Scyk Article Bro

By WAC47, in X-Wing

17 minutes ago, PhantomFO said:

No you won't. The card fan in the announcement shows four small ship tokens. If previous patterns carry through into this, each unique pilot will have their own small ship token. Sunny and Inaldra will probably have Cartel Spacers as their alternate pilots, and the other two will have Tansarii Point Veterans.

I think this is a good example of why most players don't consider FFG excessively mercenary in their business practices. Yes, they "make" you buy a C-Roc to get these Scyk goodies but at least you get a bunch of copies and they don't snooker you with the ship tokens.

11 minutes ago, Marinealver said:

Boy did imperial players just got the smackdown from FFG this week!

Where's the soup nazi when you need him?

1 minute ago, Blail Blerg said:

So. I don't think this really fixes Starvipers. =(. Not as a mod. ugh.

Correct, nothing here for Starvipers at all. Kihraxz now just needs a title (or Kihraxz Only illicit) that lets you decrease the cost of a modification by 2 points and they's all set.

5 minutes ago, Blail Blerg said:

So. I don't think this really fixes Starvipers. =(. Not as a mod. ugh.

Xizor flying alongside a few Hawks, everyone with regen? His ability might be more interesting if he can pass on the damage to other ships that can regenerate it.

2 minutes ago, Budgernaut said:

What's the source for this? Did they ever say the name in Star Wars Galaxies? I only played it for 1 week, but loved every minute of flying the Scyk!

The fact that it has a C between the S and the Y. Lol. as opposed to me who is continually intentionally writing it incorrectly as Syck which sounds like Seek.

But I'm certain my spelling of Kaisudhfkjsdnv is correct. Very correct. Trust me. I know all about spelling.

7 minutes ago, Blail Blerg said:

So. I don't think this really fixes Starvipers. =(. Not as a mod. ugh.

True, but imagine something similar to a Royal Guard title. I wouldn't be surprised if this is a step in the StarViper fix.

8 minutes ago, dotswarlock said:


I think that Inaldra is actually not too badly designed, now that I think about it: mindlink, heavy, HLC, shield regen:

- You move, get a focus from someone and do an evade action, so right off the bat, you are hard to hit.

- If the enemy ignores you or fails to damage your shield, you can spend your shield to get the equivalent of a target lock.

- Thanks to her low PS rating, she'll often get to attack "after" everyone, which means that the decision will be far less risky.

- Regen the shield and you're set for next round (but ionised)

So all in all, she's not half bad!

With an HLC, the ionization may not be too bad a deal seeing as she wants to maintain range.

1 minute ago, Blail Blerg said:

The fact that it has a C between the S and the Y. Lol. as opposed to me who is continually intentionally writing it incorrectly as Syck which sounds like Seek.

But I'm certain my spelling of Kaisudhfkjsdnv is correct. Very correct. Trust me. I know all about spelling.

I'm interested to know how you pronounce "scissors" :P

48 minutes ago, heychadwick said:

I have to admit that I’m really surprised that people are so down on all the cool new stuff. Maybe I’ve been stuck in Casual land for so long that I just think all this new stuff is really good. Not OP, but good. It’s like all the fun is sucked out of the game for you guys. This new stuff is oddball and crazy. Why wouldn’t you want to fly some of these on the table? OK, you don’t have to take them to a tournament, but you don’t even want to fly them in a fun game? Really?

Inaldra = 15 pts with an EPT! What’s not to love about that in general? Her ability? I don’t think it’s utter garbage as people have stated. How many times have you rolled your evade dice and just crapped out your dice? 3 blanks. Now, you can just take a single hit for a total re-roll. This just might save your ship’s life. Or…you REALLY need to ensure that your attack hits and kills something NOW. You can take a shield hit to re-roll all those attack dice. With the shield regen ability, what’s not to like?

