Plug and play. My favourite Scum ship builds.

By Cuz05, in X-Wing Squad Lists

Lack of many things, a new paint brush not the least, (it's on the way), makes me bored. So here I present various ship builds that I've settled on, enjoy greatly and like to plug into various holes. The interesting thing with the following, is that I feel I can put these things together in almost any combination that fits, and both give and get a good game.

Feel free to share any plugs-ins you've also become attached to.

We'll start simple.

Old Teroch- Fearless- 59pt. Easily my favourite Scum ace, a proper murder machine, if he wants to be.

Sits in a very widely useful point bracket. Draws lots of attention against those who know what he's capable of, which can be a good thing. Can be really effective on a cagey or aggressive approach, depending on the squad. Much more than just a bullet, his ability helps others too. Whatever part of him the enemy is looking at. Beware force users with Init and locks. That's why you bring other things.

Sunny Bounder- Autoblasters - 30pt. A ridiculously handy price for a pocket 'ace'.

Randomly throwing in a 30pt filler is often not great for balance, but Scum have a few decent solo options, naked Seevor and Unkar are the other stand outs ofc. I'm putting Sunny on top because those other 2 kind of prefer to be part of a blend. Sunny can literally be thrown alone on a flank to do whatever and will help a squad no matter what. There's very few 30 pt pieces like this in the game. The dial is good, 3ag is good, the shield is really nice. 2 hits come up a fair amount... And rolling 2 natty crits with her is the sort of thing that gets people addicted to gambling.

The one, the only, Boba Fett - PerCo, Slave 1, Probombs- 99pt . Notsomuch plug, but a good, cheapish build that lets you throw something more than Koshka or Fenn in with him and still be effective.

Not much that needs to be said here, really, there is much discussion already and lots of options. This is just how I like to run him. Note that this is not a build where you can Yolo joust and expect to come out with both thumbs up and not a care. He's an ace, with ace choices. And a bomb.

Zealous Recruit x2- nothing - 82pt+. Obvious good thing.

Can add a 3rd or turn them into Skulls, if you're being serious about them.

Cartel Spacer x2- nothing/Blasters/Ion- 50pt+ . See above.

But instead of Skulls, get a 4th.

Let there be jank.

Latts Razzi- Trick Shot, Jabba, Han Gunner, Contraband Cybernetics- 79pt. This thing is godly. To be feared. Eat them before they nibble you to death.

Take 2 large debris and place centrally, since she can pretty much ignore them and badly wants the obstructed dice, at any angle. 1 small rock to protect her rear, about the only time it's definitely worth using her ability to tractor. Double modded, 4/5 dice from a 180 arc that can go where it pleases, or just stay where it is, is nigh impossible to avoid.

3 bank to engage, 3 hard, 2 hard and stop, are most common, with intermittent 1 banks to adjust the angle.

Clearly, there is a clock here, 5 turns is more than enough, but once you're into the Jabba, you're committed, so overall set up is key and everything from then on needs to count. She's not great at living long enough to re-engage :D

She's going to be traded, ideally, for a lot. STOMP. So if she runs out of charges, it generally means one of two things. You're totally winning. Or. Everything else you have is dead, or near enough, and you're frantically 3 harding everywhere, trying desperately to manage the points. Something has gone wrong.

Two things she doesnt massively like. 1. Crit chains. 2. Being caught in 3 x4 die attacks Or 4 x3 die attacks. Or obviously more, like even huge ships fear this. She could throw one out of the way, but she'll weigh up reinforce and focus more heavily. Probably won't die in one turn, but now you're not trading well at all for her and the rest of the list has to work hard to take advantage over those 2 turns. Sometimes its just a heavy price you have to pay, but you can make that work both ways. Which returns us to how important the overall set up is.

Most other things, she'll just take on and be happy.

One thing she absolutely loves. Kaiboshing aces. All the nope she sees.

Assaj Ventress- 0-0-0, Hate, Electronic Baffle, Contraband Cybernetics, Shadow Caster- 91pt. Desperate and Enraged Assaj is best Assaj. This is Assaj force choking both Obi-Wan and Anakin at the same time.

