Scum illicits need some love.

By Greedo_Sharpshooter, in X-Wing

Deadman's Switch 2pts

Contraband Cybernetics 3pts

Feedback Array 4pts

Rigged Cargo Chute 4pts

Cloaking Device 5pts

be honest, which of these are you playing? Cybernetics is pretty good, until you look at what Leia crew does.

deadman's switch is playable, sure but barely and not in most squads im building.

im not looking for an auto include costing but even if all illicits on this list cost 2pts, im dubious they would see regular play with the possible exception of Cybernetics which still would be weaker than Leia crew in terms of impact on a game because even tho Leia is more expensive it recharges and effects all ships in ur squad.

I'd love FFG to release some new illicits. its one of the things that sets scum apart but right now, These r not worth the points.

Thoughts?

Seriously. I’ve thought for a while now that they need to release an illicit that allows you to self damage in order to boost your attack (probably limited to one or two charges, depending on how powerful it is). Scum really need something to give it the scummy dirty-trick advantage it deserves.

Cybernetics has been a go-to for some of my recent Scum Lists.
The things you can do with Contraband Kavil and/or Talonbane and/or Boba are very interesting. Feels a little sad paying more than Rebels with Leia, and still taking the stress with it.... but in the right situations is still worth it. Hopping over Debris, for example. Panicked Pilot is a temporary non-event (and, at that stage, you probably only have one turn left with that ship anyway). I think opponents are more likely to forget that Cybernetics is a thing (when compared to Leia) and so you might be able to get more usage out of it that way too.
I don't think it should drop much/any more.

I think the lack of Rigged Cargo is more a function of the mid/large base ships wanting to do other things with their actions and/or that those ships are poor to begin with (such as the Jumpmaster and Scum YT1300), and therefore Cargo is unseen. Correct that second problem, and you might see Rigged Cargo everywhere. A correctly placed Cargo Dump is fantastic and I feel it is a reasonable price for adding more clutter to the field, especially with more knowledge than regular device drops.

I am yet to properly test Cloaking Device, but I feel like Kirhaxz's might like it for variation in their entry to combat. Space Tugs enjoy the extra mobility and defense. One of the few uses for Cikatro Vizago too (throwing it around to prevent the possibility of losing it/give a second ship a one-shot Cloak). Not sure if this is just an unexplored possibility or overcosted.

2 hours ago, Greedo_Sharpshooter said:

deadman's switch is playable, sure but barely and not in most squads im building.

Not a fan of these sort of statements (the italicised part). Just because you may not find the use for a card, it does not mean that someone else can not find it. Sometimes it takes a while before people spot the utility of something before it becomes mainstream.
There are a few squads out there that have done quite well with Deadman as a part of the list (not necessarily the feature part) that can be quite effective. Torkil Swarm variations can have them and perform well. Throw it on something whose sole purpose is to get close and/or die. Quadjumpers with Afterburners are potentially problematic for many lists, seems like an interesting place to try it. Talonbane is another up-close-and-personal ship.


I don't want to be in a world where Feedback Array is genuinely Good, especially paired with Static Discharge Vanes... but one or the other probably could drop a point and few would notice.... except maybe a Bumpmaster?


3 minutes ago, Herowannabe said:

I’ve thought for a while now that they need to release an illicit that allows you to self damage in order to boost your attack (probably limited to one or two charges, depending on how powerful it is)

One charge "Overcharged Weapons", Spend charge to add one dice, costs a damage (?Critical) and/or adds a Deplete token (or two?) or a Weapons Disabled at the beginning of the next Planning Phase? Primary/Cannon/Turret attack only, perhaps?
Maybe Two/Three Charges that regenerate (and spend all of them for the effect)? That way, you could try a ship that Overcharges, cooks itself, gets out and Overcharges again later.
Adding a dice is pretty powerful though, and Talonbane and/or Fearless ships could be problematic.... Re-rolls instead? Variable costs depending on primary weapon value?

