Wat Tambor's Belbullab-22 Heavy Starfighter Ship Kit Concept
Inspiration:The Separatist fleet hasn't had any new ships since 2019, and if we're going to get a second Separatist Capital Ship commanded by Admiral Trench, more ships are required. This ship, piloted by Wat Tambor, is a deep-cut from a tabletop game called 'Star Wars: X-Wing Second Edition' in the 'Servants of Strife Squadron Pack'. Unit Name: Wat Tambor's Belbullab-22 Heavy Starfighter Pilot: Wat Tambor Affiliation: Dark Side, Support Tags: Separatist Attacks and Abilities Basic: Foreman's Volley Deal Physical damage to target enemy and inflict Target Lock for 2 turns. If the enemy is Galactic Republic, attack again. Target Lock: Grant a random ally 1 stack of Overcharge for 2 turns. Special: Algorithmic Deduction (Cooldown: 4) Deal Physical damage to target enemy and Dispel all non-unique Buffs on it. Then, Wat Tambor's Belbullab-22 Heavy Starfighter gains all its non-unique Buffs for 2 turns. All Separatist allies gain 2% Turn Meter for each non-unique Buff obtained. Unique:Techno-Union Property Wat Tambor's Belbullab-22 Heavy Starfighter has +4 Speed and +5% Tenacity and Potency for each active Separatist ally. Whenever a Separatist ally falls below 50% health, it gains a bonus turns all all its cooldowns are reset. Reinforcement:War-Time Profiteering Enter Battle: Wat Tambor's Belbullab-22 Heavy Starfighter dispels all Buffs on all enemies. All Separatist allies gain +50% Potency and Tenacity for the rest of the battle.17Views0likes0CommentsKit Concept - Ravager
Info before Kit Reveal This is unlike anything the game has had before. This is a ALL-In-One Capital Ship that summons its starting 3 ships and allows for no ships to be put into the reinforcement positions. It is also a Capital Ship that has dual Pilots. The summoned ships each have their own “stack,” Similar to how Dark Trooper’s Stacks work, the Attack Scout “Sting,” Phantom, and Protection and Health. Placing Nihilus’ first Crew ability first was to show that the ability initially takes place before anything else. The summoned ships would fill the starting initial ships on the selection screen. Then block off the additional reinforcement options. Visuals for all ships would show extensive damage, even limping visuals with movements I do not have a proper plan to suggest how to unlock Ravager. The only thing I can think of is having this Capital ship be a 330 unlock, and we would have to use Executor, Profundity, and Leviathan to each respectively earn 110 shards for Ravager. Hope you enjoy reading this kit! Insight on Ravager; Is a Centurion-Class Battlecruiser that was used during the Mandalorian Wars. Its final battle was at Malachor V, which saw the almost entire destruction of the ship. After the battle Darth Nihilus boarded the remains of the vessel and using his own force power held it together to travel and do battle with. Using this vessel Nihilus traveled to Katarr, Nihilus drained all of the life on the planet except for Visas Marr. It is theorized that Visas was the final strand of humanity that was left within Nihilus and that is why she was left alive, but never confirmed. Ravager Tags: Dark Side, Capital Ship, Sith “Decaying Hull of a Centurion-Class ship held together purely by the voracious hunger of Darth Nihilus’ Force power” Crew (Darth Nihilus) 1: Rise: (Finale Text:) At the start of battle Nihilus summons the following allied Sith: S-13 Sting, X-70B Phantom, and Sith Meditation Sphere. Each time a summoned character loses a Stack of either Attack Scout or Phantom all allied ships gain +10% Turn Meter, excluding the Capital Ship. When all stacks of Attack Scout or Phantom expire, that ally is defeated Immediately. S-13 “Sting” (Dark Side, Sith, Attacker:) - 15(max) Stacks of Attack Scout: For each active Stack of Attack Scout S-13 gains +2 Speed, +5% Offense, and +7% Critical Avoidance. X-70B Phantom (Dark Side, Sith, Support:) - 5(max) Stacks of Phantom: For each missing stack of Phantom, X-70B Phantom gains +25% Defense and +25% Tenacity. Sith Meditation Sphere (Dark Side, Sith, Tank:) - For each Active Stack of Attack Scout and Phantom the Sith Meditation Sphere gains +10% Max Health, and +5% Max Protection. Sith Meditation Sphere will not escape from battle if it is the last active Ship Fighter. Basic: Inflict Dread (Final Text:) Deal Physical damage to target enemy, this attack has +10% Damage for each enemy and ally that has been defeated (stacking,) and then call 1 ally at random to assist dealing 25% More damage. If the assisting ally lands a Critical Hit, they gain Tenacity Up, which cannot be dispelled, until the next time Ravager uses this ability. Special 3 (Ultimate): Unrestrained Firepower (7-turn Cooldown, Final Text:) Deal Physical damage to all allied ships, then Deal Physical damage to all enemy ships 3 times. This ability gains +50% Damage for each subsequent use. Each time this ability is used, permanently reduce the enemy Capital Ships speed by 10%, the first time this ability is used Stun the enemy Capital Ship for 1 turn. Increase the Cooldowns of all enemy Capital ships and fighters by 1. If any ship is defeated by this ability, reduce this ability's Cooldown by 3. Unique 1: S-13 “Sting”: Basic: Spear Shot (Final Text:) Deal Physical Damage to target enemy. For each stack of Attack Scout that is active, this attack gains +4% Damage. When attacking a Light Side Enemy this attack instead gains +6% Damage per stack of Attack Scout. Special 1: Veteran Experience (3 Turn-Cooldown, Final Text:) Deal Physical Damage to target enemy 3 times. For each Critical Hit this ability lands, all Summoned allies gain +2% Offense Stacking for the remainder of Battle. Unique 1: The Light Shall Tremble (Final Text:) Each time any ally uses a Special Ability, including the Capital Ship, remove 1% of Progress for Critical Intel and Admiral, We Have the Plans. Each time S-13 “Sting” loses a stack of Attack Scout, increase the damage for Veteran Experience by +3%, Stacking, until the end of battle. Unique 2: X-70B Phantom: Basic: Laser Pelt (Final Text:) Deal Physical Damage to target enemy. If the targeted enemy has Foresight, instead, this attack gains +50% Offense and then Deal True damage. If this attack lands a Critical Hit, dispel Target Lock from one ally at Random. Special 1: Adegan Cloak (4-Turn Cooldown, Final Text:) Select Target ally gains Stealth for 2 turns, this buff cannot be dispelled or prevented. Call Selected Target ally to assist dealing +20% Damage. If Target ally cannot assist, both Target ally and Phantom cleanse all of their Debuffs. Unique 1: System Interference (Final Text:) When an ally is cleansed of Target Lock, they gain Chaff for 1 turn. If the ally cannot gain Chaff, instead that ally gains +25 Speed until the end of their next Turn. Unique 3: Sith Meditation Sphere: Basic: Pursue (Final Text:) Call 1 ally at random to assist, this ability can call Ravager to assist. Assisting ally and Sith Meditation Sphere Recover 5% Max Health and Max Protection. If the assisting ally is Ravager, Sith Meditation Sphere recovers 10% Max Health and Max Protection. If the assisting allies attack deals no Damage, Sith Meditation Sphere gains a bonus turn. Special 1: Sith Coordination (4-Turn Cooldown, Final text:) Target enemy gains the neutral buff Locked In for 2 turns, Sith Meditation Sphere gains the neutral buff Locked On for 2 turns. While Sith Meditation Sphere has Locked On it has +35% Defense and +100% Tenacity. Locked In: Allies can ignore Taunt and Marked effects to target enemies with Locked In. Locked On: Enemies can and will Ignore Taunt and Marked effects to target Sith Meditation Sphere. Unique 1: Darkness Consumes Everything (Final Text:) If the enemy Capital Ship is Dark Side, Sith Meditation Sphere can ignore Taunt. Each time an enemy attempts to inflict a Debuff, there is a 10% Chance, for each debuff possible, that all allies will gain Tenacity Up until the end of their next Turn. While any ally has Tenacity Up they gain +8 Speed and +25% Offense. Crew (Darth Nihilus) 2: Special Ability 1: Quelch Thy Hunger (3 Turn-Cooldown, Unlocks at Darth Nihilus Relic 5, Final Text:) Inflict Speed down on all enemy Fighters for 1 Turn, Speed Down inflicted by this ability cannot be resisted or cleansed. Increase the Cooldown of the enemy Capital Ships abilities by 1 and reduce its Speed by 3 (Stacking, Max -21 Speed.) Then all allied Ship Fighters take Physical Damage equal to 20% of their Max Health. This damage cannot defeat an allied Ship. Crew (Visas Marr) 1: Saved by Fear: (Finale Text:) At the start of battle if the enemy Capital Ship is Dark Side, Summoned S-13 Sting gains +20% Critical Damage, and +25% Critical Chance. Summoned X-70B Phantom gains +20% Evasion. Summoned Sith Meditation