R5-TK Salvaged Astromech

By madsmty, in X-Wing

Exactly what a 0 cost upgrade should be. Useless/poor effect unless built around.

At the very worst, it helps even the count of bad salvaged droids with that of astromechs.

1 hour ago, Yoda Man said:

I like the chewie synergy there.... and once the scurrg gets low you can kill yourself and use the last chewie attack.

Isn't this one a Salvaged Astromech?

16 minutes ago, Scopes said:

Isn't this one a Salvaged Astromech?

Yes. Nym.

7 hours ago, thespaceinvader said:

I'd expect it to be niche. A 0 point upgrade SHOULD be niche, or have a high penalty, or both.

But that's good card design and this is X-Wing.

3 hours ago, Kdubb said:

Yes. Nym.

Oh, duh. Thanks for the correction.

15 hours ago, madsmty said:

Ok. I can see that, a friendly ship with low hp left and needing it to die for scav crane.

Can you elaborate?

Speaking of harpoons, so with this droid, can I harpoon a friendly ship and then continue to attack it to deal its splash damage to the opponent. (choosing not to defend from the attacks, hoping for a crit)

You can't.choose not to defend. You are required to roll your defense dice, though you can choose.not to modify them.

14 hours ago, Jadotch said:

I can think of the tractor beam, but no scum ship has that combo yet. An in combat arc dodge would be fun.

Wouldn't work. Tractor token reference specifies that the opponent gets to choose the movement when you receive a token, so if you tractor yourself (outside of the exception listed on tractor array) your opponent still picks the move

R5KT, Saturation Salvo, Munitions Failsafe....

Three bad cards for a squad based synergy? Sure, sounds legit.

1 hour ago, gamblertuba said:

R5KT, Saturation Salvo, Munitions Failsafe....

Three bad cards for a squad based synergy? Sure, sounds legit.

All is proceeding as I have foreseen. Soon, we will rule the galaxy.

1 hour ago, gamblertuba said:

R5KT, Saturation Salvo, Munitions Failsafe....

Three bad cards for a squad based synergy? Sure, sounds legit.

You can spend a target lock to re-roll hits, right? :wacko:

2 hours ago, gamblertuba said:

R5KT, Saturation Salvo, Munitions Failsafe....

Three bad cards for a squad based synergy? Sure, sounds legit.

45 minutes ago, FTS Gecko said:

You can spend a target lock to re-roll hits, right? :wacko:

Captain Nym (Scum) — Scurrg H-6 Bomber 30
Saturation Salvo 1
Autoblaster Turret 2
Extra Munitions 2
Harpoon Missiles 4
Bomblet Generator 3
Accuracy Corrector 3
R5-TK 0
Munitions Failsafe 1
Havoc 0
Ship Total: 46
Captain Jostero — Kihraxz Fighter 24
Veteran Instincts 1
Glitterstim 2
Engine Upgrade 4
Autothrusters 2
Vaksai 0
Ship Total: 29
Quinn Jast — M3-A Interceptor 18
Deadeye 1
Harpoon Missiles 4
Guidance Chips 0
"Heavy Scyk" Interceptor (Missile) 2
Ship Total: 25

Jostero charges in, popping Glitterstim once he's in place. Nym fires his Harpoon Missile at Jostero, canceling all the results with Accuracy Corrector before then choosing not to add 2 hits, trigger Munitions Failsafe to keep the missile, and then Saturation Salvo, hopefully doing splash damage to enemy ships. This then allows Jostero to get an additional attack in during combat, modified by the popped Glitterstim. Quinn Jast provides some backup in the form of a never- ending Harpoon Missile for only 25 points.

I think this upgrade would actually be interesting in Epic. You use it in a sacrificial Z95 as targets for some Kimogilas with Scrambler Missiles to get relatively precise jam application. Your opponent counters by flying his ships at range 2 of each other, but you fly a cheap Z95 in to bridge the gap. He doesn't even take damage from the missiles... And even unmodded attacks sometimes squeek damage through.

Basically, this is more of a 300+ point game upgrade which has synergy with things like Ion Torpedoes and Scrambler Missiles.

Edited by BadMotivator

Hi Folks :D !

One thing that I think is important to bear in mind - when Attanni Mindlink came out, everyone thought it was a terrible upgrade. Time passed and then people started to figure this one out. More time passed and soon, everyone was using it and loving it. Then, FFG had to put a cap on it so that you could only use two ships equipped with it.

While I admit that I am scratching my head on this new Droid card, I do think it would be way too premature to right this card off without letting some time pass first.

Anyways, just something to think about my friends, that's all ^_^ - history is a good teacher.

This is why I love this community, I have already read a lot of interesting tactics that could be used with this new droid.

3 hours ago, SlaveofChrist said:

Hi Folks :D !

One thing that I think is important to bear in mind - when Attanni Mindlink came out, everyone thought it was a terrible upgrade. Time passed and then people started to figure this one out. More time passed and soon, everyone was using it and loving it. Then, FFG had to put a cap on it so that you could only use two ships equipped with it.

