Talk:HWK-290 Expansion Pack/@comment-208.46.179.250-20171110211537/@comment-454133-20171110221623

I like Jan Ors for her ability to give +1 attack dice to an ally. She could be particularly fun with Wullff + Selflessness or Draw Their Fire. Or give him Rage + "Chopper" and grind him down (while assailing foes) until he gets +1 dice from the damage card, so with Jan's help he's rolling 5 or 6 dice. Maybe add Inspiring Recruit so he can eliminate the stress when he needs to do so.

Kyle also sounds great if you're flying a Predator auzituck, as this gives the tuck a 1 or 2 dice reroll, focus, and reinforce each turn, making it both tough and destructive. Give him Recon Specialist and he'll have enough to cover himself and an ally.

HWKs are a bit delicate so Lowhhrick might be a good choice? Though I don't know if that's optimal. May work great with Kyle though.

TLT is a strong weapon and it makes the HWK effective, allowing your support ship to also deal useful damage. You might consider Ion Cannon Turret; it is also pretty nice for its ability to limit enemy mobility so your tuck can position its arc. A lone Tuck can struggle with arc because it lacks a k-turn.

I like to put Breach Specialist and Tactician on my tucks, but I've also seen Rage + Inspiring Recruit + either Tactician or Kyle being apparently really strong.

I'd round out the fleet with something that will outlast the tuck, since you do not want the tuck to be your last ship (it's too easily outmaneuvered on its own). A rebel regen Poe or Miranda might be a good late-game salvation choice, as well as being strong in the earlier game.