Over the weekend I went 4-2 in swiss (missed the cut) with a Fenn, Asajj and Unkar Plutt list, detailed here . Essentially I screwed with target priority. In every single game Unkar was the primary target, and in all but one game he died first. People really respect the double tractor + keep it combo. The good news is that Unkar is only t20 points, so pretty much every game I won was 180-20. Still, I'd like to keep Unkar alive a little longer, so how's this:
Fenn Rau (34)
Protectorate Starfighter (28), Push the Limit (3), Concord Dawn Protector (1), Autothrusters (2)
Unkar Plutt (23)
Quadjumper (17), Cikatro Vizago (0), Ion Bombs (2), Cloaking Device (2), Spacetug Tractor Array (2)
Asajj Ventress (43)
Lancer-class Pursuit Craft (37), Push the Limit (3), Latts Razzi (2), Black Market Slicer Tools (1)
100 points all up.
Asajj loses engine upgrade, which makes her weaker against swarms, but it doesn't really matter against anything else. Fenn stays the same. Unkar goes through the real metamorphosis though: he loses Ketsu's wonderful ability, but gains a very dangerous strategy for 23 points:
His round 1 action (slow playing for no combat) is to cloak. Then, in the end phase, he trades the cloaking device for another 2 point illicit. At that point, the cloaking device card is no longer around, so Unkar can't lose his cloak token anymore. He is now a Phantom defensively. If he's up against a swarm of some description (Or Dengar, Palp Aces, Paratanni, etc) he'll probably swap to a scavenger crane, to give his Ion bombs a second chance. Otherwise glitterstim might be a good idea against Fenn or other high-damage nasties.
While Engine Upgrade on Asajj was useful, I think this change to Unkar is far better, as I now have 3 ships that are absurdly hard to kill, and each of them are incredibly dangerous in their own way. I'm looking forward to the release of the C-ROC so I can test this out.