On 12/31/2019 at 9:10 PM, Herowannabe said:

Seriously. I’ve thought for a while now that they need to release an illicit that allows you to self damage in order to boost your attack (probably limited to one or two charges, depending on how powerful it is). Scum really need something to give it the scummy dirty-trick advantage it deserves.

I was hoping the upcoming card packs would add scope for faction specific upgrades... for minimal cost to produce FFG could design and release a pack containing some new illicits and some new pilots. i honestly dont really mind what ship they would be for just as long as they added something new and interesting to scums arsenal :)

Lumping new pilots from all factions together into the the same card pack really dilutes the usefulness for every faction in there. BY giving each faction a little of something they are in reality giving then only lukewarm options...

Edited by Greedo_Sharpshooter

I want Attanni Mindlike as illicit 😁

10 hours ago, Vespid1311 said:

Cybernetics has been a go-to for some of my recent Scum Lists.
The things you can do with Contraband Kavil and/or Talonbane and/or Boba are very interesting. Feels a little sad paying more than Rebels with Leia, and still taking the stress with it.... but in the right situations is still worth it. Hopping over Debris, for example. Panicked Pilot is a temporary non-event (and, at that stage, you probably only have one turn left with that ship anyway). I think opponents are more likely to forget that Cybernetics is a thing (when compared to Leia) and so you might be able to get more usage out of it that way too.
I don't think it should drop much/any more.

I think the lack of Rigged Cargo is more a function of the mid/large base ships wanting to do other things with their actions and/or that those ships are poor to begin with (such as the Jumpmaster and Scum YT1300), and therefore Cargo is unseen. Correct that second problem, and you might see Rigged Cargo everywhere. A correctly placed Cargo Dump is fantastic and I feel it is a reasonable price for adding more clutter to the field, especially with more knowledge than regular device drops.

I am yet to properly test Cloaking Device, but I feel like Kirhaxz's might like it for variation in their entry to combat. Space Tugs enjoy the extra mobility and defense. One of the few uses for Cikatro Vizago too (throwing it around to prevent the possibility of losing it/give a second ship a one-shot Cloak). Not sure if this is just an unexplored possibility or overcosted.

Not a fan of these sort of statements (the italicised part). Just because you may not find the use for a card, it does not mean that someone else can not find it. Sometimes it takes a while before people spot the utility of something before it becomes mainstream.
There are a few squads out there that have done quite well with Deadman as a part of the list (not necessarily the feature part) that can be quite effective. Torkil Swarm variations can have them and perform well. Throw it on something whose sole purpose is to get close and/or die. Quadjumpers with Afterburners are potentially problematic for many lists, seems like an interesting place to try it. Talonbane is another up-close-and-personal ship.

For some background here are a few squads im currently playing...

Fenn Rau (68)
Crack Shot (1)

Ship total: 69 Half Points: 35 Threshold: 2

Black Sun Assassin (48)
Crack Shot (1)

Ship total: 49 Half Points: 25 Threshold: 3

Black Sun Assassin (48)
Crack Shot (1)

Ship total: 49 Half Points: 25 Threshold: 3

Captain Seevor (30)
Crack Shot (1)

Ship total: 31 Half Points: 16 Threshold: 2


Total: 198

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z97X116WY150X116WWWWY150X116WWWWY247X116W&sn=Unnamed Squadron&obs=

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Fenn Rau (68)
Crack Shot (1)

Ship total: 69 Half Points: 35 Threshold: 2

Guri (64)
Crack Shot (1)

Ship total: 65 Half Points: 33 Threshold: 3

L3-37 (Escape Craft) (26)
Ship total: 26 Half Points: 13 Threshold: 2

Captain Seevor (30)
Crack Shot (1)

Ship total: 31 Half Points: 16 Threshold: 2


Total: 191

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z97X116WY147X116WWWWY95XWWY247X116W&sn=Unnamed Squadron&obs=

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Prior to this i was playing Old Para with Kavil, Old Teroch and Ketsu and before that a list using Fenn, Dengar and Bossk which was surprisingly strong. When Drea was cheap I'd run her with a hired gun and two Scurrg bombers with dorsal turret/VTG.

