Scyk Article Bro

By WAC47, in X-Wing

8 minutes ago, dotswarlock said:

Would the following combo work with Sunny or am I abusing the system too much?

- Starts the round with a focus and target lock on target.

- Rolls hit and focus

- Uses focus token to transform it into 2 hits.

- Spends target lock to reroll 0 dice

- trigger ability to add another hit.

Her ability triggers "after you roll or reroll dice", so I do not see why not.

8 minutes ago, WWHSD said:

TIE/D with Fearlessness is why Imperials don't get this.

Fearlessness is Scum only already I thought?

7 minutes ago, LunarSol said:

Pulse Ray Shield probably should have been cost 0. It has an enormous built in cost on an ion and every ship that can use it is terrible.

I was thinking the same. Or 1 point if you want it to at least cost something. I dislike auto-include cards at 0 points, generally speaking.

1 minute ago, WAC47 said:

Wonder if Arc Caster has spot as secondary cannon on the Agressor. Paired with HLC, that's a way to trigger B's ability at all ranges and throw 4 dice no matter what.

Yeah, but it could do that anyway with it's primary weapon.

The biggest issue the Arc Caster has is that most ships that can use it get 4 dice at range 1 anyway without hurting themselves.

5 minutes ago, WWHSD said:

TIE/D with Fearlessness is why Imperials don't get this.

5 minutes ago, Vineheart01 said:

if imps had access to it the TIE/D title would utterly ravage people. Two 4die attacks capable of up to 8 damage in a single activation. And defenders, especially Ryad, can easily get behind you at range1.

Ryad with TIE/D, ARC Caster, Mk2, and Expertise = 41pts. She's evasive enough to combat the lack of evade token and will hit REALLY DANG HARD

Yeah, I guess so. You guys are smart. Perhaps the downside should have been worse just a bit so it could be open to all factions. It seems most weapons systems that are really fun only mount up to rebel and scum fighters. I just like the idea of branching out a bit in mounting things to fighters.

Imperial fighters mostly can't add on cannons, and where they can it's limited. Plus, no small ship TLT like I can use when I'm flying my Scum or Terrorists.

1 minute ago, streamdragon said:

I was thinking the same. Or 1 point if you want it to at least cost something. I dislike auto-include cards at 0 points, generally speaking.

One of my longstanding gripes with the game is that upgrade slots "cost" something, but there's not many 0 cost upgrades to ensure that cost is adequately compensated for. Regardless, there's enough good cards in most categories that opportunity cost can trump points most of the time; especially when a card is designed with sufficient internally balancing drawbacks like this one.

2 minutes ago, SabineKey said:

Yeah, but it could do that anyway with it's primary weapon.

IGB requires the second shot be made with a cannon secondary weapon.

7 minutes ago, WAC47 said:

Wonder if Arc Caster has spot as secondary cannon on the Agressor. Paired with HLC, that's a way to trigger B's ability at all ranges and throw 4 dice no matter what.

Huh, I admit I had not thought about putting it on an IG.

Just now, gamblertuba said:

IGB requires the second shot be made with a cannon secondary weapon.

Ah, forgot about IGB. My pardon.

8 minutes ago, streamdragon said:

No, I definitely rolled my eyes while reading that bit. Arc Caster is definitely not the cannon for a Scyk, and especially not for Inaldra. I also question how useful her ability will be defensively, as you would have to get 2 evades on your reroll to come out ahead. 1 new evade and you basically break even with the shield you spent (barring on-hit abilities I guess).

Inaldra is not quite DoA, she's still an EPT carrier for 15 points.

I think that they the key thing with Inaldra is she's cheap (same prices as a TPV once you give her the Pulse Ray Shield) and unless you smack an HLC on her she's probably not going to be the ship that your opponent wants to go after first. While she's being ignored she'll be able to get a few uses out of her ability.

6 minutes ago, streamdragon said:

Fearlessness is Scum only already I thought?

I meant Ruthlessness.

