To my knowledge this is the first time I've seen anyone put this build forward though I statistically speaking I'm sure someone somewhere has also come up with something similar to it. Not sure what to call it yet though, so right now I'm just calling it rebel dice modz.
I would appreciate thoughts to help improve it.
Thane Kyrell (32)
Weapons Engineer
M9-G8
Alliance Overhaul
Biggs (27)
R3 Astromech
Integrated Astromech
Bandit Squadron Pilot (16)
Concussion Missiles
Guidance Chips
Airen Cracken (23)
Adaptability
Concussion Missiles
Guidance Chips
98 points
The Basic Strategy of the build is Dice Mod Flexibility. Could dampen an enemy alpha strike by forcing them to attack Biggs and then reroll their attack dice hits while you get action economy with Airen and Thane and return fire with some missiles. Obviously, you could also boost your own attack with two free rerolls as well.
Thought about R4 on Biggs, that might be most ideal, but I don't own it. If we use R4 on Biggs, I also thought about changing Airen a bit with the extra 3 points left, and make him a little more late game oriented with a lone wolf or vectored thrusters or something. Anyway that's just what I was thinking about, I'm sure you guys could come up with other options too.