Greetings all.
I'm a nomad who travels the Earth in a backpack, also an artist who sometimes just can't help it not to alter or paint his miniatures. It seems that last year, my girlfriend, knowing that I love the Star Wars series and small, detailed things, gifted me a Tie Fighter expansion pack just because it looked good.. And from there on, there was no stopping it. We play all the time now, and our fleet has grown.
(Im still wondering where in the backpack will I find space for the coming transports. maybe I'll have them dangle on the outside attached, so that maybe other players could take note. So much for "miniatures", heh.)
But that's just my introduction. I'm here to present some musings over some Droid Starfighter models I came upon in Spain, who seem to share common scale with this epic game.
I won't spare words, just see the prototypes for yourself.

The cards I plan. All the stats are initial, up for discussion, testing, and tuning. I am intent on finding some good balance on them by having some discussions here. The card text speaks for itself, though. Insanely maneuverable, yet very low pilot skill, and cheap.
Field 11 of them in 100 Pt. games and rain hell upon your foes! ..Until someone detonates some bombs or something.
The plan is to have two versions. A Trade Federation version like the one above, at 9 points to field. And a more capable CIS version, now able to field one set of missiles and a Pilot Skill of '2'. That one would cost 15 points plus missile cost.
I'd imagine his card talent would be the ability to fire off secondary weapons without the need of using or spending Target Locks. Unless there was Target Locks added to their action bars, but I'm not too sure about that. What do you think?
There's more ideas.. Say, for example. A Remote Operator upgrade, making the droid remote controlled by actual pilots, which increases the Pilot Skill by '3', at a cost of 3 points. Droid only, of course.
The other one was Buzz Droid Missiles. Which if hits, gets the defender the Buzz Droid infliction card- Which destroys your Astromech at the first turn and has the afflicted roll a red die every turn and suffering the result. New transports be damned.
This could work at, say.. 6 points to field, and three die to roll? Like an Ion Cannon.
Enough ramblings, I bring pictures:




This is the Droid Starfighter's maneuver options/ Work in Progress.. I'm not sure about them yet, it feels like they should be more broken/overkill. I mean, it -did- say the maneuvers could kill living pilots. Open for suggestions here.


Note: This was my idea of working out some maneuver dial replacements. Same thing, but micro-sized. Thankfully, I never threw away those rounds of cardboard that come in the center of the base templates.

Comments, suggestions, ideas and tips much appreciated.
I almost forgot I happened to snag a -Scarab- model also, which I plan to have at 3 Attack, 3 Evade, 1 Hull, and 1 Shield.

But I'd rather focus on having these guys play-able right now, and paint them after.
Glad to be in the community.
