A thought occurs:
Saboteur cares about a new resource, one that is rarely examined in the game thus far: The odds of the damage deck.
There are 33 cards in the damage deck. 7 Direct Hit, and 2 each of Minor Explosion, Minor Hull Breach, Damaged Engine, Damaged Sensor Array, Damaged Cockpit, Injured Pilot, Stunned Pilot, Blinded Pilot, Console Fire, Thrust Control Fire, Weapon Malfunction, Munitions Failure, and Structural Damage.
Now, Saboteur loves finding a Direct Hit, but he also loves the ones that flip themselves facedown after doing something temporarily devastating.
Specifically, it turns Minor Explosion (Roll 1 attack die. On a Hit, suffer 1 damage) into a free attack, Blinded Pilot (The next time you attack, do not roll dice) into a free stun, Munitions Failure (Choose 1 secondary weapon, and discard it) into a complete disarmament, and Thrust Control Fire (Receive 1 stress token) into a stressing engine.
It also re-activates the ones that force your opponent to take an action to get rid of, like Console Fire (a new damage each combat phase!), Weapon Malfunction (-1 Attack Die of primary weapon), Damaged Sensor Array (No actions other than this), and Structural Damage (-1 Agility Die)
Multiply the number of cards by 3 for your percentage count, and that's 21% chance of unearthing a Direct Hit, a 24% chance of unearthing one of the 4 that flip themselves facedown, and a 24% chance of unearthing one that requires an Action to flip facedown.
Perhaps most epically, it has the ability to leave a Crit on Chewbacca, or on a pilot with Determination, who would normally convert them into regular damage.
And so, I have elected to build a crit-fleet.
30+34+21+15=100, with a lot of crits.
I chose Stele for his ability to call which crit he deals. A Direct Hit is always useful, but he can also set up Sabotage like no-one else. I gave him Marksmanship to improve his critting efficiency.
I use Jendon specifically to give Stele the ability to Target Lock and Marksmanship every turn. I give him Weapons Engineer for the ability to use another ability in between gifting them, or the ability to attack with his own target lock. I gave him ST-321 to have that target lock fall down on any ship.
Howlrunner is there as a supplement to the Target Lock King: useable by the other 3 ships regardless of their action, and keeping the re-rolls coming if they take down Jendon. She has stealth device for survivability.
Winged Gundark is there as a miniature Stele. He crits astonishingly often, particularly with Howlrunner and Jendon giving him re-roll ability.
Another tactic would be to use Proton Bombs to apply damage underneath the shields; with that 48.48% chance of landing a saboteur-hijinx card on each crit dealt, it would allow you the most use out of Saboteur yet.
Edited by DraconPyrothayan, 16 October 2013 - 03:09 PM.