Havok
BPV: 59 / 2 Crew
Lots of lasers and an EMP beam that can fire anywhere but forward. The Havok
requires some fancy flying to maneuver it into the best position. Typically
you should move it last so that it can spank someone. Basically maneuver
the EMP beam to hit the big ships and use the lasers as opportunity fire.
The choice of using the Meld Lasers by the Gunner or Pilot is nice when
you need to ensure you fire before someone in front of you.
Wavecutter
BPV: 25 / 1 Crew
The most noticeable aspect of this fighter has to be the EMP ray. Double
and triples come up fairly often when rolling three dice so a quick critical
is always a happy thing. A high Drive allows the Wavecutter to maneuver
into the relatively short 8 hex range that the EMP ray has. The Pulse Lasers
should only be used if the extra +1 to-hit is needed, or the target is out
of the EMP's range. If using the multiple weapon firing rules, then the
damage potential of the Wavecutter is greatly increased. Its incredible
Drive and Defensive Value make this ship an improved Dart packing a significant,
albeit somewhat random, punch.
Windjammer
BPV: 13 / 1 Crew
This is like a Thunderbird without the torpedoes. The 5 Pulse Lasers, provide
a minimum of +3 bonus to-hit (at long range) and at least 5 points of damage,
so you can use it to swat pesky attrition fighters like the Dart and Pit
Viper. Its Drive of 18 lets it zip across the board and it excels at torpedo
intercepts. Granted you do not have the flexibility of the Thunderbirds
torp load, but you can purchase two Winjammers for the price of one Thunderbird.
Ten Pulse Lasers streaking toward a target will make even a medium fighter
pause.