Scum YT-1300's?

By Ryedub, in X-Wing

Posted this on another thread. But here would be my idea for S&V YT-1300 pilots and abilities along with stats and point cost. Not so sure about the Ace Azzameen pilot ability though.

Cool now on to pilots.

I'm thinking of Lando Carlisian pilot skill 7 cost 44 points, Ace Azzameen pilot skill 6 cost 31 points, Aeron Azzameen pilot skil 4 cost 29 points. Oh and don't forget to add an illicit slot. ;)

  • Lando Carlisian

Pilot Skill 7 Firepower 3 Agility 1 Hull 8 Shields 5

At the start of the combat phase you may exchange pilot skill with another enemy ship at range 1-3 (or 1-2 if that is too OP)

cost 44 squadron points

So the thought behind this pilot is well Lando was the original owner of the Millennium Falcon so of course he gets falcon stats, but he will be the only S&V YT-1300 pilot to get falcon stats. As for his ability it works good for a no good swindling scoundrel because he makes deals and flips it on everyone when he believes he is about to be double crossed (this deal is getting worse every time). So as the only person to pull one on both Vader and Hans it makes sense that he has an ability that can do just that in shooting before Vader and Hans. Good against High PS lists along with the scum tactic of nerfing enemies it works. Against a low PS swarm out of luck. Don't forget the missiles and EPT along with the illicit. :D

  • Ace Azzameen

Pilot Skill 6 Firepower 2 Agility 1 Hull 6 Shields 4

When performing a speed 3 K-turn you may use the 3 bank template instead?

cost 31 squadron points

Okay I really don't know about the ability this is a shot from the hip. So if you got a better idea then go for it. The pilot skill and point cost is consistent with ORS stats and pilot skill rise being 4 points for up to skill 6 and 2 points up to skill 4. Definitely deserves the EPT in adition to the illicit slot but I am not certain about the missile slot as the ORS doesn't have one. :unsure:

  • Aeron Azzameen

Pilot Skill 6 Firepower 2 Agility 1 Hull 6 Shields 4

Instead of an attack you may chose an enemy ship at range 1(-2?) that has stress tokens. That ship suffers damage equal to the number of stress tokens on that ship.

cost 29 squadron points

This seems like a perfect ability for Aeron as a slicer. Also fits with the theme that low PS ships such as Erdin Vrill has an advantage against stressed ships. Put two TPV with flechete cannons or a Hired Gun with flechete torpedoes and watch her go to work. No EPT slot or missile slot for this pilot though the illicit slot should be plenty. :)

Twin Suns Transport Captain

Pilot Skill 2 Firepower 2 Agility 1 Hull 6 Shields 4

<flavor text maybe somethign about the Twins Suns Transport and the Azzameen faimly>

cost 27 squadron points

So the ORS with +1 pilot skill and an illicit slot. Priced at the same as a 27 points. Don't think this will be used any more than the ORS but it makes the best S&V generic filler. :mellow:

Maybe I should make another thread for this. Well if you want to start one go ahead. :huh:

Nooooooo!!! YT-1200 is for smugglers only, and smugglers aren't scum, they are ALL Rebels, on the right side of morality at all times!!! Do you even Star Wars? ;)

Edited by Rippy

Posted this on another thread. But here would be my idea for S&V YT-1300 pilots and abilities along with stats and point cost. Not so sure about the Ace Azzameen pilot ability though.

Cool now on to pilots.

I'm thinking of Lando Carlisian pilot skill 7 cost 44 points, Ace Azzameen pilot skill 6 cost 31 points, Aeron Azzameen pilot skil 4 cost 29 points. Oh and don't forget to add an illicit slot. ;)

  • Lando Carlisian
Pilot Skill 7 Firepower 3 Agility 1 Hull 8 Shields 5

At the start of the combat phase you may exchange pilot skill with another enemy ship at range 1-3 (or 1-2 if that is too OP)

cost 44 squadron points

So the thought behind this pilot is well Lando was the original owner of the Millennium Falcon so of course he gets falcon stats, but he will be the only S&V YT-1300 pilot to get falcon stats. As for his ability it works good for a no good swindling scoundrel because he makes deals and flips it on everyone when he believes he is about to be double crossed (this deal is getting worse every time). So as the only person to pull one on both Vader and Hans it makes sense that he has an ability that can do just that in shooting before Vader and Hans. Good against High PS lists along with the scum tactic of nerfing enemies it works. Against a low PS swarm out of luck. Don't forget the missiles and EPT along with the illicit. :D

  • Ace Azzameen
Pilot Skill 6 Firepower 2 Agility 1 Hull 6 Shields 4

When performing a speed 3 K-turn you may use the 3 bank template instead?

