I am a huge fan of the fixes in Imperial Veterans by promoting what the ships do best even further into specialization, making it very unique in design and game play but also provide two very different ways to play the same ship that makes sense lore wise. I wanted to try to replicate this for some of the other underrepresented ships and often for their named pilot variants that see no play. My title names are very generic but it's more to get a sense of the goal.
Rebel Alliance
B-Wing
Problem
Named pilot variants never see play because the ship is too over-costed for what it does or already provides enough due to its already high base 3 attack.
Lore
The ship is known as having strong firepower enough to destroy capital ships with a "unique gyroscopic rotating cockpit module to easily coordinate attack maneuvers"
Solution
Title - Torpedo Specialization - Requires 5 or higher PS. Can now fire Torpedoes without Target Lock
Torpedoes are very weak against Aces due to the ability to react to the Target Lock and the points used rarely warrant the upgrade from 3 base attack.
Title - Cannon Specialization - Requires 5 or higher PS. Cannon can be fired on different target then primary attack target in the same turn.
Discourages best System Upgrade, Fire Control Systems and harder to use than the Tie Defender but allows the usage of high power cannons like Mangler or Heavy Laser Cannon.
Balance Concerns
May need to remove System Upgrade or have the card as B-wing only System Upgrade.
HWK-290
Problem
It is simply outclassed by the Y-Wing, for 2 points more you get 1 less green dice for 1 Hull and 2 Shield, superior dial, Astromech and more options. It's suppose to be a support ship.
Lore
It is a small cargo freighter that holds 75 tons of cargo with high speed and maneuverability.
Solution
Modification - Cargo Ship - Requires Moldy Crow. At the start of the Combat phase, receive 1 Focus if near one friendly ship at range 1.
The Focus is to represent cargo that works well with Moldy Crow.
Title - No Cargo - Gains SLAM and when revealing dial can turn straights into U-turns.
Highly mobile support ship that can pull off maneuvers to escape away and still provide it's support benefit. Only ship that can U-turn and SLAM away.
Balance Concerns
Cargo Ship might require a point cost after testing if too good at supporting.
X-Wing
Lets wait and see how Integrated Astromech turns out first.
Z-95
Problem
Very little incentive to use anything besides Bandit Squadron Pilot. Using a named pilot version can be an increase of 58% for point cost not making it worth it.
Lore
This craft was armed with center-mounted ion cannon.
Solution
Title - Ionized Weaponry - Requires 5 or higher PS, Works like Ion Cannon but with only 2 Red Dice instead of 3.
Adds a new element to Z-95 making them tiny control ships.
Title - Fully Loaded - Requires 5 or higher PS, or higher PS, Equip a Missle equal or lesser than your EPT.
It's a bit of a raw buff but unique because high cost EPTs are rarely used.
Balance Concerns
Ionized may be broken with Lt. Blount. Fully Loaded might be too difficult to use and the reverse could be done instead.
More to come. Please feel free to provide feedback.
Edited by radica