Mandalorians

SharkyJKR
7 posts Member
edited May 2023
I was thinking we need to expand the mandalorian faction a bit more. Some characters are well known and others are characters from legends. Here are some kit ideas I came up with for them:

Din Djarin - light side, attacker, mandalorian, scoundrel, bounty hunter
Piercing Beskar, basic: deal physical damage to target enemy and inflict defense down and vulnerable for 2 turns, if target enemy already had either of these debuffs, also remove 25% turn meter and inflict ability block, if target enemy has armor shred, this attack critically hits if able and has +10% critical damage per stack of armor shred on target enemy
Whipcord Wrap, special: inflict stagger, exposed, stun, evasion down, and blind for 2 turns, call a random bounty hunter or mandalorian ally to assist, effects from this ability and the assisting ally can't be resisted or evaded- cooldown 2
Jetpack Charge, special: deal physical damage to all enemies, deal an additional instance of damage to target enemy, and inflict a stack of armor shred, this attack calls all buffed allies to assist dealing 25% less damage - cooldown 4
Defense of the Tribe, leader: mandalorian and bounty hunter allies gain defense up for 1 turn whenever they are critically hit, mandalorian and bounty hunter tank allies taunt for 1 turn whenever an ally is critically hit, mandalorian allies gain 10% turn meter whenever an ally is critically hit, bounty hunter allies gain +5% offense until the end of their next turn whenever an ally is critically hit, allies recover 5% health whenever they gain a buff, whenever an ally is defeated, all active allies gain 20% of the defeated ally's stats, no characters can be revived, if Din Djarin is in the leader slot and not the ally slot, the following contract is active: Contract: deal damage to enemy supports or attacker 15 times (only bounty hunter or mandalorian allies can contribute to the contract) Reward: all allies gain +25% defense, mandalorian allies have +75 speed and bounty hunter allies have their payouts activated
Hunter of Remnants, unique: Din djarin has +10% offense and potency and +5 speed for each of the following: empire enemy, imperial remnant enemy, imperial trooper enemy, Droid enemy, separatist enemy, mandalorian ally, scoundrel ally, or bounty hunter ally, din djarin gains +20% offense and potency and +10 speed whenever any of the above are defeated
Din Djarin's payout: whenever din djarin receives a reward from a payout or is led by a non bounty hunter mandalorian ally at the start of battle he receives the following payout: Din djarin gains +50% defense penetration and the combined assault ability, combined assault dispell all debuffs on target ally and din djarin, grant them offense up and critical damage up, and call target ally to assist and din djarin assists them, these attacks critically hit if able - cooldown 3

Paz Vizsla - neutral, attacker, scoundrel, mandalorian
Vibro-blade strike, basic - deal physical damage to target enemy and inflict blind for 2 turns, if Paz vizsla has 4 or more stacks of resilient defense this attack calls a mandalorian ally to assist
Heavy blaster cannon, special - deal physical damage to target enemy three times and gain a stack of resilient defense for each critical hit - cooldown 2
Hold them off, special - deal physical damage three times to all enemies and this damage inflicts additional effects based on the number of critical hits scored on an enemy character, 1 inflict daze for 2 turns, 2 inflict vulnerable for 2 turns, 3 inflict a stack of armor shred and Paz vizsla gains two stacks of resilient defense, then deal an instance of true damage to all enemies that can't be evaded and inflict burning for 3 turns which can't be resisted, this attack can't be countered- cooldown 4
Shattered by the Empire, unique - mandalorian allies are immune to fracture, stun, and turn meter removal, they also have +10% offense, potency, and tenacity for every active mandalorian ally and empire enemy
Heavy Infantry, unique - Paz vizsla has +10% defense and counter chance for every stack of resilient defense that he has, Paz vizsla gains 4 stacks of resilient defense, 50% turn meter, and reduces his cooldowns by 2 whenever an ally is defeated or drops below 100% health, if Paz vizsla is defeated, all allies recover 100% protection and gain retribution and offense up for 2 turns