cost 31 squadron points

Okay I really don't know about the ability this is a shot from the hip. So if you got a better idea then go for it. The pilot skill and point cost is consistent with ORS stats and pilot skill rise being 4 points for up to skill 6 and 2 points up to skill 4. Definitely deserves the EPT in adition to the illicit slot but I am not certain about the missile slot as the ORS doesn't have one. :unsure:

  • Aeron Azzameen
Pilot Skill 6 Firepower 2 Agility 1 Hull 6 Shields 4

Instead of an attack you may chose an enemy ship at range 1(-2?) that has stress tokens. That ship suffers damage equal to the number of stress tokens on that ship.

cost 29 squadron points

This seems like a perfect ability for Aeron as a slicer. Also fits with the theme that low PS ships such as Erdin Vrill has an advantage against stressed ships. Put two TPV with flechete cannons or a Hired Gun with flechete torpedoes and watch her go to work. No EPT slot or missile slot for this pilot though the illicit slot should be plenty. :)

Twin Suns Transport Captain

Pilot Skill 2 Firepower 2 Agility 1 Hull 6 Shields 4

<flavor text maybe somethign about the Twins Suns Transport and the Azzameen faimly>

cost 27 squadron points

So the ORS with +1 pilot skill and an illicit slot. Priced at the same as a 27 points. Don't think this will be used any more than the ORS but it makes the best S&V generic filler. :mellow:

Maybe I should make another thread for this. Well if you want to start one go ahead. :huh:

Add a Selu and a Sabra Title and im with you ^^

My approach to Scum YT-1300s would be as follows (also includes a YT-1300 fix for rebels):

- Generic pilot with ORS statline and access to Illicit. Maybe lose a different upgrade slot to counter.

- Scum version of either Han or Lando. Millennium Falcon's statline but with one stat dropped by 1 to represent that she's had an upgrade or 2 between being a Scum ship and joining the rebels. Gains access to Illicit.

- Final 2 named pilots have upgraded statlines compared to the generic, but not as seriously upgraded as the Millennium Falcon.

- 1 of the named pilots has gone offensive with his upgrades: Either loses the turret to gain Attack of 4, or turret 2 with the pilot skill of adding 2 attack dice with attacking a target in arc.

- Title card to allow generic pilots or either faction to upgrade their own ships (Allows 3 modifications rather than 1. Several YT-1300 only modifications included).

And before anyone whines about my giving the YT-1300 a fix, **** straight she needs it. As pointed out already, no one seems to take ORS. The trick is to stop the fix from boosting the named YT-1300s.

The biggest problem in all of this I think will be Disney. Depending on how revisionist they want to be with Star Wars history, they may not want anything released that associates a Disney prince with having been a scum and a Gilliam.

^

G   G
 R R
  O
 S S
S   S

What about instead a YT-2000 for the Scum and Villainy faction?

http://starwars.wikia.com/wiki/YT-2000_light_freighter

My intuition tells me the Otana could be the next Scum & Villainy ship,

my only hope is that it is another conversion pack like Most Wanted,

including a conversion for the CR-90 and the YT-1300.

*Chuckles like Jeff Spicolli*

Edited by gabe69velasquez

If we were going to have Scum YT1300s and YT2400s we'd already have them, they'd have been included in Most Wanted.

It might be that FFG wanted to save it up for the YT2000 but somehow I doubt it. It's way too derivative of the Rebel ships to make a good fit with Scum and there's far more recognisable bounty hunter characters who made appearances in the OT who are more likely to make an appearance first.

I'm not saying it will never happen but I wouldn't get your hopes set on a Scum YT much before 2017.

Maybe they wanted to sell more Slave-1 expansions so they included it in Most Wanted. It would also brings in the Imperial players. Without it, there would have only been rebel ships/cards in the Most Wanted pack.

Maybe a nice 'bounty hunter pack' in future which cross-factions the Falcon for S&V, the (captured) shuttle to Rebel and the IG-2000 to the Imperials. Throw in a mini that can be used by all factions, like a small base or satellite/turret. Oh, and the new damage deck ;)

  • Lando Carlisian
Pilot Skill 7 Firepower 3 Agility 1 Hull 8 Shields 5

At the start of the combat phase you may exchange pilot skill with another enemy ship at range 1-3 (or 1-2 if that is too OP)

cost 44 squadron points
  • Ace Azzameen
Pilot Skill 6 Firepower 2 Agility 1 Hull 6 Shields 4

When performing a speed 3 K-turn you may use the 3 bank template instead?

cost 31 squadron points
  • Aeron Azzameen
Pilot Skill 6 Firepower 2 Agility 1 Hull 6 Shields 4

Instead of an attack you may chose an enemy ship at range 1(-2?) that has stress tokens. That ship suffers damage equal to the number of stress tokens on that ship.

cost 29 squadron points

Twin Suns Transport Captain

Pilot Skill 2 Firepower 2 Agility 1 Hull 6 Shields 4

<flavor text maybe somethign about the Twins Suns Transport and the Azzameen faimly>

cost 27 squadron points

I was working on redoing this list and realized I'd drop two of your ships. You have three Twin Sun Transport pilots and one future Rebel. Aeron the more experienced pilot, with interesting ability potential, Ace is just a kid that was allowed to pilot the Sabra once.

