Following on from my previous thread, giving a back-of-the-envelope fix for every ship below the power curve and asking why FFG can't do the same with paid developers working full time. Now I'm looking at the game's Astromechs (not salvaged though), and giving them what they deserve:
R2 Astromech: R2's a bit of a weird one. One the one hand, Unhinged Astromech is really good, yet R2 very rarely sees play. Here's the fix.
R2 Astromech (Astromech, 0 points)
The opportunity cost is enough. Every ship that can take R2 can take the better astromechs.
R2-F2: R2-F2 is, in this 2-3 ship meta, almost always worse than a focus action. Given that one more point gives you R2-D2, it's living in a long shadow. Here's the fix.
R2-F2 (Astromech, 3 points, Unique)
"When you are defending, if you executed a white maneuver this round, you may roll 1 additional defence die."
Now an action isn't required, and it gets out of the "green maneuver rut" of astromechs. It doesn't combo with Biggs' typical slow-playing either.
R3 Astromech: It's bad in every way - poor timing chief among them. Here's the fix.
R3 Astromech (Astromech, 2 points)
"When defending, you may cancel all defense dice. If you do, after the attack resolves you may assign 1 evade token to your ship."
The functionality is changed a little, but can help jousters in their battle against multiple aces, without preventing damage from multiple shots.
R5 Astromech: Again, it's the opportunity cost that makes the R5 useless - there are better things you can use the slot for. Here's the fix.
R5 Astromech (Astromech, 1 point)
"When you are dealt a face up damage card with the 'ship' trait, you may discard it immediately without resolving its effect."
You get determination, but for ship-based crits. Given that there are other equally good astromech options at the 1 point level I don't think it's over the top.
R5-D8: One of the worst astromechs; there's literally no reason to take this ship over R5-P9. Here's the fix.
R5-D8 (Asteomech, 3 points, Unique)
"Action: Roll three attack dice. For each [hit] and [crit] result, discard one of your damage cards."
The basic premise is the same, but now you get a fun variance card akin to Lando with the possibility of recovering three damage from a single action. Given the action dependency and massive variance, I think it's balanced.
R5-K6: The worst of the astromechs. As soon as you take this you're better off in a B-wing with FCS. Here's the fix.
R5-K6 (Astromech, 2 points, Unique)
"When performing a [torpedo] or [missile] secondary weapon attack, you may reroll any number of attack dice."
Keeping with the reroll theme, you get a great boost to secondary weapons (Y-wings, anyone?), while still being fairly good integrated astromech fodder.
R5-X3: While the concept is good, Dash is better. Again, the opportunity cost is more than X3's worth. Here's the fix.
R5-X3 (Astromech, 1 point, Unique)
"When you reveal a white maneuver, you may ignore obstacles until the end of the round."
I can imagine this forking very well with the Y-wing's limited dial and turret. Considering the opportunity cost, I think it's fairly balanced.
R7 Astromech: It's actually pretty good, but the opportunity cost again makes it worse than R2-D2 or R5-P9. Here's the fix.
R7 Astromech (Astromech, 2 points)
"Once per round when defending, if you have a target lock on the attacker, you may spend the target lock to choose any or all attack dice. The attacker must reroll the chosen dice. Then acquire a target lock on another ship."
That last part makes all the difference - sort of becoming a defensive Fire Control System.
R7-T1: T1 is pretty good, but regen is simply better. It's pretty hard to trigger and when it does it can often be lacklustre. Here's the fix.
R7-T1 (Astromech, 3 points, Unique)
"After you execute a maneuver, if there is an enemy ship within your firing arc at range 1-2, you may perform a free boost action."
This way its action-independent, giving you much more flexibility. R2-D2's still better, but the gap is closer.
Targeting Astromech: It gets worse as you as a player get better.. Here's the fix.
Targeting Astromech (Astromech, 2 points)
"You may perform [target lock] actions while stressed."
Now it works for every turn you're stressed, not just on the K-turn. It's still pretty bad in comparison to BB-8 for keeping your actions going, though.
That's it for the least used (and totally unused) astromechs. I'll ask again, if I can make okay fixes in an hour or so, then why can't FFG do the same in a year?
Edited by Astech