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Vector Strike

[2e] [Scum] Pirate Party!

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Sup, folks!

First try on 2e lists. What do you guys think about these? Of course, I'm open to suggestions and critics!

 

1. Happy Trainee Friends

  • 1x Drea Renthal + Swarm Tactics + Dorsal Turret + Veteran Turret Gunner + R4 Astromech + Seismic Charge + Shield Upgrade [64p]
  • 5x Binarye Pirates + Homing Missile [27x5 = 135p]

199p total, 1p for Initative.

Plan: Pirates go ahead, swarming the opposition. They'll shoot the missiles first to weaken the opposition (it's either 4 dice in your face or just 1 hit, but 5 garanteed hits in one turn is pretty much the end for any small ship!). One of them will fire at Initiative 4 (same as Drea Renthal). She'll shooting twice per turn! The Astromech makes her life easier (reposition turret action every turn). The main combo with Drea Renthal is to make her see as much enemies as possible in her firing arc, so your pirates will re-roll 1 attack die each.

 

2. WITNESS ME!

  • 1x Kath Scarlett + Swarm Tactics + Homing Missile + Marauder + Veteran Tail Gunner + 0-0-0 [90p]
  • 4x Binayre Pirates + Deadman's Switch [26x4 = 104p] (2 of them will carry Homing Missile, increasing the cost to 110p]

200p total

Plan: pretty similar to the other list, but the idea here is to play on Kath Scarlett's ability - bump those pirates on enemy ships to give her +1 die. She can fire twice in this list (front and rear arc), so there's no problem to jump in the action. You want to keep your pirates as close as possible to many enemy ships, maximizing the use of the Deadman's Switch. 0-0-0 either stress an enemy or give you a Calculate token.

Variation:

  • 1x Kath Scarlett + Swarm Tactics + Marauder + Veteran Tail Gunner + 0-0-0 [87p]
  • 4x Binayre Pirates + Feedback Array [28x4 = 112p]

199p total, 1 for Initative

Plan: basically the same, but instead of doing damage when your ships die, they'll shock the **** of bumped enemies instead of shooting. However, I think this is a bit more limiting because Z-95s are pretty small (meaning less chances to bump more than 1 ship at once) and they'll get a Ion token, severely reducing their capabilities next turn.

 

3. You came to the wrong neighborhood, pal*

  • 1x L3-37 + Tactical Officer + Elusive + Hull Upgrade [30p]
  • 6x Binayre Pirates + Homing Missile [27x6 = 162p]

192p total, 8 for Initiative

Plan: L3-37 is a cheap Coordinate option for Scum (IIRC, the only one). It sticks to the mass of pirates that will shower the enemy with missiles, while one of them will have 2 actions per turn (because of Coordinate). Elusive and Hull Upgrade makes L3-37 a bit more survivable.

* I don't remember if the Escape Craft can be taken alone or if a Modified YT-1300 must be taken as well to have access to it. If it's the latter, remove 1 pirate to add the cheapest YT-1300 and you'll have 16p to toy with. For the heck of it, give it a Homing Missile too! :P

Variation:

  • 7x Binarye Pirates + Homing Missile [189p]

5x with Munitions Failsafe, 2x without

Total: 199p , 1 for Initiative

Plan: shoot the **** out of anything that shows up, being able to restock missiles if you miss after the enemy doesn't choose to suffer 1 auto hit. If they choose the autohit, 7 per turn are quite terrific!

Edited by Volkomor

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8 hours ago, Volkomor said:

2. WITNESS ME!

  • 1x Kath Scarlett + Swarm Tactics + Marauder + Veteran Tail Gunner + 0-0-0 [87p]
  • 4x Binayre Pirates + Feedback Array [28x4 = 112p]

199p total, 1 for Initative

Plan: basically the same, but instead of doing damage when your ships die, they'll shock the **** of bumped enemies instead of shooting. However, I think this is a bit more limiting because Z-95s are pretty small (meaning less chances to bump more than 1 ship at once) and they'll get a Ion token, severely reducing their capabilities next turn.

I had come up with nearly the same thing, using the same 4x Pirate w/ Feedbacks with Kath in her Marauder with Fearless, Han Solo, and 0-0-0. On offense, Fearless may occasionally net her a hit-to-crit conversion, 0-0-0 and Han allow her to nearly always have focus conversion, and her ability and Marauder should let her frequently have rerolls. The Z's just kamikaze in and cause as much mayhem as possible.

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