Yesterday I posted two missions that a friend of mine created and figured I throw in the "Ace Pilots" system he threw together. It's worked out pretty well in our home games.
Named "Ace" Pilots
Upon successfully surviving a mission, an unnamed pilot (e.g, rookie pilot, alpha squadron pilot, etc) may be promoted to a named Ace Pilot, and gain a single Ace Ability.
Ace Pilots are 0 point cards that can be attached to any unnamed "pilot" ship. They can also be added to the Outer Rim Smuggler, Rebel Operative, Omicron Group Pilot, and Bounty Hunter ships. They cannot be added to the Corvette or Transport.
Aces have the capacity to accumulate a maximum of 3 Ace Abilities - One after surviving his/her first battle, then an additional upgrade for each subsequent battle. Ace Abilities are unchangeable once chosen, and the same ability may not be chosen more than once (unless noted otherwise). Ace Pilots can be placed in different ships from game to game, but are permanently eliminated once destroyed.
Note: Disengaging from combat with an Ace by flying him off the map does not qualify as destruction. However, the Ace doesn't gain anything from the experience.
Ace Abilities
<<I tried to keep all of these abilities in line with the usefulness of a 2pt card. I think I succeeded, but some tweaking might be needed. The only exception is Hard to Kill. I would say that's closer to a 4pt upgrade, but that's by design. I wanted to give named pilots a stock ability that increases survivability a little, so players don't build them up only to see them vaporized on round 3>>
Hard to Kill - The last hull on the Ace's ship requires a critical hit or 1 point excess damage to destroy.
Munitions Expert - When firing missiles or torpedoes, the Ace may reroll one blank result.
Excellently Average - When attacking with a primary weapon, the Ace can turn one critical hit into a normal hit, then reroll one die.
Hotrod - When the Ace performs a straight 4 or 5, he gains a free Focus.
Fast Thinker - The Ace may perform his action before his movement.
Contingency Planner - After revealing his movement dial, the Ace may instead choose a 1 forward maneuver.
Careful Strategist - The Ace may take his action last, after everyone else has moved, but before combat phase.
Undeterred - After completing a red K-turn, the Ace can execute a Focus or Target Lock action for 1 additional stress.
Twitchy Reflexes - After spending a Target Lock, the Ace may reacquire a lock on a separate ship in his firing arc.
Cover Artist - When defending through an asteroid, the Ace gets an additional 2 defense dice instead of 1.
Sharpshooter - The Ace gets 1 additional attack die at range 3, but loses his bonus die at range 1.
Gambler - Once per round, the Ace can choose to roll one defense die, and apply its result to his remaining defense dice versus a single attack. The result cannot be rerolled from any source.
Big Boy - The Ace gains 2 pilot skill. This Ace Ability maybe be taken multiple times and are cumulative.
Laser Accurate - When attacking with a primary weapon, the Ace can spend a Target Lock to remove 1 focus or 1 evade from the defender.
Perceptive - During movement phase, when an enemy ship at range 1 gains focus, the Ace gains one free Focus.
Astroid Miner - When the Ace makes a primary weapon attack through an asteroid, the Defender does not gain an additional defense die.
Ion Specialist - The Ace can force an ionized ship to use a soft 1 in a direction of his choice during that ships movement phase.
HE Pro - When using bombs, mines or charges, the Ace can choose to deploy them using a soft 1.
G-Force Jockey - After performing a Hard 1, 2, or 3 maneuver, the Ace may acquire a free target lock on an enemy in his firing arc.
Bully - When successfully damaging an enemy ship, the Ace may sacrifice one uncanceled hit to cause 1 stress.
Repair Whiz - After completing a green maneuver, the Ace can attempt a free slapdash repair on a face up damage card. Roll an attack die: on a hit, the card may be flipped face down.
Vengeful - In the same round after sustaining damage, the Ace gains 1 additional attack die versus his attacker in retaliation.
Casual Flier - The Ace can execute Barrel roll actions even while stressed.
Slippery Customer - The Ace's ship gains the barrel roll action, but causes 1 stress after white maneuvers. Cannot be used on large sized ships.