Stop Gap measure for S&V Epic ships (House rules for S&V GR-75 transport)

By Marinealver, in X-Wing

Does anyone know of a conversion kit like this for the gozanti or anyone working on it?

What are you looking for? - beyond the card at the top of this very page?

I don't want to speak for the other poster, but I'd be interested in crew cards, upgrade cards, and titles. Just like with the scum gr-75. I don't mind researching and making my own, but haven't had a lot of time and would love examples of what others have done if they're out there.

I wouldn't mind having something that followed the format of the Imperial Gozanti Expansion:

Ships

Gozanti -Class Cruiser

TIE Fighter x2 (alternate blue paint scheme)

Pilots

Gozanti-Class Cruiser

"Scourge"

"Wampa"

"Youngster"

"Chaser"

Black Squadron Pilot (x2)

Obsidian Squadron Pilot (x2)

Academy Pilot (x2)

Upgrades

Elite

Expose

Marksmanship

Expert Handling

Missiles

Cluster Missiles

Homing Missiles

Torpedoes

Ion Torpedoes

Crew

Agent Kallus

Rear Admiral Chiraneau

Construction Droid (x2)

Title

Requiem

Suppressor

Vector

Teams

Ordnance Experts (x2)

Modification

Automated Protocols (x2)

Optimized Generators (x2)

Ordnance Tubes (x2)

Hardpoints

Dual Laser Turret

Cargo

Broadcast Array

Docking Clamps

Cluster Bombs (x2)

Scum & Villainy Gozanti conversion kit:

Ships

Scum Gozanti-Class Cruiser

Scum Scyk Interceptor x2

Pilots

30268542393_cdf1ef3d40.jpg

• Dartas Pytin

• Aleas Rans'ery

• Unique Scyk #3

• Unique Scyk #4

Tansarii Point Veteran

Cartel Spacer

30911683036_4e2e8ffc9d.jpg

Upgrades

Elite

EPT #1

EPT #2

EPT #3

Missiles

30269608363_d392037e85_n.jpg

Missile #2

Cannon

30837591101_a7efede9b9_n.jpg

Crew

30268604793_1047a026c7_n.jpg 30869004136_0ac078f609_n.jpg 30833924492_c580bba9e8_n.jpg

Title

30868786326_c024ea2d89_n.jpg 30893071786_4903eeefd9_n.jpg 25293582549_ac87655e60_n.jpg 30648277690_03c7341793_n.jpg

Teams

Team #1 (x2)

Modification

30605190980_0bb19a1397_n.jpg 30235349114_1cea35f4e0_n.jpg

Mod #3 (x2)

Hardpoints

HP #1

Cargo

25289990249_d864218d1b_n.jpg 30861456791_09e9dc15b3_n.jpg

Cargo #3

Illicit

Illicit upgrade #1

Illicit upgrade #2

Illicit upgrade #3

...So I am still working on this, it's almost half way done. I suppose some input is of benefit.

Edited by gabe69velasquez

Not a fan of the Ion Disrupter killing crew so easily. This basically hard counters any list that relies on crew, as much as I'd love to blast Ol'Paply it screws over a lot more then just him.

All those powerful damage mitigating rebel crew like R2D2, Chewbacca, and C-3PO? Gone, along with Kanan and Finn for Rey. This kills a lot of list.

I don't think I need to even mention the negative effects it would have on Scum. Currently the majority of our small ships are weak and our large ships are mostly good because of our awesome crew options. If something like your Ion Disrupter hits the meta we'll probably be set back to Bro-bots being the only competitive scum list by virtue of how good this would be on them.

Honestly even at 5 points I think I'd still find good use for it even if it just had the Ion and face up damage card effect. It can still get 2 damage via direct hits and if not I could still cripple their ship to the point of being useless. If you want to keep the crew killing idea may I suggest upping the cost a bit and making it so it only triggers if you hit a target that's already suffering from Ion. This would mean you'd need to hit a small ship twice or a big ship ship 3 times in a single turn to kill a crew member. This would mean you'd need to focus fire between multiple cannon ships or set the enemy up with a EMP or Connor Net to snipe an enemy crew member. This would still be situationally useful without being so effective that it makes crew ships non-viable.

As for Hondo, considering how he is in the show I want him to have a really trolly ability.

