Scyk Article Bro

By WAC47, in X-Wing

12 minutes ago, VanderLegion said:

If I'm spending points on a cannon I'd rather just pay 2 more for a mangled I can use at all ranges

...or a Tractor Beam which cost 1 point.

Actually, IG-B will love Arc Caster more than Scyks :-/ expecially considering the 2 cannon slots

1 hour ago, Cerve said:

...or a Tractor Beam which cost 1 point.

Actually, IG-B will love Arc Caster more than Scyks :-/ expecially considering the 2 cannon slots

On the topic of IGs, what effect would this cannon have in epic? IG8000 us already a top squad and finding 8 points to add the Arc Caster to each is not particularly difficult.

2 hours ago, Sekac said:

Being only useable on the scyk is not a massive downside, it's a targeted fix. Is royal guard title a massive downside because it only fits on interceptors?

They used their title prematurely with the scyk so they used a different slot to fix it. Is situational 1 extra attack die and splash damage at range 1 such a terrible 2 point investment when you're already buying a 2 point hull upgrade?

It's not a generally useful canon, and it wasn't meant to be. Try to keep a little perspective on its purpose.

If the ship with the upgrade was excluded from the splash damage like it is on Ruthlessness I could see it maybe getting some use on Scyks. Unless the meta gets swarm heavy there's a good chance that any list with a Scyk is going to have more ships in it than the squad it is facing.

I may feel differently after playing it a few times but it seems like the range 1 limitation with the need to reload is more than enough down side to justify the low price.

5 hours ago, VanderLegion said:

If I'm spending points on a cannon I'd rather just pay 2 more for a mangled I can use at all ranges

Sure. That works too. But we're talking incremental increases here. For 2 points you get a hull upgrade. For 2 more you get a situationally useful cannon with a high damage ceiling. For 2 more still you get a generally useful cannon with a lower ceiling but higher frequency of use.

Whether or not you find the arc caster useful is your opinion to develop, but I don't think it's a bad choice for someone looking to spend less than 20 points on a scyk.

Sunny sounds like fun.

Rare but would her ability trigger twice if you:

  • Roll two blanks then add a blank
  • Spend a target lock to roll the three dice
  • Roll three hits or three focuses
  • would you add a hit or focus?
2 minutes ago, TreebeardTheEnt said:

Sunny sounds like fun.

Rare but would her ability trigger twice if you:

  • Roll two blanks then add a blank
  • Spend a target lock to roll the three dice
  • Roll three hits or three focuses
  • would you add a hit or focus?

Her card says once per round, so no.

I love how Scyklical this thread is.

"The new cards suck, except for those three pilots!"

"Yah. They should have made fewer restrictions of the wanted them to be competitive."

"Hey, why not enjoy the game/this upgrade is actually pretty cool. Maybe it'll see some play."

"No, all the new cards suck, except for those three pilots!"

"And the other cards would suck less if there were fewer restrictions!"

:P ah, good old fandoms. Never change.

Edit: I should mention that I am guilty of all of these. Commenting on the cycle, not critiquing it.

Edited by Kreen

Has anyone mentioned yet that the Light Scyk title prevents modifications from being equipped? So no Light Scyk with Pulse Ray Shield.

9 minutes ago, Budgernaut said:

Has anyone mentioned yet that the Light Scyk title prevents modifications from being equipped? So no Light Scyk with Pulse Ray Shield.

Light, cheap, disposable. Like pens and lighters. The Bic Scyk.

1 minute ago, Darth Meanie said:

Light, cheap, disposable. Like pens and lighters. The Bic Scyk.

I agree, but I could have sworn I've seen people mention putting Pulse Ray Shield on Light Scyks -- especially Sunny. Just wanted to point out this is a no-go because I don't think I've seen it mentioned at all in this thread.

Something else no-one has mentioned. The Arc Caster inflicts a damage at range 1. The new FAQ just made Manaroo range 1 only. So this is somewhat more nerfage to Manny. It also suggests that there is more power apparent in the weapon that people aren't seeing. It forces enemies to fly differently, knowing it's on the other side of the table. Think about it.

1 hour ago, Pimpbacca said:

Something else no-one has mentioned. The Arc Caster inflicts a damage at range 1. The new FAQ just made Manaroo range 1 only. So this is somewhat more nerfage to Manny. It also suggests that there is more power apparent in the weapon that people aren't seeing. It forces enemies to fly differently, knowing it's on the other side of the table. Think about it.

Range-dependent synergy lists are going to be less popular than ever now. I see it as less of a manny-hate thing and more of a Biggs-hate thing.

Re: ARC Caster

It's an upgrade in an Epic ship pack - could it be possible that it's primarily designed as an Epic-play upgrade where massed fighters have been a problem hampering the viability of Huge ships.

Any usage that can be wrangled from it in the 100pt game may just be a secondary consideration.

Sure, it might find its uses against R1 dependant support ships and mini- and standard swarms, but enough to take it over a more universally useful choice when facing the diversity of lists in tourney-style play?...

- - - - -

Edit - oh, and Gen Red is my new favourite Scyk!

Great "Ace" for a mindlink list - against Defenders or other Focus+Evade ships your lower PS ships can all take Evade or TL (or re-pos if they desperately need to), then GR takes a TL for uber-action-economy across the whole list.