Pulse Ray Shield = 2 pts for Shield Upgrade? People don’t like it? WTF? Oh, you are going to be predictable? So does R2-D2 make you predictable by doing green moves, but no one seems to have a problem with that. You don’t have to do it right away. You can pick when to use it. Is it really that hard to find a time when it won’t utterly suck to go 1 forward to get a shield back? Really? Oh, the Scyk might die before it can even regen? Well, it does have 3 green dice. Sure, you might get hit with a truck and fail all dice, but lots of ships fall into that category. Chances are, though, you will just take a bunch of damage. This is especially true on the Heavy Scyk that has a total of 4 hits.

What ships can take it? HWK 290 is going to love this! It’s a cheap mod to get shield regen! Kihraxz Fighter? It might want Vectored Thrusters, but it might not. If you have a number of ships, it’s not going to be too hard to spend a round ionized to get a shield back. You might be able to regen a number of shields this way. Don’t forget, you just pick a smart moment to do it. It’s not an auto choice to go with Vectored Thrusters. How many arc dodgers are left these days? Starviper might go with Auto Thrusters, but maybe a shield regen is better. AT only works at R3 or via turets out of arc. Depending on type of play might be better for shield regen.

Arc Caster = People talk about how you shoot it and will auto hit yourself! YOU DON’T HAVE TO FIRE IT! If you see that it’s going to hit you…..don’t fire it! It’s not rocket science here. It’s only 2 pts, but it’s like a R1 HLC. If there is an enemy near your enemy, you can roll 4 dice and do an extra 1 to an enemy. What’s not to love about that? If you are just going to hit yourself, then don’t fire the cannon. You have to be strategic with it. Also, maybe it’s worth it to blast 4 red dice to take 1 yourself. You see a tokenless Fenn Rau in front of you, I don’t care, take the shot! Even on IG-88, yes the main gun is 4 red dice at R1, but it doesn’t have the splash damage. Maybe you find yourself in a spot that you want to splash someone with extra damage. Will it be you, just don’t fire the cannon! It’s a 2 pt weapon that allows you to fire 4 red dice and splash the damage to someone. What’s not to love? The Heavy Scyk would love it. It’s got great in fighting dial in that it can do a bank and a hard turn at speed one. Going to hit yourself? Don’t fire the cannon! I mean, it’s a situational weapon. You don’t have to fire it if you get the chance. Also, you don’t have to go weaponless next turn. You can still just fire main guns until you get a chance to recharge the cannon. Don't forget that that splash damage gets through all tokens and no Palp for defense. You just splash damage on a target. That's a great thing!

Genesis Red = With all the token stacking going on, why don’t people love this guy? He’s 19 pts and PS 7. He has an EPT. Give him Mindlink or even Fearlessness. He can pile on just as many tokens as the next guy. He can grab the Focus and Evade from an /x7! What’s not to love? Even if he is just grabbing one token from one guy, he will have a TL and whatever he steals. That’s awesome! 19 pts!

Sunny Bounder = How fun is this pilot? Great name, great price, and great ability! Probably perfect for the Light Scyk title at 12 pts! Just crazy fun and random ability. Could work out really well, depending on the luck. She wants TL’s and her chance of doing bonus damage is there. What’s not to like with her? She seems incredibly fun.

Quinn Jast = Ordnance woman! Wow…that looks like a lot of fun. Deadeye and GC to make her cheap and easy. Probably the easiest to use is Flechette Torpedo. 3 red dice with no range bonus is better than her main attack. You also stress anything smaller than 5 hull. Plasma is great for the bigger ships, too, while being cheap. I can’t wait to try it. Don’t get her into the fight, but have fun on the edges and flinging ordnance around.

This whole expansion is awesome little buffs for existing ships and a lot of new toys to play with. New pilots look like a great time to fly. Sure, not broken OP, but fun. I’m looking forward to flying with all this stuff. What’s not to love about this? I don’t care how it does at tournaments. I’m excited and ready for some fun.

Oh....why not B-wings with Arc Caster? It's only 2 pts. Oh, you might hit yourself? Don't fire it. It's spending 2 pts to have the ability to hit someone else with splash damage. Why would that be a bad thing?

