Ship Ideas - Focussed on completing the FO & Resistance fleets

MasterSeedy
5035 posts Member
edited November 2020
There have been several calls for changes to the fleet meta recently. Some people want new factions, but the truth is that the factions we have aren't complete. I expected the release of good, new FO & Resistance ships long before now so that we could have them online about the same time that Finalizer & Raddus were hitting 7*. Sadly, it was not to be.

That said, we can encourage CG to finish these fleets by coming up with new and useful designs for them. We'll leave off the numerical stats for now, unless you want to identify a speed for the ship with an r7 pilot. That can be playtested. The kit is the thing here.

First up:
First Order Oubliette/EW
Dark Side - Support - Cargo Ship - First Order

Based on the same class of transport modified by the Knights of Ren, the EW variant uses the hull and engine configuration of the original, but is heavily modified from its original transport configuration to carry and support an extensive suite of sensors and other electronic warfare equipment. In order to remain as stealthy as possible, it carries only small, back-up lasers not typically used in combat and relies on low-observable missile technologies and the cooperation of other ships for defense.

Beacon Droid Missile (Basic):
Deal physical damage, then inflict Mark until the target next takes damage. Reduce Max Protection and Defense by 10% each (Cumulative) until end of battle.
Target Lock: The duration of Mark is 2 turns.

EM Flare (Special: 3 Turn Cooldown):
Dispel all enemy buffs and apply Accuracy Down to all enemies for 2 turns. Then each other FO ally has a 30% chance to assist. This ability's cooldown is reset whenever an enemy ship reinforces.

Spotter (Special: 4 Turn Cooldown):
Call allied Capital Ship to assist, dealing -30% damage. If the Capital Ship is First Order and deals damage, it gains 50% TM. If the Capital Ship is the Finalizer, reset the cooldown of Extinguish Hope. (Note: Yes, the Finalizer still calls a FO ally to assist off its basic, so Spotter effectively calls 2 assists, but it's not doing any damage itself.)

Stealth Tracking (Reinforcement):
The Oubliette ignores Taunt and while active no Hunted enemy can gain Stealth. When the Oubliette enters battle or when a Hunted enemy is defeated, the Oubliette gains Stealth for 3 turns, which cannot be prevented or dispelled. This stealth ends immediately whenever EM Flare is used.

Anticipation Is Our Advantage (Unique):
The Oubliette enters battle with the unique buff Anticipation, which cannot be copied, prevented or dispelled and lasts until the Oubliette is defeated. While Oubliette has Advantage, it has +100% counter chance. When Oubliette attacks out of turn, it grants Advantage to one random ally that did not have it. If all allies have Advantage when Oubliette attacks out of turn, it grants itself Advantage and then all FO allies gain +10% critical damage until end of battle (Max +100%). If a first order Attacker is defeated, that attacker is revived with 100% health and 100% TM, resets its cooldowns, and gains the Anticipation buff until defeated. Upon reviving an ally, the Oubliette is defeated. The Oubliette cannot be revived.

Anticipation (Buff): Gain +25% accuracy and +50% critical avoidance. When this ship defeats any enemy, reduce all cooldowns by one. When any other First Order ally gains TM or when any Hunted enemy takes a turn, the ship gains 20% TM.

Intended speed is on the low-end, something like Hound's Tooth or even slightly less. It relies upon opportunistic TM gain to take its turns.

Tomorrow I'll update this with a FO tank.
Post edited by Kyno on

Replies

  • What ideas do other people have?
  • The resistance bomber from TLJ, a-wings, zorri's y-wing, kylo's ship from RoS
  • This is big. This basically transforms Finalizer into Negotiator with even more potential TM gain, but with no Daze or Buzz Droids. However, wouldn't it be better to give this kit to an AAL-2100/9.5 atmospheric assault lander used by the Sith Eternal to give the Sith Trooper some extra use as crew ?


  • This ship doesn't have the same potential for TM gain as Anakin, esp when paired with Rex & Plo (to heal & thus get the "fall below" TM multiple times for the same ship), not to mention the TM hopping of Ahsoka on enemy reinforcement.

    Plus AoE daze is going to seriously hurt this fleet, while the lack of AoE daze makes it much harder to deal with Mal's multiple assists.

    I agree it's pretty big, but it's no better than what the Gal Reps can do, & it's still countered by both Nego & Mal. (I think, needs play testing to be sure.)
  • ManInWhite
    43 posts Member
    edited November 2020
    This ship doesn't have the same potential for TM gain as Anakin, esp when paired with Rex & Plo (to heal & thus get the "fall below" TM multiple times for the same ship), not to mention the TM hopping of Ahsoka on enemy reinforcement.

    Plus AoE daze is going to seriously hurt this fleet, while the lack of AoE daze makes it much harder to deal with Mal's multiple assists.

    I agree it's pretty big, but it's no better than what the Gal Reps can do, & it's still countered by both Nego & Mal. (I think, needs play testing to be sure.)

    Extinguish Hope is there for a reason, and FO Oubliette would allow Finalizer to effectively deny both Anakin and Bossk bonus TM with the cooldown reduction and TM gain already available by calling in an FO reinforcement. All that within first two-ish turns, if we take into account Finalizer's bonus starting speed. As for Daze, this could be a basis for an FO cleanser/healer Plo Koon-esque support ship.
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