Fixing the Scyk

By Jediluigi, in X-Wing

So, we're all looking at the Scyk, StarViper, and the Kihraxz for potential fixes. I've seen plenty of good ideas on how to fix the StarViper and Kihraxz, but not the Scyk. Here's a few ideas I've had.

"Heavy Payload"

Modification

M3-A Interceptor Only

0 points

If you have a cannon equipped that is 4 or less points, after performing a primary weapon attack, you may perform an attack with an equipped cannon weapon.

If you have a missile or torpedo equipped, if that card instructs you to discard it to perform the attack, discard this card instead.

So, here's my thoughts on this. This makes up for the "Heavy Scyk" Title costing 2 points. This mod lets you take Mangler Cannons and be effective with them, and suddenly those 20 point Scyks flying can potentially double tap (though without mods for both attacks one of them will probably miss). This fix also lets people consider giving Scyks ordnance. It's a quasi-free Extra Munitions, since the "Heavy Scyk" Title is 2 points, the opportunity cost is used to pay for the discard. I am really on the fence about making it discard for the extra cannon shot. Though as I type this I realize you wouldn't be able to take Guidance Chips. But I've got an idea about that! Anyway, for the rest of the fixes.

"Light Scyk" Interceptor

Title

M3-A Interceptor Only

0 points

Treat all Hard Turn maneuvers as green maneuvers.

Whoa, green 1 and 2 Speed Turns? Eat your heart out, Inquisitor. You lack Hard 3 turns anyway so now your dude is a little more flexible. after K-Turns. But is there a point to making the hard turns green?

R303 Ion Jet Engine

Modification

M3-A Interceptor Only

1 point

You may only equip this card if you have the "Light Scyk" Interceptor card equipped.

After performing a green maneuver, assign an Evade Token to your ship.

This is the heart of the "Light Scyk" fix. This thing has only 2 Hull and 1 Shield, and giving it this Evade Token should help with it's lifespan immensely. Doing 1-2 Speed Turns and dodging like a madman for 15 points (same price as the base TIE/fo) is pretty good. But these titles wouldn't be much without some new pilots to go with them. Let's take a look at some ideas.

"Unique Pilot Skill 4 Guy"

PS4
16 Points

EPT

When attacking with an equipped secondary weapon, you may turn one of your Eye Results to a Hit. If the secondary weapon is a Missile or Torpedo, you may instead change a Blank result instead.

This is the ordnance carrier Scyk. Though he can still be effective with a cannon, he's got built in Guidance Chips.

But what about the other title? Who will use that?

"Unique Pilot Skill 7 Guy"

PS7
19 Points

EPT

When attacking, if you have an Evade Token, you may spend that Evade Token to choose one of your opponents defense dice. That die result is cancelled.

Here's where it all comes together. Sure, that free Evade Token is great, but with 2 dice, it probably won't help you punch through. Unless you can mess with your opponents dice! VI is a good choice, it makes him PS9 and able to shoot back against Vader and the like. Or maybe Juke, and just remove 2 Evades from your opponents roll. Or Push the Limit, for a Target Lock, Focus, or Barrel Roll on top of that Evade Token. You have the green maneuvers to justify it now.

Those are some of my thoughts on how to fix the Scyk. Feedback would be great. Not Feedback Arrays though.

I'd prefer if they just errata'd the title to also give +1 hull.

I'd prefer if they just errata'd the title to also give +1 hull.

Would be ideal, but not happening.

Hm, I do wonder though...

Light Scyk (0pts, title, Scyk only): "Add [boost] to your action bar. Treat all [2 hard left] and [2 hard right] manouvers as green." - Better action bar than an Interceptor... but it's still a 3HP A-wing. Serrisu might enjoy autothrusters, though. ;)

Heavy Loadout (0pts, modification, Scyk only): "If you equip a [cannon], [missile], or [torpedo] upgrade, increase your hull by 1. When you equip this card, place 1 ordnance token on an equipped Torpedoes or Missiles Upgrade card. When you are instructed to discard an Upgrade card, you may discard 1 ordnance token on that card instead."

Yes, it's a hull upgrade and and Extra Munitions. 4 HP, PS5 Deadeye carriers might actually be fun... so long as you remember they've lost the slot for guidance chips, so they're really gonna want that Extra Munitions upgrade being cheap. In fact, they end up being Inquisitor TIEs with free EM instead of Autothrusters or Guidance Chips. Too much? Heck if I know, but it should be fun. :P

Seems a bit... Too much to worry about for the Scyk. Giving it action economy and reliable damage is better than a TLT version of a cannon.

I'd prefer if they just errata'd the title to also give +1 hull.

Sadly, I don't see them doing that. I tried to work with what they gave us, seeing how we could work around the problem.

it needs in-built pre-maneuver repositioning to become a real tight-space knife-fighter.

or banking BRs

All great ideas, but I really wish you would have titled the thread, "Fscyking the Scyk"

After you do a barrel roll you may perform another free barrel roll.

After you do a barrel roll you may perform another free barrel roll.

I like that you didn't put a once per turn limit on that. I envisage getting a 20 point lead in a game and then barrel rolling back and forth until time is called.

