Salvaged Astromechs

By Wookiee_Slayer, in X-Wing

As of now we have 9 Salvaged Astromechs and 3 ships that can equip said upgrade type. Since the nerf of the JM5K (sorry for bringing it up again) we have even less ships that can equip these wonderfull little critters. Now, what ships could scum get to make their droids important again? Also what droids are the most useful on the current ships? let me know please!

And yes I know their will be people out to ruin the fun with nagging about imperial droids not existing, so sorry in advance...

Edited by Wookiee_Slayer

To me, the best are Unhinged, R4-agromech, R5-P8 and genius.
Unhinged is a cheap astromech, that enables Y-wings to be good turrets.
R4-agromech has fallen out a lot, but I have been thinking how it works with the new dead-eye/harpoon scurrgs/Kimogila?
You don't spend the focus as the requirement to shoot, so the nerf to deadeye doesn't apply there, and then you can spend a focus even if you dont have eyeballs to get a TL.

The pain bot is more difficult to justify now that the big cheap jumps are out, but it might be worth it on some scurrgs builds, now that genius isn't mandatory.

Despite the nerf, genius probably will still find uses on bombing Scurrgs, especially those with Proton/ion/thermal bombs, as you discard these anyways, instead of losing your bomblet generator.

R4-E1 is pretty fun on action-bombing scurrgs, mostly because people forget you can tallon-roll bomb. :P

R4-B11 is pretty funny on a sycned-turret Scurrg to re-roll both your dice and their dice, but R4-E1 on Sol Sixxa is one of my faves and I really want to run it more.

I still don't know whats good or not good in a Kimogila though.

1 hour ago, Wookiee_Slayer said:

Now, what ships could scum get to make their droids important again?

An errata on the Punishing One title to get the droid shot back :P

I'd also like more astromech carrying ships.

Unhinged is very good. But I like overclocked R4 with TLT on Ys. It's kind of the opposite of unhinged Y's though as the stress and their dial is not good together. But it really increases their output, or at long range (two greens), their defence.

I don't own a Kimogila, but I imagine I'd fly deadeye with either Overclocked R4 (if spending the focus to shoot) or R4 Agro to get a TL to modify the shot if I fly it.

41 minutes ago, HealOverTime said:

R4-B11 is pretty funny on a sycned-turret Scurrg to re-roll both your dice and their dice,

This (combined with FCS).

Edited by westiebestie
1 hour ago, HealOverTime said:

I still don't know whats good or not good in a Kimogila though.

R4-B11 is actually ideal for a Killergorilla. Messing with someone's evades is nice, but messing with their evades when they can't use green tokens is devastating (it's why Zuckuss & 4-LOM together are so much scarier than either one alone, and why Juke is so much better on Omega Leader than anyone else). Stick R4-B11 on Dalan Oberos, and whenever you have someone boresighted, you get a free lock. Which you can spend to force them to reroll their evades, and knocks out their ability to spend focus and evade tokens into the bargain.

R5-TK isn't bad on a Kaijugodzilla with Scrambler Missiles. Because Scramblers never cause damage, you can fire the splash-jam scrambler at a low agility friendly ship (like another Kimi Raikonnen) and 'splat' multiple hard-to-hit enemy ships (because they have to be within range 1 of you , if you can get between them they don't actually have to be within range 1 of each other ) without risking fratricide. Finally, because you know you're going to be at the centre of a jam-fest, the nominated guy can be equipped accordingly with things like Glitterstim, Expertise or Predator which don't care about jamming.

R4 Agromech actually works perfectly well on a normal Gila Monster. Shoot, spend focus, acquire target lock, spend that too. Cost wise it's about the same as buying a B-wing a Fire Control System, and in effect it's comparable to Predator, but in the Astromech slot not the Elite slot (meaning, for starters, you can equip it to a Cartel Brute for less points). And you still have about a 40% chance of coming out of an attack with an unspent target lock.

Unhinged Astromech is decent for them. It gives them a green hard turn, meaning Cartel Executioners could theoretically support Push The Limit if so inclined.

