I think Nikk Whyte's statline of 2-2-3-1 with Cannon and Crew slots are exactly what I'd give the Starchaser. Make its PS1 cost 15, and make a PS7 with a pilot ability and EPT cost 22.
noticed a ship i didnt know today
is probably a bit too tough though... that's X-Wing durability. I'd be more in favour of the following, as their hulls were pretty rubbish (according to Wookiepedia) and they were on par with Z-95s in terms of overall durability in XvsT:
What's wrong with X-Wing durability? They were a little bit more durable than Z-95s from what I remember in TIE Fighter; but maybe they were rebalanced in XvT. The Wookie says they had light armor, but it doesn't say relative to what; I'd consider the X-Wing to have light armor too compared to a Y-Wing. Anyway, the Scum don't really have an X-Wing analog, so I think the R-41/2 would be a good stand-in for it. Set its cost 2-3 points less than an X-Wing, and you've got a nice staple fighter for Scum than can carry a cannon and/or crew member.
Make it a Rebel ship. 2-2-3-1 seems fun. A twisted up Z-95 Dial, probably move around just the K-turn and greens. Cannon, modification for Crew slot to leave title design space open for rebalancing. (See what I did there?
) Base cost 12pts. I know, you probably all think that is too low. But with the greater propensity for it to take debilitating crits and lose the canon you give it I believe this would be the right way. Plus it gives a newcomer to the game an interesting alternate route to a Z-swarm of sorts that will give them diversity of models and upgrades and not have to buy so many duplicates. Then make a Ord Mantell expansion for Scum that has an Alt-paint and scum pilot cards for a Starchaser and for another outside faction ship that could be scumified.
I'd much rather see it in S&V, since it was seen in that role more often in TIE Fighter and X-wing Alliance. There's nothing to say they can't reintroduce it later as a Rebel ship, but start it as a Scum ship so that side can have more options.
Personally, I love this little bugger. It's not tough and it lacks maneuverability, which means it takes real skill behind the stick to be able to dish out much punishment. It was a hoot to fly in XWA because in that game the vulnerability was at a certain sweet spot I liked. You had enough hull and shields to survive a missile hit, but any more than that and you were toast. Always made my heart skip a beat when I had to face a group of missile-armed fighters. Having squad-mates around to divide up the attention of the enemy force REALLY helped, heheh.
As far as stats go, I think 2231 is a good value for it, as it gives it the fragility it needs to be thematic as well as the offensive and defensive feel of the craft. I think giving it a sensor slot would be overkill, but having a native cannon slot would be ideal. It would be the only Scum ship capable of mounting a cannon natively, which would be brilliant.
the firesprays and ig-2000 have cannons.