Zero-cost Astromech for rebels?

By Rustedborg, in X-Wing

Right now the Scum faction has the "Genius" salvaged astromech which costs zero points because it's usually a bad idea to drop a bomb AFTER you move.

That said, it's cool to have the option for a zero-point astromech ... just like Chopper is a zero-point crew card.

If you could make a rebel-only astromech upgrade that costs zero points, what would you want it to be?

Personally, I like the idea of a non-unique astromech that is zero points that lets you suffer one damage to make an emergency boost even if your ship cannot take a normal action due to stress or overlapping an obstacle or bumping a ship ... then flip that card over.

There are plenty of times I'm stuck on an asteroid or bump the edge of an enemy and would HAPPILY suffer a single damage and lose my astromech if it meant that I could make a boost and be in a better position for my attack.

A zero-point astromech would be pretty good for pairing with IA, even without an ability.

Indeed.

It'd have to be a pretty serious downside on the ability, but it'd still need to be an ability you'd want to use occasionally.

Thinking back to the classic X-wing games and power management, maybe paying a shield token to fuel the ability might work? Especially if it's an [ACTION] header?

if the astromech is a discard, it doesn't mesh well with Integrated Astromech, but at the same time, that might help justify a lower cost - if it's not something you'd use that often, it becomes a case of "do I use this special ability, or hold onto the 'mech to stop a point of damage?"

Indeed.

It'd have to be a pretty serious downside on the ability, but it'd still need to be an ability you'd want to use occasionally.

Thinking back to the classic X-wing games and power management, maybe paying a shield token to fuel the ability might work? Especially if it's an [ACTION] header?

if the astromech is a discard, it doesn't mesh well with Integrated Astromech, but at the same time, that might help justify a lower cost - if it's not something you'd use that often, it becomes a case of "do I use this special ability, or hold onto the 'mech to stop a point of damage?"

I could see "ACTION: discard 1 shield token to perform a free boost action."

The only way I see a 0 point astro for the rebels would be if it was an unique. Furthermore, I would expect it to be a discard mech. If it was non-unique, then we would have an auto include on X wings coupled with IA. And FFG doesn't seem to like auto-include cards (see Chardaan Refit and Prockets as an example)

I was toying around with a 0-point Choppper Astromech a while ago.

rIX3S83.jpg

The idea was to give it an effect that made things different, but not necessarily better.

While it's not currently relevant, it might need the "Small ship only" restriction just for future-proofing.

Indeed.

It'd have to be a pretty serious downside on the ability, but it'd still need to be an ability you'd want to use occasionally.

Thinking back to the classic X-wing games and power management, maybe paying a shield token to fuel the ability might work? Especially if it's an [ACTION] header?

if the astromech is a discard, it doesn't mesh well with Integrated Astromech, but at the same time, that might help justify a lower cost - if it's not something you'd use that often, it becomes a case of "do I use this special ability, or hold onto the 'mech to stop a point of damage?"

I could see "ACTION: discard 1 shield token to perform a free boost action."

I was considering:

Junobot

When you reveal a maneuver, you may discard a shield token to increase or decrease its speed by one.

Or Navibot

When you reveal your maneuver, you may discard a shield token to rotate your dial to another maneuver of the same bearing.

I was toying around with a 0-point Choppper Astromech a while ago.

rIX3S83.jpg

The idea was to give it an effect that made things different, but not necessarily better.

While it's not currently relevant, it might need the "Small ship only" restriction just for future-proofing.

That, that's actually quite strong.

Toss that on Blue Ace for a spin, for example.

What about an astromech that lets you remove a shield to roll +1 attack or defense die? Sort of like half of Miranda's pilot ability, but without the regen. Could even be a dual upgrade, one side for attack, one side for defense. It could be 0 points because losing a shield on an X-Wing (or even a T-70 or an Ewing) is a much bigger deal than losing a shield on a 9 HP ship that can regen. Since most sources of regen comes from Astromechs, it means you can't have this and regen.

Gives X-Wings and non-Corran E-Wings a choice to get more firepower at a steep cost that may be gone if take damage, and even adds an interesting alternative to Corran (2 attacks with 5 dice at range 1 but you take a damage and can't regen? Sounds like a fix without breaking Corran). You could even word a dual card like so:

Side 1:

Once per turn, when making an attack, you may spend 1 shield to roll one additional attack die.

