boarding actions are not really part of the SW lore though, ships are too busy pounding each other with turbolasers.
(I don't count that Clone Wars episode where the droids swarmed a republic cruiser in atmosphere, I have never liked that star destroyers can just park themselves in atmosphere)
I'm not sure that boarding actions are not part of the lore - that may just be your own headcanon speaking.
There are more things in Star Wars, Horatio, than are dreamt of in your video games.
To wit, I present you the Gamma-class assault shuttle , for which boarding actions are its reason for being. It was part of the old WEG roleplaying game, and also showed up in some of the literature. You should also note it's being depicted on the following card:
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(though that may be the ATR-6 ... same difference.)
It also seems to me that boarding actions are what stormtroopers are really for.
Holy crap, good eyesight. Those things were cool in the video games. When one of them popped up you genuinely had to deal with them because they were such a threat to whatever the mission critical craft was.
I still say you just have to get them touching --not just range 1-- of a ship and spend, say, a "boarding" token to attach. Starting the second turn it can either deal damage, exhaust tokens, or void a command. That would make them suitably dangerous and force a reaction. Likewise, allow starfighters to attack the attached boarding ships. Once it's destroyed, the negative effects cease.
As for the ship itself, make it sturdy so that it can take some fire on the way in but slow moving. Or make it fast and light but an easy kill.
Heck yeah. Hope FFG makes it happen! Those ATRs were a PAIN to deal with...how the heck they fit so many turbolasers on them...I don't know!
Agreed with the first idea, sturdy, can take a bit of punishment but is rather slow.