Action economy is the real deal here. Evade or Lock as necessary. Aim to pounce on something at R1 in the mobile arc, very preferably forward, but occasionally, needs must. Then you can 0-0-0, which dovetails very neatly with her ability, either double stressing, (curtains for them), or replacing the force cost with a calc, to maintain the double mods. If not at R1, then R3 or obstructed, with an evade and regenning force makes her one of the tankiest things there is, and end game Assaj is very, very good. With all the passive mods going on, she can rotate relatively freely to maintain pressure with her ability, making it hard for ships opting into stress, or less tokens to outfight her. She has comfortably taken care of Vader, Nien, Old Teroch, Obi Wan, and more in end times. Enemy tanks and very heavy guns are her challenge.

Given the importance of her action, since she will get shot, will need to shoot back, and will need to be incisive to make the most of her control mechanics, Contraband is essential. The 5k is inevitable and will always come at a crucial time.

Being locked into those fast blue moves makes her predictable on the following turn, so it's similarly crucial to pick a good follow up vector, hence Baffle. Regen a force and take your pick from that great dial. It's obviously not a trick you want to use a lot, but dropping it once, maybe twice in tighter situations, can be really clutch and worth the damage. She wants to be quick about her work, in and out.

Unless things are really bad, you've still got 45pt on the table, with all the tools to bite off more from the opponent. 4-LOM crew can give you the one straight, but all the freedom is always better. It has also come in extremely handy when opting into double stress, from Sloane, Debris etc.

Like everything, she doesnt cope brilliantly with close range focus fire and being so big and costly, will clearly attract it. Especially if the squad you run her in makes it the obvious good choice to sell out for. Again, set up is really important.

Unlike Latts, she'll definitely screw ships over who buy into the trade and as long as she doesn't get roadblocked, she can survive and escape. But losing too much, too early, taking a bad crit or two, makes the positive end game a real long shot.

And then there's the title. Tractoring someone onto debris, after you've hit them with 0-0-0 and her ability, is quite cruel and mostly fatal.

Focussing her ire on one ship at a time, or spreading the effects around, you can really leave multiple ships in tatters. She can ably deal with numbers, especially flimsy ones, if you can steer their early attention aside.

Zuckuss- Trick Shot, Electronic Baffle, Advanced Sensors, Mist Hunter - 62pt. This thing.

Now then. All of the above ships can be genuinely competitive, flown well... including the large ones, I believe, to a certain level, after which point, match up variance will probably sting before you get too far.

Zuckuss however, maybe notsomuch. BUT, I do think this is way better than you probably think it is.

What we have here is Latts lite. The clock this time, is the self inflicted damage. Unlike Assaj, he wants to do it a whole bunch more than is at all sensible. Also unlike Latts, he's not that fast, and he doesn't have that huge arc to smash things with, so catching things with the Trick Shot is much more work.

Advantages he does have. He is so much more unpredictable with AS, the roll and k-turns. Red moves do not slow him down, Baffle and AS keeps him rolling and dropping 3 and 4 speed moves, or tight turns when needing to switch position. He's a notably smaller target. Much easier to move around, to hide and keep out of clear danger zones. He is far more likely to be ignored in favour of apparently better choices. Which means you have to well on top of which obstacle you need to head for, and when. Which I am often not. But it's doable.

More dice. For EVERYONE. Which is obviously the thing. The joy and laughter as handfuls of dice are shared around and jiggled admirably.

Until natural variance probabilities, good mod control and fire order management kick in and the conversion rates prepare to hit the table.

You can see the moment during the dice jiggle where this all finishes computing. Sometimes, it's not even the 1st rolls.

Big downside. Zuck is action hungry. In order to continue pcking up these fiistfuls of dice, turn after turn, a chunk of his own have to be naturally rolled. Barrel Rolling stoppimg, k-turning, he can keep things in arc, and even dodge them, but locks are always spent and he needs to roll regularly to maintain obstructed coverage on laterally moving ships. Following on from that, he also has to be not focus fired, because he just dies way too fast.

Soooo, it's tricky. But even rolling naturally, the odds over that many dice start to stack up. With some good variance, and nice lock returns, that happens very quickly.

You can't really add a lot that helps with this, without making him far too expensive, (Maul), he's already costly. I am aiming to experiment with a coord..... But there needs to be more ships who will benefit. All he really needs, to be a total quick firing monster, is the odd focus drop. Or roll, into a lock, for 6 dice maybe. (Relax, Soontir! You have 5! ho ho ho, ah ha ha :D)........ (unmodded.)

The Exploding InvisiBafflyser. Unkar Plutt- Proton Bombs, Cloaking Device. Electronic Baffle, Pattern Analyser. 46pt.

