Using a Contracted Scout for blocking has been popular since the beginning of days. The popular outfit would be Intelligence Agent, plus maybe Rigged Cargo Chute or Anti-Pursuit Lasers for further annoyance. Those are all very handy, but what I feel once I get my "Bumpmaster" into the thick of things is that I lack pure offensive output. The Scout is a turret ship and will often get a range-1 shot at somebody because it is usually positioned close to or in the middle of the fray. If it bumped or used the action to barrel roll it will have 3 unmodified dice to shoot at somebody a lot of the time.
But, what happens if you put Dengar on the Scout? Now, you have translated your 3 dice into 5 dice (capped at 3 damage) against named pilots, who happen to be the problem a lot of the time (so Dengar would definitely be better than Predator). This also helps making sure that your Scout punishes a bit in terms of damage if he is being ignored at the cost of your other ships.
The build that got me thinking about this was the remains of the old Parattani after all the nerfs. If you keep Asajj and Fenn mindlinked and kitted as in the original build you have 3 points left to put on the Scout. If you use the EPT slot for Trick Shot you have made the Scout a formidable damage dealer, both close range and if your opponent is avoiding your blocks behind obstacles.
What do you think?
Edited by Sixter