I'm saving my work and posting later when I can make some time to finish it.

Lando with the Stellar Envoy title

Aeron with both Selu and Sabra titles

maybe Trex with a Krayt Fang title

and a Cartel Smuggler with a Hutt Cartel title

We could throw in different types of YT for S&V to use, but I get the feeling that all that will result is that FFG spends resources into moulds for yet another YT design, and people will still ask for the ability to have their smugglers fly their YT-1300s in S&V lists.

This started me thinking as to why. Well, the YT-1300 is the most iconic smugglers' ship of the franchise. The vast majority of smugglers will be of the S&V variety - Criminals with a heart of gold will very much be the exception rather than the rule. The basically means that pilots shouldn't be forced to turn over a new leaf and become holy crusaders just so that they can fly their YT-1300s. This is why people keep begging to be allowed to use their YT-1300 in S&V lists - it's the iconic ship of criminals and they want to use it in their criminal lists.

If you are looking for that tanky, 360 degrees of shooting with 3 shots than Scum is getting their own. It is called the JumpMaster 5000 with the Punishing One title card. I do agree though that the generic YT-1300 could make an appearance for Scum, but given its low primary shooting I would hesitate to play it. With the introduction of JumpMaster 5000, there is no need for the YT-1300 to be a Scum ship; the two ships are effectively the same (given what we have seen from spoilers).

If you are looking for that tanky, 360 degrees of shooting with 3 shots than Scum is getting their own. It is called the JumpMaster 5000 with the Punishing One title card. I do agree though that the generic YT-1300 could make an appearance for Scum, but given its low primary shooting I would hesitate to play it. With the introduction of JumpMaster 5000, there is no need for the YT-1300 to be a Scum ship; the two ships are effectively the same (given what we have seen from spoilers).

It's like saying there won't be a YT-2400 in the game because the YT-1300 and the YT-2400 "are effectively the same." Guess what, the Rebels got two pancakes, and so can the Scum. I wouldn't be surprise if Scum got three pancakes, because it would be so easy to add a conversion of the YT-1300 with the release of the YT-1950 Otana, "Most Wanted 2" style. The only thing you can bet on 100% is that if the CEO Christian T. Petersen likes the idea then it's going to happen.

Edited by gabe69velasquez

My approach to Scum YT-1300s would be as follows (also includes a YT-1300 fix for rebels):

- Generic pilot with ORS statline and access to Illicit. Maybe lose a different upgrade slot to counter.

- Scum version of either Han or Lando. Millennium Falcon's statline but with one stat dropped by 1 to represent that she's had an upgrade or 2 between being a Scum ship and joining the rebels. Gains access to Illicit.

- Final 2 named pilots have upgraded statlines compared to the generic, but not as seriously upgraded as the Millennium Falcon.

- 1 of the named pilots has gone offensive with his upgrades: Either loses the turret to gain Attack of 4, or turret 2 with the pilot skill of adding 2 attack dice with attacking a target in arc.

- Title card to allow generic pilots or either faction to upgrade their own ships (Allows 3 modifications rather than 1. Several YT-1300 only modifications included).

And before anyone whines about my giving the YT-1300 a fix, **** straight she needs it. As pointed out already, no one seems to take ORS. The trick is to stop the fix from boosting the named YT-1300s.

The biggest problem in all of this I think will be Disney. Depending on how revisionist they want to be with Star Wars history, they may not want anything released that associates a Disney prince with having been a scum and a Gilliam.

I'm one to go for simplicity sake and just let Lando have the same stats as his rebel counterpart. I know lore wise Han may have done some further modification after he acquired it from Lando but Lando did fly it after the escape from cloud city before he was joined the rebellion. After all Boba Fet did not change his stats or point cost. But as for scum it is 1 Modified YT-1300 (Falcon stats) and 3 regular YT-1300 stats.

