The Empire Should Hire Bounty Hunters

By Boba Rick, in X-Wing

If this thread is due to the butt hurt about Sabine's TIE then I have already wasted enough time on it.

No that would be the Where the Heck is the Rebel Tyderium expansion pack? thread.

Oh my gosh that would be awful.

Now when I watch anything Star Wars I'm going to wince when Rebels/Resistance steal the bad guys stuff.

I think recruiting a scum ship makes more sense than having scum crew aboard an imperial ship during a dog fight.

Flip your idea around and have a Scum only EPT that allows the ship and pilot to fly in an imperial squad.

Edited by Arttemis

ALRIGHT. FINE. Imperial players, the Rebels give in. They're getting a unique TIE Fighter, so you can have a couple of unique Z95s. Happy now? Now EVERYONE has the Z95.

I think recruiting a scum ship makes more sense than having scum crew aboard an imperial ship during a dog fight.

Flip your idea around and have a Scum only EPT that allows the ship and pilot to fly in an imperial squad.

There'd have to be some serious restrictions or a heavy cost to do something like that.

Imperial Assault's version:

temporary-alliance-imp.png

I think recruiting a scum ship makes more sense than having scum crew aboard an imperial ship during a dog fight.

Flip your idea around and have a Scum only EPT that allows the ship and pilot to fly in an imperial squad.

There'd have to be some serious restrictions or a heavy cost to do something like that.

Imperial Assault's version:

temporary-alliance-imp.png

To be fair, the bounty hunters that exist are really overpriced except for Bossk, so its almost not worth it to take them in their own faction, let alone another for more points. Not to say I dislike Temporary Alliance, I use it all the time to bring some Rebel Support into my Mercs. Or have you tried HK Assassin Droids in a list with General Sorin/Advanced Comm System? Do it, you thank me.

But I digress... that's a discussion for another thread.

I think it's too easy and too flavorful NOT to happen eventually.

The Empire already has Illicit Tech! Who do you think the scum stole it from? Who do you think ruled that it's ILLICIT in the first place? They just need to be allowed to use it.

It'll happen. We'll get a BH/Imperial cross over to update the firespray and hopefully give us "contracts" and "traps"...conditions are a great way to slide this in.

The thing about the TIE Fighter is that it is a very restrictive craft, the only upgrade slots it has are modification and EPT, both of which are generally avalible to both factions, the only thing that makes the TIE Fighter for Rebels interesting, is the fact there are only uniques so no generics, I don't think a miniswarm will be viable looking at Zebs ability. Of course we don't know for sure until we see Ahsoka and Rex's abilities, but they probably designed this ship in mind with only one being flown at a time.

The title does allow you to put a crew upgrade on the TIE Fighter though, which is where it becomes unique and interesting, let alone the illicit slot. This is thematic because there was an episode where they had someone flying shotgun in the cockpit with the pilot. The illicit is there to probably represent the idea that it was highly modified by sabine, plus by that time in the series, they weren't officially with the Rebel Alliance (only Hera and Kanan truly knew). Mechanically its also one of the few ways Rebels can get an illicit if you count the falcon mod that is due out soon.

I like the idea of the Empire or the Alliance being able to hire bounty hunters (the Alliance did hire people too). The problem is interactions and futureproofing, once you start to mix factions you realise just how easy it is to create a very powerful combo that verges on broken. Can you imagine flying palp aces with Biggs in there? Probably not the best example, but keeping things contained to a faction is what keeps it easy to balance. If you open up Scum to either faction or even just crossing the factions in any way you end up with interactions that someone didn't expect that may end up hurting the game. That's also why we'll never see an astromech slot on an imperial ship. They'd have to either make a brand new astromech slot, like they did for scum, or erata the old cards to say Rebel only, which is unlikely.

Bossk with Vader on board and Mangler cannon would be nasty. Throw in a way to get good quality and you end up with a ship that can throw out 2 hits, a crit which becomes another 2 hits, and then a crit from Vader. Omega Leader + Palpatine + 4-LOM (crew) means no ship will ever be able to defend against anything, not even evade tokens can add results and thus provide a little bit of surviability, and with Palpatine you can make sure Omega Leader survives, or even 4-LOMs ship. Maybe Ketsu combined with a double tapping defender list running tractor beams? TIE Phantoms with Gonk regen? No thank you.

That's the thing, this Rebel expansion has been designed to work within the confines of the game and is highly restricted, the only choices you get are crew and illicits, which are big choices, but ones that can be much easier to regulate than an entire faction worth of ships, and upgrades.

Edit: A Rebel interaction I just thought of: Thane with R2-D2 (Astromech), and Gonk Crew paired with Biggs...ouch...do a green gain a shield, enemy shoots at Biggs, Thane activates his ability to get a shield onto Gonk. Biggs gets shot at again meaning that Thane has the potential to heal two shields per round. The saving grace is that you can't put Draw Their Fire on Thane. Rebel Regen is a thing...but that's way too much.

Edited by Ebak

Thing is I can see a TIE/Z-95 swarm for rebels.

I would just house rule stuff like this. Perhaps make up some scenarios where Rebels and Imperials can mix with Scum. Any official mix of the factions would impact on Scum's value as a unique factions.

