Updated Rules Reference - Attack and Defence Dice caps, Huge ships, and more!

By Jarval, in X-Wing

3 minutes ago, heychadwick said:

Dorsal Turret might be cheap and nice to have rear firing.

The trick is that you'd be giving up your powerful primary for it, since it isn't a bonus attack 😕

Unless you had some way of getting a gunner on there; I forget that's a thing. Wait a minute... Han Gunner shoots first!!! Hmmmm

Also how hilarious would it be to have both teams and Perceptive copilot on a Sheathipede Liberator? You're getting two calculates and two focuses every turn.

Edited by ClassicalMoser
7 minutes ago, ClassicalMoser said:

The trick is that you'd be giving up your powerful primary for it, since it isn't a bonus attack 😕

.....but it IS a Bonus Atrack. Read the Corsair Refit card again. That was part of my original question.

What I think a baseline Scum C-ROC Ion build would look like, just waiting for Ion Bombs to be release to max out the zap. Can't take Static sadly (but understandably) since Huge Ships do not have mod slots. Can fire off Primary, Ion Cannon Battery, Ion Cannon (using the refit's bonus attack), and Ion Cannon Turret (title's ability, no energy cost for that bonus attack) in 1 Engagement:

Syndicate Smugglers — C-ROC Cruiser 58
Ion Cannon Battery 6
Bombardment Specialists 6
Tibanna Reserves 3
Deadman’s Switch 2
Merchant One 8
Corsair Refit 15
Ion Cannon 5
Ion Cannon Turret 5
Damage Control Team 3
Boosted Scanners 8
Ship Total: 119
Half Points: 60 Threshold: 8
4 minutes ago, heychadwick said:

.....but it IS a Bonus Atrack. Read the Corsair Refit card again. That was part of my original question.

Ah yes. I thought you were still talking about the CR90 for some reason. I got my threads mixed up 😛

Edited by ClassicalMoser
12 minutes ago, ClassicalMoser said:

The trick is that you'd be giving up your powerful primary for it, since it isn't a bonus attack 😕

2 minutes ago, heychadwick said:

.....but it IS a Bonus Atrack. Read the Corsair Refit card again. That was part of my original question.

For reference:

swz55_corsair-refit_card.png

1 minute ago, Hiemfire said:

Can't take Static sadly (but understandably) since Huge Ships do not have mod slots.

Imagine Feedback Array with SDV and 4-LOM on a huge ship.

Yuck...

swz55_ion-cannon-battery_card.png swz55_merchant-one_card.png

2 minutes ago, Hiemfire said:

swz55_ion-cannon-battery_card.png swz55_merchant-one_card.png

Didn't realize this, but you could deal four ion tokens with this attack.

The crit is in addition to whatever hits you pushed through, not instead of the first result. That's pretty huge.

MAN I need to get this on the table ASAP...

Edited by ClassicalMoser
Just now, ClassicalMoser said:

Imagine Feedback Array with SDV and 4-LOM on a huge ship.

Yuck...

You say "Yuck", I say brutally beautiful since 4-L0M + Static on a C-ROC would be able to keep tossing out Ion Tokens till the C-ROC ran out of energy to eat the stress. Like I said, I understand why it doesn't have the mod slot. All that beautiful lightening though... :( 🤣 🤣 (I'm laughing at myself)

7 minutes ago, Hiemfire said:

What I think a baseline Scum C-ROC Ion build would look like, just waiting for Ion Bombs to be release to max out the zap. Can't take Static sadly (but understandably) since Huge Ships do not have mod slots. Can fire off Primary, Ion Cannon Battery, Ion Cannon (using the refit's bonus attack), and Ion Cannon Turret (title's ability, no energy cost for that bonus attack) in 1 Engagement:

Syndicate Smugglers — C-ROC Cruiser 58
Ion Cannon Battery 6
Bombardment Specialists 6
Tibanna Reserves 3
Deadman’s Switch 2
Merchant One 8
Corsair Refit 15
Ion Cannon 5
Ion Cannon Turret 5
Damage Control Team 3
Boosted Scanners 8
Ship Total: 119
Half Points: 60 Threshold: 8

Why so much Ion? Isn't it the case that Ion Tokens don't remove energy anymore from Huge Ships? They just collect Ion tokens until they hit 6 and go 1 forward.

