I just mentioned Grand Admiral Zaarin in a thread and was just wondering how I'd do the TIE Experimentals from the X-Wing Alliance.
First comment: No new models. New models is a big investment and whilst the experimentals are cool, they're a pretty obscure thing.
For those who've not come across them, the TIE experimentals were an attempt by the Empire to develop remotely piloted fighters (and later droid fighters; the TIE/d came out of the same research programme) that were more effective than clone wars-era Vulture Droids that....well....were a bit rubbish.
They were flown remotely by a nearby transport ship, which - for the purposes of the game - I suggest transferring to the Lambda Shuttle. A "TIE Experimental Pilot" crew card gives you the visible marker that it's the control ship and a card onto which you can tag an ability to boost the fighter (something like the control stations from "Cutting The Cord" might work).
There were five TIE experimentals, but two were unique and...err...silly. The TIE Bizzarro lives up to its name and I can only assume someone was huffing nitrous on the day they came up with the idea, whilst the TIE Bomb doesn't use a standard chassis either, and I'm not sure the game rules will work well with a suicide fighter
TIE Bizzaro (M1)
TIE Bomb (M4)
The others - TIE Experimental M2, M3 and M5, on the other hand, are standard TIE chassis with extra stuff welded on the outside, and can easily be represented by title cards.
TIE BigGun (M2)
This is a TIE fighter which loses its chin lasers and gains a pair of turbolasers on the outer wings. Well, thanks to the Tantive IV, we know the statline for a Twin Turbolaser - 4 attack dice, defender doubles agility dice, swap one focus to a hit for free. Essentially, B-Wings cry, A-Wings laugh at you then fly away.
TIE Warhead (M3)
The Warhead is an Interceptor which again, loses its primary weapons. In return, it carries a shield generator and what we shall diplomatically refer to as " Some Concussion Missiles ". A shield and 2+ missile slots in return for the primary weapons is an easy enough trade, but the trick which would need working (possibly by the Pilot card on the shuttle) is how you deal with the fact that the interceptor is not capable of target locking an enemy by default.
TIE Booster (M5)
Yes, it's exactly what it looks like: a TIE fighter with a whacking great afterburner welded to the back. The official verdict by the rebels was "Wow, that thing can move!".
It's not discernably more manouvrable but it is a lot faster in a dead run, and also has a shield generator - I'd suggest that in addition to adding the shield, all straight manouvres should be green and (especially given the name) it would gain the boost action. Primary weapons, unlike the M2 and M3, are untouched.
The rules are pretty easy - the Experimentals aren't droids, so still get to focus, and can still be stressed. Kill the transport, however, and the Experimentals go dead - which justifies them being cheap for very good upgrades. (Hint - shield upgrades on the shuttle would be a good thing!)
I wouldn't put a range limit on the control ship, if only because 'nailing' a booster to an unmanouvreable shuttle voids the very point of the upgrade in the first place...
The shuttle crew gaining something like " Action : One friendly TIE Experimental may perform a free Focus, Evade or Target Lock action. For each additional TIE Experimental Pilot on this ship, an additional friendly TIE Experimental may perform a free Focus, Evade or Target Lock action."