Scum Illicit for one point... what would it look like?

By Greedo_Sharpshooter, in X-Wing

Black Market Slicer Tools maybe? Straight rip from 1.0

ACTION: Choose a stressed enemy ship at Range 1-2 and roll 1 attack die. On a hit or a critical hit result, remove 1 stress token and deal it 1 facedown Damage card.

Costs action, needs to have stressed target, then needs to roll a 50/50 on an attack die, to deal 1 damage and remove the enemy's stress.

Plenty double edged, maybe just bad. 1 point.

4 minutes ago, Cerebrawl said:

Black Market Slicer Tools maybe? Straight rip from 1.0

ACTION: Choose a stressed enemy ship at Range 1-2 and roll 1 attack die. On a hit or a critical hit result, remove 1 stress token and deal it 1 facedown Damage card.

Costs action, needs to have stressed target, then needs to roll a 50/50 on an attack die, to deal 1 damage and remove the enemy's stress.

Plenty double edged, maybe just bad. 1 point.

On only a crit result I could see that being worth 1pt. Hit or crit 50/50 for a damage that ignores shields is worth more that 1 point.

1 minute ago, Hiemfire said:

On only a crit result I could see that being worth 1pt. Hit or crit 50/50 for a damage that ignores shields is worth more that 1 point.

It also costs you an action and destresses your opponent. Most of the time you'd get the same or better result from a focus, and you could use that to defend yourself if need be.

It's also the kind of thing that maybe should be in the game, so ace-wing doesn't run amok, make those linked actions a bit riskier.

3 minutes ago, Cerebrawl said:

It also costs you an action and destresses your opponent. Most of the time you'd get the same or better result from a focus, and you could use that to defend yourself if need be.

It's also the kind of thing that maybe should be in the game, so ace-wing doesn't run amok, make those linked actions a bit riskier.

It'd turn Binayre Pirates and other low I Illicit slot ships into mobile, large area, damage + anti-action "mines" with a high likelihood of landing their effect. That is worth more than 1 point. Also imagine it on a YT-1300, Lancer, Firespray or a C-ROC. That would be a really large area of coverage for the effect.

45 minutes ago, Cerebrawl said:

Black Market Slicer Tools maybe? Straight rip from 1.0

ACTION: Choose a stressed enemy ship at Range 1-2 and roll 1 attack die. On a hit or a critical hit result, remove 1 stress token and deal it 1 facedown Damage card.

Maybe change it to an attack that must spend jam tokens?

Black Market Slicer Tools: 1 charge

[Attack] Spend 1 charge to deal 1 damage to a jammed ship at range 0-1.

This changes it to be highly situational where the jam token doesn't get spent during the activation phase and you have to use your attack for that round to do it.

(just found this thread and like many of the ideas. I hope the Devs see the trap card ideas, I would love to see something like that for scum)

4 hours ago, Cerebrawl said:

Black Market Slicer Tools maybe? Straight rip from 1.0

ACTION: Choose a stressed enemy ship at Range 1-2 and roll 1 attack die. On a hit or a critical hit result, remove 1 stress token and deal it 1 facedown Damage card.

Costs action, needs to have stressed target, then needs to roll a 50/50 on an attack die, to deal 1 damage and remove the enemy's stress.

Plenty double edged, maybe just bad. 1 point.

Black Market Slicer Tools

ACTION: Choose a stressed enemy ship at Range 1 and remove a stress token from it.

Then roll 1 attack die.

On an Crit, deal a facedown damage to the enemy ship.

On an Eye, you recieve a stress token

On a Hit, flip an enemy shield token facedown

How about that? @Hiemfire & @Cerebrawl

3 hours ago, dunhop said:

Maybe change it to an attack that must spend jam tokens?

Black Market Slicer Tools: 1 charge

[Attack] Spend 1 charge to deal 1 damage to a jammed ship at range 0-1.

This changes it to be highly situational where the jam token doesn't get spent during the activation phase and you have to use your attack for that round to do it.

(just found this thread and like many of the ideas. I hope the Devs see the trap card ideas, I would love to see something like that for scum)

I think a card that requires an enemy to be jammed possibly too situational, might never happen, but ships do stress every game, so i think possibly swapping stress for jam might be good (as an action but thats too strong for 1 point)

6 hours ago, Scum4Life said:

I think a card that requires an enemy to be jammed possibly too situational, might never happen

Except, unlike Stress, you are the one Jamming the enemy ship in most cases, and if you do it before they move, they might not bother to take a now-useless focus or lock action.

38 minutes ago, Matanui3 said:

Except, unlike Stress, you are the one Jamming the enemy ship in most cases, and if you do it before they move, they might not bother to take a now-useless focus or lock action.

Hmm, i get it now, so only useful if you have a ship that can jam and another ship with equal or higher initive than the jamming ship, with this upgrade.

But it puts pressure on enemy jammed ships to ditch their jam tokens rather than repositioning, otherwise they might get damaged.

Edited by Scum4Life

We're three pages in and no one has mentioned bringing back "A Score to Settle / A Debt to Pay?"

