So, I've played with the HWK several times, trying to get it to a point where I can actually justify its use in a list. While both Kyle and Jan have really fantastic abilities, it suffers two major failings:
1. That damned 1 dice attack and
2. It's very fragile, 5HP (most of which are in Hull, leaving it more vulnerable to crits than the similarly equipped X-Wing) and only 2 defence dice.
So, why not take those two weaknesses and let them help each other out.
Energy Transfer System
Modification
Small ships only.
2 points
Action: For the duration of this round, decrease your primary weapon value by 1 and increase your agility by 1.
Pretty clearly, its the opposite counterpart to Expose, but at two points cheaper, since green dice seem to be at less of a premium than red. Obviously, this would leave the HWK entirely reliant on its turret when used, but really the only time you wouldn't use the HWK's turret is at range 3 anyway, and one attack vs any defence dice plus one is pretty useless.
Give this to Kyle, along with recon specialist, Moldy Crow and Blaster turret, and you've suddenly made him not just viable, but potentially a very valuable support ship. Alternately, pop it on Jan, with Gunner and ion turret, and you have an (admittedly pricey at 37 points) all but guaranteed ion hit, plus Jan's extremely powerful ability on a ship that can take a bit of a beating all of a sudden.
As with any idea, you have to consider balance and unintended consequences. The two places I can see this being potentially problematic (outside of something like Fat Dash, which is dealt with by the small base restriction) are Scyks and Y wings.
Cartel Spacer with Mango cannon would become a 22 point, 3 attack, 4 defence ship with an auto crit modifier. Good, but not outrageously so, especially since you couldn't run more than 4 at most, and given the Scyk's 3 HP, using up your action on this would be pretty pointless when you could take a guaranteed evade instead, unless you were facing down 3+ hostile arcs.
Y wings might be more affected. They're already pretty tanky thanks to their HP, and giving them a second agility dice might make them extremely frustrating to kill. At two points, you would be able to potentially run 4 GSP with ion cannons and ETS. I really don't know whether this would be a powerful build our not, since sacrificing your action and relying on ion cannons for attacking would tank your potential damage output. It would need to be playtested, I suppose, but I think it would be OK.
So, any thoughts? Would you play with the (Rebel) HWK a bit more if this modification was available for it?
Edited by MacchuWA
