Thoughts on Light Scyk Interceptors?

By PhantomFO, in X-Wing

Light Scyk title coming with an epic ship is just stupid. :angry:

PSA : The PS1 pilot will be unique and cost the same as the PS2 generic pilot.

Having a different scum option for 12 point filler/blocker is nice. The biggest thing it has over a Z-95 is barrel roll & that's a neat trick.

Compared to the Academy Pilot:

- PS2 > PS1

- More green maneuvers

- Has the target lock action

Arguably, it is flat out better than the Academy Pilot, which use to be the X-wing benchmark.

Which is precisely why they handed it the auto-crit rule, so that it's got a very real disadvantage.

The 'no mods' is to prevent stealth devices and mindlinks, I guess, but would've been pretty funny if they'd let it stay. Mindlinked stealth device light-scyk Serissu would've been a hilarious gamblers proposition...

And yeah, the PS1 will be unique, and at least as expensive as the PS2. My money is on it having some fancy rule regarding blocking.

I don't know about a full swarm, but a 16pt mindlink focus factory that buzzes around 1-turning in a corner could have merit... and that's before we even know what the new uniques bring to the table.

oops, edit.

Edited by That One Guy

Light Scyks providing evade tokens for Swarm Leader works well for me.

Though I agree with some people thinking that it should be the turns that are green, I think maybe just the 2 and 3. Let the TAP stay original in some way or another. But otherwise, I think this actually looks like a pretty neat title. I think it turns the M3-A into the 'anti-filler filler'. Its attack and agility can go toe-to-toe with TIEs and Headhunters, but that one shield gives it some protection and the 3 and 5 k-turn are quite useful over a standard TIE /ln's 4-k. And, the PS 2 pilot is 12 points with the title, meaning that the PS 1 pilot must be 10 or 11 points. If it's ten point? Good god, you could take ten of the **** things. Talk about swarming!

The PD1 pilot is a unique named pilot. It has the dot before the pilot name.

I have to double check the rules, but I can run 12 of any given small ship in Epic, right? Because flying 12 light Sckys could be hilarious.

...and round out the list with 12 Z-95's.

12 Black Sun Soldiers is 156 points.

12 Cartel Spacers with Light Scyk is 144 points.

That 300 points on the dot. That list would take an hour to move and another you hour to plan. But I bet it would actually be enough 2 dice attacks to actually get through some of these tanks...

Edited by Punning Pundit

It really needed hard turns but then again with the -2 points it does bring it to swarm ship status. Still I don't think the Sesseru Swarm will be anywhere near as popular (or effective) as the howl runner swarm. You will need at least 1 bodyguard TPV to go with her.

As for the draw back not exactly that much of a draw back. This just hollows out further an already hollow ship. Not there is a small chance that it dies in 2 hits. But to be honest they usually eat 4 or 5 hits after the first round of combat. No mods may suck but then again with a swarm ship you don't want to be spending any points on mods. It would just defeat the purpose.

To be honest it is sort of meh, we will have to see what the pilots and any other upgrades may bring to the table. But I notice now there are two factions with the 12-13 point swarm ship option (Okay 3 of the Rebel's TIE's are 14+ but the TIE Fighter is still a 12 point ship) . Maybe more variety in swarm lists instead of the default cheap ship TIE-Fighter/Z-95. So we will see more of a 2 ship swarm, TIE Z-95 or Z-95 Scyk lists.

Edited by Marinealver

And you will need a bigger table for all.of the cards and dials.

I'm curious about the multiple copies of the other cards. Are they mods for the heavy scyk for further customization? Or are they cheap illicits or cargo for the new C-ROC crew?

Edited by 4fox100

I'm curious about the multiple copies of the other cards. Are they mods for the heavy scyk for further customization? Or are they cheap illicits or cargo for the new C-ROC crew?

One is a cannon (you can see the cannon symbol in the bottom left of the card). Other is either a mod or a title (no icon, so much be one of those 2. More likely a mod. Maybe something to help the heavy scyk a bit more, and the reason the light scyk an't equip mods?

As far as "fixes" go, it's no ATC or even IA.

-2 points, so you get the ship costing what it SHOULD have cost in the first place, but with a downside. Also, "All your banks are green!" that's great, except 2/3rds of them were already green to begin with . It's underwhelming to say the least. Yeah, you can now field a couple more 2Red ships that are going to do bupkiss damage in the current game state. *finger twirl*

I'm still getting this, because scum epic, but I really hope there's something more exciting coming.

Not likely to fly them when the con outweighs the pros. I get why they did it (to keep.the heavy interceptor alive, without that con everybody would just light scyk) but it's nothing that interests me.

I'm more after this for the big ship and the other goodies we don't even know about yet.

I could maybe see it as a way to get Laetin on the table. You never had a reason to shoot them before.

I feel like it's one con too many. Either all cards are faceup, OR you lose the mod slot. But both penalties combined are just too much when the only gain is a green 3-bank.

I'd probably like it better if it turned all hard turns green. You're still flying a ship made out of toothpicks and balsa wood, but that thing can really turn!

The all cards face-up seems like a balancing act with the TIE Fighter. The TIE is vulnerable to crits on the first or second damage dealt. The Light Scyk isn't vulnerable to crits on the first point of damage taken but it essentially takes a gauranteed crit on the second point it takes. The mod slot is then traded off for what is a zero point TIE MK II Engine (that would have filled the mod slot on a TIE).

