With it's inclusion in the Shattered Empire comic, I know I'm not the only one who has thought of bringing in the N-1 Starfighter into this game. So I figured I'd just go ahead and share my thoughts for it here.
Stats: Attack 2, Defense 2, Hull 3, Shield 1
Actions: Focus, Target Lock, Evade
Upgrades: Torpedo, Astromech
I haven't given too much thought to the dial, but what I have now is white one hards, green one banks and one straight, green two straight, white two banks and hards, red three banks and three k-turn, white three straight, and a red four straight. Fairly basic dial, and a bit better for dogfighting than the X-Wing or Z-95, but with more red to off-set this.
Pilots:
Naboo Royal Security Pilot (Generic)- PS 2 - 13 points
Naboo Veteran (Generic) - PS 4 - EPT - 15 points
Shara Bey - PS 6 - EPT - 18 points - When another friendly ship at range 1-2 is attacking, it may treat your blue target lock tokens as its own.
Leia Organa - PS 7 - EPT - 19 points - When a friendly ship reveals a red maneuver, roll 1 attack dice. On a [hit] or [crit] result, they may treat that maneuver as a white maneuver until the end of the phase.
Leia took heavy inspiration from her crew card. For less than 20 points, she's an interesting support option that can make your squad way more maneuverable than it has any right to be. Can you imagine a B-Wing doing two 2 speed K-turns in a row? It is dice dependent, so it's not 100% reliable, but I still think it might see play.
So far, with the exception of Leia, it's pretty similar to the Z-95, with marginally worse stats, a marginally better dial, an Astromech, and a Torpedo slot. So what sets this apart? The upgrades, and pilots, of course!
Guidance Astromech
When attacking with your primary weapon, you may change 1 die result to a [hit] result. If you do, you cannot spend target locks during this attack.
2 points
The aim of this one is pretty simple. It's a nice boost to the X-Wing, T-70, and E-Wing, while also making the attack dice on the N-1 a bit more reliable for just two attack dice. The point of the "cannot spend target locks" is mostly to prevent a budget Nora from being bonkers with it. We seriously need a nice offensive astromech, and the Targeting Astromech simply doesn't do enough for the points (except on Hobbie)
C1 Astromech
When you equip this card, place 1 ordinance token on one equipped [torpedo] Upgrade card. When you are instructed to discard an upgrade card, you may discard 1 ordinance token on that card instead.
2 points
This one is also pretty straight-forward. Extra munitions on any ship that can take an astromech, and it also allows for triple torpedoes on a Y-Wing, which would hopefully encourage people to take the Y-Wing as a torpedo boat instead of just a turret.
Fire-Linked Tubes
After discarding 1 ordinance token to perform an attack with an equipped [torpedo] or [missile] upgrade, you may treat the Attack (target lock): header as the Attack: header until the end of this phase and perform a [torpedo] or [missile] secondary weapon attack against the same target. You may not attack again this round.
1 point
This one is an idea I've seen thrown out here and there, and one I would love to see. Unlike Guidance Chips and Long Range Sensors, which were a direct buff to ordinance, this one actually has a point cost, and doesn't do anything to help modify dice. It just lets you pour out your ordinance faster before you blow up. This could be useful on any ship running the C1 Astromech, Extra Munitions, or that just loads up on munitions in general. Notably, it would be a great buff for the Punisher, which could take Fire Control Systems along with it. An upgrade like this could actually see a rise in ordinance-heavy ships instead of just throwing Homing Missiles and Extra Munitions on a single TIE Bomber. My only worry is that the point cost may be off here, and it might be worth closer to 2 or 3 points.
A Neat Trick
After spending an evade token, you may discard this card to add 1 [evade] result to your roll.
1 point
"Let's try spinning! That's a good trick!" Basically an inverse Crackshot, but it requires you to already be spending a token for it to have any sort of affect. It's a slight buff to the evade action, and is enough to let a ship last an extra round when it's really needed. Worst case, it might see some use on Glaive Squadron Pilots, but honestly, it's much better suited to keeping TIE Fighters and N-1s alive. Might not be a bad idea to toss on Howlrunner.
As for the final upgrade card in the pack, I'd probably just toss in a Proton Torpedo (After all, every ship is supposed to be fully playable right out of the box). So what do you guys think? Any of these a bit too over the top? Or perhaps too expensive for what they do? Is Leia's ability too powerful, or would it never see use?
Edited by Underachiever599
