Umm, yeah. About Scum and Villainy in Armada...

By Flavorabledeez, in Star Wars: Armada

2 hours ago, WhatsArmadaWithYou said:

LOL

However, a) too late (see Ep1-3, Clone Wars, and Rebels) and, B) we're all too busy pushing up our glasses discussing Scum Human Resources and SW Wage and Hours Laws to actually discuss any mechanics that would make a new faction, you know, actually enjoyable to play. I don't really care if FFG decides that EWOKS have become an intergalactic powerhouse where black dice = log attacks as long as the idea is implemented in a new and interesting way that complements the two existing factions while offering new and exciting options (and it's OP).

This is irrelevant. It's in the shows, not the game.

2 hours ago, WhatsArmadaWithYou said:

So what MECHANICS would interest you enough to see a new faction? Let's TRY TO NOT SAY "NO" FIRST. Stop trying to stop the discussion, just throw out an example. In summary, Saying NO = NOT THINKING = BORING.

There are no mechanics that would make me excited to see Scum. We already have boarding options coming in the next wave.

Aesthetically, I don't like what any of the Scum images in this thread.

Bunch of saucers? No.

Bunch of sails on every ship? No.

Stealing a Imps and Rebel ships? No.

There is nothing that excites me when I think about space pirates. If I wanted another faction, it's CIS and Republic since they already have full fledged fleets and you don't need to pull teeth to make something up.

More importantly, I never tried to stop the discussion. I just said no flying saucers. Can you imagine how ugly that would look?

Aesthetics are generally a very personal issue.

Honestly all a 'scum' or 'system patrol' or 'guild' fleet needs is a focus on squadrons and small based ships, with no large based ships for a very long time.

If they do the 'dedicated wave' drop 2-3 Flotillas, 2-3 small ships, a medium ship, and a squadron pack.

Transport Flotilla- similar to a GR-75, Q-ship version loses fleet support slot and goes to squadron 1but gains a torpedo slot, a black die on each facing, and gunnery slot.

Flak Flotilla- one blue antiship on all but rear facings, a blue and a black anti-squadron. Or drop the blue antiship for a red and a blue antisquadron.

Boarding Flotilla- two sets of offensive and gunnery retrofits, squadron value 1. No anti-ship, black flak. Upgrade gets a single black die to the front.

CR-90- because its *everywhere* in the galaxy.

Defense Monitor- A 6-hull, speed 2 with good maneuverability at speed 1. Default is black and blue, upgrade is blue and red. Gunnery and Team slots. Titles focus on shenanigans with squadrons or reducing crits.

Escort Carrier- 4 or 5 hull, squadron 3 or 4, with decent flak and light anti-ship capabilities. Upgrade has a higher squadron value but only like one blue on any facing for anti-ship work and loses a hull point.

14 hours ago, thecactusman17 said:

There are a few issues here that your conveniently ignoring.

First off is that crewing a ship is about more than just having bodies. You need trained, disciplined crews capable and willing to follow orders even when going into harm's way. Not just a few brave captains, but entire crews numbering in the hundreds or thousands per warship. This is a key reason why the Hutts or Black Sun can't just throw a massive navy together. At the end of the battle, opportunistic captains will have fled or backstabbed each other. The Hutts aren't hiring based on loyalty in the same way the Rebels and Imperials depend on their philosophical strengths to sway people to join and fight and die for a cause. No Black Sun ship would have rammed into an ISD based on the mere orders of the fleet admiral if they didn't fully expect to survive.

Second, you need repair and refit services capable of supporting an entire fleet of warships on the move. And piracy is a notoriously poor way to make money. First, you need to have buyers for the goods or hostages you take. Then you need to hope they pay enough for what you invested. Even the slightest return fire potentially evaporates the profits of any successful attack.

There is only one type of group that had ever successfully done this third-party quasi navy and that is mercenary groups. However any mercenary group large enough to seriously threaten a major Imperial naval presence would be destroyed, forced to join the Rebellion for survival, or be officially folded into the Empire. In the real world Blackwater might work handling security for some companies and organizations in the Middle East, but they can't stand up to even moderately well equipped professional military forces in the region.

