Fly Backward

By Graeme Lyon, in X-Wing

Scavenger Crane on Dengaroo. Dengar spends his Countermeasures, kills a ship, then uses Scavenger Crane to pick them back up again. Makes Dengaroo an even harder matchup for swarmy lists, wonderful.

Scavenger Crane will be stupid good on Dengaroo.

Countermeasures are a Mod so Scavenger Crane doesn't work on them.

Yes it does, reread the card "or Modification Upgrade".

Mods have no icon, so the crane mentions it specifically rather than list it in an icon list

i'd be surprised to see dengaroo take it though. Stims are way more valuable than multiple counters.

Edited by Vineheart01

Scavenger Crane on Dengaroo. Dengar spends his Countermeasures, kills a ship, then uses Scavenger Crane to pick them back up again. Makes Dengaroo an even harder matchup for swarmy lists, wonderful.

Scavenger Crane will be stupid good on Dengaroo.

Countermeasures are a Mod so Scavenger Crane doesn't work on them.

That's not what Scavenger Crane thinks.

swx61-scavenger-crane.png

Seriously, though, why does it work on Cannons and Turrets?? Because **** Boba Fett, that's why?

Also, Scavenger crane is only de-discarding things that were equipped to y our ship. Not stealing off others as some have read it- so you'll never end up with something you didn't bring in to the fight.

I already love the Constable. VI + Proton Bombs (or bomb of choice) + Scavenger Crane + Primed Thrusters (or PA) + Bombardier. Drop a bomb in someones lap, Reverse bank, then barrel roll out of their arc.

Constable's ability only works on "Action" bombs, which is where you'll get more bang for your buck.

Edited by RStan

Seriously, though, why does it work on Cannons and Turrets?? Because **** Boba Fett, that's why?

Also to future-proof. I could very easily see them issuing a single-use Cannon or Turret.

I'm super disappointed it doesn't work in Illicits though.

Seriously, though, why does it work on Cannons and Turrets?? Because **** Boba Fett, that's why?

Or because you are running the old damage deck.

That mod is seriously dickish lol. Action: throw someone onto a rock and reduce agility. No dice, just action lol. It does have an arc restriction though so its not a complete bs card, but i could see bringing a cheapo tugboat literally for this mod alone lol

Considering you can put the mod on a low PS ship, that R1 and arc are not that much of a challenge to achieve. I wonder if it's going to continue to push people towards big ships.

tbh if it was get an upgrade after killing a ship, it would be kinda broken. You could easily make a lot of ships with an illicit slot get upgrades they normally cant. YV666 with VTs anyone? lol

I'm looking forward to trying this thing out, just for the shenanigans!

I already love the Constable. VI + Proton Bombs (or bomb of choice) + Scavenger Crane + Primed Thrusters (or PA) + Bombardier. Drop a bomb in someones lap, Reverse bank, then barrel roll out of their arc.

Constable's ability only works on "Action" bombs, which is where you'll get more bang for your buck.

Not quite. It works on all bombs, it just works on action bombs *as well* as reveal ones.

I already love the Constable. VI + Proton Bombs (or bomb of choice) + Scavenger Crane + Primed Thrusters (or PA) + Bombardier. Drop a bomb in someones lap, Reverse bank, then barrel roll out of their arc.

Constable's ability only works on "Action" bombs, which is where you'll get more bang for your buck.

read his pilot ability...it does NOT specifically say action bombs, it INCLUDES action bombs.

Scavenger Crane on Dengaroo. Dengar spends his Countermeasures, kills a ship, then uses Scavenger Crane to pick them back up again. Makes Dengaroo an even harder matchup for swarmy lists, wonderful.

Scavenger Crane will be stupid good on Dengaroo.

Mmmm.... maybe.

Costs him Glitterstim don't forget, and that's an important part of his ability to take a couple of rounds of fire if the opponent manages to lock Manaroo down.

At the expense of glitterstim, which is very good on Dengaroo, you can reequip countermeasures. Countermeasures are such a good defense against OL and Ryad/Vessery. Being able to use them twice could be game changing. Increased agility, but also dropping another TL at the right time is huge. It could allow more than enough time to kill the shuttle before the aces could to enough damage. Charge at the shuttle, pop your countermeasure to deny Ryad and Vessery a TL, and basically take 0 damage for an entire turn. Then kill the shuttle, pick up your countermeasures again and have them for another attack against Ryad/Vess. And while you are at it, pick back up that plasma torpedo you used on the shuttle when you kill the first Defender, or even pick back up the countermeasures. And that's in the worst situation with a few ship build. Against Imperial Aholes or any kind of swarm, forget about it. Countermeasure opportunity every time you kill a ship.

Mods have no icon, so the crane mentions it specifically rather than list it in an icon list

The thing is that Mods, and Titles, do have an icon (crossed wrench & spanner on back of card). I am not sure why FFG chooses not use it.

Must be because upgrade space on a pilot card is at a premium and all ships can take them. Still doesn't explain why not use the symbol in this instance.

Scavenger Crane on Dengaroo. Dengar spends his Countermeasures, kills a ship, then uses Scavenger Crane to pick them back up again. Makes Dengaroo an even harder matchup for swarmy lists, wonderful.