  • Lando Carlisian
Pilot Skill 7 Firepower 3 Agility 1 Hull 8 Shields 5

At the start of the combat phase you may exchange pilot skill with another enemy ship at range 1-3 (or 1-2 if that is too OP)

cost 44 squadron points
  • Ace Azzameen
Pilot Skill 6 Firepower 2 Agility 1 Hull 6 Shields 4

When performing a speed 3 K-turn you may use the 3 bank template instead?

cost 31 squadron points
  • Aeron Azzameen
Pilot Skill 6 Firepower 2 Agility 1 Hull 6 Shields 4

Instead of an attack you may chose an enemy ship at range 1(-2?) that has stress tokens. That ship suffers damage equal to the number of stress tokens on that ship.

cost 29 squadron points

Twin Suns Transport Captain

Pilot Skill 2 Firepower 2 Agility 1 Hull 6 Shields 4

<flavor text maybe somethign about the Twins Suns Transport and the Azzameen faimly>

cost 27 squadron points

I was working on redoing this list and realized I'd drop two of your ships. You have three Twin Sun Transport pilots and one future Rebel. Aeron the more experienced pilot, with interesting ability potential, Ace is just a kid that was allowed to pilot the Sabra once.

I'm saving my work and posting later when I can make some time to finish it.

Lando with the Stellar Envoy title

Aeron with both Selu and Sabra titles

maybe Trex with a Krayt Fang title

and a Cartel Smuggler with a Hutt Cartel title

I probably am relying too much on X-wing alliance for lore. I think Ace could be dropped so he can fly that center cockpit freighter that you end up using halfway past act 2 (YT-2000 I think)? Which would free up for a mid skill pilot to fly a basict (ORS stats) YT-1300. We did see Aeron with the YT-1300 (before you blew it up) so yes she would be a perfect YT-1300 pilot. As for the Generic I don't know, Hutt Smuggler sounds very close to Outer Rim Smuggler, and also since Spice Runner is already taken so Hutt Spice runner sounds way too close and we already getting enough name confusion between the TIE advanced and the TAP, X-wing and T-70. But what ever you think works.

As for titles I would say only 1 is needed as the Millennium Falcon title will also be available. The Fire-spray got only 1 additional title in the Most Wanted pack. No need to 1 up it.

If you are looking for that tanky, 360 degrees of shooting with 3 shots than Scum is getting their own. It is called the JumpMaster 5000 with the Punishing One title card. I do agree though that the generic YT-1300 could make an appearance for Scum, but given its low primary shooting I would hesitate to play it. With the introduction of JumpMaster 5000, there is no need for the YT-1300 to be a Scum ship; the two ships are effectively the same (given what we have seen from spoilers).

This is mostly for theme. Yes the Jumpmaster is going to be the fat turret on the scum essentially being the S&V equivalent to the Millennium Falcon and VT-49 Decimator. Also the reason why if we had the YT-1300 for scum it will have more pilots on the ORS side instead of the Falcon side. A total opposite of the Rebels where there were 1 pilot with stock stats and 3 with souped up stats for S&V there will be only 1 pilot with the souped up stats and 3 with the stock stats. Sure we don't need anymore 3 firepower fat turrets once the punishing one is released but it can't hurt if we get more standard YT-1300 (2 firepower 4/6 shield/hull) into X-wing.

Edited by Marinealver

My approach to Scum YT-1300s would be as follows (also includes a YT-1300 fix for rebels):

- Generic pilot with ORS statline and access to Illicit. Maybe lose a different upgrade slot to counter.

- Scum version of either Han or Lando. Millennium Falcon's statline but with one stat dropped by 1 to represent that she's had an upgrade or 2 between being a Scum ship and joining the rebels. Gains access to Illicit.

- Final 2 named pilots have upgraded statlines compared to the generic, but not as seriously upgraded as the Millennium Falcon.

- 1 of the named pilots has gone offensive with his upgrades: Either loses the turret to gain Attack of 4, or turret 2 with the pilot skill of adding 2 attack dice with attacking a target in arc.

- Title card to allow generic pilots or either faction to upgrade their own ships (Allows 3 modifications rather than 1. Several YT-1300 only modifications included).

And before anyone whines about my giving the YT-1300 a fix, **** straight she needs it. As pointed out already, no one seems to take ORS. The trick is to stop the fix from boosting the named YT-1300s.

The biggest problem in all of this I think will be Disney. Depending on how revisionist they want to be with Star Wars history, they may not want anything released that associates a Disney prince with having been a scum and a Gilliam.

I'm one to go for simplicity sake and just let Lando have the same stats as his rebel counterpart. I know lore wise Han may have done some further modification after he acquired it from Lando but Lando did fly it after the escape from cloud city before he was joined the rebellion. After all Boba Fet did not change his stats or point cost. But as for scum it is 1 Modified YT-1300 (Falcon stats) and 3 regular YT-1300 stats.

