Most Wanted Unboxing

Most Wanted, Front of Box

The 25th February 2015 marked the date of UK release for the 3rd faction in the X-Wing Miniatures game- Scum and Villainy. Not only is this the single largest wave of releases but it also marks the first time that individual ships cross-over between factions within the game with the Firespray being available for both Imperials and Scum and the HWK-290, Z95 Headhunter and Y-Wing being available for Rebels and the newly released Scum.

Now as you know if you’ve read any of my previous articles I am almost exclusively a Rebel player (at time of writing, that may change….) with the exception of a lone Firespray which I bought in anticipation of this wave of releases. It is because of this that the Scum and Villainy set that excited me the most, when FFG announced it back at GenCon 2014, was Most Wanted.

Most wanted is a unique set within the X-Wing game, firstly it’s the only expansion that comes with 3 ships (although the core set also comes with 3) and secondly it’s the only expansion that contains dials and pilot cards for ships that aren’t included in that set. This is because, for all intents and purposes, Most Wanted is the ‘starter’ set for Scum and Villainy and so allows people to utilise some of their existing Rebel and Imperial ships as part of their brand new Scum and Villainy fleet.

You get a fair amount inside of this box, more than any None Epic set previously released. The total contents are-

  • 1 x Y-Wing
  • 2 x Z95 Headhunters
  • 3 x Small Ship bases and 6 pegs
  • 2 x Y-Wing Manoeuvre Dials (with Scum and Villainy Markings)
  • 2 x Z95 Headhunter Manoeuvre Dials (with Scum and Villainy Markings)
  • 1 x HWK-290 Manoeuvre Dial (with Scum and Villainy Markings)
  • 1 x Firespray Manoeuvre Dial (with Scum and Villainy Markings)
  • 39 Cards (split between Pilot cards and Upgrade cards, I’ll cover these in more detail in a little bit).
  • 24 x Tokens (again, more on the specifics further down)
  • 1 x Rule/Mission booklet

Most Wanted, unboxed ships

So, taking a look at the ships first of all my initial impression is that they all look really good, the Y-Wing in particular looks significantly better than it’s Rebel counterpart. Obviously the paint jobs are different from their Rebel counterparts, which makes sense because these ARE NOT Rebel ships and this ISN’T a Rebel set.

The 2 Z95’s have the same paint job, being the generic grey that makes up so much of the Star Wars Universe, with Black Sun Cartel logos displayed prominently on the top of the wings. The nose is painted black, as are the gun barrels and there is further black detailing along the nose, just forward of the cockpit. A fair amount of effort has been put into the painting of this ship, despite only black being used, so as to differentiate it from it’s rebel counterpart.

I love the Y-Wing in this set because of how battered and abused it looks. The Y-Wing is an old ship by the time of the Original Trilogy (and therefore the period that the game is set in) and had been mostly replaced by the more advanced B-Wing. That meant that it was significantly more common in the hands of smugglers and traders than in the hands of the Rebel Alliance and it also means that the majority of them were showing some serious wear and tear by this point. This model demonstrates that perfectly and, because it doesn’t have any Scum and Villainy markings on it, it’s perfectly usable as a Rebel ship if you want to break up the look of your fleet and add some variance to the standard look of the Rebel Y-Wings.

Looking closely at the ship it has been painted to look like it has seen significant action with the engines in particular looking dirty and worn out. The nose has red detailing, nicely contrasting the standard yellow on the Rebel variants and overall the model just looks like it has had more time and care spent on it than many of the ships in the range.

 Most Wanted Y-Wing 360

There are a significant number of Pilot cards in this set, 20 in total, as befitting a pack that comes with 3 ships and has Pilots and Dials for another 3. The breakdown between Generic and Elite Pilots is 10 Generic (4 Z95, 4 Y-Wing, 1 HWK-290 and 1 Firespray) and 10 Elite (2 Z95, 2 Y-Wing, 3 HWK-290 and 3 Firespray). Specifically these are-

Z95 Headhunter-

1.       N’dru Suhlak

2.       Kaa’to Leeachos

3.       Black Sun Soldier x2

4.       Binayre Pirate x2


1.       Kavil

2.       Drea Renthal

3.       Hired Gun x2

4.       Syndicate Thug x2


1.       Dace Bonearm

2.       Palob Godalhi

3.       Torkil Mux

4.       Spice Runner


1.       Boba Fett (Notably this Boba Fett is different to the one that the Imperials can field and both are unique to their factions)

2.       Kath Scarlet (Notably this Kath Scarlet is different to the one that the Imperials can field and both are unique to their factions)

3.       Emon Azzameen

4.       Mandalorian Mercenary

The Pilot abilities are very strange when it comes to Scum and Villainy and don’t work quite like anything that exists within the Rebel and Imperial fleets. Scum and Villainy pilots tend to be very selfish and actively steal actions/tokens off their own ships as much as enemy ships in addition to having several abilities that cause damage to themselves and their allies.

