27th May2019

‘Star Wars X-Wing 2.0: Z-95-AF4 Headhunter’ Expansion Pack Review

by Matthew Smail

The Z-95 Headhunter’s wide production saw it scattered to the far corners of the galaxy. Now, this reliable, easy-to-acquire starfighter is integral to numerous criminal cartel fleets—from large operations like Black Sun to small-time raiders like the Binayre Pirates. Armed with missiles and illicit technologies, a single Z-95-AF4 can be a danger, but a swarm can be devastating.

Now, you have the chance to continue growing your Scum and Villainy squadrons with these inexpensive fighters. The Z-95-AF4 Headhunter Expansion Pack includes everything you need to add one Z-95-AF4 Headhunter ship to your squadron, including a miniature with a stunning new paint scheme, four ship cards, five upgrade cards, and a handful of tokens.


Whilst the Z-95 Headhunter may look a lot like an X-Wing, if you look closer, you’ll quickly notice that it lacks the second set of wings that make the X-Wing so iconic. In fact, the Z-95 is a lighter, more agile fighter that is favoured by pirate fleets all across the Star Wars universe. As part of a Scum and Villainy players X-Wing squad, it’s a small, cheap fighter that punches well above its weight and works well in numbers.

A decent Z-95 with missiles can be built for as little as 35 points, whilst pilots like N’dru Suhlak and Kaa’to Leeachos come in at around 40 with a similar build. In either case, additional modules include missile, illicit and modification, as well as talents for all but the lowliest of pilots. Given the values of these pilots and modifications, a Scum player can run up to six Z-95’s with a decent set of additional components and a lot of missiles.

The basic ship always comes equipped with two attack and two evade dice, as well as two shields and two hull. This makes each ship a threat individually, but when positioned in a swarm formation it’s a lot of hull and a lot of firepower. Add to this the Z-95’s inherent manoeuvrability and the prospect of facing down six of them becomes quite daunting. A similar number of Tie Fighters will usually find itself lacking in shields and hull, whilst most of X-Wing’s larger ships could find themselves surrounded and incapable of training enough shots onto the massed Z-95’s.

The expansion itself contains four pilots and an appropriate number of modification, missile and illicit upgrade cards, as well as a single model with a customised yellow and grey paint job. As with all X-Wing models, the Z-95 features intricate detail and some very fine modelling, including in this case the wing mounted laser cannons. As always, the card art and supporting material is top quality and as with most X-Wing expansions, additional rules for the Z-95 are printed on a brief leaflet that you’ll likely discard.

Along with the Fang Fighter that was released in Wave I, the Scum faction now has a couple of powerful small fighters. The difference here is that the Z-95’s lesser firepower make it cheaper and it is inherently more manoeuvrable (albeit slower.) It offers Scum players a viable swarm option, or an alternative support craft for the larger Millennium Falcon or Slave 1. The ability to equip missiles and cloaking devices cannot be underestimated, nor can N’dru Suhlak’s ability to add a third die to attack if acting alone.




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