I'll be playing this list Friday. I think it shows off the newest Scum toys pretty well to some newer players while still being moderately competitive vs. meta lists
N'Dru Suhlak — Z-95 Headhunter 17
Lone Wolf 2
Cluster Missiles 4
Glitterstim 2
Ship Total: 25
Syndicate Thug — Y-Wing 18
Twin Laser Turret 6
Unhinged Astromech 1
Ship Total: 25
Torkil Mux — HWK-290 19
Twin Laser Turret 6
Recon Specialist 3
Ship Total: 28
Cartel Marauder — Kihraxz Fighter 20
Glitterstim 2
Ship Total: 22
Torkil: ensures PS kill of something in the opening barrage. Ace insurance and phantom insurance...mostly. Protects N'dru from a Full PS kill. He'll die fast. Options: glitterstim, other turret, greedo.
N'dru: can almost one shot any ship in the game on perfect rolls; takes any ship to half or below with average rolls; threatens even the mighty brobots or cloaked phantom with sheer dice and modification abilities with proper positioning. Options: VI vs. lone wolf, hot shot vs. cluster
Thug: to BTLA or Not to B? With good flying and focus fire likely going towards Torkil or N'dru I kinda like locking it down and getting 3 shots a round. Unsure. Options: title? Unhinged?
Special K: a 20pt xwing with better durability for 1 round. It's just the donut filler. Options: what can you drop from elsewhere to get this up to an ace with crack shot?
Should be pretty self explanatory to run. You get rewarded for playing N'dru and the Thug well; you probably get rolled if you don't.
Struggles: VI brobots. Swarms with too many targets
Good enough: TLTs, Palp Mobile (I think), many 2 ship lists
Other thoughts on making it more than just semi-competitive? Where does it struggle? Where is it mean?
Edited by Rakky Wistol