Quickdraw shoots first and sets up a Target Lock for the other two ships:
1) Vessery can use QD's TL for his ability.
2) Karsabi does the same thing, but it's a little trickier.
- Karsabi can do ANY other action beside TL. Focus for defense is preferable, but if he needs to SLAM or RELOAD then he can discard the Weapons Disabled token and take a stress. On his turn he uses QD's TL to fire a Concussion. I chose Concussion because it has double mods built-in with GC, and keeping the TL is not important. The only thing I think I would change about this list is MAYBE use Wired instead of VI on Karsabi. VI gives him a little more independence if it is needed though.
This squad is Fenn Rau proof in many ways.
| Lieutenant Karsabi — Alpha-class Star Wing | 24 |
| Veteran Instincts | 1 |
| Concussion Missiles | 4 |
| Guidance Chips | 0 |
| Ship Total: 29 | |
| "Quickdraw" — TIE/sf Fighter | 29 |
| Adaptability | 0 |
| Fire-Control System | 2 |
| Targeting Synchronizer | 3 |
| Lightweight Frame | 2 |
| Special Ops Training | 0 |
| Ship Total: 36 | |
| Colonel Vessery — TIE Defender | 35 |
| Veteran Instincts | 1 |
| Twin Ion Engine Mk. II | 1 |
| TIE/x7 | -2 |
| Ship Total: 35 | |