G1-M4-C Dunelizard

By Rhoaran, in X-Wing

I've read a lot of prediction and wish list threads but I haven't seen mention of this ship http://starwars.wikia.com/wiki/G1-M4-C_Dunelizard_fighter

Like several of the Black Sun ships (i.e. Vaksai), the dunelizard would make a good medium fighter in the same generalist role as x-wing.

Anyone else thought about the ship?

Vaksai would be awesome but i don't think we'll see it any time soon. There are just so many other cool S&V ships. Dune lizard might make a show but I think we'll see the other empire strikes back bounty hunters before it does. Not to mention we never know when they will pull a Raider on us and come up with something new.

Unless the game suddenly stop to sell, I'm sure we'll eventually see all the neutral SWG ship. So, the Dunelizard is a definite candidate for the game, I just don't know when. There is a couple of ships that I would prefer getting before the Dunelizard, so I hope he's not part of wave 7. I'm crossing my fingers for the Vaksai, that was the ship I was flying when neutral in SWG. There's also all the Bounty Hunter missing...

Hutt fighters (same paint job as the Scyk): Dunelizard, Kimogila, Krayt

Black Sun fighters (same paint job as the Starviper): Vaksai, Ixiyen, Rihkxyrk

I was actually thinking about making a post about the Dunelizard when I saw this post. I think it has a very good chance of being in the next coupe waves, for a couple reasons.

- It has some similarities to the X-wing which is something Scum lacks (Medium firepower and durability).

- It fits in with the M3-A, both in design and the modifiability of it's weapons payload (cannon slot).

- Depending on the model it either has a Crew or Astromech slot (Title upgrade), which puts it in the X/B-wing role.

I think the astromech slot really puts it near the top of the list. There aren't many other scum-compatible ships with one. Dengar's Punishing One is the only other I can think of at the moment.

Scum is also lacking in Crew capable ships, so far it's just the HWK or Firespray, while the Rebels and Empire each have 4. A ship that can have either Crew or Astromech (but not both) would fit in nicely. Also, it looks kind of like a WWII jet, which is very OT Star Wars, unlike those Black Sun ships with the unpronounceable names (some of which look more BSG than anything else).

The M12-L Kimogila and M22-T Krayt Gunship are also interesting choices in the MandalMotors line, but it looks like they'd be large base ships, and I think the Houndstooth & Punishing One will be the next large ships for Scum.

Looking at all this stuff, I think Hutts and Black Sun might each have enough ships for their own separate factions.

I like it.

Here is how you outfit it for your needs.

Upgrade

Crew Slot:

0 Pts.

Replace your Crew slot with a Salvaged Astromech Upgrade.

It looks alright and yet, all I can think of with that name is

picard_dune_buggy.jpg

Edited by ficklegreendice

It looks alright and yet, all I can think of with that name is

picard_dune_buggy.jpg

whyyyyyyy, star trek, why?

I like it.

Here is how you outfit it for your needs.

Upgrade

Crew Slot:

0 Pts.

Replace your Crew slot with a Salvaged Astromech Upgrade.

@ radarman5: I'm also a fan of the jet look. It would look good with the other ships - obviously the scyk but also firespray and y-wing paint schemes.

Edited by Rhoaran

I really hope the Dunelizard makes Wave 7. I'll buy like 5 of them for sure, maybe more.

I'm hoping the DL and all the SWG ships show up....takes me back to my SWG days before sony 'fixed' the game.

Edited by JESIV

I think the astromech slot really puts it near the top of the list. There aren't many other scum-compatible ships with one. Dengar's Punishing One is the only other I can think of at the moment.

V-Wing?

Mucking about off of some musings in another thread:

3

1

2

3

2

Now, the Scyk already has the multi-tool title and function, with cannon, missile, or torp slots. The Dunelizard theoretically should have the same, but it needs to be a distinct ship. Therefore I suggest cannon and crew slots built in, with a title replacing the crew slot with a Salvaged Astromech slot.

