Astromechs

By Rogue Dakotan, in X-Wing Off-Topic

Article on Star Wars.com about Astromechs. Now we need to make astromech upgrade cards for each one. :P

R5-D4.

Discard this card to perform a red 0 maneuver.

Uncle Owen, this R2 unit has a bad motivator!

R1-G4

At the start of the first round, choose an enemy small ship. At the beginning of each activation round, you may look at that ship's dial.

R2-A5

When attacking with a secondary weapon you may reroll one of your blank results.

R3-T2

(salvaged astromech, Scum only)

You may treat red maneuvers as white.

R4-E1

(salvaged astromech, Scum only)

When you are dealt a face up damage card with the pilot trait, turn it face down.

That's a few to get things started. :P .

R2-Q2

When defending, if the attacker is within your firing arc and you have shield points remaining, reduce the incoming damage by 1. If the attacker us outside your firing arc, its attack bypasses your shields.

Reinforces the x-wing's role as a jouster. High risk on an e-wing given their lower hull points if caught from behind.

R2-X2

When performing a focus action, gain 2 focus tokens instead of 1

Great for action economy for x-wings and e-wings, having a token for offence and defense. Can combine with deadeye for ornance use. Not OP on corran as R2D2 is better. Makes blaster turrent somewhat viable on y-wings.

I like all the "selected reading" they listed in that article like "The Essential guide to Droids," and the old 1990s Card game, as well as the new Ultimate SW book.