I would just house rule stuff like this. Perhaps make up some scenarios where Rebels and Imperials can mix with Scum. Any official mix of the factions would impact on Scum's value as a unique factions.

Here is an idea for mercenary/allied point limits based upon the squadron pint value of the list. You could take this and apply it to Say Resistance/Rebel and Empire/1stOrder list. As of now only scum can be mercenaries.

So pick one of the 5 sub-factions and you can either pick an ally or a Mercenary. Allies being in the other sub-faction in your primary faction. Only the Scum and Villainy faction can be Mercenaries.

The point cost of the ally pilot and any upgrades equipped to that ship count towards your Ally Point Limit. Ally Point Limit is based on the total point cost (ally and faction) of your squadron list.

Ally-Mercenary point limits are as follows:

  • Less than 60 points 15 points of allies
  • 60-89 points 20 points of allies
  • 90-99 points 30 points of allies
  • 100+ points 40 points of allies
Edited by Marinealver

I think it would be cool to let the Empire hire Scum ships, though balancing might get difficult. The way I always figured they would do it is with a new Illicit Upgrade, Imperial Contract. Cost 2-4, this ship may be taken in an Imperial list. It makes sense that being hired by the officials would force you to do things a bit more "by the book" (hence no illicit upgrade), but the Empire can pay an upcharge to have access to Scum ships and their other upgrades. Probably add a "Unique pilot only" restriction too. I hardly think it's necessary, but would be cool to have some of the classic Empire Strikes Back bounty hunter represented in an Imperial list.

I think it would be cool to let the Empire hire Scum ships, though balancing might get difficult. The way I always figured they would do it is with a new Illicit Upgrade, Imperial Contract. Cost 2-4, this ship may be taken in an Imperial list. It makes sense that being hired by the officials would force you to do things a bit more "by the book" (hence no illicit upgrade), but the Empire can pay an upcharge to have access to Scum ships and their other upgrades. Probably add a "Unique pilot only" restriction too. I hardly think it's necessary, but would be cool to have some of the classic Empire Strikes Back bounty hunter represented in an Imperial list.

I think the way I set it down allows for some rather restrictive list that provides good balance. It also separates the sub factions in the list building mechanics quite a bit. The way is set up that Imperials can get a Scum Boba without any upgrades but they will have to spend exactly 60 points on their ships and cannot have any 1stOrder Ships, unless they were all 1stOrder ships then in that case there will be no ships from the Galactic Empire.

I would just house rule stuff like this. Perhaps make up some scenarios where Rebels and Imperials can mix with Scum. Any official mix of the factions would impact on Scum's value as a unique factions.

Here is an idea for mercenary/allied point limits based upon the squadron pint value of the list. You could take this and apply it to Say Resistance/Rebel and Empire/1stOrder list. As of now only scum can be mercenaries.

So pick one of the 5 sub-factions and you can either pick an ally or a Mercenary. Allies being in the other sub-faction in your primary faction. Only the Scum and Villainy faction can be Mercenaries.

The point cost of the ally pilot and any upgrades equipped to that ship count towards your Ally Point Limit. Ally Point Limit is based on the total point cost (ally and faction) of your squadron list.

Ally-Mercenary point limits are as follows:

  • Less than 60 points 15 points of allies
  • 60-89 points 20 points of allies
  • 90-99 points 30 points of allies
  • 100+ points 40 points of allies

The one thing I could see is maybe some cross faction conflicts with Rebels taking mercenaries. It would seem rather odd to have Han and Boba in the same list however we do play a game where Biggs Darklighter faces off against TIE Interceptors and TIE/FOs so I think we can let that slide.

Imperial Firesprays should get access to the illicit slot and should be able to use scum crew cards.

They ARE hired scum, after all.

If this thread is due to the butt hurt about Sabine's TIE then I have already wasted enough time on it.

No that would be the Where the Heck is the Rebel Tyderium expansion pack? thread.

Oh my gosh that would be awful.

Now when I watch anything Star Wars I'm going to wince when Rebels/Resistance steal the bad GOOD guys stuff.

Here, I corrected your typo. You welcome :)

Its not really that big of a deal that Rebs get three ships with Illicit slots (Sabine Tie, YTs with compartment) as there isn't a great deal of use that they will get out of it. What are we really looking at?

Sabine Tie

Possible Illicits- BMST is probably the best choice, Glitterstim second, with Cloaking/Hot Shot being very outside chances. Not really competitive, though two BMST TIEs might be able to punch some damage through Palp Aces.

YTs

Possible Illicits- Generally the same, though Inertial Dampeners are also an option along with Feedback Array. Again, stuff that is useful but not something that will become a must-have.

Now Imps with Scum crew could potentially bad. Think about a Decimator with Gonk, Bossk, or Zuckuss. A regenerating Decimator or a Gunner+Bossk/Zuckuss combo for a ship that doesn't care about stress? Nasty. Even with a points penalty that would be something I would not want to go up against.

Came up with an idea for a format that allows the subfactions to hire scum as mercenaries by breaking up with their primary factions. So here the Imperials can hire Bounty Hunters as Mercenaries. You can find the topic HERE.

Edited by Marinealver