The HMP Droid Gunship!
It's time for boarding in x-wing.
The HMP droid gunship can be seen in the clone wars deploying a squadron of droids for the purpose of breaking into a disabled republic ship and extracting certain cargo. The squadron it uses is suited to attacking ships of all base sizes, which simplifies the implementation as you don't have to restrict it to large or huge ships or something.
Chassis:
2 180 degree attack / 1 agility / 5 hull / 3 shield ---- calc. / lock / barrel roll ---- 2Xmissile / 2Xtorpedo / relay / sensor / mod
Dial:
UPGRADES:
(One Dot) Droid deployment racks: (slots taken are 2Xtorpedoes, 2Xmissile)
[1 non-recurring, non-reloadable charge]
At the start of the planning phase, you may spend one charge to drop or launch a droid boarding crew with a speed 1 template.
(size of token will be between a loose cargo token and a probe droid token)
[Token] Droid boarding crew:
After an enemy ship overlaps you or moves through you while executing a speed 0-2 maneuver, place yourself at their front or rear guides.
System phase - if an enemy ship is touching you, you may choose 1: The enemy ship loses 1 charge on an upgrade of your choice, rolls an attack die and suffers a matching damage result, or gains 1 jam token. Enemy ships touching you roll one fewer die when attacking and defending.
What I could do is separate the boarding effects into different droid types, such as super battle droids for more brutal, damage oriented effects, or commando droids for sabotage, etc.
(One Dot, HMP gunship only) Front-loaded Volley: (slots taken are 1Xtorpedo, 1X missile, sensor)
When you perform a missile or torpedo attack, you may spend all remaining charges from that card to roll one extra attack die.
Trynna figure out how an ordnance boat that can't exactly turn around would use its ordnance. I'm thinking one large attack, not necessarily efficient but gets the damage done where it can cause it ain't bringing it guns to bear again anytime soon. Very much lends itself to an alpha strike list, so you only get one, and no passive sensors for you.
PILOTS:
(One Dot) DGS-343: I4
[3 non-recurring charges]
After you spend a lock, you may spend 1 charge. If you do, a friendly ship at range 0-2 may acquire a lock.
This pilot is meant to reeeally like cluster missiles so I hope the timing checks out and he can lock the second target and get mods for both attacks.
(One Dot) DGS-U1: I2
During the system phase, if your dialed-in maneuver is a 0 stop, you may rotate 90 degrees.
(One Dot) DGS-BTRE: I1
When you lose shields, gain the same amount of calculate tokens.
Lemme know what stands out as particularly broken, and spitball right back
Edited by Prosk_019
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