Now that the point costs are up, and the resistance looks absolutely fantastic to play, (especially the bomber), I came up with this as a first attempt:
69) Edon Kappehl
(7) Paige Tico
(5) Proton Bombs
(6) Proximity Mines
(3) Trajectory Simulator
(4) Advanced Optics
Points 94
(52) Jessika Pava
(0) Integrated S-foils
(5) BB Astromech
(6) Ferrosphere Paint
Points 63
(35) Tallissan Lintra
(0) Heroic
(1) Marksmanship
(6) Ferrosphere Paint
Points 43
Total points: 199
My goal off the bat was to not overload the bomber too much. Running it cheaper might be smarter, but I wanted to be able to have fun with it, while it could still get work done, even if it was a bit more pricey than strictly necessary. As it is, you can drop/launch during the system, drop/launch after doing a white or blue (even while stressed) from the pilot ability, drop/launch after taking a shot (Paige) and drop/launch after death (Paige). You can get the free rotate if needed (Paige) and can flip the blank to a focus offensively (probably better use on the 2 dice from the turret, but still pretty good for rounding out your attack power on 3 dice anyways). Tallie just gets to hand out the extra evades like a boss, and can hopefully hang around with heroic and ferropshere, same thing for jess (who can get up to three re-roll sets if needed in a round if you sacrifice the BB-charges).
It seems pretty solid: Im hoping you can probably punch something pretty hard between 7+ attack dice from the ships alone, not including bombs, the first round and just keep making a mess of things with the bomber until you go down, but by that point you've just torn into everything whether they get close or not.
What do you think? Are there any glaring changes that should be made? Anything and everything is welcome, I just wanted to throw this out there and get some discussion going for the Resistance and theorycrafting for the ships and such (go Rebels but better!)
Edited by Cow-of-Doom