The Clone Wars ideas #11

Allenb60
2171 posts Member
edited August 2020
Link to #10

Hunter, Clone Force 99 attacker that considers his options and leads missions
DC-17 Rifle, basic ability - Deal physical damage to target enemy. Hunter gains 10% turn meter for every enemy that is damaged by this attack.

Hand to Hand Combat, special ability with a three turn cooldown - Deal physical damage to target enemy and inflict ability block for one turn, which can't be resisted or dispelled.

I like your style, special ability with a three turn cooldown - Swap turn meter with target other Clone ally. If they are a Clone Force 99 ally, reduce their cooldowns by one turn. If they are a Clone Leader ally, grant all allies offense up and defense penetration up for two turns.

No Turning Back, leader ability - Clone allies gain 100% counter chance and 20% offense. Hunter dispels stealth from all enemies at the start of his turn, which can't be evaded.

Crosshair, Clone Force 99 attacker that makes great use of a sniper rifle and his environment
Sharpshooter's Skill, basic ability - Deal physical damage to the target. Inflict defense down on every enemy damaged by this attack for two turns.

Target Acquired, special ability with a three turn cooldown - Inflict marked on the target until the end of Crosshair's next turn, which can't be evaded or dispelled. Whenever the target takes damage from an attack while they have this marked effect, they have -5% max health (stacking) during Crosshair's next turn, which can't be resisted.

Ricocheting Shot, special ability with a three turn cooldown - Deal physical damage to the target and bonus damage to all enemies with mirror placement for every stack of mirror placement they have. This attack can't be countered. Remove 20% turn meter from enemies whenever they take damage this turn.

My Turn, unique ability - Whenever another Clone ally is evaded, unable to attack out of turn, or attacks an enemy during their turn, the target enemy of their ability gains one stack of mirror placement until Crosshair uses Richocheting Shot. Enemies can't evade and allies can't assist during Crosshair's turn.

Wrecker, Clone Force 99 tank that protects allies and takes enemies head on
Fighting Spirit, basic ability - Deal physical damage to the target. Clone allies recover 10% protection for every enemy that is damaged by this attack.

Makeshift Shield, special ability with a three turn cooldown - Clone allies gain Defensive Formation until the start of Wrecker's next turn, which can't be prevented or dispelled.

Defensive Formation: Whenever an enemy deals damage that isn't bonus damage to this unit, they deal 20% less damage for every other ally with Defensive Formation, and they deal bonus damage to all other allies with Defensive Formation.

Bulldoze, special ability with a three turn cooldown - Deal physical damage to the target based on Wrecker's defense. This attack can't critically hit or be evaded.

Massive Strength, unique ability - Wrecker gains 20% defense (stacking) for three turns whenever he is damaged by an attack. Wrecker gains 20% turn meter whenever an enemy attacks a Clone ally and doesn't damage him.

Tech, Clone Force 99 support that can handle any technical problem, given time
Knowledge Applied, basic ability - Deal special damage to target enemy and dispel their positive effects.

Mark 151, special ability with a three turn cooldown - Dispel all positive effects from all enemies and call target other Clone ally to assist, dealing double damage. They deal bonus damage to all other enemies.

Analysis Complete, special ability with a three turn cooldown - Clone allies have all negative effects dispelled. All Clone allies gain 20% in their lowest stat compared to the target enemy (stacking) until this ability is used again.

Database at the ready, unique ability - During each encounter, whenever an enemy gains a positive effect that an enemy has already gained, and whenever a Clone ally gains a negative effect that a Clone ally has already gained, Tech gains 10% turn meter and has all negative effects dispelled.

Gar Saxon (Shadow Collective), Shadow Collective tank that pivots enemy advances and doesn't compromise his mission
Take them down, basic ability - Deal physical damage to target enemy and inflict two damage over time effects for two turns.

Fierce Opposition, special ability with a three turn cooldown - Gar Saxon gains marked, speed down and tenacity up for one turn. Shadow Collective allies recover 30% protection and gain critical hit immunity for two turns.

Militant Culture, special ability with a three turn cooldown - Shadow Collective allies gain offense up and critical chance up for two turns, then call all Shadow Collective allies to assist, dealing 50% less damage unless Gar Saxon has marked.

Plasma Shield, unique ability - Gar Saxon takes 60% less damage while he has marked and 90% less damage while he has deathmark. Whenever another Shadow Collective ally gains marked or deathmark, Gar Saxon swaps marked or deathmark effects with them.

Rook Kast, Shadow Collective attacker that executes cunning plans and finishes off weak enemies
Vital Strike, basic ability - Deal physical damage to target enemy and deal 20% more damage for each negative effect they have.

Draw Out, special ability with a three turn cooldown - All enemies gain 20% turn meter and are exposed for two turns. Shadow Collective allies gain retribution and potency up for two turns.

Shouldered Missile, special ability with a four turn cooldown - Deal physical damage to all enemies and dispel their positive effects, inflict two damage over time effects and defense down for two turns. This attack can't be evaded.

Anticipation, unique ability - The first time an enemy gains bonus turn meter or takes a bonus turn since the end of their last turn, Rook Kast inflicts offense down on them for one turn and increases their cooldowns by one turn. These effects can't be evaded or resisted if they have a positive effect.

Cato Parasitti, Bounty Hunter support that uses enemy intelligence and appearance to gain the upper hand
Silent Melee, basic ability - Deal physical damage to target enemy and stun them for one turn if Cato Parasitti has stealth.

Chasing Shadows, special ability with a three turn cooldown - Cato Parasitti gains stealth for one turn. While she has this stealth effect, other Bounty Hunter allies gain 75% evasion against basic abilities.

Perfect Disguise, unique ability - Whenever Cato Parasitti attacks an enemy, she dispels their positive effects and gains any effects dispelled for two turns, which can't be evaded.

Inside Info, unique ability - While Cato Parasitti has a positive effect, Bounty Hunter allies gain a percentage of speed equal to 10% of their potency.

Cato Parasitti's Payout - Whenever Cato receives Rewards from a Contract, she also gains the following Payout. (Contracts are granted by certain Bounty Hunter Leader Abilities.) Payout: Cato has the duration of her positive effects increased by one turn. Until the end of the encounter, whenever Cato gains a positive effect, the duration of that effect is increased by one turn.
Post edited by Allenb60 on
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