Hi folks, I'm trying to figure out a way to make small aces more regularly viable for Scum, as I love the faction but feel as long it's pretty dominated by large base ships currently.
When my friends and I read about Manaroo, we likened it to a pseduo-Palaptine effect, so I figured a list that behaves similarly to Palaptine + Darth/Soontir Fel may be possible.
With that, here's what I have:
Manaroo (32)
- Push the Limit (3)
- Gonk (2)
Talonbane Cobra (33)
- Lightning Reflexes (1)
- Cloaking Device (2)
- Stygium Particle Accelerator (2)
Zuckuss (34)
- Veteran Instincts (1)
- Boba Fett (1)
- Sensor Jammer (4)
- Mist Hunter (0)
- Tractor Beam (1)
The philosophy is that Manaroo will serve as a long-distance support vessel that is primarily focused on token generation. The way her effect works will allow me to pick which of the two aces would benefit more from a focus and potentially a target lock - and if she is out of range 3 she has Gonk available to build up shields for later recharging.
I selected Talonbane and Zuckuss because both pilots have the capacity to deal 5 red dice attacks at range 1, making them both very aggressive options to fly. What's more important is that these ships both have this capacity with no additional equipment, meaning the only two purposes that equipment need to serve is reducing variance and improving defenses.
Another intention of this list is to make the question of "who must die first" a very difficult one. Manaroo provides key support to the two aces, who are in part dependent on being able to disregard the need to clear their stress immediately. However, she has Gonk available if she starts taking anything less than full focused fire - meaning that the two aces are free to start hammering the backside of the enemy list as it chases Manaroo.
Talonbane is another obvious first pick, namely because he is the most fragile. However, I feel that some players will be inclined to wait for the cloaking device to fail - the particle accelerator should ideally help reinforce this notion and if the cloak fails, Talonbane can be gifted with a final evade to help him out with being unexpectedly exposed.
Zuckuss has the sensor jammer to also require focus fire and also to bait the opponent into spending focuses on attacks, leaving them more exposed to devastating attacks. Ultimately, I feel as though Zuckuss will end up being the one that needs to die first.
Talonbane:
So Talonbane got the cloaking device (paired with the particle accelerator) as a cheaper and more defensive alternative to the standard PTL + Engine Upgrade combo. He should be able to reliably enter into range 1 using the cover that the cloaking device provides.
His EPT slot is a lot more of a wildcard. The list has 1 point that is effectively 'floating' and I've reassigned it several times. Ultimately, it makes the most sense as an extra trick for Talonbane to utilize, especially because one his cloak inevitably fails he will otherwise be flying naked.
As far as 1 point options go, it's pretty limited. Talonbane technically doesn't need token generation (because Manaroo performs this function already) and I am particularly fond of his dial as a great pair with Lighting reflexes, essentially allowing him a one-time k-turn on any maneuver. It provides him some critical unpredictability in regards to escaping from a bad fight or getting an unexpectedly favorably range-1 shot on an opponent.
Zuckuss:
Zuckuss immediately gets VI in order to have his pilot skill match Talonbane's - as a two ace duo, this afford me a lot of control over their maneuvers, to avoid any self-bumping when possible. What's also important about this, is that Zuckuss' pilot skill can also be applied to tractor beam, and a 4 red dice tractor beam sounds pretty tasty on a pilot skill 9 ship, which can potentially move a lower ship onto an obstacle before it can shoot and deny it an attack entirely.
The matching pilot skills also ensures that, if Zuckuss is better off making a tractor beam shot, Talonbane can take advantage of the agility reduction.
Boba Fett I'm bringing along because the card is cheap and the opportunity is too valuable to pass up - especially if it's concluded that a tractor beam can trigger Boba Fett using obstacle critical damage (which is still unanswered and not critical to this list)
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Overall I feel as though this list (boasting a favorable 22HP out of the gate) is strongly competent, though it may be too generalist and too high variance to see regular consistent results. I'm very interested to hear what people think of it.