While I admit that I am scratching my head on this new Droid card, I do think it would be way too premature to right this card off without letting some time pass first.

Anyways, just something to think about my friends, that's all ^_^ - history is a good teacher.

True, but Mindlink at least had the potential given what was there.

This astromech is somewhat lacking in mechanics which could take advantage of attacking your own ship. The few which exist are pretty niche, and not well suited to 100 point games. It would work best at 300 points given what currently exists.

Best case scenario is that this astro is somewhat like the TIE/sf. It's waiting for a new release to really merge with OR a general change in how the game is played at a fundamental level.

So you can have your own Target Lock when playing with Manaroo? :)

An really important question about this astromech :
is it a named astromech from a source I don't know about, or is it just a stupid pun ( R5-T eam K ill, seriously...) from the dev team ?

45 minutes ago, Giledhil said:

An really important question about this astromech :
is it a named astromech from a source I don't know about, or is it just a stupid pun ( R5-T eam K ill, seriously...) from the dev team ?

It doesn't have a wookiepedia entry. There are relatively few noted 'pirate astromechs' in the books - R4-B11 is about the only one who jumps to mind

I straight up figured it was l33tspeak for 'rekt'.

Because he wrecks your stuff.

1. Get a cheap Z-95 with dead man's switch and throw it at the enemy.

2. Shoot it with harpoons.

3. Finish it off with assault missiles.

4. Deal 3 unavoidable damage to everyone in R1 without even shooting at any of them (in fact, you might not even be in range with your ordnance carriers).

Not very practical for great many reasons but hilarious nonetheless.

My first thought was scramblers with saturation salvo and munitions failsafe.

As stated before, you can shoot a friendly with lower agility with scramblers and either hit and trigger the jam, or miss and do radial damage with saturation salvo. On something like a scurrg that has access to both an salvaged astro and a systems slot, this could be paired with accuracy corrector to guarantee a miss by cancelling dice. I don't think it's a particularly good combo, but it could have its uses.

It's obviously for a squad based free for all format where you get points for eliminating opponents' ships.

This droid allows to off your own damaged ships, thereby denying points to opponents.

Think of it like a MTG for multiplayer card. An annoying rare when first opened, but then fun when you discover the Commander/multiplayer format.

I didn't think FFG did these sorts of cards. Good on 'em!

On 24.11.2017 at 1:58 PM, Lightrock said:

1. Get a cheap Z-95 with dead man's switch and throw it at the enemy.

2. Shoot it with harpoons.

3. Finish it off with assault missiles.

4. Deal 3 unavoidable damage to everyone in R1 without even shooting at any of them (in fact, you might not even be in range with your ordnance carriers).

Not very practical for great many reasons but hilarious nonetheless.

Problem is: Kimogila and Scrurrg each hve only one Missile Slot :(

r5-tk, apart from being obviously hilarious (and janky with stuff like scramblers), is something you should keep in your back pocket in case we ever get a scum ship that gets pissed the **** off when attacked/damage (like Quickdraw if she were scum) or if there's a very sneaky, 4-lom esque scum ship that works with ionization instead so your plucky Y-wing can have an easier time of landing its shot

probably still going to be silly jank no matter what comes out, though. Wasting attacks never got anyone anywhere, and nothing that can take a salvaged can really afford to waste shots. They can't even provide high-ps tractor beam repositions (as opposed to low PS, highly specialized Spacetugs). The only way I could see r5-tk being competitive is:

1.) a cheap illict-slot upgrade 2.) that is a combination of hotshot and tractor beam 3.) that is (ACTION): perform an attack with this weapon. So it could double up as r5-tk jank and an actual usable upgrade.

then again, and this is always something worth mentioning... still better than r3

edit: OR if we get m9-g8 effect on a pilot, except it's turn a result into a focus (but no sensor jammer clause of disallowing re-rolls)

Edited by ficklegreendice

You want to do something silly with it? Not good, but silly...


Nym, Title, R5-Tk, Accuracy corrector, Munitions Failsafe, Harpoon Missiles, Saturation Salvo.

Dengar, Title, Predator, Gunner.


Fire harpoon missiles into Dengar in arc. Accuracy corrector to miss. Keep your missile. Cause Saturation Salvo to go off. Splash range 1 targets of Dengar. Dengar fires at nym. Use predator to reroll hits. Hopefully miss Nym. Trigger Gunner, Now shoot whoever you want to with Dengar.


The Sat Salvo trick is neat, esp vs targets like Laetin Ashera w missiles that won't hit agi 3. You can splash damage and give yourself an Evade.

On 11/23/2017 at 8:40 AM, thespaceinvader said:

No, it's not. It's the same trigger as Gunner and FCS, which explicitly happen at 9 and 8 respectively.

The trigger point is more properly referred to as 'after you perform an attack' anyway, I was just speaking carelessly.

The FAQ has changed how those cards (and Darth Vader crew) work. By their original wording they should work after checking for hits on the timing chart.

Bossk and Draw Their Fire have similar wording to Saturation Salvo and work after each attack, and unlike FCS or Gunner they aren't "clarified" to only working on a certain step.