The Gangs of Imperial Center
A Scum vs. Villainy Epic Scenario
It was bound to happen eventually. . .the Black Sun and the Hutt Cartel at each other’s throats.
List Building:
The player brings a 300 point list. One player represents the Hutt Cartel, and the other represents the Black Sun. In each list, each player may only field 3 unique pilots: 2 representatives of gang leadership, and one bounty hunter. (For the lore as to who goes where, consult Wookiepedia).
The rest of the list must be starfighters. The Black Sun is limited to the Kihraxz (Black Sun Ace), the StarViper (Black Sun Enforcer, Vigo, or Assassin), and the Z-95 (Black Sun Soldier). The Hutts are limited to the Kihraxz (Cartel Marauder), the Scyk (Cartel Spacer), and the Kimogila (Cartel Brute or Executioner). In addition, each player’s list must feature at least 2 of each ship type.
Set Up:
6x3 play area. Players deploy along the long ends of the board. Asteroid set-up as usual (12), plus a derelict C-ROC (or Medium Transport) placed near the center of the play area.
Play:
Play is as typical, with the following in game special effects:
Any time a ship of the opposing side is killed, that player may regenerate 1 shield on any friendly ship in play.
The transport does not count as an obstacle (but does still obstruct shots). Instead, whenever a ship bumps the C-ROC, that ship gains a Glitterstim Upgrade card regardless of whether or not that pilot has an EPT slot!! (Hmmm, I think I know what this is all about, now.) Unfortunately, that ship will still suffer the effects of a small ship-to-ship bump: no action this turn (but can attack and does not suffer damage).
If a player’s bounty hunter delivers the killing shot on one of the other player’s VIPs, that player may assign an EPT to that pilot. Thus, the bounty hunter may ultimately have up to 3 EPTs!! In return, the opposing player assigns A Score to Settle to his bounty hunter.
Victory Conditions:
Kill ‘em all. Classic.