This faction is a shaky alliance of bounty hunters, mercenaries and thieves who don't fit into any other faction. The fan favorite, Boba Fett, is the image guy for this faction and is joined by a host of other cheaters whose names you may know (or may not know). The bounty hunters hired by Vader in Empire Strikes Back are all here, like Dengar and IG-88, as well as mercenaries from the Rebels and Clone Wars animated series including pilot Moralo Eval, Mandalorian protector Fenn Rau, and Black Sun consortium Operational Agent Ketsu Onyo. The Scum faction covers the entire Star Wars saga, including Unkar Plutt's Quadjumper of The Force Awakens.
Just like the other original factions from the first edition of X-Wing, Scum features many characters from the extended universe such as N'dru Suhlak, Talonbane Cobra, and the infamous Prince Xizor. The young Han Solo and his crew are also present.
On the table, Scum is best known for their dirty tricks and control skills that allow them to have the upper hand over their opponents, but always at some cost. For example, the 4-LOM droid onboard your ship can prevent your opponent from spending a green token on defense, but later you will have to pay the high price by taking two ion tokens.
In terms of ships, the Scum faction has access to a wide range of different options, from robust fighters like the Kimogila to the agile aces of the Starviper. Many of the Scum ships are similar to those found in other factions (particularly those of the Rebel scum...) but have a unique characterization that distinguishes them. The pilots who lead them are generally independent operators who do not rely on their teammates, but a good Scum commander will be able to leverage their skills to create a consistent strategy.
Let's put our Sabacc cards face-up on the table from the start: Scum and Villainy are a pretty complicated faction to start playing with. For some reason, FFG had chosen many questionable ships (like M3, Jumpmaster, etc.) to be re-released in the Second Edition with a Black Box, while most of the best Scum ships are still on the shelves from the first edition. This makes it difficult to build strong teams without buying first edition models (often second-hand) and the Scum and Villainy Conversion Kit. But it turns out kinda fitting for the faction thematically.
There will be only one pathways to collect all these scraps: we're going to tackle the Black Boxes and first edition together with some loose lore affiliation. It is for you to decide what ships you want first, second or never:
The X-Wing Core Set comes with zero Scum ships - so the question is, what is it doing here?
First of all, It also has all necessary tools and accessories to play the game: range ruler, maneuver templates, dice (3+3), obstacles and one damage deck.
More importantly, the Core Set is a great way to test the game on a smaller scale!
But keep in mind: it contains the rules for 2.0 (FFG/Legacy) version of the game. If you want an updated Rule Book for 2.5 (AMG) version for this set - we got you covered:
If you just want to try out the game - the Core Set is a way to do. Even if you later trade all ships and leave yourself with tools to play the game.
But if you insist on having a pure start, you can get all the tools separately:
This pack contains plastic maneuver templates and a range ruler with segments to make your measurements quick and precise. You can paint, just don't forget to varnish it after!
Dice Pack contains three red attack dice and three green defense dice, identical to the dice included in the Core Set.
This deck contains a complete set of damage cards that correspond to those in the standard damage deck. The text on the cards is the same as that of the standard Damage cards, only the card graphics are different.
You've read it right - you are getting obstacles, all of them! Well not all, excluding particular Gas Clouds from the Separatists and Republic Squadron Packs, Asteroids and Debris from the Pride of Mandalore Reinforcements Pack. But that's a lot of obstacles plus some upgrades.
Great little pack! It contains cards with special setups for you game to spice things up.
So you bought all necessary tools to play the game, or maybe this is not you first faction...
Ok, calm down! We hear you asking: Where are our ships? Give us ships!
They are almost here. But before that we need to talk a little bit about the Sarlacc in the pit - the Scum and Villainy Conversion Kit.
As Boba Fett once said: "He's no good to me... without a Conversion kit."
Scum and Villainy Conversion Kit is a grail of second edition cardboard designed specifically to bring back all the first edition Scum ships, that are still left behind. It's a great foundation and a must for any "legitimate" Scum aficionado.
This pack has components to make this list of ships fully operational again:
Plus it has a ton of upgrades and tokens. What this pack does not have are basic tools and components you will find in the Core Set.
