Attack on Scarif

For the Galaxy!- Rebels gain +20% offence,defence and +25% speed
Phase 1
You must distract the Stormtroopers and Shoretroopers to allow your troops to infiltrate the
Imperial Base on Scarif.
1...2...3! You're dead!

Replies

  • CF_Jedi1234
    376 posts Member
    edited February 2017
    Shoretrooper Leader- Boss
    E-22 Blaster Rifle- Basic
    Deal Physical damage to target enemy with a 70% chance to gain Taunt for 2 turns.
    Behind the line- Special Cooldown 4
    All other allies recover Health equal to 24% of Shoretrooper Leader's Max Health and gain 2X Critical Hit Chance for 2 turns. Shoretrooper Leader gains Speed Up and Taunt for 2 turns. Whenever Shoretrooper Leader is critically hit while he has taunt, he gains 5% turn meter.
    Reinforce!- Special Cooldown 5
    Call in up to 2 Shoretroopers and 2 Stormtroopers and grant all allies Advantage for 2 turns.
    Guarding The Facility- Unique
    At the start of each encounter Shoretrooper Leader gains Taunt for 1 turn. Whenever another allied Empire unit uses a Special ability, if Shoretrooper is Taunting, they gain 15% Turn Meter and Shoretrooper Leader recovers 10% Max Health. If any ally inflicts a debuff on any enemy, gain Taunt for 2 turns.
    Post edited by CF_Jedi1234 on
    1...2...3! You're dead!
  • CF_Jedi1234
    376 posts Member
    edited February 2017
    Stormtrooper
    Imperial Marksmanship- Basic
    Deal Physical damage to target enemy and all enemies with more than 60% turn meter. This attack has high damage variance. If 2 or more enemies are attacked, remove 10% turn meter from all enemies
    Stormtrooper Bravado- Special Cooldown 3
    Gain Taunt for 4 turns and remove 20% turn meter from all allies. For each ally with above 30% turn meter before deduction, expose target for +1 turn.
    Nameless Troop- Unique
    Stormtrooper grants 13% Defense to each living Empire ally and has a 80% chance to revive once with 80% health and 50% turn meter.
    Post edited by CF_Jedi1234 on
    1...2...3! You're dead!
  • Shoretrooper
    Target Weapons- Basic
    Deal Physical damage to target with a 50% chance to inflict Critical Chance Down for 3 turns.
    Regroup- Special Cooldown 5
    Deal physical damage to target. All other allies recover Health equal to 24% of Shoretrooper's Max Health and gain Critical Hit Immunity for 2 turns. Shoretrooper gains Taunt for 2 turns. Whenever Shoretrooper loses a buff, reduce the cooldown of this ability by 1.
    Stand Guard- Unique
    At the start of each encounter Shoretrooper gains Taunt for 1 turn. Whenever another allied Empire unit uses a Special ability, if Shoretrooper is Taunting, they gain 15% Turn Meter and Shoretrooper recovers 10% Max Health. Also, if Shoretrooper Leader is debuffed when Shoretrooper is Taunting, Shoretrooper Leader and Shoretrooper gain +10% Turn meter
    1...2...3! You're dead!
  • Forced Allies- Baze Malbus, Chirrut Îmve and Scarif Rebel Path Finder
    They will assist you, but they have -10% speed and -15% tenacity.
    1...2...3! You're dead!
  • Phase 2
    The distraction was enough to get you in! Now you must reach the transmission area to transmit the Death Star Plans.
    1...2...3! You're dead!
  • CF_Jedi1234
    376 posts Member
    edited February 2017
    Director Krennic- Boss
    Test Their Defences- Basic
    Deal Special damage to target enemy and expose for 3 turns. If Deathtrooper is present or target was Rebel, inflict Tenacity Down for 2 turns.
    Deal Special damage to all enemies with a 70% chance to inflict Stagger for 2 turns. If any enemies are debuffed, revive Death Trooper with 20% Health for each debuffed enemy. If Death Trooper is present, he is called to Assist.
    Reinforce!- Special Cooldown 5
    Call in 3 Death Troopers and 2 Stormtroopers. All other living allies gain +15% of their max health.
    AT-ACT Assault- Special Cooldown 6
    Deal physical damage to all enemies with a 70% chance to inflict Stagger for 2 turns. If any enemies are debuffed,grant Death Trooper +20% Health for each debuffed enemy. If Death Trooper is present, he is called to Assist.
    Experimental Weaponry- Special Cooldown 7
    Deal physical damage to target enemy and inflict a debuff (Attacker: Stun, Healer/Support: Ability Block, Tank: Buff Immunity) for 2 turns. If the target is a Rebel, also inflict all the debuffs and call
    Death Trooper to assist. For each debuff applied by both of them, reduce all of Krennic's Cooldowns by 1 turn.
    Director of Advanced Weaponry Research- Leader
    Empire allies gain 25% Critical Chance and 25% Potency. Debuffed enemies who are Critically Hit during an Empire ally's turn suffer 3 D.O.T.s for 1 turn. Empire allies gain 5% Turn Meter whenever they score a Critical Hit.
    Merciless Assault- Unique
    If Krennic is buffed, all enemy healing and offence is halved.Krennic also gains +40% potency for each enemy with debuffs. If a rebel enemy is buffed, he gains +60% tenacity.
    1...2...3! You're dead!
  • Death Trooper
    Track Down- Basic
    Deal Physical damage to target enemy and inflict Daze for 3 turns. If the target was already Dazed, Stun them for 1 turn. If the target is a Rebel, attack again
    Death Trooper Grenade- Special Cooldown 4
    Deal Physical damage to all enemies and Dispel all buffs on them with a 70% chance to inflict Healing Immunity for 2 turns. Enemies who were not buffed have their cooldowns increased by 1.
