Scavenger Crane

By Epixca, in X-Wing Rules Questions

I just got 3 Quads and I had a question about Scavenger Crane.

I have a Quad with Crane and Cluster Bombs. A friendly ship dies, and I get to flip up my Cluster Bombs, correct? Or, do I take one of the destroyed ship's cards, and take it for the Quad?

"You" always refers to the pilot/ship equipped.

3 minutes ago, ObiWonka said:

"You" always refers to the pilot/ship equipped.

So, Quad would flip the Bomb? Also, why does it say "Was equipped?"

1 minute ago, Epixca said:

So, Quad would flip the Bomb? Also, why does it say "Was equipped?"

If you use the Cluster Bombs, you discard the card by flipping it facedown. The Quadjumper would flip the card faceup again by using the Scavenger Crane.

Once a card is discarded, it counts as it "was equipped". So Scavenger Crane only works on discarded upgrades on the Quadjumper itself.

1 hour ago, Parravon said:

If you use the Cluster Bombs, you discard the card by flipping it facedown. The Quadjumper would flip the card faceup again by using the Scavenger Crane.

Once a card is discarded, it counts as it "was equipped". So Scavenger Crane only works on discarded upgrades on the Quadjumper itself.

Thanks

What do we think about the interaction between the Crane and extra munitions is if any?

There is none. Flipping Extra Munitions back up does not count as equipping it again.

Even if it did, you have to find a way to discard it first, and that cannot be done without the help of a very silly opponent running Boba Fett (crew).

51 minutes ago, DR4CO said:

There is none. Flipping Extra Munitions back up does not count as equipping it again.

Even if it did, you have to find a way to discard it first, and that cannot be done without the help of a very silly opponent running Boba Fett (crew).

I suspect he was asking if the crane would put a spent token back on a face up munition, or if you have to use the munition twice before the crane can re-equip it.

The answer is, the later. Despite the thematic rationale for extra munitions and the tokens, the crane only effects face down cards, not spent tokens.

36 minutes ago, Forgottenlore said:

I suspect he was asking if the crane would put a spent token back on a face up munition, or if you have to use the munition twice before the crane can re-equip it.

The answer is, the later. Despite the thematic rationale for extra munitions and the tokens, the crane only effects face down cards, not spent tokens.

You are correct I meant the tokens. And while I'd love the Crane to reclaim tokens I doubt it ever will.

I think Scavenger Crane is an attempt to make ordinance or bombs viable on ships without the Torp slot for EM. So it makes sense it wouldn't make EM even better :P

9 hours ago, RejjeN said:

I think Scavenger Crane is an attempt to make ordinance or bombs viable on ships without the Torp slot for EM. So it makes sense it wouldn't make EM even better :P

In fact there's a (good?) argument for not running extra munis if you have the crane so you can reload sooner/more often. Currently only relevant for jumps but 2x plasma is the same as extra munis + proton torpedo so it's worth considering.

2x plasma plus crane isn't though ;)

40 minutes ago, thespaceinvader said:

2x plasma plus crane isn't though ;)

It's true, but under the premise of taking em, a torpedo, and crane then the costs are equivalent since crane is in both. Certainly if you aren't going crane just run extra munis and a plasma torpedo.

Also a possible scenario for Firespray with Slave I title.

So here are the possibilities as I see them:

1 ordnance (bomb, missile, torpedo) with crane: guaranteed two uses, potential for more.

1 ordnance with EM: guaranteed two uses.

Advantage: crane

2 ordnance with crane: 3 total uses guaranteed, potential for more

2 ordnance with EM: 2 uses each.

Advantage: do you feel lucky, punk?

Now here's where it gets tricky:

1 ordnance with crane and EM: guaranteed three uses, maybe more.

Advantage vs. the 2s above: if you're using a very expensive ordnance (APT, Homing Missile, etc) or it's something you can't equip multiple copies of (Homing Missile on Firespray again) this is probably the better option.

The final scenario I see for equipping both crane and EM is if you also want to use a discarding modification like Countermeasures and want your weapon reload to be independent.

9 hours ago, Funkula said:

Also a possible scenario for Firespray with Slave I title.

So here are the possibilities as I see them:

1 ordnance (bomb, missile, torpedo) with crane: guaranteed two uses, potential for more.

1 ordnance with EM: guaranteed two uses.

Advantage: crane

2 ordnance with crane: 3 total uses guaranteed, potential for more

2 ordnance with EM: 2 uses each.

Advantage: do you feel lucky, punk?

Now here's where it gets tricky:

1 ordnance with crane and EM: guaranteed three uses, maybe more.

