Astromechs

By The_Brown_Bomber, in X-Wing

R5-K6 (2)

Unique
After spending your target lock, roll 1 defense dice. On a evade_icon.png result, immediately acquire a target lock on that same ship. You cannot spend this target lock during this attack.

Fire-Control System (2)
After you perform an attack, you may acquire a target lock on the defender.

Same effect, same cost but FCS is automatic and R2K6 only works if u roll and evade.

Lets take a look at the other astromechs currently available.

R2 Astromech (1)
Treat all 1- and 2-speed manoeuvres as green manoeuvres.
R2-F2 (3)
Unique
Action: Increase your agility value by 1 until the end of this game round.
R5-D8 (3)
Unique
Action: Roll 1 defence die. On a evade_icon.png or focus_icon.png result, discard 1 of your facedown Damage cards.
R2-D2 (4)
Unique
After executing a green manoeuvre, you may recover one shield (up to your shield value).

From these only R2D2, R2F2 and R2 Astromech see any play in my playgroup.

Has anyone found a use for R5D8 or R5K6?

What other astromech abilities would you like to see?

Edited by The_Brown_Bomber

You have R5's ability shown for R2. R2 Astromech treats all 1 and 2 speed moves as green.

I haven't played a lot, but I prefer R2-D2, R2 Astromech, and R5 Astromech myself.

I don't mind the idea of an R unit using an action to perform something but not when I have to roll dice for a chance it will work.

R5-D8 is handy for small three ships lists. If you're safe from fire for the turn, and you've already used R2D2, then R5-D8 makes for a nice counterpart. Especially if you have something like this combo:

Biggs

Shield Upgrade

R2-D2

Y-Wing

Ion Cannon

R5-D8

If Biggs ends up dying or your Y-Wing becomes separated, the the R5-D8 can make it last a lot longer whilst you whittle them down. Makes for a very durable combo.

You have R5's ability shown for R2. R2 Astromech treats all 1 and 2 speed moves as green.

I haven't played a lot, but I prefer R2-D2, R2 Astromech, and R5 Astromech myself.

I don't mind the idea of an R unit using an action to perform something but not when I have to roll dice for a chance it will work.

oops, edit made . thnx. i agree with the rolling for the effect. its too slow and unreliable, esp if i have to burn an action to get a chance at it working. no thnx.

looks like FFG has a few new R2 units in the pipeline with the rebel escort expansion tho :)

In the x-wing series of games, and in the novels, pilots can shunt power from engines to weapons to shields and so forth. So maybe something along those lines? Some examples:

Action: For the remainder of this round, increase shield by 1 and reduce attack (or agility) by 1.

Action: For the remainder of this round, increase attack by 1 and reduce agility (or shield) by 1.

Action: Perform an immediate boost, reduce shield by 1 until the end of the round. That 1 shield returns at the start of the next round.

Edited by Araquay

How about an astromech that lets you generate focus tokens, or evade tokens? Or one that lets you have more than one target lock? The possibilities are pretty much endless for these things. :3

the droids produced to date are pretty defensive orientated, extra defense dice, shields/dmg repaired that sort of thing.

R5K6 is pretty unplayable imo whereas R2 Astromech should perhaps go on every Y-Wing and X-Wing that doesnt have an astromech yet. For 1 point its amazing - very useful ability and its free!

I like the idea of boosting shields for a turn - this perhaps should be an action but even a penalty like taking stress and reducing attack dice would work.

What about a droid that removes stress?

A droid that allows ur ship to execute a manouvre such as a turn it cannot normally do?

Uses for R5-K6 and R5-D8. being the named astromechs for Garven and Porkins they probably have decent synergy with those Pilots similar to how R2-D2 works with Luke.

::: R5-D8 :::

Being Porkin's Astromech and having a "discard facedown damage" probably would reflect well on what his possible ability is (my guess would be Roll a Dice on a Crit turn one of your face up damage cards face down. " I can hold it..." ).

D8 also works well on Y-Wings since the Y's have 5Hull, this also relects that Porkins flew Y-Wings before transferring to Red Squadron.

