The Scurrg has a PS 3 generic with an EPT.... it's a small base that can equip a turret, and could take extra munitions and chips. I am not sure how the pricing pans out. Should we be nervous?
Edited by BlueMusketeer28The new contracted scouts?
The PS1 starts at 24, so with TLT, you've pushed to thirty. It's the 5/5 Shields/Hull that is impressive.
3 minutes ago, Ob3ron said:The PS1 starts at 24, so with TLT, you've pushed to thirty. It's the 5/5 Shields/Hull that is impressive.
30 hp worth of 3 TLT admittedly doesn't sound pleasant, but if it has decent manueverability, it might end up with deadeye, homing missiles, and extra munitions. That would be a serious alpha strike.
At least it doesn't have a PWT. Also the timing for the R3 Agro dead eye combo has already been nuked. R3 Overclocked maybe but again Attani mindlink and Manaroo were a major contributing factor and one of them has been smashed.
5 minutes ago, Ob3ron said:The PS1 starts at 24, so with TLT , you've pushed to thirty. It's the 5/5 Shields/Hull that is impressive.
There's also deadeye + concussion missiles + extra munitions. If the PS3 comes in at 26, you could do 3 of those. At 27, you could drop the EM from one and still have 5 missiles.
They are at 36 point for the PS1 with Concussion Missiles, EM, TLT, and Chips. With their native three attack, I think you might want to drop the TLT and pick up an Autoblaster Turret instead to keep the cost down.
They are a little squishier than Scouts but being on a small base has its advantages.
Not sure if the points pan out though... 26 for ps 3 is my guess. 27 for deadeye, 29 for EM, 0 for chips. Leaves you 5 pts for a missile.
Just now, BlueMusketeer28 said:Not sure if the points pan out though... 26 for ps 3 is my guess. 27 for deadeye , 29 for EM, 0 for chips . Leaves you 5 pts for a missile.
Only 4 points for missile to come in at 33 starting at 26. As nice as homing missile would be, can't get 3 with extra munitions even at 26 points.
If I recall the scouts did just fine without R3
1 minute ago, VanderLegion said:Only 4 points for missile to come in at 33 starting at 26. As nice as homing missile would be, can't get 3 with extra munitions even at 26 points.
So 2 4pt missiles and one homing.
If it's 26 that's 6 missiles with 2 as homers.
I'm thinking that with the return of high health, low agility ships something like this might make sense:
Karthakk Pirate (24)
Autoblaster Turret (2)
Extra Munitions (2)
Cluster Missiles (4)
Dengar (3)
Guidance Chips (0)
Total: 35
Expect to spend a few more points if you want a higher PS and an EPT for Deadeye or something. The Cluster Missiles with rerolls from Dengar (and Chips for one of them) should be able to put some damage on beefier ships and the ABT with Dengar rerolls makes range one a dangerous place for high agility token stacking aces that the Cluster Missiles aren't so great against.
2 minutes ago, BlueMusketeer28 said:If it's 26 that's 6 missiles with 2 as homers.
Would only fit 1 homing if it's 26 points. 26 + 1 (deadeye) + 2 (EM) + 4 (concussion) is 33 points. 2 of those leaves you 34 points for 1 homing missile ship. Or you could drop 1 EM and have 5 homing missiles. If it's 27, you're more limited
Let's be optimistic and assume that FFG playtested the triple ordnance carrier list this time.
2 minutes ago, Ubul said:Let's be optimistic and assume that FFG playtested the triple ordnance carrier list this time.
The only problem with that is that I could see them bumping to a minimum of 27 points for the PS3 to avoid the triple cuncussion with EM and deadeye, and instead make that pilot too expensive and never see any use like most of the other generic scum ships.
11 minutes ago, BlueMusketeer28 said:30 hp worth of 3 TLT admittedly doesn't sound pleasant
Four Y-Wings with TLT is 32 health...?
1 minute ago, ObiWonka said:Four Y-Wings with TLT is 32 health...?
But they can't maneuver. The Scurrg looks like it can. Although this is very true.
Scurrg also has a torp/missile slot...
Deadeye, EM, Homers = 36?pts depending on EPT price. And heres the scary thing: its a 3die primary, so gchips = free crit.
Uho...
Edited by Vineheart01Just now, Vineheart01 said:Scurrg also has a torp/missile slot...
Deadeye, EM, Homers = 33pts. And heres the scary thing: its a 3die primary, so gchips = free crit.
Uho...
I don't know if it could tank it at PS 1
4 minutes ago, VanderLegion said:The only problem with that is that I could see them bumping to a minimum of 27 points for the PS3 to avoid the triple cuncussion with EM and deadeye, and instead make that pilot too expensive and never see any use like most of the other generic scum ships.
That is a valid fear, but it still would be possible to squeeze 3 of them with some compromise (no EM or cheaper missiles). Also don't forget that the bomber has a 3-dice primary, so unlike the Scout, it will remain useful after firing its missiles.
The arcs from the Jumpmaster covered so much area that it was hard to close in without having a round where all of them get to fire at you. The small base should make it easier to keep out of arcs when approaching.
The only thing we know about the maneuver dial is that it has a red 3 K-Turn, a white 4 straight, and a Talon Roll somewhere on it's dial. Even if the rest of its dial is similar to the TIE Bomber, they aren't as much of a threat when turning around as the Jumpmasters were.
Edited by WWHSD
If it is 27pts, Deadeye + EM + Conc = 34pts.
But, if you REALLY wanted to, it has BOTH missile/torp. Guess what that means it can take? LRS. Lose the gchips sadly, but you can now drop to the PS1 at 24pts. Which is 32pts for EM + Homers + LRS, giving you 6 pts of crew to mess with. Or bombs
1 minute ago, Vineheart01 said:If it is 27pts, Deadeye + EM + Conc = 34pts.
But, if you REALLY wanted to, it has BOTH missile/torp. Guess what that means it can take? LRS. Lose the gchips sadly, but you can now drop to the PS1 at 24pts. Which is 32pts for EM + Homers + LRS, giving you 6 pts of crew to mess with. Or bombs
I was thinking about this. I'm not sure if it's as good though since you need to get back to range 3 for the next run.
1 minute ago, BlueMusketeer28 said:I was thinking about this. I'm not sure if it's as good though since you need to get back to range 3 for the next run.
Not if you don't spend the target lock to modify the Homing Missiles, or you take the title and FCS so you can fire the Homing Missiles, modify them, and then get your target lock back..
Edited by WWHSDIt has a 3 talon roll at minimum. So far all talonroll users have a regular kturn as well and further than the kturn. While 2 is hardly enough to justify a pattern, i owuldnt be surprised to see a 4k or 5k on this thing.
I have no issues with the bombers getting another TL if i can do a 5k. Its when the 5k is blocked when i have problems. Plus, Homers dont spend the TL so you can get lucky and not even need to acquire another one.