So, for the purposes of this exercise, I will assume that every non-ship-specific modifier is on a 3 die attack. I will also do separate posts with the lists and the results, after I do the math.
Abilities that grant a full action or action-like ability (being a stressed Farlander or having an Outlaw Tech, for example) will not be counted, as we already know how effective they are.
Moreover, rather than list all of the available options, I will only list the ones that are technically distinct from one another as far as they manipulate the dice.
For instance: Merc Co-Pilot effectively covers Greedo and firing the Mangler cannon.
Offensive options to be explored:
Merc Co-Pilot (Turn 1 Hit into a Crit)
Darth Vader (After damage is calculated, add 1 Crit)
Lone Wolf (Re-roll one blank)
Predator v ps ≥3 (Re-Roll 1 attack die)
Predator v ps <3 (Re-roll 2 attack dice)
Opportunist (+1 die)
Accuracy Corrector (Set minimum damage to 2 hits)
Advanced Targeting Computer (Add 1 Crit before damage is calculated)
Being Han Solo (Re-roll all attack dice. No choosing)
Being Horton Salm (Re-roll all blanks)
Being Rear Admiral Chiraneau (Turn 1 Focus to a Crit)
Did I miss any Offensive ones? I'll do the math soon, unless I get ninjad, then I'll leap into the Defensive side of things, assuming 2 agility.
Edited by DraconPyrothayan