My only issue with having all non-Falcon stats as being regular YT-1300s is why would anyone else leave their YT-1300 unmodded when that's part of what made that class of ship so popular? I think it would be a missed opportunity (again), when instead it could be used as an opportunity to being out what made the YT-1300 by having the statline different for each pilot.

Just for a self-redaction

...

16280236173_970b984e26_z.jpg

Not exactly sure that this upgrade is worth the points. Lets take a look at a similar upgrade.

virago.png royal-guard-tie.png r2-d6.png

Now the one thing about upgrades that add to the upgrade bar they are going to make the ship more expensive. If you are spending points to spend more points that considerably raise the cost. So costing 1 point alone there better be a good upgrade or else that would be a waste of points. So for 2 points you are taking all upgrade and adding 2 points to that upgrade making this upgrade very expensive.

Now on for the upgrades that are added. That is going to depend on what ship you are adding those upgrades. For the illicit upgrades, only 2 upgrades could be useful and the term useful is rather subjective, I should say there is only 2 illicit upgrade that are not worse than your primary attack. The first inertial dampeners and the second one is dead mans switch and both of those are only able to be used once and only once. ID is discarded once you use it and dead man switch is when the ship gets destroyed (assuming it is not the last one).

Now as for turrets, The YT-1300 already has a turreted weapon and having a secondary weapon means that the atacker has to choose between a primary weapon or a secondary weapon but not both (BTL-A4 is the only exception). Turrets upgrades are only range 1-2 with autoblater turret only being 1. At range 1 the ORS will be rolling 3 attack dice without having to spend a focus to use blaster turret. Autoblaster turret is just like the cannon upgrade removing one attack die. Ion cannon turret reduces your damage to 1 hit.

So there you go for 2 points no one would take that upgrade even on an ORS. For 0 points it is still unlikely depending on what upgrade slots it can give but a turret would not be a good slot for certain.

Okay getting into a debate against myself. When I posted this it was before TLT was announced and there were range 2-3 turrets. Now putting a turret on a ship with a PWT seems more feasible (like the K-wing). Still I think it would be a huge point sink as TLTs don't come cheap at 6 points. Remember point fortresses have been cracked a little by the new FAQ.

Just for a self-redaction

...

16697749507_68e023c8b5_z.jpg

Not exactly sure that this upgrade is worth the points. Lets take a look at a similar upgrade.

virago.png royal-guard-tie.png r2-d6.png

Now the one thing about upgrades that add to the upgrade bar they are going to make the ship more expensive. If you are spending points to spend more points that considerably raise the cost. So costing 1 point alone there better be a good upgrade or else that would be a waste of points. So for 2 points you are taking all upgrade and adding 2 points to that upgrade making this upgrade very expensive.

Now on for the upgrades that are added. That is going to depend on what ship you are adding those upgrades. For the illicit upgrades, only 2 upgrades could be useful and the term useful is rather subjective, I should say there is only 2 illicit upgrade that are not worse than your primary attack. The first inertial dampeners and the second one is dead mans switch and both of those are only able to be used once and only once. ID is discarded once you use it and dead man switch is when the ship gets destroyed (assuming it is not the last one).

Now as for turrets, The YT-1300 already has a turreted weapon and having a secondary weapon means that the atacker has to choose between a primary weapon or a secondary weapon but not both (BTL-A4 is the only exception). Turrets upgrades are only range 1-2 with autoblater turret only being 1. At range 1 the ORS will be rolling 3 attack dice without having to spend a focus to use blaster turret. Autoblaster turret is just like the cannon upgrade removing one attack die. Ion cannon turret reduces your damage to 1 hit.

So there you go for 2 points no one would take that upgrade even on an ORS. For 0 points it is still unlikely depending on what upgrade slots it can give but a turret would not be a good slot for certain.

Okay getting into a debate against myself. When I posted this it was before TLT was announced and there were range 2-3 turrets. Now putting a turret on a ship with a PWT seems more feasible (like the K-wing). Still I think it would be a huge point sink as TLTs don't come cheap at 6 points. Remember point fortresses have been cracked a little by the new FAQ.

Two things.

I think it would be prudent to drop Lando for one of the many other non-Falcon Pilots,

bump Aeron Azzameen to the PS 8 position. And you can drop a crew slot for a turret slot.

Less hull and Shields (as in ORS) balances out the turret cost.

Edited by gabe69velasquez

The longevity of this thread speaks volumes to the interest in the topic.

First off; my comments come are from the perspective of a non-tournament player. I like scenarios and a good-looking playing board. Kudos to those who re-paint! So whether a ship is “needed” (or not) for a tournament squad list is of little importance to me. I want a rich list of enjoyable, playable possibilities. And I am not adverse to tweaking the game to get them.