Edited by ABXY
19 hours ago, GrimmyV said:

The question is, do pirates and smugglers know this :P

The rebel fighters are mostly white armour plate, less heat absorption and some kind of protection against light base attacks?

On a more serious note (albeit trying to apply real world physics, economics or common sense to Star Wars is mostly an exercise in futility), fuel seems to be very cheap and repulsor technology advanced, so that reaching escape velocity is not a problem, neither physically, but especially not economically in Star Wars. Otherwise they would not land spacefighters and light spacefreighters on the ground in atmospheres all the time. Being a pirate or smuggler operating mostly from one base on a small forest or swamp-moon or forest/swamp area on a planet having this kind of green camouflage might make sense. Parked on the ground your spacecraft blends in. In order to not tip off the location off the base, you would normally not start straight up from it, but cling to the ground for a while before going up, and keeping very low until this. Then painting your aircraft green above and shades of grey on the belly might make sense.

Something like this (older work in progress pic)

Q0J5xwbm.jpg

Best would be actually some kind of advanced cloaking device which fits itself actively to the background.

But then, if we would try to apply any kind of sense to spacefighters, they would just make electronical warfare, hurtling missiles and laser beams (real laser beams travel with the speed of light and hit almost instantly) from very afar (hundres of km), and the looser would be whose chaff/flares/electronic cloak fails first. Not very interesting for a movie or moving around small plastic ships on a board, trying to pew-pew each other.

Actually, the rebellion's color schemes seem to be imitating the off white and red used by the Grand Army of the Republic in most cases. Which makes sense in that much of their hardware to start likely was clonewars leftovers, and in that the rebellion represents itself as the defenders of the ideals of the republic.

Rebel ships are light grey with some accents, usually red or yellow . That is, the ships in the OT. The only ships in the OT that could be considered white or off white would be the Blockade Runner and the Lambda. Everything else was at least light grey.

Still waiting for bright red/blue cloud cars.

On 11/03/2017 at 4:34 PM, Pimpbacca said:

Something else no-one has mentioned. The Arc Caster inflicts a damage at range 1. The new FAQ just made Manaroo range 1 only. So this is somewhat more nerfage to Manny. It also suggests that there is more power apparent in the weapon that people aren't seeing. It forces enemies to fly differently, knowing it's on the other side of the table. Think about it.

Nor do you have to use the Arc Cannon. Furthermore, you can hold off recharging it til when you don't have enemies in arc (start of the next combat phase, 'may').

On a Scyk, it's a liability because the ship can pop quite easily, but then it gives you a serious Range 1 attack boost.

On a B-Wing, I can see opportunities to use it as they usually wind up at R1, and there is no penalty not to use it. 2 points is not bad for a weapon I'm not planning to use, whereas 5 points for an Autoblaster is a joke (especially when Autoblaster turrets are 2 points). Heck, even if it just goes off once per game I think it's worth it. Flechettes have no damage bonus and the stress benefit is useless when faced with all 5+ hull ships.

Pulse Ray Shield is interesting in that it goes off in the End phase. So you can choose to recover if you get hit by a Ghost ICT, and you lose both ion tokens anyway.

Edited by Lampyridae

I missed a few pages, but Pulsed Ray Shield for Rebels - so only for HWK.. hmm.. Does not seem to increse the lifespan of HWK on the battlefield much.

Apparently, this Epic ship will be for those Rebel and Scum players who did not want to buy the "epic-Palp-ship" :D

But, honestly, I think this is quite interesting, that they added something new and not yet overpowered.

Worth noting on PRS that for Rebels it's only the HWK... so far. It's eminently possible given the ~1 year lead time FFG work with that there may be a 1-shield Rebel ship coming that will be able to use the regen.

7 minutes ago, thespaceinvader said:

Worth noting on PRS that for Rebels it's only the HWK... so far. It's eminently possible given the ~1 year lead time FFG work with that there may be a 1-shield Rebel ship coming that will be able to use the regen.

What would that be, a T-Wing?

*shrug* Iunno. Resistance transport maybe?

On 3/11/2017 at 10:20 AM, GrimmyV said:

Range-dependent synergy lists are going to be less popular than ever now. I see it as less of a manny-hate thing and more of a Biggs-hate thing.

In fairness, beyond the Howlrunner era they've really never been popular.

Resistance Transport could certainly be an option there. looking at it's wookiepedia article , i doubt it has all that strong of shields. though if not, it really needs a high hull value since it isn't going to be very agile. (still, cannon and torpedo slots, on what is basically a mini-shuttle.. could be interesting)

we also don't know what FFG has info wise for what will appear in Episode 8.. there might be a new resistance fighter with only one shield showing up in a tie-in wave.

Edited by mithril2098
1 minute ago, mithril2098 said:

Resistance Transport could certainly be an option there. looking at it's wookiepedia article , i doubt it has all that strong of shields. though if not, it really needs a high hull value since it isn't going to be very agile. (still, cannon and torpedo slots, on what is basically a mini-shuttle.. could be interesting)

we also don't know what FFG has info wise for what will appear in Episode 8.. there might be a new resistance fighter with only one shield showing up in a tie-in wave.

also, does the extra shield from the shield upgrade modification count? that could get it on otherwise unshielded things like Sabine's TIE.

Immediate no on that last part, shield upgrade fights it for the same spot