rebels and imperials recruiting from S&V

By period3, in X-Wing

So now that most wanted is completely spoiled, and I have no plans to play S&V as a faction, I'm thinking of allowing Rebels and Imperials to recruit from them.

It looks to me like I could allow the imperials to recruit the s&v firespray, and the rebels to recruit the z95 and y-wing. I would not allow illicit upgrades, nor any upgrades that say scum only.

I can't really spot any combos with existing rebel or imperial ships that would make this very imbalanced. Anything I'm missing?

Would be fun for some casual games for sure!

And it was.completely spoiled where?

The cards ships, upgrades and options are all balanced for the faction they are in.

Otherwise why not use just use Han Solo and Whisper in a list? Or Biggs, Howlrunner and a bunch of Z95s? I wouldnt allow it in my gaming group.

No, they are play tested for the faction they are in. That does not imply that they are imbalanced if used out-of-faction -- hence the post. I'm interested in hearing opinions on what could be allowed without negatively affecting balance.

The cards ships, upgrades and options are all balanced for the faction they are in.

Otherwise why not use just use Han Solo and Whisper in a list? Or Biggs, Howlrunner and a bunch of Z95s? I wouldnt allow it in my gaming group.

No, they are play tested for the faction they are in. That does not imply that they are imbalanced if used out-of-faction -- hence the post. I'm interested in hearing opinions on what could be allowed without negatively affecting balance.

The cards ships, upgrades and options are all balanced for the faction they are in.

Otherwise why not use just use Han Solo and Whisper in a list? Or Biggs, Howlrunner and a bunch of Z95s? I wouldnt allow it in my gaming group.

There are some pretty broken combos if you mix factions though.

Aren't we still missing info on a couple of cannons a well as the missing genetic pilots?

No doubt, and that's what I'm trying to avoid. I was suggesting that for Most Wanted, it is possible to:

1. allow imperials to use the new firespray

2. allow Rebels to use the new Y-wing and Z95 pilots

3. allow both sides to use the new non-illicit, non scum-only, upgrades

Does this allow any broken combos?

No, they are play tested for the faction they are in. That does not imply that they are imbalanced if used out-of-faction -- hence the post. I'm interested in hearing opinions on what could be allowed without negatively affecting balance.

The cards ships, upgrades and options are all balanced for the faction they are in.

Otherwise why not use just use Han Solo and Whisper in a list? Or Biggs, Howlrunner and a bunch of Z95s? I wouldnt allow it in my gaming group.

There are some pretty broken combos if you mix factions though.

There are some pretty broken combos if you mix factions though.

Such as...?

That is what the OP is asking.

Personally I think it is a great idea for casual and scenario driven play. When I first started I was annoyed that I couldn't have fringe ships like the generic YT-1300 in either faction.

I had an idea on how to use S&V as mercenaries to the 2 original factions thus making them as separate factions expanding the faction pool from 3 to 5. Here is a concept I cam up with using point restrictions based on point size of the squadron.

Well as I said before if you make it so that the 3rd faction can act as mercenaries you essentially can add 2 more factions.

  1. Rebel Alliance (pure Rebels)
  2. Rouges and Smugglers (Rebels with S&V mercenaries)
  3. Scum and Villainy (pure 3rd faction Scum and Villainy)
  4. Corporate Sector Authority (Imperials with S&V mercenaries)
  5. Galactic Empire (pure Imperials)

Here is a point limit chart so that the R&S and CSA will be mostly rebels or imperials. All 3rd faction pilot cards and any upgrade cards attached to 3rd faction ships will count to the mercenary point limit. S&V only cards cannot be used with R&S and CSA but R&S can use Rebel Only upgrades and CSA can use Imperial only upgrades. The mercenary point limit will be based on the overall squadron point value (which includes mercenary ships.)

Squadron point value, mercenary point limit:

less than 60 points, no more than 15 points;

60 to 74 points, no more than 20 points;

75 to 99 points, no more than 30 points;

100 points or more, no more than 40 points;

Note that this will allow a naked scum boba fet in a CSA squadron but the CSA must have 100 points so either they put a 1 point upgrade on Scum Fet and have exactly 60 points of Imperials or naked Scum Fet and 61 points of Imperials. As for those tiny CSA and R&S squadrons for small games of 60 points or less there is the obligatory scumZie-95 with enough room for a cheap missile.

Also here is a restricted list not for balance but mainly for theme. (It would just seem wired to have Boba and Han on the same team since they are practically mortal enemies.)

  • S&V Boba fet pilot and crew cards cannot be in a R&S Squadron.
  • S&V Lando Carlisian(when/if released) cannot be in a CSA squadron.
  • S&V Hans Solo (when/if released) cannot be in a CSA Squadron, also he cannot be in a squadron that has either Boba Fet pilot or crew card or Greedo pilot or crew card.
  • VT-49 Decimator cannot be in a CSA squadron (because lore-wise VT-49s were reserved for privileged Imperial officers that earn the Emperor's favor)

Edited by Marinealver

Offhand the only thing that stands out to me would be Jan and Kavil, making a 5 die turret.

Aren't we still missing info on a couple of cannons a well as the missing genetic pilots?

From the MW pack we are only missing the K-4 (something) and the Skill 4 non unique Y-wing pilot.

Everything else will probably come with the spoilers of the other wave 6 ships.

However those won't really matter unless you get into S&V. FFG is heavily promoting the MW pack because that will likely be the first thing for S&V players to get. Also right now since there is no current S&V players (because S&V isn't out yet) they have to sell to Rebel and Imperial players, thus showing them items they might want for their own ships such as the new Firespray title or the new Y-wing stuff. Maybe getting them to buy the MW packs just for the upgrades is enough to cross them over to the scum side for a couple of games.

Yeah good call, I think I might disallow that combo.

Another option would be to treat the third faction as 'neutral'. i.e. when any upgrade or pilot ability refers to a 'friendly' ship, it would not include the 'neutral' S&V ships. This causes additional problems with cards like Lone Wolf though. For now I guess I'll just keep track of forbidden combos.

Offhand the only thing that stands out to me would be Jan and Kavil, making a 5 die turret.

Things that immediately occur to me (in about three minutes of reviewing possible combos) as at least worth testing:

  • Jan Ors (HWK) + Kavil (+ Opportunist)
  • Palob Godalhi + Jan Ors (crew)
  • S&V Boba Fett + Mara Jade
  • Ka'ato Leachos in a Rebel-style action-passing list
  • Drea Renthal + Dutch Vander
  • Dutch Vander + any S&V Y-wing with R4-B11

3. allow both sides to use the new non-illicit, non scum-only, upgrades

If an upgrade matches an upgrade slot a Rebel or Imperial ship has, and it's not marked as "Scum only", it can already be used by both sides. Did you mean something different here?

No, I think #3 was redundant...

3. allow both sides to use the new non-illicit, non scum-only, upgrades


If an upgrade matches an upgrade slot a Rebel or Imperial ship has, and it's not marked as "Scum only", it can already be used by both sides. Did you mean something different here?