And this is when you put Cikatro Vizago and a Deadman Switch on something else, just to be ridiculous. (Zuckuss). Otherwise, ditch the cloak, drop 2pt off it for DMS and be scarcely less ridiculous.

Anyone can see what's happening here. That doesn't mean it's easily possible just avoid all of its trouble.

It's not good. But it's the right kind of bad.

Finally, honourable mention to something that one doesn't simply plug in.

2x Bounty Hunter- Perceptive Copilot, Contraband Cybernetics- 144pt. The other best way to run 2 Sprays.

So not much from the above list really slots in here ofc. I settled on an Outmanouevre Skull as the best of all worlds and the closest thing I have to one of my beloved. (That was HS legal). It was good.

Sprays are just superlative brawlers ofc. 10hp behind a 3/2 statline with an almost permanent focus for each, plus one white turnaround, that can also block and still shoot other things, is undeniably awesome. It'll just keep shooting for ages, and it is so much better with 2. They tag in and out, because it's just that easy for them, with a 3rd gun herding sheep.

2 with 3 Spacers, no upgrades, was really fun, but you gotta love whatever it is that dice do.

One BH doesn't hugely appeal to me, feels like a waste of the ships potential.

Other ships in my collection: that I either haven't really settled on, find a bit boring, think are bad or just don't get time to use, because there can never be enough games. Not including Unkar and Seevor-

3x Starvipers. Needz moar Epic Dalanwing. I've done decent Guri. Love/feelsbad.

1× Scurrg. Sorta slightly boring and slightly bad? Emon is the bomb daddy.

Jump. Nom looks good/boring. Dengar is.... almost doable. Sorta fun.

2x Kihraxz. Bit boring, or a bit too difficult and expensive doing their special biz. Become great in Aces High.

1x Y. Kavil is decent. Bit squishy. Bit fun. Bit feelsbad. Like a bad Broadside paying for pointless initiative. Can be built up but is not as good as other things that price. The othersssszzźzz.....

And that's it. Just a ramble on stuff. Because if there's not enough stuff for me to read, (or paint, or play), in these breaks, I write stuff instead, so I can read it later.

Thanks for doing this! This is the kind of stuff I like to see.

Have a looksee at Torani Kulda with Snap Shot. It's not good - except against Huge base ships in Epic play. And even then, it ain't exactly good; but it is 56 points of fun. And especially in Epic, 56 points is pretty easy to come by.

I lovelovelove the Moralo Carbonite build - effectively what you have with Latts above, except that it's Moralo. Love that jank. Not exactly plug and play at 84 points base, of course, but too much fun.

I tend to find that most of my Scum lists start (and end) with Guri. The base build is Predator and Advanced Sensors for 76 points. After that, it depends on the available points. I love to have Virago , Shield Upgrade, and Afterburners. And maybe Advanced Proton Torpedoes. Switching down to Collision Detector is a "budget" option. Not as good, but still pretty good. Definitely needs something nasty as a distraction, of course.

I like your Sunny, and I will see you any generic Scyk with Ion Cannon - and Predator on the Tansari Point Veteran. Do I have a few points left over, bam! Always good.

I like me some Fearless Fenn. For when I feel like embracing variance. He either wins the game all on his own, or dies trying.

Heh. As I look at the lists I have built, and tracking what I keep playing, these are pretty much my Scum options. I've pretty much given up on anything else. I mean, I'll toss a Firespray out any time I feel like having a stronger chance of winning, because as you note they are about the best ship going. But they are almost too good for the likes of me. And everything else, given my local meta, just feelsbad.

6 hours ago, Kleeg005 said:

Have a looksee at Torani Kulda with Snap Shot. It's not good - except against Huge base ships in Epic play. And even then, it ain't exactly good; but it is 56 points of fun. And especially in Epic, 56 points is pretty easy to come by.

The Kimo is definitely a ship I want to get hold of. Mostly for Torani but I am kind of attracted to the generic as well. I have proxied her with Clusters, Failsafe and R5-TK. Difficult, but I liked it and would not mind having a proper go at it.

The boy has whispered that he's getting me an IG for my Bday is a few weeks, so that's likely next on the drawing board.

I can't pull myself away from Latts but Moralo is an interesting one for that jazz. Running away for a quick turnaround would come in handy. She's often centre of the table, but the circumstances where you're wanting to get out and come back can generally be seen quite clearly in advance and would have her leaning more towards the edges.

