Talk:ARC-170 Expansion Pack/@comment-124.191.97.63-20170524071203/@comment-31354887-20170524083638

The ARC is gauged more toward being a support that has the option to fire from the front and back with it's title giving it's front cannons the punch of your average rebel ship while the back ups it's chances to land a hit with it's 2 dice attack by turning a focus to a crit. Norra's pilot ability is flexible but requires a bit of fancy work to use effectively. Shara is considered the star of the group since she can lend her target lock to a friendly missile boat to help them out with landing their ordance. Thane's ability is okay, slightly improved with the addition of vectored thrusters or engine upgrade, and Braylen's ability is nothing amazing. The ARC really shines because it has a crew and a astromech slot a unique combination among the rebel ships that allows it to be incredibly versatile I've seen builds that turn the ARC into a full support and ones that turn it into a respectable ace killer.

The Tie/sf is geared more towards straight up offence, Quickdraw is essentially Dengar with two firing arcs but his ability stops being useful after shields are down (thank goodness Imps can't regen) and Backdraft throws a garunteed crit at anyone thinking of riding his tail, not to mention the title lets them get multiple attacks in they position right or ups the power of their frontal guns. The tech slot gives them a little supporting power but its not really there for that, the tech/system combo is also unique among ships.

1 vs. 1? ARC probably wins through attrition, with 3 extra total health over the SF and the ability to fit a regen astromech and the all powerful C-3PO among other useful crew members its a tougher nut to crack any day.