Now at last - the SHIPS! Let's go about them in a thematic way, because realistically there isn't any box that can be a starter box for Scum, even though Fugitives and Collaborators Squadron Pack tries to pretend to be it. Scum is all about the flavor!
As we've said before, we will intermingle Black Boxes with first edition ones, and the order of the sections in not the order in which we suggest you go about buying your collection - it's just a thematic way to give the presentation (unlike in our other faction guides):
Bounty hunters are individuals who could be hired to capture or kill a designated target. The target would have a price or bounty on their heads that would be collected by the bounty hunter upon successful capture or proof of death. Bounty hunters would sometimes team together as part of a larger mission or to handle dangerous targets.
Bounty hunting is a complicated profession...
Boba Fett? Boba Fett?! Where?
The Firespray or the Slave 1 is one of the best-known Scum (and Star Wras) ships, piloted by Boba Fett as he chases Han Solo in The Empire Strikes Back. With powerful front and rear guns, sturdy hull and shields, an agile maneuver indicator and a wide range of choices in the action bar, the Firespray is ready for any challenge. Unfortunately, this flexibility and power has a cost in high points and you will rarely see more than one or two ships flying along with a Firespray.
The Firespray is a good beginner ship, and one of the best initial purchases a Scum fan can make – it will rarely give up without a fight even in the hands of a beginner.
I can bring you in warm... or I can bring you in cold.
The ST-70 Assault Ship better known as the Razor Crest from the Mandalorian is a bit of an odd duck. It has plenty of upgrade potential and from a pure stat perspective is similar to both the Kimogila and G-1A; however, instead of being able to take torpedoes/missiles it can take multiple crew and a gunner upgrade. As a result, it can quickly balloon in cost in which case it paints a target on its back.
The Razor Crest Title does let you hide an illicit upgrade and gives you flexibility to choose any number of illicit upgrades during setup after seeing your opponents list.
I can't believe I'm gettin' paid for this!
The Jumpmaster 5000 is arguably the worst ship in the game, crippled by red turns and a terribly inefficient indicator. The reason the ship is like this is that in the first edition it was so effective that the Jumpmasters dominated the game for years after it was released. It took FOUR consecutive interventions to moderate it.
What has survived nerfing is best to save until your faction is somewhat complete: it is very difficult to avoid stress on a Jumpmaster, and once stressed, it will take several turns to leave the fight, re-engage and get back to fighting.
The strong abilities of the unique pilots combined with some Crew cards are almost enough to save this ship. Also the pilot Nom Lumb from the Hotshots and Aces pack is a great filler.
Thinking takes too long. Action gets things done.
Bossk’s flying bus brings frightening firepower into play with its front-end cannons covering a 180-degree field of fire. With plenty of room for the crew and a thick hull, the YV-666 is ready to introduce a world of pain to everything in front of it, while Reinforce's action makes the YV even harder to kill.
The weakness is that once an enemy has managed to stand in line with you, he will probably stay there until you disappear from the table. A very effective tactic is to use the rest of the squadron and the edges of the table as deterrents.
With the updates contained in the Fugitives and Collaborators Squadron Pack – in particular Zam Wesell and False Transponder Codes - it has become very playful lately. Don't miss it!
As a small bonus, the Hound's Tooth comes with a custom Z-95, the Nastah Pup. The YV-666 can start the game with an inexpensive Z-95 docked to the ship, to allow the YV pilot a last-minute escape. It's a spectacular trick, but reserved exclusively for a YV-666 with the unique title!
The Z-95 Headhunter is a durable and economical ship. It might be a little “wry,” but adding one or two Binayre Pirates is an excellent way to complete the squadron. The Binayre Pirate is best used to block, absorb damage and shoot range 1 against the enemy.
Unique bounty hunter pilots aren't particularly exciting, unfortunately: N'dru Suhlak makes it difficult for your team to work together, and Kaa'to Leechos takes focus tokens away from the most important ships, or can be set up with missiles as a HWK-290 bodyguard. For pure fun and chaos, you'll need seven, all equipped with Dead Man's Switch.
This is standalone pack without Bossk pilot from the Hound's Tooth pack.
Cad Bane at your service. I'll take on any job... for the right price.
The Rogue-class Starfighters are designed around their Bullseye Arc and have the same “Dead to Rights” ship chassis ability as the Kimogila. When equipped with the Proton Cannon that comes in this expansion, you do not want to find yourself in its bullseye arc.
