Greetings X-Wing fans! Monty G here with another tactics article about the little ship that tries its hardest to keep up with the big dogs.
Today I want to talk about the Scyk Interceptor. I’m a big fan of the little guy, so I’m going to try hard to make it work.
Let’s get started!
A common complaint about the little Scyk Interceptor is that it is too squishy, and I may have to agree with the naysayers. With 2 hull and 1 shield, this ship is only slightly tougher than a TIE fighter. It has to rely on it’s green dice, which we all know are fickle at best. So I came up with a solution that might help out our little buddy.
The Juke upgrade could give the Scyk a little helping hand. As it works out, this card is good for offense as well as defense. If you have an evade token, you can either use it to modify your opponent’s defense dice or to simply evade and incoming hit or crit. Here is a possible build for a Tansarii Point Veteran:
PS 5 – Tansarii Point Veteran + Juke + “Heavy Scyk” Interceptor + Mangler Cannon = 25 points
If you can keep your distance to range 3, you can bump your evasion dice up and also have a shot at a target that will get no range combat bonus. An extra benefit to your defense. At 25 points it won’t break the bank, and he’s squirrely enough to line up some good shots.
Hopefully there are some new upgrades coming in Wave 8 that could really help the Scyk get back on its feet.
Until then we can make the best of what he have. Thanks for tuning in. Until next time!