Side 2:

When declared as a defender, you may spend 1 shield to roll one additional defense die for the remainder of the combat phase.

Or:

When declared as a defender, you may spend 1 shield. If you do so, you gain one evade token each time you roll defense dice this combat phase. (A little clunkier but more effective than taking a guaranteed damage for a small chance at an extra evade)

That way it makes the defense side worth it for the cost, and on the attack side it doesn't overly buff Corrans double tap.

Edited by FatherTurin

It's okay to buff Corran wit an Astro. Without r2 he's kind of lame.

I think a non-unique 0 point droid would be too much when combined with Integrated Astromech.

I think a non-unique 0 point droid would be too much when combined with Integrated Astromech.

Depends greatly on what it does. Considering the R2 Astromech (and Unhinged for Scum) have pretty GREAT abilities for 1 point, I think they could pull off a 0 point astromech that had a minor benefit with no side effects, or a good benefit with a reasonable in-game cost to trigger.

Indeed.

It'd have to be a pretty serious downside on the ability, but it'd still need to be an ability you'd want to use occasionally.

Thinking back to the classic X-wing games and power management, maybe paying a shield token to fuel the ability might work? Especially if it's an [ACTION] header?

if the astromech is a discard, it doesn't mesh well with Integrated Astromech, but at the same time, that might help justify a lower cost - if it's not something you'd use that often, it becomes a case of "do I use this special ability, or hold onto the 'mech to stop a point of damage?"

I could see "ACTION: discard 1 shield token to perform a free boost action."

The problem with a 'boost' is that it is something REALLY beneficial for high-skill pilots. Moreso (MUCH moreso) than lower-skill pilots.

And ships that can take astromechs don't generally have problems with their higher-skill pilots, it's the generics that suffer.

A 0-point astromech, if one arrives, really ought to be something more useful for low-skill pilots than higher, which tosses a boost right out.

What about a more defensive action, though? One the X-Wing doesn't usually have? But then obviously not tied to defense, so much as maybe agility? IE., " Each time you are attacked, if you have not previously performed an attack, place one [evade] token by your ship. If you do so, you may not roll any defense dice, and cannot attack that turn."

...I'd say something like that, although as written it would be too much of a buff to the generic Y-Wing and not enough to the generic E-Wing (which is basically the reverse of what we'd need). The goal, though, is to boost the generics rather than the aces...

I would love to go even further on the idea of rerouting power (a huge part of the X-Wing/TIE Fighter games), but I can't think of an elegant way to do it within the space of an upgrade card. I feel like it would need to add a whole new action to the game along with the commensurate reference card. I know I'm going off the topic of an astromech, but bear with me briefly.

Reroute Power Action

Place a reroute power token next to your ship.

Reroute power token:

A ship may only have a single reroute power token at any time. If a ship receives an ion token, immediately remove all reroute power tokens from that ship. Reroute power tokens are not removed during the end phase.

At the start of the combat phase, a ship may spend a reroute power token to gain one shield (up to the starting shield value).

When making an attack, a ship may spend a reroute power token to roll one additional attack die.

When a ship reveals its dial, it may spend a reroute power token to treat that maneuver as one speed higher or lower.

Now, there is NO WAY this can be a free upgrade, it's just way too flexible and strong. What it can do is really highlight the flexibility of the X-Wing (I know all ships in X-Wing/TIE Fighter can do this, but we can always just say that the X-Wing is best at it).

Then add a title (X-Wing only, may not be equipped to T-70 X-Wings, this ship's action bar gains the reroute power action), and an astromech (when you perform a green maneuver, assign a reroute power token to your ship). Again, no where near free (4-5 points most likely, maybe 2-3 if we agree that the T-65 needs a cost adjustment), and the astromech needs to be hella expensive (he's R2 on steroids, maybe just a bad idea all around for the droid). Not elegant, maybe too good, but again, just an idea.

I know return you to your regularly scheduled discussion about cheap droids.

This is a fun thought experiment.

