Astromech idea: Power Management Astromech

By sf1raptor, in X-Wing

"When you are going to perform a green or white maneuver, you may either reduce your attack power by 1 until the end phase and preform a free boost action, or reduce the maneuver's speed by one and increase your attack power by 1 until the end phase."

2 Squad Points.

What do y'all think?

I would pay about two points for just the ability to go slower on demand.

Yeah that's not much of a trade off considering the supposed downside is half of Juno's ability. That's just way overpowered.

Might want to add that you can only reduce the speed of the maneuver to a minimum of 1, otherwise I'd just sit there with a 4-dice T-70 or Arc

26 minutes ago, SabineKey said:

I would pay about two points for just the ability to go slower on demand.

13 minutes ago, Princezilla said:

Yeah that's not much of a trade off considering the supposed downside is half of Juno's ability. That's just way overpowered.

Ok. How about bumping it up to 4 points.

9 minutes ago, Innese said:

Might want to add that you can only reduce the speed of the maneuver to a minimum of 1, otherwise I'd just sit there with a 4-dice T-70 or Arc

I see your point. Good idea.

How about this:

Power Regulator Mech (astromech upgrade, 3 pts)

action: place one Energy token on this card

action: spend one Energy token to do one of the following:

gain one shield

increase Att by one during combat phase

increase Agi by one until end phase

yeah, i guess you could use tracking tokens or what ever, but the energy tokens just look cool.

1 minute ago, GrimmyV said:

How about this:

Power Regulator Mech (astromech upgrade, 3 pts)

action: place one Energy token on this card

action: spend one Energy token to do one of the following:

gain one shield

increase Att by one during combat phase

increase Agi by one until end phase

yeah, i guess you could use tracking tokens or what ever, but the energy tokens just look cool.

I really like this one.

40 minutes ago, GrimmyV said:

How about this:

Power Regulator Mech (astromech upgrade, 3 pts)

action: place one Energy token on this card

action: spend one Energy token to do one of the following:

gain one shield

increase Att by one during combat phase

increase Agi by one until end phase

yeah, i guess you could use tracking tokens or what ever, but the energy tokens just look cool.

I like this a lot as well though perhaps make it so you spend the token either at the start of combat or before attacking or defending for a one-time boost to avoid the R2-F2 problem of actions that give extra dice are generally worth less than basic actions for dice mods.

3 minutes ago, Princezilla said:

I like this a lot as well though perhaps make it so you spend the token either at the start of combat or before attacking or defending for a one-time boost to avoid the R2-F2 problem of actions that give extra dice are generally worth less than basic actions for dice mods.

I was using the precedent of FFG making crappy droids that aren't the Hero Droids. I guess the utility of doing one of three functions from an action as 'balanced', especially since the Defenders were nerfed from evade token to evade action.

17 minutes ago, GrimmyV said:

I was using the precedent of FFG making crappy droids that aren't the Hero Droids. I guess the utility of doing one of three functions from an action as 'balanced', especially since the Defenders were nerfed from evade token to evade action.

They do have a bad track record on generics for rebel droids but that doesn't mean we should shoot to continue that. However there is a good point to be made that the effects and pricing here are more on par with the uniques, most of the generic droids are simple quality of life effects rather than game changers, the issue is that barring the R2 and maybe the TA they've wildly missed the mark on the cost/benefits match up. That could also be said of the hero droids but I think that's largely because most of them were from wave 1 before they had s solid understanding of what was going to be valuable, later hero droids were much more consistently useful.

I really dig this card AND I like the energy usage... which fits in line with FFG bringing Epic mechanics into standard play. So, are you thinking this should be a unique droid or a generic? I don't think R4 Astromech has been used yet ;)

3 hours ago, sf1raptor said:

"When you are going to perform a green or white maneuver, you may either reduce your attack power by 1 until the end phase and preform a free boost action, or reduce the maneuver's speed by one and increase your attack power by 1 until the end phase."

2 Squad Points.

What do y'all think?

Changing the difficulty of the manoeuvre is how I usually work this concept, but it's complex to write.