    Terminate- Special Cooldown 3
    Deal Physical damage to target enemy. If the target is suffering any debuffs, this attack is a guaranteed Critical Hit. If there are any defeated enemies, also inflict Deathmark for 2 turns. Targets defeated by Terminate can't be revived.
    Krennic's Guard- Unique
    Whenever Death Trooper scores a Critical Hit, he and Director Krennic recover 20% Health. Death Trooper has a 50% chance to gain 100% Turn Meter whenever Director Krennic takes damage. Director Krennic suffers half damage from percentage based debuffs while Death Trooper is alive.
    1...2...3! You're dead!
  • Stormtrooper
    Imperial Marksmanship- Basic
    Deal Physical damage to target enemy and all enemies with more than 60% turn meter. This attack has high damage variance. If 2 or more enemies are attacked, remove 10% turn meter from all enemies
    Stormtrooper Bravado- Special Cooldown 3
    Gain Taunt for 4 turns and remove 20% turn meter from all allies. For each ally with above 30% turn meter before deduction, expose target for +1 turn.
    Nameless Troop- Unique
    Stormtrooper grants 13% Defense to each living Empire ally and has a 80% chance to revive once with 80% health and 50% turn meter.
    1...2...3! You're dead!
  • Forced Allies- Jyn Erso, Cassian Andor and K2SO
    They will assist you, but they have -10% speed and -15% tenacity.
    1...2...3! You're dead!
  • Phase 3
    Your ships must destroy the shield to receive the transmissions.
    1...2...3! You're dead!
  • CF_Jedi1234
    376 posts Member
    edited February 2017
    Devastator- Capital Ship
    XX-9 Heavy Turbolasers- Basic
    Deal physical damage to target and inflict speed down for 2 turns.
    NK-7 Ion Cannons- Special Cooldown 5
    Deal physical damage to all enemies and target lock main target for 3 turns (undispellable). Grant all Imperial allies offence up for 3 turns.
    Imperial Shuttle Strike- Special Cooldown 7
    Deal physical damage to 3 targets and expose targets for 3 turns. For each debuff on targets, each shuttle deals +20% damage. Also call in 2 Tie Fighters,2 Tie Strikers and 1 Tie Reaper.
    Tractor Beam- Unique
    Opponents have -20% evasion and -10% tenacity and take 5% damage from allies.
    Deadly Power- Crew Ability ( Darth Vader )
    All enemy buffs are granted to this ship.
    1...2...3! You're dead!
  • Imperial Tie Fighter
    L-s1 Laser Cannon- Basic
    Deal Physical damage to target enemy with a 70% chance to inflict Target Lock for 2 turns.
    T-s8 Targeting Computer Special Cooldown 4
    Deal Physical damage to target enemy and gain Foresight for 2 Turns. Target Lock: Inflict Buff Immunity for 2 turns.
    Control Thrusters- Crew Ability ( Tie Fighter Pilot )
    Grants 15% Turn Meter to the allied Capital Ship whenever this Ship Evades an attack. This effect is doubled for Empire Capital Ships.
    1...2...3! You're dead!
  • CF_Jedi1234
    376 posts Member
    edited February 2017
    Tie Reaper
    Defensive Battery- Basic
    Deal Physical damage to target enemy and inflict Offense Down for 1 turn if that enemy has no debuffs. If target was debuffed, deal +10% damage. This effect can't be resisted by Rebels.
    Heavy Interference- Crew Attack ( Death Trooper ) Cooldown 3
    Deal Physical damage to target enemy and Dispel all buffs from them. If that enemy had no buffs, increase their cooldowns by 1 and remove 50% Turn Meter. These effects can't be Resisted. If this attack scores a Critical HIt, it removes 5% Turn Meter for each debuff or buff ( before dispel ) on them. This attack deals 1% more damage for each 1% Turn Meter removed.
    Imperial Support- Crew Special Ability ( Shoretrooper ) Cooldown 3
    TIE Reaper and target ally gain Defence Up, Tenacity Up for 2 turns. If that ally is Empire, they gain a 20% health and turn meter.
    Grim Voyage- Unique
    The enemy Ships lose 35% Turn Meter whenever any ship is defeated.
    1...2...3! You're dead!
  • CF_Jedi1234
    376 posts Member
    edited February 2017
    Tie Striker
    SFS L-s9.3 Laser Cannons- Basic
    Deal Physical Damage and inflict 4 D.O.T.s for 4 turns. If target was Rebel, gain speed up for 2 turns.
    SFS H-s1 Heavy Laser Cannons- Special Cooldown 3
    Deal physical damage to all enemies and stun all buffed enemies and expose all buffed enemies.
    Proton Bomb- Crew Attack ( Stormtrooper ) Cooldown 4
    Inflict Death Mark on target for 2 turns. If target was buffed remove all turn meter. If target was debuffed, stun target for 2 turns.
    Advanced Lightweight Frame- Crew Ability ( Tie Striker Pilot )
    This ship has +60% speed and evasion as long as it is not debuffed.
    1...2...3! You're dead!
  • Main Target- Shield Gate
    Guarding the Gate- Unique
    Whenever the gate is attacked, any one ally gains 100% turn meter. This attack of that ally will deal -60% damage.
    1...2...3! You're dead!
  • Forced Allies- Bistan's U-Wing, Ten Numb's Blue 5 B-Wing
    1...2...3! You're dead!
  • Mike1980
    482 posts Member
    edited February 2017
    TLDR
    You spent a lot of time on this I'm guessing, I think a raid with ships would be cool though like you're suggesting. I could care less about the specifics of how all the specials would work etc, if it were just a brief description of your idea I probably would have read more of it.
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