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