It's a world filled with aces, and the Rebellion is on the brink because torpedoes are blasting many of their best ships away. One of the last viable Rebellion ships--the A-wing is seen in flocks. There is a king among them, a mad scientist, a surgeon. His name is Celchu, and he's a psycho.
It's seriously crazy to me that Tycho isn't talked about and used more. I've been using him a lot recently and I've been very impressed with the results.
Jake Farrell is often the go-to procket delivery A-wing. Why wouldn't he be? His ability gives you a focus token and great positioning at the same time. Proton rockets need a focus token and great positioning to work. It's a match made in heaven. But Jake's problem right now is that as a PS 7, VI only matches the high-end aces. So to have the upper hand, he needs VI and a healthy initiative bid.
Here's a very common build (my personal favorite):
33: Jake Farrell with Test Pilot, VI, PtL, proton rockets, autothrusters
It's on the cheap end for rebel aces, delivers prockets reliably, and operates similarly to Soontir Fel, but with slightly worse offense and a little tougher.
He's predictable when stressed, is sneaky points intensive (more like 35-36 points for practical purposes), and doesn't inspire offensively after prockets are away.
Enter, Tycho.
He's PS 8, so VI pushes him to the much more reliable PS 10. Only Poe or Vader with VI out PS him, and while both are good, I've never felt like either are too difficult. Moving after every single ship in most Palp Aces, Imperial A-holes, triple U-boats, or crack-swarms is a powerful thing.
But he also doesn't have to go VI. He can also play with the Omega Leaders, Carnor Jax's, Inquisitors, and Corran Horns of the world. But when I go for an Ace, I'm looking for a top dog. An assassin.
Here's what I've been using:
34: Tycho Celchu with Test Pilot, VI, Rage, experimental interface, Prockets
Only 1 more point than the Jake build but with one higher PS, similar action economy, Rage synergizes just as well with prockets as Jake+PtL, and a MUCH less predictable dial. The loss of autothrusters matters but evade+Rage go a long way. And let's face it, most turrets have gone the way of the dinosaur, and 2 dice turrets aren't that scary still.
He can't set up procket shots as easily as Jake with his Farrell rolls, but Rage makes them hit very very hard. He's hit what he wants in every game so far. But unlike Jake, Rage continues to give Tycho a punch turn after turn.
Not really caring about stress is a big deal too. Stress control isn't the most common list element anymore but R3-A2 and tacticians rear their angry heads from time to time. Rebel captive? No problem. It also means that debris clouds are nearly a non-issue for him. 1/8 chance of them mattering. Debris clouds also tend to be large and are great for stopping U-boat deadeye shenanigans, and hiding autothrusterless A-wings.
So he's fast enough to manipulate range and dodge torpedoes. He's high enough PS that he can outfly most aces, has his full dial open to him even when stressed, and hits like a truck.
What's not to like?