Generic Astromech Idea

By rabid1903, in X-Wing

Nice and simple:

R3 Astromech

2 points

When defending, if the attacker is in your firing arc you may convert one of your [eye] results to an [evade] result.

I was basically trying to turn this into a jousters Autothrusters, to keep it as simple as possible. So I set it to equal points, but tried to make it so it only benefits you in a jousting situation. I'm not sure how powerful this would end up being, what do you guys think?

It's too much like Luke's ability. Might not be a huge problem but I imagine that's something to consider on the design side.

I actually kinda like it. In some ways it helps all Astro ships, but most likely to help out the E-wing.

With this the E-wing could be quite defensive by allowing it to take an evade and use this pseudo focus. The X-wing could get some utility from it since it gives you some nice protection after K-turns when they are vulnerable. It even gives the Y-wing a bit of extra staying power if you choose to go that route.

I actually think this is really clever design. I'm hard pressed to think of named pilots who would jump at this card, but it works, and helps out generics pretty well across the board.

Nice and simple:

R3 Astromech

2 points

When defending, if the attacker is in your firing arc you may convert one of your [eye] results to an [evade] result.

I like the idea of giving the X-Wing more staying power as well as the condition of this droid, but find the ability to be too much like Luke's. I would add another line to the text to make it:

R3 Astromech

2 points

When defending, if the attacker is in your firing arc you may convert one of your [eye] results to an [evade] result or a [blank] result into an [eye] result.

It might make Luke an unholy terror, but could make all X-Wings just a bit better defensively.

I really like this--I'd have to look into the cost a little deeper to see how much it helps, but my gut feeling is that it should actually be a 1 point upgrade.

After all, Luke is just barely competitive and his ability has no restrictions on arc.

Edited by quasistellar

Interesting! It would be like switch your Deflectors On Double Front.

I would change it to:

Maybe change 1 Focus result to an Evade result when being attacked in Front Arc. This way there is not bonus for Luke, and a minor bonus for x-wings

My sig has some other X-wing fix ideas

Edited by eagletsi111

Interesting! It would be like switch your Deflectors On Double Front.

I would change it to:

Maybe change 1 Focus result to an Evade result when being attacked in Front Arc. This way there is not bonus for Luke, and a minor bonus for x-wings

My sig has some other X-wing fix ideas

You just reworded the same ability and made it less readable. The original wording was fine and correctly templated. Luke still gets a bonus in either version, notwithstanding the fact that he wouldn't bother using it. Much like you never see Wedge with Outmaneuver.

Perhaps the following?

R3 Astromech

2 points

When defending, if the attacker is in your firing arc, you may change one of your [blank] results to an [evade] result.

I pretty much copied the wording from Autothrusters, with the change to the conditional activation.

Should it say "primary firing arc" just to future-proof it againt auxiliary arc Astromech carriers potentially being released at some point, or would having it activate off of auxiliary arcs be okay?

Could simply add an evade result to your roll...

ByII8iW.jpg

ByII8iW.jpg

I like this approach. Maybe for it to not seem too similar to Recon Spec the extra token could be an evade.

It's very deliberately similar to Recon Specialist, because the synergy of double focus with astromech carriers. It does for the rebel BTL-A4 Y-wing what R4 Agromech does for the Scum one, it increases the survivability of any X-wing you put it on (but is still in competition with R3-A2 and R2 astromech) and it could singlehandedly make Garven Dreis a serious consideration.

The problem with making a new droid that will serve as a "fix" for the x-wing is that it by definition would replace all the droids that currently exist. Here is a list of all the ones that are useful.

R2-D2--shield regen

R5-P9--shield regen

R5-D8-- situational, sees use on porkins.

R7 -- mostly used on tarn

R3-A2-- a good all around utility droid

R2 -- makes your dial better.

There are a few others that we might find spot uses for, but I think there are at least 4 that we would like to remain options. If you make a droid that is a "fix" is will be by definition better than the options we have now...and will be an auto include. If you make a droid that is not a better option, you have not fixed anything.

If you want to fix the X via the droid slot you must find a way to include all the droids in that equation, and so it would have to come in the form of a droid point reduction similar the the advanced fix. You could of course bring more droids to the table as well, but they should not be substantively better than the ones we have. The tie advanced could get away with it because it had no systems slot prior, and so we don't have the same problem of limited choice because we had no choice for systems before. Now we have 2 good choices(ATC, accuracy corrector), and you could still make a case for advanced sensors. If you make a new droid as the one you proposed,( in arc auto thrusters), it would make it hard for anyone to take any other droid.