Palob- TTL, Feedback Array, Pulse Ray Shield, 4-Lom, Mindlink - no donut and as long as you are going have an ion token you might as well have multiple.

Pair with

Asajj - MindLink, Latts

Genesis Red- Mindlink, Heavy Syck, Mangler

2 points left for Pulse Ray Shield on genesis or Illicit/ Gyroscopic Targeting on Asajj

3 minutes ago, LunarSol said:

One of my longstanding gripes with the game is that upgrade slots "cost" something, but there's not many 0 cost upgrades to ensure that cost is adequately compensated for. Regardless, there's enough good cards in most categories that opportunity cost can trump points most of the time; especially when a card is designed with sufficient internally balancing drawbacks like this one.

I agree with you in principle, but Pulse Ray Shield is a modification, and every ship has that 'slot'. Upgrades that simply add a slot should cost 0, or if they have a cost, reduce the cost of what they add by an appropriate amount (see: TIE/x1). There is a reason the Heavy Scyk title was considered garbage for so long. Even with the extra Hull it is just "okay" at that price point.

But if PRS has been 0 points, I would not have had a problem with it. The ships that it currently applies to are either bottom tier ships, or are generally finding much better options elsewhere.

Just now, Raezar said:

Palob- TTL, Feedback Array, Pulse Ray Shield, 4-Lom, Mindlink - no donut and as long as you are going have an ion token you might as well have multiple.

Pair with

Asajj - MindLink, Latts

Genesis Red- Mindlink, Heavy Syck, Mangler

2 points left for Pulse Ray Shield on genesis or Illicit/ Gyroscopic Targeting on Asajj

Hmm. Looks fun. I may have to try this one out, if you don't mind.

36 minutes ago, Vineheart01 said:

my only quarrel with the Arc weapon is most ships with a cannon are 3die attack anyway, which is also 4die at range1. Yes the Scyk is one that isnt a 3die attack but its also pathetically fragile if it ever finds itself that close. I have reasonable success with scyks + hlc or mangler but purely because they stay the hell AWAY from the knife fight. Im not sure if the splash is enough to justify it.

Now if it wasnt restricted so imps could use it ohhhh Tie/D would have a field day with that. Sadly, not a thing :(

I like all of the pilots except the one that spends a shield to reroll.

Sunny is awesome. Another example of an outright amazing pilot ability not being flatout broken because of the PS he's at and/or the ship he's on (or both in this case).

edit: also OH COME ON! Pulsed shield is also denied for the imps! no Quickdraw shield regen even if its rather slow :(

Wouldn't work for QD anyway, only equippable if oyu have exactly 1 shield. But Soontir with this and a shield upgrade, or OL with this, is the reason why this is just SO not a good idea to give to Imps.

8 minutes ago, MalusCalibur said:

Pulsed Ray Shield:

The restriction on this is fairly idiotic (might as well just be Scyk only) since so few other ships can make any use of it - Rebels have none yet (unless you put a shield upgrade on a Captured TIE...), Starvipers will not take it over Autothrusters, and the Kihraxz would prefer Engine or Vectored Thrusters. The ion token you have to take in order to get that shield all but guarantees you'll lose it (and more) again on the following round where you are a sitting duck.

Rebels can put this on the HWK.

7 minutes ago, WWHSD said:

I think that they the key thing with Inaldra is she's cheap (same prices as a TPV once you give her the Pulse Ray Shield) and unless you smack an HLC on her she's probably not going to be the ship that your opponent wants to go after first. While she's being ignored she'll be able to get a few uses out of her ability.

I dunno, if my opponent has just done 1-2 damage to their own 4HP ship, I would consider throwing a few dice its way to finish it off regardless. One less thing to worry about.

5 minutes ago, WWHSD said:

I meant Ruthlessness.

Oooh, derp, that makes a lot more sense. Man, 2 splash damage would be crazy painful.

The way I see it.

- Genesis - REALLY good ability. One action giving you anything between 2-4 actions, every turn, even before PTL, and with no stress. Builds for 25 points, with VI and Mangler.

