With the upcoming release of Wave 10's final 3 ships, I'm getting excited. Besides all the cool stuff, Scum get a new filler ship in the mid-20 point range, which means I have a partner for Asajj and Fenn:
Fenn Rau (34)
Protectorate Starfighter (28), Push the Limit (3), Concord Dawn Protector (1), Autothrusters (2)
Unkar Plutt (22)
Quadjumper (17), Intelligence Agent (1), Pattern Analyzer (2), Spacetug Tractor Array (2)
Asajj Ventress (44)
Lancer-class Pursuit Craft (37), Push the Limit (3), Latts Razzi (2), Inertial Dampeners (1), Burnout Slam (1)
Totalling 100 pts.
Pilots skills of 3, 6 and 9 give a nice spread. Unkar will block everything currently used in the game, Asajj can arc-dodge swarms like only a big ship can, and Fenn deals with PTL aces and those pesky Defenders. A closer breakdown:
Fenn:
Fenn is standard, and there's very little to play with unless I have 6 points to spare for advanced proton torpedoes.
Asajj:
Asajj was tricky in terms of points. On the one hand, engine upgrade is amazing, but on the other, two burnout slams would be half the price... I settled for a Burnout and Dampeners, leaving me with the possibility for either a 12-straight (5-straight and SLAM) or a full stop on any given turn. Latts and PTL make Asajj a real tank, but one that can be brought down to focused fire.
Unkar:
He was the trickiest, and still is. On the one hand, Unkar needs Pattern analyser (with all those fantastic red maneuvers) and Intelligence agent to be at his full potential, but on the other hand, I could trade the Analyzer, Agent and Dampeners for engine upgrade on Asajj, which is pretty amazing.
Points are pretty tight, and either way I'm compromising on something. Unkar is anti-ace and Asajj is anti-swarm, so it'll depend on what the meta is at my state's regionals. Any tips?