Talk:Dutyfree/@comment-70.24.194.47-20160104010307/@comment-172.12.100.201-20160124174548

From what a friend of mine said, it really is. He ran a GR-75 with Biggs for ultimate frustration:

Gr-75 with EM Emitter, Dutyfree title, Slicer Tools, Frequency Jammer, Combat Retrofit, Raymus Antilles, and a chosen sceond crew member that preferably doesn't take up your one action and can cause stress.

Biggs Darklighter with R2-D2 and either Shield Upgrade/Hull upgrade/Stealth Device (you'll see why Stealth in a sec), and pick Torpedo as desired, but Flechette Torpedoes can be added for lulz.

As you can probably guess, Biggs is here to take hits: Biggs sticks with the Transport and does Greens to get Shields back as needed, and as long as he's within range of the attacker, you're fine, BUT you need to make sure the GR-75 is between Biggs and the attacker. Why? EM Emitter makes the bonus from obstruction a +3 dice instead of a +1, so base, without upgrades, a 5 dice Evade roll, throw in Stealth device at Range 3 to bump that to a ridiculous 7 dice.

Now for the Transport: Jam as much as possible, making sure to use Frequency Jammer to drop stress on enemies within Range 1 of the initial target, then pop Raymus Antilles, pick a ship doing a White Maneuever and add more stress. IF you get Biggs a Flechette Torpedo, that is 5 stress spread across three ships in one turn. From their, you either A. engage the Slicer Tools to dish out at best 5 damage to the three ships, or, the most likrly case, you stacked two stress tokens one two ships, said ships do Green maneuvers, and you do one damage to two ships, but then thteir is option B. RAMMING SPEED! Seriously, if you stick a ship in a precarious position, you can either have them Green Maneuver infront of the GR-75 and get destroyed, or force them to do a White Maneuver, lose their action and take damage from Slicer Tools.

EVENTUALLY, Biggs will probably die, so the Combat Retrofit extends the ammount of time you can keep causing damage. This build is a very literal attrition build, and is incredibly difficult to counter outside of sheer luck.

Some other options: a Saboteur could potentially be used to flip some damage cards up with a little luck, Intelligence Agent to increase the odds of picking a ship that does a White Maneuver.

An intersting one I found: Sabine Wren, from the new Ghosts expansion, adds a Bomb slot to the ship, and makes said bomb a bit more effective when it goes off, I don't know if this officialy works, but you could always dissuade a ship from flanking beyond Biggs and the GR-75 with a Cluster Mines template.

Feel free to respond and add to this as needed, I've been wanting to try this myself, but alas, I run Imperials :P