I would like to see the Scyk and Kihraxz with a Black Sun paintjob.
in addition i would like to see quite a few Illicits upgrades that offer the Scum faction something unique.
I would like to see the Scyk and Kihraxz with a Black Sun paintjob.
in addition i would like to see quite a few Illicits upgrades that offer the Scum faction something unique.
kiharaxz title that gives it scum astromech slot.
generic starviper with EPT slot
more scum crew illicit upgrades
same title for firespray that misthunter gets to give it barrel roll and tractor beam (can use rear arc or front arc)
Edited by The_Brown_Bomberkiharaxz title that gives it scum astromech slot.
generic starviper with EPT slot
more scum crew illicit upgrades
same title for firespray that misthunter gets to give it barrel roll and tractor beam (can use rear arc or front arc)
Sweet!
(..and now I know why people who have posted over 2,000+ posts know what they are talking about...
)
Starviper definitely. Then either the Scyk or Kihraxz. The one that doesn't get it gets included in the first Scum Epic ship expansion. The reason I want the Starviper more than the other two is the lack of a maneuverable ship like the TIE Interceptor or A-wing for Scum at a decent point cost. Guri is good, but Xizor is useless at his price and the generics are over-priced for their utility.
I hate having to buy epic ships to get upgrade cards or buying a $35 Palpatine card on eBay.
Buy the epic ship for the epic ship, and consider the upgrade cards as bonus.
Firesprays are ok in my opinion; they just have the "generalist" problem in that they do everything reasonably well and pay the price for having no real weakness. Were turrets less powerful (i.e., arcs actually matter more than they do), Firesprays would be seen as a stronger mainline ship. So, I don't think they are nearly as urgent as others.
Overall, I'll echo that "more pilots" is always good and a primary draw for all of these Veteran/Aces upgrade boxes.
Kirhaxz is already pretty good IMO. Solid dial, a little frail, similar to the X-Wing. They just need a little more versatility. Adding a Salvaged Astromech slot, paired with something akin to "Integrated Astromech" would nudge them right into the fray.
Base Scyk is basically 1.5 points overcosted when compared against the TIE Fighter which is the obvious comparison. There is no point to ever take it over the cheaper Z-95, so they need some sort of free upgrade that offsets the cost difference, such as a cheaper mod slot. Likewise, with title, it's probably 3 points overcosted now, so they should add on something else, either a secondary weapon or modification discount. They could pair that deduction with some kind of action economy to help them actually be viable ordnance platforms, something akin to the TAP title.
Starviper, IMO, is over-costed, but rather than give us discounts, I think they need to add functionality: give it an edge of some kind to validate its cost as a frontline superiority fighter. Right now, they are limited by mediocre pilot skill, a decent but unspectacular dial with few greens, and a weak ability for the "ace." I am sort of at a loss to recommend anything, as I am not sure what FFG actually wants the SV to do. Is it supposed to be up there with the E-Wing and Defender as a "premium" fighter? Then it needs more options that actually matter and at least one pilot that is a must have. Guri is nice, but I have not found her to be functionally that great. I am thinking some kind of increase in the overall survivability of the ship is in order, perhaps innate green dice reroll(s) or something along that route, or perhaps considerations for action economy without stress on a ship that becomes very predictable when looking for greens. Overall, I don't need it cheaper, I just want it better, to give a real reason to make the thing a centerpiece ship, as I believe was intended.
I hate having to buy epic ships to get upgrade cards or buying a $35 Palpatine card on eBay.
Buy the epic ship for the epic ship, and consider the upgrade cards as bonus.
UNLESS...... one doesn't WANT to play epic or HAVE an epic ship? Too time and cash consuming for me.
Like others have said, I'm looking for a fix for the Kihraxz and StarViper in the Scum Aces pack. I really just want a Scum ace, so I'm mostly looking forward to the fix they give the StarViper.
Doesn't matter TYPE of ship ... Just outrageous, bold, crazy paint schemes. They are scum, they have that ghetto flair ... They want their antics to be noticed as they make their mark in the galaxy.