Inaldra: I agree that she's really interesting. Cheap EPT, potential to reroll on attack or defense. Give her an HLC and she essentially gets a TL on attack if you have shields when she's shooting. Biggest weakness is probably the fact that she has to get to that point with a shield intact to be able to use it.

Pulse Ray Shield: I disagree more here. Sure, R2-D2 makes you predictable because you have to do greens to regen, but your opponent doens't know for sure if you'll do a green and regen a shield on a given turn. You might choose to forgo the regen to do an unexpected move and get out of arc instead or something. With PRS, you have to telegraph it ahead of time, so they know 100% what you're doing with no choice to change it. And it's sort of a 2 point shield upgrade, but only if you have the chance to actually use it. If you die in one round (which is entirely possible for the 1 shield ships that can equip it), or choose not to regen immediatley for whatever reason, it's entirely possible to never get to trigger it. I'll definitely be toying with it, and I can see potential on the hwk and scyk for it, maybe even the kihraxz, but will have to try it and see. I'll never put it on a starviper over autothrusters

Arc Caster: You don't have to fire it, but if you aren't, you're firing less attack dice and wasting points on an upgrade you aren't using. The problem is that it's range 1 only. Sure, you could get a range 1 4-dice attack, but that means you're stuck with your normal 2 dice at every other range, and in general it's a lot easier to get longer range shots than it is range 1. Especially if you're one of the lower PS pilots that can't reposition into range 1 after moving. There's just a few too many downsides and requirements for it to be truly good IMO.

Genesis: Looks great

Sunny: Also looks fun. Not the best ability in the world, butwhen it works, it'll be great, and when it doesn't....he's only 12 points, so who cares?

Quinn: Also looks great. I"ll be playing around with QUinn and Genesis first probably.

2 minutes ago, Transmogrifier said:

I'm interested to know how you pronounce "scissors" :P

I, also, as a skyintist who enjoys looking at the skeenery. It's an interesting skinario.

ive always pronounced the scyk as "sick" - it always felt weird saying that but i dont think anybody in my area doesnt call them that.

11 minutes ago, WWHSD said:

With an HLC, the ionization may not be too bad a deal seeing as she wants to maintain range.

You also still get your action after the Ion Movement. Lacking a natural S1, you could take the Ionized movement, then barrel roll backwards to maintain relatively the same range. Definitely make it easier to stay at R3 as long as you can.

8 minutes ago, VanderLegion said:

Sunny: Also looks fun. Not the best ability in the world, butwhen it works, it'll be great, and when it doesn't....he's only 12 points, so who cares?

Like C-3PO, Sunny's ability kind of works better the less dice you roll.

10 minutes ago, VanderLegion said:

Pulse Ray Shield: I disagree more here. Sure, R2-D2 makes you predictable because you have to do greens to regen, but your opponent doens't know for sure if you'll do a green and regen a shield on a given turn. You might choose to forgo the regen to do an unexpected move and get out of arc instead or something. With PRS, you have to telegraph it ahead of time, so they know 100% what you're doing with no choice to change it. And it's sort of a 2 point shield upgrade, but only if you have the chance to actually use it. If you die in one round (which is entirely possible for the 1 shield ships that can equip it), or choose not to regen immediatley for whatever reason, it's entirely possible to never get to trigger it. I'll definitely be toying with it, and I can see potential on the hwk and scyk for it, maybe even the kihraxz, but will have to try it and see. I'll never put it on a starviper over autothrusters

Arc Caster: You don't have to fire it, but if you aren't, you're firing less attack dice and wasting points on an upgrade you aren't using. The problem is that it's range 1 only. Sure, you could get a range 1 4-dice attack, but that means you're stuck with your normal 2 dice at every other range, and in general it's a lot easier to get longer range shots than it is range 1. Especially if you're one of the lower PS pilots that can't reposition into range 1 after moving. There's just a few too many downsides and requirements for it to be truly good IMO.

