Jump to content
Sign in to follow this  
TheRealStarkiller

Zuckuss Crew Timing

Recommended Posts

"When attacking, you may receive any number of stress tokens to choose an equal number of defense dice. The defender must reroll those dice."

 

Does the forced rerolls happen before or after the defender modified his dice? I'd think before, so just after rolling them. Just want to go sure.

 

But when exactly I need to call the number of dice to be rerolled? You can read it like you need to take stress tokens in the step when you roll your red dice.

Isn't Zuckus too strong for 1 point if you can just wait for the defender rolls and you let them just reroll for example the evade results?

 

 

 

Share this post


Link to post
Share on other sites

The rerolls would happen during the 'attacker modifies defence dice' step, which is before the defender does.

 

I.e. the attack sequence is thus:

 

Attack rolls attack

- Defender modifies attack dice (e.g. Sensor Jammer)

- Attacker modifies attack dice (e.g. Target Lock, offensive Focus)

Defender rolls defence

- Attacker modifies defence dice (e.g. Juke, Zuckuss)

- Defender modifies defence dice (e.g. Evade tokens, defensive focus)

Compare results

Deal damage.

 

Zuckuss is strong, sure, but one stress per die is a HUGE cost.

Share this post


Link to post
Share on other sites

Combine with 4-LOM (crew) for maximum effect.  Deny them a use of their focus/evade token using 4-LOM and then ask them to reroll any evades they do roll...

Combining him with 4LOM (pilot) is better.  Make them reroll their defence dice, then hand them the stress it cost you to do so...

Share this post


Link to post
Share on other sites

 

Combine with 4-LOM (crew) for maximum effect.  Deny them a use of their focus/evade token using 4-LOM and then ask them to reroll any evades they do roll...

Combining him with 4LOM (pilot) is better.  Make them reroll their defence dice, then hand them the stress it cost you to do so...

 

 

Not better; different.  Bossk with both as crew and a mangler cannon is incredibly powerful.  Roll a full three hits and you can possibly one-shot 4HP ships off the board.

Share this post


Link to post
Share on other sites

 

 

Zuckuss is strong, sure, but one stress per die is a HUGE cost.

 

I'm starting to think he's one of the most powerful cards in the game. You can build the carrier to not care about the stress too much and the ability to force re-rolls is phenomenal.

 

 

Yup.  Like I said, on a YV-666 with the third crew being a K4 droid, you can pull greens, get a TL for some dice modification, and still hit hard.

Share this post


Link to post
Share on other sites

As noted, he's very good, but he has a very high cost; unless you're able to shed multiple stresses (as 4LOM can) then you're limited to a single use per round and only using green moves, or you're never taking actions again.

 

He's very powerful with a very large downside.  Which makes him... fine.

Share this post


Link to post
Share on other sites

As noted, he's very good, but he has a very high cost; unless you're able to shed multiple stresses (as 4LOM can) then you're limited to a single use per round and only using green moves, or you're never taking actions again.

 

He's very powerful with a very large downside.  Which makes him... fine.

 

Unless I'm missing something, 4-LOM can only shed 1 stress a turn.

 

Yeah I suppose you really need a second crew slot to get the most out of him which really limits him to the YV666 at the moment, and the YV666 wasn't exactly ruling the galaxy before so it's good to see that ship get some play. Zuckuss + Dengar + 4-LOM make the YV666 a force to be reckoned with. 

Share this post


Link to post
Share on other sites

 

As noted, he's very good, but he has a very high cost; unless you're able to shed multiple stresses (as 4LOM can) then you're limited to a single use per round and only using green moves, or you're never taking actions again.

 

He's very powerful with a very large downside.  Which makes him... fine.

 

Unless I'm missing something, 4-LOM can only shed 1 stress a turn.

 

Yeah I suppose you really need a second crew slot to get the most out of him which really limits him to the YV666 at the moment, and the YV666 wasn't exactly ruling the galaxy before so it's good to see that ship get some play. Zuckuss + Dengar + 4-LOM make the YV666 a force to be reckoned with. 

 

4LOM sheds an *extra* stress per turn over any other Scum ship.  Assuming you get in close, obv.  You can then Zuckuss two dice and not lose any actions if you take a green manoeuvre.

Share this post


Link to post
Share on other sites

Bounty Hunter Fun Bus (with as much crew on a YV-666 as you can get) is a thing.

Having just acquired all the latest scum crew I'm considering a second YV666. Bounty Hunter Fun Bus Convoy!

Share this post


Link to post
Share on other sites

Zuckuss is strong, sure, but one stress per die is a HUGE cost.

 

I'm starting to think he's one of the most powerful cards in the game. You can build the carrier to not care about the stress too much and the ability to force re-rolls is phenomenal.

This.

I ran G1-a freelancer, accuracy corrector, zuckuss, with

G1-a 4-lom, advanced sensors, rage

Once you don't care about stress on The freelancer, if you can stick to green moves on 4-lom you can pass stress to the freelancer, or an opponent.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...