I might create a more generic name for that upgrade, make it X-Wing and E-Wing only make it limited, and create 2 versions- one for the Droid slot, and one for the Torpedo slot. You'd have to give up _something_, but you'd get that choice.

Had this in mind initially to help astromech capable munitions carriers. The general idea is to be able to get a target lock during the combat phase to allow low PS ships to get munitions off, the stress token is the cost of the out of action target lock. To take the sting out of it a bit you can spend the target lock during the end phase to get rid of stress, so it only really costs you if you use the lock.

R7-J astromech

At the start of the combat phase you may receive a stress token to acquire a target lock on an enemy ship at range 1-3.

During the end phase you may spend a target lock to remove a stress token.

After writing it up I realise in mixes kind of well with Fire Control System on an E-wing in that you can stress the ship, attack, get a target lock and then spend it to drop the stress in the end phase.

I've deliberately avoided using action with target lock so it can be used to double stress a ship, so you could K-turn, get a target lock and attack with it. But then you have two stress tokens to clear.

Not sure on where to cost it or how useful it actually is.

Incidentally the fluff explanation for the stress is the astromech screeching in your ear each time it acquires a target lock, think Mynock from the X-wing novels.

The problem with making a new droid that will serve as a "fix" for the x-wing is that it by definition would replace all the droids that currently exist. Here is a list of all the ones that are useful.

R2-D2--shield regen

R5-P9--shield regen

R5-D8-- situational, sees use on porkins.

R7 -- mostly used on tarn

R3-A2-- a good all around utility droid

R2 -- makes your dial better.

There are a few others that we might find spot uses for, but I think there are at least 4 that we would like to remain options. If you make a droid that is a "fix" is will be by definition better than the options we have now...and will be an auto include. If you make a droid that is not a better option, you have not fixed anything.

If you want to fix the X via the droid slot you must find a way to include all the droids in that equation, and so it would have to come in the form of a droid point reduction similar the the advanced fix. You could of course bring more droids to the table as well, but they should not be substantively better than the ones we have. The tie advanced could get away with it because it had no systems slot prior, and so we don't have the same problem of limited choice because we had no choice for systems before. Now we have 2 good choices(ATC, accuracy corrector), and you could still make a case for advanced sensors. If you make a new droid as the one you proposed,( in arc auto thrusters), it would make it hard for anyone to take any other droid.

I get where you're coming from, but all the -wings taking droids (R3-A2, R7 Astro, R2-D2) are usually doing okay, but the droids that get used aren't universally applicable to the X-wing. It's the X-wings not taking droids that we don't see. Droids that help the X-wing straight up fight can easily coexist with the astromechs that see use.

Edited by TIE Pilot

While I would not want a "fix" to eat up the astromech slot, I would love to see a new generic astromech like this.

Nice and simple:

R3 Astromech

2 points

When defending, if the attacker is in your firing arc you may convert one of your [eye] results to an [evade] result.

I was basically trying to turn this into a jousters Autothrusters, to keep it as simple as possible. So I set it to equal points, but tried to make it so it only benefits you in a jousting situation. I'm not sure how powerful this would end up being, what do you guys think?

ByII8iW.jpg

2 points R2-T series "After you perform an attack, you may immediately gain a target lock on the defender."

2 points R2-C series "If you have a target lock on the defender, you may choose to spend your target lock to add a (Crit) result to your attack. You may not attack again this round."

3 points •Whistler "During the End Phase, you may spend a target lock token and regain one shield (up to your shield value).

Obviously the Crit-bot seems under costed, but to be honest, I feel the X-wing itself is over costed, and I dont see useful generics being more than 2 points unless they were to regen shields.

Edit: totally realized that the two generics I suggested had been given Unique names. This error has been rectified and the person in charge of proofreading this post has been sacked.

Edited by InstantAequitas

Thank you for the replies, sorry it took me so long to get back to you all. Work has been crazy the last few days.

