Some random rule ideas:
TIE Avenger Squadron:
- Speed: 5
- Hull: 5
- Anti-Fighter: 2 red, 2 blue
- Anti-Ship: 1 Black
- Special Rules: Escort, Counter 2
- Cost: 18 pts
In lore the TIE Avenger was arguably the Empire's best pure interceptor ship (the Interceptor is less durable, the Advanced X1 is slower and less manoeuvrable, and the Defender is more of a fighter-bomber than a true interceptor), and one that outclasses any ship the Rebellion could bring to bear in the pre-New Republic days. With that in mind, this ship essentially combines the speed, strong anti-ship firepower and Counter of the Interceptor with the durability and Escort ability of the TIE Advanced. It is good at its job, with the downside being it is also more expensive than any vanilla squadron other than the Mando Gauntlet and the Decimator (which, again, is true to lore and a big reason why the Avenger never saw widespread use.
Missile Boat:
- Speed: 3
- Hull: 4
- Anti-Fighter: 1 Black
- Anti-Ship: 2 Blue, 2 Black
- Special Rules: Bomber, Rogue, SLAM (you may move twice with this squadron when it is activated; if you do, it may not attack this turn).
- Cost: 20 pts
Still not entirely sure how I feel about this one. I tried to make it faithful to fluff, minus the ridiculousness of it being able to take out entire fleets by itself, but while it seems suitably fluffy, I feel like a fighter being able to lay out four dice against an enemy ship *with* bomber might be overkill, especially since the next most effective is, I believe, the Decimator, which just has three blue dice in its anti-ship pool and no Bomber keyword. I tried to make the Missile Boat a pure bomber, whereas the Decimator is an all-round picket ship and can cause substantial pain to whatever is near, fighter or ship. For two points less, the Missile Boat loses half the hull and two dice out of the anti fighter-pool, but gains one dice (and swaps a blue for a black) in the anti-ship pool, and swaps Counter 1 and Heavy for Bomber and SLAM.
Delta-class JV-7 Escort Shuttle
- Speed: 3
- Hull: 7
- Anti-Fighter: 3 Blue
- Anti-Ship: 1 Blue
- Special Rules: Heavy, Escort, Counter 2.
- Cost: 17 pts
This one takes the Lambda shuttle and makes it slightly tougher, gives a little boost to anti-fighter armament and loses Relay and Strategic for Escort and Counter. Basically meant to be a very defensive fighter - Heavy means it won't lock anything down, but Escort, Counter, and a high hull value make it a prickly target for anything that does decide its wants to take the bait.
Alpha-class XG-1 Star Wing squadron
- Speed: 3
- Hull: 6
- Anti-Fighter: 2 Blue
- Anti-Ship: 1 Blue, 1 Black
- Special Rules: Rogue, Jamming (at the start of each turn, you may choose an enemy ship or squadron at Range 1 and assign it a Jam token; whenever a ship or squadron with at least one Jam token makes an attack, you may force the opponent to re-roll one dice of your choosing. Remove all Jam tokens at the beginning of the Status Phase)
- Cost: 14 pts
Another more defensive ship, but one that can make a nuisance of itself if it gets in close.
Edited by darkknight109