Hi Holotable Heroes,
The new Territory Battle, Rise of the Empire launches soon and here are some details to help you prepare for our first Territory Battle that uses your entire roster!
Overview of Missions, Modifiers, and Required Characters & Factions
Each phase will require characters of a specific Relic level. Not all squads composed of that Relic level are guaranteed to clear every wave of every encounter in that phase. Even squads and characters over the minimum Relic level may find certain encounters or planetary modifiers insurmountable due to the nature of the battle.
Much like previous Territory Battles, you need the right units, the correct strategy, and at least the min Relic levels to beat these Combat Missions. Unlike previous Territory Battles, Encounters are static and you will face the same enemies in each Encounter every time to enter that battle.
We are including here a breakdown of what units and factions will be required in missions in any given phase, as well as what Modifiers are in play for that planet. Many of these Planetary Modifiers will look familiar, as they are identical to the ones used in Galactic Challenges that take place on those planets, but we have added additional ones as well as changed some planets’ modifiers to a different effect. Modifiers marked as Encounter Modifiers will occur on at least one combat encounter on that planet.
Remember, appropriate modding will be a deciding factor in many battles! Using the improved Mod Management and new Mod Enhancement systems to filter and calibrate your existing mods can give you the significant advantage needed to see victory where you once saw defeat.
NOTE: Recommended Relic levels should be used as a rough guideline. Mods, Squad composition, combat strategy, and Operations will also greatly impact the difficulty of these battles.
NOTE: Min Requirements are for Combat Missions and Operations but not Deployment
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PHASE 1
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Phase and Alignment - Phase 1 Sector 1 - Light Side
Planet - Coruscant
Ground Modifier - Thunderous Applause
All characters (excluding summons) gain the Democracy granted ability which starts at 0%. Whenever an ally gains a buff or inflicts a debuff on an enemy, increase all ally's energy by 5%. At the start of the encounter, both Leaders gain 100% Potency and Tenacity, 100 Speed, and are immune to Fear. The enemy leader is immune to and destroy effects and can't fall below 1% Health while an ally is present.
(Granted Ability): Democracy
Set Democracy's charge to 0% for all allies. Inflict 1 stack of No Confidence on the enemy Leader and Stun them for 1 turn, which can't be evaded or resisted. When the enemy Leader reaches 3 stacks of No Confidence, they are instantly defeated (including Galactic Legends), all allies no longer gain charge, and all allies (excluding summons) gain Thunderous Applause for the rest of the encounter.
Encounter Modifier - Total Obedience
If the allied Leader would be defeated, a random Clone Trooper ally is defeated instead and the allied Leader gains 100% Health and Turn meter.
Whenever a Clone Trooper ally takes damage, all Clone Trooper allies gain Protection Up (10%) for 2 turns. Whenever the allied Leader takes damage, all ally Clone Troopers gain 12% Turn Meter.
Space Modifier - This is Where the Fun Begins
At the start of battle, a random ship is inflicted with Marked until they receive damage. Whenever a ship is Marked, all other ships gain Taunt for the rest of the encounter. Whenever a ship inflicted with Marked is attacked (excluding the Capital Ship), the attacking ship is inflicted with Marked for the rest of the encounter. Marked ships have -50% Defense and +50% Offense. Ships with Taunt have +50% Defense and -50% Offense. Whenever a ship attacks a Marked target, they gain 10% Offense (stacking, max 200%), and if they critically hit the Marked target, they gain 10% Critical Damage (stacking, max 200%). Whenever a ship with Taunt is attacked, they lose 10% Defense.
Combat Requirements (All ships required at 7 stars) - Relic 5
Light Side and Neutral Units
- Jedi
- Mace Windu, Kit Fisto
- Outrider
- Lord Vader
- Scythe
- Doctor Aphra
- Jabba the Hutt
- Young Han, Qi'ra
- Lando's Millennium Falcon, Outrider
- Jedi
- Geonosians
- Young Lando Calrissian
- Hondo Ohnaka
- Jabba the Hutt
- Light Side Wookiees
- Profundity
- Doctor Aphra
- Empire
- Fennec Shand
- Jabba the Hutt
- Grand Inquisitor + 4 Inquisitorius
- Executor
- Jedi
- Phoenix
- Third Sister
- Inquisitorius [/list] ----------- Phase and Alignment - Phase 4 Sector 3 - Mixed Planet - Kessel Ground Modifier - Confusing Tunnels Whenever a character uses a Special ability, they gain a stack of Confuse (max 3) until the end of the encounter. All characters gain the granted ability Clear Head at the start of battle. Confuse: Detrimental effects build based on the cumulative number of stacks:
- Can't gain buffs
- Can't counter, assist, or gain bonus Turn Meter (Raid bosses and Galactic Legends: -30% Counter Chance)
- When this unit uses their Basic ability, increase their cooldowns by 1, which can't be resisted (Raid bosses and Galactic Legends: -50% Defense, does not stack with Defense Down)
- Can't gain buffs
- Can't counter, assist, or gain bonus Turn Meter
- When this ship uses their Basic ability, increase their cooldowns by 1, which can't be resisted
- Jabba the Hutt
- Qi'ra, L3-37
- Ghost
- Cassian Andor
- K-2SO
- Eighth Brother
- Fifth Brother
- Seventh Sister
- Jabba the Hutt
- Young Han, Vandor Chewbacca
- Baze, Chirrut, Scarif Rebel Pathfinder + 2
- Cassian Andor, K-2SO, Pao
- Profundity
- Darth Vader
- Iden Versio
- Imperial TIE Fighter
- Jabba the Hutt
- Doctor Aphra, 0-0-0, BT-1