We've all seen threads about fixing the x-wing, but there's another Rebel ship that needs love just as much. With only two red dice, the humble a-wing is borderline useless these days. The dial is glorious, they're not too expensive and they can procket something fierce, but they can't dogfight to save themselves. They just can't get the damage out. I played a 1on1 game against a friend to test my hypothesis that an a-wing can't kill a Defender and I was proven right; two red dice can't kill something that has a focus and an evade. The Rebels are in need of a Defender-esque ship, and I say it could be the a-wing; this would kill two birds with one stone by bringing the a-wing back to prominence and giving the Rebels a new powerful ship.
This one is obviously just a tweak of the Chardaan Refit. The change to the dial is an attempt at balancing the card since the dial is amazing even if an a-wing only has four health in total.
Again a card clearly inspired by an existing one. I felt that the existing a-wing cards were fine at the time they came out, but were no longer competitive so I've tried to imagine what they'd be like if they were released now. This one is supposed to be a Rebel X7. It's zero points because any further points reduction would be too powerful, it applies to focus or evade so there's some versatility, and it has a slight caveat built into it that you can't have a token already (like the X7 requirement that you do a speed 3 manoeuvre). The Unique Pilot Only restriction felt right because it would prevent cheap generic blockers from becoming too good.
This is as much a Daredevil fix as anything else. I've always loved the idea of Daredevil but it was just too restrictive to get enough play. I'm sure 1 point is probably not enough, but the cards in this thread are supposed to substantially increase the power of the a-wing and I don't want to cost them out of feasibility. Considering an a-wing can't natively barrel roll, 1 point didn't seem too offensive.
Imagine if Fire Control System and R5-K6 had a baby. The idea of R5-K6 isn't bad but it doesn't get all that much use, so I thought it could be an ok game mechanic to recycle. 1 point for this one seemed ok since FCS is 2 and High-Speed Targeting Computer has a chance to fail. This card seemed like a good action economy one, since if there's a chance you don't have to worry about target locking you could be boosting or focusing. Keeps with my theme of attempting to make the a-wing more aggressive.
Finally, the card for folks who still want missile a-wings. Not everyone wants to sacrifice that slot, and they shouldn't have to, but after those missiles are fired you still have only two red dice left. It seemed as though 3 red dice and missiles was a bit much, and traditional a-wings should get to keep all their dial green, but the primary weapons still needed a little something. This one was inspired in part by Trick Shot, hence 0 points, but has the restriction that you have to get in close
These aren't tested yet but I'd appreciate any tips you've got for me.