98 points
PILOTS
Ketsu Onyo (51)
Lancer-class Pursuit Craft (38), Veteran Instincts (1), K4 Security Droid (3), Glitterstim (2), Shadow Caster (3), Engine Upgrade (4)
Asajj Ventress (47)
Lancer-class Pursuit Craft (37), Veteran Instincts (1), K4 Security Droid (3), Glitterstim (2), Glitterstim (2), Gyroscopic Targeting (2)
I really want to try this build, but asking for thoughts. Goal is to slowly approach and push as fast as possible to get as close as possible. Boost if I need to. If I can bump/near bump, Ketsu can can roll any small backwards to make them still targetable with the tractor beam, with the free target lock pop a glitterstim and use an evade if you don't need the boost action, with Ketsu hitting on the attack you get a second tractor giving the chance to kick most ships to 1 or no agility for an Asajj attack, Asajj can play to the stressing, using her as the side/behind ship will give Gyro's for all those pesky aces, extra stress tokens to dish, and easier late game play. 98 should ensure that you get initiative, K4's ensure free target locks with 7 green maneuvers.
I don't like the 2 ship combo, but shaving the glitters, engine upgrade and Gyro only gives me 12 points 15 if I pull the title shadow caster which semi-defeats purpose. I want it under 100 to secure initiative, and chose 98 points since it worked and will still beat the 99 point players. I also thought about killing the engine upgrade and making it a second glitter for Ketsu and gyro's for late game, but decided since it depends on getting into range 1 the boost is more helpful on Ketsu.
The rest is your job. Tear it apart guys.