It’s worth stressing here that none of the existing Pilots within the Rebel and Imperial sets for these ships are transferable and so these are the only Pilots that Scum and Villainy can field for these ships. That last point needs to be stressed around Boba Fett and Kath Scarlet, both of whom now comes in both Imperial and Scum flavours but both are, as already stated, specific to their own factions.

The art on the cards is up to FFG usual standard and nicely captures the look and feel of the force. In particular I like the two Elite Z96 Pilots with Kaa’To Leeachos looking dynamic and N’Dru Shulak’s ship looking extremely mean. If my painting skills were better I might be inclined to try and have a go at painting one of my Z95s to look like N’Dru Suhlak’s personal ship.

Most Wanted Z95 Elite Pilots

Most Wanted, Upgrade Cards

As you can see the set comes with considerably more than the standard 4 or 5 upgrades cards you get in the individual sets, in fact it comes with 19. As this box amounts to the ‘starter’ set for the new faction many of the cards included are completely unique to this set and therefore it makes it a must have for anyone looking to make the most of their new force. Several of the new upgrades, specifically the Bomb Loadout and BTL-A4 Title for the Y-Wings are not specific to the Scum and Villainy faction and can be applied to any Y-Wing making this set useful for anyone wanted to expand the uses of their Rebel Y-Wings.

Also introduced in this wave of ships are 2 new Upgrade types, Salvaged Astromech and Illicit. Salvaged Astromechs are pretty self-explanatory as to what they are and how they’d be represented in the fluff (think R2-D2 with the personality of Hal) but the Illicit upgrades represent something very intriguing, upgrades that are so dangerous or illegal that neither the Empire nor the Rebels are willing to field them. Illicit upgrades allow for interesting 1 off bonuses like single shot turrets on the ‘Hot Shot’ Blaster or can cause automatic damage at the price of taking damage yourself as in Feedback Array.

Both of these new Upgrade types are unique to the Scum and Villainy faction and represent one of the twists that sets them apart from the existing forces within the game. It is highly unlikely that the Rebel and Imperial forces will ever have access to these and as they tend to be very unpredictable, both in implementation and timing, they are the kind of thing that keeps everyone on their toes.

A complete breakdown of the cards is-

 Salvaged Astromechs-

  • Unhinged Astromech x2
  • Salvaged Astromech x2
  • ‘Genius’
  • R4 Agromech x2
  • R4-B11


  • ‘Hot Shot’ Blaster


  • Andrasta
  • BTL-A4 Y-Wing x2


  • Bomb Loadout x2


  • Autoblaster Turret x2


  • Greedo
  • K4 Security Droid
  • Outlaw Tech

 In addition to the Salvaged Astromechs and Illicit upgrades being specific to the Scum and Villainy faction the Crew cards included in this expansion are all restricted to the Scum and Villainy Faction. Obviously this limits the number of upgrades that are of use to players that aren’t looking to collect the Scum and Villainy faction and is worth taking into account when picking up this set.

Most Wanted, Tokens

As befitting such a mammoth set produced by FFG, there is an obscene amount of tokens included in the box. These break down as-

  • 6 x Manoeuvre Dials (2 Z95, 2 Y-Wing, 1 HWK-290 and 1 Firespray, all with Scum and Villainy markings)
  • 3 x Z95 Small Base Tokens (Double sided as Binayre Pirate/Black Sun Soldier, Binayre Pirate/Kaa’to Leeachos, Black Sun Soldier/N’Dru Huhlak)
  • 3 x Y-Wing Small Base Tokens (Double sided as Syndicate Thug/Hired Gun, Syndicate Thug/Drea Renthal, Hired Gun/Kavil)
  • 2 x HWK-290 Small Base Tokens (Double sided as Spice Runner/Palos Godalhi, Torkil Mux/Dace Bonearm)
  • 2 x Firespray Large Base Tokens (Double sided as Mandalorian Mercenary/Kath Scarlet, Emon Azzameen/Boba Fett)
  • 7 x Shield Tokens
  • 4 x Stress Tokens
  • 1 x Focus Token
  • 2 x Target Lock Tokens (Double Sided letters KK and LL)

