What kind of ability would you give a 0 point astromech?

By FTS Gecko, in X-Wing

1 hour ago, Marinealver said:

As for your upgrade idea it needs to be clarified a bit more. You said boost barrel roll and copy another astromech? Sorry but to make an X-wing have as much maneuverability as a TIE Interceptor and add R2-D2 to the mix seems a bit too much for a 0 point upgrade with IA? Now I am going to assume that is not what you meant but that is all I have to work with from your posts.

That is exactly what I meant except for the R2-D2 for 0 points part.

Thematically, the X-Wing CAN barrel roll and boost. I see no reason why it shouldn't in the game. And this does not make it any more maneuverable than a TIE Interceptor. The TIE can do hard 1s, the X-Wing can not. The TIE Interceptor can also Evade, the X-Wing can not. Also, the TIE Interceptor was designed to counter the X-Wing so performance should be close.

Adding R2-D2 to the mix would not be a 0 point upgrade. As I said, "You may copy the ability of one other astromech at the squad point cost of that astromech." So if you took my "Slicer Astromech" and copied R2-D2s ability, then the "Slicer Astromech" would cost 4 points.

Power control astromech droid

Action: remove 1 shield token add 1 die to your next attack this round then get weapons disabled token. Then discard this upgrade.

Edited by Wretch
Grammar

How about this?

Weapons Guidance Astromech:

After performing a green maneuver, you may assign one weapons disabled token to this card. When attacking, if you have a token on this card, you may add one extra die to you attack. If you do, you must assign the token from this card to you ship after your next maneuver.

Ok. That's a bit wordy, but that's the best I have with the concept.

21 minutes ago, sf1raptor said:

Ok. That's a bit wordy, but that's the best I have with the concept.

Would probably be better as a Dual Card.

Side 1 - If you performed a green manoeuvre this round you may roll 1 extra attack dice when attacking during the combat phase. If you do, flip this card.

Side 2 - You cannot perform attacks. At the end of the combat phase, if you have not performed an attack this phase flip this card.

19 minutes ago, ABXY said:

Would probably be better as a Dual Card.

Side 1 - If you performed a green manoeuvre this round you may roll 1 extra attack dice when attacking during the combat phase. If you do, flip this card.

Side 2 - You cannot perform attacks. At the end of the combat phase, if you have not performed an attack this phase flip this card.

Good idea.

I love the idea of pirate loading a ship up with explosives and letting the poor droid fly off to its own doom.

Salvaged astromech R5 KZ:

When your ship is touching an enemy ship, remove your ship from the game and deal the enemy ship two face up damage cards

It would work better if they introduced the V wing for scum or some other dirt cheap ship with the salvaged astromech slot.

12 hours ago, drail14me said:

That is exactly what I meant except for the R2-D2 for 0 points part.

Thematically, the X-Wing CAN barrel roll and boost. I see no reason why it shouldn't in the game. And this does not make it any more maneuverable than a TIE Interceptor. The TIE can do hard 1s, the X-Wing can not. The TIE Interceptor can also Evade, the X-Wing can not. Also, the TIE Interceptor was designed to counter the X-Wing so performance should be close.

Adding R2-D2 to the mix would not be a 0 point upgrade. As I said, "You may copy the ability of one other astromech at the squad point cost of that astromech." So if you took my "Slicer Astromech" and copied R2-D2s ability, then the "Slicer Astromech" would cost 4 points.

Okay so it is not exactly a 0 point but has the ability to copy an astromech. I am assuming while that astromech is in play (IG-2000 style). Be kind of tricky to do.

As for boost and barrel roll, sure an X-wing can do all that but not put it in the same card as copy an astromech ability. After all there is still modifications and titles and EPTs that can give it those actions.

3 hours ago, Marinealver said:

Okay so it is not exactly a 0 point but has the ability to copy an astromech. I am assuming while that astromech is in play (IG-2000 style). Be kind of tricky to do.

As for boost and barrel roll, sure an X-wing can do all that but not put it in the same card as copy an astromech ability. After all there is still modifications and titles and EPTs that can give it those actions.

This is really just title card abilities stuck on an astromech. I'm one of the many that want's an X-Wing fix. The OP asked "What kind of ability would you give a 0 point astromech?" So, this is my way of getting part of my X-wing fix in an astromech. I think adding Barrel Roll and Boost plus allowing multiple modivications might bring the X-Wing back into Meta play.

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