The drawbacks and the extra green also serve to create a reason that someone may opt to take Scyk with the Heavy title but not equip a cannon or ordnance. If the Light Title was just a straight up two point deduction, it would never make sense to take the Heavy Title without equipping a secondary weapon upgrade.You'd be better off taking the Light Title and a Hull Upgrade and coming out a point cheaper.

I do really hope that there is a zero point Scyk only secondary weapon in this pack.

There is a cannon that there are several copies of. With text at the top that could be "Scyk only".

I think the title is fair. If the face up part was removed it would be better than a tie fighter since it has a shield, better dial, target lock action, and 1 higher PS.

Heck even as is you could argue it's a better deal than a tie fighter now.

Though I agree with some people thinking that it should be the turns that are green, I think maybe just the 2 and 3.

They don't have a 3-turn ....

The light title gives the Scyk almost the same greens as an Aggressor, lacking only the 1 straight, which is usually good for slow rolling cannons anyway, something this Scyk won't have.

The 'auto crit' penalty is not a deal breaker. TIEs have been called 'soap bubbles' for years yet they are still considered 'baseline' for effeciency. The Z has a larger turning radius and is less agile so its 4 HP are going to go just as quickly, especially with no native broll. I think this title will finally make this ship a swarm ship. Unfortunately it's not in an era that swarms are known to be competitive.

So now we have 3 ps 2 Scyk generics to play with, the light version for 12, the base model at 14 and a heavy with extra hull at 16. There's even a PS 5 option at 15 points, out PSing Black Crack lists for one more squad point. If this thing came with an illicit slot it would be totally broken.

Though I agree with some people thinking that it should be the turns that are green, I think maybe just the 2 and 3. Let the TAP stay original in some way or another. But otherwise, I think this actually looks like a pretty neat title. I think it turns the M3-A into the 'anti-filler filler'. Its attack and agility can go toe-to-toe with TIEs and Headhunters, but that one shield gives it some protection and the 3 and 5 k-turn are quite useful over a standard TIE /ln's 4-k. And, the PS 2 pilot is 12 points with the title, meaning that the PS 1 pilot must be 10 or 11 points. If it's ten point? Good god, you could take ten of the **** things. Talk about swarming!

The PD1 pilot is a unique named pilot. It has the dot before the pilot name.

Really? Hmm. I can't see that on mine... Dang. I thought this was the way they would differentiate the Scyk from the other swarm stuff.

I have to double check the rules, but I can run 12 of any given small ship in Epic, right? Because flying 12 light Sckys could be hilarious.

...and round out the list with 12 Z-95's.
I like the cut of your jib!

12 Black Sun Soldiers is 156 points.

12 Cartel Spacers with Light Scyk is 144 points.

That 300 points on the dot. That list would take an hour to move and another you hour to plan. But I bet it would actually be enough 2 dice attacks to actually get through some of these tanks...

Until you end up blocking yourself in and a "certain" Gozanti build plows through a third of them in a turn. :)

Though I agree with some people thinking that it should be the turns that are green, I think maybe just the 2 and 3.

They don't have a 3-turn ....

Oh. Seriously? Dang. Sorry, I wasn't aware. I don't play Scum and barely anyone else does near me, and when they do they don't play these things.

Though I agree with some people thinking that it should be the turns that are green, I think maybe just the 2 and 3.

They don't have a 3-turn ....

Oh. Seriously? Dang. Sorry, I wasn't aware. I don't play Scum and barely anyone else does near me, and when they do they don't play these things.

That cracked me up! :lol: It's totally understandable that you didn't realize their lack of a 3-turn. No worries.

I'm curious about the multiple copies of the other cards. Are they mods for the heavy scyk for further customization? Or are they cheap illicits or cargo for the new C-ROC crew?

One is a cannon (you can see the cannon symbol in the bottom left of the card). Other is either a mod or a title (no icon, so much be one of those 2. More likely a mod. Maybe something to help the heavy scyk a bit more, and the reason the light scyk an't equip mods?

:P

We all know about the ineffectiveness of 2 dice attacks. But if you could find a way to cancel some of your enemy's agility, or if there were a way to force them into a position that was more advantageous for your ships to shoot from...

2X Tansarii Point Veterans with Heavy Scyk and Tractor Beams

5X Cartel Spacers with Light Scyk

100 points

View in (Yet Another) X-Wing Squad Builder

We all know about the ineffectiveness of 2 dice attacks. But if you could find a way to cancel some of your enemy's agility, or if there were a way to force them into a position that was more advantageous for your ships to shoot from...

2X Tansarii Point Veterans with Heavy Scyk and Tractor Beams

5X Cartel Spacers with Light Scyk

100 points

View in (Yet Another) X-Wing Squad Builder

so you want to cancel agility...by trying to hit through agility with barely modified 3 dice that do no damage if they hit?

no no no

swx61-spacetug-tractor-array.png

Edited by ficklegreendice

I got a though about this title:

It sucks balls deep.

This is an obvious conspiracy on FFG's part to get us to buy 8 Scyks. I do believe they will succeed in many cases.

Otherwise, it is filler.

This is an obvious conspiracy on FFG's part to get us to buy 8 Scyks. I do believe they will succeed in many cases.

Otherwise, it is filler.

Already got 5! This will give me 6, so i can use all of the light scyk titles included int eh box!