I only recently realised that I should start using 'homebrew' in the titles of these threads, cause that's what they are.
So I made a homebrew for the Umbaran starfighter and there are 2 directions I could take it with the idea I have for the config. One is simpler and uses energy shell charges as a stand-in for the ordnance used by the Umbaran starfighter.
Variation 1
Discarded Launcher (Bomb Token) - At the end of the Activation Phase this device detonates, and each ship at range 0-1 rolls 1 attack die. That ship then suffers 1 crit plus 1 hit/crit damage for each matching result.
I don't like this one as much.
Variation 2
Discarded Launcher (Bomb Token) - At the end of the Activation Phase this device detonates, and each ship at range 0-1 gains 2 ion tokens unless they roll 3 attack dice, suffering any hit/crit damage rolled.
I'm super proud of this. If you've seen the umbara episodes from the clone wars, I hope you can appreciate the flavour of umbarans being more effective when their opponents are disoriented/caught off-guard. I feel like this does a good job of reflecting the dynamic of umbaran encounters with clones in those episodes (it's also fitting as the projectiles are essentially just big, bright, flare-like balls of plasma which could quite conceivably throw you off a bit in combat). They also incidentally counter a lot of clone pilot abilities at the same time, for extra theme points.
Of course, some balance tweaks are likely in order.
Flexible airframe: When your EMP missile launcher is flipped facedown down or unequipped, your action bar gains a [boost // red evade] action.
(One Dot) - I5
[One recurring charge]
After you perform an attack, you may spend one charge to assign one of your red or orange tokens to the defender.
While your charge is inactive, roll one less defense die while defending.
(One Dot) - I4
When attacking a ship obstructed by an object, before rolling dice, you may acquire a lock on that ship.
(One Dot) - I3
[3 recurring charges]
When a ship at range 0-2 defends, you may spend two charges to remove one of the attacker's red tokens. If you do, the attacking ship rerolls a die of your choice.
Criticism is appreciated.