LET'S BUILD: Skyk

By gryffindorhouse, in X-Wing Squad Lists

Frankly don't own one and have never flown one.

Edited by gryffindorhouse
  • It's a very flexible little ship.
  • In it's 'light' configuration it's essentially a TIE fighter with an arguably better (if slower) dial, trading speed 5 straight and speed 3 turns for speed 1 banks and making both speed 1 and speed 3 banks green.
    • Now mindlink is a two ship limit, Inaldra doesn't have the value she used to but she's still the cheapest potential caddy
    • Sunny Bounder remains excellent value for money as a light scyk - she's the same price, PS and stats (more or less) as an academy pilot but has an awesome pilot ability.
    • Serissu's area buff is one of the least well-used abilities I know. People often look at 'every other ship within range 1 rerolls 1 green die when defending', think 'scum howlrunner', surround her with a swarm and wonder why she lets them down. Serissu's ability doesn't care how many shots are going out of her aura, but how many shots are coming in . Which means her value is dependent on how high priority the stuff near her is. Which means she's best used as a 'buddy' for a single high value ship, not as the leader of a swarm. Consider Light Scyk and Bodyguard - her protectee needs to be PS9+, but gains a bonus green dice and gets to reroll a green die when defending as well.
  • Heavy Scyk
    • As a Heavy Scyk, you can do worse than Cartel Spacer, Heavy Scyk, Mangler Cannon - it's a 3-dice attack, agility, 3, 4 hit points, and no range defence bonus. It pairs very well with Vaksai Cartel Marauders in a heavy swarm - the beefier khiraxz form the front rank and go up the middle with their ability to stop or k-turn with actions (depending on what illicit upgrade is equipped) and the scyks with their better long-range firepower go to the flanks and rear. Also consider the odd Ion cannon to throw in a bit of control to pin low agility, high manouvrability bombers like Nym and Miranda in place and stop them dropping bombs.
    • Sunny Bounder's ability pairs very well with the already cheap Linked Battery, because it triggers on rolls or rerolls. You actually get three hits more reliably with 2 dice and linked battery and her ability than with anyone else with a 3-dice cannon...
    • Inaldra in a Heavy Scyk is reasonably good - make sure to equip Pulsed Ray Shields, because being able to trigger her ability multiple times essentially turns it into a cheap way to get action-free rerolls. Consider pairing with a heavy laser cannon and juke - evade, roll attack dice, trade the shield for rerolls and then recover it in the end phase. With a low PS, you'll probably have a tokenless target to whomp with juke, and she's a pretty unappealing target - with a cannon she can fire from long range for a 4th green die, and with an evade token and the ability to cash in her shield for defensive rerolls instead if needed, she's exactly not an easy kill for her cost.
    • Quin Jast is essentially a cheap ship with the ability to perform a free reload action. With harpoons being massively better than anything else for their cost, take them, and deadeye. Cruise Missiles do save you a point but without speed 3 turns (a common scum complaint) you can't get a 4-dice attack whilst turning, so avoid.

@Magnus Grendel hit the big points I was going to make, those being Sunny Bounder & Quinn Jast (I fly them together alongside 2 HWKs).

Sunny with just Light Scyk is a 12 point ship that can punch high above her weight-class; she just needs a bit of luck, the right positioning, and an opponent who underestimates her.

I run Quinn with Deadeye, Heavy Scyk, GC, and recently moved from Concussion to Harpoon Missiles. Some games the opponent just ignores the Scyk, leading to Quinn firing his missile 3-4 times, in others he only gets to use it once. He’s a fun pilot who, again, can hit high about his 25-or-so point cost.

Edited by Innese

Wow this was created at just the right time; I was looking to make a list with 2 scyks, but I didnt have the experience for it. This helped enormously!

I want to add 1 thing: if you have a 12 pt light scyk, and its about to die, just fly it into something like Cluster Mines, that way you lose the ship whilst clearing the path for something more important. If you are gonna lose it anyway, just make sure the scyk serves you.

Edited by Wookiee_Slayer

Anyone try a HLC skyk? They are pretty easy to keep at long range. The basic pilot with heavy title and the HLC is only 23 pts. if you arent using her as a cheap light scyk Sunny can make the Heavy laser Cannon stupid if you feel like gambling.

The scyk is definately one of the stronger small base ships for scum I tend to throw in either a Mangler cannon scyk or a light scyk Sunny whenever I have the points because both the Mangler scyk and Sunny with almost anything are usually better than their cost.

I need 1 more scyk to try out a 5 Mangler cannon scyk list XD

This is my favorite swarm to fly, and can be really nasty.

You can swap out Sunny for another Cartel Spacer if you are a monster and hate the best ship in the game (or just want the most flexibility in maneuvering and shooting).

Lil' Critters

Cartel Spacer (14)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Cartel Spacer (14)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Cartel Spacer (14)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Cartel Spacer (14)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Sunny Bounder (14)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Total: 100

View in Yet Another Squad Builder

Nice thing is they don't care about sticking in formation, and can engage well at any range (though they love range 3 when available). I usually just focus with everyone unless they won't have a shot, where I'll target lock if it seems safe. I try to fly so at least 3 of them are shooting at a single target each turn. If any get harpooned I either stick them up in range one of enemy ships or split them out and keep them separated from the rest of the squadron.

@LoTech I’m tempted to purchase another 3 scyk’s just to run that swarm for funzies. :o

17 hours ago, LoTech said:

This is my favorite swarm to fly, and can be really nasty.

You can swap out Sunny for another Cartel Spacer if you are a monster and hate the best ship in the game (or just want the most flexibility in maneuvering and shooting).

Lil' Critters

Cartel Spacer (14)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Cartel Spacer (14)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Cartel Spacer (14)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Cartel Spacer (14)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Sunny Bounder (14)
"Mangler" Cannon (4)
"Heavy Scyk" Interceptor (Cannon) (2)

Total: 100

View in Yet Another Squad Builder

Nice thing is they don't care about sticking in formation, and can engage well at any range (though they love range 3 when available). I usually just focus with everyone unless they won't have a shot, where I'll target lock if it seems safe. I try to fly so at least 3 of them are shooting at a single target each turn. If any get harpooned I either stick them up in range one of enemy ships or split them out and keep them separated from the rest of the squadron.

A good list. Only suggestions:

  • Consider swapping Sunny's cannon for Linked Batteries and Pulsed Ray Shield. That gives her shield regen and a rerollable attack - 2 dice with a reroll is much better than 3 dice for her!
  • You might want to swap 1-2 scyks for Cartel Marauders. Mixing and matching Cartel Spacers (Heavy Scyk, Mangler) and Cartel Marauders (Vaksai, XX-23s, Cybernetics, Chips, Failsafe) works very well - Cartel Spacers have agility 3 and cannons, making them great snipers, whilst Marauders have 5 hit points and a 3-dice primary, making them better suited for close-in work, plus the ability to k-turn, still get a focus, and turn that focus into a target lock for everyone else.

@Magnus Grendel plus, then you can keep the gold/purple color scheme ;)