With plenty of linked actions as well as a title that grants it the cloaked action, this ship can be built out a plethora of ways and is quite adaptable from a sneaky ace to a group of generic pilots with a cannon.
It's business.
The 4-LOM and Zuckuss bounty hunter ship, the G1-A has a strong design and a maneuver indicator full of red maneuvers earning the nickname “Scum B-Wing.”
The pilot's skills, the red 0 speed maneuver and the presence of a crew slot are the most interesting features of this ship. Of particular interest is the 4-LOM pilot, which is able to distribute Stress tokens, simultaneously controlling enemy movements and compensating for the extremely “red” dial of the G1-A.
The most aggressive squads will want the G1-A for close combat, as it will be able to absorb quite a few shots before exploding, in most cases bringing at least one enemy with them.
I think, therefore I am. I destroy, therefore I endure.
Chosen ship of the deadly killer droid IG-88, the IG-2000 Aggressor is one of the few medium-based ships with 3 green agility dice. Although it has an excellent dial and reinforcement action, it tends to fly so fast that it overtakes the enemy and therefore relies on red maneuvers and upgrades to keep the arc on target, making the Advanced Sensors an obvious choice for this ship.
Aggressors work best in pairs, using the title of the IG-2000 ship to share the pilot's skills. Two Aggressors don't leave much room on the team for anything else – however – the Aggressors alone have some difficulty dealing enough damage. If you're looking for an agile and durable fighter, it would probably be better to deploy a StarViper.
This fighter favored by a some bounty hunter is similar to the G1-A but with a maneuvers indicator more suitable for long-range engagements. The Kimogila also has a very nasty ability in the Bullseye arc that prevents enemies from spending green tokens on defense. Catching opponents in the Bullseye of a medium-sized base ship is a real challenge, so don't expect it to happen too often.
Torani Kulda is a popular ace, but the generic Kimogila is also a threat when piloted with R5-P8 for double modification attacks. The biggest weakness of the Kimogila are sudden changes in your strategy: you will need to carefully plan your engagement to make sure you have a lane and free space to make your very long Koiogran Turn if you want to keep the guns on target.
There are other Bounty Hunter pilots sprinkled among other ships, like Dalan Oberos, or Graz, or Viktor Hel, but we will explore those ships in other thematic sections of this guide.
This team unites two fearsome pilots who excel when the fight is close and things get “personal”. Get closer to the enemy and you can deal big damage by taking relatively little damage, but if you get caught in medium or long range you may get in trouble. When piloting two such precious ships you have to be a little more conservative – you definitely won't want to lose 50% of your firepower with a reckless maneuver... Having ace pilots anyway means having fewer weaknesses, so not all evil comes to harm!
A smuggler, also known by the euphemism "free trader", is someone who engaged in the clandestine shipment of goods or people to prevent taxation or some other impediment. The goods shipped were often highly illegal or banned in some sectors.
This Black Box contains not one but two ships!
Sadly, Lando Calrissian's Millennium Falcon is not very impressive on the table. Han has not yet upgraded the turrets to laser quads and so Lando's ship is stuck with only two attack die and this really costs her a big chunk of how useful she actually is. While Han Solo pilot can theoretically roll an absurd number of dice on obstructed attacks, the Falcon's large base makes it very difficult to slip behind the rocks.
You're sure to benefit from the Han Solo (Gunner), 4-LOM, and Trick Shot upgrades – you'll find them all in the Scum and Villany Conversion Kit.
The breath of fresh air brought by the pack Fugitives and Collaborators pack has given new life to Lando's Falcon, don't miss the chance to bring it to the table with Jabba The Hutt and a copy of False Transponder Codes on board!
This expansion features some excellent Crew upgrades and a comfortable support ship: the Escape Craft. You have to buy an entire Falcon to get it but the Escape Craft ship is one of the best support ships available for Scum.
Many Scum squads feature a single Escape Craft that feed the actions of another ship with larger cannons. Fans of pranks and big blasts can also bring the Autopilot Drone, ready to trigger a nice explosion after three rounds of play.
Old pal Dash Rendar and his partner Leebo in the YT-2400 decided to try their luck outside of the Rebel Alliance in the latest addition to the Scum family.
