So, ever since Integrated Astromech was announced, I've heard it said over and over that all the X-Wing needs now is a couple good astromechs for it to be competitive. However, it doesn't seem like anyone is actually throwing out their ideas of what a good astromech would be. I've had a couple thoughts that I'll share below, but I'm really curious to see what the rest of the community thinks would be a suitable astromech to bring the X-Wing (and maybe generic E-Wings) up to where they should be.
My half-baked ideas:
Guidance Astromech
When performing a primary weapon attack, you may spend a Target Lock to change 1 die result into a hit result.
1 point.
The idea behind this one is basically Weapons Guidance, but with Target Locks instead, and able to affect eyeball results as well as blank results. Useful in those situations where you have a target lock and roll two hits and a blank/eye. Gives the X-Wing and E-Wing an ever-so-slight jousting boost, without overpowering some of the unique pilots who prefer other astromechs. Also, when paired with Weapons Guidance and PTL on a Red Squadron Veteran or other T-70 with an EPT, it makes the T-70 extremely reliable on offense.
CP Astromech
When performing a (Right bank) or (Left bank) maneuver, you may receive 1 stress token to rotate your ship 90 degrees.
3 points.
Not actually sure about the point cost on this one. The idea is basically to be able to do a Tallon Roll-like maneuver off of banks, but be able to wind up facing in either direction. This would give X-Wings and E-Wings a solid chance against Arc Dodgers, without giving them the same old post-activation maneuvering abilities of Boost or Barrel Roll. It would be something interesting and new, and when compared to PWTs, doesn't seem to be overpowered in my opinion. Of course, I'd have to test it out on the table a few times, but I feel like it could be a lot of fun.
Edited by Underachiever599