Hondo_Ohnaka_Front_Face.png

At the start of the combat phase all ships in range 1-2 must roll one attack die. On a hit remove all evade, target lock, and focus tokens. On a critical hit receive one stress along with the previous effect. This ship gains up to one of each type of token that was discarded.

I feel it's rather scummy in that it screws with everyone in range, not just your opponent. An obvious combo would be Manaroo with Hondo and ML. You hope to remove your opponents tokens but if you don't you'll at least pass out focus with ML with the possibility of evade and target lock via Manaroo's ability. On a bad roll you could also give your whole squad stress, but hey, no risk no reward right? :P

Edited by BomberGob

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.

PDF file from filedropper.com everything should be at X-wing scale and ready to print from this file. (note: from time to time the file is removed and I have to re-upload it. If the link takes you to the filedropper.com homepage let me know and I'll get it fixed.)

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.

Scum_Gr75_version_2.jpg

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

black_market_transport.png

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)

Bloody_Credit.png

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 :o . Also that imperial fleet officer might look good in a metal bikini. :P 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.

• 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)

Vasudra.png

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)

black_sun_q_ship.jpg Q_ship.jpg

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)

death_merchant_II.jpg

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 :D ). 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.

Black 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( :ph34r: <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)

Tomaas_Azzameen.png

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

Arns_Grimraker.jpg

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.

Scum_Huge_Ship_Battle.jpg

Hi there! The PDF seems to be inaccessible. Could you please upload it again? Thanks so much!

Not a fan of the Ion Disrupter killing crew so easily. This basically hard counters any list that relies on crew, as much as I'd love to blast Ol'Paply it screws over a lot more then just him.

All those powerful damage mitigating rebel crew like R2D2, Chewbacca, and C-3PO? Gone, along with Kanan and Finn for Rey. This kills a lot of list.

I don't think I need to even mention the negative effects it would have on Scum. Currently the majority of our small ships are weak and our large ships are mostly good because of our awesome crew options. If something like your Ion Disrupter hits the meta we'll probably be set back to Bro-bots being the only competitive scum list by virtue of how good this would be on them.

Honestly even at 5 points I think I'd still find good use for it even if it just had the Ion and face up damage card effect. It can still get 2 damage via direct hits and if not I could still cripple their ship to the point of being useless. If you want to keep the crew killing idea may I suggest upping the cost a bit and making it so it only triggers if you hit a target that's already suffering from Ion. This would mean you'd need to hit a small ship twice or a big ship ship 3 times in a single turn to kill a crew member. This would mean you'd need to focus fire between multiple cannon ships or set the enemy up with a EMP or Connor Net to snipe an enemy crew member. This would still be situationally useful without being so effective that it makes crew ships non-viable.

As for Hondo, considering how he is in the show I want him to have a really trolly ability.

Hondo_Ohnaka_Front_Face.png

At the start of the combat phase all ships in range 1-2 must roll one attack die. On a hit remove all evade, target lock, and focus tokens. On a critical hit receive one stress along with the previous effect. This ship gains up to one of each type of token that was discarded.

I feel it's rather scummy in that it screws with everyone in range, not just your opponent. An obvious combo would be Manaroo with Hondo and ML. You hope to remove your opponents tokens but if you don't you'll at least pass out focus with ML with the possibility of evade and target lock via Manaroo's ability. On a bad roll you could also give your whole squad stress, but hey, no risk no reward right? :P

...I wanted to get back to this job, but my wife took us out of the country for the week.

Edited by gabe69velasquez

Not a fan of the Ion Disrupter killing crew so easily. This basically hard counters any list that relies on crew, as much as I'd love to blast Ol'Paply it screws over a lot more then just him.

All those powerful damage mitigating rebel crew like R2D2, Chewbacca, and C-3PO? Gone, along with Kanan and Finn for Rey. This kills a lot of list.

I don't think I need to even mention the negative effects it would have on Scum. Currently the majority of our small ships are weak and our large ships are mostly good because of our awesome crew options. If something like your Ion Disrupter hits the meta we'll probably be set back to Bro-bots being the only competitive scum list by virtue of how good this would be on them.