Another decent strategy is using D8 on Wedge or Luke If you use EPT:Determination this would make you only vulnerable to ship crits.

This also works with a Standard R5 making Wedge or Luke Un-Crit-able to an extent.

::: R5-K6 :::

lots of Flak heading this little guy's way with his comparison to FCS... but... Has decent synergy with Garven, Wedge, Y-Wings.

K6 allow you Focus or other actions instead of Target Locking provided your rolled well after using your target lock. the benefits of this are best reflected on Dutch then other Y-Wings then Garven, then Wedge in that order.

essentially after spending target lock for a Torpedo or Attack Re-Roll you have a chance to reaquire Lock. which means:

If you have a Torpedo you can Focus for a better roll. If you look at Adv.Torps it's more prevalent the benefits, Range 2-3 lock-shoot-reacquire (provided you rolled well), Focus and Torpedo.

For Y's it would be Target-Torpedo-reacquire Focus-Torpedo-reacquire, Focus-Attack-Reacquire.

For Dutch it's the same as the Y's but when he target locks a friendly can also acquire target lock.

For Garven K6 Allows him to use his Focus Action rather than Target Locking so he can pass focus and have target lock rerolls the following turn.

For Wedge it means you can spend more actions on Focus rather than Target Locks for killing the "Beefy" targets he probably has the lesser benefits of having K6. but say you fired a Torp with Wedge and reacquired, If the target wasn't killed it gives Wedge the option of Focus or Marksman or Exposing the following turn. AND subsequent turns if the Dice-gods look favorably..

Although Comparing K6 to FCS right now FCS wins hands down... but in the future we had an EPT or a Pilot with an Astromech slot with an ability similar to Gunner/Luke then the Target Lock granted by K6 could be used on that second attack making his random Locking ability make sense for it being " random reacquire in combat " in comparison to FCS's " auto-Locking end of combat "

But until we get something like that the Dice-gods and everyone else looks down on K6...

I mentioned somewhere else on the forum "If K6 allowed a secondary attack the same turn he reacquired people wouldn't think so much about the "Roll to Lock" function he has." IE save Torpedoes for a possible Coup de grĂ¢ce.

Edited by IvlerIin

What about a droid that removes stress?

A droid that allows ur ship to execute a manouvre such as a turn it cannot normally do?

Perhaps allowing a pilot to adjust the speed of a maneuver (such as banks or turns)? That would be a nice counter to Fett+Navigator or the new 181st pilot. I feel that would have to be a unique droid, but what a fun droid that could be.

R2 already helps shed stress. What about a droid that would make the fighter immune to certain causes of stress? Maybe, all 2 and 3 speed red maneuvers are considered white maneuvers?

I actually don't mind the idea of having to roll the dice, just not when it eats up an action. I feel like it should be one or the other. When I play, I use the unique droids with their matching pilots. We also don't bother paying attention to points, I field every rebel ship I have and my brother-in-law uses every Imperial ship I have. And yes we load everything out completely. But if I were going to play a tournament, I would stick to the basic R2, R5 or R2-D2. I will admit, I now think I've underestimated R5-K6. I'll have to use him a bit more now that I have 4 fighters that use astromechs.

Edited by Araquay

In the x-wing series of games, and in the novels, pilots can shunt power from engines to weapons to shields and so forth. So maybe something along those lines? Some examples:

Action: Reduce shield by 1 to gain boost until the end of the round.

Edited by Starace5423

I think I mentioned some of these on the Y-Wing thread but I've thought up some additional ones

  • Weapons Engineer Astromech (3pts) - Maintain 2 different Target Locks
  • Torpedo Gunner W.S.O. Astromech (2pts) - Torpedoes act like "Cluster Missiles" the more I think about this one i much rather have a "cluster torpedoes" torpedo
  • Squad Leader Astromech (3pts) - ACTION: give 1 free action to another ship within range 1-2 that has a "Squad Leader Astromech"
  • PTL Astromech (3pts) - after maneuvering Roll 1 Attack Dice on a Crit perform 1 Free Action. On a Hit Add 1 Stress to perform 2 free actions.
  • Arvel Crynyd Astromech (3pts) - You may perform actions while in base contact with another ship.

and some more "would be nices"

  • Astromech Modification - Hardware Upgrade (4pts) - Add 1 Astromech to your upgrade bar. reduce cost of 1 Astromech by 4pts (0 minimum). requires Astromech. EDIT: Applies to the Astromech of lower cost.
  • Astromech Modification - "They Got R2!" (2pts) - When the number of damage cards assigned to you equals or exceeds your hull value. Discard all attached Astromechs and 1 face down damage card.

