I put together a list that uses each of the new Scyk pilots. No, this isn't a competitive list. However, I'd still love feedback. If you have different thoughts on how to build an all-Scyk list with each of the 4 new pilots, feel free to post those ideas.
Genesis Red (19) [29]
-Veteran Instincts (1)
-"Heavy Scyk" Interceptor (2)
-Heavy Laser Cannon (7)
Quinn Jast (18) [26]
-Veteran Instincts (1)
-"Heavy Scyk" Interceptor (2)
-Homing Missiles (5)
-Guidance Chips (0)
Inaldra (15) [21]
-Adaptability (0)
-"Heavy Scyk" Interceptor (2)
-Arc Caster (2)
-Pulsed Ray Shield (2)
Sunny Bounder (14) [12]
-"Light Scyk" Interceptor (-2)
Cartel Spacer (14) [12]
-"Light Scyk" Interceptor (-2)
TOTAL: 100
Admittedly, the major purpose of this list is to show off the new pilots and their abilities as well as some of the new Scyk kit we got.
Genesis Red
The idea here is that he's likely to get full mods if he takes a target lock and gets a focus token. With full mods, I figured we might as well go for full damage with Heavy Laser Cannon. Bumping him up to Pilot Skill 9 with Veteran Instincts is important so that he has more choices of whom to target lock to gain focus and evade tokens. I could envision an alternate build where he is focused on defense, taking Stealth Device and dropping Heavy Laser Cannon down to Tractor Beam. At PS 9, that's pretty neat.
Quinn Jast
Veteran Instincts helps Quinn get a target lock on a target after the target has moved, so that she can optimize use of the Homing Missiles. Homing Missiles are there to bypass evade tokens as well as allow her some mods even if she can't get the desired target lock + focus. With her ability, though, she should be able to target lock during the round she reloads the missiles, allowing her to take TL the next turn. Alternatively, she could evade during that turn. It all depends on the situation.
Inaldra
Not sure what to make of this one. Give her her ability and the fact that I wanted to use Pulsed Ray Shields, I was kind of restricted. Taking that mod means I can't take "Light Scyk" Interceptor, so taking "Heavy Scyk" for a 2-point Hull Upgrade seemed like a decent idea. At that point, I didn't want to spend too many more points, but her low Pilot Skill means Tractor Beam doesn't do much, so I went for Arc Caster, just to give it a try. Adaptability got thrown on at the end, after I was out of points.
Sunny Bounder
Just kept this one light and cheap. I'm letting her ability do the work instead of using upgrades work to get her ability to trigger.
Cartel Spacer
I had enough points to fit in a "Light Scyk" Cartel Spacer, so I did. It makes this a 5-ship list.
Future Directions
If I weren't constrained to use all of the new pilots, Serissu would be here in an instant. I'd take out Inaldra and the Cartel Spacer, giving me 33 points to work with.
Serissu (18) [27]
-Veteran Instincts (1)
-"Heavy Scyk" Interceptor (2)
-Tractor Beam (1)
-Shield Upgrade (4)
At Pilot Skill 10, Serissu can put out Tractor Beams to mess with enemy ship positions and decrease their agility so the rest of her team can hit harder. With the remaining 6 points, I might put a Shield upgrade on Genesis Rid and get a 2-point intiative bid to ensure I move and shoot second. Or I skip the bid to do Hull Upgrade on Genesis Red and Quinn Jast.
