Kit Concept: Invincible

Lore:
The Invincible was a Providence-class Dreadnought in the Separatist Armada under the command of Admiral Trench, which was adorned with his personal symbols instead of the CIS emblem, during the Battle of Christophsis. Unlike other Dreadnoughts in the armada, the Invincible utilised Thermal Shields, which protected it from very heavy firepower, and could track the magnetic signatures of enemy ships, even if that ship had a cloaking device. The Invincible would eventually meet its destruction in the same battle when Anakin Skywalker redirected the Dreadnought's own torpedoes back at it.
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UNIT NAME: Invincible

ALLIGNMENT: Dark Side

CATEGORIES: Capital Ship, Separatist

CREW MEMBER: Admiral Trench

Attacks and Abilities

Basic: Heavy Cannons
Deal Physical Damage to target enemy and inflict Target Lock for 2 turns.
Target Lock: Inflicts Evasion Down for 2 turns and this attack can't be Evaded.

Special 1: Tracking Torpedoes (Cooldown: 3)
Dispel Stealth from al Stealthed enemies and inflict Expose and Target Lock on them for 2 turns, which can't be resisted. Then deal Physical damage to target enemy and all other Target Locked enemies.
This attack can't be evaded.

Special 2:
Hyena Bombing Run (Cooldown: 3)
Deal Special Damage to all enemies and place 2 Concussion Mines on them.
Target Lock: Increase duration of Target Lock by 1 turn and place an additional Concussion Mine on them.

Ultimate:
Thermal Shields (Cooldown: 5)
Dispel all debuffs from all allies, recover 30% of their Health and 60% of their Protection, and grant them Tenacity Up and Damage Immunity for 2 turns, which can't be prevented. This ability starts on cooldown.

Crew: The Smell of Fear
Target Locked enemies can't gain Stealth. Whenever the Invincible uses a Special ability, all allies gain 10% Turn Meter, doubled for Separatist allies, and a random enemy suffers Fear for 1 turn, which can't be evaded. Whenever a Separatist ally attacks a Target Locked enemy during their turn, they inflict Tenacity Down for 1 turn, which can't be evaded, and the Invincible gains 5% Turn Meter.

Reinforcement Bonus: Reinforcements gain Critical Hit Immunity and Accuracy Up for 3 turns.
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