This brings to mind Booster Terrik's Errant Venture, the red star destroyer.
Well here is the list of Scum ships that could use a couple of good pilots and some help.
And here is a list of scum ships that could use an alternate paint job
I think the Ma-3 Scyk and the Kihraxz are up as the first candidates for the Aces "buff" The Kihraxz can eaisly be fixed with some titles and illicits as they have no titles. The Ma-3 is a bit harder since it already has a title (sort of an inverse Chardaan). Maybe a title that gives it an illicit slot a missile slot and a pair of green hard turns (1 green hard would be nice). I would consider that a good deal for 2 points, make it more like the TAP with an illicit upgrade. Call it the Black Sun interceptor title.
Given the Defender aces just released...wow! I am sure FFG has some tricks up their sleeves for the scum aces, they sure need it.
kiharaxz title that gives it scum astromech slot.
generic starviper with EPT slot
more scum crew illicit upgrades
same title for firespray that misthunter gets to give it barrel roll and tractor beam (can use rear arc or front arc)
Pretty much my exact want list. I change it slightly to:
New Generic and Named pilots with an EPT slot
More crew
More Illicits (including a k-fighter only "droid brain" illict)
More help for both firesprays (but see below)
Firesprays are ok in my opinion; they just have the "generalist" problem in that they do everything reasonably well and pay the price for having no real weakness. Were turrets less powerful (i.e., arcs actually matter more than they do), Firesprays would be seen as a stronger mainline ship. So, I don't think they are nearly as urgent as others.
Look at the Jumpmasters in Scum and the New Defenders for the Empire and I'm pretty sure you'll see the problem with Firesprays. Since the Rebels got upgrades through Most Wanted and an extra ship (attack Shuttle) I fully expect the Empire to get a Scum cross over to fix the Firespray's issues while still giving Scum more options.
Starviper fix. Torpedo slot.
Advanced protective refit
0pts
At the start of each turn, regenerate a shield. (Up to your maximum shield value). (Of 1 or 2 with shield upgrade).
Don't forget the firespray!
Yeah, it does feel somewhat over costed these days....
My vote is for Scyk and Star vipers.
Scyks just don't do enough to differentiate them from Z-95s. The PS2 Mangler Cannon Heavy-Scyks comes in at 20 points; the same as a PS2 Kihraxz.
I think Scum needs a dedicated arc-dodger intercepter. It's almost like Scyks want to be called M3-A interceptors. Let's make them awesome by letting them act like a "cheaper" Tie interceptor.
Advanced Interceptor Scyk: 2-point title: Add the boost upgrade icon.
This allows Scum to have a PS2 16-point ship with a decent dial and a boost icon. Of course, you'd have to provide a few more copies of Autothrusters. This provides a very niche ship that expands the Scum repertoire with a very capable interceptor ship. When compared to the Tie Interceptors, it looks very efficient for the points. A swarm of 18-point Advanced Scyks with Autothrusters and boost start to look really nasty.
I like the idea of a Scum Interceptor and its adjustable wings.
Adjustable wing flaps: 1-point modification (Scyk only): When you execute a 3 speed Koiogran turn, you can execute a Talon roll instead.
This would give the Scyk something unique that Scum ships do not have -- a Talon roll -- and something that that only a few aces have. The ability to change a K-turn on the fly. It also bridges the gap with the new Force Awakens core set.
Another silly wing flap modification. This looks like Lt. Lorrir but without the stress.
Adjustable wing flaps: 1-point modification (Scyk only): When you perform a barrel roll, you may use the 1 bank template.
Here's the point adjustment fix:
Light Interceptor Scyk: -1 point title. This card has a negative point cost.
With this modification, you could also add the refit cost fix. Suddenly, the demand for M3-A Scyks goes *way* up. You can now swarm them for nearly the cost as swarming the Academy Pilot or Z-95. With this "fix", the Scyk becomes a 13 point swarming ship. Arguably, this easily be a -2 fix. But this would put the Scyk slightly ahead of the Tie fighter IMO (especially with the Modification mentioned before).
