Posted this on the X-wing TMG Reddit. Something I've been noodling with for a while that I'm happy with after finalising details based off the Visual Dictionary and Cross-Sections books for The Last Jedi.
The primary thought behind this is all about intercepting targets before they can target allies so this A-wing, like it's forbearer is all about speed and agility. Secondary is that the A-wing is a high risk, high reward ship. She's still a tad flimsy but because it's even faster and more agile than it's predecessor, it should survive a lot longer. The 2 ace pilots' abilities are specifically geared to beating the enemy to the punch in any engagement.
The action bar sacrifices the Evade action for a barrel roll for maximum repositioning, but it has a native boost to it's agility from 3 to 4 and has a Tech slot that can take the Adv. Jammer that boosts the RZ-2's agility further from 4 to 6 green dice but at the cost of performing attacks for the round.
To counter the low primary fire output, I've put in a new modification that I've always wanted to see incorporated into the A-wing, Rapid Fire Laser Cannons. These may cost an extra 2 points but they allow you to make a 4 dice attack at range 1 OR perform up to 3 primary weapon attacks until 1 hits but at the cost of not adding your bonus dice if you decide to shoot this way at range 1. This way you can spray 'n' pray at ranges 2-3, token strip at range 1 or go in for single point blank 4 dice attack before screaming away to setup a new attack run.
Finally, I've designed it with the A-wing Test Pilot title and Chardaan refit upgrades in mind so that the RZ-2 can take them because right now... why not XD!
SHIP: RZ-2 A-wing
FACTION: Resistance sub-faction
FIRING ARC: Fore [and possibly Aft secondary] firing arc (for the swivel mounted lasers)
STATS: Attack: 2 / Agility: 4 / Hull: 2 / Shield: 2
ACTIONS: Focus / Target Lock / Barrel Roll / Boost
UPGRADES: Title / Modification / Missile / Tech
DIAL: Greens: 2, 3, 4, 5 forward, 1 turns, 2 banks / Whites: 2, 3 turns, 3 banks / Reds: 4K, 2 S-Loops, 1 T-Rolls
PILOTS:
"Tallie" Lintra (Ps 8) EPT* - 26 points (TLJ Blue Sq. Leader) - Once per round, when another friendly ship is declared the target of an attack, if the attacker is inside your firing arc, you may attack the attacker first.
L'ulo L'ampar (Ps 7) EPT* - 24 (a Green Squadron Vet who technically pilots the RZ-1 A-wing and dies just before TFA but what the heck) - When defending, if the attacker is inside your firing arc and has an agility value equal to or lower than your attack value, perform an attack against the attacker first.
Green Squadron Veteran (Ps 5) EPT* - 22
Blue Squadron Recruit (Ps 2) - 18
UPGRADES:
Rapid Fire Laser Cannons - Modification - A-wing only [including original A-wing] - you may perform primary weapon attacks up to 3 times from you primary firing arc until 1 attack hits. If you do this, you cannot add your range 1 attack bonus to your roll. If you do not, double your range 1 attack bonus. - 2 points
Adv. Concussion Missiles - Missile - Range 1-2 (4 Attack) {Target Lock} Discard this card to perform this attack. If this attack hits, the target removes all focus, evade and blue target lock tokens and suffers 2 damage. Then cancel all dice results. - 5 points
Adv. Jammer - Tech - Once per round, at the start of the combat phase, you may choose to add 2 evade dice to your defence roll. If you do, you cannot perform attacks that round. - 2 points
Edited by LaughingManJKFormatting issues, now fixed