To counter:

First off - In real life history and in the Star Wars Universe (both new canon and old) there have been plenty of mercenaries and pirates who are prepared to fight for pay. And you dont need entire brave crews just brave officers.
It's true that the Hutts don't hire based on loyalty, but if your in the Hutts employ and you fail to do your job, or worse, run away, what do you think the reprisals will be? Ending up like Solo in carbonite would be the best possible situation there. God help any family you have in the outer rim. Also why would they need to hire entire crews? The Seperatists ships where staffed by mostly droids. It seems like a dozen R2 Units could run an entire ship anyway.

Second: Piracy is a notoriously GOOD way to make money. For the pirates. Just look at real world examples, and the fact it is STILL happening today. If it was a poor way to make money, they wouldnt bother doing it. Theyd go back to hostage taking for ransom. Piracy works based on threat. If you hand everything over to pirates they go on there way and everyone lives. If you resist, everyone dies. That's why pirates had their own flags. To intimidate ship Capttains to just giving over the ship without a fight. How do the rebels repair and refit their ships on the move? They have no shipyards, any sympathetic planet knows the Empire would crush them if they helped. They don't have the cash to build their own? I maintain it would be easier for the Hutts to repair a fleet of warships than the Rebels.

Third: Only one group? lets go with: Mandalorians, Corsec, Outland Regions Secuirty Force, Q'anah's Marauders

The Empire didn't want the fight with the Mandalorians so they threatene'd and placated them. As I've said before both the Old Republic and the Seperatists had to negotiate with the Hutts to use their space highways because they were afraid of the consequences of not getting permission. And the Empire never bothered to attack the Hutts because the knew that it would cost them untold amounts in lives, resources and materials for zero gain. The Hutts keep to the out rim and Piracy makes exports more expensive which drives up profits.

Lastly, ANY ship the Rebel Alliance can get hold of, with the possible exception of the latest Mon Cal designs, a well funded criminal group (just like the Hutts or Black Sun) could afford to buy and crew.

14 minutes ago, Teloch said:

To counter:

First off - In real life history and in the Star Wars Universe (both new canon and old) there have been plenty of mercenaries and pirates who are prepared to fight for pay. And you dont need entire brave crews just brave officers.
It's true that the Hutts don't hire based on loyalty, but if your in the Hutts employ and you fail to do your job, or worse, run away, what do you think the reprisals will be? Ending up like Solo in carbonite would be the best possible situation there. God help any family you have in the outer rim. Also why would they need to hire entire crews? The Seperatists ships where staffed by mostly droids. It seems like a dozen R2 Units could run an entire ship anyway.

Big difference here. That difference specifically is that in your case, the mutineering crew has a fully powered warship under their command. A lot of these people, if all they wanted was money, would just move on at the first sign of significant resistance.

Second: Piracy is a notoriously GOOD way to make money. For the pirates. Just look at real world examples, and the fact it is STILL happening today. If it was a poor way to make money, they wouldnt bother doing it. Theyd go back to hostage taking for ransom. Piracy works based on threat. If you hand everything over to pirates they go on there way and everyone lives. If you resist, everyone dies. That's why pirates had their own flags. To intimidate ship Capttains to just giving over the ship without a fight. How do the rebels repair and refit their ships on the move? They have no shipyards, any sympathetic planet knows the Empire would crush them if they helped. They don't have the cash to build their own? I maintain it would be easier for the Hutts to repair a fleet of warships than the Rebels.

Yeah, that's why you see so many pirates today from Britain, Spain, France, Holland, Portugal and Italy. Because they're such good ways to make money.

The only places where piracy gives a stable income today are places where they have nothing and dying at 23 by gunshot is recorded as natural causes.

Third: Only one group? lets go with: Mandalorians, Corsec, Outland Regions Secuirty Force, Q'anah's Marauders

The Empire didn't want the fight with the Mandalorians so they threatene'd and placated them. As I've said before both the Old Republic and the Seperatists had to negotiate with the Hutts to use their space highways because they were afraid of the consequences of not getting permission. And the Empire never bothered to attack the Hutts because the knew that it would cost them untold amounts in lives, resources and materials for zero gain. The Hutts keep to the out rim and Piracy makes exports more expensive which drives up profits.

The Empire didn't want to fight the Mandalorians because they made up a sizable portion of their existing military and had ground forces capable of matching the Empire's best troops if they turned. The Separatists no longer exist because Palpatine played both sides to create his empire and destroyed or subjugated those parts he couldn't control himself. The Hutts exist because their connections mean they can be utterly destroyed yet still annihilate the Imperial economy in a matter of days. If you've seen the Rick & Morty season 3 premiere, that's what happens if the empire seriously attacks the Hutts.

