Astromech Themes

By Animewarsdude, in X-Wing

With 2.0 having dropped a lot of the original astromechs I have to wonder if they might not go for a theme for astromechs moving forward. I could be wrong and maybe old astromechs will show up again with abilities rather different from the new generic astromechs like the Scum ones have, or maybe they won't but doesn't hurt to do some theory crafting. Heck, they might try to theme astromechs around the specific factions that use them, but if they were going for a R series specific theme I think they could likely go with:

R2

- A good range of powerful abilities, but at the cost of suffering orange and red tokens as the cost the same way the new R2 and R2-D2 cost a disarm token to activate and likely a charge limit. That way they allow for abilities that benefit them that turn and allow action flexibility.

R3

- Since the new R3 is the old Weapon Engineer maybe they are all based around granting target locks. Perhaps even retheming R3-A2 as:

R3-A2: At the beginning of the Engagement phase you maybe acquire a lock on a ship within your primary arc, if you do that ship may lock your ship.

- So it trades the old ability's control power with gaining a target lock, and allows for a second action at a cost. I figure have the 'may' on the last bit there so as to not let the upgrade mess over other lists by robbing one of their ships of a target lock, though at the same time it would allow a counter play option to alpha strike lists if it did force it, provided the game needed that.

R4

- Considering the R4 as it is has the old R2 ability maybe they are all related to speed, either making it easier to perform maneuvers or rewarding the ship for going certain speeds or selecting certain maneuvers,

R5

- A good range of powerful abilities, but at the cost of needing to spend an action or a token generated from an action as the cost sort of similar to the new R5 and R5-D8 cost an action and likely a charge limit. Perhaps they could retheme R5-K6 as:

R5-K6: During the Engagement phase you may spend a Focus token and a charge to repair 1 faceup Ship Damage Card. (OR) during the Engagement phase you may spend a Focus token and a charge to perform a Target Lock action.

- Mostly wanted to make sure it had the ability to spend a focus token so that it could trigger Garven's ability. The first variation is based around the idea of the current R5s repairing damage while the other is more of trying to bring back R5-K6's ability from 1.0 while working with Garven.

R7

- Based off the R7 astromech in 1.0, but theme them around spending a target lock to grant a strong offensive or defensive ability.

But, what do you all think? What do you think the astromechs should have as abilities? Should they be thematic to their faction or their series of droid? And what atsromechs from 1.0 would you like to see back, and how should they best be adapted for 2.0?

R2s regenerate (not necessarily shields tho), R3s boost offense, R4s help move, R5s fix things.

I could see R7s, as you say, 'mis'using abilities for different things.

Thats the themes as I predict, I suppose.

I'd want the astros to stay thematic-, not faction-centered.

I want my stressbot back...but I know it won't happen...maybe it could trade stress for damage, instead of stress

10 minutes ago, Animewarsdude said:

With 2.0 having dropped a lot of the original astromechs I have to wonder if they might not go for a theme for astromechs moving forward. I could be wrong and maybe old astromechs will show up again with abilities rather different from the new generic astromechs like the Scum ones have, or maybe they won't but doesn't hurt to do some theory crafting. Heck, they might try to theme astromechs around the specific factions that use them, but if they were going for a R series specific theme I think they could likely go with:

R2

- A good range of powerful abilities, but at the cost of suffering orange and red tokens as the cost the same way the new R2 and R2-D2 cost a disarm token to activate and likely a charge limit. That way they allow for abilities that benefit them that turn and allow action flexibility.

R3

- Since the new R3 is the old Weapon Engineer maybe they are all based around granting target locks. Perhaps even retheming R3-A2 as:

R3-A2: At the beginning of the Engagement phase you maybe acquire a lock on a ship within your primary arc, if you do that ship may lock your ship.

- So it trades the old ability's control power with gaining a target lock, and allows for a second action at a cost. I figure have the 'may' on the last bit there so as to not let the upgrade mess over other lists by robbing one of their ships of a target lock, though at the same time it would allow a counter play option to alpha strike lists if it did force it, provided the game needed that.

R4

- Considering the R4 as it is has the old R2 ability maybe they are all related to speed, either making it easier to perform maneuvers or rewarding the ship for going certain speeds or selecting certain maneuvers,

R5

- A good range of powerful abilities, but at the cost of needing to spend an action or a token generated from an action as the cost sort of similar to the new R5 and R5-D8 cost an action and likely a charge limit. Perhaps they could retheme R5-K6 as:

R5-K6: During the Engagement phase you may spend a Focus token and a charge to repair 1 faceup Ship Damage Card. (OR) during the Engagement phase you may spend a Focus token and a charge to perform a Target Lock action.

- Mostly wanted to make sure it had the ability to spend a focus token so that it could trigger Garven's ability. The first variation is based around the idea of the current R5s repairing damage while the other is more of trying to bring back R5-K6's ability from 1.0 while working with Garven.

R7

- Based off the R7 astromech in 1.0, but theme them around spending a target lock to grant a strong offensive or defensive ability.

But, what do you all think? What do you think the astromechs should have as abilities? Should they be thematic to their faction or their series of droid? And what atsromechs from 1.0 would you like to see back, and how should they best be adapted for 2.0?

The biggest issues the unique astomechs faced in 1.0 was cost/ usefulness in many cases. If it was useful it was limited to a specific chassis or type of pilot. R3-A2 great if you didn’t care about stress. Otherwise a no go. R7-T1 great but his cost was a deterrent as for a point more you got Regen with R2-D2. R5-X8 was cool but also a one time use so very limited.

So not sure they can do a lot with uniqueness of the astromechs within the current system and make the more appealing than a generic equivalent.

I wouldn’t mind seeing pilot-specific mechs. Not sure how it would be implemented but it sure would be fun. I like astromechs.

...I miss my mean little buddy R3-A2. Chopper won't admit it but he is sad to.

Maybe r3-a2 could come back with a cost like spend a Focus or a lock to do it. Assuage ventress feels very similar to r3-a2 with her ability but it requires spending a force. It's awful to fly against in 2.0.

I want flight assist astromech back, I love that guy.