Pre Vizsla - dark side, attacker, leader, mandalorian
Vambrace blaster, basic - deal physical damage to target enemy and inflict speed down and evasion down for 2 turns
Buzz-saw shot, special - deal physical damage to target enemy twice, inflict 2 damage over time effects for each critical hit, and inflict stagger and vulnerable for 2 turns - cooldown 2
Flight of the darksaber, special - Pre vizsla gains offense up, evasion up, and speed up for 2 turns, deals physical damage to target enemy, and inflicts a stack of armor shred, this attack has double damage, +50% critical chance, and +50% critical damage if pre vizsla has true warrior - cooldown 3
Leader of Death Watch, leader - mandalorian allies gain a stack of the tradition buff (stacking, max 10) whenever they use an ability, when a mandalorian ally gains ten stacks of tradition all stacks of tradition are dispelled and they gain the true warrior buff, whenever a character is defeated all mandalorian allies gain 25% offense (stacking) and 25% turn meter, tradition +5% offense, critical chance, and critical damage per stack can't be prevented and is only dispelled at 10 stacks, true warrior +50% offense, critical chance, counter chance, and critical damage, ignore taunt during turn, and inflict fear for 1 turn on target enemy after using an ability, can't gain tradition
Descendant of Tarre Vizsla, unique - Pre vizsla gains double stacks of tradition and begins battle with 2 stacks of legacy, pre vizsla also calls a random mandalorian ally to assist whenever he uses an ability, and pre vizsla has +25% defense, defense penetration, and critical avoidance

Tarre Vizsla - light side, leader, attacker, jedi, mandalorian
Defensive strike, basic - gain defense up for 2 turns then deal physical damage to target enemy and inflict defense down for 1 turn, if target enemy already had defense down call another Mandalorian or Jedi ally to assist
Force Valor, special - dispell all debuffs on tarre vizsla and gain foresight, speed up, and evasion up for 3 turns, then gain every buff on all other allies for 3 turns and gain 10% turn meter for every buff on tarre vizsla - cooldown 3
Sun Djem, special - deal physical damage to target enemy twice, then for every buff on tarre vizsla inflict the opposite debuff on target enemy for 2 turns, and inflict a stack of armor shred - cooldown 3
Jedi Lord of Mandalore, leader - any ability effects from jedi or mandalorian allies affect both jedi and mandalorian allies regardless of faction (effects from this leader ability are excepted), mandalorian allies have +25% defense for every stack of armor shred on the enemy squad, mandalorian allies also have +5% counter chance for every debuff on all enemies, jedi allies have +25% offense for every stack of armor shred on the enemy squad, jedi allies also have +5% speed for every buff on all allies
Forger of the Darksaber, unique - at the start of battle, tarre vizsla gains a stack of legacy, enemies have -5% speed and evasion per stack of armor shred on them, anytime an enemy is inflicted with armor shred they are inflicted with an additional stack of armor shred, legacy: +25% offense and defense and +10% speed per stack, gain a stack of legacy and 50% turn meter whenever this character defeats an opponent, if this character is defeated, the character that defeated them gains stacks of legacy equal to the number on the opponent that they defeated plus one, characters with legacy can't be revived, no max stacks
Mando'an Artist unique - at the start of tarre vizsla's turn, he grants a random mandalorian or jedi ally 12.5% turn meter and a random buff on tarre vizsla for 1 turn (these effects are doubled for mandalorian or jedi allies), at the end of tarre vizsla's turn, he removes 12.5% turn meter from a random enemy and also inflicts a random debuff that is on tarre vizsla on them for 1 turn (these effects are doubled for sith and dark side unaligned force user enemies), tarre vizsla ignores taunt effects during his turn

