Thoughts on this Scum GR-75

By VoiceoftheForce, in X-Wing

So in addition to being really new to the forum posting scene, I'm also rather new to Epic Play. I know there have been some posts floating around about house rules for a Scum and Villainy (SV) GR-75 so I searched the internet for an awesome card creator (found at http://cgjennings.ca/eons/ ---you might have to copy and paste the link) and went to work coming up with some ideas. Let me just start by saying, I don't know much about some of the fringe characters and ships in the expanded universe so I kept the ship names and pictures generic and avoided crew and team upgrades for now. So far I've only come up with the ship card, ship token, 3 titles, and 3 cargo upgrades, and 1 hardpoint upgrade. I think they all seem pretty solid. I just wanted an opinion from someone more experienced.

TL;DR: Thoughts on my card ideas for a SV GR-75? The images and names for the titles are placeholders. I'm more focused on the viability of the card rules.

I'll give just a quick discussion of why I chose these cards specifically:

GR-75 Medium Transport: Here we have the generic pilot card with some new SV aesthetic flavor added to it. Same price, same stats, same actions, and same upgrade slots with an illicit thrown in there. A house rule, of course, would obviously have to be that the SV GR-75 can only equip titles with the "Scum only" restriction. Before we get to the titles, I'm going to go over some of the upgrades I came up with next.
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Illegal Weapon Mount: This card is rather self-explanatory, but one of the main attractions to this SV huge ship giving the GR-75 directly offensive capabilities.

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Ship Token: While we're on the topic of the firing arc, I'd just like to point out that the arc I chose seemed to make the most sense when looking at the anatomy of the ship.

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Long Range Laser Cannon: With the firing arc being much smaller and closer to the front of the ship compared to other huge ships, I wanted to give the SV GR-75 a hardpoint that would be more forgiving than the niche hardpoints that have already been released. Maybe I'm wrong. Thoughts? (The software I used to create the cards didn't have an option for the 'Attack (Energy):' header, so I just used the 'Attack (Focus):' header as a placeholder).

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Targeting Systems: Every other huge ship can target lock, so why not the GR-75?

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Smuggling Compartments: To spice this ship up with a little more SV flavor, let's add another illicit upgrade slot.

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Corsair: This gives the SV GR-75 the opportunity to utilize teams.

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Merchant: This card allows you to really beef out your SV GR-75. Maybe slapping Combat Retrofit in there for some real tankiness?

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Scoundrel: What would the SV be without their illicit upgrades? This title definitely changes up SV gameplay. Give a friendly a second use on their illicit, or keep it for yourself. Pairing this title with Smuggling Compartments definitely makes things interesting. The way I have it worded at the moment, were you to upgrade your SV GR-75 with both Smuggling Compartments and the Scoundrel title AND choose yourself as the user of Scoundrel's ability, you are still limited to only doubling up on ONE of the illicit upgrades ---whichever one you discard first.

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Edited by VoiceoftheForce