Emon has been the least used named Firespray pilot for Scum, as far as I can tell. This is in a ship that doesn't get a lot of love in the first place. He's got a really cool ability, but lacks an EPT, and that has posed a problem, because the Firespray is too big an investment for the occasional bomb trick. It has to be able to fight and hold its own on top of just slinging 2-3 bombs a game.
New stuff that makes him better:
Dengar: This crew gives Eamon the action-free offense he's always needed to fight in the thick of things. It's much better than K4 on him because it allows him to keep his whole dial open to plant mines in the best places.
Guidance Chips: The Firespray has a missle slot, and alpha strikes are a thing now. Might as well make them better with free automatic crits.
The base build:
Emon Azzameen 36
Dengar 3
Connor Net 4
43 points
This is the not-very-cheap baseline. It strengths are that it can punch before a Crack Swarm or Uboats and take some hits from either one of those, while having some strength against aces by knuckle-balling a Connor Net wherever he wants. From here, we look to enhance him in various ways:
Teched against a Crack Swarm:
-Andastra Title, 1-2 Seismic Charges, probably Glitterstim (4-6 points)
-Between 2 AGI, 10 HP, Glitterstim, and an Evade Action, he can weather a lot of the early alpha strike from the Crack Swarm, and then leave a Seismic Charge in the worst place as he blows past, firing his rear guns at survivors.
Teched against Aces:
-Slave 1 Title, Extra Munitions (2 points)
-Now you get 2 Connor Nets to sling at aces. I actually kind of want to throw Dace Bonearm into a build like this to ramp the Connor Net damage to 2 per mine.
Teched against Uboats:
-Cluster Missiles, Guidance Chips, Glitterstim (6 points)
-Note: this combines 100% with the anti-Ace option
-You get to hurl out 2 3-dice attacks that get eyeball conversions and re-rolls from Glitterstim and Dengar, with Chips as insurance. That should take at least half of the hit points off of a Scout. If the other half of your squad can take the other half of the hit points, you should be in business.
Example Build:
Emon 36
Dengar 3
Connor Net 4
Slave 1 0
Guidance Chips 0
Extra Munitions 2
Cluster Missiles 4
Glitterstim 2
51
You've got top notch threats against aces, you can help punch up a U-boat, and you can take an a good portion of an alpha strike and still be alive.
I think you could pair him with another Firespray, IG88B, or two smaller ships and be in good shape.
Something like...
Palob (20), Crack Shot (1), TLT (6), Zuckuss (1) = 28
Kaato Leachos (15), Crack Shot (1), Homing Missile (5) = 21
...might be an interesting squad.
You'd be very likely to PS-kill one Scout or two Black Squadron Pilots, putting the joust heavily in your favor. Palob's TLT stands an excellent chance of downing an ace that has been stalled by a Connor Net. It seems like you've got some options against all of the big 3 right now.
Any dissent here? Would Eamon not work as I intend? Would it work, but just not be worth the points? Did I miss something important?