Since it doesn't have missiles/torps, but has crew/mech, the action bar would be slightly slimmer:

Focus

Barrel Roll

Evade

This makes it the only Scum ship without Target Lock, but with 3 / 2 and Evade it's quite tough compared to the Scyk.

Dial-wise, we have to think about the implications of the Salvaged Astromech slot. If it gets an S-loop, it has to be a speed other than 3 because a green S-loop would be crazy.

1 S-loop is probably too short. If it's at 2, then, the only hard turn options are 1 and 3, since the S-loop seems to replace the hard turn for its speed completely.

Full spread of 3-speed makes it rather Y-wing-like with Unhinged Astromech. I'd suggest:

1-hards , 1-banks , 1-straight

2-segnors , 2-banks , 2-straight

3-banks , 3-straight

4-straight

Possibly red 5-straight.

Points-wise, I don't know. Absolute minimum would be 19, which would prevent 4x HLC, but probably higher than that given the hull/shield/evade setup.

I've read a lot of prediction and wish list threads but I haven't seen mention of this ship http://starwars.wikia.com/wiki/G1-M4-C_Dunelizard_fighter

Like several of the Black Sun ships (i.e. Vaksai), the dunelizard would make a good medium fighter in the same generalist role as x-wing.

Anyone else thought about the ship?

YES! I want a mixed squad of them and my Scyks

Mucking about off of some musings in another thread:

3

1

2

3

2

Now, the Scyk already has the multi-tool title and function, with cannon, missile, or torp slots. The Dunelizard theoretically should have the same, but it needs to be a distinct ship. Therefore I suggest cannon and crew slots built in, with a title replacing the crew slot with a Salvaged Astromech slot.

Since it doesn't have missiles/torps, but has crew/mech, the action bar would be slightly slimmer:

Focus

Barrel Roll

Evade

This makes it the only Scum ship without Target Lock, but with 3 / 2 and Evade it's quite tough compared to the Scyk.

Dial-wise, we have to think about the implications of the Salvaged Astromech slot. If it gets an S-loop, it has to be a speed other than 3 because a green S-loop would be crazy.

1 S-loop is probably too short. If it's at 2, then, the only hard turn options are 1 and 3, since the S-loop seems to replace the hard turn for its speed completely.

Full spread of 3-speed makes it rather Y-wing-like with Unhinged Astromech. I'd suggest:

1-hards , 1-banks , 1-straight

2-segnors , 2-banks , 2-straight

3-banks , 3-straight

4-straight

Possibly red 5-straight.

Points-wise, I don't know. Absolute minimum would be 19, which would prevent 4x HLC, but probably higher than that given the hull/shield/evade setup.

Any ship with 1 attack is an instant red flag. That lack of firepower severely cripples the ship if it doesn't have a secondary weapon that it can use all game. Look at the HWK. It barely saw play as a rebel ship. Definitely got fixed for scum, but it still relies heavily on BT's focus to have any real stopping power. If this is gonna be the medium-fighter people want it to be, it needs at least 2 red dice as a primary. Otherwise, it'll need to have a cannon and the point cost must reflect that

Mucking about off of some musings in another thread:

3

1

2

3

2

Now, the Scyk already has the multi-tool title and function, with cannon, missile, or torp slots. The Dunelizard theoretically should have the same, but it needs to be a distinct ship. Therefore I suggest cannon and crew slots built in, with a title replacing the crew slot with a Salvaged Astromech slot.

Since it doesn't have missiles/torps, but has crew/mech, the action bar would be slightly slimmer:

Focus

Barrel Roll

Evade

This makes it the only Scum ship without Target Lock, but with 3 / 2 and Evade it's quite tough compared to the Scyk.

Dial-wise, we have to think about the implications of the Salvaged Astromech slot. If it gets an S-loop, it has to be a speed other than 3 because a green S-loop would be crazy.

1 S-loop is probably too short. If it's at 2, then, the only hard turn options are 1 and 3, since the S-loop seems to replace the hard turn for its speed completely.

