Fenn Rau (68)
Predator (2)
Ship total: 70 Half Points: 35 Threshold: 2
Han Solo (Scum) (54)
Trick Shot (4)
Deadman's Switch (2)
Lando's Millennium Falcon (3)
Ship total: 63 Half Points: 32 Threshold: 6
Dengar (53)
Expert Handling (4)
Autoblasters (3)
Greedo (1)
Contraband Cybernetics (2)
Ship total: 63 Half Points: 32 Threshold: 5
Total: 196
Number of the Beast (Scum 3x i6)
Nice. I have been trying to get those three into a list for ages. Maybe the reduced points will be enough to make it viable.
I tried something like this in the past. What you have here is pretty close to what I put together yesterday with the new points. In the past, it struggled to deal damage fast enough. I fear this will remain a problem. Do try it out and tell us how it went!
Love it. I think cannons are something the jump needed to make it more viable. The dial isn't good enough to keep things in arc anymore.
I think the cannon is a very good addition to the jump to give them that second arc they desperately needed
Still haven't had a chance of flying it, and I've already made two other variants of the list.
First variant has 270 degree arc Han thanks to concussion missiles.
Second variant fixes the jumpmaster by adding jabba.
Dengar (53)
Marksmanship (1)
Autoblasters (3)
Greedo (1)
Contraband Cybernetics (2)
Ship total: 60 Half Points: 30 Threshold: 5
Han Solo (Scum) (54)
Trick Shot (4)
Jabba the Hutt (6)
Contraband Cybernetics (2)
Lando's Millennium Falcon (3)
Ship total: 69 Half Points: 35 Threshold: 6
Fenn Rau (68)
Predator (2)
Ship total: 70 Half Points: 35 Threshold: 2
Total: 199
Fenn with Predator, Han with TS, and Dengar with Ion Cannon and PerCo seems like a sufficient base. I might consider keeping the leftover 5 points as bid. This way, everyone has mods on all shots (except after reds - add ContraCybers to the big blokes if you want to fix that)