Most Wanted is a great set and, of all the Scum and Villainy releases, is the one that probably has the most universal appeal. From a personal point of view, with just this set and my existing ships I can now field 3 Z95’s, 3 Y-Wings a HWK-290 and a Firespray, which gives me considerable choice when building lists and that’s not bad for a £27.00 (ish) investment of new ships.

The additional Dials and Pilots in the set are a nice touch by FFG, although it does indicate that they won’t be releasing Scum specific single ship expansions for Z95’s, Y-Wings, HWK-290s and Firesprays, at least not in the near future. With that said, there is plenty in those expansions already that Scum can use as only the Pilots tend to be Rebel or Imperial specific and even things like the Slave-1 and Mouldy Crow Title cards can be used by Scum players.

There is plenty to attract players from all factions here, even though the focus is clearly on letting the new Scum shine. Rebel players can use some of the upgrades to Y-Wings (plus HWKs and Z95?) and Imperial Players will find use with the Andrasta Firespray Title card. For anyone with a sizeable Rebel Fleet (like me) or with an interest in picking up Scum and Villainy this box is a must.

As a final point, because the question tends to come up on forums and social media a fair bit, FFG have confirmed that the ships and Dials is Most Wanted can be used as part of a Tournament Legal Rebel force as long as the Pilots and Base Tokens are from the Rebel sets. Likewise the Rebel Y-Wing, Z95 and HWK-290 and Imperial Firespray ships and Dials can be fielded in Tournament Legal Scum and Villainy lists but the Pilots and Base Tokens need to be from this set.

Thanks for reading and Fly casual.

IG-2000 Unboxing

IG-2000, front of box

The IG2000 Aggressor is part of the Scum and Villainy faction for the X-Wing Miniatures game and was released as part of Wave 6 of that game. It is a large base, single ship, boxed expansion, similar to previous releases such as the Millennium Falcon, the Decimator or the Lambda Shuttle.  At the time of writing the IG2000 Aggressor is the only large base ship that is entirely exclusive to the Scum and Villainy faction.

From a fluff point of view the IG2000 Aggressor is the personal ship of the IG-88 series of Assassin Bounty Hunter droids, of which there are 4 models. As its pilot is a droid, the ship has no concessions to organic life, containing no life support, acceleration compensators or any of the home comforts that organics find helpful for survival (aside from a cell for any bounties that he wasn’t allowed to disintegrate). This means that it has the edge in manoeuvrability since the pilot can withstand G Forces that would render organic pilots unconscious or dead.

The ship comes in the standard Large Ship box, exactly like all of the other Large ships, excluding the mammoth Decimator. The Ship itself is held in a tight fitting internal plastic blister and is displayed from a top down perspective. The Cards, Tokens, Base and Pegs come in self-seal baggies that are hidden from view inside a separate box housed behind the artwork on the left hand side of the box. As with all of the FFG X-Wing range the packaging is sturdy and adequately protects the contents from damage in transit.

 IG-2000, Contents

Inside the box you get-

  • 1 x Aggressor Large Base Ship
  • 1 x Large Ship base and 2 pegs
  • 1 x Manoeuvre dial
  • 18 x Cards (split between Pilot Cards, Upgrades and Rules Cards, I’ll specify numbers further down)
  • 24 x Tokens (I’ll give a breakdown further in the article)
  • 1 x Rulebook/Mission booklet

IG-2000 360-

I am not sold on the look of this ship, I know that the majority of Star Wars ships tend to follow function over form, which I’m ok with, but this one looks a little too out there for me. I think that it has an almost insect like appearance with the two front prongs looking like antennae and the outer wings like legs or pincers. The ship is quite a bit smaller than any of the other large base ships, something not reflected in its price (despite the larger Decimator being more expensive). The profile of the ship is also very narrow, something that is a common trend across the Scum and Villainy fleet, being only marginally thicker than a Y-Wing.

If there were ever an argument that a ship should be on medium base then the Aggressor would be the perfect ship to lead that charge (not that I think that adding medium bases to the game is a good idea, I’m just trying to illustrate it’s size).

