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==JumpMaster 5000 (JMP-5K)/Punishing One== [[File:JumpMaster 5000.png|thumb|right|200px]] Hey, look, it's the [[Ultramarines|toilet-seat]] ship! The JumpMaster 5000 was a Corellian ship produced for the Old Republic prior to the Clone Wars, designed to boldly go where no man has gone before and explore the fringes of the galaxy in search of new systems, planets, and hyperspace lanes. The interior was designed to be exceedingly comfortable despite its size and the long voyage times, and contained only a single pilot and a crew member. The only fault with the design was an unreliable hyperdrive engine. When the peaceful efforts of the Republic gradually transitioned to the internal control of the Empire, they were decommissioned and wound up in the hands of civilians. Like all Corellian craft they were highly customizable, and ironically ended up fulfilling the same roles originally meant for the HWK series. The ''Punishing One'' was the ship of the famous bounty hunter Dengar, and was a highly modified JM-5K. Although still possessing the slow and somewhat unreliable hyperdrive of the standard craft, his advanced engines plus Ion Cannons ([[Fluff|Which aren't represented in the game]])) and various other armaments made it a capable dogfighter. Unlike most bounty hunters he didn't keep any cages in his ship, as he only took dead bounties or operated with other bounty hunters on the lucrative bounties worth the trouble of taking a foe alive. A portion of the craft was kept as the standard comforts, and the rest dedicated to maintaining Dengar's cybernetic parts. The JM-5K is a Large ship with a turret, a Torpedo slot, the default Illicit upgrade, and a crew slot that can be switched with an astromech slot with the ''Punishing One'' title upgrade. Due to the awkward position of the engine thrusters, all left maneuvers are easier than right maneuvers. Uniquely, it can sloop left, but not right. Also, in addition to the slot swapping mentioned earlier, the ''Punishing One'' title adds an additional attack die against targets in his forward firing arc, rewarding good flying, and partly making up for how thoroughly this ship ''raped'' 1E's meta. Seriously, FFG blew this thing's fucking kneecaps off and it was ''still'' competetive. *L3 Crew is a decent choice for any non-titled JM-5K to make banking right easier. ===Pilots=== *'''Nom Lumb:''' (''H&A'') Probably an OC from the ''No Disintegrations'' splatbook. Init 1. When an attack is declared against him, he is forced to rotate his turret to an arc that the attacker is in. He's sort of a double-edged sword where he's pretty much guaranteed to have somebody in arc, but a smart opponent can control it pretty easily. Nom demands Gunner Dengar. *'''Contracted Scout:''' A generic Init 2. In 1E, it had a Talent slot, so the ability to fly three of them with deadeye, an astro unit, and a full loadout of torpedoes put them at pre-nerf phantom levels of overpowered - which is why Deadeye was nerfed to "Small Ship Only". You can still attempt to run x3 "U-Boats" lists, they just no longer are alpha strike monsters who eat rebel fighters for breakfast. *'''Manaroo:''' An Aruzan, a race of blue-skinned black-haired human variants with the ability to share their emotions telepathically with other beings, Dengar's [[waifu]]. Init 3. At the start of combat, you can assign all your green tokens to another friendly ship at Range 0-1. She is a boon and a half to support abilities that need tokens, like Lando and Chewbacca as crew. **Sticking Maul in the passenger seat can keep her able to fight even after she gives away her focus. **Giving her IG-88D while flying alongside IG-88A allows you to pass calculate tokens all over the place. *'''Tel Trevura:''' A minor criminal of some kind of an unknown race who shipjacked a JumpMaster 5000 at gunpoint, then crashed it on an asteroid to fake his death. Fett discovered he was still alive and brought him in, sharing 40% with the informant who tipped him off. This was early in Fett's career, back before anything short of 200% of a bounty was something he could accept without going on an omnicidal rampage. Initiative 4. When he dies for the first time, you can cancel all remaining damage, remove all damage cards and slap 5 facedown cards on him, and respawn on your side of the mat. Fun, even if it won't save you for that long. *'''Dengar:''' The cybernetic bounty hunter in Empire Strikes Back with toilet paper on his head. Never kept cages on his ship, since he only ever took dead bounties or operated with other bounty hunters on the few bounties worth capturing alive. Somehow Initiative 6 (with some people rationalizing it that he was a swoop racer in the old canon, despite Sunny Bounder being Initiative 1 '''for the exact same reason.'''). Once per round after you get attacked, you can make an immediate attack back on your foe in your forward firing arc. DAMN good, but situational, and obviously synergizes with the title upgrade. Best if taken with upgrades like Expert Handling that'll let you duck and weave to always have some punk in your face. **If you have Dengar in the Gunner seat, after you defend against somebody who's in any of your arcs, you can spend his recurring charge to give your opponent a choice: Remove a green token or let you roll an attack die, inflicting the result. He makes an excellent counter to Juke and because his revenge shot doesn't count as an attack, Captain Jostero can use it to make his bonus attack. <gallery> Image:JumpMaster 5000 Specs.jpg Image:Punishing One.jpg|The Punishing One. Image:Young Dengar.JPG|The young Dengar. Image:Old Dengar.jpg|Dengar, after the accident. </gallery>
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