- Quinn - mildly impressed, could be decent with prockets and VI/Mindlink/Fearlessness, at 24 points. Pocket-Fenn style ship.

- Bounder - trolship, unreliable ability, keep going

- Ilandra - spend sheld for rerolls? On 3-4hp ship? Nope...

- Arc Cannon - situational, can hit self, thank you but nope

- Pulse Ray shield - 4Lom+Mindlink+this shield would be a great token-negating combo, double ion doesnt hurt you at all! This is really good card and I can see people chunking it on Hawks and scyks. Definitely not on vipers, nor kihraxes, as high-PS kihraxes really need those Vectored thusters.

14 minutes ago, streamdragon said:

I also question how useful her ability will be defensively, as you would have to get 2 evades on your reroll to come out ahead. 1 new evade and you basically break even with the shield you spent (barring on-hit abilities I guess).

I've had enough 3-agility ships one-shot to be open to the idea of getting a chance to reroll when Fickle Green Dice (TM) do their thing.

It's not the strongest ability in the world, but it's a nice option to have.

Is this right?

20 pts

Spice Runner (16), Illicit Cloaking Device (2), Pulsed Ray Shield (2), Cikatro Vizago (0)

Swap out cloaking device for Feedback Array (2). You have 4 defence and can fly in and feedback array, get ion token and loose a shield then at the end phased get another ion token and get the shield back. Next turn you are ionized but then both ion tokens are removed and you can immediately do it again.

Well, I suppose ARC cannon on TIE/D Vessery with Expertise sure is one way to throw 8 fully modified dice at the enemy. Scary indeed and well worth the risk of hurting yourself. That said, outside of R1 he'd be rather underwhelming and with mid-level PS, he might just get outmaneuvered.

4 minutes ago, Rodafowa said:

I've had enough 3-agility ships one-shot to be open to the idea of getting a chance to reroll when Fickle Green Dice (TM) do their thing.

It's not the strongest ability in the world, but it's a nice option to have.

Dont get me wrong, having an ability is better than NOT having that ability. And yes, when your green dice crap out on you completely rerolling them will probably net you some HP, but with Attack dice/damage being what it is, I suspect this ability will save you any HP most of the time. Especially as just using it essentially costs you an evade result.

1 minute ago, streamdragon said:

Dont get me wrong, having an ability is better than NOT having that ability. And yes, when your green dice crap out on you completely rerolling them will probably net you some HP, but with Attack dice/damage being what it is, I suspect this ability will save you any HP most of the time. Especially as just using it essentially costs you an evade result.

Defensively, you use it when Inaldra will be dead anyway.

And if they ignore her you use it offensively.

Edited by WAC47
10 minutes ago, streamdragon said:

I agree with you in principle, but Pulse Ray Shield is a modification, and every ship has that 'slot'. Upgrades that simply add a slot should cost 0, or if they have a cost, reduce the cost of what they add by an appropriate amount (see: TIE/x1). There is a reason the Heavy Scyk title was considered garbage for so long. Even with the extra Hull it is just "okay" at that price point.

But if PRS has been 0 points, I would not have had a problem with it. The ships that it currently applies to are either bottom tier ships, or are generally finding much better options elsewhere.

I would definitely think differently if it didn't have such a small selection of ships that could take it.

5 minutes ago, WAC47 said:

Defensively, you use it when Inaldra will be dead anyway.

And if they ignore her you use it offensively.

I think that's what people are missing with Inaldra is that you can use her defensively along with offensively. Better to lose 1 shield than have her wiped out completely if you blank out.

I don't think shes great by any means, but potentially more effective than people are giving her credit for right now.

Quin Jast and Seismic Torpedoes! No more obstacles! Seismics are an action so the weapons disabled won't even slow you down...

Worth it? Prolly not. Fun?.... prolly.

Edit: I sure hope the Kihraxz fix is an illicit that decreases the cost of a modification by 2. Choose barrel roll or regen. I'd fly the ever-loving crap out of 5K's if they did that.

Edited by gamblertuba