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| "Later losers!" |
While their was no Scum specific errata, the errata to contraband cybernetics may as well have been a Scum errata:
Contraband Cybernetics can now no longer have it's charge recovered. - I feel like just banning Jabba might have been simpler, but this is also fine. It's still a great Illicit upgrade. It turns out being able to ignore one of the core limits of the game (stress) for 1 out of an average 6 turns is a pretty big deal.
In terms of Scum-specific upgrade changes, there were actually quite a few large-ish changes:
- 4-LOM (Crew) went up from 2pts to 5pts. - This increase was likely due to the Ion changes making 4-LOM's cost less detrimental. He was always too cheap at 2pts, so I think he's a steal even at 5pts. Boba, and Large ships love this guy.
- Fenn (Crew) went down from 6pts to 4pts. - This is a decent effect, that rewards you for catching someone at R1 in your front arc. Ditching a stress (or other non-lock red) is very powerful, but you do need to jump through a hoop to get it, and the Scum crew slot is very competitive. Still 4 pts is pretty cheap for an ability which effects your ships at range 0-2. I think this one is worth keeping in mind when building a squad.
- Lando (Crew) went down from 6pts to 4pts. - Hello there rerolls. This card was already solid paired with cards like 0-0-0, and Perceptive Copilot for easy double-mods. Given it works most effectively when combo'd with other cards, I think this reduction is fine.
- Prime Minister Almec (Crew) went down from 9pts to 6pts. - This is a weird card, which seems very niche. I don't think much of it, even at 6pts, but maybe I'm missing something.
- Rook Kast (Crew) went down from 11pts to 8pts. - I thought Rook was pretty solid at 11pts, especially combo'd with Q9-O, Han (Pilot or Gunner), and/or anything that could perform multiple attacks (Cluster Missiles). The effect is very powerful, but it's one of those cards that needs a specific build/combo to be worth using.
- The Child (Crew) went up from 6pts to 7pts. - As noted in the previous post, I feel The Child needs to be combo'd with cards that mitigate, or punish attacking him (Ursa Wren, Mandalorian, Notorious, Dengar, and/or Reinforce). The 1pt increase doesn't seem too important.
- Boba Fett (Gunner) went down from 4pts to 2pts. - This is a very cheap passive mod. The requirement is pretty strict, but if you put it on a ship with multiple arcs, it becomes easier to get off. I think this is a steal at 2pts on certain ships.
- Gar Saxon (Gunner) went down from 9pts to 6pts. - The increase in stress tokens from bump red-focuses means this should have things to trigger off. The downside to this ability is you're removing a red token (which does something bad to the enemy), for an extra dice which may do an extra damage. It's also restricted to large ships, and kinda needs a bunch of support to work well. I don't think this sees play even with a 3pt decrease.
- Migs Mayfeld (Gunner) went down from 5pts to 4pts. - As noted in a previous post this is a binder card. I have a build using it with Dengar, but that's just me trying to make a bad card relevant.
I'm surprised both Notorious, and Unkar Plutt dodged a nerf, and/or errata. Notorious is very good in my experience, and at 2pts it's a bargain. It's additional cost of an illicit isn't much of a cost, as several of the illicit upgrades are very good. In case you didn't know, you can bump a ship, and use Unkar Plutt to take an action (for 1 damage), and then perform the red-focus for bumping. This means your 12HP YV666 can lose a measly HP to be able to throw out a double modded shot at (hopefully) Range 1. It's usually worth it on such a tanky ship, and is a cheap option to have at 2pts. I think Unkar just needs an errata so he happens after the bump red-focus, as opposed to a points hike.
On the generic side, the loss of Hull Upgrade, and Autoblasters were the big two for Scum. The silly Autoblaster Boba, who could 1-shot 3-4HP ships is no more, but the loss of autoblasters is a bit of a blow to the Scyks (luckily they received a bunch of buffs, so they should actually be fielded now).
The nerfs to Scum ships (went up in points, lost loadout, and/or lost slots) are as follows:
- Kad, & Generic Fangs
- Maul (Gauntlet)
- Manaroo (JumpMaster)
- Ahhav, & Proach (Mining TIE)
- Q9-O, & Mando (ST-70)
- N'Dru (Headhunter)
There was a reason Kad and Manaroos were in most Scum squads, as not much else stood out. Their increase in cost leaves the Scum 4-cost slot looking very anaemic. They gained loadout, and I think they both might still be decent, but they'll be competing with stuff like Kavil, Joy, Palob, and the new Cad Bane in the 5-slot. Manaroo is solid with chunky stats, but I don't know if Kad can keep up. Time will tell.
