R4D6
It seems like a great card that can whittle down the damage Biggs takes and provides him with some much needed durability, but is it really all that?
It costs 1 point, is good against every attack and can significantly reduce damage. On the other hand though, three uncancelled hits is hard pill to swallow. Since R4D6 procs after you roll defense dice it is far more likely that you will end up cancelling one of those three hits with an evade result. If there is a crit, R4 is useless since you cancel crits last and there is no way to circumvent this. Take into consideration that once Biggs uses R4D6 he cannot K-Turn and I think you have the makings of a disaster. Here you are, with a stress token, technically Biggs just needs to stay in range of his buddies, but it seems like a predicament that requires thought. Suppose you can clear that stress, should you? You just set yourself up to telegraph your next move, what is your opponent most likely going to do? Respond in kind by keeping Biggs in arc and delivering the coup-de-gras that's what.
I posit that on the surface R4-D6 is a great astro who looks like he can really work, but in actual gameplay the sacrifices you make to get that durability far outweigh the gain. For example, if R4D6 works, you lose your shields. If it fails to proc then you could actually be toast depending on the ordnance. If I saw a Biggs across the mat with R4, I would save my plasma torps and hit him with protons and thereby negate R4 almost completely. A GC proton torp should deliver two crits reliably, more so with modification like R4 Agromech and what can you do against two or more crits with R4D6? You can IA him and that's it. Perhaps on a Y-Wing the benefit would be worthwhile since at best you can throw three dice meaning that most of the time you can proc R4D6, but on an X-Wing who can actually evade decently sometimes I think it's snake oil.
R7
So what do you do? Take the humble R7 I say. For an extra point you gain an ability that, depending on TL, you can always use if you play it right. There is no right way to play R4D6, he is a gamble every time and not even a good gamble. But with R7 you can learn to play him right and learn how to judge which ship is going to shoot you first. Usually this will be a higher PS pilot, but sometimes you can end up being threatened by a lower PS pilot instead and then it's a bit easier to decide who to TL. R7 also requires a TL obviously and at PS 5 this can be tricky to pull off. But the rewards are worth it. You spend your TL to force the opponent to reroll attack dice and this is huge because no dice can be rerolled more than once. So an R4 Agromech shoots you, supposing they shot you with ordnance they are lacking a foci, they roll dice and you reroll all the good results. Now the opponent can only TL the dice you didn't R7 and since there is no foci to spend... Each attack dice is a 50/50 split, with a 1 in 6 chance of a crit, so the chances of making a hit worse are pretty low. Sure you can bork yourself with R7, but at least you aren't stressed and hey, instead of a chance at cancelling damage that is already hit, you have a chance to prevent that damage entirely.
Reduce damage that's already done, or try to prevent that damage. That is essentially the question. Both droids have their shortcomings and drawbacks, both have their bonuses. In my books however it still better to avoid damage than it is to try and soak it up. What do you think of these two droids and how have you been playing them on Biggs and others?
Edited by Darkcloak