We have a # of ships that can have multiple crew spots. BUT as yet none can have multiple droids?
Why is that?
Should there be a chance a ship could have more than 1 astromech??
We have a # of ships that can have multiple crew spots. BUT as yet none can have multiple droids?
Why is that?
Should there be a chance a ship could have more than 1 astromech??
Unlikely. They would have to add more rules and it would get messy. E.g. something to prohibit double R2 Astromechs; get 2 shields back whilst only missing one round of shooting.
However, the ARC can take 2 droids: crew and Astromech. If BT1 or another droid gunner were available, then it could have 3 droids.
5 minutes ago, Gilarius said:Unlikely. They would have to add more rules and it would get messy. E.g. something to prohibit double R2 Astromechs; get 2 shields back whilst only missing one round of shooting.
However, the ARC can take 2 droids: crew and Astromech. If BT1 or another droid gunner were available, then it could have 3 droids.
Current ruling on squad making is that you can't double up on the same card. So someone could bring in say R2-D2 and R2 Astromech but not two R2 astromechs so that is limited a little.
On topic it could be interesting and also a way to break the game at the same time if not careful. BBs plus R4 sounds like a droid date matchmaker in heaven, the two would love each other at first sight. Or R3 and M9-G8, which was possible in 1st edition but used M9 with a Weapons Engineer.
Here's the ship you're looking for (hopefully coming to the Republic faction with the Naboo fighter):
If you recall from the movie, there were several astromechs on board:
Watch the whole scene:
5 hours ago, dadocollin said:Here's the ship you're looking for (hopefully coming to the Republic faction with the Naboo fighter):
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If you recall from the movie, there were several astromechs on board:
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Watch the whole scene:
I'm not convinced those wouldn't be considered crew instead of astro slots. Their function there is very similar to the existing R2-D2 crew card.
As far as a ship that has two astromechs, there'd have to be a considerable reason in-lore to need multiple astromechs in the starfighter sense of having physical slots that the astros slide into. Perhaps some really advanced systems that need constant maintenance and/or repair?
Edited by CaptainIxidor1 hour ago, CaptainIxidor said:I'm not convinced those wouldn't be considered crew instead of astro slots. Their function there is very similar to the existing R2-D2 crew card.
As far as a ship that has two astromechs, there'd have to be a considerable reason in-lore to need multiple astromechs in the starfighter sense of having physical slots that the astros slide into. Perhaps some really advanced systems that need constant maintenance and/or repair?
I can see what you're saying. I think in terms of creating a unique ship, this one would also be very strange. The Naboo Royal Starship had no weapons, so you're talking 0 red dice. In order to make it worth taking at all, it would have to be a crazy good crew carrier. The ship is also designed to have great shields that can be repaired quickly. ( http://starwars.wikia.com/wiki/J-type_327_Nubian_royal_starship ) What if it had like 2 astromech slots and 4 crew slots. Throw coordinate on there. It could be a very interesting ship in the game. It would undoubtedly also be a perfect Jar-Jar carrier for some sort of broken combo.
Edited by dadocollin25 minutes ago, dadocollin said:I can see what you're saying. I think in terms of creating a unique ship, this one would also be very strange. The Naboo Royal Starship had no weapons, so you're talking 0 red dice. In order to make it worth taking at all, it would have to be a crazy good crew carrier. The ship is also designed to have great shields that can be repaired quickly. ( http://starwars.wikia.com/wiki/J-type_327_Nubian_royal_starship ) What if it had like 2 astromech slots and 4 crew slots. Throw coordinate on there. It could be a very interesting ship in the game. It would undoubtedly also be a perfect Jar-Jar carrier for some sort of broken combo.
It's lack of offense is actually a good argument for giving the astros as a slot or two on it, I'll grant you that. The rest of what you say makes good sense.
