I wanted to try and put a sample Stinger profile together, based on the broadly
NA-esque template I used in some of the non-Alpha threads to work up some sample fighters there. (Such as
these Mæsron examples.)
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STINGER-2 FIGHTER - 15 POINTS (ST-2)
[insert appropriate background info here]
Turn: SM
Shields: 0
Damage: 1
Marines: 0
Craft: None
Traits: Dogfight +4, Fighter
Weapon Range Arc AD Special
Phaser-G 6 F 4 Accurate +1, Kill Zone 2, Precise
Fusion Beam 10 F 2 [insert appropriate weapon stats here], One-Shot
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The Stinger-1 would replace the phaser-G with a phaser-3, and be a little cheaper (say, 10 points).
As for the fusions, if it turns out that the Stingers are too dangerous if allowed to throw out both AD of them in a single turn, they could have an
FC-esque note limiting them to one AD per turn instead. (That is the kind of decision that might need to be weighted on playtest results.)
I didn't bother adding in a particular speed, since I was guessing that fighters would use a "standard" speed of 12 (again based on the speed 16 set for
FC).
I also skipped the Dodge Trait from
NA; I'm not overly convinced it has a place in
ACtA:SF, and the Dogfight rating is enough to handle fighter-on-fighter operations.
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Also, one key factor which has been looked at in
NA which may want to be considered in
SF is whether or not to have the carriers show up "empty" (as in, minus its fighters) for the base points cost.
In the
NA core rulebook, the carriers started off with no craft aboard; you had to buy the fighters for them separately. This has been changed in
Fleets of the Fading Suns, in that carriers now come with a full complement of their operating faction's "default" fighter type as standard. Now, you only have to pay for any fighter upgrades (which replace pre-existing fighters on a one-by-one basis) instead.
I'm not overly convinced the latter option ought to be considered here, however. The main reason why carriers were given a boost in
FotFS was to make them more appealing for players to take. Here, it might be wiser to make all fighters cost extra, if only to keep a natural brake on the amount of attrition units people may feel tempted to allocate points for.