7 hours ago, GrimmyV said:

How about this:

Power Regulator Mech (astromech upgrade, 3 pts)

action: place one Energy token on this card

action: spend one Energy token to do one of the following:

gain one shield

increase Att by one during combat phase

increase Agi by one until end phase

yeah, i guess you could use tracking tokens or what ever, but the energy tokens just look cool.

Maybe make this a dual card.

Attack on one side, agility on the other.

'Action: Gain one energy.

At the start of the combat phase, you may spend an energy to increase [chosen stat] by one for this phase.

At the start of the end phase, you may receive a stress to flip this card.'

It might balance it out a bit making it more timing based and keep from stepping on R2-F2's toes. I wouldn't bother with the shield regen for the same reason. I'd rather take R2-D2 or R5-P9 for regen. Giving the option to change stats mid-combat gives the mech its own little niche though, I like it.

10 hours ago, sf1raptor said:

"When you are going to perform a green or white maneuver, you may either reduce your attack power by 1 until the end phase and preform a free boost action, or reduce the maneuver's speed by one and increase your attack power by 1 until the end phase."

2 Squad Points.

What do y'all think?

its agreat idea but but you could just permanently increase your attack by 1 if you simply chose faster maneuvers than you wanted, thus losing nothing by reducing your speed. i like the idea, but it needs to be either T65/Y-wing only (as a fix) or cost more in squad points. the idea of a variable speed Corran horn rolling 7 die twice in one round isnt very appetizing.

Theres also the slight issue of frequently not having a slower maneuver available... would this allow ships to perform maneuvers they dont have? If i want to do a 1 turn for example but I dont have one, could I just pick the 2 bank, choose to pump my gun, execute an illegal maneuver and then get rewarded with the extra die? seems really OP in most scenarios for 2 points

Edited by Vontoothskie

So change the wording to say:

When you reveal a green or white maneuver, you may either reduce your attack power by 1 until the end phase and perform a free boost action, or reduce the maneuver's speed by one (you must seect a maneuver on the dial with the same bearing as the original) and increase your attack power by 1 until the end phase.

Makes it more limited for turns (most rebels dont have that many options), but all the rebel droid carriers could benefit to some degree on straights or banks. 2 points is still a bargain, 3 maybe not quite so much....

May take on this:

powermanagementastromech.png


It brings many choices to the player, that is always fun.
You can turn your green maneuvers into white maneuvers to stock on energy (up to 2 energy).

Then you can use that energy to roll extra dice or to recover shields.

However, recovering shields is done with an action, so this astromech is strictly worse than R2-D2 at recovering shields, but it is cheaper, and lets you gather energy in rounds that you don't need it and recover up to two shields in one go with the Recover action if you have the energy for it.

It won't work well on aces stapled to Push the limit, or doing koiograns or talong rolls because you either want to get rid of stress by doing greens, or you want to turn greens into whites to gain energy. Also, you cannot recover shields if you are stressed because recover is an action.

Spending 1 energy to roll one more die will require you to come with energy to combat. After the initial pass, you will struggle to have a lot of energy, though, unless you keep doing greens-to-whites.

So it doesn't replace R2-D2, that is still best with aces.
I don't think its regen ability is overpowered. Most likely, the ship will probably be able to come loaded to combat with two energy that it will be able to use to recover two shields. Then, after that, it will need to restrict itself to its collection of greens to get energy back, so even if it does it every round, it is always dialing green (and not getting the benefits of being green) and using up an action to regen.
If used offensively, it can roll one extra die while it has energy. After it runs out of it, it needs to fly green to keep doing it.

So ships with this astromech can have some burst damage or burst regen once, then they become very previsible if they want to do it again.
For this reason, I would say this astromech would work best with generics. It doesn't matter so much if your generics fly that previsible since you probably have more of them or more ships in your squad, and the combined effect of several of them boosting their rolls could be more appreciable than a single ace doing it once or twice per game.

Edited by Azrapse

Like the Ideas but I think the costs should be higher. (Compare with Gonk)

Edited by Hannes Solo
2 minutes ago, Hannes Solo said:

Like the Ides but I think the costs should be higher. (Compare with Gonk )

You don't really know about costs until you extensively playtest it. These costs are just taken out of our hats.