Assuming a baseline attack of 4 red dice (3 with short range, 2 with swarm leader, missile, whatever), you can expect 1 blank, 1 eye, 3.5 hits, and ½ of a crit. This makes math easy.
A focus token turns all eyes into hits. A TL rerolls all unused results to hope for a better result. Both of these, on a statistically average roll, add 1 hit. (well, the TL adds ¾ of a hit and ¼ of a crit, but the focus can be used on defence, and the TL sticks around) Adding 2 dice also averages an extra result, but also adds to the maximum possible results. Adding an extra result and turning an unused result into a good result are also on par.
Rerolling 1 die (predator) is worth half as much as rerolling Any number (on an average roll, 2) of dice. Sometimes it’s worth more than half, sometimes it’s worth less. (with focus and predator, it’s worth way more) Adding a die is slightly better than rerolling a die, because of the 1/32 chance of getting an extra result, and it also benefits from modifier stacking. (with a focus token, it becomes a 243/1012, or a bit under a ¼ chance of getting 5 positive results.) Defense dice are worth less than offence dice, so removing a defence die might be worth the same as rerolling an attack die.
Changing 1 focus result has bit more than 40% chance of having exactly 1 eye result on 4 dice, neither unused or underused. (which is why RAC and Ezrah crew turn an eye to crit, to make up the difference in value)
Push the Limit gives a second focus/TL/evade/Boost/Roll, in exchange for a “No actions until you do a green maneuver” token. This is not simple, because dials are traditionally an “intangible”, not something you can calculate the effectiveness of.
I’m going to try anyway.
So my set of metrics are as following-Maneuverability is the number of directions a ship can point it’s firing arc. Range Control is, for any given direction you want to point your firing arc, how many places need to be covered to block you.
A Tie Defender’s white maneuverability is top notch, having all the basic directions, and also a Kturn… but it’s range control while turning is weak. It’s GREEN maneuverability is awful, just having straight maneuvers (barring mk 2) but decent range control within that limited maneuverability, being green for ranges 2-5.
A Tie Intercepter’s white maneuverability is basic, with the 5 normal directions, but it has decent range control on hard turns(speed 1-3), 2 speeds of bank and 4 speeds of straight. Where it really shines, though, is it’s green maneuverability- the green hard turn is practically a defining feature of the arcdodger architype- even if it lacks range control with it’s turns and banks, at least it has them in the first place.
An ARC 170, on the other hand, has an alt arc. My system makes no distinction between a kturn primary arc and a straight maneuver with alt arc, so actually the ARC, Firespray, and Tie SF are the most “maneuverable” ships in the game, being able to point attacks in any direction on white maneuvers. Even on green, they can match the maneuverability of an unstressed Defender, with slightly better range control.
PTL gives extra actions in exchange for limiting you to your green dial. So it’s value is dependant on the maneuverability and range control lost when locked into a green maneuver. A Tie Intercepter loses range control in exchange for being able to boost AND Barrel roll. An ARC 170 loses maneuverability for extra offence, relying on the alt arc to make sure that offence happens. A Defender, on the other hand, loses all of it’s ability to bring it’s guns on target.
The Boost action suggests a 1 speed displacement (2 extra points of range control) with a 45 degree arc change is worth an action. The barrel roll action offers sideways range control, at a distance equivilant to 5 points of range control, though it misses out on 2 of the middle “Speeds.”
If we take those actions as 1 action’s “Worth” of maneuverability, it should be possible to look at the value of PTL to various ships.
(defense modification next post)