R4-D6: Requires something that turns
into
to ensure the ship never suffers more than two points of damage.
I like it. A small-ship brother for Chewbacca and Leebo. Level 5, probably ![]()
Enhanced Scopes: Require APL, barrel roll, boost and intelligence agent on the same ship.
Alternatively, 2 crew slots for a Navigator.
It's already moderately combofull if you want to switch PS around in activation without boosting the other ship in question with VI (for Squad Leader, et al).
Munitions Failsafe: Easily one of the worst upgrades in the game, I have no idea which additional hypothetical upgrade card could make it viable.
I disagree with your analysis. Your goal with MF isn't to make your ordnance miss so you re-use it, its to make sure that it will hit, eventually. It's 1 point to protect your other points from high evasion in an alpha-strike fleet.
Pity that Alpha-strike fleets tend to suck, but with Z-95 Assault Missiles, this is deadly, and it works well as a phantom-counter with Flechette Torps.
into
to ensure the ship never suffers more than two points of damage.