SF Gunner:
While you perform a primary (front arc) attack and your (mobile arc) is in your (front arc), you may roll 1 additional attack die.
After you perform a primary (front arc) attack, and your (mobile arc) is in your (back arc), you may perform a bonus primary (mobile arc) attack.
SF Ability:
You can [rotate your arc] indicator only to your [front and rear arc]. You must treat (front arc) [sth] of your (missile) upgrades as (arc indicator).
So roughly, you can only shoot front and back, and you can fire secondary weapons from your mobile arc.
This does not look great. We can see they only get 2 green dice, and probably 2 red dice too, given the Gunner ability.
They get linked white actions, but don't pay attention to that, it is a lie.
What the ship can do, effectively, is to choose between shooting 3 dice in the front, or 2 two dice attacks from the rear. So basically the same as before.
Only, this time it costs a slot, a ship ability, and an action.
The only benefit the SF gets is the ability to shoot missiles from the rear.
The gunner slot won't be used, because the extra dice of the ship is still only given by the gunner. So, basically, this slot is useless for anything else.
The double tap won't work with the missile, despite it being the ship ability, since the SF gunner only applies to primary attacks. And you won't use any other gunners.
You get 4 linked white actions, but not really. Rotating the arc doesn't really get you a benefit... It alleviates your drawback (2 dice attack)
I really don't see a point in this ship, unless the dial got a significant upgrade... like TIE interceptor levels of dial quality.
I feel like everything the ship can do that makes it special, is more of a drawback than a benefit. Turret? Yeah, but your primary is worthless without. I don't get what's the point of making a Gunner slot either, especially if you create a card that adds the BASE STATS of the ship. You are never going to use anything else.
The SF ability wasn't GREAT in first edition. It was finicky to pull off, and the benefits weren't that great. with the loss of the easy mods (good thing) the SF sees a decreased efficiency from the start, but now you can actually ruin your (mediocre) double tap by just making the wrong decision. Also, now you can't fire backwards at all, only if you have the arc indicator in the rear.
And finally....
From all the ships, the SF needed LWF the MOST. The ship needs 3 agility.
I am extremely dissatisfied with this ship. Beyond words. Everything I expected from 2.0 to do with this ship, they did the opposite. Instead of a more interesting and fun ship, (or at least, the same level as before) we got something that is solely defined by limitations. This special forces ships excels at exactly nothing.
Understand that I'm not talking about power... I just don't see a reason to fly a ship with a bad dial (at this point, I don't dare to dream), with a difficult and finicky special ability that deals fairly average damage, and requires an action. It doesn't even have a gunner slot, because it trades it for the same ability it had in 1.0, but worse.
But at least it got a (nerfed) evade... Yay?