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the point values are just ballpark figures that I think are reasonable to be a play-test worthy starting point. If any of my list actually make the game I would expect it to be the "weapons engineer - astromech" and "astromech modification - harware upgrade"

Edited by IvlerIin

You really want to break the game, don't you?

I have a few more for you:

"Darth Vader Astromech": You have 2 actions

"Soontir Fel Astromech": When you get a stress token, you get a focus token

"Swarm Tactics Astromech": ...

"Opportunist Astromech":...

"Wedge in Darth Vader Astromech": ...

"Death Star Astromech" .............

In the x-wing series of games, and in the novels, pilots can shunt power from engines to weapons to shields and so forth. So maybe something along those lines? Some examples:

Action: Reduce shield by 1 to gain boost until the end of the round.

But your action would have already been used for this round.

You're right. That's what I get posting so early in the morning. I'll reword it to follow my intent.

Action: Perform an immediate boost, reduce shield by 1 until the end of the round. That 1 shield returns at the start of the next round.

You really want to break the game, don't you?

I have a few more for you:

"Darth Vader Astromech": You have 2 actions

"Soontir Fel Astromech": When you get a stress token, you get a focus token

"Swarm Tactics Astromech": ...

"Opportunist Astromech":...

"Wedge in Darth Vader Astromech": ...

"Death Star Astromech" .............

If my suggestions are so game breaking How is it game breaking?

Right now the only Pilots that have access to both EPT and Astromechs are Luke and Wedge.

Astromechs with some charcteristics of EPTs or Crews gives those with access to Astromechs the opportunity for similar functioning cards. And just because I did not mention any as "Unique" does not mean everything listed should be "non-Unique"

From Your List what conclusions have come up with that those ability functions even translate into astromech functions? what balancing factors have you thought of for reasons to clone those abilities into astromechs?

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I'm going to take a wild guess and you've got issues with the PTL one i suggested to i'll break that down so everyone can read through the lines:

"PTL Astromech (3pts) - after maneuvering Roll 1 Attack Dice on a Crit perform 1 Free Action. On a Hit Add 1 Stress to perform 2 free actions"

Standard PTL: Move, take action, PTL take 1 free action.

PTL Astromech:

1) Move, Roll Attack Dice, on a Critical role perform 1 free action, take normal action.

2) Move, Roll Attack Dice, on a Hit Perform 2 free actions receive 1 stress, do not take normal action.

3) move, Roll Attack Dice, on a Blank or Focus 0 free action, take normal action.

you have a Dice Chance to take a second action. so there's a possibility of it not working.

The benefits added due to the "chance" of it not working are:

on a Critical you do not receive stress from this PTL and take a total of 2 actions.

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Was that the one you're complaining about being game breaking?..? or is the reason due to astromechs currently are a "rebel only" upgrade that it will "break the game" outside of the Bomber and the Advance all the other Small Base Empire Units have access to EPT.

compared to B's with systems, A's also have EPT, X's with Astros, and Y's with Turret/Astro.

Systems are new with Wave 3. New EPTs come out with every wave. Astros pretty much haven't change since the beginning.

Easy, Rider.

We have 4 new X-Wing pilots and 3 new droids in the pipe. 2 of the new pilots will have an EPT and a astromech slot.

I'm sure those will be decent and meta-shaking enough to take on the whole Empire.

Of course you have to keep in mind that droids are 'rebel only' - every droid you add will only profit the X-Wings and Y-Wings.

And I dislike some of your ideas like the "Torpedo Gunner Astromech" - this is just pure overpowerness and hard to imagine as well. Astromechs should have influence on the ships electronics and board computers and be able to conduct minor field repairs - and not carry like a magazine of Proton Torpedos or magically add pilot abilities.