Full spread of 3-speed makes it rather Y-wing-like with Unhinged Astromech. I'd suggest:

1-hards , 1-banks , 1-straight

2-segnors , 2-banks , 2-straight

3-banks , 3-straight

4-straight

Possibly red 5-straight.

Points-wise, I don't know. Absolute minimum would be 19, which would prevent 4x HLC, but probably higher than that given the hull/shield/evade setup.

This is really well thought-out. However, I do think they should have 3 hard turns, as X-wings have those, and I think that gives some much-needed maneuverability. After all, the Scyks also don't have 3 hards. I would miss target lock on this ship, as I've found it to be so useful for maximizing damage, but 3/2 evade is sweet. I would give it 2 damage base, rather than 1, though you'd probably almost always run it with cannon. I love the 2 segnors idea though. That's like a crazy-cool ability.

My thought on 3-hards is that the ship becomes stupidly fast with Unhinged Astromech, and unlike the Y-wing, has a movement adjustment at the end of that.

Not sure that should preclude them being on the dial, just something to think about.

Regarding TL, if they went the route of somehow giving it missiles/torps without stepping on the Scyk it'd definitely get TL. I'm just trying to distinguish it from "super-fighters" like the Defender/E-wing/StarViper with their maxed action bars.

I /could/ see it with a built-in missile slot, since Scum only have missile access on the Firespray and Scyk at the moment, but 4 ships with torp possibility.

I kind of eyeballed giving it 3 / 3 , but again, it veers into super-fighter territory.

One thing I think about 1 is that they've said they could have given the HWK 2 without breaking it, BUT that's situational to the HWK not having any form of ordnance available to it.

At minimum points (19), you'd be able to run 5 Dunelizard with 10ATK, which isn't broken at all, but I feel like 1 incentivises cannons nicely. Could totally see it at 2 though.

While I'm waiting for FFL to create a Dunelizard, I'm definitely going to make a card to play with one informally. I think I'll try out the different options we're discussing to see how play-balanced they are. I like the 2332 stats, and I like barrel roll, evade, and focus on the action bar. If we leave out target lock, but allow it to slot cannons without costing anything, then we're talking about a ship that can get some pretty good firepower fairly cheaply. You think a 19 point minimum cost is what you would go with? Would that be PS1? PS2? What do you think PS7 or PS8 should cost? If we're talking 19 points minimum, that's 23 points for mangler cannons, just 26 for HLC, so pretty decent value. If we throw in the astromech slot, is that a two point ability? One point? I like the dial with the 3 hard turn, and the s-loop, that gives it more maneuverability than an X-wing, which I think is reasonable given the lower base damage, and the higher agility listed on the card.

Here are my thoughts as someone who never got far in SWG. To me, this looks a little too much like the M-3A. I'd say this is to the M3-A what the E-wing is to the X-wing. My feelings are that we may get the Dune Lizard, but it will probably be 3 waves from now like the E-wing was after the X-wing. Don't get me wrong, it looks neat. But it does share a lot in common with the M-3A and I think we're likely to get more variety before that.

I had lowest PS at 3 , mostly to keep it slightly out of the "blocker" range vs most 1-2 generics, and also to represent it as something of a "pilot promotion" upgrade from the Scyk.

I'm conflicted on the title cost, actually. In theory, given the limited slew of Salvaged 'mechs we have so far, the slot swap is more a sidegrade than anything, which would suggest 0pt. On the other hand, the utility of Unhinged Astromech and R4 Agromech (which is I think the only way it could have TL without passing?) seems like it'd require a slight tax. I wouldn't put it at more than 1pt.

Edited by Tipperary

My thought on 3-hards is that the ship becomes stupidly fast with Unhinged Astromech, and unlike the Y-wing, has a movement adjustment at the end of that.

Not sure that should preclude them being on the dial, just something to think about.

