The Jakku Gunrunner appreciation thread

By Okapi, in X-Wing

10 minutes ago, Hiemfire said:

Well known. Also notably a purpose built craft to overcome the needs of the job. Huge powerplants and thrusters. Just like the quads. But equally notable, go read the article and you'll see they didn't even bother to give it guns for even defense. That's how pointless it was too use in combat. It was the type of ship your abandon in a fight.

3 minutes ago, ForceSensitive said:

Well known. Also notably a purpose built craft to overcome the needs of the job. Huge powerplants and thrusters. Just like the quads. But equally notable, go read the article and you'll see they didn't even bother to give it guns for even defense. That's how pointless it was too use in combat. It was the type of ship your abandon in a fight.

I have, and FFG added the guns to the Quadrajet… The key you should notice is these (The Tug-314s) were used to push around Venators… Quadjumpers are being bitched about for throwing around small bases. What do you think a Tug-314 would do to a YT-1300 or YV-666 if it locked in with its tractors and then turned...

Edited by Hiemfire
1 minute ago, Hiemfire said:

I have, and FFG added the guns to the Quadrajet…

Right. Which is why it would make it into the hands of scum. A cheap ship with light armament that had an excuse to be anywhere? And built in salvage/thieving equipment? Heck yeah! That's the difference there we could agree I'm sure.

But I'm assuming your point was more to it breaking the size difference barrier. Am I right?

Just now, ForceSensitive said:

Right. Which is why it would make it into the hands of scum. A cheap ship with light armament that had an excuse to be anywhere? And built in salvage/thieving equipment? Heck yeah! That's the difference there we could agree I'm sure.

But I'm assuming your point was more to it breaking the size difference barrier. Am I right?

I was editing my post while you were replying. There is additional info there.

37 minutes ago, Hiemfire said:

Give it configuration and crew upgrades. The config would be a scanner that when a friendly ship at range 0-1 is destroyed, you may equip the crew to the tug if there is an empty crew slot.

Then I would want a rear arc tractor array that reaches out to range 2 so I can tow my ARCs along. And a scrapper for when a ship is destroyed at range 0-1 you can repair 1 damage card, but gain an ion token. In other words, I want to see more ships with more than 1 config/title upgrade.

29 minutes ago, Hiemfire said:

I was editing my post while you were replying. There is additional info there.

Totally fine. I wasn't being entirely clear with that last little bit so I think it worth clarifying that with the size difference issue wasn't hundred percent a Quadrijet thing, but Tractors as a whole. I was trying to say that tractors should have had a core level rule that stated you could only effect smaller objects (and Force we could say obstacles counted as smaller than small ships just to give a tractor scyk something to do, whatevs. I know obstacles are usually larger but it's not like they resist) and then the Quads effect includes a line that bypasses that core rule.

Now that aside, a tug by nature should only be able to affect with any serious impact a willing ship. But that IS a place where I would say gameplay and scum identity could reasonably beat out the theme. Dastardly trucks with wacky equipment to me would equate to a rigged tug with certain qualities could have it's day by being this odd duck nuisance.

15 minutes ago, ForceSensitive said:

Now that aside, a tug by nature should only be able to affect with any serious impact a willing ship.

Not how a tug works. Real world this applies due to the inherent limitations that lashing to a ship has. Tractor Beam/Arrays don't have similar limitations. Think of tractor beams as a simile to whaling harpoons that use focused gravity beams (much like repulsor lifts repel, tractors attract but more focused) instead of ropes and barbed spears. Now pump the power output of the power pack (reactor, engines etc.) through it. A Scyk would be able to affect what it affects in the manner it does in game (mere moments and the beam releases, just enough time to mess with the target's momentum) just on that merit. The Quad Jumper is actually a nerfed form of what a tractor array equipped Tug would be capable of due to the proportionally huge amount of power it could pump into its array (its massive power pack takes up of 75% of its frame). No tractor equipped unit in game currently can do what Star Destroyers can with their (yank a ship to a dead stop and reel it in) arrays. The period of time that any of the current tractor effects cover (minus Ketsu crew extending the -1 green die debuff) is a space of seconds. You're looking at effects that take minutes if not longer as your frame of reference.

12 hours ago, SOTL said:

That's a lot of buffs and free gear. I know the Wretched Hive was starting from a fairly low power base in 1.0 but if this squad doesn't cost about 230pts in January then I think something is wrong.

Until then, I for one welcome our new Scum overlords!

Again not perfectly comparable but close.

Just Sayin'

1.0 – 104pts (208)

"Whisper" — TIE Phantom 32

Juke 2

Collision Detector 0

Hull Upgrade 3

Ship Total: 37

Soontir Fel — TIE Interceptor 27

Push the Limit 3

Ship Total: 30

"Redline" — TIE Punisher 27

Trajectory Simulator 1

Proton Torpedoes 4

Proton Bombs 5

Ship Total: 37

2.0 – 174pts

“Whisper” — TIE/ph Phantom 52

Juke 4

Collision Detector 5

Ship Total: 61

Soontir Fel — TIE Interceptor 52

Ship Total: 52

“Redline” — TIE/ca Punisher 44

Trajectory Simulator 3

Proton Torpedoes 9

Proton Bombs 5

Ship Total: 61

Edited by Hugeman

Or how about this;

2.0 (178)- Jonus + 4 bombers with barrage rockets.

1.0 (212) - Jonus + 4 bombers with unguided rockets and extra munitions (best I could come up with to compare)

Or this

2.0 (200) - Dutch (Protorps), Bodhi (Hera), Wedge (Outmaneuver), Sabine

1.0 (222) - Dutch (Protorps - xtra mun), Bodhi (Hera), Wedge (Outmaneuver), Sabine

Many, Many others - you will need to try harder to convince me.

Edited by Hugeman

And a final thought.

2.0 (144) - 2 x IG88

1.0 (144) - 2 x IG88

Or this

2.0 (201) - 3 x Slavers (Contraband and Shield Upgrade)

1.0 (204) - 3 x Slavers (Contraband and Shield Upgrade)

Do you see the problem? (HINT: it isn't just the gunrunner!!!)

Edited by Hugeman
14 hours ago, SOTL said:

So in the conversion to Second Edition the list gained:
1) 4-LOM buffed (action economy, extra hull, better dial)

(...)

? FREE Mist Hunter title

(...)

These kind if statements are why I asked for citation on your "70% of all pilots need a point increase".

The G1A dial actually got worse!

It is only good for 4Lom, because it is now the reddest dial in the whole game. If you increase 4Lom without decreasing Zuckuss and the Findsman by a tiny bit, you wont see any G1As on the table. FFG made a huge mistake with that ships design and the pilots abilities, with that dial only 4Lom works, as he profits from all the stress (unless Sloane is in the vicinity).

It is good that Mist Hunter title no longer forces you to buy a Tractor-beam on a 3die att ship (where you seldomly use it, thus wasting points) but it still is not free.

16 hours ago, Hiemfire said:

Not how a tug works. Real world this applies due to the inherent limitations that lashing to a ship has. Tractor Beam/Arrays don't have similar limitations. Think of tractor beams as a simile to whaling harpoons that use focused gravity beams (much like repulsor lifts repel, tractors attract but more focused) instead of ropes and barbed spears.

I am hearing the Quads should have the Target Lock action and can only Tractor Array a locked ship. Then they can go hunting for the white whale!