Talk:"Quickdraw"/@comment-454133-20160825154058

Hmm... as I think about it, there's a trap in putting a lot of work into being able to shoot out of turn up to 3 times. You have only 3 shield tokens, and you might lose 2 or all 3 in the same turn (given the 2 agility), thus getting only one or two counterattacks. You can also lose shields when you're pointed the wrong way, so it's imperitive to always plan your maneuvers well and barrel roll into a good position when possible (PS 9 helps a ton here).

Any upgrades should probably be applied toward making the ship a more effective attacker/survivor overall, making sure it's always positioned well, and always able to fire and do decent damage. Focusing too much on the counterattacks will turn this into a points sink that may not pan out reliably.

That said, I'm looking forward to fielding this and seeing how much work I can get out of that counterattack. ^_^  But I suspect the threat is more important than the delivery. It may be better to use this ship's firing arcs as a deterrent that makes the opponent twitch and second-guess his strategy, so you can better control and exploit him.