Early n in 2.0 I played Palob, Boba, 4-LOM and a gunrunner with han gunner/marauder on Boba. That list was very strong but not unbeatable. Of course it was crushed by the first points adjustment which arguably hit scum hardest.

Scum's points are so tight I find there is little room for tinkering with illicits unless they really synergise with my squad. You also need to weigh up whether a bid of a few points is of more value than a 2-4pt illicit. Yes Deadman's switch is playable and even good in the right squad but imo it has limited application. I'd almost always prefer a 2pt bid esp when ur init 5 pilots are facing Jedi aces which have crazy good repositioning and regenerating dice mods like not other ship in the game.

It is sad Scum are paying a premium for Cybernetics on a single ship when rebels get to use Leia on all ships and multiple times in a game. Having all ur ships K-Turn and get an action in the same turn is very strong. If Scum had a crew that cost 6pts that did that, you would see it played in virtually every squad (like it was when Leia was rediculously undercosted at 2pts). Even at 6pts she is seeing plenty of play for rebels.

Edited by Greedo_Sharpshooter

I find Cloaking Device to be fun on Kihraxz aces, but good and worth the cost? Not really.

I'd probably cut a point off of each Illicit.

As to a Glitterstim, I'd make it 1 charge (maybe 2), and you can spend a charge and gain a stress to turn one eye to a hit/evade. Not every one. Basically, it'd be a non-recurring force charge or two which costs a stress.

First, yes we need more illicits. Especially scum only illicits since the Rebels and resistance are stealing the slot.

Second, we need a ship for scum that can take coaxium.

Third, point cost adjustments on illicits seems worth revisiting. I play with contraband cyber in most scum lists I build, the others almost never.

Am currently toying with a Vizago build to make a permacloak quadjumper suddenly gain deadman and then keep it being an obnoxious troll, but I expect this to be a B team funsy list not good.

1 hour ago, ScummyRebel said:

Am currently toying with a Vizago build to make a permacloak quadjumper suddenly gain deadman and then keep it being an obnoxious troll, but I expect this to be a B team funsy list not good.

Pattern on the Tug? If not, and you're running some missile/torp carriers in the same list, you could toss on a targeting computer and Tar Sync (admittedly not cheap itself) to help with getting ordinance off from lower inits.

how about an illicit that lets you ignore faction and ship requirements on the slots you have? 😛

"Second-Hand Modifications"

11 hours ago, JBFancourt said:

I want Attanni Mindlike as illicit 😁

But only linked to Mandalorian Friendzone.

Single-charged Glitterstim

I'm expecting Burnout SLAMM to make a reappearance at some point next year.

2 hours ago, Hoarder of Garlic Bread said:

Single-charged Glitterstim

Glitterstim we miss you.

download.jpg

Edited by Greedo_Sharpshooter
13 hours ago, JBFancourt said:

I want Attanni Mindlike as illicit 😁

It's on my wish list also.

download.jpg

Illlicit really needs moar options; I'd burn down a Tusken Raider village for my beloved Hot Shot Blaster back.

I use deadman switch on 3 out of 4 ships in my main squad. Cpt justero (sp) gets an extra shot or two off it.

Cybernetics is great. I abuse that in my main squad also. So,.here it is:

New Squadron

(64) Bossk [YV-666 Light Freighter]
(6) Jabba the Hutt
(12) Han Solo
(3) Contraband Cybernetics
(1) Marksmanship
Points: 86

(42) Captain Jostero [Kihraxz Fighter]
(2) Deadman's Switch
Points: 44

(35) Constable Zuvio [Quadrijet Transfer Spacetug]
(5) Proton Bombs
(2) Deadman's Switch
Points: 42

(24) Binayre Pirate [Z-95-AF4 Headhunter]
(2) Deadman's Switch
Points: 26

Total points: 198

heres a few ideas Im keen to see explored:

"•MultiSpectrum Lure: enemy ships at range 1-2 must place their target lock on you when performing target lock actions. increase the difficulty of your manuevers within range 1 to 2 of an enemy ship. (alternately could reduce your agility by 1 all game instead)"

-basically a more balanced Biggs Darklighter ability. allows enemies to shoot whoever they want normally, but forces ordnance based lists to kill your fall guy first. probably used on Z95s to buy your ace an extra turn. also good at discouraging ordnance spam. maybe 6 points?

