Slaver
-Bossk
-Gunner
-Zuckuss
Best. Buzzsaw. Ever...
Slaver
-Bossk
-Gunner
-Zuckuss
Best. Buzzsaw. Ever...
Zucrewuss deserves effects that care about hitting the opponent. I'll be putting him on Bossk, or on ships with Ionization effects.
Mux with Ion and Zuckuss
Or
YV-666: · Bossk (35)
Predator (3)
Gunner (5)
· Zuckuss (1)
Inertial Dampeners (1)
Zucrewuss deserves effects that care about hitting the opponent. I'll be putting him on Bossk, or on ships with Ionization effects.
Mux with Ion and Zuckuss
^^^that Palob is brilliant. When wired isn't triggering on turns that by some miracle you aren't stessed, you can take regular action. Otherwise, you are modifying everything. I've been looking for good home for wired. Thanks for the tip.
Imo you don't need wired that much: it rerolls focuses, if you take moldy crow and/or recon spec, you should be just fine.
Its rolling the blanks that you need help with. And damage mitigation in general.
It depends pretty heavily on the defenses of your target, and with multiple attacks from the TLT the math gets messy pretty quickly. (By which I mean I don't have the time to do it right now.)My intuition, though, is that you're not going to gain much by pairing Zuckuss with a TLT. The TLT's major strength is the consistency of its damage output; an accurate, low-damage weapon sets the ceiling for Zuckuss' effect very low.I would be curious to see the math on unmodified TLT attacks while rerolling all the target's natural evades, but it feels like a potentially solid build, and could add a little more variety to the standard TLT build options. At just 25 points I am more willing to at least experiment with it a little.
I respectfully disagree. Unmodded (even modded) TLT shots aren't very good against well defended AGI 3 ships. A liberally used Zuckuss makes them much better, and there's lots of such targets where a one damage cap per shot is plenty good. It's a very similar damage output to TLT Drea with R4B11. She doesn't get used all that often, but she should be, she's nuts.
^^^that Palob is brilliant. When wired isn't triggering on turns that by some miracle you aren't stessed, you can take regular action. Otherwise, you are modifying everything. I've been looking for good home for wired. Thanks for the tip.
Imo you don't need wired that much: it rerolls focuses, if you take moldy crow and/or recon spec, you should be just fine.
Its rolling the blanks that you need help with. And damage mitigation in general.
But Recon and/or Crow are both expensive and action dependent. Dropping the points potentially allows the list to develop other threats to complicate target priority.
It's a very similar damage output to TLT Drea with R4B11. She doesn't get used all that often, but she should be, she's nuts.I've flown Drea like that a few times. Never disappointed me. As long as she can get around the enemy and you have something else that they really want to shoot, she is awesome. I found that her mech didn't trigger all that often but it is super helpful to pass her lock off to another ship when you know her current prey is about to die
YV-666
K-4 Security
Zuckuss
Greedo
Should consistently push a crit through and is cheaper than the Gunner Bossk combo.
Jumpmaster, Deadeye, R4 Agromech, Proton Torp, Guidance Chip, Zuckuss.
Teamed with Drea Renthal, Proton Torp, Guidance Chip, R4B11.
I'd rather have 4lom on a jumpy torpboat
That's just dead soontir right there, and you only get ionized on shot 2
+ stressed jumpy = no torps
BTW, 4-lom jumpy is DISGUSTING
Even the plinky PWT is going to kill **** with full mods D:
Edited by ficklegreendiceI'd rather have 4lom on a jumpy torpboat
That's just dead soontir right there, and you only get ionized on shot 2
+ stressed jumpy = no torps
BTW, 4-lom jumpy is DISGUSTING
Even the plinky PWT is going to kill **** with full mods D:
Jesus that's going to be a store champ list
Generic jumpy with 4 lom and generic jumpy with Intel
30 points of...something? Double feedback soldiers? PS 3 everywhere!!!
Anyway, zuckuss' stress inducement makes him less attractive on larger, action dependent ships. The yv is the HUGE exception due to multiple crew slots giving plenty of action independent options
Imo, 4lom is for big ships due to how ionization affects them. The yv can pull it off just fine, the jumpy's PWT + lack on arc restriction actually has me worried (dengar will HURT; note no once per round restriction on 4lom though it will ionize... Although if he's already carrying 1 and goes up to 3, the excess will fall off)
Boba might also be VERY legit with 4lom, but the firespray's lack of 1-turn
makes the board edge plenty scary...
Funny how the duo, not their ship, is going to make it exciting times for scum
Edited by ficklegreendiceWith Boba, I'd do the Zuckuss and Wired combo. His dial and ability pair well with that approach.
Those upgrade alone make him a serious threat. Would be fun to add Slave 1, long range sensors, and homing missile for strong alpha strike. TL 1st turn, focus on 2nd, and fire - no evade token, R3 bonus, and can forcertainly reroll. Then close distance. If you are looking to spend more points, could add extra munitions and a bomb, but cheaper builds might be superior.