Are you unhappy with how you pay the guy at the back seat whether you take turret on Y-wing, or not?
Or maybe with HWK having 1 Attack unless you man the turret, wasting what could have been another crew member for your support shenanigans?
Some funky 3-crew VCX ideas? Why should Decimators have all the fun!? Or maybe you'd like a Rebel party-Shuttle?
Here's one card for all those issues. ![]()

What it basically does is repurpose the turret-gunner seat into a co-pilot/avionics operator one. There is some cost associated with putting in the instruments, but you get the access to System slot this way.
Now you get to put crew on Y-wings, including Bombardier for the Bomb Loadout ones.
HWKs get 2 Crew slots and an option to equip Accuracy Correctors for some neat main gun upgrade. Same total cost at Blaster Turret, but no need to spend tokens.
Non-Ghost VCX can pull some fun Crew/System combos, but it's far from gaining too much, as you lose access to Autoblaster Turret, same thing with the Rebel Shuttle.
The last one can equip FCS, but you wouldn't want to invest too much into a 4 health, 2 Agility ship, anyway.
So, the most important thing now - do YOU like it?
Edited by Mef82