Board Thread:Homebrew/@comment-30996754-20170206063825/@comment-454133-20170323164323

I should note first that Huge Ships cannot equip modifications meant for Small/Large ships. It's one of their properties -- Huge Ships cannot equip modifications that are not "huge ship only", so stuff like Guidance Chips doesn't have to say "small/large ship only". Thus huge boats are already not a problem.

However, a large ship gets quite a bit of benefit from your lateral thrusters, so keep that in mind. Even though the movement of the center will be identical for large and small ships, the large ship gets more coverage from its already large obstructive base. Spend some time doing maneuvers on the table with this ability, you'll notice large ships will be better blockers and will have an easier time just barely nudging into or out of range. A blocking low-PS Jumpmaster can adjust just enough to put its large mass in the way of another ship ( then roll if it needed further adjustment). This would benefit a Lancer that wants to get the target into range for the pilot ability (Asajj Ventress or Ketsu Onyo). Spend some time looking for ways to abuse that; it's worth digging because edge cases can be what kill an ability. In game design you have to look in the places you don't want to look, because an abusable ability is worse than not getting the ability in the first place.

As for wording: A typical FFG way to word the limitation is "after you have performed a maneuver from your dial, if you are not stressed and you did not overlap an obstacle or ship..". This prevents using the ability after landing on or plowing through an asteroid, bumping a ship, or being stressed or ionized.

Stutter-Fire... its phrasing could work a couple of ways to represent what you want. First, you could use "Once per round after making a primary attack, you may...". Once per round limits the use of this ability so you can't just spam infinite shots until you're out of targets. The second and probably better way, is to solve this the way similar Bonus Shot effects work: "You cannot attack again this round". Think of Gunner and Snap Shot.

There's one final problem with offering these free attacks, and that's added effects. For example, Tactician could turn a cheap boat into a non-damaging stress bot. A HWK or TIE Shuttle could include Baze Malbus to get 3 attacks per round (depending on how you word the limit), stressing enemies 3 times per round. For this reason, effects like Gunner only work on a miss, and effects like TIE/D can't be combined with a crew or astromech for stress shenanigans. Modifications can be taken by anyone, so that's very much a concern. Usually an ability this potentially combinable this would be restricted to a specific ship, or be a pilot ability, if offered at all.

I hope that helps!