So here's my chiming in:

Strike Astromech

T-65 X-Wing Only

At the start of the combat phase, you may

acquire a target lock on a ship at Range 1-2.

If you do, assign a focus token to your ship.

Then, discard this card.

0 pts

The idea here is, with the Integrated Astromech mod, you get a FREE buff to your T-65 that does ONLY one of the following things:

a) Increases your total health by 1, by discarding the Astromech per IA at the necessary time.

b) Massively buffs your attack for one opportunity (including via an equipped torpedo), but with the tradeoffs of that potential 1 extra hull, and also only functioning when you are at a relatively higher risk (i.e., jousting at R1-2) of being more severely damaged by an opponent's attack. On the other hand, the tradeoff is balanced the other way as it naturally results in you having two focus tokens for that round of combat, aiding in your defense.

On a T-70, with the benefit of the boost action, I suspect this would become way too powerful.

I have not put any thought into how this may affect named T-65 pilots, as my only intent is to buff the low-PS generics who have a hard time acquiring TLs or surviving long enough within a given round of combat to contribute any firepower. With that in mind, it may need to be restricted to pilots of a certain PS or lower, although that strikes me as anti-thematic.

It definitely makes the idea of a quad of Rookie Proton Torpedo carriers fun to contemplate!

Edited by PaulTiberius

R5-D4

At the start of combat you may roll 1 attack die. On a hit, increase your primary weapon value by 1. On a crit take 1 facedown damage.

To spend a shield powering an ability on T65?

Thematic? For sure.. But we do remember how squishy our T65's are right?

I'd rather have an ability-less -1pt astrobuddy so we can see 5x Rookie IA in action.

Edit.. It may need to be Restricted to "non T70" somehow in wording and perhaps even PS restricted for balance.

Edited by kopmcginty

R5-IA 0 points

Your ship gains a second modification slot.

PL-UG Protector

0 Points

Flavor Text:

The campaign to prevent mynock electrocution in unused astromech sockets prompted LETX (Lifeforms for the Ethical Treatment of Xenomorphs) to advocated the usage of PL-UG Protector units.

This is a fun thought experiment.

So here's my chiming in:

Strike Astromech

T-65 X-Wing Only

At the start of the combat phase, you may

acquire a target lock on a ship at Range 1-2.

If you do, assign a focus token to your ship.

Then, discard this card.

0 pts

That's an ILLICIT astromech xD

because it has a mechanic worthy of an illicit slot. Even better, though, you get two free actions for free with exact knowledge of enemy position.

for 0

I'd rather say it's OP as hell.

Basically that's a one-use stressless RAGE that doesn't consume actions т_т

R5-IA 0 points

Your ship gains a second modification slot.

Yeah, **** you interceptors, get out of here with your title. Thinking you were special.

Immediately before you reveal your maneuver, remove one shield token from your ship and place it on this card, then perform a free boost action. At the end of the end phase, place the shield token back on your ship.

It's like an advanced sensors/BB-8, but you take a risk, and it is limited to when you have shields.

R5-IA 0 points

Your ship gains a second modification slot.

Or something that achieves almost the same thing in a different way

R5-EJ 0 pts. X-wing only.

"When you are dealt a damage card, you may discard this astromech to discard that damage card without resolving its effect."

If you ONLY want the HP gain of IA you take this droid instead and leave your mod slot for something else (I'm looking at you, Chimps.)

If you want some benefit from our loyal mechanical buddies until they make the ultimate sacrifice, you take the droid of your choice + IA, with the associated point cost.

Edited by Eyegor

I think you'd need to watch out for y-wing effectiveness.

R3 astromech 0 points

When attacking, you may spend a shield token to reroll a focus result.

I would love to go even further on the idea of rerouting power (a huge part of the X-Wing/TIE Fighter games), but I can't think of an elegant way to do it within the space of an upgrade card. I feel like it would need to add a whole new action to the game along with the commensurate reference card. I know I'm going off the topic of an astromech, but bear with me briefly.

Have you tried using the Gonk design?

You could still put it on an astromech, just not a 0-cost one.

Shunter

Action: discard one shield token to perform a free boost action

Action: assign a weapons disabled token to your ship to recover one shield

(needs some work to not make it an autoinclude for Corran)

Edited by Dagonet