Dash was a total terror during the first edition and the second edition with the Outrider title and large 4-die main turret, although it is an expensive ship to field (and rightfully so).
This box contains new version of YT-2400 with different variant of Dash and Leebo pilots and different Outrider title, that you might be accustomed too. These new variants have a 3 dice main turret.
Also Scum gets only Standard Loadout cards (SL) for their pilots. But don't you worry - they are legal as LSL for the standard game in Legacy!
Most AMG products contain a second type of ship cards - Standard Loadout pr SL (sometime only SL, sometimes SL and standard FFG ship cards):
Ship card (standard for all FFG products) gives you an opportunity to fully customize your ship with the limitation of available slots.
Standard Loadout (SL) includes predetermined upgrades and can't be reconfigured.
The X2PO team strives to incorporate all new AMG products to the 2.0/Legacy system, so expect points for all new releases in a reasonable time frame to balance them properly.
Since SL is a totally different beast compared to the original game system (and somewhat intrinsically imbalanced), we have decided to split this cards in two entities to maximize compatibility and options for the players:
Left Side Legal (LSL): Pilot only part that can be used for standard play and customized with the limitation of available slots. In many cases such pilots have different abilities compared to their ship card versions.
Standard Loadout (SL): The whole card with fixed upgrades - can be used for a Wild Space game mode.
Now back to the buying guide!
The Mandalorians are a clan-based culture composed of members from multiple species and bound by a common creed, language, and code. Known primarily as highly-effective mercenaries and bounty hunters, Mandalorians have at various points in galactic history played a major role as legendary warriors and conquerors.
We have already met some prominent Mandalorians as bounty hunters - Din and Boba, but there are more:
The Fang Fighter is the Scum's response to the TIE Interceptor, swapping the double repositioning for an additional hull and the “Concord Dawn” ability, which makes it very difficult to kill a Fang at close range. With an excellent maneuver dial and many linked actions, the Fang Fighters are brilliant short-range fighters.
Unfortunately, they are easy prey at range 2 and without shields they are particularly sensitive to Critical damage.
Fenn Rau is the most commonly chosen pilot since he is the most dangerous ace.
A thematic pack dedicated to the Mandalorians provides pilots, upgrades and even new obstacles for multiple factions.
The Scum get a new pilot for the Fang Fighter and bunch different upgrades such as Savage Opress or Mandalorian specific ones - Mandalorian Optics, Beskar Reinforced Plating and Clan Training. The Mandalorian Optics are particularly useful on the Fang fighters which allow them to acquire a target lock in their front arc during the system phase, vastly improving their action economy.
This is pack you can split among friends from other factions.
Featured in Clone Wars, Rebels and Mandalorian - Gauntlet is a great support ship that is also relatively maneuverable and can pack a punch.
Its support abilities come mostly from the crew. By itself, this ship can rotate literally on the spot. This allows it to keep itself reorienting to wherever the fight happens and keep the guns on the target. In this role, Captain Hark shines the brightest as he is allowed to perform a sideslip maneuver when rotating.
All in all, this ship can fulfill many roles in your squad and take a beating but at a higher price compared to other transport ships.
Lastly, being a Mandalorian craft with the unique drop-seat bay, you can send out the famous Mandalorian Commandos with their iconic jetpacks from each side of the ship into the fight.
Shadow Caster - one of the few Scum ships to actually appear on our screens, the Lancer was piloted by mandalorian bounty hunter Ketsu Onyo on the Star Wars Rebels TV show. Just like on the show, it's a fierce ship with a lot of firepower and tractor beams to catch enemy ships and collect their bounty.
Ketsu Onyo is often seen flying alongside old Teroch and another initiative 5 ship like Kavil or Talonbane Cobra, making use of Tractor beams and heavy firepower to disintegrate enemy ships before they can fire.
The Lancer also has one of the only Scum pilots who uses the force, Asajj Ventress (Dooku apprentice in Clone Wars).
Although she has strong abilities, the Lancer is an extremely fast ship. Pilots will have to be careful not to go too fast through the combat zone. The ship has a turret, but its front cannons are much more powerful.
This Squadron pack includes wanted criminals such as Kanan Jarrus and Arliz Hadrassian, with new abilities and upgrades based on their appearances in The Last Padawan and Bloodline. Kanan Jarrus is an outstanding pilot for the HWK-290 and will be a great 'center core' around which to build your first squads.