5 minutes ago, Hiemfire said:

Ah! So, you can get a Turret and Cannon/Missile shots in the same round if you take Merchant One with the Refit.

2 minutes ago, ClassicalMoser said:

Didn't realize this, but you could deal four ion tokens with this attack.

The crit is in addition to whatever hits you pushed through, not instead of the first result. That's pretty huge.

MAN I need to get this on the table ASAP...

Merchant One Corsair C-ROC with Ion Cannon Battery, Ion Cannon and Ion Cannon Turret using Bombardment Specialists (to boost the range of the Ion Cannon Turret)= 2 energy and a calc for 4 attacks at range 1-3 in its front arc (which is freaking huge) 3/4 of which are Ion weapons. Damage Control Team also has a beautiful synergy with Scum Lando Crew (spend the Reinforce to reroll 2 dice) so I'll probably be tossing him and 88-D (for 2 calc tokens to burn on Bombardment specialists) on as well.

Ok I may have just found something that needs clarification.

A C-ROC with both the Merchant One title and the Corsair Refit can have three different turret weapons, but it only has enough stands to have two indicators.

Anyone got any idea how to resolve this one other than "don't fit a third weapon"?

I think I have my first scum epic list:

Syndicate Smugglers (58)
Azmorigan (4)
Ion Cannon Battery (6)
Perceptive Copilot (8)
Damage Control Team (3)
Tibanna Reserves (3)
Proximity Mines (6)
Deadman's Switch (2)
Broken Horn (4)
Corsair Refit (15)
Ion Cannon (5)
Lando Calrissian (Scum) (8)
Saboteur's Map (3)
Ship total: 125

IG-88B (64)
Marksmanship (1)
Advanced Sensors (10)
Autoblasters (2)
Ion Cannon (5)
Proton Bombs (5)
Contraband Cybernetics (3)
Delayed Fuses (1)
IG-2000 (1)
Ship total: 92

IG-88D (64)
Marksmanship (1)
Advanced Sensors (10)
Autoblasters (2)
Ion Cannon (5)
Proton Bombs (5)
Contraband Cybernetics (3)
Delayed Fuses (1)
IG-2000 (1)
Ship total: 92

IG-88C (65)
Marksmanship (1)
Advanced Sensors (10)
Autoblasters (2)
Ion Cannon (5)
Proton Bombs (5)
Contraband Cybernetics (3)
Delayed Fuses (1)
IG-2000 (1)
Ship total: 93

IG-88A (68)
Marksmanship (1)
Advanced Sensors (10)
Autoblasters (2)
Ion Cannon (5)
Proton Bombs (5)
Contraband Cybernetics (3)
Delayed Fuses (1)
IG-2000 (1)
Ship total: 96

Total: 498

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZeZ500Z376X262W269WW54W277W285W70W93W305W308W11WWW45W288Y82X125W111W232W11W69W92W236W151WY84X125W111W232W11W69W92W236W151WY83X125W111W232W11W69W92W236W151WY81X125W111W232W11W69W92W236W151W&sn=Unnamed Squadron&obs=

2 minutes ago, heychadwick said:

1. Why so much Ion? Isn't it the case that Ion Tokens don't remove energy anymore from Huge Ships? They just collect Ion tokens until they hit 6 and go 1 forward.

2. Ah! So, you can get a Turret and Cannon/Missile shots in the same round if you take Merchant One with the Refit.

1. Why shoot just at huge ships? Ionizing a group of smaller ships is also beneficial. :)

2. Yep, and Merchant One doesn't cost energy for its Bonus Attack.

3 minutes ago, Surak said:

Anyone got any idea how to resolve this one other than "don't fit a third weapon"?

Nope. The rules pretty clearly specify you can only have two mobile-arc weapons equipped.

Edited by ClassicalMoser
1 minute ago, Surak said:

Ok I may have just found something that needs clarification.

A C-ROC with both the Merchant One title and the Corsair Refit can have three different turret weapons, but it only has enough stands to have two indicators.

Anyone got any idea how to resolve this one other than "don't fit a third weapon"?

Sadly no. Like 0 straights and 4 banks on Ved Foslo, if there isn't a physical thing for you to make use of (stand post in the case of the 3rd turret on a merchant 1/corsair C-ROC, the maneuver templates in the case of Ved, though Tallon 4s would be so sweet on him) that is part of the game legally you cannot do so.

