When somebody says "Bad scum ships", everybody thinks about the StarViper, the Kihraxz, and maybe the Z-95. However, there are two more awesome ships that see very little play. You guessed it- the Firespray-31 and G-1A Starfighter. Those are the ships we're going to focus on this time.
Important: This is an early stage of this homebrew expansion's life. A lot of things are likely to change.
A little less important: If you don't know what CCL2 stands for, have a look at this thread.
Well then, let's jump right into it. First of all, the new Firespray pilots.

This one is pretty straightforward. I designed Jango to work well side by side with Boba. He is also meant to synergize with Recon Specialist.

This is my favourite pilot from the expansion. I feel like the firespray's dual arc is perfect for this kind of damage control. That said, this card needs some playtesting to make sure she is not broken.

1 point higher on the PS scale and 1 point more expensive than the Mandalorian Mercenary, this card's power depends on the PS values of other CCL2 pilots.

The Autopilot pilot card provides the scum faction with a cheap generic pilot for the Firespray.
An now, the G-1A pilots (sorry for the terrible art, good mist hunter pictures don't really exist outside of existing pilots.):
Might need a condition
In my limited experience with the G-1A, one of the biggest problems I've noticed was it's vulnerability to focused fire- if your opponent wants it dead (which he does, if you pump it up with upgrades) it will allmost definitely be dead after two rounds of shooting.
Thodd embraces that theme of an expensive, geared up heavy fighter. Armed with Sensor Jammer, Thodd can tank some serious damage, as expected from a ship costing at least 31 points. Additionally, Thodd is a great counter for the Attanni Mindlink.

Red Jarrod embraces an entirely diffrent aspect of the Mist Hunter than Thodd- that of a powerful control ship, not unlike the feared rebel Stressbot. By sacrificing his entire damage potential, he can guarantee a powerful control effect. At 27 points with the Mist Hunter title, Tractor Beam and Slave Technician upgrade cards he will certainly force your opponent to consider his maneuvers carefully. Red Jarrod also happens to be one of the few pilots in the game capable of making good use of the Hotshot Blaster upgrade card.

Last but not least, the Syndicate Smuggler performs a twofold role: For one, he is an affordable filler that many of the scum lists needed. The other role is that of a swarm ship, not unlike the B-Wing's Blue Squadron Pilot. Although the lack of native barrel roll is certainly a major loss for this kind of heavy fighter, the additional point and access to powerful Scum crew upgrades might just make up for it.
With the ship cards covered, let's move on to the upgrades introduced in the expansion. First and formost, the Elites, also known as Elite Pilot Talents.

Inspired by one of my favourite scenes from the new trilogy, this upgrade card allows the Slave I (and Kavil) to surprise an overconfident enemy with a disrupting upgrade. Although the 2 point restriction prevents you from using the strongest of upgrades, a well-timed ion bomb or flechette torpedo might throw quite a wrench into your opponent's plans. Alternatively, if you really want to use some powerful ordnance, you can just use this upgrade to equip Extra Munitions, extending your supplies by a surprising amount.

What can be more stressful than being followed by a ruthless bounty hounter? I think getting found by said hunter qualifies. Although this upgrade card does not usually allow you to pile up stress on your opponent, it can deny him access to powerful upgrades such as Expertise or Push the Limit or force him to choose more predictable maneuvers.


Can't decide which version of Han Solo to run? Always wanted to use the Scum Boba in an Imperial squadron? Well, here's your chance! For the price of a couple points, some actions and an Elite upgrade slot, you can now alternate between Pilot Abilities.
Crew upgrades is yet another category loaded with useful cards. Let's have a look:

Understandably, people tend to be careful with cards that inflict damage upon themselves; After all, it's helping your opponent win. The Slave Technician allows your G-1A to live a stress free life when combined with Electronic Baffle, and happens to be an almost obligatory upgrade for Red Jarrod.

If you are willing to potentially provide your opponent with a range 1 shot on you, Jango allows you to get a range 1 shot yourself. More importantly, he gives you the unique ability to increase the range of your powerful pilots and upgrades, such as Boba Fett, 4-Lom or Fearlessness- provided you can keep your opponent within your firing arc.

Although Deliah is a great pilot, she is first and formost an excellent mechanic. While she does require an action, the ability to reliably get rid of a very disruptive critical effect or just recover a little bit of health between engagements can make the diffrence between surviving the next round of fire or not.
The expansion features a single missile upgrade- although it's not the most impactful, it's low price and guaranteed effect can be appealing.

Designed as more of a cheap distraction mechanism than an actual weapon, the Chaser Missiles present an abysmal damage potential. Still, their cost and control element make them worth considering if you have a few points to spare.
To wrap it all up, we have two new illicit upgrades.

Although the Shield Overload is not a particularly spectacular upgrade, it provides a reasonable durability for ships that don't work well with Glitterstim- usually without consequences.

Obviously designed to combine with the Slave Technican upgrade card, Cooling Override provides a little bit of extra punch- especially against enemies overly reliant on their focus tokens.
FAQ
A couple of Surprises
Q: If I add an Extra Munitions upgrade card, can I place the ordnance tokens on my other ordnance upgrade cards?
A: Yes, but not on discarded upgrade cards.
Flexibility
Q: What happens to upgrade cards, shields tokens and damage cards assigned to the pilot?
A: They remain attached to the new pilot card.
Jango Fett (crew)
Q: If the affected ship is attacking the ship equipped with Jango, does it get the benefits of being at range 1?
A: Yes.
Chaser Missiles
Q: Who deciedes the direction and type of the maneuver caused by this card?
A: The player controlling the moving ship.
Shield Overload
Q: Can the shield token gained from Shield Overload raise your shield value above the value printed on the card?
A: Yes.
Changelog
22.03.2017
1. Chaser missiles were changed from forcing a boost or barrel roll to forcing a straight or bank speed 1 maneuver;
2. Removed "G-1A Starfighter only" restriction from Cooling Override- it was a leftover from an early draft, the system requirement makes it basically G-1A and StarViper only anyway.
3. Added the "Autopilot" pilot card for the Firespray to provide a cheap generic pilot for the Scum faction.
4. Changed Jango crew's cost to 2. It really should've been 2 from the start.
Edited by Elavion