I'm down for the Fel Challenge!
I call this squadron "Sixes, Sevens, & Nines". I believe it's from Chaucer, a reference to a complicated dice game, and alludes to risking one's life in exchange for the world (Worlds). If I'm going to accept the challenge, then I may as well aim high, eh?
"Backdraft" w/ Veteran Instincts (1), SpecOps Training (0), Collision Detector (0), Lightweight Frame (2), and Comm Relay (3); 33 points.
"Quickdraw" w/ A Score to Settle (0), SpecOps Training (0), Fire Control System (2), Lightweight Frame (2), and Hyperwave Comm Scanner (1); 34 points.
Soontir Fel w/ Push the Limit (3), Royal Guard TIE (0), Twin Ion Engine Mk II (1), and Targeting Computer (2); 33 points.
Ideally, Fel will appear to be an easy target, but by flying him well he'll remain a psychological threat, the worry of leaving flanks vulnerable. However, if match up/setup is favorable, he can leap forward 5 turn 1 with a free Evade or Focus from "Quickdraw", boost, PtL the target lock, and (hopefully) strip some shields very early, particularly from the target of "Quickdraw"'s Debt to Pay condition.
Ideally, "Quickdraw" deploys a PS 0 or 6, after pointing to the fence. Between her double-tap, her EPT, and FCS, "Quickdraw" is good for the follow up of Fel's "alpha" strike, and should mean she's useful until at least mid-game, if not the end game.
"Backdraft" will start with an Evade, and hold onto it as long as possible. I use debris obstacles, and plan to cluster them, hence the CD. VI let's me move the squad/shoot in any order.
This list is a variation of the "BD"/"QD"/Vessery list.
Edited by Alekzanter