Similarly N'Dru, and Ahhav suffered a cost increase. The bump from 2-cost to 3-cost is a huge leap, even with a loadout increase. I think these two are just straight up junk now, compared to the other 3-cost headhunters and the Scyks.
Finally, Maul went up in cost, and The Mandalorian, and Q9-O lost some loadout. I still don't have enough experience with them to be confident on them. Losing loadout isn't the end of the world, and from what I've experienced, they seemed pretty good, so this might not effect their popularity. Maul going up in cost is going to make him less popular, not that I was seeing much of him.
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| "Boba, you son of a bitch!" |
So there were several Scum ships which received buffs, with their cost, loadout, and/or slots improved:
- IG-88D (Aggressor)
- Arliz, Kavil, Leema, & Jinata Officer (Y-wing)
- Han (Custom YT-1300)
- Fenn, & Joy (Fang)
- All of the Firesprays
- Dace, & Palob (Hawk)
- Nom Lumb, & Tel (JumpMaster)
- All of the M3-As
- Seevor, Yushyn, & Generic Mining TIEs
- Bossk, & Kaa'to (Headhunter)
IG-88D isn't standard, so I don't know if being able to take 3xIGs in non-standard games is a big deal.
There's a whole host of these ships which I have little to no opinion on, mostly because I don't think the buffs substantially change them. This list includes: the Y-wings, Fenn, Joy, Dace, The Jumpmasters, most of the M3-As, the Mining Ties, and Kaa'to.
The changes that stand out to me are: Han, Boba, Emon, Koshka, Palob, Genesis Red, Laetin, Quinn, and Bossk. Some went down in cost, making fitting them into your lists easier, while others gained loadout allowing them to do their job better. I think Bossk and Quinn will become the 'filler' ships for the Scum faction, with one of the others (plus Manaroo) as your centrepiece.
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| "I need no introduction..." |
What I consider to be the strong Scum pieces in each slot:
The Boba-Slot:
- Boba Fett w/ Fearless, JammingB, Maul, Seismic, Cybernetics, Maurader Title. - Boba lives! He was doing ok pre-update due to being able to abuse Autoblasters, but now that build is gone. His high loadout, and various slots means you can build him a bunch of different ways. I've just included a generic Boba build, and not necessarily the one I'd use (Burnout + 4-LOM + Babu Frik). Boba really needs to be doing a bunch of work to make him worth his steep 9-cost price, but luckily he's fast, really tanky, and does plenty of damage if used correctly.
The Packed-Slot:
- Emon w/ Fearless, JammingB, 4-LOM, Vet Tail Gunner, Prox Mine, Maurader Title. - I don't actually think you need to lean into Emon's ability too much. He's already good at dropping bombs, and given the shorter game lengths, I don't know how likely he is to get off 3+ bombs. Fearless, 4-LOM, VTG, and Marauder allow him to aggressively trade with some ships, then overshoot and drop a mine or two on them. I think he's really solid for a 7-cost pilot.
- Koshka w/ Fearless, JammingB, 4-LOM, Vet Tail Gunner, Proton Bomb, Maurader Title. - Very similar to Emon. I honestly think you play him the same way. Joust and drop bombs as you overshoot and butt-cannon the enemy. He's tougher than Emon (who is already tough), but doesn't bomb as well.
- Dengar w/ Expert Handling, ProtonT, JammingB, R5-P8, [Greedo], Contraband, Title. - You can do a build using the Weapon Systems Officer, and Cutthroat to get more out of the Proton Torps, but I think this more general build is better. Dengar can just deal a heap of damage, at a quite affordable cost for a PS6 ship. I think he does need coordinate support from a ship like Gamut to get the most out of him. Greedo is optional.
- Bossk w/ Notorious, Zam, Unkar, [Greedo / BT-1] JammingB, Contraband, Baffle, Title. - Bossk is very much a trade piece. You want him to deal a heap of damage before he goes down. Notorious and Zam are good on him, as most opponent's can't resist shooting a 1-agility ship, especially with Greedo aboard. Use Unkar, Baffle, and Contraband to keep him relevant and shooting for as long as possible.
- Rook Kast w/ Notorious, Zam, [Boba / Unkar/ Baffle], Contraband, Config. - Probably the scum Gauntlet build I'm most likely to run (RIP Maul). He's similar to Bossk in that you're using him to deal and absorb as much damage as possible before he goes down.
The 6-Slot:
- Q9-O w/ Rook Kast, L3-37, JammingB, [Greedo], Contriband, Title. - Q9 combos quite nicely with both Rook crew, and also Contraband. The raw stats, and L3 makes this a pretty tanky ship, and once used L337 makes the dial more bearable. Greedo is optional.
