Just now, gamblertuba said: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.
Big middle finger to dash there
Just now, gamblertuba said: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.
Big middle finger to dash there
The two most exciting and interesting cards are the Pulse Ray Shield and the Arc Caster. Super cool cards. Unfortunately, they're not competitive cards are like...objectively bad for their point cost. Given their hefty drawbacks and circumstantial natures, they both seem like fun inclusions for 1pt, like our friend the Slicer Tools, but they're costed at 2pts for some reason?
I can't for the life of me imagine a list in which I'd consistently rather have the regen mod on a ship instead of Vectored Thrusters. In order to trigger the regen mod, you must have 1) taken damage, 2) survived the round without blowing up, 3) be in a position where gaining a shield AND AN ION TOKEN is preferable than having a full dial on the following turn. Do we really see that set of conditions being met more often than we'd yield similar or greater benefit from the ability to barrel roll?
They're fun mods. I really wish they were either better, or at the very least, costed more appropriately at 1pt.
Oh well. /shrug
Good times.
ARC blaster seems like it has most of its value as anti-Swarm and anti-Biggs tech. Declare that you're attacking with the cannon, can't shoot Biggs because of the range, blast your chosen target, and deal a damage to Biggs anyway.
Probably still not worth bringing a Heavy Scyk along just for that.
13 minutes ago, streamdragon said: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.
Oooh, derp, that makes a lot more sense. Man, 2 splash damage would be crazy painful.
She's only going to be doing 1 point of damage to herself at a time as she only has the single shield.
On a TIE/D that would be 3 splash damage.
2 minutes ago, gamblertuba said: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.
HA i am totally doing that. Deliberately take all the big rocks and just blow them up one by one.
14 minutes ago, Lightrock said: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.
There's a reason it's Rebel and Imperial only...
2 minutes ago, CBMarkham said:The two most exciting and interesting cards are the Pulse Ray Shield and the Arc Caster. Super cool cards. Unfortunately, they're not competitive cards are like...objectively bad for their point cost. Given their hefty drawbacks and circumstantial natures, they both seem like fun inclusions for 1pt, like our friend the Slicer Tools, but they're costed at 2pts for some reason?
I can't for the life of me imagine a list in which I'd consistently rather have the regen mod on a ship instead of Vectored Thrusters. In order to trigger the regen mod, you must have 1) taken damage, 2) survived the round without blowing up, 3) be in a position where gaining a shield AND AN ION TOKEN is preferable than having a full dial on the following turn. Do we really see that set of conditions being met more often than we'd yield similar or greater benefit from the ability to barrel roll?
They're fun mods. I really wish they were either better, or at the very least, costed more appropriately at 1pt.
Oh well. /shrug
Good times.
The only ships that can currently equip this mod are the Khiraxz, the Scyk, the StarViper and the HWK. Of those three, the Scyk and StarViper already have barrel roll (and the StarViper has Autothrusters access). If you're investing in a named Heavy Scyk, then being able to consistently regen a point of damage (and shield damage at that) is going to beat most other modification options.
As for the HWK: Kyle Katarn with Crewbacca and Pulsed Shielding will be annoying as hell to kill.
11 minutes ago, WAC47 said:Defensively, you use it when Inaldra will be dead anyway.
And if they ignore her you use it offensively.
I get that, I do. I just mean that the cases where her ability will actually have a chance to save her will be, I suspect, rare. It may play differently than I think it will.
11 minutes ago, LunarSol said:I would definitely think differently if it didn't have such a small selection of ships that could take it.
True, but at 0 cost it becomes almost autoinclude on those ships. At least 1 pt it is something you have to consider. You also have to consider it going forward, since it narrows their options when making future 1S ships.
5 minutes ago, RStan said: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.
The issue is that since it costs her 1 and only shield (unless you opt to Shield Upgrade instead of PRS for some reason), so if you use it offensively you will not have it to use defensively and vice versa. I think the cost for the effect is going to simply be higher than most will be comfortable with, both in damage and opportunity cost.
That said, her ability is one of the very few in game options for defensive rerolls, so it has that going for it no matter what.
8 minutes ago, WWHSD said:She's only going to be doing 1 point of damage to herself at a time as she only has the single shield.
On a TIE/D that would be 3 splash damage.
Sorry, I was refering to the scenario presented in the article where she is the only other ship at R1 of her target. She would spend a shield for a reroll, then be forced to do another damage to herself with her Arc Caster. That's half her health from her own attack .
Oof, yeah, 3 splash total. At least Ruthlessness specifically prevents you from choosing the attacking ship.
I see why the Arc Caster is Scum and Rebel only, but I still think it could have been just fine on the Defender.
Yes, with Vessery and Ruthlessness it is a nightmare of splash damage. However, you're not guaranteed to get range 1 all the time, and, it costs you (effecitvely) 4 points on a Defender.
You also have the huge downside of not being able to fire your cannon every turn, like you can with an Ion or Tractor, and even worse, you will shut down your defender's 3-die primary every time you want to fire your ARC caster. I can see why they didn't want you to have it, but... I honestly don't think it would be that bad on a Defender. It would definitely have its pros and cons, and might make the oft absent Tie/D actually a presence in the meta, which would be fun. And, so long as you flew your ships slightly further apart, so that they couldn't get someone else at range 1, they're taking the splash damage for themselves, which makes the comparatively fragile Tie/D that much closer to death.
I'm just glad that I'll still be able to have Arc Caster Defenders in the RPG-style X-wing campaigns I run. Heh heh heh.