Advantage vs. the 2s above: if you're using a very expensive ordnance (APT, Homing Missile, etc) or it's something you can't equip multiple copies of (Homing Missile on Firespray again) this is probably the better option.

The final scenario I see for equipping both crane and EM is if you also want to use a discarding modification like Countermeasures and want your weapon reload to be independent.

The crane doesn't give you any "guaranteed" uses (well, I guess the 1 use from having the ordnance card in the first place). You need something to die at range one to two for the ship with the crane to get a refill.

Edited by WWHSD

Xizor is either going to melt super fast or maybe get off a couple of APTs.

Prince Xizor (31)
Expertise (4)
Advanced Proton Torpedoes (6)
Fire-Control System (2)
Scavenger Crane (2)
Autothrusters (2)
Virago (1)

Binayre Pirate (12)
Black Market Slicer Tools (1)

Binayre Pirate (12)
Black Market Slicer Tools (1)

Binayre Pirate (12)
Black Market Slicer Tools (1)

Binayre Pirate (12)
Black Market Slicer Tools (1)

Total: 100

5 hours ago, WWHSD said:

The crane doesn't give you any "guaranteed" uses (well, I guess the 1 use from having the ordnance card in the first place). You need something to die at range one for the ship with the crane to get a refill.

This. The problem with the crane is that it is hit or miss. Against a swarm list you "might" get several uses out of one ordnance, against a 2 ship list you might get no use out of it, either because the small ship dies before you can shoot your first one, or the big ship dies before you can shoot the second. Assuming everything dies within the range bubble.

20 minutes ago, Forgottenlore said:

This. The problem with the crane is that it is hit or miss. Against a swarm list you "might" get several uses out of one ordnance, against a 2 ship list you might get no use out of it, either because the small ship dies before you can shoot your first one, or the big ship dies before you can shoot the second. Assuming everything dies within the range bubble.

It does help that the crane can trigger if a friendly gets blown up in range.

True. And the range 2 bubble is pretty big, but it is hardly a guaranteed use.

8 hours ago, WWHSD said:

Xizor is either going to melt super fast or maybe get off a couple of APTs.

Prince Xizor (31)
Expertise (4)
Advanced Proton Torpedoes (6)
Fire-Control System (2)
Scavenger Crane (2)
Autothrusters (2)
Virago (1)

Binayre Pirate (12)
Black Market Slicer Tools (1)

Binayre Pirate (12)
Black Market Slicer Tools (1)

Binayre Pirate (12)
Black Market Slicer Tools (1)

Binayre Pirate (12)
Black Market Slicer Tools (1)

Total: 100

I built a similar starviper and when it didn't die instantly it was pretty ok:

Guru - snapshot, fcs, title, crane, advanced protons, authothrusters

When things end up range 1 Guri fire a free apt fully modified since snapshot triggers fcs. Reload and do it again if you get the kill. It's still a 45 point starviper though which is terrifying.

13 hours ago, Funkula said:

Also a possible scenario for Firespray with Slave I title.

So here are the possibilities as I see them:

1 ordnance (bomb, missile, torpedo) with crane: guaranteed two uses, potential for more.

1 ordnance with EM: guaranteed two uses.

Advantage: crane

2 ordnance with crane: 3 total uses guaranteed, potential for more

2 ordnance with EM: 2 uses each.

Advantage: do you feel lucky, punk?

Now here's where it gets tricky:

1 ordnance with crane and EM: guaranteed three uses, maybe more.

Advantage vs. the 2s above: if you're using a very expensive ordnance (APT, Homing Missile, etc) or it's something you can't equip multiple copies of (Homing Missile on Firespray again) this is probably the better option.

The final scenario I see for equipping both crane and EM is if you also want to use a discarding modification like Countermeasures and want your weapon reload to be independent.

EM doesn't discard itself, so you can't get any more tokens.

1 minute ago, Epixca said:

EM doesn't discard itself, so you can't get any more tokens.

To what are you referring?

10 minutes ago, Epixca said:

EM doesn't discard itself, so you can't get any more tokens.

That's true, that's why @Funkula 's One ordnance with crane and Extra Munitions example says three "guaranteed" uses, not four.

  1. Fire ordnance, discard token.
  2. Fire ordnance, discard ordnance.
  3. Use crane, get ordnance back, but with no new token.

Another thing I can't wait to playtest this weekend:

Ahsoka with Sabine crew, Captured TIE, Proton Bomb, Scavenger Crane, Sabine's Masterpiece and VI should be a world of fun. Approach the enemy without risk, drop the proton bomb, stay undetected until you get a great shot on a potentially damaged ship, kill it and get your Captured TIE right back. If the Scavenger Crane holds, rinse and repeat with the bomb.