Mandalore the Ultimate - neutral, leader, tank, mandalorian
Cortosis axe smash, basic - deal special damage to target enemy and inflict healing immunity and expose for 2 turns, if target enemy was already debuffed, mandalore gains +5% offense (stacking, no max)
Charge of the Mythosaur, special - dispell all buffs on all enemies and deal special damage to all enemies, call all other mandalorian allies to assist dealing 50% less damage and all other mandalorian allies gain 25% turn meter - cooldown 3
Heavy rifle barrage, special - deal special damage to all enemies and inflict offense down, stagger, and daze for 3 turns, mandalore gains merciless for 3 turns - cooldown 3
Extinction of the Taung, leader - mandalore can't be defeated while there are other active allies, the first time mandalore has no active allies at the start of his turn, he gains +25% speed, offense, and max health per active enemy and recovers 100% health, mandalorian allies have +50% defense penetration and their attacks can't be evaded when attacking a force user (sith, jedi, or unaligned force user), old republic, or sith empire enemy, mandalorian allies gain a stack of mando'ade whenever they are critically hit, mando'ade +5% critical avoidance, critical damage, and max protection per stack can't be prevented or dispelled
Great shadow father, unique - at the start of his turn, mandalore dispells taunt from himself and all enemies, mandalore gains stealth for 1 turn at the end of his turn, when another ally is damaged mandalore dispells stealth on himself and all enemies and he gains taunt for 1 turn, when mandalore loses taunt or stealth, he inflicts fear on a random enemy that doesn't already have it for 1 turn, when mandalore has taunt, he has +50% defense, when he has stealth, he has +25% speed, mandalore can't be dazed or counter attacked
Recruiter of worlds, unique - mandalorian allies gain a stack of mando'ade whenever they use a special ability, mandalore has +5% critical chance, max health, and counter chance for every mando'ade buff on all active allies, whenever mandalore scores a critical hit, he calls a random ally with mando'ade to assist (limit once per turn)
Ultimate, unique - mandalore has +50% max protection and all mandalorian allies gain +10% of mandalore's max protection and have +50% tenacity while they have protection

Mandalore the Indomitable - dark side, leader, attacker, mandalorian
Conquer, basic - deal physical damage to target enemy and inflict buff immunity for two turns, if it is a critical hit, mandalore gains 25% turn meter and this effect can't be resisted
Basilisk war droid strike, special - deal physical damage to all enemies and inflict burning, vulnerable, and healing immunity for 2 turns - cooldown 2
Nothing of surrender, special - mandalore takes damage equal to 25% of his max health, this damage can't defeat him, then deal true damage equal to 4x the amount mandalore took, if this damage defeats an enemy, mandalore recovers 100% health and protection, then call all allies under 100% health to assist dealing a percent more damage for every percent under full health that they are, enemies defeated by this ability can't be revived - cooldown 4
Commander of the Mandalorian Crusaders, leader - mandalorian allies are immune to percent health , ability block, and stun effects, mandalorian allies gain +2.5% defense (stacking) whenever they are critically hit and gain +2.5% offense (stacking) whenever they critically hit an enemy, all mandalorian allies gain 10% turn meter whenever an enemy evades an attack
On my own world, unique - mandalore ignores taunt effects and whenever an enemy gains stealth, he dispells it from them and inflicts marked on them for as many turns as they would have had stealth, at the start of his turn mandalore consumes all buffs on himself and gains +10% offense and counter chance for 2 turns for every buff dispelled, whenever an enemy resists one of mandalore's debuffs, mandalore removes 25% turn meter from them which can't be resisted
Loyal to the Sith, unique - if there is a sith ally in the leader slot, all mandalorian allies gain the sith faction tag for that battle, mandalore's attacks can't be evaded or resisted if he is targeting a jedi or old republic enemy, sith allies have +10% evasion and +25% counter chance
Indomitable, unique - mandalore gains damage immunity and taunt for 1 turn, can't be prevented or dispelled, whenever an enemy gains three or more buffs and the first time each ally falls below 25% health, the first time mandalorian ally falls below 25% health, they recover 25% health, dispell all debuffs on themselves, and take a bonus turn

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