IG-2000 compared to Millennium Falcon

The paint job is fairly solid and neat on the ship and the large blue flashes on either side of the cockpit (top and bottom) add some nice contrast to the two shades of grey. The painting seems consistent across multiple models as I have 2 and both are painted to the same standard. The female connector for the peg on the ship has been improved since the YT-2400 and Decimator, both of which suffered from loose connections, as both of my Aggressors fit snugly onto the flight stands. As is the case with the majority of the recent Large Base ship releases, the IG-2000 has no moving parts.

IG-2000, Pilot Cards


As normal there are 4 Pilot cards in this set but, uniquely, every single one of them is an Elite Pilot and more uniquely they are technically all the same person as they represent all 4 versions of IG-88 being IG-88A, IG-88B, IG-88C and IG-88D. All four versions of IG-88 have identical stat lines and cost the same points with the difference coming in the Pilot abilities. Broadly speaking 2 of the IG-88s have offensive Pilot skills and 2 have defensive ones and what makes this ship really special is that each version of IG-88 fielded can use the Pilot ability of any other fielded version, as well as their own, provided that they have the (free) IG-2000 ship Title card.

This can obviously lead to some very interesting combinations for duel IG-2000 lists and is truly horrendous if all 4 ships are run together in an epic scale game. The artwork on the cards is up to its usual standard with the ship displayed in a series of action packed and dynamic situation. My only criticism here is that you will never need more than a single sets worth of the Pilot cards as there are no generic Pilots with which you can double up, so any duplicates you pick up as part of a 2nd (or more) set are really just wasted unless you happen to damage one.

IG-2000, Upgrade Cards


You get a nice little stack of Upgrade cards in the set, many of which are either Unique to the set or, at the least, Unique to Scum and Villainy sets. Half of the Upgrades in this box are of the new Illicit type and so have no practical application to Rebel and Imperial forces. A complete breakdown of the cards is as follows-


·         Hot Shot Blaster (Also found in the Most Wanted set)

·         Feedback Array x 2 (Unique to this set)

·         Inertial Dampeners (Also found in the Star Viper set)

·         Dead Man’s Switch x 2 (Unique to this set)


·         Mangler Cannon (Also found in the M3-A Interceptor set)

·         Autoblaster (Also found in B-Wing set)


·         IG-2000 (Unique to this set)


·         Proximity Mines (Also found in the Slave-1 Set)

·         Seismic Charges (Also found in the Slave-1 and TIE Bomber sets)


·         Accuracy Corrector (Also Found in the Star Viper set)

The artwork on the cards is to the normal standard with the Illicit Upgrades featuring Scum and Villainy ships or damaged Rebel/Imperial ones (I particularly like the damaged Phantom on Feedback Array) as the Upgrade type is unique to them. A  couple of upgrades included in this set have interesting implications for the wider Meta of the game at this point, namely the Mangler Cannon and the Accuracy Corrector and as neither of these are Illicit and so can be used by all 3 factions and each will find a solid niche elsewhere.

It is very likely that the Mangler Cannon will replace the Heavy Laser Cannon on the Outrider (YT-2400) as the weapon of choice as it doesn’t have the same donut-hole issue and if you opt to just field a Wild Space Fringer then you have the cheapest large base turret in the game by a fair margin.

Accuracy Corrector will undoubtedly see a rise in use once the Imperial Raider is released due to the inclusion of the TIE/x1 Title in the Raider set. The TIE/x1 gives the TIE Advanced a system slot and it seems to me that using that slot for the Accuracy Corrector makes perfect sense since the TIE Advanced is only a 2 attack ship anyway. As I said in the StarViper unboxing, I like certainty and Accuracy Corrector gives me that. One, admittedly one trick, list I’ve heard is to take 4 Tempest Squadron Pilots, throw on the free TIE/x1 Title, Cluster Missiles and an Accuracy Corrector and you have a 100 point list that can guarantee the death of a Decimator in a single turn.

Sengor's Loop rule card


I wouldn’t normally put any effort into mentioning the Rules Cards in a set as they are so common that they are hardly worth the time but, this time, there is something unique, the Segnor’s Loop Manoeuvre Rules Card.  The Segnor Loop is a manoeuvre unique to the Scum and Villainy faction, showing up only on the IG-2000 and Star Viper ships. This is because it incurs so much G-Force that it would kill an organic pilot in anything other than the most advanced and expensive ship.