"Thruster Override: You may perform bonus (white Boost actions). if you do, gain 1 ion token. "

Maybe varied cost by initiative, from 3 to 6 points? this is better on bigger ships for obvious reasons, and i thought it could bring the long suffering large base Scum fatties back into the fold while still being a fun tactic on smaller craft.

"Racing hull: reduce the difficulty of your white maneuvers. your damage cards are dealt face up"

- variable cost by Pilot skill, maybe 2 to 10? makes a brick fly better or gets that glass cannon where it needs to be

"Redundancy: if you would recieve a face up damage card with the "ship" suffix, recieve that card face down instead" - requires 5+ hull. variable points by size, say 2, 6, 8?

buffs some less used scum ships like Y-wings, Kimigolas, YVs, etc that are more likely to survive an attack but be rendered useless by a crit. also thematic cause meaty ships have room for spare parts their sleeker fleetmates lack

On 12/31/2019 at 11:31 PM, stuffedskullcat said:

Illlicit really needs moar options; I'd burn down a Tusken Raider village for my beloved Hot Shot Blaster back.

It could be tricky to implement in 2.0, because turrets work by mobile arcs now. If you make it work like a 1.0 any-direction turret it removes any ability to arc-dodge which 2.0 discourages (see Luke-gunner pricing). If it works like a 2.0 turret you'd have to pick an arc at activation (because start of engagement would effectively be Luke-gunner), and adding the arc indicator could be physically awkward on a ship that already has a turret arc indicator.

As much as I would love for more love to paid to illicits, non turret imperial Gunners are getting sore arms for having their hands up for so long. How hard can it be...,

On 12/31/2019 at 3:10 AM, Herowannabe said:

Seriously. I’ve thought for a while now that they need to release an illicit that allows you to self damage in order to boost your attack (probably limited to one or two charges, depending on how powerful it is). Scum really need something to give it the scummy dirty-trick advantage it deserves.

Bring back Scum Alpha? No thanks.

11 hours ago, Dasharr said:

It could be tricky to implement in 2.0, because turrets work by mobile arcs now. If you make it work like a 1.0 any-direction turret it removes any ability to arc-dodge which 2.0 discourages (see Luke-gunner pricing). If it works like a 2.0 turret you'd have to pick an arc at activation (because start of engagement would effectively be Luke-gunner), and adding the arc indicator could be physically awkward on a ship that already has a turret arc indicator.

That is true; I'd be fine with picking a set mobile arc on deployment. Perhaps the expansion Hot Shot would come in could with little arc indicators that wouldn't interfere with existing turret arc indicators.

I'd also be fine with the Hot Shot attack just being 2 dice (3 at range 1), and possibly unmodifiable, or only modifiable with Focus. I dunno.

Why not make Hot Shot Blaster, 2 die, side arc only, range 1-2, one or two charges?

New Illicit Idea

Self Destruct: At the start of the activation phase you may deal two Crits to all ships at range 0-1, then remove your ship from play

So a stronger deadmans switch you have control over rather than it being your opponent.

What about changing the damage to refresh base size, 1/2/3 for small/medium/large?

Edited by Scum4Life
On 1/1/2020 at 10:57 PM, Vontoothskie said:

[...]

"Thruster Override: You may perform bonus (white Boost actions). if you do, gain 1 ion token. "

Maybe varied cost by initiative, from 3 to 6 points? this is better on bigger ships for obvious reasons, and i thought it could bring the long suffering large base Scum fatties back into the fold while still being a fun tactic on smaller craft.

[...]

@Vontoothskie I like this but, feel giving large bases two Boosts before any negative effect a bit much.

Perhaps full ionising the ship would be better balanced or...

if the ship does not have a white Boost on its action bar it gain a stress as well as an Ion token.

So strong on firespray and yt1300 with engine upgrade but more restricted on other ships, while actually being no different on small base ships