This is a pretty good analysis of the game's meh astromechs. Some have places with a particular synergy (Targeting Astromech with Stay on Target or Hobbie, R7 with Tarn) but others aren't reliable wherever you put them.
And that got me thinking: were it not for the daft RNG these would be worthy picks. I don't want to derail Aequitas's thread with house rule discussion so I made a new one.
R5-K6
2 points
After spending your target lock, immediately acquire a target lock on the same ship. You cannot spend this target lock during this attack.
It's still worse than Fire Control System in this state (as it requires you to have the lock to regain it) but given the X-wings and the Y-wing can't take system upgrades it looks like a worthy pick. Could be particularly nice on a Dutch Vander BTL-A4 for handing out target locks like crazy.
R5-D8
3 points
Action: Discard one your facedown damage cards.
This turns it into a slightly different R5-P9. It's action based regeneration like P9 but less flexible (P9's focus can be spent on dice modification), targets hull instead of shields (usually worse) and occurs in an earlier window.
The other advantage is that it's easy to edit spares of these two to make this phrasing: you just need to cross out the text referring to the RNG; you don't need to add any words to the card.
If these astromechs were houseruled to trigger 100% of the time, would you use them?
Edited by Blue Five