2 advantages she has over him. Her ability is relevant all the time, just the threat of it is a powerful tool and an important safeguard. I3 v I4, though the ship doesn't greatly mind being blocked, it's neat to avoid them and be where you want to be, her own block is big and strong.

And 5pt cheaper is 5pt cheaper. Obviously recommend trying her out.

Edited by Cuz05

Instead of Carbonite, I like "The LandoHan"

Trandoshan Slaver - Unkar Plutt, Lando Calrissian, Han Solo 72 pts. Always reinforce, focus, blue move. Spend reinforce for rerolls to double mod. Unkar is there so you can reinforce even if you bump.

4-LOM - Mist Hunter, Advanced Sensors, (optional): Fearless/Elusive/Crack Shot, Zuckuss 60(+1-5) pts. My favorite ace harasser.

Scurrg is good, but needs to stay "cheap".

Sol Sixxa - Crack Shot, Dorsal Turret, Proximity Mines, Skilled Bombardier 58pts . Large zone of direct hits for the mines(any speed 1-2 template), turret for extra arc, I can usually get a bullseye on something to use the crack shot too, during the course of the game. Sol usually either trades for an ace or lives on half points.

In the 30 point list fitting piece category don't forget about Z-95 Bossk - Marksmanship 30 pts . Also if you need cheaper but useful fitting pieces: L3-37 , or Mining Guild Surveryor - Intimidation 26 pts .

Btw I disagree on your "other best way to run 2 firesprays". Ditch the CC, give them Proton Bombs. 150 pts. Bring Fearless Skull.

Edited by Cerebrawl
2 hours ago, Cerebrawl said:

In the 30 point list fitting piece category don't forget about Z-95 Bossk - Marksmanship 30 pts . Also if you need cheaper but useful fitting pieces: L3-37 , or Mining Guild Surveryor - Intimidation 26 pts .

Btw I disagree on your "other best way to run 2 firesprays". Ditch the CC, give them Proton Bombs. 150 pts. Bring Fearless Skull.

I don't currently have a Z-95, so it can't be on my list 🙂

The MTG is one I haven't flown enough to be settled on anything other than 'Seevor is good'. With no Falcon nose, I am putting a Squad Leader Surveyor on the table at home and seeing how that goes.

Fair comment on the 2 Sprays, there are options. But I ran it a fair bit in the run up to SO and then there. Outmanoeuvre, CC and a 3pt bid definitely gives you more options against more things. That talent on the Fang makes him a great shepherd and doesn't need to be played aggressively if it's not gonna work out. The bid makes him more of a mini ace. CC gives you the ability to flip and stay engaged, with the 2 focus, making for better successive set ups, more flexible pressure and more room to ace it up with the Fang.

I get your suggestions, but flexibility is a big thing and the build I settled on easily had the most.

16 minutes ago, Cuz05 said:

With no Falcon nose, I am putting a Squad Leader Surveyor on the table at home and seeing how that goes.

Fair comment on the 2 Sprays, there are options. But I ran it a fair bit in the run up to SO and then there. Outmanoeuvre, CC and a 3pt bid definitely gives you more options against more things. That talent on the Fang makes him a great shepherd and doesn't need to be played aggressively if it's not gonna work out. The bid makes him more of a mini ace. CC gives you the ability to flip and stay engaged, with the 2 focus, making for better successive set ups, more flexible pressure and more room to ace it up with the Fang.

I get your suggestions, but flexibility is a big thing and the build I settled on easily had the most.

Squad Leader Surveyor is good. I run that in some of my 6 ship lists as my second coordinator(I only have 1 Falcon nose, and a second one is only 1 point less anyway).

For a bid the 2 spray + fang could also downgrade Fearless to Crack Shot. Btw PerCo is a defensive mod, but there are alternatives. You can run them with Hull Upgrade, CC, and Proton Bombs for more aggressive play, while still having that bit of extra durability, and it shifts the half-point mark, also saves points, with that setup you can have Fearless Skull and 2 point bid, or Crack Shot Skull and 4 point bid. It also makes reinforcing or boosting feel less bad.

