So.... wanting give my Royal Guard flight another outing, but looking to customise them a bit.
Previously, I've used a flight of four Royal Guard Pilots with Push The Limit, or two and Carnor Jax in 'proper' Royal Guard TIEs (Royal Guard TIE title, Hull & Shield Upgrade modifications).
I was hoping to play around a bit with things which have been released since the Imperial Aces pack and/or forthcoming things.
Kir Kanos. I've never really had much use for him - his ability is nice, but I always think I'm going to miss Push The Limit.
However, the fact that he's really wanting to hover at range 3 means that Autothrusters strike me as a good match - it's improved durability without needing an action. A stealth device is a good pairing; the more dice you have the better an extra one is - and since he wants to be at range 3 with an evade token and a blank-to-evade dice modification in his pocket, what would be a 5th agility die makes him very hard to hurt.
Carnor Jax. Autothrusters and stealth are a no-no here. Jax wants to be up close and personal, so if he gets any modifications for durability, Hull and/or Shield upgrades seem better. If he and Kanos are splitting up, then Lone Wolf is probably a nice idea. Experimental Interface also seems like a nice idea for Royal Guard - it's essentially Push The Limit as a modification rather than an Elite Pilot talent, allowing you to take action-requiring elite talents. I'm not sure if there are any elite talents which justify it, though. One that jumps to mind is Daredevil - a '1' bank followed by a '1' turn is ridiculous manouvrability - but does leave you with two stress tokens. Don't know how often you'd get use out of it.
If Carnor is going to be in amongst the enemy, then Intimidation is also potentially useful - since you're trying to be in range 1 of the enemy, collisions are possible - so you might as well take advantage of this and make Kanos' long range shots nastier.
Anyone got any thoughts?