In practical terms this is a manoeuvre on the dial that allows the Aggressor to perform a 3 Bank move and then turn 180 degrees, as per the K-Turn that all other ships can perform. The inclusion of this manoeuvre makes the Aggressor a very slippery ship to fly against and a strange ship to get used to flying as it is a large based ship that moves and dogfights like a small based ship.

The set also includes a Bomb Rules card.

IG-2000, tokens

You get the pile of tokens that we have all come to love (dread) from FFG products. As always FFG have included everything that you need to use the ship without presuming ownership of anything other than the core box. The split of tokens is-

·         2 x Large Ship Base Tokens (double sided as IG-88A/ IG-88C and IG-88B/IG-88D)

·         A Manoeuvre Dial

·         4 x Shield Tokens

·         1 x Focus Tokens

·         1 x Evade Tokens

·         1 x Ion Tokens

·         2 x Critical Hit Tokens

·         2 x Bomb Tokens (1 x Proximity Mine and 1 x Seismic Charge)

·         2 x Target Lock Tokens (double sided as letters II and JJ)

·         9 x Mission tokens ( 3 each with Rebel, Imperial and Scum and Villainy symbols on them)

It’s also worth mentioning the rule/mission booklet this time around. It contains all of the usual information regarding specific Manoeuvres, Bombs, Upgrades etc. And it includes a mission as normal. What makes this mission rather unique is that it is the very first mission for 3 players, having set up guidelines for a Rebel, Imperial and Scum and Villainy player. I’ve yet to try the mission but I look forward to giving it a shot.

It’s a nice set and introduces a number of unique options and intriguing Upgrades. I’m not sold on the look of the ship, but that doesn’t stop it being fun or interesting to play and while I foresee it having a seriously steep learning curve to use, especially in duel Aggressor lists, I think it’ll be a lot of fun. The value of a 2nd Aggressor is a little lower than most normal ships because of the lack of Generic pilots but that’s such a small detail, especially when you factor in that the YT-1300 and YT-2400 only have 1 generic Pilot each. Besides, the value of upgrades like the Mangler Cannon and Accuracy Corrector more than make up for any loss due to one or two Pilot cards.

Z95 Headhunter Unboxing

Z95 Headhunter Boxed


The Z95 Headhunter is a Rebel ship for the X-Wing Miniatures Game that was released as part of the 4th wave of expansions for the game. The Headhunter is a low cost jousting ship that forms the backbone of any Rebel Swarm and was the support to Paul Heaver’s 2014 World Championship winning list. In term of in game fluff the Z95 is a precursor to the X-Wing and shares a very similar shape, making it look and feel familiar, although it doesn’t have the classic open S-Foil look of the X-Wing.

The ship comes packaged in the now familiar blister pack style that all of the small ships come in. The ship is well protected by an internal moulded plastic holder and all of the cards and tokens are contained behind this bagged up in resealable bags. Inside the set you’ll find-

  • 1 x Z95 Headhunter Ship
  • 1 x Small ship stand with 2 pegs
  • 1 x Manoeuvre Dial (with Rebel artwork)
  • 2 x Ship Base tokens
  • 11 x Cards (split between Pilot cards, Rules cards and Upgrade cards, more on these in a little bit)
  • 17 x Tokens (again I’ll break these down in more detail soon)

Z95 Headhunter complete contents

Looking at the ship itself it is, as already mentioned, very similar in appearance to the X-Wing, albeit with the S-Foils closed. The ship is primarily the standard grey of the Rebel forces with blue lines down each side of the nose, on the wings and directly behind the cockpit. The engines have been washed heavily with black to give a used look to the exhaust area. Overall the paint job is nice and simple and as I own 5 of them I can say that it’s consistent.

The ship has very average statistics, 2 across the board, but it comes in at a very cheap 12 points for the basic PS2 version making it the Rebel equivalent of the TIE Fighter, although it is significantly less manoeuvrable. As standard it can has a Missile Slot and makes a reasonable Missile platform.

