|
Another arm would
be nice
By Trent McCrow
Blaster
bolts fly overhead, scorching the walls at the end of the corridor.
Battle hardened Stormtroopers unleash their deadly firepower, creating
a laser show in the narrow corridor. If you stay where you are,
more stormtroopers will arrive and your chances of survival will
drop significantly. Questions flow through your mind; "How
did they find me?" "How am I going to get out of here?"
"Who sold me out?" You realize that, if you are to survive,
you are going to have to abandon your position and stay on the move.
Inside your trench coat, you reach for your trusty Blastech-15's,
one in each hand. You rise and turn the corner to face the Stormtroopers.
Screaming a battle cry, you return fire on the Stormtroopers. You
hit one in the chest, another in the shoulder. A blaster bolt scorches
just over your left shoulder as you hit a third Stormtrooper in
the head. Only one Stormtrooper remains, you focus both your weapons
on your enemy, just as you pull the trigger you're hit. The heat
of the energy hitting your chest and burning through to your heart
is excruciating. Both of your final shots go wide off their target
and you slump to the floor. Breathless. Dead.

In
the second Independent Development Committee (IDC) expansion,
Scum
and Villainy, the scum of the galaxy will be at your command.
With the new ability, Stealth, staying in the shadows is no longer
a tactic of the weak. This week I'll introduce you to the fifth
card from the Scum and Villainy (SAV) dream card expansion
set developed by the Independent Development Committee (IDC).
One
of my favorite scenes from the Matrix trilogy is the scene in the
lobby of the government building. Neo and Trinity enter the building
and as Neo walks through the metal detector, the alarm sounds. The
closest guard asks him to remove any metallic objects on his body;
watch keys, coins... Neo opens his coat like a dodge watch salesman
and reveals he is fully loaded with guns. The ensuing battle still
gets me on the edge of my seat and the close quarters gun fight
is thrilling, every bullet, every hit, every kill.
For
a long time, the SWTCG had great units who employed powerful weapons
to enlist the fear or respect they deserved. It wasn't until the
ROTS expansion that Equipment cards were finally introduced and
all the great weapons and upgrades of the Star Wars universe could
finally be in our decks. The SW TCG IDC took hold of this new card
type in the FOTR set and Equipment will feature again in the SAV
set soon to be released.
What
makes Equipment so great is the fact that there is no limit to how
many equipment cards can be attached to any one unit. In one of
my battle reports, against Grand Admiral Shaun, I had a Commander
Gree (A) on the table loaded with 2 Clone
Blasters and 1 Clone
Grenade and boy did he pack one heck of a punch. Obviously,
as you equip one of your units more and more the target on their
back gets bigger and bigger; but the card I'm previewing today should
be able to make the best use of Equipment. When you play Dash
Rendar (B), you will stop wishing "If only I had another
arm
"
For
7 build, you get a 40 speed Character with unlimited power and unlimited
health. WHAT?! Well, actually, for 7 build, you get Dash Rendar
(B), 40/5/5. But his ability can provide him unlimited power and
unlimited health. Along with a nice Bounty ability and a card-draw
ability, Dash gets +1 power and +1 health for every Equipment attached
to him. In case you don't fully grasp the power of this new card,
if Dash has 4 Equipment cards attached to himself, his stats are
40/9/9 plus he gets all the bonuses from that Equipment. But that's
not all. Dash is the first card in the SWTCG that can benefit from
subtype-specific Equipment that doesn't provide a benefit to his
subtype. His Equipment ability is not limited to Equipment that
he can use, but comes into effect for every equipment card attached
to him.
Dash,
like all good smugglers, is Neutral, allowing him to be equipped
with 4 Jedi
Lightsabers or 4 Sith
Lightsabers depending on if he is in a Light Side or Dark Side
deck. Dash can also benefit from any Space or Ground Equipment (if
you can find a way to Equip it to him) which makes Dash Rendar (B)
even more playable. For every Equipment you attach to Dash the target
on his back gets bigger. Luckily for you he becomes a little bit
tougher. A Dash Rendar (B) stack might be the first powerhouse from
the Scum
and Villainy set. For with Dash out on the table, it won't
matter if he is outnumbered, because he won't be outgunned! Where
is that third arm?
In
the SAV set you can look forward to 9 Equipment cards and a few
cards that benefit or disadvantage the use of equipment. There are
also 3 Smugglers in the SAV set and 6 cards that deal with the Smuggler
subtype.
Next
week, we reveal a card that you already know a little about
a
Bounty Hunter in the wrong arena. Slave I (G) will be the
final preview for the Scum and Villainy set, where the galaxy's
most notorious figures are at your command.
Thoughts or comments? Visit the message board thread for this
article here.
About the Author
After working
in the Graphical Design Sub-Committee for the FOTR set Trent has
moved on to the Card Development Sub-Committee and is working as
an associate on the IDC's next project. He just recently moved to
the Public Affairs Sub-committee. He is a member of Rebelbasers.com
and is currently the organizer of the DCCR.
|