Zazaa

Explain me R5-TK!

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7 minutes ago, Zazaa said:

I am not sure if I can understand the significance of this Droid?! :blink:

You can declare attacks against your own ships.

It's a niche ability at best, but, hey, you might be able to make some mileage out if it. Some examples:

  • you can fire a weapon with a 'splash effect' at a conveniently located friendly ship.
    • Scrambler missiles are a good example, since they don't actually damage the target.
    • Ion Pulse Missiles or assault missiles are good too, but will probably hurt or even kill the target in the process. It may be worth the trade, though!
  • you can shoot a friendly ship that's on its last legs to destroy it and either claim the kill yourself or deny it to your opponent:
    • Rebel Captain Nym on the Havoc could take out a friendly ship that was going to die anyway, and trigger HotR Chewbacca's ability to get a free shot
    • You could prevent whisper from getting an easy kill and potentially getting a shot at all, denying her ability to recloak with Advanced Cloaking Device and get her free focus token from her pilot ability
    • If you have a really good "after you perform an attack that hits/misses" ability (say, a convenient operations specialist), you can use this to fuel the trigger.
    • If the ship in question has a trigger based on it being shot at or hit, you can trigger it yourself (Wulfwarro's extra attack die)

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The ability is bonkers. There are many better options to push through splash damage, and even the control effects can be applied in other ways without breaking a sweat- but hey, it's 0 points, why not. I just hope it's no implication that Integrated is coming for Scum. 

I will, however, have to try out garnishing a high-HP ship with a harpoon and then ram it into the opponents face. This way, you may even survive exploding your ship.

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You can also use it to get rid of friendly ships causing a block in a high traffic knife fight.

When R5-TK is used, both the attacking and defending ships are controlled by the same player. It is a lot easier to force a miss by forgoing offensive mods, pilot/ship abilities and other bonuses or enact a hit by not using defensive options.

That also means that outside of games, we get more aware of what bonuses are optional (usually includes a "may" somewhere in the phrasing) and what are mandatory. So R5-TK might not show up in the tournament meta but it may still make us better gamers.

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You could use it to fire a barrage of torpedoes at your x-wing, which jinks like crazy at the last minute and forces all the torpedoes to destroy a Lancer class frigate.  So obviously it means we're getting a Lance class frigate....(and x-wings that can take salvaged astromechs I guess).

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1 hour ago, Estarriol said:

Include in your list a z-95 with deadmans switch and a Harpoon Missile :)

Indeed. A ship with deadman's switch and Harpooned may have lost it's shields but do you really want to shoot it if it's in the middle of your squad?

1 hour ago, BrotherFett said:

You can also use it to activate scavenger crane of needed. Very situational, but brings some unique shenanigans to the game.

Good call. A Z-95 or light scyk on its last legs is probably worth less to you than a free reload of a scurrg's missiles.

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Flying against a swarm, and your weapons/abilities that provide splash damage. You run a sacrifice into the swarm. Spread the love. I assume you still roll with green dice, so the benefit in attacking your own is you don't need to spend a focus or evade on the target, where the opponent may elect to depending on the weapon - thus nullifying the attack. 

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1 hour ago, Lycia said:

http://xwing-builder.co.uk/view/782785/just-some-emo-head-hunter#view=full

 

i don't know if saturation salvo hit the target of my attack (my guess is yes since it's not said ""other" ships at range one") but you could trigger it's effect twice with making sure you have a target that trigger the effect... than deadman switch...

Saturation Salvo only works once with Cluster Missiles.

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7 minutes ago, Kieransi said:

Best use I can think of is bumpmaster and Scrambler Missiles. Hit the bumpmaster with the missiles, and the splash jam tokens hit the ships he bumped. And the bumpmaster doesn't care, because he's just going to bump somebody else next turn anyway. 

Jumpmasters can't take Astromechs anymore. Nerfhammer hit hard.

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