Scum Aces/Rebel Vets

By Ikka, in X-Wing

So I was talking to one of my FLGS staff yesterday and he was pretty animated about Scum Aces/Rebel Vets. According to him (this is taken with a major grain of salt btw) Scum Aces will be the Starviper & Kihraxz fighter and Rebel Vets will be the E-wing and either the Z95/HWK. Both packs would be out after Wave 9. I'm pretty doubtful as to this being the real line-up/schedule, as FFG doesn't really leak stuff that early. But who knows...

As pure speculation, I don't see this as a bad list for either of the expansions. The Scum gets fixes for the real ships that would make sense in an Ace pack (the Scyk needs fixing, but I don't see it as an ace ship- can be fixed in the first Scum Epic release) while the Rebels hopefully get the fix the E-wing needs to make it more competitive, similar to the TIE Defender. Whether the Z95/HWK need fixing/buffing is kind of an interesting question- what would make either of them better at their given roles as cheap fodder and support ship respectively?

I think E and X wing for Rebel. They seem the worst. Z95 is okay enough, and they could always fix HWK in a scum pack (same for Z95).

I don't think the Hawk or Z need fixes. Still see them regularly, of course not as often as awings or tie or interceptors or bwings, but still see them for decent support rolls, and with Guidance Chips, the Z'95's just became very dangerous to deal with.

Yeah, the T-70 really made the T-65 obsolete. I feel as if we'll see buffs to the T-65 before we see Z or HWK upgrades.

Has your "source"/friend ever given any other information that was actually right?

Things like this pop up all the time for Games Workshop games, and only a few of the posters are ever right...and now are remembered well as which are right and which are flat out wrong.

And I havent seen anyone actually give real rumors source info from FFG ahead of time. Though I admit, I'm not current on rumor creators/insiders for this game.

Edited by knavelead

This sounds like unsubstantiated rumour mongering...

If FFG does that I shall only need to buy IMPERIAL Veterans ;)

Sounds more of a wishlist than a leak to me.

Though I'd be happy to see a real starviper pilot with PS and ability worthy of it.

Never said he could verify it, which is why I specifically said I doubt it in the post. My main point was that I thought it was a little strange that he believed the Rebel Vets would contain the Z95 or HWK, since most people seem to think the X-wing will get in.

I actually don't think the X-wing will be in Rebel Vets. That would be the fourth expansion that has an X-wing in it (Core, X-wing expansion, GR-75), which is more than any other ship. What I do think we'll see is a new astromech or modification that will benefit the old X-wing more than any other ship.

Since one of the three X-wings is packed with the transport, I wouldn't mind a fourth. Also, the vocal part of regular players has asked for improvement for the classic X-Wing and FFG seems to be susceptible to such suggestions. :)

With Imperial Veterans the game is complete, save one more expansion.

You might be able to figure out which one that is.

With Imperial Veterans the game is complete, save one more expansion.

You might be able to figure out which one that is.

I really have no idea! ;):P

the # of x-wing expansions is really meaningless, considering the overall state of the ship

slap it in rebel vets. The Z-95 and HWK are leaps and bounds more useful than everyone the X can boast except for Biggs

the # of x-wing expansions is really meaningless, considering the overall state of the ship

slap it in rebel vets. The Z-95 and HWK are leaps and bounds more useful than everyone the X can boast except for Biggs

Edited by Bojanglez

the # of x-wing expansions is really meaningless, considering the overall state of the ship

slap it in rebel vets. The Z-95 and HWK are leaps and bounds more useful than everyone the X can boast except for Biggs

Try:

Wes Janson, VI, targeting astromech, integrated astromech

Wedge Antilles, opportunist, R2, integrated astromech

Luke Skywalker, opportunist, R2, integrated astromech

99 pointer Wes fires frist. The others target the samen.

Have fun

the # of x-wing expansions is really meaningless, considering the overall state of the ship

slap it in rebel vets. The Z-95 and HWK are leaps and bounds more useful than everyone the X can boast except for Biggs

Try:

Wes Janson, VI, targeting astromech, integrated astromech

Wedge Antilles, opportunist, R2, integrated astromech

Luke Skywalker, opportunist, R2, integrated astromech

99 pointer Wes fires frist. The others target the samen.