Lastly, ANY ship the Rebel Alliance can get hold of, with the possible exception of the latest Mon Cal designs, a well funded criminal group (just like the Hutts or Black Sun) could afford to buy and crew.

Yes, they can afford to do so. Money obviously isn't the issue. The issue is getting trained, disciplined and loyal crew by the tens of thousands per warship. Thousands of years of real life military history demonstrates decisively that military forces motivated only by money are notoriously unreliable when the money runs out or the likelihood of death outweighs the monetary gain. There is no evidence that the Hutts or any other mercenary groups exist with that sort of loyalty, money, and military strength. What the Hutts, and Mandalorians, Black Sun and others do have is the ability to field small combat ships at the flotilla scale and below, where the crew size is smaller and the ships are easily capable of moving between destinations undetected.

Never mind...got beaten to it. lol

Edited by Arowmund

Again I dispute these points. You cant think of scum in star wars as merely how criminal organizations are like on earth but in space. There will be similarities but its an entirely different environment and ecosystem.

If you are a spacefaring organization that trades in anything between planets where you deal with other criminals you will need ships and fleets to defend those trade routes. The bigger the oganization the larger the ships and fleets.

As for loyalty, thats a ridiculous arguement to make that criminals are inherently disloyal. In real life if you are from an impoverished area and kept down by an authority but are uplifted by a criminal group you will be fairly loyal. A gang or mafioso or whatever is a hierarchal social group just like a military.

The Empire is full of apparent backstabbing yet we never question how they function as a faction despite everything pointing to the opposite. Its because the exception isnt neccesarily the rule.

Every arguement ive read against a canon reason for a scum faction end up a tad silly. Now I do understand the arguments for why there shouldnt be a third faction in the current binry system we have. Those are far more logical.

2 hours ago, thecactusman17 said:

To counter:

First off - In real life history and in the Star Wars Universe (both new canon and old) there have been plenty of mercenaries and pirates who are prepared to fight for pay. And you dont need entire brave crews just brave officers.
It's true that the Hutts don't hire based on loyalty, but if your in the Hutts employ and you fail to do your job, or worse, run away, what do you think the reprisals will be? Ending up like Solo in carbonite would be the best possible situation there. God help any family you have in the outer rim. Also why would they need to hire entire crews? The Seperatists ships where staffed by mostly droids. It seems like a dozen R2 Units could run an entire ship anyway.

Big difference here. That difference specifically is that in your case, the mutineering crew has a fully powered warship under their command. A lot of these people, if all they wanted was money, would just move on at the first sign of significant resistance.

Second: Piracy is a notoriously GOOD way to make money. For the pirates. Just look at real world examples, and the fact it is STILL happening today. If it was a poor way to make money, they wouldnt bother doing it. Theyd go back to hostage taking for ransom. Piracy works based on threat. If you hand everything over to pirates they go on there way and everyone lives. If you resist, everyone dies. That's why pirates had their own flags. To intimidate ship Capttains to just giving over the ship without a fight. How do the rebels repair and refit their ships on the move? They have no shipyards, any sympathetic planet knows the Empire would crush them if they helped. They don't have the cash to build their own? I maintain it would be easier for the Hutts to repair a fleet of warships than the Rebels.

Yeah, that's why you see so many pirates today from Britain, Spain, France, Holland, Portugal and Italy. Because they're such good ways to make money.

The only places where piracy gives a stable income today are places where they have nothing and dying at 23 by gunshot is recorded as natural causes.

Third: Only one group? lets go with: Mandalorians, Corsec, Outland Regions Secuirty Force, Q'anah's Marauders

The Empire didn't want the fight with the Mandalorians so they threatene'd and placated them. As I've said before both the Old Republic and the Seperatists had to negotiate with the Hutts to use their space highways because they were afraid of the consequences of not getting permission. And the Empire never bothered to attack the Hutts because the knew that it would cost them untold amounts in lives, resources and materials for zero gain. The Hutts keep to the out rim and Piracy makes exports more expensive which drives up profits.

The Empire didn't want to fight the Mandalorians because they made up a sizable portion of their existing military and had ground forces capable of matching the Empire's best troops if they turned. The Separatists no longer exist because Palpatine played both sides to create his empire and destroyed or subjugated those parts he couldn't control himself. The Hutts exist because their connections mean they can be utterly destroyed yet still annihilate the Imperial economy in a matter of days. If you've seen the Rick & Morty season 3 premiere, that's what happens if the empire seriously attacks the Hutts.