Edited by KreenSunny Bounder is the only pilot I will consider using the Light Scyk title on. If I did the math right, she has a 14% chance of getting three hits at range 2-3, increasing to a 20% chance of if she has a focus token. That's fantastic for only 12 points.
The more I think about it, the more unhappy I am about the Arc Caster not being available to the Empire and to the TIE/D - it's exactly the kind of card it needs to start being viable. Would two 4-dice attacks in a round be so bad given that it can only be done at Range 1, and thus robs the Defender of it's 'double-tap' for every other range? We're already seeing ships capable of throwing 5-6 dice at longer ranges than that, and the TIE/D struggles to modify both shots effectively (unless it's Vessery), which act as balances.
As for PRS, I had forgotten all about the HWK, but I still wouldn't take it for the same reason I don't take Gonk on it - regen on a 1s ship that is far from agile (to dodge attacks reliably) or nimble (to avoid arcs entirely) is a complete waste, and as I said before, the ion token you take for doing it will ensure you lose anything you gain, and likely more, in the round afterward.
4 minutes ago, PhantomFO said:Sunny Bounder is the only pilot I will consider using the Light Scyk title on. If I did the math right, she has a 14% chance of getting three hits at range 2-3, increasing to a 20% chance of if she has a focus token. That's fantastic for only 12 points.
Keep in mind her ability triggers "after rolling or rerolling". So you cant just spend the focus and then add a result. You would need a TL.
Or just roll all eyeballs, add an eyeball and then spend the focus.
You know, I was on the fence about getting this expansion, but some of these Scyk pilots looks like a ton of fun. I may have to get this one after all. Plus Vizago shenanigans.
Just now, SabineKey said:You know, I was on the fence about getting this expansion, but some of these Scyk pilots looks like a ton of fun. I may have to get this one after all. Plus Vizago shenanigans.
pretty much how i am too. i wasnt planning on getting it since i still havnt even used my rebel huge ships. But i actually use Scyks in my scum lists, and these are fun. Scyks right now are limited to dirt cheap cannon platforms since the two named pilots suck balls. But its rather funny having two HLC platforms sitting behind Boba since everyone goes KILL BOB- ow those hlcs are pissing me off....
Some good stuff in there!
Just now, streamdragon said:Keep in mind her ability triggers "after rolling or rerolling". So you cant just spend the focus and then add a result. You would need a TL.
Or just roll all eyeballs, add an eyeball and then spend the focus.
That's what I was factoring for. The formula I used was just the odds of getting two hits, plus the odds of getting two focus results.
(0.375 * 0.375) + (0.25 * 0.25) = 0.203125
7 minutes ago, PhantomFO said:Sunny Bounder is the only pilot I will consider using the Light Scyk title on. If I did the math right, she has a 14% chance of getting three hits at range 2-3, increasing to a 20% chance of if she has a focus token. That's fantastic for only 12 points.
Are you straight up ignoring the 1.5% chance to roll out double crits? That 1.5% is real and it's a free inclusion. For shame.
For shaaammeee.
Is Genesis Red worth looking at in Mindlink lists? Yes, he's a totally different niche to Manaroo but he's a 4-dice, token stacking, evasive Mindlink enabler at a similar point value.
Genesis Red (29) - Mindlink, "Heavy Scyk", HLC
Fenn Rau (31) - Mindlink, Autothrusters
Ventress (40) - Mindlink, Latts Razzi
You're losing the Title on Fenn though, which is a significant hit. Alternatively, you could drop down to a Mangler on Genesis, which gets you the title back and frees you up two points for initiative or Illicits on Ventress.
Just now, CBMarkham said:Are you straight up ignoring the 1.5% chance to roll out double crits? That 1.5% is real and it's a free inclusion. For shame.
For shaaammeee.
She's even better than I was giving her credit for!
8 minutes ago, PhantomFO said:That's what I was factoring for. The formula I used was just the odds of getting two hits, plus the odds of getting two focus results.
(0.375 * 0.375) + (0.25 * 0.25) = 0.203125
Huh, I didnt actually crunch any numbers, but that is good math on her side. If she can score a TL early on, that actually gives her decent punching power. Too bad she has no way to get defensive rerolls.
Edit: just saw the crit power. She just moved to the top of 'must try' list!
Edited by streamdragon7 minutes ago, streamdragon said:Or just roll all eyeballs, add an eyeball and then spend the focus.
Or, knowing my luck, roll all blanks, add another and then cry.
1 minute ago, streamdragon said:Huh, I didnt actually crunch any numbers, but that is good math on her side. If she can score a TL early on, that actually gives her decent punching power. Too bad she has no way to get defensive rerolls.
Yeah. If only there was another Scyk pilot that let you reroll green dice...
2 minutes ago, streamdragon said:Huh, I didnt actually crunch any numbers, but that is good math on her side. If she can score a TL early on, that actually gives her decent punching power. Too bad she has no way to get defensive rerolls.
She's friends with Serissu isn't she? " When another friendly ship at Range 1 is defending, it may reroll 1 defense die. "
8 minutes ago, DailyRich said:Or, knowing my luck, roll all blanks, add another and then cry.
;_; yeah, TL is going to be important on her.
7 minutes ago, PhantomFO said:Yeah. If only there was another Scyk pilot that let you reroll green dice...
I am going to be honest. I have disregarded the Scyk for so long that I forgot Serissu was a thing. Also, for some reason it did not occur to me that her ability to reroll only 1 die would count. Brain fart