Z95 Headhunter, Pilot Cards

As is standard the set comes with 4 Pilots cards split between 2 generic and 2 elite. The most expensive Pilot in the set comes in at the bargain price of 19 points but it is the 12 and 13 point generic Pilots that see the most play. In terms of the abilities of the elite Pilots there abilities are interesting and have yet to find a place in top tier lists. Lieutenant Blout’s ability, in particular, to count any attack as a hit, even if it does no damage, has some interesting interplay with some of the Missile options. The complete list of Pilots is-

  • Airen Cracken
  • Lieutenant Blout
  • Tala Squadron Pilot
  • Bandit Squadron Pilot

You get 5 Upgrade cards in the set, 2 of which are unique to the set overall. Of all the upgrades the most useful, to me at least, is the Munitions failsafe as this prevents costly misses with secondary weapons. The complete list of cards is-


  • Munitions Failsafe (also found in the TIE Defender set)


  • Wingman (Unique to this set)
  • Decoy (Unique to this set)


  • Assault Missiles (also found in the Slave 1, TIE Bomber and Millennium Falcon sets)
  • Ion Pulse Missiles (also found in the TIE Defender set)

Z95 Headhunter, Upgrade Cards

The art on the cards is ok, but nothing really stands out. Much like the set as a whole the art is solid, dependable but not exceptional in it’s own right. In addition to the Pilot an Upgrade cards the set also comes with the Ion and Modification and Title rules reference cards.

As normal you also get a sizeable pile of tokens in the set. Nothing included is unique but there is enough to field the ship without the need own other sets. In total you get-

  • 2 x Shield tokens
  • 2 x Ion tokens
  • 1 x Critical Hit token
  • 1 x Stress token
  • 1 x Focus token
  • 2 x 3 ID tokens (numbers 35 and 36)
  • 2 x Target Lock tokens (M and N)
  • 2 x Ship tokens (Both Double sided Lieutenant Blout/Bandit Squadron Pilot and Airen Cracken/Tala Squadron Pilot

Z95 Headhunter, Tokens

Overall this is a good set. The cheap points cost of the Z95 makes it wholeheartedly worthwhile a it can be fit into almost any list for the price of a couple of upgrades.

At the time of writing the Scum and Villainy Faction is due an imminent release and that will likely cause an upturn in the number of Z95’s sold as it is one of the multi-faction ships (along with the Y-Wing, HWK 290 and Firespray).  The only cards in this set that can’t be used with Scum and Villainy are the Pilot cards and so the set is still a worthwhile purchase for Scum players. It should be noted that FFG have now confirmed, as part of the Tournament FAQ, that you will be able to use Rebel dials and ships as part of a legal Scum and Villainy Tournament List, provided you have the correct Scum and Villainy Pilot cards and base tokens. This is very, very good news.

Planescape- A Players Primer to the Outlands

Name: Players Guide to the Outlands
Type: Roleplaying aid
Publisher: TSR
System: AD&D 2nd Edition
Setting: Planescape
Format- Boxed set
Size: 28.5cm x 22.5cm x 1.7cm
Pages: 32
Price:  OUT OF PRINT (£11.99 retail)
Rating: 3.0 Stars (3.0 / 5)

Players Primer to the Outlands, front of box

A Players Primer to the Outlands is a boxed accessory for the Planescape AD&D campaign setting published by TSR in 1995. The set comprises of a 32 page guidebook to the various Gate Towns in the Outlands, a poster map of the Outlands and Gate Towns and a 41 track CD that acts as an in game resource for player characters.

Players Primer to the Outlands Guide Cover

The Guidebook comprises the bulk of the information in this set and is written, as almost all of Planescape is, as an in game resource, complete with planer cant. The book has a page devoted to each of the 16 Gate Towns in the Outlands and then a further 24 locations described so as to help flesh the Plane out for DM’s and players alike. Additionally the book provides a brief overview of the Outlands, gives some information on Spell and Power keys and explains how magical effects are diminished as you move closer to the Spire at the center of the Plane.

The book is nice enough and very much in the style of the Planescape line of products. The cover art is a little disappointing as it is just a direct copy of the art from the front of the box, picturing the Mimir (pronounced mih-MEAR) but the art inside is all DiTerlizzi and if you like his work on other Planescape products then you won’t be disappointed.

Players Primer to the Outlands DiTerlizzi art

The CD is the unique part of the box. During this period TSR produced a line of CD based accessories for the various setting, including Ravenloft’s excellent Light in the Belfry, but this is probably the most unique because of it’s use as an in game resource. Every single Planescape party I have ever ran a game for has received the Mimir as an item and utilised it to learn a little more about the planes and it alway goes down well because it’s fun and interactive.

