So, elsewhere on this forum today I got into a conversation with some people about alternate abilities for a pilot, and it got me to thinking. At first, I was going to propose this idea as an alternate pilot ability (Maarek Stele, Defender pilot extraordinaire!). And since I was thinking of Stele, this ability was inspired by the TIE Fighter game. Veterans of that game may remember that it was possible to adjust your shield recharge rate, or rather to modulate the recharge rates of several of your ship's functions, but also in a pinch it was possible to just immediately dump some or all of your stored cannon energy into shields. Doing this could sometimes result in your cannons hitting 50% charge or below (which halved their damage output) or in some desperate cases ("INCOMING ENEMY MISSILE. INCOMING ENEMY MISSILE. INCOMING ENEMY MISSILE.") drain them completely. But, then I thought it might make a good upgrade card of some sort too. So first I'll discuss the ability, how it works, and why I see it being implemented the way I do, and then I can get into where it should go.
"When attacking with your primary weapon, immediately after rolling attack dice, you may cancel 1 or more <hit> results. For each one you cancel, regain one shield token. You cannot further modify your attack dice."
Now, I know what some of you may be thinking: "NO! This is stupid! If we give both sides the same abilities then everything just becomes a mess of samey garbage!"
However, I feel like this ability, while still technically being a regen ability, has some very interesting and dynamic play style differences. For one, it requires sacking some or all of your attack value. So you're taking a turn to basically go on the defensive. But also, unlike most regen abilities out there, you can't run off to lick your wounds. It becomes a dicey play where you have to stay in the fight and go on the attack for any chance of success. It also still rewards good maneuvering, as outmaneuvering a foe in order to attack them from a vantage where they can't return fire helps mitigate the risks. It's also not a sure thing, as you might wiff your attack roll. And finally, the last line prevents someone from dumping all their hits into shields and then using Accuracy Corrector, because doing that cheap nonsense is just lame.
Anyway, if it were an upgrade instead I could see it being a modification. And since it's not possible to regenerate shields above your shield value (and it's a modification), there'd be no way to put it on any ship that doesn't already come shielded with the exception of a Royal Guard Interceptor. And let's be honest, how many of you are willing to forgo Autothrusters on your interceptors? I can see it being 4 points, 5 at the most.
Anyway, in short, I feel that even though it would give both sides a regen option it still keeps with the general theme of the game. Rebels have statistically sure, safe ships, while Imperials favor high risk/reward moves.