R5-TK, because . . .

By faxx2, in X-Wing Rules Questions

Is there any reason to use R5-TK, apart form setting off deadman's trigger. . .

I have been confused by this as well. I would love to be enlightened as to why this is in the game.

Possible use would be on a Kimogila w/ Cluster Missiles. You might be too low initiative to lock an enemy ship, but you can set up an early lock on a friendly ship with the intent of the 2nd attack hitting a nearby enemy?

Can also be used to trigger Maul Crew...

•Maul

Tractor beams repositioning. Concussion missile splash. But mostly no it bad.

3 hours ago, thespaceinvader said:

Tractor beams repositioning. Concussion missile splash. But mostly no it bad.

could be a thing, except scum has no ships with cannon and astromech slot. ^_^

Details 😛

10 hours ago, Hiemfire said:

Can also be used to trigger Maul Crew...

•Maul

Seems...counterproductive....

Maybe there was supposed to be a character who lost stress/[insert here beneficial effect] when damaged. . .

1 hour ago, faxx2 said:

Maybe there was supposed to be a character who lost stress/[insert here beneficial effect] when damaged. . .

It's a Scum upgrade. Detonating Deadman's Switches on your own terms, throwing squadmates into better position's with Tractor Beams and the like are part and parcel of some of the crap we got saddled with. Fearless is another example of this bull. Don't take it on anything other than a Mandalorian unless you think reacting the cavalry "charge" in the Charge of the Light Brigade in X-Wing is something you'd enjoy.

its strange cos scum was always described to me as "interactions and messing with the other player" but it seems like this card was supposed to set up a combo that does not really exist. . .

i think this card was mostly made to be fun and cool, not actually useful. we'll have to wait and see. might be really amazing at some point in the future.