Question of the day: How can I make a ship that is allowed to hit with two attacks per turn that is not a TLT carrier in the scum faction?
Answer: IG-88B kitted out however you want, and IG-88D Crew on a ship that is also carrying Gunner. Currently only works on one ship in the scum faction: The Hound's Tooth, which is perfect because it also requires a cannon slot, which the tooth provides. So I set up my list, Moralo to really milk that cannon, IG-D, Gunner, Dengar (to purposefully miss the first shot and do better on the other 2) and IG-88B as the second ship with whatever.
Moralo goes to shoot. At whatever range, he uses the Mangler (could be primary, but why not.) He rolls whatever he rolls, Dengars down to (hopefully) no hits. Now his attack missed, and we are on step 9 of the timing chart. Gunner and IG-88B both trigger here. Gunner says you make a primary attack, and may not attack again. IG-88B says you make a secondary weapon attack, with no caveat of attacking twice. I choose to trigger both abilities off my single missed shot, and resolve IG-88B's first.
IG-88D, channeling IG-88B, sends the second mangler cannon shot out, this time Dengar for more hits. Attack hits, deals damage, back to step 9, resolve the other ability from the first attack. Gunner sends out the primary shot, which is also Dengar'd for hits (dude is putting in work today) and deals more damage.
This seemingly broken combo went 4-0 in a tourney on Friday, dealing 7 damage to a range 1 ghost in a single round from a single ship in one of the games (after shooting a range 3 Rex with a primary to miss.) The real question, and the reason it's posted here, is this: Does anything anywhere prevent this from happening?
Edited by Eruletho