The only good 1 point scum only upgrade is a unique one dot thematic scum only upgrade. It's worth a lot to me.

oh wait, we're talking illicits. Alright, let me brainstorm a bit.

Edited by Cloaker
On 11/6/2020 at 3:20 PM, Greedo_Sharpshooter said:

Can we get some ideas for an illicit for scum that costs 1 point?

@Cuz05 @Kleeg005 @theBitterFig @underling @Cerebrawl @Bucknife @Cloaker @ClassicalMoser

Alright, I got one. Inspired by Hondo's use of a Containment Field on Dooku and also Ahsoka, so yeah, it's thematically canonical. But I promise you a certain free mod faction is going to HATE it. And it is cheating a bit as it would also require a crew slot--meaning Firespray, Jumpmaster, Scum Falcon, Mist Hunter, Hound's Tooth, Moldy Crow, Escape Craft, Shadow Caster, and quadjumper chassis could use it only--but I think that would be neat since it would help lower init scum non-small bases, and make all the bounty hunters even more relevant.

Containment Field Captive; (Requires Illicit and Crew Slot); 1 Point Unique ; Enemy ships at range 0 cannot spend force charges to modify dice.

At first one might say this is overpowered for one point, but the circumstances could certainly be flown well against. Boba, Dengar and Scum Han would be the ones to be wary of. But Boba would have to give up Perceptive Copilot or Maul and sometimes Contraband, and also this is niche against force users only, so in many matches it would be worthless. I like it though because again, feels thematic and bounty hunter-ish

https://starwars.fandom.com/wiki/Containment_field

there you go

Edited by Cloaker
36 minutes ago, Cloaker said:

@Cuz05 @Kleeg005 @theBitterFig @underling @Cerebrawl @Bucknife @Cloaker @ClassicalMoser

Alright, I got one. Inspired by Hondo's use of a Containment Field on Dooku and also Ahsoka, so yeah, it's thematically canonical. But I promise you a certain free mod faction is going to HATE it. And it is cheating a bit as it would also require a crew slot--meaning Firespray, Jumpmaster, Scum Falcon, Mist Hunter, Hound's Tooth, Moldy Crow, Escape Craft, Shadow Caster, and quadjumper chassis could use it only--but I think that would be neat since it would help lower init scum non-small bases, and make all the bounty hunters even more relevant.

Containment Field Captive; (Requires Illicit and Crew Slot); 1 Point Unique ; Enemy ships at range 0 cannot spend force charges to modify dice.

At first one might say this is overpowered for one point, but the circumstances could certainly be flown well against. Boba, Dengar and Scum Han would be the ones to be wary of. But Boba would have to give up Perceptive Copilot or Maul and sometimes Contraband, and also this is niche against force users only, so in many matches it would be worthless. I like it though because again, feels thematic and bounty hunter-ish

https://starwars.fandom.com/wiki/Containment_field

there you go

4-LOM would begin salivating, but he seems to have neglected to install salivary glands.

I like it.

I have to admit, I am having a ridiculous amount of difficulty figuring out what a 1-pointer would look like. Basically, any currently existing 1-pointer is an effectively once per game occurrence:

Deadeye Shot, for example, has significantly difficult activation conditions *and* a downside: bullseye + already damaged + reduce damage applied.

Composure has some very specific conditions, and a downside: fail an action + perform no more actions this round (no co-ordinate).

Marksmanship has very tight activation restrictions for a relatively minor upside: bullseye + have a hit result (okay, probably more than once a game, but still not common, and probably not a game-changer).

Cikatro Vizago has an amazing array of restrictions: have ships capable of equipping illicits + have illicits equipped + follow all rules for equipping said illicits + range restrictions.

By comparison, Chopper and Zeb seem pretty solid - modest benefit and minor downside. Heroic seems undercosted to almost everybody, even those of us who love it. Ruthless feels like it should absolutely be the Scum-specific Talent, and would likely see play all the time in that faction. And once again (outside of Heroic), each of these 1-pointers has a solid benefit with a definite downside - *and* can trigger multiple times in a game (but probably won't).

Besides all of this, FFG has demonstrated that they really don't like the Illicit slot, especially for Scum ships.

Look at Inertial Dampeners - scaled cost, requires you to be shielded, take stress and damage to change your dial. In First Edition, this upgrade was 1 point, single use, and didn't cause damage - *and* rarely saw play.

Feedback Array: Disarm, Ion, Range-0 restriction, *and* damage to do (admittedly) unavoidable damage - good luck activating that and getting your 3 points back. In First Edition it had wider range, still allowed you to attack, but only affected a single ship - and cost the equivalent of *one third* the points. And still rarely saw use.

Coaxium Hyperfuel: suffer critical damage to perform an action that Scum doesn't even have, for *2* points.

So. I mean, looking at all of this, I guess I can sort of start to think about what a 1-point Illicit might look like, especially if I use First Edition as a starting place.

Burnout SLAM: Large or medium base only. Single charge. ACTION: Deal one face-up damage card and three Ion Tokens to perform a SLAM action. You can perform no other actions this round. (This fulfills the once-per-game restriction and has three negatives to one positive. Compare it to Black One, at 2 points?)