The YT-1300 offers a wide scope of scummable options. I am talking about the generic YT-1300 and not just the Millennium Falcon. I have searched and found 28 individual YT-1300 freighters in Star Wars literature and movies. 16 of the 28 are specifically identified as pirate or smuggler ships (including the Millennium Falcon). 11 of the 28 are described as customized, modified or highly modified from a stock configuration. So it is likely that many were only ‘off-the-shelf’ versions.

To put that in context, the following is from the Haynes Guide “Millennium Falcon Owner’s Workshop Manual”:

“The YT-series revolutionized the interstellar shipping industry through its unparalleled application of modular design. The common characteristic of all YT-series ships was that they were built around a modifiable circular main corridor, with numerous options for modular compartments that could be mounted around the corridor, radiating out from a central core. A cockpit with large windows was usually mounted on the side of the ship, but was mounted on the top in some models. Each ship was enveloped by a saucer-shaped hull, to which a wide variety of components could be secured. Because entire sections and compartments could be mass-produced and arranged into different configurations as required without extensive retooling, CEC not only saved an enormous amount of money, but was able to market the YT-series at extremely competitive prices. Thousands of YT-series ships were produced, and no two were exactly alike, although there were two typical YT-1300 configurations; freight (YT-1300F) and passenger (YT-1300P).”

Thus it is probable that the standard Corellian Engineering Corporation YT-1300 Light Freighter came with only a single laser cannon, basic shields, navicomputer and required only a crew of 2. And that single laser cannon may not have been on a turret! The freighter was configured to carry 6 passengers and 100 tons of cargo. The passenger version was configured to carry 9 to 15 passengers and 25 tons of cargo. Gabe has posted an example of the turret-less YT-1300 on BoardGame Geek. I like it!

Remember that the Millennium Falcon Expansion Pack has a YT-1300 miniature that you upgrade to the Falcon. Maybe the issue is better identifying what the basic configuration of a stock YT-1300F or YT-1300P should actually be.

So do I think there is a place for a variety of YT-1300 light freighters? Yes!! And I believe that by simply using a variety of cards you can generate a multitude of playable versions for different scenarios and owners.

...

Thus it is probable that the standard Corellian Engineering Corporation YT-1300 Light Freighter came with only a single laser cannon, basic shields, navicomputer and required only a crew of 2. And that single laser cannon may not have been on a turret! The freighter was configured to carry 6 passengers and 100 tons of cargo. The passenger version was configured to carry 9 to 15 passengers and 25 tons of cargo. Gabe has posted an example of the turret-less YT-1300 on BoardGame Geek. I like it!

Remember that the Millennium Falcon Expansion Pack has a YT-1300 miniature that you upgrade to the Falcon. Maybe the issue is better identifying what the basic configuration of a stock YT-1300F or YT-1300P should actually be.

So do I think there is a place for a variety of YT-1300 light freighters? Yes!! And I believe that by simply using a variety of cards you can generate a multitude of playable versions for different scenarios and owners.

1.jpg 5.jpg 4.jpg

That “Millennium Falcon Owner’s Workshop Manual” Haynes Guide is a real treasure, many variant ideas for cards for the stock YT-1300 and others.

Edited by gabe69velasquez

I think that scum YT-1300's would be fine.

I made an entire set.

(2) Space Freighter (Scum)

YT-1300

[2 attack turret]

[1 defense]

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(4) Experienced Space Freighter (Scum)

Ditto + skill

(5/6) *Uhd Rex (Scum)

YT-1300

[2 attack turret] When attacking, if you are not stressed, you may recieve 1 stress token to re-roll 1 die.

[1 defense]

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [skill] [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(6/7) *G-3Q (Scum)

YT-1300

[3 attack turret] At the start of the combat phase, you may assign 1 stress token to an enemy ship at range 1.

[1 defense]

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(3) *FT-28 (Scum)

YT-1300

[3 attack turret] At the start of the combat phase, if you are not stressed, you may receive 2 stress tokens to look at and pick 1 face-down damage card on an enemy ship at range 1-2.

[1 defense] You may flip that card face-up.

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(1) *R7-P9 "Death" (Scum)

YT-1300

[3 attack turret] At the start of the activation phase, if you are stressed, you may receive 3 stress tokens to choose 1 enemy ship. That ship receives 1 damage.

[1 defense]

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(6/7) *T'red G'he'he (Scum)

YT-1300

[3 attack turret] At the start of the activation phase, you may receive 1 damage to instead perform a red full-stop maneuver.

