turn meter, taunt, and a random defensive positive effect he doesn't have for one turn. At the start of Mandalorian Royal Guard's turn, he has the duration of his defensive positive effects (excluding taunt) increased by one turn. Mandalorian Royal Guard gains 35% offense for every ally that is under full health or not present.

Hevy, Clone attacker that deals high damage and becomes the target of any enemy he damages
Suck Laser!, basic ability - Deal physical damage to target enemy. This attack deals damage an additional time until a critical hit is not scored.

Let's Even the Odds, special ability with a three turn cooldown - Deal physical damage to all enemies, then deal physical damage to random enemy targets until a critical hit is not scored. If Hevy is under full health, this ability deals double damage, it has no cooldown, and Hevy has the duration of his positive effects increased by one turn.

Heavy Weapons Specialist, unique ability - If all allies are Galactic Republic, Hevy gains 50% defense, 50% max health, 25% offense, and 25% critical chance. Whenever Hevy damages an enemy, he gains marked during their next turn. Whenever Hevy critically hits, he gains 10% critical avoidance (stacking) for one turn and has -10% critical chance until the end of the turn.

Solo Mission, unique ability - While Hevy is under full health, he can't assist, call allies to assist, gain bonus turn meter, gain positive effects, lose negative effects, recover health, or recover protection. Other Clone allies recover 5% protection whenever the effects of this ability trigger.

Fives - Phase 1, Clone tank that dispels positive effects and alerts allies to enemy advances
Cut Off, basic ability - Deal physical damage to the target and dispel their positive effects. Inflict speed down for two turns if they have no positive effects.

Signal Flare, special ability with a three turn cooldown - Clone allies gain 20% turn meter, retribution and critical avoidance up for two turns. Dispel stealth and advantage from all enemies. This ability can't be evaded.

Critical Avoidance Up: this unit has +25% critical avoidance.

The Front Lines, unique ability - At the start of the encounter, Fives gains retribution, critical avoidance up, defense up, and taunt for one turn. Fives deals 50% more damage whenever he attacks outside of his turn.

Heat of Battle, unique ability - While Fives is present, Galactic Republic allies call a random Clone ally without critical chance up to assist whenever they use an ability during their turn, and Clone allies gain critical chance up for one turn whenever they assist an ally.

Echo - Phase 1, Clone support that takes a sniper position and falls back when necessary
Parting Shot, basic ability - Deal physical damage to target enemy. If Echo doesn't have stealth, he gains 30% turn meter and the cooldown of Vantage Point is reduced by one turn.

Vantage Point, special ability with a three turn cooldown - Echo and target other Clone ally gain stealth, accuracy up, offense up, defense penetration up, and critical damage up for three turns. Echo gains 50% turn meter.

Regulation Manual, unique ability - Whenever Echo ends his turn without stealth, the Clone ally with the lowest protection recovers 40% protection and has all negative effects dispelled, and all other Clone allies recover 5% protection and have the last negative effect they have gained dispelled.

We could use a Jedi, unique ability - Whenever a Clone ally falls under 50% protection, Echo loses all offensive positive effects and stealth. Whenever Echo loses a positive effect, he gains 10% turn meter.
Post edited by Allenb60 on
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