Picking a large scum vessel for campaign

By slimeball, in X-Wing

I am about to run in a campaign where i get access to a single named pilot who can eventually learn to fly a different ship. We all also get limited to a single large based ship each.

I think i have picked palob as my pilot and i am 75% there on my large ship for him to pilot. But wanted people thoughts. The cost of the ship is its based generic cost - PS of lowest pilot. Then palobs cost is equal to his PS.

YV-666 cost 26 (31 with palob)

Pros -

loads of shields and hull

Good arcs for weapons

Lots of support slots

Cheapest large

Cons -

Handles like a truck

Poor agility

Uninteresting action bar

Firespray cost 30 (35 with palob)

Pros -

Rear arc for chasers

Lots of hull

K-turn

Andraste title for multi conner nets etc.

Cons -

Average shields

Few green manuvers

Average agility

Aggressor cost 30 (35 with palob)

Pros -

Great agility

Lots of green options

K & S turns

Useful upgrade slots

Great action bar

Cons -

Only average shields and hull

Only has fore primary arc

Weird looking ship

So what are people thinking, i am starting to lean toward the aggressor, its and agile ships for a large and palob would give it the oppurtunity for lots of tokens. I think its agility and access to evades ofsets its weaker hull and shields

Honestly I think you're best off with the Firespray (although I'm a little biased to the rear arc). It makes the better candidate for Engine Upgrade with the more open dial than the YV, and while the Aggressor is a FANTASTIC ship it's mostly IG-88B and the IG-2000 title that make it so efficient; Palob would be a nuisance but would likely have a drastically lower damage output than Iggy himself/selves. I *really* like the YV and its dial as a Cannon carrier but it's pretty easily focussed down, especially at PS5.

Oh actually that's a question I had, would your campaign Palob keep his PS level standard or would that change over time?

It could slowly increase if i spent xp on it

Neat! Okay well if you're interested in building up your PS level I think you could make a solid argument for any ship. You said you were leaning towards the Aggressor, but is there a particular upgrade setup or Elite Talent you were leaning towards? For example Advanced Sensors and a Cannon with Autothrusters would make anyone pretty slippery in an Aggressor, whereas a Heavy Cannon, Manoeuvring Fins, and some Crew would make the YV pretty distinct. I've tipped my hand in that I prefer an Engine Upgrade on my Firespray, along with a choice Crew/Talent combo (K4 Security Droid plus PtL plus EU is one of my favourite setups!).

Do you have a favourite existing pilot out of those three ships so far?

Well, i dont actually like any of the IG pilots, so dont normally field ot even though i like the ship itself. For the firespray i like fielding it as andraste and stick emon in it for flexible bombing. The YV i am still yet to field, but would probably use it as a bus for support cards like crew members. Of the YV pilots i quite like moralo(?) For the 180 degree secondary.

If i was to run the aggressor, it would probably be with advanced sensors as the early action is really handy to have, particularly if i am going to stress myself or worried about getting blocked.

Other equipment would probably be an ion cannon for capturing enemy ships for the campaign, and maybe anti-pusuit lasers or ion projector as people are always crashing in to my large ships.

Do you wanna be a mandalorian boba fett style?

Go Spray

Kyle Katarn merc? Go HWK

Badass junker? Go YV666

High agility killbot/ fast and loose and crazy? Go Aggressor.

Yes I know the HWK is small base, I don't care, it's worth mentioning.

Okay I really like the idea of using ion cannons to capture opponents, that's a beautiful thematic aspect to incorporate (although that might be the years of X-Wing vs TIE Fighter talking...).

The YV probably offers the best roleplay experience because of its size and the options it affords, especially if you can purchase other pilot abilities down the road (Moralo's 180° cannon spread is BRUTAL). Plus with the 180° arc you're still getting good economy out of a lot of options like PtL/K4/EU but depending on what you're trying to do in the campaign other options are probably more useful (I'm stuck in the competitive mindset sorry!)

The pilot is only allowed one ability so, although his PS will increase and he can learn to fly more ships, he cant learn any more abilities. That is the only thing putting me off the YV, i really like Palob as my squadron leader, able to jump in to any ship and make it work for him as his ability is so flexible. The YV-666 kind of needs its own pilots to shine.

I am going to test out the YV in my next game to see how well it actually works on the field. I am hoping to be suprised as it is veru characterful.

I like the idea of the firespray, it is a very cool and very competitive ship, probably the most powerful of the three options, it just isnt really grabbing me this time.

What about either of the YT series ships?

I know in game technically they are Rebel but... Let's face it, it's not a hard case to win for these being scum ships (jokes about them being rebel scum notwithstanding).

I would quite like to take the YT-2400, as it is definately the kind of ship the scum would use. But i think opening up that sort of access to other ships could prove a headache to the campaign organiser. I can see it being a useful addition though if it comes up later.

The rules do actually allow the scum player to capture then rebrand ships, so who knows, i might capture myself one anyway. (I would then have to decommision my existing large for game balance)

To be honest though, its probably equivalent to the firespray anyway.

Scum capturing ships? I love your organizer. I had that thought a while back.

Something along these lines could be nasty (the cannon can be subbed out for an ion cannon if i want to go hunting) its a little expensive, but has great acton economy and i think would prove really effective.

Palob Godalii — Aggressor 35

Marksmanship 3

Advanced Sensors 3

"Mangler" Cannon 4

Inertial Dampeners 1

Experimental Interface 3

Ship Total: 49

Before he moves, he does whatever action he fancies, boost/evade/barrel roll

Then uses EI to trigger marksmanship for superfocus on shooting

Then moves using his many green arrows to drop stress

Palon then steals a focus/evade as he sees fit.

Then fire mangler cannon with autocrits provided he rolls at least 2 hits or eyes.

The organiser is using some campaign rules he found online. They are pretty good. Already have a shopping list of things to steal for my ion boats.

Edited by slimeball