A Scyk's Time to Shine?

By theBitterFig, in X-Wing

In general, a point cut on the M3-A is nice. And cheaper Afterburners is a buff to fun with them, even if it probably doesn't make them top-tables ready.

But there's one list in particular which I feel might be noteworthy. It used to be 34 points per ship, now it's 33. That's a meaningful breakpoint.

6x Cartel Spacer (Ion Cannon); 33 * 6 = 198

Seems like an interesting thing to compare to the 5x Striker + Wampa or 5x Interceptor + Wampa lists. To get 3 dice, their weapons are ion, which I think is kinda underrated, but doesn't always have the same punch as a normal primary weapon. They have the best of both worlds in terms of the defensive statlines. 3 red dice, and 4 HP, one of which is even a shield, for a hair of crit resistance. They also don't get any maneuvering tricks, no extra barrel rolls or boosts or "not-technically-a-boost." But a Scyk on a single action has a lot more maneuverability than an ionized ship, and they don't have particular negative stress reactions...

Just seems like six times 3/3/3/1 is a lot of numbers.

Any thoughts on this or other Scyk concepts post-adjustment?

Anyone else ready to have their hearts instantly broken, due to having gotten your hopes up?

Defensive scum howlrunner also got cheaper...

Another bright point, it's always Sunny's time to shine.

I wish the Scyk was Hyperspace legal :(

38 minutes ago, LagJanson said:

Another bright point, it's always Sunny 's time to shine .

Is she the ray of hope for this chassis? Will she be the guiding star for an underrepresented ship?

3 minutes ago, player3010587 said:

Is she the ray of hope for this chassis? Will she be the guiding star for an underrepresented ship?

It'll be the dawn of a new era. The time of the Scyk will soon rise to illuminate the non-believers.

9 minutes ago, LagJanson said:

It'll be the dawn of a new era. The time of the Scyk will soon rise to illuminate the non-believers.

After seeing the proposed shenanigans with Composure Quinn Jast in another thread, my love of the Scyk grew ten-times over... I do miss Linked Battery Sunny though.

7 minutes ago, Innese said:

After seeing the proposed shenanigans with Composure Quinn Jast in another thread, my love of the Scyk grew ten-times over... I do miss Linked Battery Sunny though.

I like that Sunny isn't once per turn now though. In theory, and completely improbable, Sunny can hit for 7 damage with an APT. Roll all blanks, add a die, spend the target lock, roll all hits and add another.

I'll have to find a new build for her though, the cheap homing missile was great simply so that if she was ignored I could start doing damage from odd angles.

4 minutes ago, LagJanson said:

I like that Sunny isn't once per turn now though. In theory, and completely improbable, Sunny can hit for 7 damage with an APT. Roll all blanks, add a die, spend the target lock, roll all hits and add another.

I'll have to find a new build for her though, the cheap homing missile was great simply so that if she was ignored I could start doing damage from odd angles.

Toward the end of 1.0 I was running her with Linked Battery & Shield Upgrade; she was pretty punchy for as cheap as she was.

Great idea bitterfig! How bout this (200):

Serissu + Jamming Beam (40)

Cartel Spacer + Ion cannon (33)x4

Cartel Spacer + Jamming Beam (28)

Or how about 2 mini swarms led by tug boats (196):

Cartel spacer + Ion Cannon (33) x4

Jakku Gunrunner (32) x2

*swap in Sunny for 2 more points too

Edited by TBot

Actually...(200):

4 cartel spacers + ion cannon (132)

Fenn Rau (68)

Too perfect not to try it.

Actually I have some pretty nice successes with Scyks even before points adjustments: top8 Polish SOS (and nice Worlds Invite on the first go ;) ) and top4 Hungarian Nationals using torpedo Quinn Jast. Friend of mine also hit top4 in the same Hungarian Nationals using variation of my list using even 2 Scyks (Quinn Jast with Proton Toropedos and PS3 generic with Tracotr beam)

So yea - they are viable ;)

There were a bunch at my last Fly Casual day; Boba and some scyks, and an all-Scyk swarm, pretty great.

I have some in my kit I keep wanting to bust out, I'm glad to see them out and about where they can run, dig....

Serissu (40)
Trick Shot (2)
Hardpoint: Cannon (0)
Tractor Beam (2)

Mining Guild Sentry (24)

Cartel Spacer (28)
Hardpoint: Cannon (0)
Ion Cannon (5)

Cartel Spacer (28)
Hardpoint: Cannon (0)
Ion Cannon (5)

Cartel Spacer (28)
Hardpoint: Cannon (0)
Ion Cannon (5)

Cartel Spacer (28)
Hardpoint: Cannon (0)
Ion Cannon (5)

Total: 200

It's a very impressive swarm. 4 hull with agility 3 is tough enough to take a bit of killing, and 3 red dice is reliably accurate - even if it's not inflicting mass damage (and if you can ionize a target setting up range 1 primary shots should make up any deficit).

I had wondered before about 6 with heavy laser cannons, but whilst getting a heavy laser shot on a target isn't too hard, neither is it trivial.

Getting a bullseye on an ionized target, however.....swapping out a pair of ion cannons for heavy lasers gives you a 'big stick' to punish ionized targets with.

2 hours ago, Magnus Grendel said:

It's a very impressive swarm. 4 hull with agility 3 is tough enough to take a bit of killing, and 3 red dice is reliably accurate - even if it's not inflicting mass damage (and if you can ionize a target setting up range 1 primary shots should make up any deficit).

I had wondered before about 6 with heavy laser cannons, but whilst getting a heavy laser shot on a target isn't too hard, neither is it trivial.

Getting a bullseye on an ionized target, however.....swapping out a pair of ion cannons for heavy lasers gives you a 'big stick' to punish ionized targets with.

I've certainly been fascinated by the thought of Sunny Bounder with HLC. 2 dice primary with a decent chance to proc her ability, or 4 dice HLC...

I played a Scyk mini-swarm last week and it was actually pretty fun:

Serissu — M3-A Interceptor 40
Elusive 3
Ship Total: 43

Quinn Jast — M3-A Interceptor 34
Elusive 3
Hardpoint: Torpedo 0
Adv. Proton Torpedoes 6
Ship Total: 43

Genesis Red — M3-A Interceptor 34
Elusive 3
Hardpoint: Torpedo 0
Proton Torpedoes 12
Ship Total: 49

Laetin A’shera — M3-A Interceptor 33
Elusive 3
Ship Total: 36

L3-37 (Escape Craft) — Escape Craft 26
Tactical Officer 2
Ship Total: 28

Total: 199

I got Adv. Protons off something like three times, fully modded with Coordinates. Quinn was really fun. Elusive actually ended up being overkill defensively.