I've had a lot of goofy builds for various Rebel ships that aren't necessarily competitive. I've developed a real knack for making 33 point pilots, and finally found a build using three such 33 point pilots that actually work rather well together.
Ten Numb - PS8 - 31 points
- Tractor Beam - 1 point
- Calculation - 1 point
- Collision Detector - 0 points
- Total=33 points
Wes Janson - PS8 - 29 points
- R3 Astromech - 2 points
- Juke - 2 points
- Integrated Astromech - 0 points
- Total=33 points
Horton Salm - 25 points
- Proton Torpedoes - 4 points
- Extra Munitions - 2 points
- R2-D6 - 1 point
- Deadeye - 1 point
- Guidance Chips - 0 points
- Total=33 points
The plan here is simple. Ten Numb fires first, and has a very solid chance of landing a Tractor Beam token. Since he's not really doing any damage, hopefully the enemy will leave him alone for the most part. Then Wes Janson fires, typically gets an evade token to power Juke. Couple Juke with the Tractor Beam, and even two hits can punch through enough to tag an enemy that typically has decent defense. Then Wes strips a token, just in time for Horton to deliver a Proton Torpedo with rerolls, a focus to a crit, and a dice result to a hit. Pretty brutal. Competitive? Probably not. Horton would probably go down right after delivering his first shot. But if he sticks around long enough to deliver both shots, I can see this squad doing some serious work.
Edited by Underachiever599