The HWK-290 Light Freighter is joined by two BTL-A4 Y-Wing miniatures with beautiful paint schemes.
Plus 37 upgrade cards invite you to further customize your scum and villainy squadrons, including exciting new options for the epic game.
The stars of this Squadron Pack reside mainly in the Upgrade Crew cards: Zam Wesell, Gamut Key, Hondo Ohnaka and Protectorate Gleb.
The pilots for the Y-Wing are a bit subdued compared to other ships, but they have interesting skills and a decent flexibility: before rejecting them, put them in the field to become familiar with the many upgrades they can equip.
We will talk more about the ships next, because there are pilots from the Conversion kit for them.
The Scum HWK-290 is a fantastic ship with exceptionally effective pilot skills. Palob Godalhi can steal Focus and Evade tokens from enemy ships, while Torkil Mux forces an enemy pilot to fire at Initiative 0. None of these skills need to be taken lightly and the only downside of the ship is its inability to turn around effectively.
Although it is Scum, the ship still has access to the title Moldy Crow - the Moldy Crow originally belonged to Palob, before passing into the hands of Kyle Katarn, allowing him the ability to stack Focus tokens and roll three red dice from the front arc.
But note, that the title for the ship is only available in the Rebel Conversion Kit or the Hotshots or Aces Pack. And to get one in original colors - you'll have to steal one back from the Rebels!
With a sturdy hull but only two red dice, the Y-Wing relies on bombs, turrets and torpedoes to contribute to combat. For the moment this haven't left its mark in the metagame, but pilots like Drea Renthal can be used to support swarms.
You can grab any BTL-A4 Y-Wing model you want: a rebel one from both editions, or a "red" one from first edition Scum pack alongside two extra Z-95s.
M3-A Interceptor or Scyk is able to carry any secondary weapon or cannon on the table (that fits in one slot). Unfortunately, tying an expensive and dangerous weapon on such a fragile chassis makes the Scyk an obvious target for enemy ships.
Scyks without secondary weapon improvements can have interesting pilot skills, while generics can be deployed as a swarm.
It is worth noting Serissu's defensive ability, powerful but difficult to exploit, as Scum squads hardly fly in formation. Deploying with an Ion Cannon is an excellent tactic to disrupt enemy ships.
The Mining Guild cut the front panels of their TIE fighters for better visibility. This somehow makes them a little slower, but allows their pilots to pass on asteroids without penalty (although they still have to move from the asteroid if they want to shoot).
In all other respects, this ship is identical to the TIE Fighter piloted by the imperial forces: cheap, fragile and disposable. Instead of Howlrunner's Imperial formation synergy, the Scum TIE has Captain Seevor's disruptive ability. This creates a more devious synergy, because removing tokens can open a breach in the enemy's defenses.
The Starviper's mechanical butterfly wings allow it to move like no other ship: the Barrel Roll with a curved maneuver instead of a straight one means it can dance on the table. Combined with upgrades and Focus linked to the other actions, this makes the StarViper an agile and powerful medium.
Guri is the stand out and can dance around enemy ships and dodge danger. Non-unique pilots are also not to be underestimated, being able to block enemy vectors and spread a wide net of firing arcs. Since the StarVipers are quite difficult to pilot, many opponents will not know how to deal with them effectively.
What happens if you take a X-Wing, take off the astromech and chop your wings a little? Well, you lose 1 hull, to begin with.
The Kihraxz fighters have a slightly awkward maneuver dial, but carry three red dice on the table on a cheap, durable frame. While unique pilots have interesting skills, generic pilots are the most effective way to use this simple ship.
The Scurrg is a sturdy Scum ship that time bringing bombs with them into combat to supplement its offensive capabilities.
Captain Nym and Sol Sixxa pilots excel at controlling the battlefield with devices, launching them at the right timing or location to capture an enemy ship. With ten health and many upgrade slots, the Scurrg is a versatile bomber that can be easily managed in combat.
Just be careful not to overload it with too many toys – it's very tempting to fill all those slots, but the risk of seeing them explode is very high!