3 minutes ago, ClassicalMoser said:

Nope. The rules pretty clearly specify you can only have two turret weapons equipped.

I was expecting a rule like that, but I couldn't find one - any chance you could point me at the ruling?

1 minute ago, ClassicalMoser said:

I think I have my first scum epic list:
...stuff

I think it will die too easily. Too few ships. You get something with a lot of shots and the IG's will get zeroed out.

14 minutes ago, Hiemfire said:

You say "Yuck", I say brutally beautiful since 4-L0M + Static on a C-ROC would be able to keep tossing out Ion Tokens till the C-ROC ran out of energy to eat the stress. Like I said, I understand why it doesn't have the mod slot. All that beautiful lightening though... :( 🤣 🤣 (I'm laughing at myself)

Make that Insatiable Worrt and it could do two every turn.

But you know, no attacking, so there's that...

Just now, heychadwick said:

I think it will die too easily. Too few ships. You get something with a lot of shots and the IG's will get zeroed out.

Oh I know, but the control and action economy is pretty incredible. I'm sure someone could do incredible things with it.

1 minute ago, ClassicalMoser said:

Make that Insatiable Worrt and it could do two every turn.

But you know, no attacking, so there's that...

😞 Feedback is once per Engagment Phase and Wort on a C-ROC in close is begging for trouble:

swz55_insatiable-worrt_card.png swz55_syndicate-smugglers_card.png

It is even worse with Corsair refit on top of Wort (though Corsair boosts it back up to 4 Energy):

swz55_corsair-refit_card.png

17 hull behind 1 shield...

SDV wouldn't disarm the C-ROC so 4-LOM + Static could have been 2 per attack until the ship's energy runs out and the ship gains a stress. As I said, I understand why huge ships don't have mod slots.

I'm thinking I need a 3rd C-ROC. 3 Ion Cannon Battery + Damage Control Team + Dorsal Turret C-ROCs, 2 with Corsair Refits and 1 with Merchant One, and you've got 3 triple tapping, ionizing, reinforced, calculate + focus juggernauts within 250 points. Then add Drea for rerolls on each attack.

Important rules question: Can huge ships perform bonus attacks granted by sources other than huge ship weapons with the "Bonus Attack: " header?

Specifically I'm thinking about effects like cluster missiles, or IG-88D crew and a cannon (with IG-88B as an ally). Huge ships aren't restricted to one bonus attack per round, and that rule doesn't seem to limit it to only the Bonus Attack header weapons. So other bonus attacks should be repeat use too, but non-huge-ship bonus attacks are written with that assumption in mind (that you'll only get one bonus attack).

Cluster Missiles would let you keep spending charges to just unload the full stock on a swarm of enemies in one round. And that's just cool . I don't actually have a problem with it.

But things get exploitative with IG-88B's ability. Fire cannon. Miss. Fire cannon again as bonus attack. Miss again. Fine, I'm Huge, let's throw my weight around: fire cannon again as a bonus attack. We can keep this up all day until you stop dodging. >:)

I suspect I'm missing an important rule somewhere...? There's some subtle language in the Attack section that may just mean "You get your one standard attack and your Bonus Attack header attacks", implying you get nothing else. But maybe not?

If other bonus attacks are allowed, the sane thing to do would be to assume the limit to once per card per turn also applies to bonus attacks that don't have the Bonus Attack header on the card, which isn't necessarily raw, but is probably how FFG will rule it. It's the most elegant solution to the fire-until-I-hit cannon with IG-88B's ability.

And if other bonus attacks are not allowed, then things like Han Rebel Gunner, Cluster Missiles, Veteran Turret Gunner, etc are not good on huge ships even if they can be equipped.

19 minutes ago, Enigami said:

I'm thinking I need a 3rd C-ROC. 3 Ion Cannon Battery + Damage Control Team + Dorsal Turret C-ROCs, 2 with Corsair Refits and 1 with Merchant One, and you've got 3 triple tapping, ionizing, reinforced, calculate + focus juggernauts within 250 points. Then add Drea for rerolls on each attack.

24pts to toss Perc Co on all 3 and end up with 1 Reinforce, 1 calc and 2 focus tokens apiece allowing all 3 attacks from each ship to be double modded.