Board Thread:General Discussion/@comment-31818858-20170430025744/@comment-31354887-20170430053940

A common build for Tycho is to replace his modification with Experimental Interface and then replace push the limit with Expert Handling, since both Expert Handling and Daredevil can be utilized by Experimental Interface it gives Tycho the ability to either pull a tight turn or barrel roll into a better spot (and shake a target lock in the process)

Gemmer already gains a bonus agility as long as he hugs at least 1 ship and Stealth Device pops if even one damage gets through, Autothrusters would definately benefit Gem more as long as he stays out of arc while at range 1 it can turn a blank to an evade and the chances of 1 blank when your throwing 4 dice is fairly high. Another good option might be Vectored Thrusters since they could let Gemmer barrel roll out of someone's firing arc while still hopefully keeping him at range 1.

I might suggest ditching the Y-wing's torp for Extra Munitions, 2 proximity mines will definatley deter anyone from riding your butt.

R2 units don't do a whole lot for the T-65, I might recommend a R3 Astromech or M9-G8 to boost Garven's surviability. M9-G8 especially could provide support to Biggs, Garven can lock a enemy most likely to attack Biggs and force them to re-roll one of their dice. (or you could lock the Ghost or Biggs himself to up their potential damage) The R3 unit would more or less boost Garven's surviability more than anyone else's.

With 65 points left that is a lot of breathing room, since it's a Epic game you might as well bring a Epic ship. 65 points will easily net you a GR-75 with Combat Retrofit and your choice of upgrades.