This is a conversion kit for the rebel transport for playing in a Scum & Villainy epic list.
It is only intended to give Scum and Villainy an option for huge ships to play against the huge Imperial and Rebel ships until FFG releases a huge Scum and Villainy epic expansion pack.
UPDATE: With the announcement of the C-ROC cruiser for Scum the need for this conversion kit is coming to an end thus approaching retirement. That being said since the ship is not out I will still continue to support the kit for any and all who would like to try it for themselves until the appointed time of release which is when I can buy it from the stores. I will continue to maintain the filedropper.com link below until that day in which I will check one last time on the link change the status in my sig from ( completed) to (retired) then I will just let the webserver drop the link. Until then feel free to message me for any questions about the kit and if you have any problems with the link. I'll also post it up on boardgame geek but other than that once the scum ship is out I will not be refreshing the link. I hope you enjoyed this kit and it gave you ideas on how to prepare your cruiser coming up in the future epic X-wing games.
Go to the Epic Subforum for discussion and PDF download for this kit.
link below
https://community.fantasyflightgames.com/topic/267641-scum-gr-75-conversion-kit/
Well once the raider comes out the S&V will be the outcast as they don't have access to their huge ships. So sort of like the house rule in which to allow Imperial players to play with an epic ship the logical (and obvious choice) is to let the S&V have the GR-75 as a faction-less ship. Or have the Rebels loan the GR-75 medium transport to the Scum and Villainy until they get their own ship.
Now lets face it there really is no scum only crew that brings a benefit to the GR-75. So for +0 points all S&V GR-75 should gain 1 illicit upgrade slot , just for being an S&V epic ship. (It is natural for the S&V to try and smuggle in illegal substance hidden with legitimate cargo such as feedback array.)
Now with that out of the way lets talk about some non-unique and unique titles that can be added to help out a little bit more. S&V GR-75 can only take a title upgrade that include Scum Only .
thanks to gabe69velasquez for the GR-75 card and the Bloody Credit title.
Click HERE for the Scum base tile of the GR-75
Proxy Title Upgrades : As of now they only exist on paper so just print a copy of these and add them to a roster sheet. However they should function like any other title. Just that they are proxy titles only.
Black Market Transport
Scum only, GR-75 only
2 point +2 energy
- Gain 2 <illicit> upgrade slots. You may use any <illicit> upgrade card once per turn even if you have already used a copy of the same upgrade on the same turn.
Nothing much here but just more goodies. How about 3 hot shot blasters? or a hot shot blaster and 2 Feedback arrays. How about loaded with 3 dead mans switches to become a giant bomb doing 3 damage to everything within range 1 when it explodes?
- The Bloody Credit (unique)
Scum only, GR-75 only
3 points +1 energy
- You may equip one <crew> upgrade with the either rebel only or imperial only in the text.
So since Scum crew is so underwhelming for GR-75s, why not "borrow" more things from those friendly factions you have such good business dealing with? So put on a rebel captive and watch the stress rise for slicer tools. Or how about stick Leia Organa in a metal bikini and watch your 4 IG-2000s be S-looping like CRAYZEE . Also that imperial fleet officer might look good in a metal bikini. Now of course once an S&V epic ship comes out they will be giving everything they borrowed back like the gentle uhh..slugs that they are. Also thanks to gabe69velasquez for the idea of a unique title that fits with the Star Wars cannon. To be honest stealing a card from another faction should be a unique trait.
On 5/18/2015 at 8:16 PM, gabe69velasquez said:• The Bloody Credit - a GR-75 medium transport that was used as a slave ship during the early years of the Galactic Empire.
- Vasudra (unique)
Scum Only, GR-75 Only
4 points +1 Energy
- Your upgrade bar gains 1 cargo. When you reveal a speed 3 or 4 maneuver gain 1 energy energy token.
The GR-75 transport used by the Azzerman family. This was apparently destroyed by imperials when assisting the rebel evacuation from Hoth (not by choice). Still loading up with just a little more cargo and givning it the ability to gain energy at all maneuvers (including the full speed ahead 4) make this title somewhat thematic on its famous but fated, final flight of the Vasurda.
Black Sun Escort Q-Ship (Click HERE for the Scum GR-75 base with the forward firing arc)
Scum only, GR-75 only
10 points +0 energy
- Your upgrade bar loses 1 <crew> and 1 <cargo> slot and gains a <hardpoint> slot. Your fore section gains a forward firing arc.
Well you are going to need the 5 range ruler from the Tantive IV or Imperial Raider expansion along with a transport to use this title. The front facing arc shouldn't be too difficult to trace but then again if needed someone with some Photoshop abilities can likely print our the firing arc of an aggressor and place it on the base of the GR-75. But now S& V has a ship that can engage at range 5 along with the big boys. Add combat retrofit and you got a true, yet ramshackle, of a warship. Non-unique also means hey why not bring 2 to the party? You got 300 points and these ships will only cost 58 points to attach a single turbo laser on them?
- Death Merchant (unique)
3 0 points +1 Energy
Scum Only, GR-75 Only
- Your upgrade bar loses <cargo><cargo> and gains <hardpoint><hardpoint> <Team> and your fore section gains a firing arc.
A Pirate's life for me! Okay we are going a little overboard here (guess someone has to walk the plank, if they had planks in space ). But here is a huge ship with multiple weapons, and access to the team slot which like the hardpoint unavailable to Scum until a huge ship is introduced. Sacrificing cargo for weaponry instead of Crew allows for more flexible builds.
QuoteBlack Sun Escort Q-ship<hardpoint><crew><cargo><cargo><illicit>
Death merchant Q-ship
<hardpoint><hardpoint><team><crew><crew><cargo><illicit>
However this gives you more options when upgrading the ship like adding Gredo and the newly spoiled Bossik crew so you can still gain a target lock by attacking at range 5. Also add the glitterstim and be the only huge ship that can make use of focus results when they show up on the dice. 30 points might seem like an insane amount to ask but this is turning a civilian ship into a full warship that can make multiple attacks. I'm sure this will make any space pirate, proud( <not if I have something to say) )!
Now on for Crew upgrades that can be played with the S&V GR-75. Both of these upgrades are unique and have the restrictions Scum Only, and Huge Ship Only , making them only playable with this kit.
Up first for support ships we have the Captain of the Vasudra,
- Tomaas Azameen (unique)
10 points Huge Ship Only, Scum Only
- When Performing a jam action, you may assign an ion token instead of a stress token untill that ship has up to 2 ion and/or stress tokens.
This really makes the jam action hurt. You can stress+ion a small ship or double ion large and huge ships for more control options. 10 points is not cheap but what do you expect when you hire the entire Azzameen family.
Coming up next is the captain of the Death Merchant.
Arns Grimraker
15 points Huge Ship Only, Scum Only
- Once per round you may spend 1 energy to perform an attack at an enemy ship outside your firing arc at Range 1-3 with a <hardpoint> secondary weapon.
After the mess that was the 1st death merchant many forum members said that it should have been two cards and I have to agree. 15 points should be good for giving a ship the ability to fire out of arc. It is best to put this on the Death Merchant who has 2 hardpoint slots so you can use hardpoint combinations to cover all range bands 1-3. But this is your ship so you can choose what combinations you think will work best.
Now of course once an S&V epic ship comes out there will be no need for these house rules. However this should be able to give the S&V some options until then so they can go play with their rebel and raider friends.
If you like please leave a comment or if you don't like let me (and everyone else) know why.
Edited by Marinealver