Variety is a big thing that I would like to go for, and astromechs I think are one of the best ways to customize a ship. With that, I planned to create a generic astromech that fits into each of the four archetypes that I see: attack, defense, support, debuff. Here are all four of them:

Attack

R4-T Astromech

3 points

At the beginning of the combat phase, you make may a free target lock action. Then receive one stress token. Additionally, if you equip a torpedo upgrade, its squad point cost is reduced by 2 (to a minimum of 0).

Defense

R3 Astromech

2 points

When defending, if the attacker is in your firing arc you may convert one of your [eye] results to an [evade] result.

Support

R5-S Astromech

1 point

At the beginning of the combat phase, you may remove a stress token from a friendly small ship within range 1 and assign an evade token to that ship. If this is done, roll 2 attack dice and suffer any [boom] and [KABOOM] results.

Debuff

R6-D Astromech

2 points

Enemy ships within range 1 may not use the boost or barrel roll action.

These are all pretty rough, but allow the ships to fill vastly different roles. What do you guys think?

Edited by rabid1903

Attack

R4-T Astromech

3 points

At the beginning of the combat phase, you make may a free target lock action. Then receive one stress token. Additionally, if you equip a torpedo upgrade, its squad point cost is reduced by 2 (to a minimum of 0).

Defense

R3 Astromech

2 points

When defending, if the attacker is in your firing arc you may convert one of your [eye] results to an [evade] result.

Support

R5-S Astromech

1 point

At the beginning of the combat phase, you may remove a stress token from a friendly small ship within range 1 and assign an evade token to that ship. If this is done, roll 2 attack dice and suffer any [boom] and [KABOOM] results.

Debuff

R6-D Astromech

2 points

Enemy ships within range 1 may not use the boost or barrel roll action.

I really like the attack and defense astromechs. Giving a torpedo cost reduction in the astromech slot seems like a great idea.

The support option feels odd. It seems like it's trying to do too many things for one card. It (a) removes stress, (b) gives an evade token, © potentially damages the ship its on. I'm also not sure what's happening here lore-wise; is the droid somehow damaging the ship to help out another ship? Is it veering the ship into the line of fire to block for another ship?

The debuff option feels way too powerful. It would immediately shut down most TIE ships. Also, it's an odd one lore-wise, I'm not sure how it would work. Some sort of control jamming?

I hadn't thought too much into these lore wise, they're much more just for interesting game mechanics to give some more flavor to what feels like a lackluster slot.

The support option is a little awkward, and honestly the more I think about it the more I realize the support and debuff options should probably be left to unique astromechs.

Some of these astromech ideas are great. But astromechs are power and systems managers in the fluff, they are mainly there to make their fighter more efficient - effectively an extra crew, so shouldn't be able to have too much of a direct effect on enemy ships. Limited ECM tricks for a unique, i.e. R3-A2, doesn't break this theme much.

So here's a few ideas I kicked around:

R6-B. After you perform a green manoeuver you may perform a free barrel roll. 2 Points

(Aim to help X Wings with low speed agility boost, but would be a useful to Y's and generic Es too)

R6-E. After you perform a green manoeuver you may add an evade token to this ship. 2 Points

(Another X Wing booster. Slow manoeuvers raising survivability)

R8-A. After you perform an attack with a primary weapon that inflicts damage you may gain a focus token. 1 Point

(situational, but good with high PS pilots for defensive boost (Wedge/Wes) and against low PS swarms. X/E Wings and Warthog Ys have the offensive chops to pull this one off).

R8-B. When performing a primary weapon attack, you may change one of your blank results to a [focus]. 1 Point

R8-T Immediately upon spending a target lock you may gain a free focus token. If you do so, gain 1 stress token. 1 Point

(Specifically an ordnance helper, but wouldn't be bad on generic X/E/warthogs to boost hitting power.)

R2-J. When this ship carries out the focus action, you may choose to assign it an evade token instead of a focus. 1 Point

(JanBot boosts survivability across the board, useful on everything and not overpowered on Biggs as it only applies to focus actions by the carrying ship - preventing abuse of focus gifting from Kyle/Garven).

R4-PDO (should probably be unique). When you resolve an attack with a [torpedo] weapon you may take one stress token to immediately carry out an attack with another equipped [torpedo] weapon against the same target. Ignore any attack requirements for the additional attack. 3 Points.

(Volleybot - pretty much Y Wing only. One shot deal, but would allow for effective ordnance alpha strikes against worthy targets. Also gains extra legs from wave 7).