Class Groupings in BB; Multi Role
Multi role or heavy fighters are the workhorse bombers and Ordnance platforms of the Star Wars universe.
The first thing you notice on collating list or tables on these ships, is the quantity of upgrades, Ordnance or not. All have Target Lock, but very few other Actions.
Rebels (Y & B Wing, ARC-170);
Ordnance first, because that is what these guys are about. 12 Torp/Missile/Bomb (heavy lean towards Torps), Turret and a Cannon slot give the Rebels lots of strike power. To support this they can be supplemented with Droids (2), Crew, and Systems (1) upgrades.
On the surface, the four ships can look a bit same-ish, but they are very different beasts.
The ARC has a dual arc primary attack with the Crew + Droid combination.
The B Wing sports a Cannon, 3 Primary and Systems slot as well as the only 2 K-turn on the game. It is closest to a heavy fighter than ordnance carrier.
The Y Wing is a Turreted Torpedo platform with Droid
They are sluggish agility one, all natively slow with red 4 max speed, have plenty of red moves between them and limited manoeuvres (only 1 Roll Action between the 4), but are generally solid (averaging 8.5 health) and have good Pilot options.
Imperial (Punisher, Bomber, Aggressor);
The Empire has a very poor showing in this class. The three ships offered have all had a bumpy ride through 1e and are in fact three ships that BB highlights as being more solid in the reduced environment.
All move well enough. Two have Rolls, one a Boost and some Pilots offer more. They are marginally faster than the Rebel equivalents with black maximums rather than red ones, can all K-turn have only a few red moves between them.
Although they all have decent hull, they are low on shields and there are no evades, so they can crumple more easily than you would think, but they also offer the only two ships with better than 1 Agility.
Ordnance is of course why they are here. The Punisher has 6 slots, the most in the BB game (and remember no Failsafe or Extra Munitions options), and supports these with System, that offers great options for Ordnance.
The Aggressor also has the only Imperial Turret option other than the Decimator.
Scum (Y Wing, Scurrg, Kimogila);
The Scum do not have a defined style here, but do have possibly the strongest options.
They have three of the four 3 Primary attack ships in the class, the only speed 5 ship (and with Talon roll) and two Barrel Roll Actions, but are a mixed bag moves wise.
They tend to be close to the Rebels in resilience (8.3 avg).
Ordnance wise, the Scum offer 2 Turreted ships, and 8 other Ordnance slots. Reload gives the Kimogila effectively double slots for free, and the Scurrg pilots and Crew are Bomb experts.
Two ships have S-Droid slots also for added variety, but none have Illicit (without Title).
The factional differences are kept pretty much intact from what we saw in the fighter class. The Rebels have versatility and synergy, the Empire speed and action efficiency and the Scum, better 1 to 1 killers with tricks.