SithShadowPirate

Scum & Villainy Huge & Epic

282 posts in this topic

Well anyways the base looks like the Gozanti base. Also isn't the scaling different for most of the huge ships? It mentions in the article at the 1/270 scale (same as Gozanti I think). While the CR-90 is at a different scale like 1/350 or something? 

 

Any way mechanic wise it is definatly a support ship as it is a single card huge ship where a corvette sized ship has two section cards.

swx58-c-roc-cruiser.png

There are still two more titles left to be spoiled. 

Deja Vu: one or more of them might add more weapons.

31872067790_61913ab89d_o.png

These bases are accurately scaled with each other.

167 x 77 px base
189.8967 px
195mm
195/189.8967=1.026874
 
186 x 85 base
204.5018 px
227mm
227/204.5018=1.1100
 
1.026874/1.1100=92.511%
204.5018x2=409.0036
227/409.0036=0.555007
0.555007/1.026874=54.048%
Edited by gabe69velasquez

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That's a really odd thing though, PS 1 uniques.

Eh. Unique just means it's a named character. Doesn't mean it has to be an ace.

For example, C-3PO can technically pilot a ship. You could make him into a unique pilot and I would totally buy that he was PS1.

 

The other 5-of is certainly a cannon, given the name im betting it's a 6 cost 4 attack ion inflictor. Because it's a 5 of im also inclined to believe its something cheaper.

Given that they packaged 5 of them in this set, I'm guessing it's meant to be something that goes well on the Heavy Syck. Which means it's probably not 6 points.

But yeah, Arc is clearly in the title, so it's possibly some starship variant of an Arc Caster or Arc Welder.

Almost certainly 4 points, then. Which would be about right for a full-damage gun - they have to watch out for the TIE/D as well, after all.

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Well anyways the base looks like the Gozanti base. Also isn't the scaling different for most of the huge ships? It mentions in the article at the 1/270 scale (same as Gozanti I think). While the CR-90 is at a different scale like 1/350 or something? 

 

Any way mechanic wise it is definatly a support ship as it is a single card huge ship where a corvette sized ship has two section cards.

swx58-c-roc-cruiser.png

There are still two more titles left to be spoiled. 

Deja Vu: one or more of them might add more weapons.

31872067790_61913ab89d_o.png

These bases are accurately scaled with each other.

167 x 77 px base
189.8967 px
195mm
195/189.8967=1.026874
 
186 x 85 base
204.5018 px
227mm
227/204.5018=1.1100
 
1.026874/1.1100=92.511%
204.5018x2=409.0036
227/409.0036=0.555007
0.555007/1.026874=54.048%

 

IMP%2BHUGE%2BGOZANTI%2B2.PNGSCUM%2BHUGE%2BC-ROC.PNGREB%2BHUGE%2BCR%2B90%2BRED.PNGIMP%2BHUGE%2BRAIDER.PNG

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32109593041_9b61e054a4_o.png

 

One more hull but one less shield. No Coordinate but Jam.

One less PS but one more cargo slot. No deploy docked ships.

 

Does the 5 point less cost seem right?

 

Don't forget PS 1. The Empire will shoot first.

 

But Scum will Ram First! :D

 

Too bad the (official) scum ship can't carry illicits. I mean huge ship illicit only would have brought in so many interesting mechanics. Oh well there will be another Scum ship. Also in the meantime there is this set up.

Scum_Gr75_version_2.jpgblack_market_transport.pngdead-mans-switch.pngdead-mans-switch.pngdead-mans-switch.png

Edited by Marinealver
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Almost certainly 4 points, then. Which would be about right for a full-damage gun - they have to watch out for the TIE/D as well, after all.

Without having any idea what it does yet, there's no reason to think it's something that SHOULDN'T go on a TIE/D.

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Please stop posting self-made cards here,It is hard to tell which card is official and which one is not.