Sphere gains +15 Speed. At the start of battle if the enemy Capital Ship is Light side, Summoned S-13 Sting gains an additional +1 Speed for each active stack of Attack Scout. Summoned X-70B Phantom gains an additional +10% Defense for each missing stack of Phantom. Summoned Sith Meditation Sphere gains +5% Critical Avoidance for each active Stack of Attack Scout and Phantom. The first time that either S-13 Sting or X-70B Phantom lose all of their stacks, allied Ravager resets the Cooldown of Unrestrained Firepower and then takes a Bonus Turn. During this bonus turn Unrestrained Firepower has +100% Offense. All allies gain Foresight until the end of Ravager’s Bonus Turn. This effect can only trigger once per battle.184Views2likes3CommentsShip idea: M-class fighter aka M-wing
Name: M-class fighter Affiliation: Light Side Tags:Rebel Crew:Captain Han Solo (Pilot), Rebel Officer Leia Organa TheM-class fighter was a ship used by the Rebel Alliance around 3 ABY. It featured two heavy laser cannons, tow cables and could fit 2 crew members, one pilot and the other who operated the navigation equipment and secondary systems. It was similar in appearance to the Y-Wing but had three thruster rockets (which had been salvaged from wrecked Y-Wings) and was colored green. Whilst the Rebels were stationed on Hoth, Han and Leia piloted one delivering supplies to Rebel base only to crash due to a snowstorm. Both Captain Han Solo and Rebel Officer Leia Organa would be perfect as the pilots for the ship.163Views0likes1CommentInvincible Capital Ship Concept
Inspiration:Whereas the Malevolence is focused on Offence, the Invincible will be more focused on Defence. Also, Admiral Trench is the only Admiral in-game without a Capital Ship Unit Name: Invincible Fleet Commander: Admiral Trench Affiliation: Dark Side, Capital Ship Tags: Separatist 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. Special 3: 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. Unique: 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.137Views0likes5CommentsEndar Spire Capital Ship Concept
Unit Name: Endar Spire Fleet Commander: Bastila Shan Affiliation: Light Side, Capital Ship Tags: Jedi, Old Republic Attacks and Abilities Basic: Point-Defence Battery Deal Physical damage to target enemy and inflict Evasion Down for 3 turns. Old Republic and Jedi allies gain 15% Turn Meter. This attack can't be evaded and has an additional 15% chance of scoring a critical hit. Special 1: Battle Meditation (Cooldown: 4) Grant all units Critical Chance Up for 2 turns. Jedi and Old Republic allies also gain Critical Damage Up for 2 turns. These buffs can't be prevented. Inflict Offense Down and Critical Damage Down on all enemies for 2 turns, which can't be evaded or resisted. When these debuffs expire from an enemy, dispel all buffs from them, which can't be evaded. Special 2: Rendili Engineering (Cooldown: 2) Dispel Target Lock from target ally and grant them Chaff and Defence Up for 3 turns, which can't be prevented. If that ally was Jedi or Old Republic, also grant them 50% Turn Meter and reduce their cooldowns by 1. Special 3: Tractor Beam (Cooldown: 6) Inflict Ability Block on the enemy Capital Ship for 2 turns, and inflict Marked and Vulnerable on the weakest enemy for 2 turns. These debuffs can't be evaded, resisted, copied, or dispelled. Grant all allies Chaff and Offense Up for 2 turns, which can't be prevented, and call them to assist on the Marked enemy. This ability starts on cooldown. Unique: For the Old Republic All units have +30% Critical Chance. Whenever any unit scores a critical hit, the Endar Spire gains 5% Turn Meter and the enemy Capital Ship loses 5% Turn Meter. Old Republic and Jedi allies take reduced damage from percentage Health damage effects, have +50% Counter Chance, and damage they receive is reduced by 30%. While an Old Republic or Jedi ally has Chaff, they recover 5% Health and Protection at the start of every turn. Whenever an Old Republic or Jedi ally gains or loses Chaff, they dispel all debuffs from themselves and gain 10% Turn Meter. Reinforcement Bonus: Reinforcements gain Chaff and Defence Up for 3 turns.27Views0likes0CommentsSentinel-class Shuttle ship concept
