Firstly, I'm starting this off with pointing out that the acronym looks like someone crying.
TLT
Anyway, I noticed something due a list in the squad builder forum.
The HWK with a TLT suffers more from the doughnut-hole than any other ship, due to only have a 2-die attack at that range.
However, there are Crew and Illicit upgrades which only activate at Range 1, and we can use these to our advantage!
Crew: Saboteur
Well, if you're insisting on running TLT on the HWK, this guy gives you a vector for "Damage" at R1, without spending your attacks to do so.
Moreover, by the time they've made it to R1 of you, you'll probably have damaged their ship with actual cards, so it's still ...semiviable?
Not the strongest option, but weird enough to check out.
Illicit: Cloaking Device
If you know you're going to eat an attack without being able to return fire, you might as well gain +3/4 evades per each incoming attack, vs the 1/2 evade of a single attack.
It will also give you the mobility to get the heck out of the way for the following attack, assuming you're good at not rolling Eyeballs.
Illicit: Deadman's Switch
Well, the enemy closes to R1 to kill you with impunity. Dm's Switch gives you the ability to dissuade them of that decision, by promising them massed damage upon doing so.
You get to keep your attack for other ships as well, so there's that ![]()
Illicit: Feedback Array
It gives you the ability to deal with a R1 enemy multiple turns in a row, but the self-damage is likely helping them more than it helps you, and the self-Ionization certainly does.
Illicit: Hot-Shot Blaster
A single-use attack at R1; a complete filling of the hole, though one quickly consumed. Still, occasionally worth considering.