Overclocked R4 is....largely a cheap version of R4 Agromech, but unlike a Y-wing, an M-12 can (sort of) turn (a bit) when stressed. If you really want to scare the bejeebus out of people, Cartel Executioners with Deadeye, Guidance Chips, Overclocked R4 and Advanced Proton Torpedoes can deliver a truly terrifying range one drop-kick, and it's pretty easy to boresight a large base at range 1.

Salvaged Astromech - well the M-12 has the biggest hull value of any ship able to equip it, so in theory the best chance of taking a ship critical and discarding it with the astromech. Essentially it's a cut-price hull upgrade if you've got 2 points spare and aren't doing anything else with your astromech slot.

1 hour ago, HealOverTime said:

R4-B11 is pretty funny on a sycned-turret Scurrg to re-roll both your dice and their dice

Throw in a Fire Control System to get that lock for free and that's just mean . I approve!

2 hours ago, Wookiee_Slayer said:

Since the nerf of the JM5K (sorry for bringing it up again) we have even less ships that can equip these wonderfull little critters. Now, what ships could scum get to make their droids important again?

I never got why the Jumpmaster had the slot in the first place; prior to the release, there was no background I'd ever watched, read or played implying the Jumpmaster 5000 had an astromech socket. It's not on the model, the deck plans, and the one user described in detail (Dengar) certainly never had one.

What potentially scummy ships do have astromechs?

The 'Hutt Fighters' are from Star Wars Galaxies, and there was a family of designs (all named after lizards):

  • M3-A Scyk
  • M4-C Dunelizard (a medium fighter, had an astromech slot in the computer game)
  • M12-L Kimogila
  • M22-T Krayt (a superheavy fighter, no astromech in the computer game but based on a 'stretched' Kimogila chassis which FFG have given one)

There were also the 'Black Sun' designs

  • Kihraxz
  • Vaksai
  • Rihkxyrk (a very nasty - triple heavy laser cannons! - fighter,no astromech in the computer game)
  • Starviper

And finally the 'used-by-everyone' ex clone wars stuff

  • V-wing (medium fighter, has an astromech in the background)
  • Y-wing
Edited by Magnus Grendel

For R4 specifically you're WAY better shooting, spending focus, getting the lock, then NOT using it. As long as you're able to attack the same ship next round and it can't remove the lock, you then get full mods next round and every round thereafter, instead of 1.5 mods this round and every round thereafter.

37 minutes ago, thespaceinvader said:

For R4 specifically you're WAY better shooting, spending focus, getting the lock, then NOT using it. As long as you're able to attack the same ship next round and it can't remove the lock, you then get full mods next round and every round thereafter, instead of 1.5 mods this round and every round thereafter.

Agreed, but with a few observations:

  • You've got about a 40% chance after spending a focus token on a 3-dice attack of not needing the reroll and getting the free lock anyway.
  • Whilst a Kimogila isn't that unwieldy in the grand scheme of things, it's quite possible you won't be able to attack the same target next turn - for that matter it's possible you might be shot down before you get to fire again.
  • 3-4 Kimogilas acquiring and spending their locks for a slight increase in damage now have a pretty good chance of killing a target outright, wasting any retained locks. The biggest advantage of acquire-and-spend instead of using the astromech as a knock-off fire control system is that it helps you in the first exchange of shots, which fire control doesn't.
  • Black One and Countermeasures, which will allow a lock to be dumped off, are hardly in every squad you'll face but are far from uncommon.

Ultimately, it depends on the target and the engagement - the nice thing about R4 compared to Fire Control System is that the choice is yours. It is dependent on getting your focus token in the first place, but the access to Contraband Cybernetics gives you good ability to cope with stress.

Edited by Magnus Grendel

It's by no means a hard-and-fast rule.

But when I was running it regularly (on Dengar with RecSpec) I was tending to find that I routinely spent the lock, and regretted it every time.

Admittedly, Dengar was a way better platform for it, because of the turret.

1 hour ago, thespaceinvader said:

It's by no means a hard-and-fast rule.

But when I was running it regularly (on Dengar with RecSpec) I was tending to find that I routinely spent the lock, and regretted it every time.

Admittedly, Dengar was a way better platform for it, because of the turret.

