The Clone Wars ship ideas #2

Allenb60
2171 posts Member
edited February 2020
Link to number #1


Alpha-3 Nimbus-class V-wing Starfighter, Galactic Republic support that cripples targets or protects allies
Crew: None

Dual Rapid Fire Lasers, basic ability - Deal physical damage to the target and inflict speed down for two turns, Target Lock: Remove 30% turn meter

Strafing Maneuvers, special ability with a three turn cooldown - The V-wing Starfighter gains stealth, offense up and potency up for three turns, while it has this stealth effect it ignores taunt during its turn. Increase the cooldown of Fighter Escort by three turns

Fighter Escort, special ability with a three turn cooldown - The V-wing Starfighter gains retribution, critical hit immunity and protection up (60%) for three turns, target other ally gains stealth until this protection up effect is lost. Increase the cooldown of Strafing Maneuvers by three turns

New Orders, hardware ability - Enter Battle: Grant all other allies 20% turn meter and reduce the cooldowns of target other ally by one turn

Republic Z-95 Headhunter, Galactic Republic attacker that takes out enemies one at a time
Crew: None

Shot Down, basic ability - Deal physical damage to the target, Target Lock: this attack has +20% critical chance

Attack Position Advance, special ability with a three turn cooldown - The Z-95 Headhunter gains 50% turn meter, critical damage up and critical chance up for two turns, if the Z-95 Headhunter has Valor the duration of these positive effects is increased by one turn and it gains another 25% turn meter

Clean Sweep, unique ability - The first time the Z-95 Headhunter uses a basic ability each turn, it attacks again if it dealt damage equal to more than 35% of the target's max health, and it gains offense up and defense penetration up for three turns if it dealt damage equal to 35% or less of the target's max health

Rout the Enemy, hardware ability - Enter Battle: Inflict stagger and defense down on the target for three turns, which can't be resisted or evaded

IPV-2C Stealth Corvette, Galactic Republic support designed to pass scanners and take out key targets
Crew: None

Assess the Enemy, basic ability - Inflict target lock on the target for two turns, which can't be resisted, Target Lock: the Stealth Corvette gains 25% turn meter and advantage for one turn

Command Center Targeting, special ability with a two turn cooldown - Deal special damage to the target, deal bonus damage equal to 25% of their max health and remove 25% turn meter from the enemy Capital ship for every basic ability the Stealth Corvette has used since it last used Command Center Targeting. This attack ignores protection

Stealth Technology, unique ability - The Stealth Corvette gains foresight and stealth for one turn at the start of each encounter and whenever it uses a basic ability. In addition the Stealth Corvette gains 40% turn meter whenever it defeats an enemy

Under the Radar, hardware ability - Enter Battle: Until the end of the encounter, the Stealth Corvette grants all other allies advantage for one turn whenever it uses a basic ability

H-type Nubian Yacht, Galactic Republic healer with high speed and capable shielding
Crew: Padmé Amidala

Defensive Fire, basic ability - Deal physical damage to the target and inflict offense down for two turns, the Nubian Yacht gains defense up for two turns

Relief Mission, special ability with a three turn cooldown - Target other ally recovers 40% health and protection, if they are at full health this protection recovery is doubled, and if they are a Galactic Republic ally they gain Valor for two turns

Reinforce Deflector Shields, special ability with a four turn cooldown - The Nubian Yacht gains three protection up (25%) effects for four turns, other Galactic Republic allies gain 15% turn meter whenever one of these protection up effects is lost during an enemy's turn

A Friend in Need, hardware ability - Enter Battle: The cooldown of Relief Mission is reset the next time the Nubian Yacht uses it, and until the end of the encounter the target ally of Relief Mission gains critical hit immunity for two turns

Ginivex-class Fanblade Starfighter, Separatist attacker that uses target lock and other allies to take out strong enemies
Crew: Asajj Ventress

Laser Cannon Barrage, basic ability - Deal physical damage to the target and attack again twice, these additional attacks have -70% accuracy, Target Lock: these attacks can't be evaded

Lock On, special ability with a three turn cooldown - Deal physical damage to the target and inflict defense down and target lock for two turns, which can't be resisted

Relentless Offensive, unique ability - Whenever the Fanblade Starfighter uses an ability during its turn, it calls two other random non-summoned Separatist allies to assist. In addition, whenever damage is dealt to an enemy at full health during the Fanblade Starfighter's turn, it gains 10% turn meter and 5% offense (stacking) until the end of the encounter

Fighter Squadron Commander, hardware ability - Enter Battle: Until the end of the encounter, whenever the Fanblade Starfighter uses an ability during its turn, it calls an additional Separatist ally to assist and gains 35% turn meter if the target is defeated

Punworcca 116-class Interstellar Sloop (Solar Sailor), Separatist support that exerts influence without engaging in combat
Crew: Count Dooku

Bolster our Defenses, basic ability - Grant other Separatist allies retribution until they counter attack and grant protection over time (15%) to allies that don't have it for two turns

Master Strategy, special ability with a three turn cooldown - Grant other Separatist allies retribution until they counter attack twice and grant all allies an effect based on their role for two turns, (tank: defense up and critical hit immunity, support/healer: speed up and tenacity up, attacker: defense penetration up and offense up)

Luxury Vehicle, unique ability - The Solar Sailor gains stealth for one turn at the end of its turn, and while it is present Separatist allies recover 30% protection and deal 15% more damage whenever they attack outside of their turn. In addition the Solar Sailor escapes combat when there are no other combatant allies present

Personal Attention, hardware ability - Enter Battle: Grant all other allies potency up for two turns. As long as the Solar Sailor is present, the first time an ally recovers protection each turn, they recover an additional 10% protection

S-54 Assault Ship (Halo), Bounty Hunter tank with strong armor and firepower for carrying cargo
Crew: None

Twin Laser Cannons, basic ability - Deal physical damage to the target and inflict potency down for two turns, inflict breach for two turns if Full Salvo isn't on cooldown

Full Salvo, special ability with a three turn cooldown - Deal physical damage to the target five times, hits after the first deal 40% less damage and can't critically hit. This attack can't be countered

Second to None, unique ability - While the Halo is present, Bounty Hunter allies with no negative effects gain 30 speed and 30% offense, and breached enemies have -25% potency

Hired Gun, hardware ability - Enter Battle: The Halo gains taunt for one turn and all Bounty Hunter allies gain offense up for one turn, the duration of these effects is increased by one turn for every ally that isn't a Bounty Hunter
Post edited by Allenb60 on

Replies

  • Options
    The ships with actual pilots should have pilots. This no pilot stuff is crap except for the droid ships.
  • Options
    The ships with actual pilots should have pilots. This no pilot stuff is crap except for the droid ships.

    I agree, but I try to make these ideas without them requiring anything that isn't already in the game. I do hope that the respective pilots get added before these ships, like Sugi.
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