Rework ideas for Jedi Consular’s Starfighter and Clone Sergeant’s ARC-170
I’ve been working on some concepts for some new Galactic Republic ships that could be added to the game, enough for my Resolute/Redeemer idea a while back, but also for Endurance and Negotiator as well. So here are my reworks and I’ll post the Negotiator stuff later..
[Rework] Clone Sergeant’s ARC-170
Crew: Clone Sergeant
Light Side, Tank, Clone Trooper, Galactic Republic
Basic: “Wing Cannons”
Deal Physical damage to target enemy with a 50% chance to inflict Target Lock and Defense Down for 2 turns, doubled on a Critical Hit. This ability cannot be evaded.
Special 1(CD 3): “Torpedo Strike”
Deal Physical damage to all enemies, which cannot be evaded. For each Critical Hit, recover 20% Health and Protection.
Target Lock: This attack is guaranteed to be a Critical Hit. Inflict Burning for 2 turns.
Special 2(CD 3): “Overcharge”
Clone Sergeant’s ARC-170 and other Clone Trooper allies gain Defense Up for 2 turns and recover 65% Protection. Gain Taunt for 2 turns. If all allies are Clone Trooper, all allies gain 5% Defense and Offense until end of battle.
“Structural Enhancement”
Enter Battle: All Galactic Republic allies gain Protection Up(20%), doubled for Clone Trooper allies, and Clone Sergeant’s ARC-170 Taunts while he has Protection.
[Rework] Jedi Consular’s Starfighter
Crew: Jedi Consular
Light Side, Attacker, Galactic Republic, Jedi
Basic: “Republic Defender”
Deal Physical damage to target enemy with a 70% change to gain Defense Up and Critical Chance Up for 2 turns.
Target Lock: Grant another random ally Defense Up and Critical Chance Up for 2 turns.
Special 1(CD 3): “Guarded Assault”
Deal Physical damage to target enemy and call target ally to Assist, dealing 10% more damage per Jedi ally with Valor. Jedi Consular’s Starfighter and target ally gain Protection Up(60%) for 2 turns and +5% Offense until the end of battle.
Special 2(CD 3): “Stabilized”
Target ally recovers 70% Protection. If that ally is Republic, they recover an additional 30% Protection. If that ally is Jedi, then all allies gain Offense Up, Critical Damage Up, and Defense Penetration Up for 2 turns, which cannot be dispelled or prevented, then all Jedi allies, including the ally Capital Ship, assist, dealing 25% less damage.
Unique: “For the Republic!”
If there are 6 other Jedi allies, including the ally Capital Ship and reinforcements, then Jedi Consular will join the battle with Valor for the rest of battle, which cannot be copied, dispelled, or prevented. Galactic Republic allies have +10% Offense and Defense for each ally with Valor.
“Guardian of the Republic”
Enter Battle: All allies recover 40% Protection and Health. If all active allies are Jedi, they gain Valor for 2 turns.