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

By FTS Gecko, in X-Wing

"When you receive a stress token, you may receive an ion token instead. When you receive an ion token, you may receive a stress token instead."

Marginally useful against specific game effects. Turn ions into stress to open your dial up next turn from a 1-straight to whatever greens you have. Turn stress into ion when you're already ioned, effectively ignoring the additional token(s).

How nice, a buddy for Leebo!

"When you receive a stress token, you may receive an ion token instead. When you receive an ion token, you may receive a stress token instead."

Marginally useful against specific game effects. Turn ions into stress to open your dial up next turn from a 1-straight to whatever greens you have. Turn stress into ion when you're already ioned, effectively ignoring the additional token(s).

How nice, a buddy for Leebo!

Combo only available for the ARC currently, gives you an Engine at a 2-point discount but takes up 2 slots and leaves you stressed? Sure, why not.

Typically a 0-cost comes with a consequence to balance out the point efficiency. "Genius" is 0 because there's currently no way (even with EU to my knowledge) escape range 1 of a bomb that you place after your maneuver.

Actually, a boost with Engine Upgrade will take you out of detonation range. It's expensive, but hilarious.

"R2 Try and increase the power"

R2-D0

*Unique

Action: Perform a free boost action. If you do not have the boost action icon, receive 1 stress token.

Evasion Astromech

Once per defense, when defending you may reroll one <eyeball> result.

Semi decent ability to minutely help with defense

Edited by GreeneScale

Never, because it would allow a free Integrated Astromech.

When making a primary weapon attack outside of range 1, treat the range of the attack as 2.

Astro ships need help, otherwise i would have made all attacks as range two as a drawback.

How about a 0 cost astromech that is exactly what IA does without taking up a mod slot too. So: "Discard this card to ignore one damage or critical damage."

I know Scum Ywings, and other non-xwing Rebels would like this., now how many times people would take it over some other droids I dont know. But I am sure that people might take it a whole hell of a lot more than IA and a generic droid they dont really want, if they dont have the points to get a better droid.

Hell it might even be too good.

Edited by knavelead

Ecm astromech

When defending you may discard this card to choose one red dice, the attacker must re-roll the chosen dice.

Then recieve one ion token.

That's what I would post at 0 points for an astromech: The ability is objectively worse than discarding it to IA... And anywhere but on an x-wing? Trading between 0.5 to 0.25 of a damage point for an ion token seems like a fairly poor exchange 95% of the time. Feels to me like it's worth 0 points, and shouldn't break anything (unless there's something I missed).

How about a 0 cost astromech that is exactly what IA does without taking up a mod slot too. So: "Discard this card to ignore one damage or critical damage."

I know Scum Ywings, and other non-xwing Rebels would like this., now how many times people would take it over some other droids I dont know. But I am sure that people might take it a whole hell of a lot more than IA and a generic droid they dont really want, if they dont have the points to get a better droid.

Hell it might even be too good.

How about You may not boost, perform a Tallon Roll or use any turret weapon."Discard this card to ignore one damage or critical damage."

Bumping this thread up instead of making my own.

How about a Torpedo Astromech with the Guidance Chips ability?

How about an astromech that gives you a green 3-speed straight?

I have an idea.

•"Bad Motivator"

This card has a negative squad point cost.

cost: -1

Astromech slot.

thiscis unique so that you can only fit one in with IA for another -1 point HP.

R5 Astromech should have been 0 points.

1 hour ago, Rakaydos said:

R5 Astromech should have been 0 points.

R3 as well.

On 6/9/2016 at 2:09 PM, 4fox100 said:
On 6/9/2016 at 6:27 AM, heychadwick said:

Never, because it would allow a free Integrated Astromech.

i agree. While it would be nice to have a 0 point astro it would be a little...much. Almost a free sheild upgrade with an added ability. Sounds tempting, but too much.

The answer to that is the same as the answer to the 'Biggs problem' (or other 'ace' X-Wing pilots that area already doing fine)...

...the ability should provide no defensive buff, favor lower-skill pilots (IE, those that move+action earlier), or otherwise have a penalty for use that interferes with another pilot's ability.

Something like as a 0-pt (or negative point) 'seat warmer' really only useful for triggering IA:

"When you would receive a stress token, if you currently have no stress tokens, instead receive 2 stress tokens instead of 1."

...or possibly a 0-pt that does something, although not really something super useful:

"Action: If you are not in an enemy ship's firing arc, you may receive 2 stress tokens to receive 1 weapon disabled token. You cannot be targeted for an attack this turn."

0 pt Astro should be a 'discard' upgrade, like discard to get rid of Ion or stress, or something

A zero point astromech should do nothing except be a means to get IA. The astromechs primary function in Star Wars was to be a way to navigate with the hyperdrive.