The CD has 41 tracks which cover a range of topics from each of the Gate Towns to interesting locals and even has both a malfunction track and a no information track for when the Mimir does have the information or has become corrupted. The tracks are all recorded as in game accounts from adventurers who have visited these places and is really well portrayed by the actors who capture the correct feel of each of the locations from the order of Automata to the insanity of Xaos. You can see a complete track listing here-

Players Primer to the Outlands Mimir Track List


Players Primer to the Outlands, Poster Map of Outlands

The poster map is A1 size and double sided. On one page is a map of the Outlands, with the Spire at the center, which shows the location of each of the Gate Towns and other locations of interest, such as the Caverns of Thought. The other side of the poster map is split into 4 smaller locations including Torch, the Mausoleum of Chronepsis, Bedlam  and Sheela Perytoyl’s Realm. To my mind this is the best map of the Outlands available in any of the Planescape products and a must for any collector of the setting.

Overall it’s a good box with some interesting and unique contents. The Mimir CD alone makes the set a worthwhile purchase is you can find it because it adds an extra level of depth to your campaigns.

Preparing for my first X-Wing Tournament, Part 4

X-Wing Store Championship 2015 Prize Support

So this will be the last part in the series prior to the tournament.  Unfortunately I haven’t managed to get in quite as much practice as I wanted due to outside factors so I’m a little limited in my experience with some of the lists. I managed to play out another couple of games using a new spin on an old list-

Corran/Dash MKII

  • Corran Horn- 36
  • R2-D2- 4
  • Fire Control System- 2
  • Veteran Instincts- 1


  • Dash Rendar- 36
  • Outrider Title -5
  • HLC- 7
  • Veteran Instincts- 1
  • Proton Rockets- 3
  • Lando Calrissian- 2
  • Experimental Interface- 3

 Total- 100 Points

This list is a little bit of a risk, it relies quite heavily on Lando rolling well (roughly a 46% chance of any 2 actions). I have strong protection against Phantoms with 2 pilots with VI and PS of 9 and 10 and the Proton Rockets give me a one off shot at a Phantom that Strays too close. Both ships are adept at arc dodging, although the lack of any Engine Upgrades hinders that a little. Damage output if good but not excellent, though it can be quite consistent and the list is reasonably durable as long as Lando works. The downside is that my moves will often be fairly predictable because I need to make green manoeuvres to regain shields on Corran and shed stress on Dash.

I took the list out for 2 games, first against a Deci-Phantom list and then against a Chewie/Corran list and it worked reasonably well. In game 1 I lost Corran within the first couple of turns due to some terrible luck with the dice. Even with that being the case Dash managed to hold his own for a good number of rounds before I made the mistake of barrel rolling towards the Phantom having erroneously thought that I could use my proton Rockets in a 360 arc (that’s what I get for using an app to build lists). I firmly believe that I could have won the game if not for this foolish move.

 Game 2 was harder. Chewie had Wingman on and so was sucking up criticals that Corran was taking, making him even more durable. In the end we both managed to kill each other’s Corran on the same turn and it came down to a duel of YT’s. After 5 rounds and only 2 points of damage each we called the game a draw. Again, I think I would have won this game but it would have gone well beyond the 60 mins that tournament games are allowed.

 After the games I reflected on the list. I certainly had a hot streak with Lando to the extent that I didn’t need to use his tokens every time and having 2 very high PS pilots means that Phantoms are significantly more wary of you. The only change I’d make would be to drop the Proton Rockets, they act as an interesting deterrent but either Dash should be able to slip away or Corran should be able to cover him so that a Phantom only ever gets a single range 1 shot anyway, at most.

There aren’t exactly a lot of free upgrade slots left in the list and 3 points isn’t quite enough to take an engine upgrade so I plumbed for a Stealth Device on Corran instead of the Proton Rockets on Dash. I’d have gone for a Hull Upgrade but i don’t own the card. This gives Corran just a little more survivability as he should hopefully be able to stay on 4 defence for at least a few shots.

 I’m cautiously hopeful with the list. I think it’s rounded enough against most lists and strong against a couple, specifically 2 ship lists and Phantoms. Will it take down a fully laden Fat Han? I don’t know, I think much will come down to the dice on that one, that and keeping Han at Range 3. I think this set up is weakest against a full TIE Swarm as it doesn’t quite have the speed to dodge perfectly and so a wrong move could lead to death via weight of fire.