You may not remember The Force Awakens' Quadjumper, where he played a starring role as a short blast on Jakku. You'll have to pilot this ship carefully to prevent them from suffering the same fate, but if you can take them to the enemy's range 1, you'll be rewarded with their extremely rude Draw Range ability.
The most powerful pilots of the Quadjumper are those with Low Initiative, as they can move an enemy ship with the tractor beam before it moves. This means that enemies must set their own maneuver indicators carefully unless their new position makes them fly into a rock, in the asteroid field, or off the edge of the table. Even if you don't move a ship while using the tractor beam, you can reduce its agility to make it easy prey for the rest of your team.
While Quadjumpers are slow, their draw range poses a unique threat – particularly to enemy aces – and you can expect them to attract a lot of attention.
Would you believe it, but we have reached the end of Scum ship list! No wonder Scum players always complain that they have too few ships at their disposal.
Next we will cover Cardboard packs and talk about Epic. But for the time being - here is another fun squad you can try out:
These ships may not seem like much, but they have a combination of firepower and token denial to the opponent that allow them to be much more threatening than they seem at first glance. Captain Seevor and Old Teroch can paralyze any enemy with their token removal abilities, making them vulnerable to the rest of the team. Koshka Frost is a flexible fighter who will punish your opponents for performing linked red actions or red maneuvers. Completing the team is a cheap, disposable Z-95 Head Hunter, which will frustrate your opponent by getting in the way and finishing the ships weakened by the rest of the team or going BOOM!
These packs do not contain any ship minis, but what they have is cardboard in abundance to further expand your fleet: new pilots, new upgrades, game tokens that you might not have: like bombs or new obstacles. The rule of thumb is to check for which ships are you getting the pilots and upgrades before getting one.
This expansion gives new pilots and upgrades for multiple factions. Scum gets 3 new pilots:
Plus you are getting some upgrades that were missing in your black boxes but were in other factions.
It's a good pack to buy with friends, because you can split pilots by factions without any fuss.
Another pack, somewhat like a previous one, but only with new pilots. Scum gets 5 new quite interesting pilots:
It’s also worth noting these Hotshots and Aces have some odd printing choices with different faction pilots being on opposite sides of the same token. So splitting it with friends from other factions might not be possible.
Also there are no SL cards, only ship cards, while being an AMG product.
We have already discussed this pack in the Mandalorian section.
Like a pack with obstacles, but instead - a bunch of mines and bombs: tokens and upgrade cards all in one package!
Another great little pack! It also contains cards with special setups for you game to spice things up.
So you have reached the end of the Black Box guide wondering, what else it there beyond your magnificent collection of ships and starfighters?
Two answers:
This expansion introduces a totally new way to play X-Wing, inviting 2 to 8 players to engage in epic multiplayer battles as they command massive fleets in large-scale games that evoke iconic Star Wars scenes.
It features 11 scenarios ranging from Free For All Deathmatch where each player controls only one ship to an Epic Battle where players fly coordinated wings of starfighters supporting huge ships. From desperate defensive actions to daring assaults on enemy fortifications, each scenario creates an exciting narrative.
Within this expansion, you'll find five wing tools that ease and speed up the game letting you fly your fighters in wings and not separately.
Don't let the CIS label on the box fool you - there is a Scum Trident-class version of this ship inside too.
Inside it has nice solo and multiplayer scenarios, including the hilarious "Leviathan Hunting", in which players hunt down a Trident class that moves and acts by a dedicated deck of cards.
A must buy if you love playing Epic mode!
C-ROC is a multipurpose pirate ship that you can upgrade almost anyway you want for you fun Epic game.
If you get you hands on the first edition C-ROC, you will need the Huge Ship Conversion Kit to use it. It comes with an additional M3-A model with an alternative paint scheme. Getting the Black Box version instead might still be prudent, because the Huge Ship Conversion Kit has many components, but for only one Scum Huge ship that is C-ROC.
Huge ship components from 1.0 are not used in epic 2.0, including the bases and pegs, but you can use those bases and pegs for any large ship in your collection.
You have reached the end of the guide to the Scum and Villainy.
Now go out there and have some fun playing X-Wing!
Copyright © 2025 X2PO - All Rights Reserved. Star Wars: X-Wing Second Edition is the property of Atomic Mass Games and Star Wars is the property of Lucasfilm Ltd.
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