Also, keep in mind it was able to refuel the N-1s in space through some special nozzles on it's wings. Maybe work in an ability that works off of that concept, maybe recharging certain types of upgrades or giving nearby allied ships a boon (such as 2 nearby allied ships getting a green token at the start of the engagement phase), or perhaps through an adapted version of coordinate (such as being able to coordinate two small ships at the same time).
If it has no attack, other than 'squad leadering/coordinating others actions', what good is it?
12 minutes ago, LTuser said:If it has no attack, other than 'squad leadering/coordinating others actions', what good is it?
I think through a combination of pilot abilities, coordinate, and all the things crew can do (and maybe some other slots), it could be an interesting ship. Maybe it has some ability/upgrade like Selfless to take damage for others. If it had a lot of shields and was large, it could be a blocker. The multiple astros help it keep regenerating that damage. I'm thinking of it in a squad with like three N-1 Naboo fighters. You'd need some interesting crew designed for a carrier like this, but we'll undoubtedly get a lot of new crew from the Clone Wars (Padme, Jar-Jar, Qui-Gon, etc.). Small ships are being used now mainly for their ability to coordinate. It would be interesting to see one with more tricks like this.
Edited by dadocollin27 minutes ago, LTuser said:If it has no attack, other than 'squad leadering/coordinating others actions', what good is it?
The GR-75 says hello. . .
The only ship that I can think of that has multiple astromech slots on it was a concept art version of a ship in Star Wars the Old Republic. We have yet to see a ship other than that, to my knowledge, with more than one slot.
9 minutes ago, Hiemfire said:The Quarrel is a beautiful design.
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You're just saying that due to the location of the gunship's laser cannons.
1 minute ago, Animewarsdude said:You're just saying that due to the location of the gunship's laser cannons.
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That's a small part of it to be honest. The wings also look strong enough to hold the engines and it appears to be built to fight and not just displayed in an art gallery.
Just now, Hiemfire said:That's a small part of it to be honest. The wings also look strong enough to hold the engines and it appears to be built to fight and not just displayed in an art gallery.
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Likely due to when it was built. The N1 by comparison was just made to be a pretty thing flying about.
If they ever run low on Clone Wars era ships I wouldn't exactly mind if they felt like introducing some Old Republic ships like the ones below. Some might say they wouldn't make sense to be there but the Hammerhead was adapted for the OT era via Rebels I could see these getting a similar treatment if more ships were needed.
1 minute ago, Animewarsdude said:If they ever run low on Clone Wars era ships I wouldn't exactly mind if they felt like introducing some Old Republic ships like the ones below. Some might say they wouldn't make sense to be there but the Hammerhead was adapted for the OT era via Rebels I could see these getting a similar treatment if more ships were needed.
If they do they do, if they don't they don't. Honestly only the Quarrel and Flashfire strike my fancy when it comes to the SWtoR fighters, though a few of the non-aligned designs aren't bad. Namely the K-52.
That quarrel ship looks cool.. BUT those big wing engines would block vision to the sides..
31 minutes ago, LTuser said:That quarrel ship looks cool.. BUT those big wing engines would block vision to the sides..
It is an extreme range fire support platform, the fins on the side also block vision allot less than any of the TIE series's panels do.
1 hour ago, Hiemfire said:It is an extreme range fire support platform, the fins on the side also block vision allot less than any of the TIE series's panels do.
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please stop saying that, not just you but
Everyone.
The only TIE Fighters with that problem are Interceptor derivatives.
The viewport is so tiny you can barely see anything either way. The panels have NEVER been a problem for any pilot.
25 minutes ago, Captain Lackwit said:please stop saying that, not just you but Everyone.
The only TIE Fighters with that problem are Interceptor derivatives.
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The viewport is so tiny you can barely see anything either way. The panels have NEVER been a problem for any pilot.
Take it up with the owners of the license, they control that aspect.
51 minutes ago, Hiemfire said:Take it up with the owners of the license, they control that aspect.
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And believe me, I hate it every single time they say that frakkin' lie.