I'll take that as a compliment. LOL.Actually you're just being stupid,it's not hard at all considering the top of the quote says they are for a conversion kit

Indeed you can take it as a compliment, the cards are pretty good. But think in somebody else shoe's scrolling through the thread and not reading everything. And please stop calling me an idiot

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Almost certainly 4 points, then. Which would be about right for a full-damage gun - they have to watch out for the TIE/D as well, after all.

Without having any idea what it does yet, there's no reason to think it's something that SHOULDN'T go on a TIE/D.
No spare ion, stress, or similar tokens suggests they don't have a 'status effect plus one damage' weapon in mind, and the point limit on the TIE/D is almost certainly to prevent full-damage double tap attacks.

It's possible they've changed their mind on that... But it's not unreasonable to assume they haven't, either.

Bonus points: flying five 4pt cannon heavy scyks is exactly 100 points. They seem to like such 'tidy' stats...

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No spare ion, stress, or similar tokens suggests they don't have a 'status effect plus one damage' weapon in mind, and the point limit on the TIE/D is almost certainly to prevent full-damage double tap attacks.

1.  "Full Damage" is subjective.  Cannons have their own attack values.  Heavy laser cannon costs 7 points at 4 attack.  Mangler costs 4 points for a 3 attack.  Any 2 attack cannon could easily end up costing less than 4 points.

 

2.  There are any number of weird effects a weapon could have besides the status effect plus one damage weapon.  If it's a lightning gun, maybe it also hits a second target within a certain range of the first one.

 

3.  There are Weapons Disabled tokens in the set.  Maybe it does Weapons Disabled effect plus one damage.

 

Hell, it could be something as straightforward as the Dorsal Turret's effect.  A 2 attack that becomes a 3 at range 1 like a primary weapon would.  That upgrade only costs 3 points and it has the added benefit of a 360 degree firing arc.

Edited by DarthEnderX
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No spare ion, stress, or similar tokens suggests they don't have a 'status effect plus one damage' weapon in mind, and the point limit on the TIE/D is almost certainly to prevent full-damage double tap attacks.

1.  "Full Damage" is subjective.  Cannons have their own attack values.  Heavy laser cannon costs 7 points at 4 attack.  Mangler costs 4 points for a 3 attack.  Any 2 attack cannon could easily end up costing less than 4 points.

 

2.  There are any number of weird effects a weapon could have besides the status effect plus one damage weapon.  If it's a lightning gun, maybe it also hits a second target within a certain range of the first one.

 

3.  There are Weapons Disabled tokens in the set.  Maybe it does Weapons Disabled effect plus one damage.

 

Hell, it could be something as straightforward as the Dorsal Turret's effect.  A 2 attack that becomes a 3 at range 1 like a primary weapon would.  That upgrade only costs 3 points and it has the added benefit of a 360 degree firing arc.

#3 is a good point, I'd missed that one, Cheers!

Thing is, whatever the gun it's coming in the scyk fix set, and has five of it in one pack -thus it's almost certainly intended to be fielded en masse by heavy scyks. Five in the set suggests that it's not *more* than four points.

It could indeed be a weapons disabler or something, but if you've ever flown 5X ion scyks, you might've noticed a lack of firepower.

It could indeed be a bargain priced damage gun... But who would use a gun weaker than their primary? Scyks want to pay points for an *upgrade*, after all.

No, none of this is proof. But it's not an unreasonable prediction.

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It could indeed be a bargain priced damage gun... But who would use a gun weaker than their primary.

Just TIE/Ds.   :P

 

 

My personal hope though is it's based on the Arc Welder, and is a short range gun that cancels all dice and deals a single crit damage.  To represent cutting pieces off the ship.

Edited by DarthEnderX

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It could indeed be a bargain priced damage gun... But who would use a gun weaker than their primary.

Just TIE/Ds.   :P

 

 

My personal hope though is it's based on the Arc Welder, and is a short range gun that cancels all dice and deals a single crit damage.  To represent cutting pieces off the ship.

