Those who have been following [CCL] posts know normally I'd have card mockups aready for discussion. However, my computer is out of comission for at least a week, so I'm looking to kickstart a little discussion.
First off, the Firespray. An underperforming ship in 2 factions, it is the second oldest ship to have never recieved a direct fix, after the humble Tie Fighter. It's so old, in fact, it predates the Large Base Barrel Roll rules, and Expert Handling was long considered a powerful choice, even after the YT2400's barrel roll nerf.
"Firespray 31 Attack Craft (Title) 0 points
You may equip upgrade cards and perform actions as if you were a small base ship. You may equip an additional title."
With Vectored Thrusters, the firespray becomes one of the most maneuverable large base ships- the small base barrel roll on a large base is even better than large base boosting. In addition, this card allows Deadeye, Juke, and Illicit Cloak, all of which could be interesting choices for firespray pilots. however it remains immune to tractor beam barrel rolling.
Ark Angel- Calling this ship a firespray is a bit of a stretch, but it's a stretch I'm willing to make in the interest of adding imperial firespray love.
Arc Angel (title) 3 points
Your other upgrade cards cost 2 less, to a minimum of 1 point.
If it's a firespray, it's clearly a heavilly modified one. This title is expensive, but rewards loading the ship down with 3+ point upgrades and going to town. The minimum point value means there's no benifit to holding back
0-0-0 (crew) 3 points
Scum or Imperial only. At the end of the Planning phase, choose an enemy ship within range 1-2, guess a maneuver, and reveal that ship's dial. If your guess was correct, that ship's maneuver becomes red. If it was already a red maneuver, stress that ship.
As an assasin droid specializing in etiquite and torture, you could call Triple Zero a sort of Inteligence Agent, like Cassian Andor. Instead of altering your own dial like Cassian, however, 0-0-0 limits your opponent's dial and actions, potentially forcing red maneuvers to turn into 2 straights and generally acting as stress control if you can successfully predict opponent moves.
(Section to be continued)