The Clone Wars ship ideas #1

Allenb60
2171 posts Member
edited February 2020
The Twilight, Galactic Republic Attacker spice freighter that has been modified for combat missions
Crew: General Skywalker
Rotary Heavy Blasters, basic ability - Deal physical damage to the target, ignore their defense and deal 45% more damage if the Twilight has target lock

Silent Approach, special ability with a four turn cooldown - The Twilight and target other ally gain stealth for two turns, Galactic Republic allies have +25% critical avoidance until both of these stealth effects expire

The Best Defense, unique ability - The Twilight gains 100% counter chance while it has target lock and gains 50 speed while it has no defensive positive effects. In addition while The Twilight has a defensive positive effect, it gains a new special ability, Dump Cargo: The Twilight gains Valor, offense up and critical chance up for three turns, takes a bonus turn, and loses all defensive positive effects (cooldown 1)

Personal Modifications, hardware ability - Enter Battle: Until the end of the encounter, whenever the Twilight gains a positive effect or grants a positive effect to an ally, the duration of that effect is increased by one turn

Nu-class Attack Shuttle, Galactic Republic support transport with offensive and defensive capabilities
Crew: Commander Cody

Medium Laser Cannons, basic ability - Deal physical damage to the target and inflict tenacity down for one turn, Target Lock: inflict speed down for two turns

Survey and Report, special ability with a two turn cooldown - Target ally has all negative effects dispelled and is called to assist if they had no negative effects, then they gain positive effects for two turns based on their current health, (under full health: critical damage up and accuracy up, under 50% health: health steal up and protection up (40%))

Republic Transmissions, unique ability - While the Nu-class Attack Shuttle is present, all allies gain 20% turn meter and 10% critical chance (stacking) for one turn whenever an enemy loses a defensive positive effect during a Galactic Republic ally’s turn. Whenever an ally Capital Ship uses Call Reinforcement, the Nu-class Attack Shuttle inflicts target lock on their target for two turns

Emergency Protocols, hardware ability - Enter Battle: Galactic Republic allies have all negative effects dispelled. Dispel stealth and foresight from all enemies, which can't be evaded

Droid Tri-Fighter, Evasive Separatist attacker that takes the fight to enemies
Crew: None

Frontal Laser Cannons, basic ability - Deal physical damage to the target, the Droid Tri-Fighter gains foresight during the target's next turn

Homing Missiles, special ability with a three turn cooldown - Deal special damage to the target and stun them for one turn. This attack ignores protection

Overwhelming Numbers, unique ability - The Droid Tri-Fighter gains 10% offense for every Droid or Separatist ally present, gains 5% critical damage for every buzz droid on an enemy, and gains 25% turn meter whenever an ally is summoned or reinforced

Tri-Attack Formation, hardware ability - Enter Battle: Separatist and Droid allies gain critical damage up, speed up and foresight for two turns. These foresight effects are lost whenever another ally evades

Hyena-class Bomber, Separatist attacker with devastating but slow attacks
Crew: None

Quad Laser Cannons, basic ability - Deal physical damage to the target and inflict evasion down for two turns, Target Lock: inflict expose for two turns

Incendiary Bombs, special ability with a three turn cooldown - Deal physical damage to the target and deal bonus damage to all marked enemies, inflict burning for two turns on the target and all marked enemies. This attack ignores defense. This ability starts on a one turn cooldown

Precise Targeting, unique ability - Whenever another Separatist or Droid ally uses a special ability, their target is marked and can't evade during the Hyena-class Bomber's next turn. This effect can't be evaded or resisted. In addition, while the Hyena-class Bomber is present, Separatist and Droid allies with a special ability off cooldown ignore taunt during their turn

For the glory of the Separatists, hardware ability - Enter Battle: All other Separatist and Droid allies have their cooldowns reduced by one turn and the Hyena-class Bomber gains 30% turn meter at the end of its turn

Rogue-class Starfighter, Separatist tank that locks on enemies to shoot them down
Crew: IG-100 Magnaguard

Wing-Mounted Cannons, basic ability - Deal physical damage to the target and a random enemy with target lock

Heavy Armament, special ability with a three turn cooldown - Deal physical damage to all enemies and inflict target lock on the enemy with the highest offense for three turns. This target lock effect can't be evaded, resisted or dispelled

Persistent Programming, unique ability - Whenever the Rogue-class Starfighter deals damage to an enemy, it gains taunt during their next turn and gains 35% defense (stacking) for one turn. In addition, the Rogue-class Starfighter has all negative effects dispelled and gains 35% turn meter whenever another ally is defeated

Separatist Interceptor, hardware ability - Enter Battle: Inflict offense down on all enemies for one turn, which can't be evaded. The Rogue-class Starfighter gains defense up for three turns
Post edited by Allenb60 on

Replies

  • Where's the next load of ship ideas?

    Eg- Nubian Yacht, V-Wing, Ginivex-class Fanblade Starfighter
  • Zombefyer wrote: »
    Where's the next load of ship ideas?

    Eg- Nubian Yacht, V-Wing, Ginivex-class Fanblade Starfighter

    I had ideas for Asajj and Dooku's ships, but they weren't quite as good as these five so I left them out. I'll see what I can come up with for another five ships.
  • The Twilight should have a co-pilot: Commander Tano
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