The 0 point astromech thread got me thinking its not that we need more or better or cheaper mechs so much as the bad ones need to be fixed. Here are some of my thoughts.
Mechs that I feel are okay, not necessarily great, but okay, as is. I am totally open to hear other opinions on whether you think these are balanced or not.
- R2, 1 pt
- R4-D6, 1 pt
- R5, 1pt
- R5-X3, 1pt
- BB-8, 2 pt
- R3-A2, 2 pt
- M9-G8, 3 pt
- R5-P9, 3 pt
- R7-T1, 3 pt
- R2-D2 4 pt (possibly should have cost 5 but only because the other mechs are so bad. If there were other good options at 1-2 points he would not be a nearly so auto include.)
Mechs that are lackluster, too expensive, too random to be dependable, or just plain useless. I have tried to add possible errata changes that would still fit the spirit of the card and would not make them too powerful but would at least make them worthy of consideration.
- R2-D6, 1pt - Should have been generic.
- R3, 2 pt - When attacking with your primary weapon, if you spend a focus token to modify at least one focus result during the "Modify Attack Dice" step, then assign one evade token to your ship. (Some randomness still there, but at least you are not sacrificing offense for defense. Even if it only stops one damage per match it is better than Hull Upgrade.)
- R5-K6, 2pt - After spending your target lock, you may immediately acquire a target lock on the same ship. You cannot spend this target lock during this attack. (By taking out the randomness it is better than it was but still strictly worse than Fire Control System because you need a lock to spend to set it up. That is just how bad it is.)
- R7, 2pt - When defending, if you have a target lock on the attacker, you may choose one attack die. The attacker must re-roll the chosen die. (In many cases, 1 hit result makes the difference whether you are hit or not so by forcing only one re-roll while keeping the Lock means a lower PS ship can survive long enough to get a return shot that can do some damage. Also removed the once per round because gunner/Dengar.)
- Targeting Astromech, 2 pt - When you are assigned a stress token, you may acquire a target lock. (There are just not enough reds on the X's or E's dials for this to be effective for 2 points and Y's have so few greens that doing a red on purpose is almost suicide.)
- R2-F2, 3 pt - When defending, if the attacker is not in your firing arc at Range 1-3, roll one additional defense die. (Wasting the action for one die is almost always worse unless you know you will be defending at least 4 times. Its supposed to be Biggs droid and he was getting shot at from behind by Vader so let's put some theme into it.)
- R5-D8, 3 pt - Option 1 - Action: Discard one of your facedown damage cards. Option 2 - At the end of the Combat phase, roll a defense die. On a Focus or Evade result, discard one of your facedown damage cards. (The cost of an action for a random chance at saving a damage for 3 points??? This is the worst of the worst. Why would anyone take this over Artoo or R5-P9? Get rid of either the action cost or the randomness to give it at least a semblance of usefulness and I still have my doubts it would see play for 3 points.)
Finally, a couple unique droid abilities I would love to see:
*"Mynock" 3 points: When you are assigned a Red Target Lock token, you may perform a free Evade Action. (Wedge's droid that would shriek when he was locked by an enemy)
*R7-Y0, 0 points: You MUST equip 1 Tech or System upgrade paying squad point cost as normal. If you discard this card, you must also discard the equipped Tech or System upgrade. (An astromech is just basically a portable computer system so why not have one with the same programming as an on board system? Made it unique to keep the X's from completely replacing B's also, FCS TLT Y's en masse would kinda suck.)
*Clone, 1 point: You may equip another unique Astromech upgrade to this ship even if that upgrade is already equipped by another one of your ships. If a game effect instructs you to discard an astromech upgrade you must discard all equipped astromech upgrades. (You're telling me that in all the galaxy, R2-D2 is the only mech with the programming to divert power to the shields after you perform a low stress, low energy maneuver?)
Disclaimer: I have not yet flown my ARC-170 nor have I faced one, so if any of these are crazy good on that platform, feel free to provide feedback.