I mean, you have to spend an action to get that shield back. Good on some ships and not on others? I was thinking about putting him on Fenn Rau.... but maybe R2 Astromech is better for just getting rid of the stress?

I mean, you have to spend an action to get that shield back. Good on some ships and not on others? I was thinking about putting him on Fenn Rau.... but maybe R2 Astromech is better for just getting rid of the stress?

just got rau's dial in sotl's unboxing thread, he already has 1-3 straight and 2 bank greens. r2 would give him the 2 turns and 1 banks but does he really need them with dual arcs?
(dial is essentially the attack shuttle1 minus the 1 turns and the above shuffled greens)
EDIT: If i was running him cheap i'd go adaptability r4d6 and inspiring recruit to make him durable and stress list resistant, or vi,m9g8, weapons engineer to make him a pita target
1 hour ago, Ralgon said:just got rau's dial in sotl's unboxing thread, he already has 1-3 straight and 2 bank greens. r2 would give him the 2 turns and 1 banks but does he really need them with dual arcs?
(dial is essentially the attack shuttle1 minus the 1 turns and the above shuffled greens)
EDIT: If i was running him cheap i'd go adaptability r4d6 and inspiring recruit to make him durable and stress list resistant, or vi,m9g8, weapons engineer to make him a pita target
Well, I know I'm going to run him with Wired, but R4-D6 sound solid. Makes it hard to kill him in the first engagement at least.
Hey... Pulse Ray Shield and R2 Astromech. Doesn't R2 and Nien Nunb make an ionized 1 straight green?
I find Chopper is good/ better than r2 in some ways, since you can use him before you even lose a shield. The first two/three round actions are less important unless you're br/boosting to get into a specific position, or long range target locking.
So essentially get rid of as many 0 point upgrades you were able to tack on in the first 2/3 rounds, then brace for impact with your extra shields ![]()
I guess it depends what your list is trying to do, chopper may have a role or he may not...
Edited by Cpt Barbarossa2 hours ago, Ralgon said:
(dial is essentially the attack shuttle1 minus the 1 turns and the above shuffled greens)
One does wonder, why do the designers think that a ship with a turret needs a less limited dial?
15 minutes ago, Cpt Barbarossa said:I find Chopper is good/ better than r2 in some ways, since you can use him before you even lose a shield. The first two/three round actions are less important unless you're br/boosting to get into a specific position, or long range target locking.
So essentially get rid of as many 0 point upgrades you were able to tack on in the first 2/3 rounds, then brace for impact with your extra shields
I guess it depends what your list is trying to do, chopper may have a role or he may not...
You cannot recover more shields than your starting shield value, and Chopper (astro) is a "recover".
Edit:
From the Rules Reference, pg 17:
SHIELDS
Shields allow a ship to suffer damage without the risk of being dealt faceup Damage cards. The blue number on a Ship card is the ship’s shield value, indicating how many shield tokens to place on the Ship card during setup.
• A ship cannot have more shield tokens than its shield value. If a ship has a number of shield tokens equal to its shield value, it cannot recover shields
Edited by kris40kChopper is pretty promising on Y-wings, where for the price of 1pt and a couple probably-unused-anyway slots, he can provide regeneration of several hitpoints. That's pretty solid, especially on TLTs where a hitpoint is as good as an evade, and they didn't need their actions so much to begin with.
If you have to throw out useful upgrades, things become rather more questionable.
1 hour ago, Boba Rick said:Hey... Pulse Ray Shield and R2 Astromech. Doesn't R2 and Nien Nunb make an ionized 1 straight green?
Correct. R2 and Nien Nunb don't care about the maneuver being on a dial.
Bob, the GSP TLT carrying Y-Wing pilot, loves Chopper ![]()
3 hours ago, Boba Rick said:Well, I know I'm going to run him with Wired, but R4-D6 sound solid. Makes it hard to kill him in the first engagement at least.
With a native ps of 9 thats so-so for offense, but not terrible with ps alpha on tables.
R2 pulse ray seems like a combo for ap5. Add recruit and you have a more durable regen ashoka that eats stress......
Speaking of which, on more contemplation chopper feels more like he should be on the board something else with an "actionpede" build supporting it.
In reality hes a 1-3 point (if em gets used to junk) regen upgrade to anything that can take him with a reasonable upgrade bar.
He just makes a case for the peade being schrodinger's biggs. You're not forced to shoot it 1st but it's going to be a really bad idea in most cases not to.....
Edited by Ralgon