the thread "new dice idea" has a lot of good stuff in it. There is a fair amount of resistance to the idea but if you keep reading most of the points are considered and/or countered.
Imperial Storm Commandos - TIE Hunter and Imperial Escort Carrier
Great candidate for the elite evade and the elite attack dice.
1+1
2+1
I'm intrigued by the idea, but I don't know how the concept works.
Go find the threads where people are saying "This game NEEDS new kinds of dice because the ones we have just aren't good enough!"
You say goldfish, I say Tomato. Not really what the thread was about at all, be sure to read posts before posting what it's about.
Mmm. Anyhow, I've been doing comparisons between my fighter and the TIE Advanced and this is actually weaker considering it's point cost: an Advance, we'll use Tempest Squadron Pilot as a comparison to my Sigma Squadron Pilot. For one point less you have a ship that although it has far fewer equipment options (1 missile, 1 upgrade) it has an extra Hull Point and can use the Barrel Roll and Evade Actions. Their attack, evade, and pilot skill are identical, but the Advanced gets another shield and hull and action* for 1 point less. This makes the Hunter incredibly undesirable for fleet building if you do a side by side.
I'm also hating that the Reflex Action creates stress for adding an evade die for only a turn. I mean an Evade die is great, but it's a 3/8 chance that it'll make a difference, and it's not as if you can make it 5/8 for those Eye results unless you happen to also have Push the Limit, which will make 2 stress tokens a turn, effectively giving it no actions for two entire turns afterwords.
So, I'm adding another Hull Point, and taking away the stress token from the Reflex Action. I think that's completely fair.
*Edit: I forgot that I added Boost as an action originally. I stand by that.
Edited by LeoHowlerI felt lowering the hull to 2 was too much.. I'm not sure if I would remove the stress just yet.
Let me put this into perspective: an Evade Action gives you a token that will render one point of damage null and can be used on any attack on the turn. This gives the action flexibility, but is much more useful in endgame when there is only one enemy on the field left since they'll only be able to pull off one attack per phase (unless they've got a special attack that says otherwise).
Conversely, The Reflex Action giving an extra evade die for a whole turn again gives another 3/8 chance that an attack will miss, but is completely reliant on luck that the evade symbol is rolled. On average, Rebel ships tend to have 3 attack dice. So, this really is more suited to multiple attacks being fired on a ship per round, but I still think it's fairly balanced compared to an Evade Action.
Your error if thinking stress means no actions next turn, which isn't true if you take a green maneuver. Basically, you can fly permanently evasively as long as you're not covering as much ground, which fits if you're doing lots of mini s-turns and such. Stress is fine imo. Maybe give it good green maneuvers.