Sure, it's not as great as R2-D2 and it is more predictable. I'll grand you that. There is the chance not to use it. Still, it's only 2 pts for a chance to regen shield on something that is usually not known for being sturdy. I'll say it's worth the 2 pts often enough. I mean, don't just put it on anything, but it will definitely be worth it on some builds.

Also, you will get to Barrel Roll after Ionization. Or....if you have Mindlink, you can do a Focus + Evade. Maybe even set yourself up for a trap so that this ship is the bait and you know where your opponent will end up?

Arc Caster does have the downside of only being R1. I agree with that. I do think the Scyk is a good knife fighter, though, if it gets mixed in. It just needs to be able to do that, though. That's why I don't think it's a bad cannon for something like a B-wing. Fire normal weapons, but if you get the chance to splash that damage, go for it. I mean, if you can squeeze it into your points.

Oh, and saw a video with FFG calling it a "seek", which is what I say. I figure they talk to Lucas Arts, right?

Edited by heychadwick
1 minute ago, Vineheart01 said:

ive always pronounced the scyk as "sick" - it always felt weird saying that but i dont think anybody in my area doesnt call them that.

I believe I have heard the game designers pronounce it seek. Do with that what you will.

Can we give the podcasters a pronunciation guide for the characters that are in Rebels though. Say-B"eye"n and Uh-Shock-uh drive up the friggin wall. How have you never heard anyone say Ahsoka out loud? And even if you haven't the "h" comes before the "s" C'mon!

uh yeah, in the Clone Wars. "Ah-Soo-Ka" - unless my ears are just flatout terrible that is.

And prior to Rebels ive never heard Sabine pronounced that way. Sabine back in FF6 was always pronounced "Sah-Bin" by everyone i knew as a kid lol. Then again, that was before the internet so we sung the wrong lyrics to songs and pronounced things wrong all the time.

Edited by Vineheart01
10 minutes ago, VanderLegion said:

Pulse Ray Shield: I disagree more here. Sure, R2-D2 makes you predictable because you have to do greens to regen, but your opponent doens't know for sure if you'll do a green and regen a shield on a given turn. You might choose to forgo the regen to do an unexpected move and get out of arc instead or something. With PRS, you have to telegraph it ahead of time, so they know 100% what you're doing with no choice to change it. And it's sort of a 2 point shield upgrade, but only if you have the chance to actually use it. If you die in one round (which is entirely possible for the 1 shield ships that can equip it), or choose not to regen immediatley for whatever reason, it's entirely possible to never get to trigger it. I'll definitely be toying with it, and I can see potential on the hwk and scyk for it, maybe even the kihraxz, but will have to try it and see. I'll never put it on a starviper over autothrusters

Assuming that you have this on a lowish PS Scyk, the telegraphed move may not be so bad as you are closing in. You do the one straight and then barrell-roll to cut off options for your opponent. When they set their dial they'll know where your maneuver will land you but need to account for that barrel-roll.

8 minutes ago, Vineheart01 said:

uh yeah, in the Clone Wars. "Ah-Soo-Ka" - unless my ears are just flatout terrible that is.

And prior to Rebels ive never heard Sabine pronounced that way. Sabine back in FF6 was always pronounced "Sah-Bin" by everyone i knew as a kid lol. Then again, that was before the internet so we sung the wrong lyrics to songs and pronounced things wrong all the time.

To continue the derail... I've had two friends named Sabine in my life. Both of them, going back to the early 80s for the first one, pronounced it like they do on Rebels. And I'm in the middle of watching Clone Wars (finally) and it's always Ah-Sew-Kah to me (or Ah-So-Kah if you like).

12 minutes ago, heychadwick said:

Also, you will get to Barrel Roll after Ionization. Or....if you have Mindlink, you can do a Focus + Evade. Maybe even set yourself up for a trap so that this ship is the bait and you know where your opponent will end up?

It works on more than just the scyk, and the kihraxz and hwk have no barrel rolls to use after.