- Latts w/ Zam, Unkar, JammingB, Contraband, Title. - Latts is cheap for the damage she is capable of putting out, and absorbing. It's a shame she doesn't have the 1 extra loadout to swap Contraband for Deadman + Notorious. Still Zam is pretty great to have.
- Han w/ ClusterM, Rook Kast, 4-LOM, False Transponder, Title. - I'll be honest, this probably isn't a good build, just one I want to try out. This is very much a ship you use up trying to deal a bunch of damage to the enemy squad.
The 5-Slot:
- Manaroo w/ Expert Handling, R3-astro, Ion Cannon, Migs, Title. - I won't list all the possible Manaroo builds, This is just the one I'm going to be trying out (I will make Migs relevant, even if it kills me). Her cost increase was a (deserved) nerf, even with the extra loadout. I think she started from such a place of strength that she's still a fine 5-cost ship.
- Palob w/ [Notorious / Fearless], Lando, Overtuned. - At 6-cost, Palob was too steep, but I like him as a 5-cost ship stealing tokens, and generally annoying people. It's hard to state how much people hate Palob, so Notorious is a very solid Talent for him. He can also make very good use of both Lando, and Overtuned Modulator.
- Cad Bane w/ Predator, Proton Cannon, Ion Missile, Zuckuss, Prox Mine, Title. - I actually think this is a solid 5-cost ship. Brings plenty of control, and damage, on a fairly tough frame. It's no Greivous, but really what is?
The Nerfed-Slot:
- Genesis Red w/ [Elusive & ProtonT / IonC & Shield / PRocket & Overdrive]. - I think Genesis is decent as a 4-cost ship with 14 loadout. He has a couple of sneaky builds, besides the obvious Proton Torpedo + 2pt Talent to ruin a PS1-3's day. His access to to easy(ish) double mods is a big selling point.
- Serissu w/ Ion Torpedo, Shield. - The new Ion rules mean having a Higher PS Ion shot (Cannon, Missile, or Torpedo) is actually beneficial for stripping opponent's locks. Serissu is PS5 for stripping locks, with a decent ability to buff defence. I am not sold on the 4-cost Scyks, but they may prove themselves.
The 3-Slot:
- Gamut Key w/ Elusive, Gleb. - A really solid little support ship, that can coordinate, and also allows a ship to enter combat with green tokens. He's decently tanky at agility 2 with 5HP, and will chip the odd damage through.
- Bossk w/ [Notorious / Predator / Expert Handling], Marksman, ClusterM, Overtuned. - I liked this build before the update, and it now has 2 extra loadout for another Talent (Notorious is my pick if you aren't using it elsewhere.). You throw Bossk into a formation, lock something, pop Overtuned, and throw 2x Cluster Missile shots at your opponent. If he isn't targeted, or lucks out and weathers the return fire, it's a bonus.
- Laetin w/ [Fearless / Crackshot], HLC. - Getting a HLC on a fairly tanky 3-cost ship is pretty decent. I like Fearless for when you close into R1, as it's surprisingly good on 2-dice ships. An Ion Cannon + Marksman is another build option for a more reliable attack, but I'd avoid munitions as getting the lock at PS3 can be difficult.
The 2-Slot:
- Autopilot Drone. - If you're taking the Scum Falcon, this is actually an OK addition for it's system-phase coordinate. It being 2-cost for a ship that has to spend most of the game docked, or explode is pretty steep. I'm hoping they drop this to 1-cost in line with the Nashtah Pup. Still worth a look.
The 1-Slot:
- Nashtah Pup. - If you have a YV666, and a spare squad point, it might not be the worst. Generally, I think I'd rather upgrade another ship to something stronger if at all possible.
The Scum faction got hit with a bunch of nerfs, the biggest being losing their core 10-cost filler of Ahhav, Kad, and Manaroo. Still, they gained/retained some decent 3-cost ships, and a bunch of their more expensive medium and large ships got better. Boba alone has been a menace at times throughout the game's history, so he might make a return with his cost reduction.
I don't know if it will be a good list, but I'm looking forward to making use of Han again:
6 Han w/ ClusterM, Rook Kast, 4-LOM, False Transponder, Title.
5 Manaroo w/ Expert Handling, R3-astro, Ion Cannon, Migs, Title.3 Gamut Key w/ Elusive, Gleb.
3 Laetin w/ Fearless, HLC.
3 Bossk w/ Notorious, Marksman, ClusterM, Overtuned.

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