I was going to post a breakdown of my day at the tournament but owing to ill health I couldn’t make it in the end, which really sucked. It sounds like competition was fierce and my own regular opponent came in 10th out of 24 which is very respectable for his first tournament. With that said, I’ve learnt a huge amount while practicing for the tournament and I feel like my own game has improved substantially and so my time wasn’t wasted (as if any time playing X-Wing is wasted….).

I’d like to thank Pete at Entoyment, the tournament venue, as he still gave me one of the alt art Soontir Fel participation cards which is very generous of him. I fully intend to make it to the tournament next year and I’ll be even more prepared.

Soontir Fel, alternate art card

Until next time, Fly Casual.

Cog ‘O’ Two X-Wing Movement Templates

Name: Cog ‘O’ Two Rebel Movement Templates
Type: Game Accessory
Publisher: Cog ‘O’ Two
Price:  £12:00
Rating: 5.0 Stars (5.0 / 5)

Cog 'O' Two Painted Templates, Full Set

After seeing many sets of plastic range rulers and movement templates displayed on the X-Wing Facebook page I decided to investigate for myself. I only originally bought a single X-Wing core set so I’m one of the few people who only has one set of templates anyway and so this seemed to be reasonable justification on my part.

After a little investigation the firm Cog ‘O’ Two seemed to be the one to go with. They have many different X-Wing Templates themed for Rebels, Imperials, Black Sun Scum or Mandalorian Scum as well as plastic variations of the plethora of tokens that you use when playing the game. Being an (almost) exclusively Rebel player I went with the blue Rebel set of templates which set me back a grand total of £12.00 + £1.20 postage.  I ordered on a Monday and I received my templates through the post of the following Friday, which is good service.

The Rebel templates are all laser cut from 3mm blue Perspex plastic. The numbers and symbols are laser etched into the templates and maintain nice, crisp shapes. The templates come with a plastic covering on the front and back that can easily be peeled off and makes it substantially easier to paint the templates. All of the templates are identical in size to the official FFG card ones and so fit into the nodules on the bases perfectly, as you would expect.

Cog 'O' Two Templates, Complete Unpainted

 In a standard set you get-

  • 1 x 1 forward/koiogran turn
  • 1 x 2 forward/koiogran turn
  • 1 x 3 forward/koiogran turn
  • 1 x 4 forward/koiogran turn
  • 1 x 5 forward/koiogran turn

Cog 'O' Two Templates, Straights Unpainted

  • 1 x 1 hard turn
  • 1 x 2 hard turn
  • 1 x 3 hard turn

Cog 'O' Two Hard Turns Unpainted

  • 1 x 1 bend
  • 1 x 2 bend
  • 1 x 3 bend

Cog 'O' Two Templates, Bends Unpainted

  • 1 x range ruler

Cog 'O' Two Templates, Range Ruler, Unpainted

Like most people I decided to paint my templates so that the numbers and symbols really stand out against the board. Initially I wanted to paint them black and actually tested this on the range ruler and it looked really awesome but, unfortunately, when I tried the ruler on my boards (which are basic black star fields), the numbers and lines designating the ranges were very hard to read. This meant that I opted to paint them white instead.

The easiest way to paint the templates is to leave the plastic coating on and just paint into the etched areas. The Laser etching has already cut away the plastic covering from the etched areas and so the sheet provides a useful template which prevents over painting onto the templates proper. As you can see, you don’t even have to be particularly neat (I’m using a GW Skull White here)-

Cog 'O' Two Templates, in progress painting

You could airbrush or spray the templates to paint them quickly but my concern here would be that you may accidentally end up painting the sides of the templates which would detract from the clean look of them. With that said, any over paint easily scratches off the template if you do happen to spill over or need to touch it up after removing the plastic coating, it’s just a bit messier and more time consuming to have to do this.

Once you have painted the symbols and the paint has dried just peel off the coating, making sure to get all the little bits that tend to get stuck in the corners of the symbols. Once you have done this you just need to scratch off any overspill, but there shouldn’t be much, if any. Then pull off the backing sheet and you are done.

Cog 'O' Two Templates, painted with backing

Cog 'O' Two Templates, finished


Cog 'O' Two Painted Templates, Full Set

I think that the completed templates look awesome and I can’t wait to use them in a game.