Lastly, ANY ship the Rebel Alliance can get hold of, with the possible exception of the latest Mon Cal designs, a well funded criminal group (just like the Hutts or Black Sun) could afford to buy and crew.

Yes, they can afford to do so. Money obviously isn't the issue. The issue is getting trained, disciplined and loyal crew by the tens of thousands per warship. Thousands of years of real life military history demonstrates decisively that military forces motivated only by money are notoriously unreliable when the money runs out or the likelihood of death outweighs the monetary gain. There is no evidence that the Hutts or any other mercenary groups exist with that sort of loyalty, money, and military strength. What the Hutts, and Mandalorians, Black Sun and others do have is the ability to field small combat ships at the flotilla scale and below, where the crew size is smaller and the ships are easily capable of moving between destinations undetected.

One of your main arguments seems to be about the skill of the required crew, but from all accounts flying a spaceship seems to be no more difficult than driving a car. Luke has never flown an X-Wing before, yet he is on Yavin for a couple of hours before he's put in the cockpit of one to attack the Deathstar. Lando hadn't flown the Falcon in years, and had been a beaurocrat running Cloud City for god knows how long and he just jumps into the Falcon without an issue.

Throughout The Clone Wars cartoon and Rebels cartoon there is numerous instances of someone just jumping into a cockpit or navigators seat to fly something they have had zero training in. Hell Rey had never been in the Falcon or flown it, yet she pilots it better than Han, and before someone says it, the Force can only take someone so far before they need actual instruction on how something works.

With regards to criminal powers not attracting the same kind of loyalty as a "cause" like the Rebellion, some real world examples: the drug cartels in Coloumbia and Mexico that WILL fight it out with the Army and cops. Even when out numbered they fight, because getting caught = death penalty and failiing means upsetting someone like Pablo Escobar, which isn't good for ones health. Yet all those guys are still loyal because a: they are paid better than any other job they can get, b: criminal empires like that prey on lower classes for their support. They give them and their families and communities money and protection. It inspires loyalty against the police and government who do nothing for them.

Or conscription during the first & second world wars and natio's later on. These men never volunteered to fight, they got told they were in the Army. And most of them still went and did their duty.
During the days of sail, when the Royal Navy literally press ganged men. You got taken off the street and thrown onto a Navy ship and where then part of the Royal Navy, off to fight Spain, France or Pirates.
Warships that were staffed by slave rowers, rowing themselves into battle, why did they do it? Because the threat of not doing is death. It would be very easy to inspire loyalty through fear a spaceship. If someone complains or refuses they go out the airlock with everyone else watching. Who will disagree then?

as Forresto said, I don't care to see a third faction, Scumm or otherwise in Armada, but for lore/canon reasons, there's nothing to suggest that a pirate fleet can not match the same size fleet as Rebels. In fact, in Tarkin they expliciitly state that Q'ahan's Marauders where a large enough threat that the Old Republic had to create the Outland Regions Security Force to combat them. Which is the exact same scenario as the Rebels vs Empire.

edit: In the end I'm happy to disagree, everyone having their own opinions is better than everyone agreeing.

Edited by Teloch
18 hours ago, WhatsArmadaWithYou said:

"Er, well, ah Hutt crime lords such as Jabba wouldn't invest in large and medium base capital ships because it would be an inefficient use of capital. Building warships requiring large credit outlays and dedicated crews ties up a large amount of capital for long periods compared to the petty bribery and extortion that is the modus operandi of criminal operations organized around the movement of goods. If we look at Chapter 17 of Thomas Piketty's Capital A Long Time Ago, In a Galaxy Far, Far Away entitled "Market Forces and Capital Flows Among Outer Rim Criminal Organizations" we can clearly see that Hutt cartels amassed a large credit reserve precisely by NOT risking their own credits building ships and installations but by risking the credits of the traders, merchants, and smugglers whom were controlled thru extortion, bribery, threat of force, or outright slavery. This is compared to the older, less nimble Black Sun model which focused on the construction and sustained operation of black market centers. This difference in organizational structure created by..." OMG WHO CARES

I lol'd

1 minute ago, Teloch said:

One of your main arguments seems to be about the skill of the required crew, but from all accounts flying a spaceship seems to be no more difficult than driving a car. Luke has never flown an X-Wing before, yet he is on Yavin for a couple of hours before he's put in the cockpit of one to attack the Deathstar. Lando hadn't flown the Falcon in years, and had been a beaurocrat running Cloud City for god knows how long and he just jumps into the Falcon without an issue.

