Disclaimer: we don't know every card in the Scum conversion kit yet, but since they said you won't need to buy other factions packs to get cards, I'm assuming the same generic upgrades, with some Scum only additions.
So, we need a thread about the mighty killer bots in 2.0!
What we know
-Dial is unchanged
-1 shield is moved to hull, so it's 5/3
-Moved to Medium base size, decreases speed but makes it less sensitive to blocking
-Does not get focus, but Calculate (only modifies 1 dice).
-Advanced Droid Brain ability gains extra calculate token on Calculate action. So can modify 2 red/green dice in total.
-IG-88A gets a cool ability to share one Calculate token to another ship with Calculate (IG-88/Guri/4-LOM)
-IG-88D's ability is buffed so it can also use 3 straight template as K when revealing S-loop
-IG-88B & C keep their abilities
-IG2000 title is the same, share pilot ability with all other IG2000's
-Autothrusters is gone, cannons give range bonus = no more range 3 sweet spot (?)
-HLC is now bullseye arc only
-No Mangler cannon
-No Glitterstim on initial release (?)
-Crack shot is bullseye arc
-FCS is nerfed
-Juke is ok on Medium base (yay)
My analysis
Weaker than in 1.0, but mostly because of the nerfs to Mods (Autothrusters), cannons/HLC, FCS and Glitterstim being gone. Will hopefully find other areas to excel. Medium base and Juke seems like the only buffs.
Point costing speculation
I believe it was said in one source you could run 2 plus a 3rd cheap ship, or 3 naked (source?).
If that's true then they are <=66pts (equivalent to 33pts in 1.0, ie about 10% price drop from today.
Analysis, build suggestions, speculation etc
Okay, so these are my thoughts on archetypes I want to try so far. Points unknown so take it for what it is.
Sharing bait and switch Brobots
A+C, Elusive/Juke, FCS, Contraband Cybernetics, Stealth Device(,Seismic Charge)
So, rather hard head on, one takes Calculate action and shares a token to the one currently jousting, then they reverse roles while one turns around. On initial joust one should have either Calculate/Lock(FCS) or Calculate/Evade tokens and 4-5 green dice. CC to allow action even when S-looping (once). Elusive/Juke and Stealth Device while tokened should make them hard-ish.
Bullseye jouster Brobots
B+C, Predator/Crack shot, HLC, FCS, CC, Stealth Device
Might as well combine two Bullseye arc only abilities. 4 Reds with up to two rerolls in b-arc. But has nothing going if you can't get b-arc and I think it will be difficult, especially without barrel roll and at avg Initiative 4. I'm currently not feeling HLC brobots at all in 2.0. :/
Control Brobots
B+C, Juke, Ion Cannon, FCS/Collision Detector, CC, Stealth Device/Ablative Shielding(?), Conner Nets
These look interesting to me.
Pseudo arc-dodger sensor-bots
C+D Outmanouvre (Strong in 2.0), advanced sensors, inertial dampeners, stealth device, control bomb These also interest me.
Coordinated Brobots
C+ A/B/D with Palob w Squad leader (grants pre move action and has Boost on action bar)
Depends on points but could be cool.
Tri bots
A+C+D pretty much naked, maybe a simple EPT. Very interesting. Probably the best looking so far actually.
Comments, thoughts, ideas, rants?
Edited by westiebestie