[0 defense]

[14 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(4) *Quf E-Guff (Scum)

YT-1300

[3 attack turret] At the start of the activation phase, you may receive 1 damage to flip 1 face-up damage card face-down.

[1 defense]

[14 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

Cargo Freighter

Title. YT-1300 Only.

Increase your hull value by 1.

Your upgrade bar gains 1 cargo icon.

(cost=?)

Heavy Fighter

Modification. Scum Only. YT-1300 Only.

Your upgrade bar gains 1 hardpoint icon.

Your upgrade bar loses the turret, missile, and illicit icons.

Your energy value is increased by 1.

(cost=?)

Hunters Bounty

Title. Scum Only. YT-1300 Only.

When attacking, you may receive 2 of any combination of: 1 stress token, 1 ion token or, 1 damage.

If you do, you may assign 2 of any combination of: 1 stress token, 1 ion token, or 1 damage to the defender.

(cost=?)

More will likely be coming soon.

Comments?

Edited by gryffindorhouse

I think that scum YT-1300's would be fine.

I made an entire set.

(2) Space Freighter (Scum)

YT-1300

[2 attack turret]

[1 defense]

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(4) Experienced Space Freighter (Scum)

Ditto + skill

(5/6) *Uhd Rex (Scum)

YT-1300

[2 attack turret] When attacking, if you are not stressed, you may recieve 1 stress token to re-roll 1 die.

[1 defense]

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [skill] [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(6/7) *G-3Q (Scum)

YT-1300

[3 attack turret] At the start of the combat phase, you may assign 1 stress token to an enemy ship at range 1.

[1 defense]

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(3) *FT-28 (Scum)

YT-1300

[3 attack turret] At the start of the combat phase, if you are not stressed, you may receive 2 stress tokens to look at and pick 1 face-down damage card on an enemy ship at range 1-2.

[1 defense] You may flip that card face-up.

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(1) *R7-P9 "Death" (Scum)

YT-1300

[3 attack turret] At the start of the activation phase, if you are stressed, you may receive 3 stress tokens to choose 1 enemy ship. That ship receives 1 damage.

[1 defense]

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(6/7) *T'red G'he'he (Scum)

YT-1300

[3 attack turret] At the start of the activation phase, you may receive 1 damage to instead perform a red full-stop maneuver.

[0 defense]

[14 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(4) *Quf E-Guff (Scum)

YT-1300

[3 attack turret] At the start of the activation phase, you may receive 1 damage to flip 1 face-up damage card face-down.

[1 defense]

[14 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

Cargo Freighter

Title. YT-1300 Only.

Increase your hull value by 1.

Your upgrade bar gains 1 cargo icon.

(cost=?)

Heavy Fighter

Modification. Scum Only. YT-1300 Only.

Your upgrade bar gains 1 hardpoint icon.

Your upgrade bar loses the turret, missile, and illicit icons.

Your energy value is increased by 1.

(cost=?)

Hunters Bounty

Title. Scum Only. YT-1300 Only.

When attacking, you may receive 2 of any combination of: 1 stress token, 1 ion token or, 1 damage.

If you do, you may assign 2 of any combination of: 1 stress token, 1 ion token, or 1 damage to the defender.

(cost=?)

More will likely be coming soon.

Comments?

Ironically you seem to have left out the 1 YT-1300 pilot everyone seems to ask for :P

personally (and speaking as a scum player), I don't think we need the yt1300 or yt2400. We have our own ships now. We especially don't need the outrider since the jumpmaster is so similar.

Z-zombie!

These people who say the YT-1300 and the Jumpmaster are the same,

so Scum & Villainy don't need the YT-1300, have these people even looked at the Jumpmaster?

That's so nonsensical and laughable.

28047516965_18c4aed6a2_o.png

Sure, those look identical to me, do they look identical to anyone else (sarcasm)?

It's really as dumb as saying each faction should only have one large ship.

I think that scum YT-1300's would be fine.

I made an entire set.

(2) Space Freighter (Scum)

YT-1300

[2 attack turret]

[1 defense]

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(4) Experienced Space Freighter (Scum)

Ditto + skill

(5/6) *Uhd Rex (Scum)

YT-1300

[2 attack turret] When attacking, if you are not stressed, you may recieve 1 stress token to re-roll 1 die.

[1 defense]

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [skill] [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(6/7) *G-3Q (Scum)

YT-1300

[3 attack turret] At the start of the combat phase, you may assign 1 stress token to an enemy ship at range 1.

[1 defense]

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(3) *FT-28 (Scum)

YT-1300

[3 attack turret] At the start of the combat phase, if you are not stressed, you may receive 2 stress tokens to look at and pick 1 face-down damage card on an enemy ship at range 1-2.

[1 defense] You may flip that card face-up.