Honestly even at 5 points I think I'd still find good use for it even if it just had the Ion and face up damage card effect. It can still get 2 damage via direct hits and if not I could still cripple their ship to the point of being useless. If you want to keep the crew killing idea may I suggest upping the cost a bit and making it so it only triggers if you hit a target that's already suffering from Ion. This would mean you'd need to hit a small ship twice or a big ship ship 3 times in a single turn to kill a crew member. This would mean you'd need to focus fire between multiple cannon ships or set the enemy up with a EMP or Connor Net to snipe an enemy crew member. This would still be situationally useful without being so effective that it makes crew ships non-viable.

V2

31150776926_595b02d68b.jpg

After considering your points I made a revision.

As for the Hondo and cards for other characters,

I haven't started watching season 3 yet, not until the season is finished.

So I have lots of reading to do, that I'm avoiding, if I'm going to evaluate

any cards for them or make my own.

It has come to my attention that many people have been having difficulties with the File Dropper link and the file somehow is empty. I did a fresh upload of the file which has a new link. http://www.filedropper.com/scumgr-75kit_1 . I have made the changes to the hyperlink to the original post as well however I will be taking a look at uploading it to either Team Covenant or Game Board Geek to see if either of those would provide a more stable platform.

Okay, the site did another purge so I re-uploaded it and the old link is working again.

You should be able to find it HERE .

Retirement Plan.

SO with the latest announcement this is the coming end of the GR-75 scum conversion kit but just not yet. I still plan on retiring the kit when it comes out in my local FLGS and I can purchase it along with everyone else. At that time I will change the status in my sig from (completed) to ( retired) check on the link one last time and then just let the hosting site drop it when ever they get around to refreshing their servers. But until then I will continue to support and keep the link up and running. In the meantime feel free to enjoy the kit and message me for any questions or problems with the filedropper link. I will also upload a copy to boardgame geek just for preservation sake. But once the official ship is out there is no need for the unofficial ship.

That being said I would like to extend a thank you to AnotherDork's Blog for providing the real full playtest for the ship. I had difficulty getting other X-wing players to try something other than standard let alone house rules for an Epic game when most local x-wing players don't even have (or didn't bring) the huge ships.

Here's our playtest of the GR-75 kit for anyone who's interested: https://anotherdorksblog.wordpress.com/2016/03/16/scum-gr-75-play-test/

TL:DR- It was really fun!

So never got to a full playtest. A couple of half epic games was the best I got. But there were some interesting things I found out.

  • Epic Paper-Rock-Scissors meta is in full effect where fighter wing beats gunship; gunship beats squadron support ship; and squadron support ship beats fighter wings is in effect.
  • The scum GR-75 doesn't win all the even (scissors-scissors) match ups. So a Death Merchant or Death+Q-ship will always lose to CR-90 or Raider. The support GR-75 ship (without firing arcs) will loose to Gozanti, but does alright against a Rebel GR-75 naturally as they still are both the same ship.
  • The Death Merchant with a Q ship does great against a lone Gozanti or a pair of Rebel transports jumping on the weaker huge ships.

I might continue to try those house rules depends on how much time I have after class.

Anyways hope you all enjoyed it. This looks like the scum equivalent to the GR-75 transport/Gozanti carrier. I can't wait to see what will we get for the equivalent of the CR-90/Raider.

Edited by Marinealver

I really don't see a reason to retire the kit. It's a good idea and a fun addition for casual players.

I really don't see a reason to retire the kit. It's a good idea and a fun addition for casual players.

As I said in another post I don't want to inadvertently compete with FFG's even for house rules (especially with Disney in the background milking all the money they can from the $tar War$ IP). That's also the reason why I went with more obscured fluff in the EU and avoided adding upgrades like Jabba the Hutt as a crew member. When I made this kit I felt it as a necessity for Epic play and it just about was as it was well over a year (and still not out yet) until Scum get's their huge ship for Epic. Again I'm not telling people to stop playing with it. I don't believe in telling others how they should enjoy X-wing. I will just stop re-uploading the link when the C-ROC cruiser comes out.

I will also upload a copy to boardgame geek just for preservation sake. But once the official ship is out there is no need for the unofficial ship.

If you do this, will you keep your signature link [retired] pointing to the thread and change that to point to the BGG location?

...and, as a reason for the 'unofficial' ship [at least for a while], there will be a lot more GR-75's around than C-ROC's ;)

Cheers for all your work on this,,,and, even more, all the times you've had to renew the Filedropper! :rolleyes:

Edited by ianmiddy

DAT...