I would much prefer that they made a series of torpedo, missile, and cannon upgrades that are overly efficient for their points cost, and made them Scyk only. Like, one point proton torpedo efficient. This has the added benefit of not being needlessly complex, or invalidating the current title.

After you do a barrel roll action you may perform another free barrel roll.

no "action" word?

I see what you did there

  1. Double function cards are quite tricky to word correctly. Instead I would have after making a primary weapon attack you can make an additional attack with a secondary weapon that cost 4 or less points.

Just add a few more words to the title: "Reduce the cost of the equipped Cannon/Torpedoes/Missiles by 3 points"

5 HLC Scyks list anyone?

snip

Those are fair points. So, how about this instead?

"Heavy Payload"

Modification

M3-A Interceptor Only

0 points

If you have a secondary weapon equipped that is 4 or less points, after performing a primary weapon attack, you may perform an attack with that equipped secondary weapon.

If that secondary weapon is a Missile or Torpedo upgrade, place 1 Extra Munition token on that card. If that card instructs you to discard that card to perform the attack, discard the Extra Munition Token instead.

So you get the double tap with everything now, and an EM token.

"Light Scyk" Interceptor

Title

M3-A Interceptor Only

0 points

Treat all 2 Speed Hard Turn maneuvers as green maneuvers.

That's a bit more balanced.

Just add a few more words to the title: "Reduce the cost of the equipped Cannon/Torpedoes/Missiles by 3 points"

5 HLC Scyks list anyone?

That's what Fantasy Flight DIDN'T want to happen, hence 14 Points + 2 Point tax.

Just add a few more words to the title: "Reduce the cost of the equipped Cannon/Torpedoes/Missiles by 3 points"

5 HLC Scyks list anyone?

That's what Fantasy Flight DIDN'T want to happen, hence 14 Points + 2 Point tax.

Of course. Or they can just remove the point tax altogether. There, you're still limited to 4 HLC scyk but now has enough points left for a Z+missile. I'd try such list :lol: .

I think if they just reduced the point of a normal Scyk by 1 and gave the Heavy Scyk a hull point, it would be fine.

If you didn't know, there are a number of people having good luck with T. Point Vets with Attani Mindlink and Mangler Cannons. It really makes them effective when they can get a Focus and an Evade every round.

:) After performing a green maneuver, assign an Evade Token to your ship. :)

Or like the Defender, after performing a speed 2 or higher manoeuvre, assign an evade token.

edit: 0pt mod as described above; fixes the most basic flaw of the scyk which is durability. I can live with the rubbish dial and high points if I'm given an evade each turn unless I'm moving very slowly.

Edited by Eryst

Too blunt to be a FFG way.

They'll find a way to Scyk teh Fix

Edited by Warpman

I think if they just reduced the point of a normal Scyk by 1 and gave the Heavy Scyk a hull point, it would be fine.

If you didn't know, there are a number of people having good luck with T. Point Vets with Attani Mindlink and Mangler Cannons. It really makes them effective when they can get a Focus and an Evade every round.

It would be nice to have the Torpedo and Missile version of the Heavy Scyk title to have a built in extra munitions effect that makes it competitive with the cannon version.

Fix: if you have at least 2 Scyks in your list, your squad can be an extra 10 points.

Edited by tortugatron

I have an idea for a Scyk pilot I'd like to see:

( insert pilot name here) : PS7, 19 Points, Ability: When attacking or defending against a ship that is stressed you may re-roll your blank results.

Makes him pretty decent against anything using PtL and come on, don't we need something that is good against PtL? Give him a Flechette cannon(A use for a back of the book card!) and he can stress lower PS ships to give him self some extra defense. He can take VI to tangle with the big dogs or Predator for a little more offense.

New title/Cannon:

Proton Cannon Package: title 0 points; you must equip a Proton Cannon.

Proton Cannon: 3 Attack, range 1-3, 4 Points, Scyk Only . When attacking you may change one Focus result to a Critical result.

Ignore the names, I am bad at naming things. It is Scyk only so it can't be thrown on so many other good cannon slot equipped ships. This attempts to shore up the Scyk offensively and defensively. It is a 3 dice cannon with out the Heavy Scyk tax, YAY! Since it allows you to change a focus result to a Crit the Scyk can use it's Focus on defense or take a different action altogether. The price point for this upgrade puts a Cartel Spacer at 18 and a TPV at 21 which is a point value that Scum currently has lack luster options for. Five of these cartels in a list leaves you with 10 points for upgrades, but they are still Scyks and they are still going to pop quickly to focused fire. Four TPVs with upgrades could actually be good, give 'em all Crackshot and a hull upgrade.

BOGO on Scyks during squad building?

Seems a bit... Too much to worry about for the Scyk. Giving it action economy and reliable damage is better than a TLT version of a cannon.

Thanks for the feedback. What would you do to fix it? I'm thinking requiring a focus to fire could be an option, as well as increasing the cost.

I'm wondering:

Serissu, Title, Proton Torps, Deadeye, Chimps

TPV X 3, same loadout.

Comes to 99 pts.

Would this be a viable alpha strike team? Just about guarantees 3-4 hits on each torp. Of course afte that you have 4 5+ps Scyks...with now useless EPTs...