So, I haven't seen Solo. Apparently the tie/rb doesn't get up to a whole lot before its taken out, but I figured it's still a good candidate for x wing 2.0 with the design space and fluff enabled by calculate as well as the absence of the TIE/sf AND the firespray in the imperial faction moving forward. The TIE/rb can represent a sort of primitive version of the design philosophy behind the TIE/sf so that when the First Order stuff is released, we can practically have a nimbler, more technologically advanced TIE/rb to do things more 'tactically' as opposed to 'shoot me so I can shoot you'.
I apologise in advance for any poor structuring or formatting.
As far as stats go, I'm thinking of a small base with a 3-4 primary, at least 5 hull, 1 agility, and perhaps 2 shields though I'm not sure of the actual shielding situation on the ship. I wasn't 100% on what to do for the dial. I thought maybe something quirky - all basic maneuvers with the turns red, banks white and straights green, to mesh with the ship ability. Since the ship has the uniqueness of a pseudo-astromech built-in to it, I decided to base much of the ship's capabilities off of calculate token interactions. It will have a calculate action along with focus, target lock and a white barrel roll.
Now on to the abilities.
The ship ability is a little experimental and probably sets the cost a tad high but...
Pseudomech - You cannot have more than one calculate token, and do not remove them at the end of the the round. When you reveal a maneuver, you may spend one calculate token to reduce its difficulty.
Pilots won't be very high in initiative (and they will have silly names):
I1 Sienar Field Tester - no talent slot - generic
I2 Jym Egosoar - no talent slot - when you receive a stress token from executing a maneuver, take one damage. *SEPARATE SHIP ABILITY* - Overclocked droid brain: At the start of the engagement phase, you may spend 1 calculate token to increase your agility and attack value by 1 until the end of the round. When performing a calculate action, gain one additional calculate token. (Not sure, he seems a tad scummy.)
I3 'Sheen' - talent slot - When defending, if you have a calculate token, you may roll one additional die. When attacking, you may spend 1 calculate token to reroll 2 of your dice, one of which must be a hit or crit result. Afterwards, change one of the two dice to the hit or crit you had before.
Edit - NEW PILOTS (I found a way to turn):
I4 Test Pilot 'Morningstar' - talent slot - When you reveal your dial, if the maneuver is faster than speed 1, you may spend one calculate to instead perform a red sloop or troll with the same template. If it is a straight maneuver, you may perform a sloop of either bearing.
I3 'Sheen' 2.0 - talent slot - When defending, if you are calculating, you may roll one additional die. If you do, remove one result, resolve the attack, and gain one calculate token. (This needs to have 1 agility and might be a little too tanky regardless. Ship ability would need to allow for 2 calculate tokens which has been suggested.)
I4 'Bloom' - talent slot - When attacking, you may spend 1 calculate token to reroll 2 of your dice, one of which must be a hit or crit result. Afterwards, change one of the two dice to the hit or crit you had before. If you do this, gain one calculate token. (Sibling pilots might be a bit much, but I thought it was cute. See what I did with he names? 2 calc. tokenability is needed here as well.)
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Please don't hold back with feedback! I came up with most of this as I typed but I think it turned out rather interesting so be sure to help me balance this stuff. I might update the post with ideas i.e. additional pilots or titles. I was thinking this all might be costed like the 1.0 tie reaper for its decent pilots but unique and potentially unforgiving dial? I need to find a way for it to turn.
Edited by Prosk_019