Just for funsies I'll say X-wing only. Treat your K-turn as a white maneuver.

Is it broken? Probably. Did I suggest that because I like flying Defenders? Probably lol

On my little group of players, we're currently testing some house rule to represent the fiability of quad lasers (for xwings and tie interceptors) :

While not stressed, when firing with primary weapon, you can use the effect of the "Accuracy corrector" card.

Doesn't do much for aces (they are expected to do 2 hits at least, with their high cost, and it doesn't work with PtL); but it makes the generics quite nice. Plus Red squadron pilot with R3 can be a good trick facing low PS opponents.

Edited by Giledhil

Coming up with free astromechs just seems like the wrong general design direction. There are a bunch of different ships with astromech slots (and two different kinds of astromech slots in the case of the Y-Wing), and they don't all need the same kinds of things, and balancing each one against the others can get complicated. Even if the goal is pure efficiency, so that T-65 X-Wings can get Integrated for fewer points, I'd much rather have a title which reduces the cost of the base ship, and let the points costs of astromechs remain fair (and yeah, many current Astromechs are clearly overpriced) to their impact on the game.

That said, this little rustbucket could be fun:

"Scout (Unique): At the start of the combat phase, you may acquire a target lock on one ship outside your firing arc. You may not acquire target locks on ships inside your firing arc." It's a free action, but a hard one to leverage, and it has a fairly hefty drawback.

I´ d keep it simple with a +1 PS for zero points. It´ d allow X wings to have the best possible pilots in the game at PS 12 (bar that undamaged TIE pilot at 14, but he doesn´ t really count) and is solid for Red Squadron pilots. Biggs gets no real support as he wants his damage mitigation droid R4-D6 for the bargain price of 1 point.

Otherwise I would go with a Torp based droid, maybe reducing the price of torps by 1 pt. It´ d have a future on Y wings then too...

I'm not a fan of simply fixing things. We should make new things (& fix old things in the process, almost on accident). I like the ideas of a Torp droid, to bring Y-Wings back with ordinance, and a +1 PS for 0 points, but those are still fixes and don't give us new ways of running things. But here's an idea: "Whistler", Astromech (Rebel only). 2 points. When attacking, if the defender would roll less defense dice than is printed on their ship card, you may add a [focus] result to your attack roll. ("Whistler" is Wedge's astromech, so it would possibly see Wedge back on the table; or you can pair it with an Outmaneuver EPT on a low-PS X-Wing or E-Wing to give a Wedge-like threat and take the heat off of your other ships. There are other ways to reduce your opponent's defense dice too, and this type of effect doesn't necessarily guarantee an additional hit, as with a Focus result you'd need something to convert it to a hit, which can be countered in so many ways nowadays: Jax, Wes, and Palob just to name a few). Or this: "R2-KT", Astromech (Rebel only). 1 point. When defending, if you are outside of the attacker's primary firing arc, you may receive a stress token to change one of your [Focus] results to an [Evade] result. Basically, giving one of your X-Wings or E-Wings a cheaper and slightly less effective Autothrusters, which makes them that much better at jousting in a contest of 360-degree firing arcs. Now you don't have to worry so much about spending your Focus to modify your attack when you know that you'll be attacked by a TLT or large-base 360-degree arc ship. Eh? EH?

You could just do something that appears in one of the Leia comics, when her and Shera fly N-1s. The N-1s had a cap instead of an Astromech. Maybe just do that like the A-wing missile I can't spell the name of.

X-wing & E-wing only

"After executing your manoeuvre, if you are in an enemy ship's firing arc at Range 1, you may perform a free barrel roll action. Then recieve 1 stress token.

You cannot perform another free action this phase."

- - -

Not sure if it's too wordy - added the last sentence because I'm not sure if timing would allow triggering PTL before receiving the stress - it's meant to grant a very situational barrel roll and prevent doubling down on other actions... except E-wings, which can get a greater potential benefit if they have Adv Sensors.

Can't decide if a different range might be more appropriate.

Excluded Y's and ARC-170 because it doesn't seem right to give them such capability.

Edited by ABXY

"When attacking with a secondary weapon that requires you to spend a target lock, you may reroll one of your [eye] results."

Edited by ABXY

R1 Astromech: 0 points: Dual Card Xwing only

Side 1: When you reveal a white maneuver, you may treat it as a green maneuver. Then flip this card.

Side 2: When you reveal a green maneuver, you may treat it as a white maneuver. Then flip this card.

R1-3 Astromech: 0 points: Y-wing only

When attacking with a secondary weapon, you may change 1 blank result to a focus result. If you do, gain 1 stress token.