So, I like playing with Strange Eons and coming up with how I would like to see my favourite EU ships in the game. Mostly, I think I like compositing the pictures together, but the theorycrafting is fun too. Today, it's the Skipray Blastboat, made famous in Timothy Zahn's Heir to the Empire books and, in my version, coming to X-Wing as a large base ship for Scum.
So, the basics: First, the generic, and the dial:
There're a lot of similarities, stat wise, with two existing scum ships: the Firespray, and the new Lancer, but the Skipray doesn't have the auxiliary or mobile arc that defines each of those ships. As such, the base model is quite a few points cheaper than either the Mandalorian Mercenary or the Shadowport Hunter, much closer to the YV-666. However, the dial is significantly better than the YV's, and, at least theoretically, 10 HP behind 2 dice is a better bet than 12 HP behind 1 defence die. So stats wise, I think it's pretty well balanced. There are also a couple of other key tricks that distinguish it from its competitors in scum, in the form of a pair of titles:
The GAT 12g was the Skipray variant used by the empire. I've chosen to ignore the fluff that says that the missile launcher was replaced by the tractor beam, and simply include both. I figure this would be used for a couple of reasons - it's the cheaper of the two titles, and, on a pilot with an EPT, opens up some potentially fun combos like Assault Missiles, Extra Munitions, Ruthlessness and Guidance Chips on a platform that's tanky enough to survive long enough to get both missiles off. But I do think this would be used less than the next title - it's primarily fluffy.
The GAT 12h was the most common variant, and it had an ion cannon primary. This represents that. For the same price as an ion cannon, you can now have the control element without the damage restriction. I think this gives the Skipray a bit of a unique place, and I'd expect it would be used quite a bit more. You'll also note that there's room to run three basic Skiprays, each with the title, with room for a few choice upgrades. I think that'd be one hell of an annoying squad to face down.
That said, I think that at least one or two of the named pilots would be worth considering:
Aves is inspired a bit by the Shadowcaster, which, through pilots and upgrades, gives you te choice to double down on tractor tokens. In this case, it's the ion effect that Aves doubles down on. Being stressed around Aves would be extremely dangerous, even for big ships. Assuming he has the GAT-12H title, the danger of being walked off the board becomes enormous, far too great to risk. Even big ships would be in considerable danger, and would have to rely on being able to dodge Aves' arc with higher pilot skill.
Talon Karrde is an information broker and a smuggler ,who only resorts to combat as a last resort. Wherever possible, he likes to be as far away from his enemies as possible. But, if his network reveals something useful - a tasty blocking opportunity perhaps - he acts on it. That's the basis for this ability. It's thematic, and not game breaking, though it does make force high PS Palp Aces to pick their initial engagement manoeuvres very carefully - a simple block could very easily end the game for them.
The Skipray, of course, needs Mara Jade as a pilot, and "I wanted her to have two things - high pilot skill, and a simple, straightforward, efficient ability. Extra dice are always powerful, and, besides being difficult to trigger, this one has no drawback. It's just good.
Now, no expansion is just about the ship. It's also about the cards. As with any, there a few key elements that suit the ship already released, and as a large base ship, there're lots of spots to fill in the box, so these cards would be included:
Ion Cannon Turret
Homing Missile
Tractor Beam
Ion Projector
Long Range Scanners
As well as a few new ones:
Automated Scanners is a strictly worse FCS, but it has the same points cost because it's in a much more accessible slot.
Masking Transponders is more or less anti-synergistic with Automated Scanners, but since they're in the same slot, it's not such a big deal. This is a purely defensive, support upgrade that would probably go just as well on a Hawk as on this ship. Speaking of the HWK, both of the new crew would work well on that ship:
Talon Karrde's crew ability is a slight variant on his pilot ability - very useful on the Skipray, as a cheap way of gaining boost, but perhaps as useful on a HWK, especially Palob, who loves getting up close (but still dodging arcs).
The benefits of the Gunnery Officer to any ship with a turret upgrade. It's also a point more than Autothrusters, which is kinda-sorta cancels out. I think it's worth int in a few specific situations, though I'm a little worried about seeing it on Dash...
So, what do you think? Would a Skipray expansion built like this be worth your hard earned cash?