So I was looking at the point costs and noticed L3-37 in the escape craft is 22 points, with a red coordinate action and an elite. If you give it tactical officer for 2 extra points that coordinate becomes white. That's a I2 ship coordinating friends for 24 points, that's the equivalent of 12 points in 1.0. I know she won't deal damage, and that she only has 4 health backed by 2 agility. But I think this could actually be really good, maybe along side Fenn and Guri. What do people think?
Scum got a good coordinating ship and no one noticed
Definitely has potential! Like you say, REALLY fragile, but to kill it is to ignore the big baddies alongside it, so I think it could be decent
100% agree with the OP. TL:DR Escape Craft is the best ship in the game.
I posted on this in the main section. I think this ship is so undercosted that it might require taking the Falcon w/title. Even if that’s the case, two of the Escape Craft pilots—L3 and the ORP—don’t have a self-destruct clock and function like support ships for a filler ship price. So for a 6 point premium (Falcon title), you can just undock L3/ORP in the first turn to use the red coordinate. Like OP said, that makes heavy hitters like Fenn and Guri extremely good. Add Boba and Han to that list, as well. Here’s a gross list that I’m calling Death Blossom, after the Last Starfighter movie.
Han pilot (54); Trick shot (1); cluster missiles (5); veteran turret gunner (8); perceptive co-pilot (10); 4-LOM (3); inertial dampeners (1) [82]
Fenn (68); Trick shot (1) [69]
L3 (22); Beckett (2) [24]
ORP (24)
At setup, Beckett moves a large asteroid and adds to the cluster of asteroids to help proc Trick Shot. Han sets bow tie to port/starboard. He now has a virtual 75% shooting arc. Out the front arc, if he can lock a ship at R2, he can fire cluster missiles at up to 3 additional ships at R1 of the locked ship. Those are 4-dice shots if trick shot procs. Assuming RAW, he can 4-LOM all of those shots and rack up 8 ion tokens that will clear next round with a blue maneuver. He can even fire while on an asteroid if R0-1 of ORP. Not sure about this, but the Escape Craft may be able to coordinate two actions for Han if he decides to stay on the rock and pops ID’s in the next round. Let’s say the opponent bugs out on either side of the asteroid/Han: Veteran Tail Gunner means another multiple attack round. Those Veteran Turret Gunner attacks also benefit from Trick Shot, Perceptive Copilot, and 4-LOM synergy. Having two ships coordinating a hitter like Scum Han makes getting off Dengaroo-style attacks way too easy. This Han will be able to double-focus, lock, and boost, no problem. Fenn benefits from coordinate, as well. He can face-up to a rock to proc Trick Shot, and an Escape Craft can barrel him out before he moves. So, if an opponent focuses down Han, you still have a double-coordinated Fenn that can shoot from behind (or on) rocks. 6-dice R1 focus-locked shot?
If you can listbuild like this, the Escape Craft is easily the best ship in the game. Even if you need to take the Falcon w/title, and the Escape Craft is, itself, unique, it’s still the best ship in the game. It doesn’t really matter if it’s targeted first and blows up early when it can set up burst damage and tank hits. Fenn, Han, Boba, and Guri are all awesome, but it’s the Escape Craft that is broken—assuming no corrections to points or clarifications on listbuilding
People use ap-5 with just about the same stats. Double mods will be powerful in 2E, no matter if they come at I1 or I6