Astromech ideas

By Spaceman91, in X-Wing

So I'm sat here just thinking about astromechs and it struck me we haven't had one that adds a system slot (it would probably have to be unique).

So with that in mind are there any Astromech ideas floating around out there (scum or rebel)?

Personally, barring balancing, I would love to see a generic astromech that adds a system slot unless you already have one (more of an X-wing, Y-wing astromech). I'm a huge fan of Fire Control System, and wouldn't mind them on my X-wings. I mean, g'****, the artwork on the card depicts an X-wing cockpit. And hell, let's make TLTs even more damaging, right?! Right? You guys? Right?

Or an astromech that adds barrel rolls. Then I might start using Expert Handling on my rebel ships.

Edited by Wedgeismyhero

BB-8 does pre-move barrell roll on green moves.

E-Wings have astro and systems.

A bunch of random ideas for droids costing about 1 point:

After executing a straight maneuver, you may remove 1 stress token.

At the start of the Combat phase, if you have a [torpedo] upgrade equipped, you may acquire a target lock on a ship in your firing arc.

Your upgrade bar gains the [tech] upgrade icon.


X-Wing only. Your action bar gains the [evade] action icon.

Y-Wing only. When dropping a bomb, you may use the [left 2 bank] or [right 2 bank] template instead of the [1 straight] template.

Edited by DagobahDave

A bunch of random ideas for droids costing about 1 point:

After executing a straight maneuver, you may remove 1 stress token.

At the start of the Combat phase, if you have a [torpedo] upgrade equipped, you may acquire a target lock on a ship in your firing arc.

Your upgrade bar gains the [tech] upgrade icon.

X-Wing only. Your action bar gains the [evade] action icon.

Y-Wing only. When dropping a bomb, you may use the [left 2 bank] or [right 2 bank] template instead of the [1 straight] template.

I'd really love that first one on my T-70s. Near complete immunity to Stresshogs. T-70s and E-Wings having the green 3 straight would make them real meta killers, but especially the T-70 generics, because thats way better than an R2 Astromech for clearing stress. I'd still rather have regen on Poe, but someone like Ello Asty would love love LOVE that. Stresshog throws 2 stress on Ello? 3 straight, drop 2 stress, gets an action still.

Second one is really good for torpedo boat Y-Wings.

Number 4 is that good sh*t.

Edited by Razgriz25thinf

I really like DagobahDave's Y-wing only suggestion. It could make bomber Y's a thing, especially in epic where they could run alongside and throw various mines/bombs right on the epic.

Maybe we could have a series of Droids that build on the dual-card mechanic. On 1 side the Droid has a good 1-use ability, the other side has Action: roll a hit to flip this card power.

Refuel Droid

Side A: When you reveal your maneuver you may flip this Droid. If you do, that maneuver is now Green.

Side B: Action: roll 1 attack die, on a Hit you may flip this Droid.

I would like to see an action economy droid like receive an evade when you clear stress or when you TL.

WHISTLER. We need WHISTLER

A point reduction Droid could be nice, but it can only be equipped if your pilot skill is 5 or higher.

A 2 point Droid that adds a free evade when you focus and are not in range 1 of an enemy ship.

I also agree with those above, a system slot would be nice, but you have to be careful as this will only make the T-65 more expensive.

A reinforce/stabilize deflectors Droid, possibly work like Gonk, but limited to when you only have an active shields to place one on the card and you cannot complete maneuvers of speed 4 if there is a shield token on the card(no k-turn). Because the rebels need more regeneration lol.

A 1 point Droid that grants a focus when spending a target lock to fire ordnance.

Edited by Mrk1984

Hyperspace Astromech - During the setup phase, your pilot skill is treated as 12.

Could be 1 or 0 points.

Yeah, I love what's possible with dual cards.

1 point Rebel astromech "Aegis"

Side A: After executing a green maneuver, you may recover 1 shield. Then flip this card.

Side B: Action: Flip this card.

4 point Scum salvaged astromech "Jammer"

Side A: Action: You may remove 1 focus token from an enemy ship at Range 1-2 and assign it to yourself. Then flip this card.

Side B: At the end of the Combat phase, you may spend a focus token to flip this card.

1 point Rebel X-Wing only astromech "Dodger"

Side A: Action: Perform a free evade action. Then flip this card.

Side B: When you reveal a white maneuver, you may flip this card.

2 point Rebel astromech "R2-AS"

Side A: Immediately before you reveal your maneuver, you may perform 1 free action. Then flip this card.

Side B: You must skip your "Perform Action" step. When you reveal a green maneuver, you may flip this card.

1 point E-Wing only Rebel astromech "R2-EU"
Side A: Instead of removing a shield token, you may flip this card.
Side B: Action: Flip this card.
4 point Scum salvaged astromech "R4-G3"
Side A: At the start of the Combat phase, you may perform a free target lock action. Then flip this card.
Side B: After you perform an attack that hits, you may flip this card.
2 point Rebel astromech "R2-41"
Side A: Immediately after you perform a primary weapon attack, you may perform an attack with a secondary weapon. Then flip this card.
Side B: Action: Flip this card.
2 point Scum salvaged astromech "Screamer"
Side A: Action: Flip this card.
Side B: At the end of the Combat phase, all ships at Range 1-2 receive 1 stress token. Immediately after you receive a stress token, flip this card.
Edited by DagobahDave

Some astromech ideas:

"Interfaced R7 astromech"

System + Astromech (takes both slots)

You may spend an focus token as an evade token.

-1 point.

R6 Astromech

Astromech

You may perform actions when you have 1 or fewer stress tokens.

1 point.

R6-A2

Astromech upgrade. Unique.

After declaring an attack with a [torpedo] weapon, assign yourself 1 focus token.

1 point.

R2-Y6

Astromech. Unique.

When attacking with a [torpedo] secondary weapon, if you spend a target lock during the attack, the enemy cannot cancel [critical hit] results.

1 point.

R7-Q2

Astromech. Unique.

When a friendly ship is attacking a ship you have target locked, you may spend that target lock to add one [critical hit] result.

2 points.

Scum needs more for sure....

[insert 'mech name]

When defending against ships with atleast 1 stress token, increase your agility value by 1.

[insert 'mech name]

Once per round, when another ship at range 1-2 recovers a shield, you may recover 1 shield (up to your max shield value).

Edited by dewbie420

R5-T4 (4 points)

'When attacking with a [torpedo] weapon, you may change 1 blank dice result to a [focus]. If this upgrade card is discarded, regain 1 shield.'

BB-6 (1 point)

'When you perform a green maneuver, remove all of your stress tokens'

Wow...i like all of those ideas:D Literally all of them:D

1pt generic: when you reveal a bank, you may treat it as a straight of the same speed.

Lets your aces arc-hunt without going full bore engine upgrade, and does fine with the movement-enabling droids already present.

... Oh, and Targeting Astromech: when you sirens a target lock, gain a target lock on the same ship. If you do, you cannot spend target locks again this round.

2pts.

This would have fed X-wing a tasty hunk of pure jousting, while still actually weaker than FCS for the same price.

Why yes, I am a little bitter about the reveal-red version we actually got. :P

Perhaps a 0pt 'mixed blessing' droid too, do 21pt rookies are officially a thing again? Hmm.

Comms Droid: when you gain a blue target lock token, all ships with the comms droid upgrade gain a target lock sonar the same target.

When you remove a blue target lock token, all ships with this upgrade must remove it too.

0pts

By the logic of the mindlink this might be a 1pt one, come to think of it... Would still be fun, though. :)