Star Wars X-Wing: Most Wanted Expansion Pack
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- The most wanted expansion pack allows you to quickly assemble a full fleet for your x-wing scum and villainy faction
- Features twenty ship cards, the most in any x-wing release to-date
- New ship cards, upgrade cards, and maneuver dials allow you to repurpose your existing starships within the scum and villainy faction
- Introduces greed, a new version of Boba Fett, salvaged Astromechs, and illicit technology
- Scum and villainy joins the rebel alliance and imperial navy as the third faction in x-wing
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Get your scum and villainy faction quickly up to speed with the most wanted expansion pack for x-wing! featuring three starship miniatures with alternative, scum-themed paint schemes and a whole fleet's worth of ship cards, upgrades, tokens, and maneuver dials, the most wanted expansion pack serves as the core of your scum and villainy faction, establishing its flavor and allowing you to quickly assemble a fleet by repurposing your existing x-wing starships for use within the faction.
Top customer reviews
I think this is one off the most ambitious releases from Fantasy Flight Games to date. It includes 3 ships (i.e., TWO alternative paint 2 Z-95s and ONE alternative paint Y-Wing), with everything you need to play them with the Scum faction. And, it also includes everything you need to modify one each of your current Slave 1 and HWK-290 ships so you can use them with the Scum faction. Plus, it includes tons of new upgrades, many of which can also be used on current Rebel or Imperial ships. Given everything that’s included, I’m guessing most players will want one and probably even two of this expansion.
It should also be noted that all the base stats for each ship are the same as in the previous releases (so, I’ll not be reviewing those again here). But, the ships and pilots have changed, so I’ll be reviewing those in detail below.
(1) N’dru Suhlak, a level 7 unique pilot that costs 17 points whose special ability reads, “When attacking, if there are no friendly ships at Range 1–2, roll 1 additional attack die.”
(2) Kaa’to Leeachos, a level 5 unique pilot that costs 15 points whose special ability reads, “At the start of the Combat phase, you may remove 1 focus or evade token from another friendly ship at Range 1–2 and assign it to yourself.” Note that this takes a token from an FRIENDLY ship, as opposed to the HWK's Palob Godalhi who lets you take it from an enemy ship (see below).
(3) Black Sun Soldier, a level 3 non-nique pilot that costs 13 points.
(4) Binayre Pirate, a level 1 non-unique pilot that costs 12 points.
(1) Boba Fett, a level 8 unique pilot that costs 39 points whose special ability reads, “When attacking or defending, you may reroll 1 of your dice for each enemy ship at Range 1.”
(2) Kath Scarlet, a level 7 unique pilot that costs 38 points whose special ability reads, “When attacking a ship
inside your auxiliary firing arc, roll 1 additional attack die.”
(3) Emon Azzameen, a level 7 unique pilot that costs 38 points whose special ability reads, “When dropping a bomb, you may use the [3 STRAIGHT], [3 LEFT TURN], or [3 RIGHT TURN] template instead of the [1 STRAIGHT] template.”
(4) Mandalorian Mercenary, a level 5 non-unique pilot that costs 35 points.
(1) Kavil, a level 7 unique pilot that costs 24 points whose special ability reads, “When attacking a ship outside your firing arc, roll 1 additional attack die.”
(2) Drea Renthal, a level 5 unique pilot that costs 22 points whose special ability reads, “After you spend a target lock, you may receive 1 stress token to acquire a target lock.”
(3) Hired Gun, a level 4 non-nique pilot that costs 20 points.
(4) Syndicate Thug, a level 2 non-unique pilot that costs 18 points.
(1) Dace Bonearm, a level 7 unique pilot that costs 23 points whose special ability reads, “When an enemy ship at Range 1–3 receives at least 1 ion token, if you are not stressed, you may receive 1 stress token to cause that ship to suffer 1 damage.”
(2) Palob Godalhi, a level 5 unique pilot that costs 20 points whose special ability reads, “At the start of the Combat phase, you may remove 1 focus or evade token from an enemy ship at Range 1–2 and assign it to yourself.” Note that this takes a token from an ENEMY ship, as opposed to the Z-95's Kaa’to Leeachos who lets you take it from a friendly ship (see above).
(3) Torkil Mux, a level 3 unique pilot that costs 19 points whose special ability reads, “At the end of the Activation phase, choose 1 enemy ship at Range 1–2. Until the end of the Combat phase, treat that ship’s pilot skill value as 0.”
(4) Spice Runner, a level 1 non-unique pilot that costs 16 points.
In addition, this expansion includes a whopping 19 upgrade cards, seven of which can also be used by Rebel and/or Imperial ships (I’ve included details on some of my favorites below). The list of upgrades includes autoblaster turret X2, K4 security droid (a crew that let’s Scum ships acquire a target lock after executing a green maneuver), Greedo, outlaw tech (a crew that let’s your Scum ships acquire a focus token after executing a red maneuver), Bomb Loadout X2 (a 0 point which allows Y-Wings to take a bomb upgrade instead of a torpedo upgrade -- can be used by Rebels), R4-B11 (which allows you to spend your target lock to make the defender reroll any defense dice you chose), “Genius” (which allows you to drop some bombs after rather than before you move), R4 Agromech X2 (which allows you to acquire a focus token after spending a target lock on an attack), Salvaged Astromech X2 (which allows you to discard this card to also discard a face up damage card with a ship trait), unhinged astromech X2 (which allows you to treat ALL 3 speed maneuvers as green maneuvers), “hotshot” blaster (which can be discarded to perform an attack outside off your firing arc), BTL-A4 Y-Wing X2, and Andrasta (which gives an additional bomb slot to any Firespray – can be used on an imperial Firespray).
As with all expansions, this one includes all tokens, dials, etc. that you need to use this ship in a game (though a copy of the base set is still needed to play).
All things considered, I think this expansion (especially in tandem with the new faction) adds a ton of new things to the game. And, given that at seven of the upgrades can be used by Rebels and/or Imperials, I think even those folks who are not interested in playing the Scum faction will find getting at least one comes in handy.
Each ship in the pack has already been released individually, but with different paint schemes. That could seem like a bit of a knock on the product, but it's not. This is a better pack if you have already bought other versions of the ships, because you can use them either as Rebels or Scum. (Although I must say a Scum Y-Wing is probably a better bet than a Rebel Y-Wing - some of the different droids really make a difference.) If you get just this package, it would be enough to do some low point values. If you already have other Y-Wings, Headhunters, HWK or Firespray, then you can immediately jump into a good game with the Scum faction.
I have never had this happen before and I am deeply disappointed with the cheap quality of the game considering we paid almost $90 for the game and expansions.
We will not be purchasing from this company nor recommending this company's products to anyone from now on and will warn our gaming friends against purchasing this game.
An excellent value for the X-Wing Miniatures game fan. Lots of addition play value, and Star Wars universe extras (Scum and Villainy) give you a third faction to immerse yourself in the tabletop spacecraft combat "...A long time ago, in a galaxy far, far away."
Warning: This is NOT a complete stand alone game. You need to purchase the core set to get all the rules, dice, and additional movement guides. This is an add-on set.
A small glitch with the seller, which was resolved to my satisfaction. Shipping was charged on an order promised to be shipping free. Other than that all other aspects of this transaction were as expected.
Most recent customer reviews
The things you can do with the rest of the game, because of this, make it worth it