I love interceptors, but have found too much reliance on the dice can make for a really bipolar tourney experience. My dice just love to roll blanks at critical moments. :-) I'd been running hull and stealth together on a Soontir, Turr, Carnor list, and switched to autothrusters and stealth with poor results - too many one shot and dead when arc dodging failed. Plus, Carnor needs to plunge into the fray to maximize effectiveness, which often leads to his destruction happening first on my list.
Then this came out from Alex Davey today:
"If Tetran Cowall is equipped with the Stay On Target Upgrade card and reveals a [k-turn] maneuver, he may first treat the speed of that maneuver as "1," "3," or "5", then use Stay on Target rotate his dial to another maneuver of that chosen speed. He may also reveal a maneuver, use Stay On Target to rotate his dial to a [k-turn] maneuver, then treat the speed of that maneuver as "1," "3," or "5."
Now that is just awesome arc dodging flexibility and led me to think of this build instead. Anybody ever tried it?
Soontir, Push The Limit, Royal Guard Tie, Shield Upgrade, Autothrusters
Turr, Veteran Instincts, Royal Guard Tie, Shiels Upgrade, Autothrusters
Tetran, Stay on Target, Royal Guard Tie, Shield Upgrade, Autothrusters
I suspect that the shields, turret defense, and arc dodging antics are going to be a good combo, but Tetran's PS7 may be a limiting factor to maxing out his arc dodging with Stay on Target.