Talk:Protectorate Starfighter Expansion Pack/@comment-99.44.20.130-20160807212813/@comment-454133-20161210174715

I actually approve of the torp, since I've seen its power in Fenn's hands. Fenn Rau's APT, supported by Manaroo and Fearlessness, would be 6 dice + a free hit, 3 blanks->focuses, with a focus token to spend. It wouldn't just be 7 possible hits thanks to fearlessness + APT's effect, but instead 4 guaranteed hits plus 3 dice with good odds of rolling non-blanks. It hits like a truck and overpowers defense rolls, wrecking most aces. Goodbye Darth Vader. But as always with Fenn, the trick is perfectly positioning for the shot, which he'll likely need a boost or barrel roll to accomplish since the opponent won't cooperate (and will likely use other ships to force him to collide, and/or hide their arcs on turreted ships, etc). Ideally he barrel rolls into position and Manny helps him get his lock and focus right on time, but it won't always work out like that.

I'd recommend giving Manroo PTL and possibly Engine Upgrade or Tactical Jammer. Don't fall into the trap of giving Fenn Guidance Chips. He really needs the protection of Autothrusters against turrets and range 3 potshots. His hull is so delicate against lucky hits while he's on the approach or joust.

Maybe something like this, with Kavil as filler (replace that with anything):

Fenn Rau [ Fearlessness, Advanced Proton Torpedoes, Concord Dawn Protector, Autothrusters ] (38)

Manaroo [ Push the Limit, K4 Security Droid, Unhinged Astromech , Tactical Jammer] (35)

Kavil [ Dorsal Turret, Trick Shot ] (27)

Still tricky to align the shot if your opponent is on the ball, but huge payoff! And as long as Fenn lives, his shots on following rounds will hit hard too. Take out high-priority threats or excessively evasive targets with the APT first.