2 crew slots. Once per round, you can modify any die that has been rolled twice to any other result. The usual Scum essence where they kinda have some awesome Rebel/Imperial power, but slightly broken. It makes up for the rolled twice pre-cursor by not having the "friendly" restriction.
Crew Card Ideas: Jabba the Hutt
Oh wait, we're getting legitimate now?
How about friendly ships within range 1-2 add a focus result to all die rolls. This focus result can not be rerolled.
10 points!
Edited by VulfJabba (4pts)
2 Crew
"You cannot modify attacks when attacking. Enemy ships cannot modify or cancel any dice when attacking you or defending against your attacks."


Can't decide if it'd be better as a strange board-wide effect that could also effect enemy ships or if it's best just on the ship he's on. I like board-wide for such big costs.
Latts Razzi would get a kick out of the 4 point Jabba, which I don't think is good enough to warrant two crew slots. That's Jabba on a diet, you can squeeze him into one. Why not make is a generic Hutt Cartel Underboss?
Also throwing Omega Leader's ability around is not great. Especially since you will invariably use the same Juke ept on your ships.
Omega Leader is a 2 attack dice ship with 4 hitpoints and the requirement of needing a target lock on the singular enemy he will effect.
That 2nd Jabba card is closer to what a 20 point crew would be than an 8 point one.
I hope he's not more than two crew slots. I'd like to be able to put him on large ships (e.g. YV-666) and not just huge.
pretty sure the YV-666 does have 3 crew slots...
Anyways, I really like the idea to give a free action to one ship per turn that skipped its perform action step for any reason.
Edited by nitrobenzpretty sure the YV-666 does have 3 crew slots..I hope he's not more than two crew slots. I'd like to be able to put him on large ships (e.g. YV-666) and not just huge.
Besides, Jabba could ideally fit on the falcon and other ships. I thought the emperor taking up two slots was some kind of intended balance decision or something, not because of his size.
Edited by Darth PlebThat 2nd Jabba card is closer to what a 20 point crew would be than an 8 point one.
Ah! But, Omega Leader can modify his own attack dice with his ability, while Jabba removes that ability so it honestly is 100% left up to the chance of what you roll. Any upgrade left to chance has been notably cheaper (See Lando that, who possibly give two actions but is up to chance, thus is only 2 points)
-1 agility after revealing a straight maneuver, +1 agility when revealing a bank or turn.
Jabba is a tradesman and (cruel) leader of an illegal enterprise. He's not much of a fighter. I can only imagine him being useful during dog fights this way:
Jabba the Hutt - Crew - 1 pt
"Immediately after taking an action, you may discard this card and receive a stress token to perform a free Boost action."
Edited by Stetto"This bounty hunter is my kind of scum. Fearless and inventive."
Jabba the Hutt
2 Crew
Once per turn, a friendly ship that would otherwise skip its Perform Action step may complete that step as normal.
Basically a reward for doing something crazy and/or stupid.
What about a bounty mechanic for Jabbas card? At the start of the combat phase you must declare one enemy ship the target of a bounty, until the end of the combat phase all friendly ships must declare this ship the target of their attacks where possible. Attackers may change 1 blank result to a hit.
Edit: might be more fun to change all blanks to hits but make you declare the target after dials but before movement.
Edited by FrostweaselThe empire turned a blind eye to Jabba's activities, so did the resistance/republic to some extent (slavery, etc.)
So "discard this card to deal the 'blinded pilot' critical card at the end of the combat phase"
It's underhanded and cheap, like it should be. Very scummy and not fair. Like throwing dirt in someone's eyes.
I did this last year:

Of course, Jabba needs this:

"After you execute a maneuver, if you overlapped a ship and that ship is in your firing arc, that ship is immediately destroyed"... ![]()
Jabba (6pts)
2 Crew
"At start of combat phase, all enemy ships at range 1-2 get -2 points to their pilot skill, minimum 0, and all friendly ships at range 1-2 get +2 pilot skill."
Honestly I'd probably prefer the activation phase to the combat phase. I'd much rather screw up opposing arc-dodgers as opposed to just getting to shoot earlier (if I have a shot)
That 2nd Jabba card is closer to what a 20 point crew would be than an 8 point one.
Ah! But, Omega Leader can modify his own attack dice with his ability, while Jabba removes that ability so it honestly is 100% left up to the chance of what you roll. Any upgrade left to chance has been notably cheaper (See Lando that, who possibly give two actions but is up to chance, thus is only 2 points)
In the turn he used his action to target lock, he won't be modifying his dice, barring some external mod like Howlrunner, which doesn't usually go in a list with OL. And it is also likely he will need to use target lock on a new target, or replenish an evade token. Omega Leader modifications do not happen very often at all, and the most likely way he'll get to, is sometimes having a focus token when rolling 2 attack dice.
Both of them will get access to Juke, In the YV-666 + Jabba, the juke will be on one of your small ships.
Only that Jabba upgrade has an unlimited range ability that could help protect a ship against a potential 8+ attacks per round in a 100 point game.
It is basically the ultimate I-win-button. You screw the hell up and end up with one of your ships in the firing arcs of the entire enemy force.
It stops accuracy corrector, it stops target lock + focus, it stops Guidance Chips, it stops Palpatine crew potentially because of the way it is worded.
All this, unlimited range, no action. Turning your entire force into potential Omega Leaders that don't require target locks and have more than 2 attack dice, this is not an 8 point card.
Edited by Vulf