Could be fun, though too short and you hit the autoblaster problem... Would be a great boba-enabler, though

If I had to guess, a built-in-predator effect gun at 3 attack would be a passingly interesting cannon for token-starved generic ships (and maybe even advanced sensors brobots)... While being a bargain for a scyk, who pays for the reroll and gets an extra die in the deal.

That's just wild speculation, of course, but it'd make sense given the games trend towards double-mods being useful for actually killing the aces out there...

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A double attack cannon that then becomes weapon disabled for a round is not far-fetched. Already in design space.

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No spare ion, stress, or similar tokens suggests they don't have a 'status effect plus one damage' weapon in mind, and the point limit on the TIE/D is almost certainly to prevent full-damage double tap attacks.

1.  "Full Damage" is subjective.  Cannons have their own attack values.  Heavy laser cannon costs 7 points at 4 attack.  Mangler costs 4 points for a 3 attack.  Any 2 attack cannon could easily end up costing less than 4 points.

 

2.  There are any number of weird effects a weapon could have besides the status effect plus one damage weapon.  If it's a lightning gun, maybe it also hits a second target within a certain range of the first one.

 

3.  There are Weapons Disabled tokens in the set.  Maybe it does Weapons Disabled effect plus one damage.

 

Hell, it could be something as straightforward as the Dorsal Turret's effect.  A 2 attack that becomes a 3 at range 1 like a primary weapon would.  That upgrade only costs 3 points and it has the added benefit of a 360 degree firing arc.

#3 is a good point, I'd missed that one, Cheers!

Thing is, whatever the gun it's coming in the scyk fix set, and has five of it in one pack -thus it's almost certainly intended to be fielded en masse by heavy scyks. Five in the set suggests that it's not *more* than four points.

It could indeed be a weapons disabler or something, but if you've ever flown 5X ion scyks, you might've noticed a lack of firepower.

It could indeed be a bargain priced damage gun... But who would use a gun weaker than their primary? Scyks want to pay points for an *upgrade*, after all.

No, none of this is proof. But it's not an unreasonable prediction.

They've given us an illicit EMP bomb,

so I don't see any reason why they can't make an EMP cannon.

Electromagnetic and Magnetic pulse weapons are perfect for pirates.

There are weapon disable tokens in the pack and the weapon may say

something like "do not remove at the end of the round."

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32109593041_9b61e054a4_o.png

 

One more hull but one less shield. No Coordinate but Jam.

One less PS but one more cargo slot. No deploy docked ships.

 

Does the 5 point less cost seem right?

 

Don't forget PS 1. The Empire will shoot first.

 

But Scum will Ram First! :D

 

Too bad the (official) scum ship can't carry illicits. I mean huge ship illicit only would have brought in so many interesting mechanics. Oh well there will be another Scum ship. Also in the meantime there is this set up.

Scum_Gr75_version_2.jpgblack_market_transport.pngdead-mans-switch.pngdead-mans-switch.pngdead-mans-switch.png

 

 

I can't believe you haven't redone that card in Strange Eons by now.

 

32194080931_3c986ce357_o.png

32194080931_ec3b9b59ec_n.jpg

 

 

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32109593041_9b61e054a4_o.png

 

One more hull but one less shield. No Coordinate but Jam.

One less PS but one more cargo slot. No deploy docked ships.

 

Does the 5 point less cost seem right?

 

Don't forget PS 1. The Empire will shoot first.

 

But Scum will Ram First! :D

 

Too bad the (official) scum ship can't carry illicits. I mean huge ship illicit only would have brought in so many interesting mechanics. Oh well there will be another Scum ship. Also in the meantime there is this set up.

Scum_Gr75_version_2.jpgblack_market_transport.pngdead-mans-switch.pngdead-mans-switch.pngdead-mans-switch.png

 

 

I can't believe you haven't redone that card in Strange Eons by now.

 

32194080931_3c986ce357_o.png

32194080931_ec3b9b59ec_n.jpg

 

 

I had thoughts about revisiting the old kit (putting backs on it, maybe giving a point limit on the bloody credit title). But now with the C-ROC being announced it seems more like a moot point. But I will say this card looks a lot better. I could send you the word document if you want to make changes to it (then just use a web based PDF converter). You tend to be better at card art design than me. ;)

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32109593041_9b61e054a4_o.png

 

One more hull but one less shield. No Coordinate but Jam.