Scavenger Crane will be stupid good on Dengaroo.

Mmmm.... maybe.

Costs him Glitterstim don't forget, and that's an important part of his ability to take a couple of rounds of fire if the opponent manages to lock Manaroo down.

At the expense of glitterstim, which is very good on Dengaroo, you can reequip countermeasures. Countermeasures are such a good defense against OL and Ryad/Vessery. Being able to use them twice could be game changing. Increased agility, but also dropping another TL at the right time is huge. It could allow more than enough time to kill the shuttle before the aces could to enough damage. Charge at the shuttle, pop your countermeasure to deny Ryad and Vessery a TL, and basically take 0 damage for an entire turn. Then kill the shuttle, pick up your countermeasures again and have them for another attack against Ryad/Vess. And while you are at it, pick back up that plasma torpedo you used on the shuttle when you kill the first Defender, or even pick back up the countermeasures. And that's in the worst situation with a few ship build. Against Imperial Aholes or any kind of swarm, forget about it. Countermeasure opportunity every time you kill a ship.

Oh yeah, it's not going to be bad. I just question whether it'll be better. Time will tell.

That mod is seriously dickish lol. Action: throw someone onto a rock and reduce agility. No dice, just action lol. It does have an arc restriction though so its not a complete bs card, but i could see bringing a cheapo tugboat literally for this mod alone lol

Considering you can put the mod on a low PS ship, that R1 and arc are not that much of a challenge to achieve. I wonder if it's going to continue to push people towards big ships.

Quadjumper will be easy to burn down. This just gives Scum a cheap psuedo-Biggs against aces.

Mods have no icon, so the crane mentions it specifically rather than list it in an icon list

The thing is that Mods, and Titles, do have an icon (crossed wrench & spanner on back of card). I am not sure why FFG chooses not use it.

Must be because upgrade space on a pilot card is at a premium and all ships can take them. Still doesn't explain why not use the symbol in this instance.

*Because* the symbol isn't on ship cards. Also because it's not on the front of the mod cards, only on the back.

It would be confusing to use the symbol when it's not printed anywhere except the card backs.

swx61-spacetug-tractor-array.png

is the best card ever made ever

too bad the ship maxes out at speed 3 and will probably die long before you ever get to use it

basically begs for cloaking device to slingshot it into range

Also, Scavenger crane is only de-discarding things that were equipped to y our ship. Not stealing off others as some have read it- so you'll never end up with something you didn't bring in to the fight.

Exactly. It's essentially Extra Munitions.

That mod is seriously dickish lol. Action: throw someone onto a rock and reduce agility. No dice, just action lol. It does have an arc restriction though so its not a complete bs card, but i could see bringing a cheapo tugboat literally for this mod alone lol

Considering you can put the mod on a low PS ship, that R1 and arc are not that much of a challenge to achieve. I wonder if it's going to continue to push people towards big ships.

Quadjumper will be easy to burn down. This just gives Scum a cheap psuedo-Biggs against aces.

this

Tugboats are 2/2/5/0 and are slow. It will have the same issue Bombers have which is somehow they just devour crits more than everyone else since they have no shields. I'd expect this to die in 2 rounds at the most.

But, its got so much shenanigans going on theres no way someone is going to ignore it. Even the PS1 shmuck with the mod alone is enough to draw my attention. Tugboats WILL be the first death in scum lists, but thats why you plan for that.

Also, Scavenger crane is only de-discarding things that were equipped to y our ship. Not stealing off others as some have read it- so you'll never end up with something you didn't bring in to the fight.

Exactly. It's essentially Extra Munitions.

With a much more tricksy trigger. That you can discard on an RNG roll.

What I really wonder is whether this has any utility on the cheap YTs for Rebels.

swx61-scavenger-crane.png

Alright. It's time to go back to Andrasta with Emon.

I still want an Extra Munitions for Missile slot, tho :P

Edited by Kharnete

Scavenger Crane on Dengaroo. Dengar spends his Countermeasures, kills a ship, then uses Scavenger Crane to pick them back up again. Makes Dengaroo an even harder matchup for swarmy lists, wonderful.

Scavenger Crane will be stupid good on Dengaroo.

Definitely. I'm glad I misread it before and it's not 'stealing' a new upgrade. But refreshing discarded weapons is going to be quite nasty as an essentially unlimited extra munitions.

It's probably worth thinking about all the scum ordnance boats with Illicits - Khiraxz, firepray....hell, starviper, I guess. Guri getting a second Advanced Proton Torpedo is worth noting.

is the best card ever made ever

too bad the ship maxes out at speed 3 and will probably die long before you ever get to use it

basically begs for cloaking device to slingshot it into range

Or to be used en mass. This isn't unique and neither is the ship it's attached to.

Deploy the Forklift Squad!

  • Jakku Gunrunner - Spacetug Tractor Array, Outlaw Tech, Primed Thrusters x 5
Edited by Magnus Grendel

So two of the named pilots are (probably) under 20 points, and can as as an action give out tractor beams, and then snap shot at your reduced agility?

Oh, and can use pattern analyzer to do it off a sloop.