Most older players should remember everyone’s favorite cheap astromech from 1.0. For some of us, the reason we own multiple Sheathipedes. It was the first taste of boost or barrel roll for generic X-Wings, and mostly just a lot of fun.
Does 2.0 need a direct copy of FAA? I don’t think so. FFG has done a good job with the new action bars on the X-Wings and Y-Wings. As adding cheap action economy starts breaking down the balance of the game, I believe reimagining FAA could be fun instead. My intent is to offer a generic, offensively oriented astromech that is useful to both X-Wings, and Y-Wings. It would “assist” the pilot by automating some of the ship’s systems. With that in mind:
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Flight Assist Astromech
Small Ship Only
At the beginning of the engagement phase, you may spend one charge. If you do, you may rotate your turret indicator or flip an equipped Configuration card.
2x Charges
Add Calculate Action linked to a red Rotate Turret Action to the action bar.
4 Points
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I see three big effects.
1) Twice per game an X-Wing can side step the disadvantages of S-Foils, or a Y-Wing can get a turret shot with perfect board knowledge!
2) Generic gunship Y-Wings gain access to a minor dice modification when forced to use an action to rotate their turret.
3) Red-Armed Resistance C-3PO gets to coordinate to T-70s and IG-88A can pass calculate tokens to Scum Y-Wings.
Would my redesign FAA break the game? Would you fly turret Y-Wings? What would you change? How would you redesign FAA?
Here’s to a discussion that isn’t laser focused on the format of tournaments.