Throughout The Clone Wars cartoon and Rebels cartoon there is numerous instances of someone just jumping into a cockpit or navigators seat to fly something they have had zero training in. Hell Rey had never been in the Falcon or flown it, yet she pilots it better than Han, and before someone says it, the Force can only take someone so far before they need actual instruction on how something works.

With regards to criminal powers not attracting the same kind of loyalty as a "cause" like the Rebellion, some real world examples: the drug cartels in Coloumbia and Mexico that WILL fight it out with the Army and cops. Even when out numbered they fight, because getting caught = death penalty and failiing means upsetting someone like Pablo Escobar, which isn't good for ones health. Yet all those guys are still loyal because a: they are paid better than any other job they can get, b: criminal empires like that prey on lower classes for their support. They give them and their families and communities money and protection. It inspires loyalty against the police and government who do nothing for them.

as Forresto said, I don't care to see a third faction, Scumm or otherwise in Armada, but for lore/canon reasons, there's nothing to suggest that a pirate fleet can not match the same size fleet as Rebels. In fact, in Tarkin they expliciitly state that Q'ahan's Marauders where a large enough threat that the Old Republic had to create the Outland Regions Security Force to combat them. Which is the exact same scenario as the Rebels vs Empire.

edit: In the end I'm happy to disagree, everyone having their own opinions is better than everyone agreeing.

The issue isn't "flying" a spaceship. Steering a ship or an aircraft or anything else can be a relatively simple procedure. I've flown an airplane before, my brother (international shipping) and plenty of Navy vets will tell you that civilians are allowed to steer even large vessels and submarines under supervision.

The issue is actually taking command. In a combat situation, you have commands being relayed that must be followed, and that means you need a disciplined crew willing to follow orders even when it places them directly into danger. If the shields fail on the left side, you can't have everybody on the portside guns running for the escape pods on the right side of the ship. If there's damage to the engine, you need skilled engineers preventing it from exploding and killing everyone, possibly even at the cost of their own lives.

These are the situations where you need disciplined command systems in place and I just don't see any mercenary groups having them in the same way a professional military or a philosophically motivated rebellion do.

1 hour ago, thecactusman17 said:

These are the situations where you need disciplined command systems in place and I just don't see any mercenary groups having them in the same way a professional military or a philosophically motivated rebellion do.

Not being as good as a state sponsored crew isn't a reason they wouldn't exist.

And most of mercenary...sorry I mean private military contractors that exist are made up of former soldiers who want the better pay.

4 minutes ago, Teloch said:

Not being as good as a state sponsored crew isn't a reason they wouldn't exist.

And most of mercenary...sorry I mean private military contractors that exist are made up of former soldiers who want the better pay.

But who aren't willing to lay down their lives for the organization. That's the key. Blackwater soldiers aren't going around ready to take a bullet for a mission. Blackwater would never, for example, storm the beaches at D-Day no matter how much money you threw at them. They get paid and get out when the money's no longer worth the risk.

Go back and look at how pirate groups and the like used to "recruit" sailors. That's just on old sailing ships, with a few dozen crew at most. Try pulling that kind of stuff with hundreds or thousands of crew on each ship. It just. Doesn't. Work.

Edited by thecactusman17
48 minutes ago, thecactusman17 said:

But who aren't willing to lay down their lives for the organization. That's the key. Blackwater soldiers aren't going around ready to take a bullet for a mission. Blackwater would never, for example, storm the beaches at D-Day no matter how much money you threw at them. They get paid and get out when the money's no longer worth the risk.

Go back and look at how pirate groups and the like used to "recruit" sailors. That's just on old sailing ships, with a few dozen crew at most. Try pulling that kind of stuff with hundreds or thousands of crew on each ship. It just. Doesn't. Work.

Absolutely non of this makes sense.

The troops dont need to lay down their lives for the organisation- they are laying down their lives to keep their families safe.

