Not specifically a CCL entry, but might consider it if I like the end result (especially with quite a few people doing Dac veteran E-wings).
So - I was thinking about ships I'd like to see and one that popped into my head was the Droid TIE.
http://starwars.wikia.com/wiki/TIE/D_automated_starfighter
These things popped up in Dark Empire, and even has its own lego set.
I do like it, because it's very recognisable - the instantly apparent TIE heritage, but visibly different from any other TIE fighter with the square panels and sealed-off droid pod.
Supposedly they were fast as hell (faster even than an interceptor!) and - being pilotless - were tolerant of extreme manoeuvres, but only packed the same 2 lasers as a normal TIE and were...if not exactly "stupid", no match for the deviousness of an experienced sentient pilot.
So....how to represent it in game.
Well, it's going to be worse than a TIE fighter, which is a problem. The Academy Pilot (or Binyare Pirate, or Bandit Squadron Pilot) intentionally represents a base minimum of competence in the game. Having a ship cheaper than 12 points presents a problem of the number of ships in the game (and hence the mental effort to fly them, and the amount of sideboard book-keeping, snowballing out of control.
So how do you use a ship that's worse than a TIE fighter without making it cheaper than a TIE fighter?
Answer: Have each 'game piece' represent a mob of them. They tended to fight in swarms anyway.
Imagine that a large base (which is roughly the same size as 4 ships flying in close formation) represents a pack of 4 Droid TIEs.
That way we can give the basic unit the 'composite' stats of a mob, and just have to find a way to reduce them as they lose members.
My suggestion: Each Droid TIE has only a single hit point. Since it has two lasers, and going from two to four is worth an extra attack die, let's also assume each Droid TIE after the first contributes a single attack die. They are at least as hard to hit (on their own) as a normal TIE fighter, but in a pack it's going to be shooting fish in a barrel (think sentinel swarms from the matrix).
Therefore, for the generic ships:
Ship Type: Droid TIE Swarm
Pilot Skill: 1
Primary Weapon: 5
Agility: 1
Hull: 4
Shields: 0
Action Bar: Barrel Roll, Evade, Target Lock, SLAM
Upgrade Bar: Systems, Systems
The action bar....Barrel Roll because it's a TIE fighter, and they all do that. Target Lock, because they're droids - locking on makes sense. I put in SLAM rather than Boost, because it allows for "faster than a TIE interceptor" even without an amazing dial, and comes at a cost of no shots that turn - making it good for repositioning, turning around, and coming back in again afterwards. Noticeably it doesn't have focus - focus is a very flexible action, and I'm deliberately making the droids inflexible. Besides which, "focusing" implicitly requires the possibility of "not focusing" - and the sort of droids we're discussing here (as opposed to IG-88 or C-3PO) aren't smart enough to get distracted.
The double systems slot.....partly because nothing else has it, partly because a large ship (and this is a large ship, regardless of what else it may be in game) generally needs some upgrade interaction to compete with smaller ships.
The squad needs a rule to control the swarmyness. It's rare, but not unheard of, for a generic ship to have 'ship text' - and certainly it's not unreasonable for the Droid swarm, which might have titles or upgrades, but won't have "veteran pilots" to need the space on the card. A slight modification of countdown's ability works nicely.
"Whenever one or more damage cards
would be assigned to this ship, it suffers 1
damage instead. For each damage card
assigned to this ship, reduce its primary
weapon value by 1 and increase its
agility by 1. "
Each point of damage therefore 'kills' one TIE in the pack - meaning less shooting at you but making it harder to hit the remaining ones.
I don't think there should be any named pilots (see above) but a few titles wouldn't hurt.
• Ace-6 Droid Brains
Title. Droid TIE only.
You may treat [Elite] upgrades as [system] upgrades.
Whilst the ship itself couldn't equip it, I wondered if a crew card of Arndall Lott might be cool - boosting the effect of friendly Droid TIEs.
I need to think - and probably have a playtest - to even try and figure out points for this thing.