Alright, so tomorrow my friends and I are having our first 500 point epic game, and I will be in charge of the rebels Huge ships, while I have an ally or two fly fighter escort.
Here it goes:
CR90 Corvette (fore):
- Tantive IV title (4pts) fore gains crew+team
- Weapons Engineer crew (3pts) doubles the fun with target locks
- Han Solo crew (2pts) essential, lets you use target locks as focus
- Quad Laser Cannons Hardpoint (6pts) Str 3 range 1-2 attack that has a built in gunner effect
- Quad Laser Cannons Hardpoint (6pts) Str 3 range 1-2 attack that has a built in gunner effect
- Sensor Team team (4pts) Allows me to target lock before I am within close range
- Gunnery Team team (4pts) Can change a blank into a hit
- Backup Shield Generator module (3pts) restore 1 shield a turn without needing to spend an action for it
CR90 Corvette (aft):
- WED-15 Repair Droid crew (2pts) spend energy to recover hull and remove crits
- Quad Laser Cannons Hardpoint (6pts) Str 3 range 1-2 attack that has a built in gunner effect
- Engineering Team team (4pts) +1 energy when moving straight
- Ionization Reactor module (4pts) 5 energy to send a emp pulse around your ship at range 1. yay big base, covers a lot at range one.
GR-75 Medium Transport:
- Dutyfree title (2pts) extends jam range to 3
- Combat Retrofit module (10pts) +2 hull, +1 shield
-
Jan Dodonna
crew
(6pts)
change a close friendly attacks hit to a crit, pair it with 3 quad guns
- Raymus Antilles crew (6pts) a weaker, cheaper, jam. basically.
- Backup Shield Generator module (3pts) restore 1 shield a turn without needing to spend an action for it
- Frequency Jammer module (4pts) gives jam an aoe of 1 (but only one other ship)
- Slicer Tools module (7pts) unfortunately it takes an action, but it causes stress damage at range 1-3!
Total: 206 points
Any ideas on how to improve this setup?
Also, I repainted the red to a citadel dark green on the CR90, and it looks amazing! thinking about doing it all to my x-wings now
Edited by Corellian Corvette