Amateur Design Time! (new astromech)

By ficklegreendice, in X-Wing

Hey guys,

So all the rebel-centric fears of turrets being a slightly less ubiquitous presence in wave 6 really got me thinking about the Rebel army as a whole.

The empire has the case cornered on maneuverability, scum has their nasty tech, and rebels in theory were supposed to have formation flying and synergy. Given that most of what I see are two ship lists, I'd have to assume most players have given up on that idea.

I know this is all , but I personally have not found the rebel squadrons to be much less effective even after the phantom. I've had a good time hunting them down with the likes of Rocket Jakes and Stress Wes while my B-wings or Headhunters poked holes in their bloated turret buddies.

Still, I can recognize that there is not as much variety present as their should be especially in the case of the rebel work horses. Though the Y-wing will be getting a bump with the title and bomb-loadout, and the many of the X-wing's named pilots I feel still have a claim to fame, I do feel that we are still missing some sort of distinct advantage (especially with Scum nabbing the really interesting r4 aggro).

And so, I thought up this little guy (probably to no end, but it'll be fun!)

R-something Astromech

Astromech (no, really?)

PC: 1

Text:

After performing a successful green maneuver that does not overlap a ship or obstruction, you may preform a free boost action.

Why an Astromech?

Apart from Aggromech envy, the Astromech is the upgrade slot that sets X-wings and Y-wings (and Es) apart from the rest of the ships in the rest.

Furthermore, there are already some potent Astromechs that make certain pilots very viable (Corran with R2D2, Wes with R3-A2) and I don't want them stacking to unintended levels.

I am aware that being an Astromech kind of shafts the poor Y-wing aces, but I can't be accountable for FFG's EPT related oversight :P

Why a boost?

Mainly because the barrel-roll (and the sideways de-cloak) is the arc-dodger's principle tool. I don't think that rebel workhorses (since the E-wing already has it) should be capable arc-doders or step on the Tie Fighter's toes. I do, however, believe they merit some kind of post maneuver displacement to allow more flexible formations (low PS) and have some manner of defense against maneuverable enemies (high PS) without springing for EU.

After playing with the amazing Stress Wes (V.I, R3-A2, EU) I found that boosts work kind of counter to barrel-rolling. Instead of arc-dodging while keeping enemies in arc (boost can, but not as easily), I found the boost's bank integral to changing his facing and thus getting a very unfortunate phantom in his firing arc.

By giving Xs and Ys (and technically Es) a conditional free boost, they become much more flexible while not turning into more of the same. They won't get to Tie Fighter levels where an expertly flown squadron can shift and move like a living thing, but it will ensure that they don't feel so clunky. With this astro, it would be much easier to set up some nice firing arc coverage and to not completely break formation when moving around obstacles.

Also, it might make humorously ordinance viable, since it won't be as impossible to land a target-lock and have an enemy in your arc at the same time.

Why the wording?

Apart from trying to justify a 1 point free action, there are several reasons.

1, the X/Y are not supposed to be faster or more maneuverable than the Tie Fighter, but I do think they should be able to keep up with them to some degree.

This astromech was intended to make formation of Xs/Ys far less of a pain to plan out and not as easy to get around while preserving their intended speed (relative to Ties), not to simply hand out boosts. The green maneuver restriction is something I believe satisfies this condition, making the ships more maneuverable but not much faster.

The free action condition is there to keep K-turns and stress from losing their impact (see the faq on Nightbeast as to why), ditto the restrictions on running through obstructions and bumping.

I want this upgrade to make well flown squadrons feel better to fly and be better able to react to more maneuverable enemies, not so much to compensate for lack of planning ahead (which I feel is sometimes the case with certain arc-dodgers and especially EU turrets).

Who's going to love this?

While the E-wings don't get a ton out of this (Corran loves his R2), I do think generic Xs and especially Titled and/or Bomber Ys would be far more attractive options.

It would also open the doors to more maligned pilots, such as Wedge (who would be a terror of a rear-guard if he could course-correct behind your squad to keep pilots such as Soontir from getting too cocky) while not bloating their point cost or robbing them of the ability to modify their dice.

If Horton could get an EPT, I'm sure players would love slamming proton torpedoes into some unfortunate phantoms.

Edited by ficklegreendice

this is probably way too cheap. its a 1-point engine upgrade, that only works on greens?

this is probably way too cheap. its a 1-point engine upgrade, that only works on greens?

probably, and yes

It only works off the 1/2 straight, and 1 banks (X) or just the 1/2 straight (Y)

does not work when clearing stress (order of phases, check Nightbeast FAQ for more detail) nor when going through obstacles or bumping, specifically

It is a free action, though

Edited by ficklegreendice

R5-Something

UNIQUE

3 or 4 points.

Your action bar gains the barrel roll action.

Gives the X's and Y's the mobility people complain about without the cost of a stress token, though because it doesn't give you stress it costs more than expert handling.

I think a 3 point astromech which works just like EU would be worthwhie and probably about right cost wise. I would also like to see the 3 point recspecmech that works like recon spec crew member.

for comparison R7-T1 gives you 2 actions (boost and TL) when the right conditions are met, and it is 3 points.

Im not sure I'd make the boost a free action though, but I think getting boost for a 1 point discount helps the generic x and y, but it also costs your slot, so removes other good options, like the 1 point R2 astro for Y-wings.

It might even be OK at 2 points, it would need to be play tested. (Boost Bot)

How about an astro that removes stress? fluff wise this makes sense, as it reduces pilot workload. I thinnk a 2 point or 3 point bot that removes stress could be an interesting mechanic, but you would have to be careful with implementation. maybe it removes 1 stress at the end phase as a free action, which opens up your dial for next turn, I dunno.