Unit Name: Sentinel-class Shuttle Crew: Stormtrooper Affiliation: Dark Side, Support Tags: Empire Basic: Prepare for Arrival Deal Physical Damage to target enemy. Target Lock: Inflict Speed Down for 2 turns, which can't be Evaded or Resisted. Special: Spotlights (Cooldown: 3) Inflict Target Lock and Expose on all enemies for 2 turns. This effect can't be Evaded or Resisted by Rebel enemies. All Empire ships gain 15% turn meter. Unique: Planetfall Sentinel-class Shuttle has +35% Tenacity and +45+ Defence for each active Empire ally. Whenever an Empire ally falls below 50% Health, it gains Health Steal Up for 1 turn. Reinforcement: Boarding Party Enter Battle: Sentinel-class Shuttle decreases the Capital Ship cooldowns by 1. Sentinel-class Shuttle grants all Empire allies Defence Up and Chaff for 2 turns.56Views1like6CommentsMany issues
Missing rewards from soft lock, LSB issue, Game freezes and messes up GAC, Coaxium missing, First) The game's soft lock on 11/18 broke my grand arena rewards and bonus energy, and I was never able to acquire either. I still have not received any resolution after contacting the in-game support. Second) Purchase of Finalizer LSB on 11/28. For over four full days, I never received the content of the LSB. I went to the help button on the PC client and was told I needed to do it on mobile. I did it on mobile, and I was just told to be patient as it is a known issue, and the team is working around the clock to solve it for me. After spending upwards of three hours reaching out to support and being redirected in circles, I finally received my LSB thanks to EA_Gunner on the forums on December 2nd. Later, on December 2nd, However, I could not pre-save this change to my roster for the upcoming GAC because it was 12:36 AM. Even though I purchased it on the web store, I still have not received my coaxium; when I first reached out, they said it was a known issue, and the team was working on it. When I reached back after several days, they told me that it was a solved issue and that the case had been closed a few days before. This is ridiculous because I still have not received my coaxium and am still missing it. This processing issue has caused many problems. As of December 2 or 3, I attempted to reach out to support again. When I went to the help.ea.com website, I was forced to go through many unrelated articles only to find that the chat button was not there and that there was only an email. So I sent an email, and it took a day for the robot to respond, asking generic questions that I clearly addressed in my original email. Then, a few hours later, I looked on the website and saw that the case was closed. This is beyond absurd. I never received any response or any resolution, and the case is just marked as closed. So then I reached out again and opened a new case, and I received the exact same automatic email asking the generic questions; once again, I answered them and stated how they were clearly addressed in the original email. And with this next case, I didn't get any response, so today, on the 8th, I went to check the case status. Now I see that the chat shows up again (in the exact spot where it was missing the last time), so I opened the new one and told another agent about my issue. Then they told me it was a known issue, and the studio was working on it, so they closed the case. Why would they close the case? Going back to this issue, I will be able to unlock the finalizer tomorrow, and then I will be able to start the SLKR journey, but it will take me three to four days to complete, and by then, I will have missed the proving grounds. If I don't have SLKR in proving grounds, I won't be able to complete the event and get the rewards (by the way, I am not expecting to complete proving grounds off of a freshly unlocked SLKR; I have done lots of research on how to beat the proving grounds with SLKR, and I have saved all the gear I need to bring him to gear 13). EA's failure to deliver the LSB kept me from having the Finalizer and SLKR on my Grand Arena and being able to complete the upcoming proving grounds (along with all of the fleet and squad arena currency that I should have gotten). Three) The game froze when I started a Grand Arena Fleet battle. Somehow, this battle went through and counted as an attempt, and the team was used (even though I never actually got to use it) Four) I am missing a lot of coaxium from my purchases on the webstore. The EA support agents told me they knew about it and later that it was a solved issue when I am, in fact, still missing coaxium.56Views1like1Comment