Edited by Cerebrawl
4 hours ago, Cerebrawl said:

For a bid the 2 spray + fang could also downgrade Fearless to Crack Shot. Btw PerCo is a defensive mod, but there are alternatives. You can run them with Hull Upgrade, CC, and Proton Bombs for more aggressive play, while still having that bit of extra durability, and it shifts the half-point mark, also saves points, with that setup you can have Fearless Skull and 2 point bid, or Crack Shot Skull and 4 point bid. It also makes reinforcing or boosting feel less bad.

I tested many things. If you go up against something like Kylo, Obi Wan, Fenn, having Outmanouevre nearby and nigh undodgable, guaranteed focus, Spray arcs, you really are asking a lot more questions. Jedi don't want to risk trading head on with the Fang at R1 and will just opt out of Fearless. Similarly, you can't risk charging any of them, especially Fenn. They really don't want that Outmanouevre threatening at R2 on a flank, so do they go for him and risk the R1 trade off, with the Sprays nearby?

Against a generic swarm/beef list, aiming for Fearless is definitely going to cost you, with only one Fang. Outmanouevre will reward you, CS will barely make a dent. It genuinely gives you the best of both worlds, in this mix.

PerCo is not just a defensive mod, since it gives you much more likelihood of being able to take focussed shots, especially at I2. Facing multiple shots, it allows you to make a choice and assess what you need most, going forward. It certainly does allow for strong 1v1 aggression, since they cannot focus strip the return shot.

Nevertheless, even accepting a defensive nature, 8pt for something that routinely saves each Spray from 3, 4 or more damage, every game, is a no brainer to me and is clearly worth that much more than just 1 extra hull or shield. You don't really need to be more aggressive than constant, focused fire over multiple turns. The extra durability PerCo gives you, is easily equivalent to 2 extra turns of focussed fire, from each. Compare that value to the return from Hull and a Bomb, you might start to see where I'm coming from.

There's more! When a Spray heads into trouble and wants to tag out to set up a better killbox, 3 or 4ag behind 2 focus can make it almost worthless to go after, forcing target switches on your opponent and welcoming them into the traps you set.

Likewise on an approach against more serious red dice, Sprays can fold. But with PerCo and the rear arc, they can also bait, turn away and stay at R3. Your other flank can collapse in, the one that turned away can CC and flip on them. Or you can just happily trade at R3 with all of them, against the likes of 4x T70 and suchlike.

Boosting, Reinforcing can be clutch at the right time, but with a rear arc, 2 focus and the ability to trade well at R1 or R3, you rarely need them at I2.

I don't mean to labour it, but I really did fly this a lot, against serious meta stuff, and the build is absolutely rock solid against all of it, precisely because of the flexibility the upgrades provide. Almost any other choice you make, and I went through several, ends up being a sacrifice at certain times, against certain things. This was made to take on BobaFenn, Res/Rep x4 and droids. It proved that it can capably hold it's own against them all and reliably change it's approach to suit. Almost everything else tires faster

Edited by Cuz05

The Bumpmaster Nom Lumb, Ion Cannon, 4-LOM, Dengar, Contraband Cybernetics, Static Discharge Vanes, (60)



Couple of Mid 30 pt fillers
Laetin A'shera, Marksmanship, Autoblasters, (34)

Genesis Red, Marksmanship, Autoblasters, (35)



So I dropped a lean Guri (Predator and AdvSen), Fearless Teroch, Marksman Bossk, and Autoblasting Sunny on the table against Poe, Zizi, Ronith, and Zari. Traded Poe for Teroch in the opening, then hunted down the A-Wings one at a time by dragging them through the rocks. Sunny was on one hull, and Bossk was shieldless, but Guri was untouched and put the killshot into Zizi at Range 3 to finish the game at time. Dice were something of a factor, as Bossk's pilot ability procced twice against the A-Wings, and the Autoblasters put two unblockable crits into two different ships. That's a *lot* of crits for me to have been rolling. Running four entirely different dials was interesting, but the salad was entertaining - my opponent told me that he couldn't really decide on a target priority. Guri and Old T were both obviously in the running, and Teroch kind of wound up being served up on a platter. But Poe was definitely my main target, and Guri is fantastic bait. Trading 59 points for 73 was fine, especially as it left Guri as the ace on the table. Scum Pocket Salad. It's what's for dinner?

4 LOM - Adv Sensors, Mist Hunter and IG 88D crew. Adv Sensor Calculate when you dont need to BR, then Hard stop for 3 Calculate tokens. Then pass off your stress to the person you blocked.

Fenn - Predator, people say fearless, but Pred makes him a flanker as much as a brawler IMO.