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(1) *R7-P9 "Death" (Scum)

YT-1300

[3 attack turret] At the start of the activation phase, if you are stressed, you may receive 3 stress tokens to choose 1 enemy ship. That ship receives 1 damage.

[1 defense]

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(6/7) *T'red G'he'he (Scum)

YT-1300

[3 attack turret] At the start of the activation phase, you may receive 1 damage to instead perform a red full-stop maneuver.

[0 defense]

[14 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(4) *Quf E-Guff (Scum)

YT-1300

[3 attack turret] At the start of the activation phase, you may receive 1 damage to flip 1 face-up damage card face-down.

[1 defense]

[14 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

Cargo Freighter

Title. YT-1300 Only.

Increase your hull value by 1.

Your upgrade bar gains 1 cargo icon.

(cost=?)

Heavy Fighter

Modification. Scum Only. YT-1300 Only.

Your upgrade bar gains 1 hardpoint icon.

Your upgrade bar loses the turret, missile, and illicit icons.

Your energy value is increased by 1.

(cost=?)

Hunters Bounty

Title. Scum Only. YT-1300 Only.

When attacking, you may receive 2 of any combination of: 1 stress token, 1 ion token or, 1 damage.

If you do, you may assign 2 of any combination of: 1 stress token, 1 ion token, or 1 damage to the defender.

(cost=?)

More will likely be coming soon.

Comments?

The real issue with your design is that you are crossing large and huge ship abilities, which I toyed with myself, but sadly the rules are not set up to handle. What real reasoning would you give to start adding Energy to large ships? BTW, there are plenty of existing YT-1300 pilots out there, you don't have to start making them up out of gibberish.

Edited by gabe69velasquez

This thread reeks of the grave...

Did you dig it up to practice your dark arts, or did you make it claw it's way out...

I think that scum YT-1300's would be fine.

I made an entire set.

(2) Space Freighter (Scum)

YT-1300

[2 attack turret]

[1 defense]

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(4) Experienced Space Freighter (Scum)

Ditto + skill

(5/6) *Uhd Rex (Scum)

YT-1300

[2 attack turret] When attacking, if you are not stressed, you may recieve 1 stress token to re-roll 1 die.

[1 defense]

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [skill] [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(6/7) *G-3Q (Scum)

YT-1300

[3 attack turret] At the start of the combat phase, you may assign 1 stress token to an enemy ship at range 1.

[1 defense]

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(3) *FT-28 (Scum)

YT-1300

[3 attack turret] At the start of the combat phase, if you are not stressed, you may receive 2 stress tokens to look at and pick 1 face-down damage card on an enemy ship at range 1-2.

[1 defense] You may flip that card face-up.

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(1) *R7-P9 "Death" (Scum)

YT-1300

[3 attack turret] At the start of the activation phase, if you are stressed, you may receive 3 stress tokens to choose 1 enemy ship. That ship receives 1 damage.

[1 defense]

[7 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(6/7) *T'red G'he'he (Scum)

YT-1300

[3 attack turret] At the start of the activation phase, you may receive 1 damage to instead perform a red full-stop maneuver.

[0 defense]

[14 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

(4) *Quf E-Guff (Scum)

YT-1300

[3 attack turret] At the start of the activation phase, you may receive 1 damage to flip 1 face-up damage card face-down.

[1 defense]

[14 hull]

[4 shields]

[ focus, target-lock ]

( YT-1300 ) { [cargo] [turret] [crew] [crew] [missile] [illicit] } (cost=?)

Cargo Freighter

Title. YT-1300 Only.

Increase your hull value by 1.

Your upgrade bar gains 1 cargo icon.

(cost=?)

Heavy Fighter

Modification. Scum Only. YT-1300 Only.

Your upgrade bar gains 1 hardpoint icon.

Your upgrade bar loses the turret, missile, and illicit icons.

Your energy value is increased by 1.

(cost=?)

Hunters Bounty

Title. Scum Only. YT-1300 Only.

When attacking, you may receive 2 of any combination of: 1 stress token, 1 ion token or, 1 damage.

If you do, you may assign 2 of any combination of: 1 stress token, 1 ion token, or 1 damage to the defender.

(cost=?)

More will likely be coming soon.

Comments?

The real issue with your design is that you are crossing large and huge ship abilities, which I toyed with myself, but sadly the rules are not set up to handle. What real reasoning would you give to start adding Energy to large ships? BTW, there are plenty of existing YT-1300 pilots out there, you don't have to start making them up out of gibberish.

Also energy on large ships is a terrible idea!

And as for the title: Hunter's Bounty: where it gives out stress and ion to people that is ridiculously broken!!!! F*** that!

Edited by knavelead