Aaaaaaand that's all I've got. I love much of what I've seen here, but I expect most of what you all have come up with would end up at 3 to 6 points per current costing examples.

On 11/9/2020 at 2:44 PM, Hiemfire said:

On only a crit result I could see that being worth 1pt. Hit or crit 50/50 for a damage that ignores shields is worth more that 1 point.

The problem with a crit result only effect that can deal 1 damage as an action is that its way too high variance. Even though statistically that is only .125 damage, the difference in outcome of that roll is so huge that games where you land the hit twice are way too different than ones you don't land it at all. Its 1 damage 1 in 10 attacks, but imagine that 1 in 100 scenario where you suddenly pop 2 damage out of nowhere and how fun that wouldn't be, or the fact half your games with this you just fail to get a crit 5 times in a row, wasting 5 actions.

I can't see any option being balanced by going from hit+crit to just crit, rather than just having its points raised, for that reason.

Edited by dezzmont
5 hours ago, Kleeg005 said:

Ruthless feels like it should absolutely be the Scum-specific Talent, and would likely see play all the time in that faction.

: Equips all the Deadman Switches:

I have no idea if I actually would want this, but some variant of R5-TK/DMS like this:

clause 1: you can attack friendly ships if they also have this upgrade

clause 2: if you take a face up damage card, you MAY deal one damage to all ships at R0-1.

Dress it up as ‘competitive overclocking’ or something where your systems are right on the edge of burning out and blowing up if they take a nasty hit. But also because Scum, you can try to trigger it as a DMS without the ship necessarily blowing up.

12 hours ago, Kleeg005 said:

Besides all of this, FFG has demonstrated that they really don't like the Illicit slot, especially for Scum ships.

Look at Inertial Dampeners - scaled cost, requires you to be shielded, take stress and damage to change your dial. In First Edition, this upgrade was 1 point, single use, and didn't cause damage - *and* rarely saw play.

One specific ship abused it when it was one point, and FFG likely thought overreacting to absolutely assure no more abuse was fine, since nobody else ever used it anyway.

Feedback Array: Disarm, Ion, Range-0 restriction, *and* damage to do (admittedly) unavoidable damage - good luck activating that and getting your 3 points back. In First Edition it had wider range, still allowed you to attack, but only affected a single ship - and cost the equivalent of *one third* the points. And still rarely saw use.

Yeah, not sure why this has seen nerfs even since the launch of second edition. It feels like FFG nerfed it when it was actively not being used, for no reason.

Coaxium Hyperfuel: suffer critical damage to perform an action that Scum doesn't even have, for *2* points.

This one feels like it was made to be a cool upgrade for the Fireball's unique mechanics first, and then only made into an Illicit for flavor. The real cost is exposing a damage card, which is a theme of the Fireball, with taking a crit as a bonus option in case you really want to. Also, if the Nantex are anything to go by, unlimited SLAM after bumping would be a little OP if it didn't have a cost attached.

How do we feel about DMS just diving down to 1 point?

32 minutes ago, dezzmont said:

How do we feel about DMS just diving down to 1 point?

I can hear the screams of "NPE" now...

1 hour ago, dezzmont said:

How do we feel about DMS just diving down to 1 point?

9 hours ago, Cuz05 said:

: Equips all the Deadman Switches:

I think it's probably fine at 2, it does see play in specific builds. But not much competes with CC there, in a general sense. 1 would be fine with me, spam is not problematic.

Edited by Cuz05

Reactor overload. One charge. Non-recurring

Action : Spend 1 charge. If you do every ship at range 0-1 gains 1 ion token.

If your charge is inactive you may only execute speed 1 basic maneuvers and only perform the focus action.

54 minutes ago, Asaverino1019 said:

Reactor overload. One charge. Non-recurring

Action : Spend 1 charge. If you do every ship at range 0-1 gains 1 ion token.

If your charge is inactive you may only execute speed 1 basic maneuvers and only perform the focus action.

Yeah that's a VERY nice control option right there, not a 1 pointer. I would wreck aces all day long with access to this.

Sidenote: even non-recurring(charge cannot be recovered, like mines), I'd take this in a heartbeat at 1 point, and make good use of it at 2, maybe even 3.

Edited by Cerebrawl
19 minutes ago, Cerebrawl said:

Yeah that's a VERY nice control option right there, not a 1 pointer. I would wreck aces all day long with access to this.

Sidenote: even non-recurring(charge cannot be recovered, like mines), I'd take this in a heartbeat at 1 point, and make good use of it at 2, maybe even 3.

I think you missed the downside.

1 hour ago, Asaverino1019 said:

If your charge is inactive you may only execute speed 1 basic maneuvers and only perform the focus action.

1 minute ago, Hiemfire said:

I think you missed the downside.

You're right, for some reason I misread that as giving you back the charge.

2 hours ago, Asaverino1019 said:

Reactor overload. One charge. Non-recurring

Action : Spend 1 charge. If you do every ship at range 0-1 gains 1 ion token.

If your charge is inactive you may only execute speed 1 basic maneuvers and only perform the focus action.

Oh great and mighty Jabba!