I've been thinking of getting a Scyk, but the awkward design has pushed me away. It's a hybrid of a tie fighter, a cheap cannon carrier, and a cheap missile or torpedo carrier, but those different styles interfere with each other. I'd love it as a cannon carrier, but it lacks a 1-forward and pays squad points for a primary weapon I don't intend to use, and points for basic tie-fighter capabilities. So I present a fix:
Thruster Brakes
Modification. M3-A Interceptor only.
Whenever you reveal a straight maneuver, you may reduce the speed of that maneuver by 1.
You can't make primary weapon attacks.
-2 points
The flavor is that you scooped out the primary lasers to make room for small thrusters in the front that can slow you down.
The lack of an illicit upgrade can easily be solved by a new pilot card:
Hutt Enforcer
Pilot Skill 1
Attack 2
Agility 3
Hull 2
Shield 1
Upgrades: Illicit
14 points
While 13 points would be nice, I think that 18 points for a mangler Scyk (14 base +2 title -2 brakes + 4 cannon) is just right and 21 for a heavy laser cannon Scyk that can't attack at range 1 is almost too strong.
The ordinance Scyk and swarm Scyk will need a different fix, of course. It will be tricky to find something for the ordinance Scyk that differentiates it from other ordinance carriers like the tie adv. prototype. Also, if it is a modification, it will prevent Guidance Chips.
I'm thinking some sort of unlimited Extra Munitions, but I'm worried about bad interactions with ordinance balanced around being one-use.
As for the swarm Scyk, it is so close to Z95s in its role that it's difficult for both to coexist; they need to be exactly the same power level, because it one is stronger it will replace the other. Still, we can try.
Light "Scyk" Interceptor
Title. M3-A interceptor only.
-2 points
And here's a bonus pilot card:
Uncontested Leader Ngat
The second [cannon] upgrade you equip costs -2 squad points.
Pilot Skill 7
Attack 2
Evade 3
Hull 2
Shield 1
Upgrades: Elite, Cannon, llicit
21 points
Edited by Positively Electric