Why risk the chance of the pirates abandoning the organisation? You threaten their families,now they have a DAMM good motivator to do their jobs

Also, hundreds or thousands of crew in a star wars ship? Dont be ridiculous. A scum/pirate fleet woufnt have anything larger than say a GSD in my opinion, so with no passangers, droids and a few modifications there would be at absolute MOST 100 pirates onboard. The average type of ship in the pirates fleet would be somewhere around the cr90 range, which with droids and other automated systems have maybe 10 crew

Criminal groups like the Hutts spend all their time "convincing" (note the "") other criminals to do their dirty work, nothing would change except these criminals would be serving under a more loyal captain on slightly bigger ships. Nothing more, nothing less.

Also note that while i believe the scum faction could be added into armada, that does not mean it SHOULD...

.... CIS and Republic first please

In the Star Wars universe anybody marginally skilled might be able to pilot an X-Wing, but I'd expect it to be quite a bit more difficult to simply walk into a job as part of a large reactor technician team working on engines the size of a 6-story building, or one of the many hundreds of navigation, weapons, engineering, launch bay technician or fighter servicing teams.

Dramatic difference between a CR-90 and an Assault Frigate/ non-slaved Dreadnought.

I would assume that pirates or other similarly-scaled organizations would fall in with one side or the other, like throughout the canon/non-canon EU Mandalorians, Mining Guild, Talon Karrde's group did, and would be represented by a small ship or two and some squadrons. A better excercise in modelling and painting than mechanics, frankly.

Edited by AegisGrimm
8 hours ago, thecactusman17 said:

But who aren't willing to lay down their lives for the organization. That's the key. Blackwater soldiers aren't going around ready to take a bullet for a mission. Blackwater would never, for example, storm the beaches at D-Day no matter how much money you threw at them. They get paid and get out when the money's no longer worth the risk.

Go back and look at how pirate groups and the like used to "recruit" sailors. That's just on old sailing ships, with a few dozen crew at most. Try pulling that kind of stuff with hundreds or thousands of crew on each ship. It just. Doesn't. Work.

There were actually many instances of voluntary groups of pirates. Escaped slaves for instance. In the face of press gangs back home I think the British had more trouble with crew obedience then pirates did.

There are many who would give their life for a gang or a leader just as many would die in service to their country. Loyalty and that sortve courage are not somehow unique to those living within the law. I imagine if you live in territory controlled by Black Sun or the Hutts thats your civilization, not the Empire or anyone else.

Talent is also not that rare. In a galaxy that we accept has a lot of starships there must also be an abundance of people able to operate them.

Edited by Forresto

Scum ships would utilize modular designs, and droids out the wazoo.

Less people, less expensive, droids don't question orders, they are expendable.

Droid fighters are refitted cobbled together ships would make scum awesome.

Id give them an upgrade card: modular design - you may equip two modifications, but decrease your hill value by 2

I still think the best way to introduce non Rebel/Imperial ships is as cross faction. Design the card as if it were intended for a separate faction, a mini-faction, but allow them to be taken by either Rebels or Imperials. Unique titles and officers for these mini factions could then only be utilized on those ships, and the Rebel/ Imperial uniques could not.

24 minutes ago, cynanbloodbane said:

I still think the best way to introduce non Rebel/Imperial ships is as cross faction. Design the card as if it were intended for a separate faction, a mini-faction, but allow them to be taken by either Rebels or Imperials. Unique titles and officers for these mini factions could then only be utilized on those ships, and the Rebel/ Imperial uniques could not.

I like this idea!

I had thought of a similar idea, MERCENARIES. Open to either Imps & Scum, Rebs & Scum, or all 3 factions (assuming a 3rd faction is introduced). LIMIT 40 POINTS MERCENARIES in Reb/Imp Lists.

Example:
Trandoshin Slavers (Unique YV-666)
22 Points
Speed 2, Hull 7, Anti-Squad: 3 Black, Anti-Ship 3 Blue
*Rogue
*Anti-Ship Blue Dice do SHIELD damage ONLY.
*If unengaged within Range 1 of Ship Hull Zone w/o shields, may forfeit attack to perform "Boarding Troopers".
*Scum or Imps only.

Mandalorian Protectorate Squadron
14 Points
Speed 5, Hull 3, Anti-Squad: 3 Blue 1 Black, Anti-Ship: 1 Blue
*Swarm
*Attack against Protectorate is obstructed versus any ship/squad on which the Protectorate attacked this round (to simulate the extra evade they get for head on attacks).
*Rogue
*Any Faction

You already have criminals in space. The Rebels.