Theoretical card- doubled astromech

By Rakaydos, in X-Wing

Extra Memory (modification slot, Rebel only)

If you equip a non-unique R2, R5, or R7 astromech, you may also equip a unique astromech that shares your first astromech's designation. (R2+ R2D2, R7+R7T1, ect) This does not use up any additional slots.

How many points should this mod be?

Edited by Rakaydos

Not sure I like this idea but that was not your question.

I would say 1 pt. You are already putting more points on ships that are expensive so keep this one cheap if you are going to do it. R2 and R2-D2 with this come in at 6 pts.

Past r2 and r2d2 with daredevil = doooooooooooooooooom

Interesting: I would say 2 is about right. Sure you are already paying for the generic droid, but you have some really interesting combo's there.

Could be really nasty on some pilots and ships.

You could also just say:

Modification:

X-wing, Y-wing Only

Extra Droid

1 Pts

Add an extra droid slot to this ship. You may only equip one unique droid on this ship

Limit to only x and y, since the E-wing has the droid inside of it, it has no room. Also by not stating exactly what generic droids on the card, you can leave room for more droid if any come out in the future.

Edited by eagletsi111

I am thinking at The combo...

Luke Skywalker + PTL + R2 + R2D2 = Reasonably difficult to foresee and recovering 1 shield each turn, making Target Lock + focus each turn also. With Luke´s ability it would be very difficult to kill!

I think the astromechs are designed with mutual exclusivity in mind.

I notice everyone's leaping on R2D2. Anyone noticing the other combos?

Extra Memory (modification slot, Rebel only)

If you equip a non-unique R2, R5, or R7 astromech, you may also equip a unique astromech that shares your first astromech's designation. (R2+ R2D2, R7+R7T1, ect) This does not use up any additional slots.

How many points should this mod be?

Just to clarify, you say shares designations, so R2's must be with R2's, R5's with R5's etc. Is that what you meant?

I notice everyone's leaping on R2D2. Anyone noticing the other combos?

R5 and R5-D6, flip crits over, then discard them.

R5 and R5-P9, flip crits, regen shields

R7 and R7-T1 get a lock, boost, then force the defender to reroll attack dice.

Y-Wings would love R2 and R2-D6, get lots of greens and an EPT slot.

Extra Memory (modification slot, Rebel only)

If you equip a non-unique R2, R5, or R7 astromech, you may also equip a unique astromech that shares your first astromech's designation. (R2+ R2D2, R7+R7T1, ect) This does not use up any additional slots.

How many points should this mod be?

Just to clarify, you say shares designations, so R2's must be with R2's, R5's with R5's etc. Is that what you meant?

I notice everyone's leaping on R2D2. Anyone noticing the other combos?

R5 and R5-D6, flip crits over, then discard them.

R5 and R5-P9, flip crits, regen shields

R7 and R7-T1 get a lock, boost, then force the defender to reroll attack dice.

Y-Wings would love R2 and R2-D6, get lots of greens and an EPT slot.

PTL and EU on Horton with R2 and R2-D6 as well as the upcoming twin-linked turret would make me a very happy Y-Wing fan.

I notice everyone's leaping on R2D2. Anyone noticing the other combos?

R3-A2 and R2 is the other major synergy.

Edited by Blue Five

I notice everyone's leaping on R2D2. Anyone noticing the other combos?

R3-A2 and R2 is the other major synergy.

If I understood the rules correctly I don't think R3+R2 would be kosher.

The OP reminded me of an idea I had a while back. There's only one Luke, only one Vader, that makes sense. But, can't you just copy Artoo's programming into another empty astromech unit and have the same memories and abilities? I know, its a game based on a fantasy and needs to have rules blah blah blah. Still...

What I would like is this little baby.

Programming Duplication

Astromech, 1 pt

Gain one additional astromech slot. (Since this card takes the slot)

You may equip a unique astromech even if one or more members of your squad already has that astromech equipped.

Opens a few options for some nice combinations but you have to pay to get it. And many agree that the ships that can take astros are pricey already so I think 1pt to do it is fair.

Of course the same case can be made for 3PO and no one wants to see two of them on a Fat Han.

The OP reminded me of an idea I had a while back. There's only one Luke, only one Vader, that makes sense. But, can't you just copy Artoo's programming into another empty astromech unit and have the same memories and abilities? I know, its a game based on a fantasy and needs to have rules blah blah blah. Still...

What I would like is this little baby.

Programming Duplication

Astromech, 1 pt

Gain one additional astromech slot. (Since this card takes the slot)

You may equip a unique astromech even if one or more members of your squad already has that astromech equipped.

Opens a few options for some nice combinations but you have to pay to get it. And many agree that the ships that can take astros are pricey already so I think 1pt to do it is fair.

Of course the same case can be made for 3PO and no one wants to see two of them on a Fat Han.

I think one of the problems with C3-PO is under costed. That ability, in my opinion, should be at least 6 or 7 points, having in mind the quantity of impacts it can save from a ship in a entire game, is not an action, is not restricted to "make a green maneuver" for example, etc.

Of course the same case can be made for 3PO and no one wants to see two of them on a Fat Han.

I think one of the problems with C3-PO is under costed. That ability, in my opinion, should be at least 6 or 7 points, having in mind the quantity of impacts it can save from a ship in a entire game, is not an action, is not restricted to "make a green maneuver" for example, etc.

Agreed. The baseline upgrades that add "survivability" to a ship are hull and shield upgrade for 3 and 4 pts. Anything that has a realistic chance of mitigating more than 1 damage per game should cost more than those. Autothrusters, R2-D2, C-3PO, Isard, etc, should all be 5-7pts...

OR

Hull and Shield should be 2 and 3 or even 1 and 2.

Of course the same case can be made for 3PO and no one wants to see two of them on a Fat Han.

I think one of the problems with C3-PO is under costed. That ability, in my opinion, should be at least 6 or 7 points, having in mind the quantity of impacts it can save from a ship in a entire game, is not an action, is not restricted to "make a green maneuver" for example, etc.

Agreed. The baseline upgrades that add "survivability" to a ship are hull and shield upgrade for 3 and 4 pts. Anything that has a realistic chance of mitigating more than 1 damage per game should cost more than those. Autothrusters, R2-D2, C-3PO, Isard, etc, should all be 5-7pts...

OR

Hull and Shield should be 2 and 3 or even 1 and 2.

Well, it depends, for example, R2D2 astromech is limited to green maneuvers only, which limits vastly your options and makes your ship quite predictable if your opponent knows you need to recover shields. Isard is an action, so if you are stressed at the beginning of the combat phase you can´t use it.

But in the case of 3C-PO, somethings that gives you a sure evade, each turn, no matter the colour of your maneuver, stressed or not, etc, should cost a bit more.

An interesting postulate.

R2+R2-D2 (+ Daredevil) is really quite lovely... if this didn't also require a Modification slot.

You have R2-D2 himself, with quite a few greens, but you pay an action, receive a stress, and risk a 1/4 chance to remove the shield you've already regained, for a 1/4 chance of regenerating a second shield and a 1 turn.

However, with that removal of an Engine Upgrade, you've cut the rapid-regeneration monster, but still allow for the unparalleled mobility boost of Daredevil with almost no downsides.

R5+R5-D8 is also a beauty. You become the only ship in the game capable of regenerating all hull damage. Beautiful on Porkins in particular.

R7+R7-TI gives you boost, and a Target Lock, and the ability to use that Target Lock defensively. Excellent for bugging out of a situation, which makes it particularly tasty on, say, Corran Horn.