When talking about Dengar, I'd definitely agree; you're tough, you've got a turret, an excellent dial and a high PS, so you get to fire every turn without too much trouble, but unless you're getting bonus attacks your actual raw firepower means it'll take you several turns to kill a target, and you can't afford to waste potential hits.

By comparison, a low PS, arc-locked heavy fighter like a Cartel Brute tends to want to maximise the punch it delivers in the shot it has now , because it doesn't know when (or even if ) it's going to get another one - even at the cost of making life harder down the road.

Edited by Magnus Grendel
5 hours ago, Wookiee_Slayer said:

And yes I know their will be people out to ruin the fun with nagging about imperial droids not existing, so sorry in advance...

Well, I just don't comment then... FINE.

I think introducing a Scum X-Wing would be cool. Paint it up in the partisan colors we saw on Jehda in Rogue One, give it a few titles, and bam, problem(s) solved. Scum ship that uses salvaged Astromech, and they release the prophecized, long-awaited, much-anticipated X-Wing fix, and they did it in a Scum pack because Scum has all of the cool toys that Galactic Governments need. (looking at you, Harpoons)

1 hour ago, Alpha17 said:

I think introducing a Scum X-Wing would be cool. Paint it up in the partisan colors we saw on Jehda in Rogue One, give it a few titles, and bam, problem(s) solved. Scum ship that uses salvaged Astromech, and they release the prophecized, long-awaited, much-anticipated X-Wing fix, and they did it in a Scum pack because Scum has all of the cool toys that Galactic Governments need. (looking at you, Harpoons)

well we got a scum xwing-like craft: the kihraxz... so adding a Salv Astro would be nice but i dont see it happening especially after the buff it got in GFH...

But I absolute do not want a scum X-wing... that would ruin the originality of every faction! so plz no...

Edited by Wookiee_Slayer
Just now, viedit said:

Yeah but the Wiki litterally says that nothing was original in that ship... so then it is unique and should only have 1 pilot... now i know that the millenium falcon and Ghost have the same problem but there are enough pilots to fill the gap... so then you have a 1 pilot ship, better be good :P

5 hours ago, Magnus Grendel said:

R4-B11 is actually ideal for a Killergorilla. Messing with someone's evades is nice, but messing with their evades when they can't use green tokens is devastating (it's why Zuckuss & 4-LOM together are so much scarier than either one alone, and why Juke is so much better on Omega Leader than anyone else). Stick R4-B11 on Dalan Oberos, and whenever you have someone boresighted, you get a free lock. Which you can spend to force them to reroll their evades, and knocks out their ability to spend focus and evade tokens into the bargain.

R5-TK isn't bad on a Kaijugodzilla with Scrambler Missiles. Because Scramblers never cause damage, you can fire the splash-jam scrambler at a low agility friendly ship (like another Kimi Raikonnen) and 'splat' multiple hard-to-hit enemy ships (because they have to be within range 1 of you , if you can get between them they don't actually have to be within range 1 of each other ) without risking fratricide. Finally, because you know you're going to be at the centre of a jam-fest, the nominated guy can be equipped accordingly with things like Glitterstim, Expertise or Predator which don't care about jamming.

R4 Agromech actually works perfectly well on a normal Gila Monster. Shoot, spend focus, acquire target lock, spend that too. Cost wise it's about the same as buying a B-wing a Fire Control System, and in effect it's comparable to Predator, but in the Astromech slot not the Elite slot (meaning, for starters, you can equip it to a Cartel Brute for less points). And you still have about a 40% chance of coming out of an attack with an unspent target lock.

Unhinged Astromech is decent for them. It gives them a green hard turn, meaning Cartel Executioners could theoretically support Push The Limit if so inclined.

Overclocked R4 is....largely a cheap version of R4 Agromech, but unlike a Y-wing, an M-12 can (sort of) turn (a bit) when stressed. If you really want to scare the bejeebus out of people, Cartel Executioners with Deadeye, Guidance Chips, Overclocked R4 and Advanced Proton Torpedoes can deliver a truly terrifying range one drop-kick, and it's pretty easy to boresight a large base at range 1.