8 minutes ago, WWHSD said:

Assuming that you have this on a lowish PS Scyk, the telegraphed move may not be so bad as you are closing in. You do the one straight and then barrell-roll to cut off options for your opponent. When they set their dial they'll know where your maneuver will land you but need to account for that barrel-roll.

Not hard to account for the barrel roll too

Maybe someone has already shot this idea down, but doesn't the Arc Caster avoid Biggs? Shoot Biggs, hit someone else? (And it has to be within range one.)

Edited by Ob3ron

It's okay. George Lucas says, "Goongan" instead of "Gungan." The galaxy is far too big for the pronunciation police to track down every offender, so we just let it slide.

12 minutes ago, heychadwick said:

That's why I don't think it's a bad cannon for something like a B-wing. Fire normal weapons, but if you get the chance to splash that damage, go for it. I mean, if you can squeeze it into your points.

Eh, even in this case, you are paying 2 points to deal 1 damage to another ship after firing the 4 dice (which you already could), but only if that other ship is at range 1 of the ship you are firing on. And this isn't even taking into account the recharge, which is what really makes this thing hard to use with how much of a knife fighter you have to be if you are using this already.

I want to like it, but it is a really tough sell.

Now if they let you stack the extra damage on the same ship? Now we are talking.

HLC 1fwd would be the only way i'd use that shield if i thought i was gonna get hit that round, because im at range3 ideally i want to move forward as slow as possible anyway lol.
Even if its telegraphed, typically it would be hard to abuse that knowledge anyway. Yes you can close that gap in 1 round but any Scyk using an HLC should have something distracting you between the two of you anyway so theres probably a ship in the way preventing you from capitalizing on the telegraphed move.

As for the Arc Caster, zap the badly evasive ship and splash the evasive ship. Especially with manaroo being range1 now shes a prime target for the Arc as Fenn will most likely be right next to her.

Edited by Vineheart01
2 minutes ago, Vineheart01 said:

As for the ARC Caster, zap the badly evasive ship and splash the evasive ship. Especially with manaroo being range1 now shes a prime target for the ARC as Fenn will most likely be right next to her.

Keeping Manaroo out of range 1 of her buddies is worth two points even if you never fire the **** thing, isn't it?

4 hours ago, Sithborg said:

Some really cool and interesting designs in there.

4 hours ago, Moneyinvolved said:

Looks like some fun new stuff


Totally fun ideas. And, I dare say, FFG is semi-officially acknowledging that 2 attack dice is not enough.

4 hours ago, Jarval said:

None of this seems OP (which is good) but man does it look fun. If everything goes your way with these new pilots and upgrades you potentially could be dishing out a world of hurt, if it doesn't you're toast lol such is the price of playing as scum and I love it! :D

Edited by Phoenix5454

I keep coming back to Quinn. Sure, she has to take the weapons disabled token to recharge her missile/torpedo, but it's still a reliable way to get your points' worth.

Quinn-18

Heavy Scyk-2

Guidance Chips-0

20 base

That leaves you missile/torpedo and your EPT. Different options:

AM/PRockets: cheapest option at +4 (?). I do not like it because of the R1 necessity. Scyks are too fragile to take R1 shots back. Two focus tokens, for offensive and defensive use though.

Deadeye/Proton Torpedos: +5, but comes with free dice mod. Deadeye means you don't have to struggle with TLs against higher PS ships.

Deadeye/Concussion Missiles: as above but the die mod is blank to hit instead of eyeball to crit.

Deadeye/Homing Missiles: most expensive at +6, but you get to keep your focus token since Homing Missiles don't require you to spend the TL. Also has the bonus of ignoring the ubiquitous Evade token.

For any of those builds, swapping Deadeye for Mindlink is the same cost. It would require you to get TLs, but you can get both on the same turn. I think AM/Homing Missile is the most appealing. Since you don't have to spend the TL for Homing Missiles, a good enough rill with Focus and GC would let you keep the TL in place for future shots.