In the x-wing series of games, and in the novels, pilots can shunt power from engines to weapons to shields and so forth. So maybe something along those lines? Some examples:

Action: For the remainder of this round, increase shield by 1 and reduce attack (or agility) by 1.

Action: For the remainder of this round, increase attack by 1 and reduce agility (or shield) by 1.

Action: Reduce shield by 1 to gain boost until the end of the round.

I really like that idea. Would be good to try.

I did lay it on a bit strong. but sarcasm is one of those things that either comes off too strong or too stupid sounding VIA the internet. usually results is rage and "Orcish-ness"

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And I have factored in the currently "Rebel only" and "Y-wings and X-wings only" in my thoughts.

the "Torpedo Gunner Astromech" for the inital stated cost of 2pts may sound unreasonable.

But I costed it in respects to the fact you need to still buy the Torpedo and the Astromech would be useless once you've finished your supply of Torps.

Gunner maybe incorrect wording considering the function I mention the Astromech you act in. The idea behind it was WSO (weapon system operator) on bomber or strike fighter.

It would turn all torpedoes into "Cluster" weapons. hitting the same target twice if it stayed alive in the first volley. Essentially doubling the payload against a single target AND ensuring it hits.

If you're in the Dice-gods favor then you won't even need this astromech since you'll crush the target on the initial shot.

I would say make it like "gunner" in the sense if the first volley misses then make a second attack but against the same target like "cluster" but then you'd be paying about 6pts for a Torp + Astromech to not have the ability proc.

If it was a Deadeye Clone it would never see use on a X-wing. unless you had 5 points to spare. The only ship i can currently see Deadeye being good on is Jonus and Rhymer and due to Torpedoes x2 and Missiles x2.

Anyways those are the ideas behind the "WSO - Astromech"

It seems that there is missing a ;)

OK, a weapon system operator droid would make much more sense.

To be able to attack a target twice in one round with torpedos is sheer overpowerness. BUT if you say that it works like a Gunner it would be fine for a reasonable price.

This weapon system operator droid could also simply add a reroll or a rule to modify a eye to a hit.

I dig this.

tumblr_muy22n83mA1sg6vo7o1_r1_250.jpg

Corran Horns R2 unit.

Yay.. I definitely want Whistler, and Corran Horn.

That card was made by someone on A Few Maneuvers board, iirc.. I think he has a card of Horn as well.. looked ok to me..

Energy Management

Astromechs that function along the line of Expose, trade a stat for a stat, I think are great. Keeps with the energy management mechanic acknowledged in the cannon AND reaffirms the energy mechanic now introduced by the Transport. Things like swap a shield for an attack die as mentioned above would be neat.

Damage Repair:

An expensive R2 unit that can be discarded to nullify a hit would be interesting. Maybe an R5? Wedge comments that the R5 units make looking behind harder but "then again, you'll take any shots meant for the cockpit, won't you?" in the first X-wing book. So maybe:

R5 Astromech : May be discarded to remove a critical hit with "Pilot" in the title. [2pts]

This would function like the Determination talent card but be available to any ship with an astromech slot AND free up a talent for those who normally use Determination.

Similar astromechs that can be used to fix only 1 type of damage card would be neat. Imagine:

R 5-??: May be discarded to flip "Direct Hit" damage cards face down without being resolved. [5pts]

Synergy:

Paired Astromech: Raise your pilot skill by 1. [3pts]

Outdated R2: [Action] Upon receiving a critical hit, roll a defense die. On an evade result, flip it face down without resolving its effect. [3pts]

Targeting Astromech: After firing a secondary weapon, you may turn one of your blank results to a focus. [3pts]

That card was made by someone on A Few Maneuvers board, iirc.. I think he has a card of Horn as well.. looked ok to me..

a-hem.... I made the Whistler card and then the picture was swapped by er.... brain not working.. and then I grabbed his version changed the flight suit from orange to green .. lol.

I dig this.

tumblr_muy22n83mA1sg6vo7o1_r1_250.jpg

Is this the official Whistler card?

ok .... nevermind

Cool droid anyway.

Edited by TheRealStarkiller