The, current, final ship for the Scum and Villainy faction, the M3-A Interceptor. At 29 points for an Initiative 1 Cartel Spacer with Focus, Evade, Lock, and Barrel Roll on the action bar and a single upgrade slot that allows you to equip a modification, it may not seem like you are getting a lot for the points. However, the M3-A Interceptor does allow you to choose to equip either a Cannon, Torpedo, or Missile upgrade, via the Weapon Hardpoint ship ability.
It’s worth noting that the Cannon slot has lost some of its potency now, due to granting a bonus for Range 3 for the defender, while balancing with a bonus for being at Range 1. The Missiles pretty much speak for themselves, while the Torpedoes are in a nice place, with a decent trade-off between points cost and usability.
While it may seem like a massive investment, running 5 Cartel Spacers with Munitions Failsafe and Proton Torpedoes will certainly give an opponent a moments pause when deciding how you approach you. Come in too slowly, and risk taking 5 torpedo shots, or come in fast, take the Locks, and possibly face being fired at with no return shot, as they turn hard behind the enemy ships.
Sunny Bounder is the first of the named pilots for the M3-A Interceptor, with a pilot ability that, once you are finished rolling your dice, or rerolling them during attack or defense, if you have matching results, you may add a further result that matches the rolled ones. Now, it’s worth noting here that you can execute this ability during any attack, regardless of weapon, at during defense, not either/or. For this, he costs 2 extra points over a Cartel Spacer.
Due to the somewhat fragile nature of the M3-A Interceptor, as a ship, I figured Sunny Bounder could do with some higher priority targets, while assisting them by blocking enemy ships, causing bumps, and taking opportunistic shots as often as possible. Both IG-88 Droids in their Aggressor Assault Fighters should fulfil that category, while also toting Tractor Beams, to reduce the agility of a ship, if they miss their primary targets, to soften a ship up for Sunny to finish off.
Inaldra allows you to suffer a standard Hit damage to reroll any number of dice when attacking or defending. This makes it slightly easier to attempt to push damage through on an opponent, or dodge much more incoming damage, but, at the cost of a quarter of your standard health. Double edged sword, especially against high dice attacks, where you could assist in your own destruction, but, if it helps you take an enemy ship out, regardless of the cost, it could be worth it.
Flying Inaldra alongside Torani Kulda and Ketsu Onyo gives you 2 ships with decent damage output to assist with possible pushing damage though in final rounds. The benefit of both the Lancer-Class Pursuit Craft and Kimogila is that they can both take a beating, while still dish the hurt out, allowing the M3-A Interceptor to duck in at opportune moments.
The Tansarii Point Veteran is the first M3-A Interceptor pilot that can access the Talent upgrade slot, and is 4 points more expensive than the Cartel Spacer, with 2 extra Initiative points.
Running 5 Tansarii Point Veterans with Predator and Homing Missiles gives you a flexible squadron that can either deal consistent damage at medium to long range, or your opponent can gamble on avoiding all hits. Up close, you switch to Primary weapons, gives you rerolls you may otherwise not have, or wish to save for after a Kiogoran Turn ready to unleash a missile volley. You could substitute Predator with Fearless for enhanced offensive results and lower your Initiative bid.
Quinn Jast has a great pilot ability, for such a small, fragile ship. If you plan correctly, at the start of an engagement phase, you can reload either a Missile, Torpedo, or even your Talent, at the cost of a disarm token. Nice, and a pretty good trade off for when you are disengaging and preparing to come about to rejoin the fight. Distract the enemy well enough, and a pair of upgrades can be reloaded as you return to the fight.
In order to get the best out of Quinn Jast, I feel that Crack Shot and Advanced Proton Torpedoes are going to be almost a staple, with both being able to be reloaded, without costing an action, you should be hitting fairly hard whenever involved in an engagement. Providing backup are a pair of Cartel Marauders with Fearless, Proton Torpedoes, and R5 Astromechs, and an Outer Rim Pioneer with Trick Shot and a Tactical Officer, to provide an action boost to an ally.
Laetin A’shera allows you to gain an evade token after defending or attacking, as long as the attack missed. Now, the wording here is important, as this is after every defense or attack, because you are just being assigned a token, not performing the action.
Having Laetin A’shera leading a swarm of ships toting Juke and a Stealth Device should allow for more reliable survival, while working towards gaining those Evade tokens, allowing Laetin to trigger Juke. With Quinn Jast along to provide a hard-hitting attack option, 3 Cartel Spacers with Homing Missiles to either block higher Initiative pilots, or lay out firepower if they are ignored. An Autopilot Drone rounds out the list and provides area denial or assists in pushing damage through early on.
Genesis Red lets you remove all your Focus and Evade Tokens and steal the same number from a ship that you have acquired a lock on. This would then boost your capabilities while, at the same time, reducing the effectiveness of your target. Now, it appears you need a lot of Co-Ordinating to get this off effectively, and might not be completely worth the effort, but, it can make things interesting to try.
Update – I’m wrong on the token-stealing here, it’s just copying the tokens a defender has, at the cost of the tokens you had built up. therefore, if the defender only has focus tokens, that’s what you copy.
Working towards getting Genesis Red‘s ability off as completely as possible, you’ll find an Outer Rim Pioneer with a Tactical Officer and Trick Shot, Sabine Wren in Shadow Caster with Squad Leader and Tactical Officer, and a Black Sun Assassin with Trick Shot working together to draw an opponent in to range for a Cluster Missile shot from Genesis Red. With Sabine able to potentially tractor wounded ships around too, it should certainly be interesting to attempt.
Serissu allows friendly ships at range 0-1 to reroll a defensive dice. Simple, basic, and effectively gives every ship in range the Elusive Talent, even when they may not be able to take a talent.
Having Serissu at the center of a swarm gives it the survivability boost it needs to last long enough to bring weapons to bear. Hiding an Ion Missile amongst the Cartel Spacers gives you an option to control where a target ends up when it presents itself.
While it’s not the most survivable of frames, the M3-A Interceptor does have some pilots with interesting abilities that can be used to either assist allies or deny an opponent a boost. While not the most manoeuvrable of the Scum and Villainy ships, it’s possibly one of the most versatile. If more Cannon upgrades appear with later releases, it might be worth looking again at some of the options available.
Got some interesting lists that feature M3-A Builds, please, leave a comment and share your ideas.
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