Talk:Advanced Proton Torpedoes/@comment-77.27.49.49-20160914012049/@comment-454133-20160914050917

''TL;DR: Consider Guidance Chips, and Manaroo. :)''

Yea, don't fire until you see the whites of their eyes. I really look forward to future shenanigans this ship. :D

If I'm thinking right... you're flat guaranteed 4 hits, and reasonably likely to get 6 or 7, punching through most agility rolls. If you can line up a staring contest with your foe while you have a lock and focus token, he's dead unless he's decently beefy.

The setup's the trick... it would help a lot to have an ally passing focuses/locks to increase the window of opportunity and/or let Fenn freely boost/roll/k-turn into position. If you want that kind of support, it'd have to be Manaroo (helping allies is more a Rebel game than Scum; not sure if there are other good options).

Maybe Manaroo (36): pilot (27), Push the Limit (3), Outlaw Tech (2), Unhinged Astromech (1), Feedback Array (2), Tactical Jammer (1). Consider adding the title if you can afford it, but Manny's mostly here for support. Feedback is a good way to finish an agile enemy that just barely survived, not giving it a chance to defend.

I would be sorely tempted to take Guidance Chips instead of Shield Upgrade, even given Fenn's fragility, banking on my pilot skill to make sure I get my shot off before the opponent can disable or destroy me. It's cheaper and further maximizes the punch.


 * You guarantee converting another possible blank from your remaining 3 dice.


 * It's a crit instead of a hit, possibly disabling a target that barely survives by HP or amazing defense rolls.


 * It covers any die result, in case you didn't manage to focus and had to take the shot as soon as any opportunity presented itself (assuming an uncooperative enemy).  This is probably the most helpful factor.

Though the shield upgrade may be really good thinking for "what happens before/after I complete the shot?". An inopportune crit right before you fire could be devastating. And if your opponent is wise to your strategy he could avoid you and draw out the encounter while he chips you down; don't want to min/max yourself into a corner. Autothrusters is another good choice, since you could shed a lot of potential damage from turrets and range 3 shots while you play cat and mouse with your opponent.

Sorry for giving a long reply to a very simple and elegant statement; I can't help but gush and hash out details. Again, I'm looking forward to getting this ship. This wave has me really excited. :D