Have fun

I have plenty of fun blowing them up, no problem

it's actually playing them that's the issue, especially given how squishy and predictable they are in general and especially when stressed (simply cannot shoot at a ship that gets behind it; no boost/roll)

the only actually effective X-wing is Biggs. Wedge gets close due to his ability, especially when helped out by PTL full mods (off of BB-8) and Jan giving an extra die. Still too squishy and incredibly predictable, but at least it offers a proper punch unlike the incredibly dice-prone opportunist without full focus + TL mods

Edited by ficklegreendice

With Imperial Veterans the game is complete, save one more expansion.

You might be able to figure out which one that is.

Tie tank!

the # of x-wing expansions is really meaningless, considering the overall state of the ship

slap it in rebel vets. The Z-95 and HWK are leaps and bounds more useful than everyone the X can boast except for Biggs

Try:

Wes Janson, VI, targeting astromech, integrated astromech

Wedge Antilles, opportunist, R2, integrated astromech

Luke Skywalker, opportunist, R2, integrated astromech

99 pointer Wes fires frist. The others target the samen.

Have fun

I have plenty of fun blowing them up, no problem

it's actually playing them that's the issue, especially given how squishy and predictable they are in general and especially when stressed (simply cannot shoot at a ship that gets behind it; no boost/roll)

the only actually effective X-wing is Biggs. Wedge gets close due to his ability, especially when helped out by PTL full mods (off of BB-8) and Jan giving an extra die. Still too squishy and incredibly predictable, but at least it offers a proper punch unlike the incredibly dice-prone opportunist without full focus + TL mods

:)

I do have a different experience with them. Granted, it is predictable. But with Wes stripping any defense, the follow up with Wedge and Luke with 4 dice each and TL is quite destructive. For more hitpoints on the Rebel side you can use Keyan Farlander with opportunist and HLC instead of Luke

I don't think the Hawk or Z need fixes. Still see them regularly, of course not as often as awings or tie or interceptors or bwings, but still see them for decent support rolls, and with Guidance Chips, the Z'95's just became very dangerous to deal with.

I don't think that the HWK or the Z-95 need fixes, but maybe some more options would be nice. The nice thing about Scum Z-95s is that every time a new Illicit comes out they gain one more way to function.

To that end, I think that Scum could use an illicit that's like "Nitro Charges", and costs 1pt and says something along the lines of "Action: Discard this card and perform a free boost action, then roll one attack die. On a [crit] result, you suffer one critical damage."

This allows Talonbane to equip a cheap Engine Upgrade that has a little inherent risk, but it only works once, which is fine, because Talonbane is heavily offensive and has a short lifespan. It also gives cheap-one time use boost option to ships like K-Fighters and Z-95s, who can then re-position a bit. Z-95s especially can benefit from this to do on-the-fly blocking if they find themselves in a good spot for it.

Hmmm..... I like this illicit upgrade idea! :)

I don't think the Hawk or Z need fixes. Still see them regularly, of course not as often as awings or tie or interceptors or bwings, but still see them for decent support rolls, and with Guidance Chips, the Z'95's just became very dangerous to deal with.

I don't think that the HWK or the Z-95 need fixes, but maybe some more options would be nice. The nice thing about Scum Z-95s is that every time a new Illicit comes out they gain one more way to function.

To that end, I think that Scum could use an illicit that's like "Nitro Charges", and costs 1pt and says something along the lines of "Action: Discard this card and perform a free boost action, then roll one attack die. On a [crit] result, you suffer one critical damage."

This allows Talonbane to equip a cheap Engine Upgrade that has a little inherent risk, but it only works once, which is fine, because Talonbane is heavily offensive and has a short lifespan. It also gives cheap-one time use boost option to ships like K-Fighters and Z-95s, who can then re-position a bit. Z-95s especially can benefit from this to do on-the-fly blocking if they find themselves in a good spot for it.

Just make it a 1 point card to give him a one use boost. Done, end of rules. Call it Afterburner Pods, or something.

Edited by knavelead

Black Market Engine

Illicit Slot

Cost: 1

Action: As a free action, discard this card and perform a Boost or Barrel Roll action.

Second hand shield generator (illicit, 2 points)

Action: roll a green die. On an evade result gain one shield token up to your shield value. On a blank result discard this card.

Second hand shield generator (illicit, 2 points)

Action: roll a green die. On an evade result gain one shield token up to your shield value. On a blank result discard this card.

Priced right I'd risk that.