| "Quickdraw" — TIE/sf Fighter | 29 |
| Veteran Instincts | 1 |
| Fire-Control System | 2 |
| Harpoon Missiles | 4 |
| Targeting Synchronizer | 3 |
| Lightweight Frame | 2 |
| Special Ops Training | 0 |
| Ship Total: 41 | |
| Lieutenant Karsabi — Alpha-class Star Wing | 24 |
| Lightning Reflexes | 1 |
| Harpoon Missiles | 4 |
| Long-Range Scanners | 0 |
| Ship Total: 29 | |
| Rho Squadron Veteran — Alpha-class Star Wing | 21 |
| Lightning Reflexes | 1 |
| Harpoon Missiles | 4 |
| Long-Range Scanners | 0 |
| Os-1 Arsenal Loadout | 2 |
| Ship Total: 28 | |
98pts
On a slow approach, after shooting his first missile Karasabi can move, reload and stress to fire a second with the support of Quick's lock. I think that could be a feature in various matchups. Lightning Reflexes provides real chase ability and can be activated after slam.
The Rho brings the same ability to slow approach with mods or jump forward with a slam and missile - though this ship uses the Arsenal Loadout to shoot at a ship it has locked. I'm aware that the Targeting Synchronizer doesn't work for the Rho' Arsenal Loadout upgrade but I still think it will provide a lot of utility....
I still have some points to play with and would like opinions:
Should I put a different ept on Quickdraw? Should I hold a 2 point bid at ps 11? Is VI Backdraft worth consideration in place of Quick?
Should I use guidance chips or is LRS plain better on the boats? I like the ability to move and focus on the initial engagement for full mods using LRS. On the other hand, if I'm shooting multiple missiles off of Targeting Synch or range 3 locks, then guidance chips are mods I'm missing out on.
Should advanced slam be anywhere?