So I'm one of that special tribe who try to make Expose work with every single release. I know there are others out there -- what up fam!
Maybe it's Day One optimism, but I feel like there are some interesting applications out there with the new Scum stuff.
Terrible Idea #1 - Flashmasters
Contracted Scout
Expose!
K4 Security Droid
Unhinged Astromech
x3
So here you have what could be considered the first triple 3-dice PWT build in X-Wing. The K4's keep you TL'd so that you're not just trading the extra dice from Expose for the standard workmanlike utility of a dice modifying action. You have lots of green to keep the K4 chugging, including the 3-banks that can help you get into arc-dodging positions.
It would probably be important to make prudent decisions about who is exposing when. If one ship is liable to take all the enemy fire one turn, expose the others, and let that one keep it's full agility roll.
The biggest flaw seems to be the risk of banging your head against an Autothruster list, but with three ships that don't need to fly in formation you might be able to manage your arcs appropriately.
Terrible Idea #2 - YUCK-uss
Zuckuss
> Expose!
> Fire-Control System
> Gonk
> Experimental Interface
A dependable 5-dice attack build; probably the easiest 5-shot to set up other than a Phantom at R1. Slow-roll while Gonking to build up some safety shields for the massive damage you're gonna catch after you start turning yourself into an AG0 ship. FCS is insurance for those times you roll 4 blanks.
It would be nice to back him up with Tractor Beams to help your haymakers connect, but I don't see any great options for a PS7+ Tractor. Maybe IG-88B or Bossk/Gunner? However, I'd also like to pair him with the next build:
Terrible Idea #3 - Perverting One
Dengar
> Expose!
> K4 Security Droid
> Unhinged Astromech
> Glitterstim
> Countermeasures
> Punishing One
4-dice PWT action... TWICE PER ROUND. Nobody in arc will want to shoot this guy on the turn he exposes himself while taking his space drugs. Countermeasures is just in there because it's another traditionally-useless card that kinda works here. If you can time everything perfectly and trigger expose/glitterstim/countermeasures at the right time you can potentially launch 8 modified shots at something without it getting the usually -1 AG relief in exchange.
Dishonourable Mention - Gand Flauntsmen
Gand Findsman
> Expose
> Fire-Control System
> Glitterstim
x3
This squad sucks, but I guess they might be the best generic Expose-carriers out there? You can manage one or two rounds of throwing 12x fully-modfified dice, but you are almost certainly going to be down a ship immediately afterwards (or, worse, immediately beforehand).
Someone talk me down.