Regarding TL, if they went the route of somehow giving it missiles/torps without stepping on the Scyk it'd definitely get TL. I'm just trying to distinguish it from "super-fighters" like the Defender/E-wing/StarViper with their maxed action bars.

I /could/ see it with a built-in missile slot, since Scum only have missile access on the Firespray and Scyk at the moment, but 4 ships with torp possibility.

I kind of eyeballed giving it 3 / 3 , but again, it veers into super-fighter territory.

One thing I think about 1 is that they've said they could have given the HWK 2 without breaking it, BUT that's situational to the HWK not having any form of ordnance available to it.

At minimum points (19), you'd be able to run 5 Dunelizard with 10ATK, which isn't broken at all, but I feel like 1 incentivises cannons nicely. Could totally see it at 2 though.

Interesting dial suggestion but it doesn't seem agile enough for 2 loop. So my guess is Falcon dial minus 3K with z95 greens & 1 hards being red.

Slots: crew

Title: Model II that trades crew for scum astro. 0pts

Modification: Modular Hardpoints. Dunelizard only. 0pt. Add torp, missile, or cannon slot. Reduce cost of secondary weapon by 1 to minimum of 0.

Actions: focus, target lock, evade

3 attack. Medium fighter after all. Would give it 2 if it had cannon slot standard, but this takes away modification.

2 agility.

3 hull & 2 shield sound about right.

Cost: 21.

Edited by Rhoaran

I like Tipperary's idea, but I think it deserves a 3 attack (I don't think FFG will do a 1 Attack again). Scum needs something in the lower 20s X-wing role, a small ship with 3 attack and moderate durability (the StarViper is more like a B-wing/E-wing in my opinion). Also a standard K-turn; the SV and IG-2000 have the Segnor's because they are unique & advanced designs (Micro trusters at the SV's wing tips, and IG-2K's droid optimized systems), the Dunelizard just doesn't seem that advanced to merit it.

So a title that trades the crew for an astromech? Is that the title for a pilot with no friends?

I agree that hard 3's are out due to unhinged mech. [Would be interesting to see 3K...]

Interesting dial suggestion but it doesn't seem agile enough for 2 loop. So my guess is Falcon dial minus 3K with z95 greens & 1 hards being red.

Slots: crew

Title: Model II that trades crew for scum astro. 0pts

Modification: Hardpoint Module. Dunelizard only. 1pt. Add torp, missile, or cannon slot.

Actions: focus, target lock, evade

3 attack. Medium fighter after all. Would give it 2 if it had cannon slot standard, but this takes away modification.

2 agility.

3 hull & 2 shield sound about right.

Cost: 20 or 21.

Z greens isn't a bad idea, but I wanted to make the crew version slightly unwieldy without green bank access('mech version of course has the long green spread at 3). Also, the 1-hards and 2-Segnors play interestingly with Outlaw Tech, making it vaguely B-wing like in terms of the dial being more functional in practice than it looks.

Definitely wouldn't go for a straight-up copy of the Scyk slot mods, though.

I like Tipperary's idea, but I think it deserves a 3 attack (I don't think FFG will do a 1 Attack again). Scum needs something in the lower 20s X-wing role, a small ship with 3 attack and moderate durability (the StarViper is more like a B-wing/E-wing in my opinion). Also a standard K-turn; the SV and IG-2000 have the Segnor's because they are unique & advanced designs (Micro trusters at the SV's wing tips, and IG-2K's droid optimized systems), the Dunelizard just doesn't seem that advanced to merit it.

It's something of a cannon-ship like the Scyk, I don't really see it with 3 unless the slot's being used. Like I said on the last page, though, I can definitely see it with 2 , I just don't think it NEEDS 2 , because unlike the HWK it has cannon access, the HWK's 1 is only a problem because the HWK has no secondary weapons at all. As for the Segnor, it's not necessarily better than a K of similar length, and can be harder to use. Would be a decent candidate for the 2-K, though, considering that 4 is super common and 3 wouldn't be wise with Unhinged access.