Salvaged Astromech - well the M-12 has the biggest hull value of any ship able to equip it, so in theory the best chance of taking a ship critical and discarding it with the astromech. Essentially it's a cut-price hull upgrade if you've got 2 points spare and aren't doing anything else with your astromech slot.

Throw in a Fire Control System to get that lock for free and that's just mean . I approve!

I never got why the Jumpmaster had the slot in the first place; prior to the release, there was no background I'd ever watched, read or played implying the Jumpmaster 5000 had an astromech socket. It's not on the model, the deck plans, and the one user described in detail (Dengar) certainly never had one.

Dengar modified the Punishing One to use a cutting-edge engine bay and armed the ship with a mini- ion cannon and proton torpedo launcher. He also modified a quad- blaster cannon to operate using an R2-series astromech droid built into the ship as a gunner, leaving him free to concentrate on flying.

http://starwars.wikia.com/wiki/Punishing_One

Hm. My apologies.

On 2/1/2018 at 10:39 AM, Magnus Grendel said:

Hm. My apologies.

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;)

(Expecting someone to remember every bit of Star Wars lore is just ridiculous.)

On 2/1/2018 at 3:40 AM, flooze said:

An errata on the Punishing One title to get the droid shot back :P

I agree, Dengars ship does have a astromech that manages the turret.

12 hours ago, Phoenix5454 said:

I agree, Dengars ship does have a astromech that manages the turret.

Almost as if it was modified to have one. Perhaps that's something the 12-point title should have fixed!

I am a firm believer that the Punishing One Title should have added the Salvaged Astromech and single Torpedo slot to the Jumpmaster, and not been a base feature of the ship.

Having reviewed the background info laid out by some posts here, I'm going to disagree with adding the Astro back to the P1 title. Mainly on the grounds that if it's managing the turret gun then it can't do astromech things, same reason the Y-wing doesn't have a crew slot.

On 2/1/2018 at 12:49 AM, Wookiee_Slayer said:

Now, what ships could scum get to make their droids important again?

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4 hours ago, nitrobenz said:

Having reviewed the background info laid out by some posts here, I'm going to disagree with adding the Astro back to the P1 title. Mainly on the grounds that if it's managing the turret gun then it can't do astromech things, same reason the Y-wing doesn't have a crew slot.

But then, when the droid is managing said Turret, while others need to fly and shoot, Dengar just flies, he can really concentrate on that and is relaxed doing it because he does not need to divert his attention to shooting. Which is perfectly represented in-g ame with an Unhinged Astromech.

But also the R4s would fit the story nicely. Maybe Dengar participates in shooting but is supported by the droid. Hence worse maneuvers.

If Wookieepedia is to be believed, the title should also grant a torpedo slot. Actually, the R2 as mentioned in the article would be really hilarious. Green segnors anyone?

In the end I stand corrected. We don't need a Salvaged Astromech slot in the Punishing One, we need a Rebel Astromech slot!

Edited by flooze

Nah, Dengar still shoots stuff. He just does it with the chin guns under the cockpit after they shoot at him first :P

On 2/1/2018 at 4:18 AM, Magnus Grendel said:

Overclocked R4 is....largely a cheap version of R4 Agromech, but unlike a Y-wing, an M-12 can (sort of) turn (a bit) when stressed. If you really want to scare the bejeebus out of people, Cartel Executioners with Deadeye, Guidance Chips, Overclocked R4 and Advanced Proton Torpedoes can deliver a truly terrifying range one drop-kick, and it's pretty easy to boresight a large base at range 1.

Overclocked R4 also works pretty well with Deadeye/Concussion missiles. Deadeye and multiple focus is one of the few times Concussion will hit as hard in the initial hit as a missile which doesn't spend a TL. With OCR4 and Guidance Chips, a Kimo will be guaranteed hit/crit at minimum (all blanks), but will have a 99.6% chance of at least 3 hits, and a 95% chance of 4 hits.

That Advanced Proton Torpedo is hilarious, though.

A Kimogila can also take Contraband Cybernetics, to focus while stressed, which seems like a nifty addition to the list, and cheap at 1 point.