One less PS but one more cargo slot. No deploy docked ships.

 

Does the 5 point less cost seem right?

 

Don't forget PS 1. The Empire will shoot first.

But Scum will Ram First! :D

 

Too bad the (official) scum ship can't carry illicits. I mean huge ship illicit only would have brought in so many interesting mechanics. Oh well there will be another Scum ship. Also in the meantime there is this set up.

Scum_Gr75_version_2.jpgblack_market_transport.pngdead-mans-switch.pngdead-mans-switch.pngdead-mans-switch.png

 

I can't believe you haven't redone that card in Strange Eons by now.

 

32194080931_3c986ce357_o.png

32194080931_ec3b9b59ec_n.jpg

 

I had thoughts about revisiting the old kit (putting backs on it, maybe giving a point limit on the bloody credit title). But now with the C-ROC being announced it seems more like a moot point. But I will say this card looks a lot better. I could send you the word document if you want to make changes to it (then just use a web based PDF converter). You tend to be better at card art design than me. ;)

Well I don't see how the C-ROC makes any difference considering the Hutts had GR-75s and many famous pirates had CR90s so as long as Fantasy Flight Games does not produce official conversion kits for the GR75 or CR90 I wouldn't worry about custom conversion kits being moot or obsolete. If they do it right Scum could still end up with four epic ships in one shot.

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I would suggest, IF illicits were to be allowed, that you should have to swap them for Cargo slots. Something like:

"You may treat up to 2 of your [Cargo] upgrade icons as [illicit] upgrades icons. You may not equip 2 of the same [illicit] upgrade.

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I would suggest, IF illicits were to be allowed, that you should have to swap them for Cargo slots. Something like:

"You may treat up to 2 of your [Cargo] upgrade icons as [illicit] upgrades icons. You may not equip 2 of the same [illicit] upgrade.

 

Prime example is above.

Having three of these makes the tactic against swarms obvious. 

dead-mans-switch.png

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I would suggest, IF illicits were to be allowed, that you should have to swap them for Cargo slots. Something like:

"You may treat up to 2 of your [Cargo] upgrade icons as [illicit] upgrades icons. You may not equip 2 of the same [illicit] upgrade.

 

Prime example is above.

Having three of these makes the tactic against swarms obvious. 

dead-mans-switch.png

 

Considering mass fighters still tend to be the dominate archtype in epic meta I would be all for this. ;)

 

But with scum now having a huge ship here is all our huge ship options For Epic Dogfight ( 1v1 5 epic points, 300 point per player) 

  • Rebel Gunship escorting transport maybe w/ starfighter support
  • Rebel Gunship w/starfighter Escort
  • Rebel Transport Flotilla w/starfighter Escort
  • Rebel Squadron Support Transport w/Starfighter squadron
  • Rebel Starfighter Wing
  • Imperial Raider escorting Carrier w/ Starfighter escort
  • Imperial Raider w/starfighter Escort
  • Imperial Carrier Flotillia w/Starfighter squadron
  • Imperial Attack Carrier w/Starfigher squadron
  • Imperial Starfighter Wing
  • Scum Cargo Flotilla w/Starfighter escort
  • Scum Privateer w/Starfighter squadron
  • IG-2000 group w/Starfighter wing
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:lol:  :lol:  :lol:

ROM-BOM ATTACK!!!

 

DAM-ER-BODY DAT DON'T LOVE ROMMIES!!!

:angry:  :angry:  :angry:

 

ROM%2BSF%2BEMOS.png  ROM%2BPRET%2BEMOS.png             ROM%2BDREX%2BEMOS.pngROM%2BSF%2BEMOS.png

 

                                   ROM%2BDRONE%2BEMOS.PNG                   ROM%2BSF%2BEMOS.png                     ROM%2BPRET%2BEMOS.png

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