Righto.
As of the time of his release, there are 5 different Scum and Villany ships that can take crew.
The shields that Gonk regenerates are more effective when removed less often, so ships with 1 agility are at a disadvantage with him comparatively, and we'd really love to have one with 3 in the running.
2 agi: Slave 1, Punishing One, Moldy Crow
1 agi: Hound's Tooth, Mist Hunter
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Regenerating a shield for an action is similar to the Evade action with a Comm Relay.
Both cancel the next hit taken, and both persist even after combat ends for the round if you were not hit for some reason. There are minor and situational differences between them.
Notably among these, when dealing with attacks that neuter their own damage on a hit (like Ion Cannon or Twin Laser Turrets), the regenerated shield is almost always superior, until you get to the point where no-selling the attacks in question are likely.
As such, if you have Gonk on board, and he has banked shields, using one is typically superior to taking a defensive focus, and almost always superior to an Evade action.
For a Defensive Focus to be superior to an Evade with otherwise unmodified 2 Agility, you should be attacked by 4 times for 2 hits a piece, in a single round. Fewer attacks, and the Evade token is generally superior.
As a Gonk-regen is similar to an Evade...
And if you decide on a 1 Agi ship, Gonking is always going to be superior to a defensive focus, unless you're at full health.
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I warned you in the title that this is a digression. That means my thoughts are meandering as I'm penning this, and have not actually mapped out a thesis or outline.
My 7th grade teacher will be thoroughly disappointed in how my essaying skills have failed to progress.
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Back to the ships.
Of the 2 Agi Gonk Carriers, the HWK stands out as a poor choice, as of out of all of the options:
- It has the fewest shields to regenerate
- It has the least hull underneath the shields
- It has the worst dial (making escaping to lick wounds and rejoin the battlefield unfeasible)
- It is the cheapest (so the price of Gonk weighs more heavily)
- It is the worst carrier for Experimental Interface (the clear combo piece) due to the previous two points
- Its title, which is the best candidate for extending its lifespan to make Gonk worth it, competes with the banking mechanic, and combos best with another Crew.
So, I'm sad to say, I do not foresee Palob Godalhi with TLT working well with Gonk, despite the action independence therein.
2 agi: Slave 1, Punishing One,
Moldy Crow
1 agi: Hound's Tooth, Mist Hunter
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Jumpmaster vs Firespray is an interesting bout.
After including a title for both, to even the attack-die stats, we have the following
Contracted Scout Benefits:
Turret Primary
Left Green Turn (two speeds)
Mech slot
Barrel Roll
Mandalorian Mercenary Benefits:
+1 Hull
Right Green Bank (Jumpmaster is not an ambi-turner).
Cannon and Bomb slots
Evade
2 points cheaper
I don’t have a direct answer for you here, as it looks like it’ll wind up being a playstyle difference. Both clearly have their upsides, though.
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Potential Slotted Combos
Modification:
Experimental Interface, Engine Upgrades, Maneuvering Fins
Astromech:
Unhinged Astromech, R5-P8
Illicit:
Feedback Array, Glitterstim
System:
Surprisingly, all of them.
Crew:
Gunner, Greedo, Navigator
Cannon:
Ion, Tractor Beam
Pilot Ability:
Boba Fett, 4-Lom, Tel Trevura
Elite Talent:
Wired
Note: Some of these actually combo with Experimental Interface, as that is Gonk’s favorite pairing.
For a stress, it allows you to:
•Perform a non-Gonk action, then bank a shield onto him
•Perform a non-Gonk action, then regenerate a shield from him
•Bank a shield onto him, then allocate it
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Yes, some of those upgrades are only pairable on 1 agility ships. I never said to discount the Hound’s Tooth or the Mist Hunter, just that they had a disadvantage.
The Hound’s Tooth gives the most hull and shields available: a total of 12 HP for regenerative purposes.
It also allows Gonk to be combined with other Crew, or simply to be slotted into a spare slot.
The Mist Hunter brings the most options for minor combos, particularly when noting that every System option improves Gonk in some way, and using Experimental Interface with 4-Lom is ultra-potent.
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So, there you have it. A meandering on a theme of Gonk.
Edited by DraconPyrothayan