Board Thread:Homebrew/@comment-31223609-20170206065314/@comment-454133-20170214075727

Might be better off wording it as "Spend your target lock and discard this card to perform this attack. Reduce the attack dice you roll by the agility value of the defender. All critical results are changed into hit results.". Think in terms of Proton Rockets and how they're worded.

As for power level, I think this would really worry low-agility ships like the Decimator, Ghost, Upsilon, B-Wing, G1-A, YT-1300, etc (especially if a couple ships were packing it), and huge ships. But I like that it's kinda average against agility 3 ships, so unless you're playing Epic, it's a gamble to equip, possibly worse than your primary weapon. That's an interesting design, maybe not OP, though you should compare to Advanced Proton Torpedoes granting 5 dice and 3 blank conversions, Concussion granting 4 dice an 1 blank conversion, Prockets with up to 5 dice, etc to make sure it's not out of bounds.

Agility 0: 7 dice (Ghost, Decimator)

Agility 1: 6 dice (b-wing, misthunter, upsilon, YT-1300)

Agility 2: 5 dice (tie striker, YT-2400, Jumpmaster, Kihraxz, X-Wings)

Agility 3: 4 dice (most TIEs, A-Wing, Protectorate)

Agility 4: 3 dice (rare ship with Stealth Device etc)

Might be fine? Also consider crazy edge cases -- Jan Ors and Opportunist granting +2 dice to a rebel player, for example, would be 9 dice, possibly with a focus token and Shara Bey's lock for reroll, and Guidance Chips. I think your average hits+crits in that scenario would be 7.5 or 8. Sans opportunist it's more like 7, and that's an easy squad to run. People are always giddy about rolling more dice for good reason. :D

And consider that Z-95s can carry missiles. If a swarm of 17 point headhunters each wielding 7 dice against huge ships, ghosts, and decimators is a problem, definitely adjust the numbers a bit. Even dropping the attack value to 6 might help?