Fun little contest to build a list that can do the most damage in a single game turn.
Post a legal 100 point list with the goal of being able to do as much damage damage in a single round. It doesn't have to be pretty, competitive or even sane just have it focus on as much damage as you can!
Use whatever cards/pilots even if they aren't released yet just make sure the list is standard game legal (no epic).
Your opponent can have any number of ships small or large size (no huge size) that have 0/0/100/0 stat line (unless you need less for a reason) but no upgrades on them. Assume they have no firing arc unless you need one for a combo
Explain your perfect set-up as if you where going on a play-by-play step and how any of your combos interact to do that amount of damage.
Assume perfect dice rolls (all hits or all crits) as well as perfect crit card draw unless one of your combos requires something else to work (such as having a shot miss to use gunner and such)
Highest damage with the lowest points spent on their list wins!
Winner gets a drawn picture of any pilot/upgrade of their choice (i am not a good artist). Lets make the deadline 12/15 and i'll post the picture by 12/25 as an X-mas gift for the winner
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Example post
Point Total: 85/100
Ship 1: "Quick draw"
Opportunist
Electronic Baffle
Special Ops training
Ship 2: "Back Draft"
Opportunist
Electronic Baffle
Special Ops training
Ship 3: "youngster"
Expose
Explanation: Youngster moves into range 1 of a large base ship right in front of him. Expose as his action. Backdraft moves up beside the large ship with both firing arcs on the large base ship. Expose is his action thanks to youngster. Quickdraw does the same as backdraft but on the other side of the large base ship. Expose is her action thanks to youngster.
Shooting phase. Quickdraw attacks through her primary adding an extra dice from Opportunist but no extra dice from title card to gain a 2nd attack and gains a stress, electronic baffle is used to remove the stress and takes a damage removing a shield. First front attack is 2+1(range)+1(Expose)+1(opportunist) for 5 crits. First rear attack is 2+1(range)+1(Expose)+1(opportunist) using electronic baffle to remove stress again for 5 crits. Since a shield is removed from quickdraw she attacks again with her primary weapon. Second front attack is 2+1(range)+1(Expose)+1(opportunist) using electronic baffle to remove stress again for 5 crits. Second rear attack is 2+1(range)+1(Expose)+1(opportunist) using electronic baffle to remove stress again for 5 crits. Quickdraw is down to 2 hull because of electronic baffle and has done 20 crits.
Backdraft attacks through his primary adding an extra dice from Opportunist but no extra dice from title card to gain a 2nd attack and gains a stress, electronic baffle is used to remove the stress and takes a damage removing a shield. Front attack is 2+1(range)+1(expose)+1(opportunist)+1 crit (he is attacking a ship that is in his aux. firing arc but also in his main firing arc, his ability does not state he has to fire through his rear to gain the crit) for 6 crits. Rear attack for 2+1(range)+1(expose)+1(opportunist)+1 crit for another 6 crits. Backdraft is down to 3 hull and 2 shield from baffleing once and has done 12 crits.
Youngster fires with expose for 2+1(range)+1(expose) for 4 crits.
Total damage in one round: 20+12+4=36 crits worth of damage and with all direct hits flipped as well as both major explosions being the last two crits and both going off = 33(the entire deck)+7(extra damage from direct hit)+1(major explosion chaining into one another with the last adding the extra)+ 5 extra crits that are unable to be resolved since there is no more crit deck = 46 damage in a single turn . 46/85 is a .54 damage to point list ratio.
(my example will not be in the contest, it was my attempt at just making the most damage possible)
Edit:
This also begs the question what happens if you run out of a damage deck in a game?
Found it in the rule book you just keep track of the overflow damage with counters.