Contraband cybernetics: more useful than I thought

By dotswarlock, in X-Wing

I tried Contraband cybernetics on Dalan Oberos yesterday (with VI) and I have to admit, it came it quite handy. At first, I would pop it on the first opportunity that I would get (much like I would pop glitterstims), but now, I realize that careful planning must be used. An interesting thing that happened was this:

- I plan a 4-k turn, thinking of popping Contraband Cybernetics and get behind Wedge.

- A bump fest happens and when its Dalan's turn to activate, I realize that his 4-k turn will not work, so I do not pop CC and, slam into the whole thing and get a stress (not good).

- After the exchange of vicious volleys where Dalan is barely alive, I think that I'm stuck in a stressed ship and will be facing the wrong way after this turn, which means several turns before he can get back in the game while avoiding asteroids... but no, I still have my contraband cybernetics! So I pop it, earn 2 more stress (total of 3) and Dalan causes some more damage before eventually dying.

So I think that the proper way to use contraband cybernetics is:

1) When stressed, to still be able to pull of a k-turn and immediately get back in the fight instead of having to circle the battlefield for 3 or 4 turns before getting back in.

2) When a prime range 1 shot (after a k-turn or S-loop) could benefit from having modified dice.

3) To arc dodge a ship after performing a red move, especially if you have low agility (the case of the Kimogila).

The wrong way to use it would be to use it to get an action against an opponent that is range 3 + turtled. That's when the upgrade gets wasted and options for the next round get cut off.

Cant add much to the scum discussion other than that I want to see a list with a shadowcaster using two of these alongside a Jabba carrier.
"I will most likely finish you in the next four rounds, bur if I don't..."

Its essentially a better failsafe card than Inertia Dampeners, though for a different reason. Inertia Dampeners pretty much only help in that bumperfest you had or to have someone tailing you zip past since your ship normally cant do a 1fwd so they didnt plan for it, let alone a stop.

My friend has it on his viper builds. Generally he goes without using it, but when he does use it its usually the big reason he won.

i'd recommend against using it as your main trick up your sleeve. But being 1pt, its really easy to slap it on and have it if you need it.

I predict this will be a great card on missile carriers. It is good to be able to k-turn and shoot Harpoons.

I’ve been saying this for last few weeks too. The card is a great comparison to Inertial Dampeners. This is the list I’ve been using. Only losses I have with the list is 87 Point Whisper/Kylo, even those games it’s super close.

Dengar (33)
Wired (1)
Maul (3)
Contraband Cybernetics (1)
Punishing One (12)

Fenn Rau (28)
Attanni Mindlink (1)
Autothrusters (2)
Concord Dawn Protector (1)

Inaldra (15)
Attanni Mindlink (1)
"Light Scyk" Interceptor (-2)

Total: 96

View in Yet Another Squad Builder

The Wired/Maul Combo is for a different discussion on how good those two cards together are on Dengar.

Contraband Cybernetics in my build allows Dengar’s dial to be more open than it already is and it’s that same shock people get when you pop Inertial Dampeners. It also has the benefit of gaining an action. Yeah if you do do a red move and we’re already stressed you get 3 stress tokens. However, if you have a set up that takes advantage of that like my Dengar build you clear it in 1-1.5 turns.

Contraband+ Attani is an interesting interaction

IG-88B (36)
Attanni Mindlink (1)
Fire-Control System (2)
Heavy Laser Cannon (7)
Jamming Beam (1)
Contraband Cybernetics (1)
Autothrusters (2)
IG-2000 (0)

IG-88C (36)
Attanni Mindlink (1)
Fire-Control System (2)
Heavy Laser Cannon (7)
Jamming Beam (1)
Contraband Cybernetics (1)
Autothrusters (2)
IG-2000 (0)

Total: 100

View in Yet Another Squad Builder

In this case, it's a way to make sure your ships have a focus if they really need it.

If only Starvipers had a native illicit slot... sad panda.

I played against them a few times this week. Their brilliant to pull off that surprise K-turn, acquire a lock, what have you, but the double stress at the end of it is a bit of a killer as it can take a while to get back in the fight. Still, if you use them right, I think they have a place!

Thats where Maul crew on dengar pilot comes in handy. Successfull attack removes one, hopefully two With dengars arc facing the opponents ship.

IG-88's with Contraband Cybernetics is just... :blink:

... are they grafting flesh onto themselves?

Its an amazing Illicit, used it once and was unbelievably impressed.

Being able to take a stressed ship, do a red manouver and take an action is massive. Sure you are left with a giant stack of stress but that is often better then just having the ship die or do nothing.

Any Kihraxz, dial in 4-5 K, pop cybernetics, get TL, shoot 5 dice cruise missiles into somebodys ***. Pat self on back.

20 hours ago, Icelom said:

Its an amazing Illicit, used it once and was unbelievably impressed.

Being able to take a stressed ship, do a red manouver and take an action is massive. Sure you are left with a giant stack of stress but that is often better then just having the ship die or do nothing.

And I think this is the key. Too many players have looked at it as “stack of stress... that’s bad!”, when in reality it is a go for broke play when a ship is on its last legs to put it in an advantageous position late.

2 hours ago, migs6000 said:

Any Kihraxz, dial in 4-5 K, pop cybernetics, get TL, shoot 5 dice cruise missiles into somebodys ***. Pat self on back.

Yeah..... if they haven't blown your K-Fighter up first! Glitterstim is what keeps those things alive past the first engagement!

21 hours ago, kris40k said:

IG-88's with Contraband Cybernetics is just... :blink:

... are they grafting flesh onto themselves?

You know that Wookiee that Bossk is skinning on his crew card? IG-88 was the client.

24 minutes ago, PhantomFO said:

You know that Wookiee that Bossk is skinning on his crew card? IG-88 was the client.

That explains it, haha. I thought this would be a great card on Bossk, speaking of. Maybe that Kimogila that I purchased quite by accident will now have a use. Anyway, it'll be a while before I test it on Bossk, wookie skinning aside; she's in dry dock for a while getting a custom paint job. However, Contraband Cybernetics does look like it could be THAT ONE card you need to punch THAT ONE time, that makes THAT ONE difference in the game....I think. Perhaps. Scum get all the cool toys.

On 12/14/2017 at 6:45 AM, gamblertuba said:

If only Starvipers had a native illicit slot... sad panda.

I'd have been thrilled if the Mk II title gave them an illicit slot.

Or a system slot. The Virago was, after all, ridiculously over-equipped. :D