Deathrain has a noticeable ability of not giving a **** about green dice and evades. Being able to place mines from his front arc is amazing. Free barrel roll after dropping a mine/bomb is amazing (since he doesn't already have the BR action, but also doesn't get penalized taking it). FCS makes him as good of an attacker as a TIE. He has the raw HP ot three ties, though not the evades. He can throw conner nets, prox mines, and torpedoes. I almost never drop a mine that doesn't immediately detonate. Taking a potshot at range 3 isn't about hitting, it's about the nearly free TL from FCS that I get to use next turn to shove a torpedo down their throat. Which is even better if we're closer and I get to make a K-turn to line the shot up.
Deathrain is. Amazing. The problem is that people usually want to keep him "cheap" so they can get two other ships in with him. I say load him out, and take one other scary murderboat alongside him. For imperials, that's a "Fat RAC". Go after one, the other is going to club you to death. Also, a PS10 RAC w/ EU that lines up across from a prime target is going to be taking shots in turn 1. Super important.
I expended 1/2 of DR's ordinance today in that game. 2/4 prox mines, and one torp, before DR melted to Miranda's turret. But that was a turn after Dash died, and RAC was bearing down hard. RAC never got to proc Isard's action, it was over so fast.