Edited by RanditoPerhaps on the StarViper, have something akin to the chardaan refit, except using the torp slot?
Something that would help the Scyk would be allowing it to have green hard turns and a boost (via title perhaps)?
Also, new pilots on both please.
Asking about "aces" I'd have to say StarViper and Kihraxz.
There's no question that the Scyk could use some help (a new title just like it has but without the cost wouldn't kill much more) but it just doesn't feel like an "ace" ship.
I want one thing. That one thing I share with a lot of people in this thread.
Talonbane Cobra in a Starviper.
They're even both named after snakes.
I want a non-unique title or mod that makes all speed 2 maneuvers on the Viper's dial green. The **** thing can't shed stress for crap. It also really needs high PS pilots. I love Guri, but she's SOL against PS8 or higher. One thing that might be awesome is a new crew option or pilot that does what Mux does except it makes the chosen opponent's PS0 just for the Activation phase.
I'd also love to see a Firespray so we can have Krassis Trelix return to our side where he belongs. Give him PS8, EPT, and the ability to fire his secondary weapons out of his auxiliary arc.
What ships do you want in it and what do you want done to them?
I want another three ship pack to include the Scyk, Kihraxz, and Starviper with sweet paintjobs.
Give them all an extra free shield.
For the Star Viper please cards only, I really, really have enough of those, auto-thrusters be damned.
A: a legitimate reason to field at least one Syarviper. Preferably more.
My vote is for Scyk and Star vipers.
Scyks just don't do enough to differentiate them from Z-95s. The PS2 Mangler Cannon Heavy-Scyks comes in at 20 points; the same as a PS2 Kihraxz.
I think Scum needs a dedicated arc-dodger intercepter. It's almost like Scyks want to be called M3-A interceptors. Let's make them awesome by letting them act like a "cheaper" Tie interceptor.
Advanced Interceptor Scyk: 2-point title: Add the boost upgrade icon.
This allows Scum to have a PS2 16-point ship with a decent dial and a boost icon. Of course, you'd have to provide a few more copies of Autothrusters. This provides a very niche ship that expands the Scum repertoire with a very capable interceptor ship. When compared to the Tie Interceptors, it looks very efficient for the points. A swarm of 18-point Advanced Scyks with Autothrusters and boost start to look really nasty.
20pt alphas have an extra red dice and aren't exactly tearing up the meta. I don't think 18pt Scyks with boost are going to even come close to that.
I'd like to see them simply obsolete the heavy title for the Scyk, like they did with Munitions Failsafe. Give us a couple of different one, Defender-style, maybe one that adds a cannon and a light one that adds green turns and an ilicit slot.
Asking about "aces" I'd have to say StarViper and Kihraxz.
There's no question that the Scyk could use some help (a new title just like it has but without the cost wouldn't kill much more) but it just doesn't feel like an "ace" ship.
That's a fair point (although neither do Bombers, really). Would make sense with a Starviper/Kihraxz aces set, and the Scyk as an escort for the Jabba boat.
Starviper is one of my favourite ships. I've noticed that many of the more succesful builds for them tend to focus around their being relatively action independent. Guri gets her focus if you play her cards right, and a reroll or two (you did take lone wolf or predator didn't you?!) while the prince's fcs helps him out in a bump or a stressful situation.
So maybe this is another area they could try and leverage to make the Viper a little unique? How about "Buzz Droids - At the beginning of combat, if an enemy ship is in base-to-base contact with you, you may deal it one damage and one stress, then discard this card".
This would impose an area of "oh sh*t" around the fighter, giving us a) a use for those PS1 pilots, who are suddenly pretty scary blockers, and decent fighters after the droids are away, b) make Guri pretty scary in a knife fight c) synergise with a new PS 6 pilot's pilot skill.
I'd also like something to even the fight between a viper and an interceptor. Anyone who flies vipers will know the pain in the ass that this mismatched fight represents. Soontir vs Xizor or Carnor vs Guri is pretty one sided, and the threat of the viper putting a devastating block on them would give them some teeth against their otherwise superior imperial-ace competitors...
What do you think?
Edited by banjobenito