Let's list the top 3 builds (IMO) :
Ghost fenn
Mirranda lowrick ezra/fenn
Palp Aces
Each of these have 1 massive card that makes them better then the rest...
Ghost Fenn - 4 TLT shots can do massive damage
M L E/F - TLT let's Mirranda Regen and do damage (I know she has other stuff but the Regen's the biggest thing imo)
Palp Aces - Palp!!! I mean the build is named around and it and it has a ship that is literally just a carrier for it!
Now if you take tht card away from the build how good is it?
Ghost is 10 times worse
Mirranda is still strong build means you can go for lowrick first without a massive pain in your backside.
Palp aces become.... Well aces. Still strong but it means instead of having to push 10 damage through to get rid of Palp u need to take 1 shot then be on your way attacking the aces.
Problems?
If you don't hit..... If you don't hit then you've missed out on having harpoons that can really push some damage through.
So agaist the ghost you should be fine in hitting.
Agaist the lambda you should be fine pushing the damage through l
Agaist Mirranda it should be possible but you need 3 hits as c3p0 and lowrick is a 2 evades straight up and if he rolls a evade he can stop it. So how can we push through it? Target lock and a focus with 3 dice should be 3 hits if we are not unfortunate but that's not enough so.. We will probably have to go after lowrick first as the risk with Mirranda is too high but the amount of HP lowrick has is difficult so what if we but a torps on? (didn't see that coming did you) Plasma torps onto lowrick and your other ships focus firing him for the initial attack then after he is destroyed you can target the Miranda and get the Boba off.
Next problem?
What if you roll bad with 3 dice a target lock and a focus?
Well that's with everything but being fully modded should at least get you 2 hits and on most targets it should be enough.
Next problem.
Aces, what if you come agaist aces?
You are a ps10 which means you are probs moving last so arc dodging will be difficult for you opponent so what's the best play? Don't use it? I mean if it's a situation where you are probably only going to get 1 damage through sure use it but at the end of the day you don't how to use it.
So this is the list I have made:
Scurrg H-6 Bomber: •Captain Nym (47)
Long-Range Scanners (0)
Veteran Instincts (1)
Twin Laser Turret (6)
Plasma Torpedoes (3)
Adv. Homing Missiles (3)
•Boba Fett (1)
•Bomblet Generator (3)
Jumpmaster 5000: •Dengar (52)
•Punishing One (12)
•Lone Wolf (2)
•Maul (3)
Glitterstim (2)
Total: 99/100
What do you think could it work?