So, let's start with the idea that this is a rather insane build, OK? I will probably never field it, but the parts are interesting.
IDS II - anti-squadron, 2 Blue Dice
Agent Kallus - While attacking a unique squadron, add 1 die of any color to your attack pool.
Veteran Gunners - While attacking, you may exhaust this card to reroll all dice in my attack pool.
Quad laser Turrets - While defending at distance 1, if the attacker is a squadron, you have COUNTER 1.
Leading Shots - While attacking, you may spend 1 blue die to reroll any number of dice in your attack pool.
Dual Turbolaser Turrets - While attacking, you may exhaust this card to add 1 red die to your attack pool. If you do, remove 1 die from the attack pool.
Stop me if I get something wrong.
If I attack a Unique squadron, I roll 2 blue dice. "Add to pool" happens after the initial roll, so I get to see my results before I decide what to add with Kallus. For the sake of argument, I choose black, and roll it.
I tap Dual Turbolaser Turrets, and roll a red die into my pool. I am required to remove one die from my pool, but I can't find anything that says I have to do so NOW. So, I will tap Veteran Gunners to reroll all my dice (two blue, one red, one black) and, because the Dice Gods hate me, I will then spend one blue di to reroll the remaining blue, red and black dice. At this point, I will select one die to remove from the pool, IAW Dual Turbolaser Turrets.
Does this seem to be a correct (if possibly unwise) procedure? Can anyone think of additional tomfoolery that could be applied to attacking a squadron?