60SA.gif

SCUM%2BKAVIL%2BY-WING.PNG SCUM%2BHUTT%2BCARTEL%2BSCYK.png

SCUM%2BHUGE%2BGR%2B75.PNG SCUM%2BBSOBA%2BFS31.PNG SCUM%2BKAVIL%2BY-WING.PNG SCUM%2BHUGE%2BC-ROC.PNG SCUM%2BSCYK%2BROC.PNG SCUM%2BHUTT%2BCARTEL%2BSCYK.png

SCUM%2BHUTT%2BCARTEL%2BZ-95.png SCUM%2BHUTT%2BCARTEL%2BZ-95.png SCUM%2BTORKIL%2BHWK.png

SCUM%2BNDRU%2BZ-95%2BHH.png SCUM%2BSUE%2BSCYK.PNG SCUM%2BHUTT%2BHF.PNG SCUM%2BHUGE%2BGR%2B75%2BB.PNG SCUM%2BHUTT%2BCARTEL%2BZ-95.png SCUM%2BHUTT%2BCARTEL%2BZ-95.png

SCUM%2BHUTT%2BCARTEL%2BZ-95.png

I will also upload a copy to boardgame geek just for preservation sake. But once the official ship is out there is no need for the unofficial ship.

If you do this, will you keep your signature link [retired] pointing to the thread and change that to point to the BGG location?

...and, as a reason for the 'unofficial' ship [at least for a while], there will be a lot more GR-75's around than C-ROC's ;)

Cheers for all your work on this,,,and, even more, all the times you've had to renew the Filedropper! :rolleyes:

I'll probably put an update in the OP directing people where to find it but that's not until the C-ROC gets released. The link will still continue to work for now so I'll worry about the follow up when it gets there. It's still going to take some time (and possibly a delay or two) before we see it on store shelves.

Truly awesome work!

However, the link appears to be broken again :(

Edited by JustinKase

Truly awesome work!

However, the link appears to be broken again :(

Sorry about that. Had the homepage link instead of the download link. Anyways fixed it. Thanks for bringing it to my attention.

Just an update, Had to re-upload the file again on file dropper. I will continue to do so up until I see the C-ROC in stores.

As the new forum has removed signatures (and the link the this thread in my old signatures) and also for a more permanent link I have posted the PDF file on Game Board Geek you can find it here .

On 10/01/2017 at 0:01 AM, Marinealver said:

That being said I would like to extend a thank you to AnotherDork's Blog for providing the real full playtest for the ship. I had difficulty getting other X-wing players to try something other than standard let alone house rules for an Epic game when most local x-wing players don't even have (or didn't bring) the huge ships.

Dude, it was our pleasure to test it. I've been inspired to make a Scum YT-2000 and I will be running a Scum GR-75 Vasruda alongside it (probably in August.) Here's a link to my YT-2000 kit by the way https://anotherdorksblog.wordpress.com/2017/06/30/family-ties-expansion/

Don't ditch the GR-75 kit, it's really good and I'll certainly still be using it. My only issue with it is the pilot card should be one pilot skill lower than the Rebel one to justify the same price having an illicit slot. Other than that, it's well balanced.

On 6/30/2017 at 12:29 PM, baxio said:

Dude, it was our pleasure to test it. I've been inspired to make a Scum YT-2000 and I will be running a Scum GR-75 Vasruda alongside it (probably in August.) Here's a link to my YT-2000 kit by the way https://anotherdorksblog.wordpress.com/2017/06/30/family-ties-expansion/

Don't ditch the GR-75 kit, it's really good and I'll certainly still be using it. My only issue with it is the pilot card should be one pilot skill lower than the Rebel one to justify the same price having an illicit slot. Other than that, it's well balanced.

not going to ditch it but it is retired so to say. I will have it attached to this thread if I can squeeze some room between this and my other alternative format for "Allies & Mercenaries" format. I have been a way for some time, had some computer problems recently and still trying to get them resolved.

Well now that Epic format has its own forum (about time) I posted a new thread with the PDF file as an attachment so it will stay on as long as FFG keeps these forums. You can find it here

https://community.fantasyflightgames.com/topic/267641-scum-gr-75-conversion-kit/

Edited by Marinealver
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