
As the topic states this is by no means official or has any blessing of TT-Combat (just to avoid confusion) but the following rule and stat changes are some of my ideas and other ideas I quite liked/found to improve the game. With 2 assumptions:
1. There is still some form of Ground Combat.
2. Battlecruisers (BC) and Battleships (BB) upgrade the admiral level.
First off some general explanation, the core idea behind my changes is to improve inter faction balance, overall balance without making ships that currently perform well obsolete. To shorten the gap or ideally bridge it completely but if I was uncertain I was in favour of rather leaving a small gap then simply changing the top ships of a class around. Also currently the wording is currently more RAI then RAW in a few cases this might change though.
Regarding ground combat I personally did not want to fundamentally change the concept but make Troopships more attractive for UCM and Scourge, while giving all factions better means to interact with atmospheric ships. As such Shaltari only received a minor nerf to the intercept abilities which frustrated many players and required nearly no skill from the Shaltari player but nothing else. Also Strike Carriers are unchanged but Corvettes received a major point break making them them a more favourable inclusion for hunting light ships. To prevent them from becoming to strong they have massively reduced damage against bigger ships. So Corvettes are your antidote if you dislike strike carrier spam.
Bombardment is a concept that I find does not work out as well as it should, worst off all bombardment mixed with launch. As this might only be changed by mission design currently all bombardment ships received either point breaks and the ability to bombard sectors with your own troops in it.
Torpedoes are another core mechanic that does not work at all. Mostly as they strike their targets at earliest at T3 and more likely in the T3-5 time frame. Lastly they can be a joke damage wise (in particular against shields) thus they received major buffs and don´t get permanently lost. To compensate they are easier to delay.
Debris fields are a bit more dangerous mostly to avoid Emeralds hiding in them and to make them more of an obstacle.
The last notable change are some Hull changes prime target where the PHR, which had significantly more Hull on Frigates and Battleships (also on Troopships) but insignificant amounts (+1) on all other types. This has been changed, giving them a far more "durable" feel and avoiding some point breaks to rescue the "elite" status, ships that worked well before were given point increases but in other cases the extra Hull seemed fine without any point changes.
Shaltari Battleships gotten the reverse treatment as they and Frigates where the only Shalatri ships with "normal" Hull changing frigates to 3DP was not an option (they are rare anyway) but Battleships lost some DP with more or less compensation for it.
Now to the general changes, I will make separate posts for each faction to give me room for changes and comments. Changes will be coloured red The Centurion and General changes will be here:
General Changes
-Torpedoes receive the Particle Rule and do not count towards the Launch limit, they cannot be removed permanently due to Manoeuvre, but are delayed on a 4+ instead of a 5+.This include light Torpedoes.
-The "Command Ship" special rule is changed as follwos: 1. No longer UCM exclusive but for all factions, 2. No free AV 5 Admiral, instead add +3 to the AV of any admiral placed on a Dreadnought up to the allowed maximum AV.
-New Special Rule for the PHR Calypso, "ECM Overload" you need 2 Calypso to affect a group containing a Dreadnought.
-Battlegroups containing Dreadnoughts no longer may exceed the 1/3 limit allowed for each group.
The Crippling Results apply at the following Hull Points:
UCM 20/10; Scourge 17/8; PHR 23/11; Shaltari 15/7
-Station keeping in a Debris field causes damage as if moving in it
-Debris fields have 3 attacks instead of 2.
-Ships with the Beast rule may reroll critical damage results (but must take the second result if they choose to do so).
Voidgate charged air special rule change (p. 197) the to hit values for counting as a "defence battery" are reduces to 6+ for Drop Ships and 6+ for Bulk Landers.
-Vectored allows an extra turn at any point of movement regardless of chosen order.
-Bombardment change, players can fire at sectors containing friendly ground troops. Collateral damage to is destributed as follows 3-6 to enemy troops, 1-2 to friendly troops. If the sector is destroyed friendly units are affected normally.
-Rework of "Atmosperic" weapons with this special rule gain +2 Lock to their lock value if they shoot at targets outside of atmosphere.
-Clarification in regards to gaining spikes while in silent running (other then being active scanned) if a ship in silent running gains a minor spike for any reason it reverts to it´s normal signature, if it would gain a major spike it gains a minor spike instead.
Optional rules:
-Replace the crippling damage table with a d3 roll the result is the number of extra damage resulting from the critical damage. Effects or Cards that let you reroll rolls for Crippling damage apply to the d3 roll.
1. There is still some form of Ground Combat.
2. Battlecruisers (BC) and Battleships (BB) upgrade the admiral level.
First off some general explanation, the core idea behind my changes is to improve inter faction balance, overall balance without making ships that currently perform well obsolete. To shorten the gap or ideally bridge it completely but if I was uncertain I was in favour of rather leaving a small gap then simply changing the top ships of a class around. Also currently the wording is currently more RAI then RAW in a few cases this might change though.
Regarding ground combat I personally did not want to fundamentally change the concept but make Troopships more attractive for UCM and Scourge, while giving all factions better means to interact with atmospheric ships. As such Shaltari only received a minor nerf to the intercept abilities which frustrated many players and required nearly no skill from the Shaltari player but nothing else. Also Strike Carriers are unchanged but Corvettes received a major point break making them them a more favourable inclusion for hunting light ships. To prevent them from becoming to strong they have massively reduced damage against bigger ships. So Corvettes are your antidote if you dislike strike carrier spam.
Bombardment is a concept that I find does not work out as well as it should, worst off all bombardment mixed with launch. As this might only be changed by mission design currently all bombardment ships received either point breaks and the ability to bombard sectors with your own troops in it.
Torpedoes are another core mechanic that does not work at all. Mostly as they strike their targets at earliest at T3 and more likely in the T3-5 time frame. Lastly they can be a joke damage wise (in particular against shields) thus they received major buffs and don´t get permanently lost. To compensate they are easier to delay.
Debris fields are a bit more dangerous mostly to avoid Emeralds hiding in them and to make them more of an obstacle.
The last notable change are some Hull changes prime target where the PHR, which had significantly more Hull on Frigates and Battleships (also on Troopships) but insignificant amounts (+1) on all other types. This has been changed, giving them a far more "durable" feel and avoiding some point breaks to rescue the "elite" status, ships that worked well before were given point increases but in other cases the extra Hull seemed fine without any point changes.
Shaltari Battleships gotten the reverse treatment as they and Frigates where the only Shalatri ships with "normal" Hull changing frigates to 3DP was not an option (they are rare anyway) but Battleships lost some DP with more or less compensation for it.
Now to the general changes, I will make separate posts for each faction to give me room for changes and comments. Changes will be coloured red The Centurion and General changes will be here:
General Changes
-Torpedoes receive the Particle Rule and do not count towards the Launch limit, they cannot be removed permanently due to Manoeuvre, but are delayed on a 4+ instead of a 5+.This include light Torpedoes.
-The "Command Ship" special rule is changed as follwos: 1. No longer UCM exclusive but for all factions, 2. No free AV 5 Admiral, instead add +3 to the AV of any admiral placed on a Dreadnought up to the allowed maximum AV.
-New Special Rule for the PHR Calypso, "ECM Overload" you need 2 Calypso to affect a group containing a Dreadnought.
-Battlegroups containing Dreadnoughts no longer may exceed the 1/3 limit allowed for each group.
The Crippling Results apply at the following Hull Points:
UCM 20/10; Scourge 17/8; PHR 23/11; Shaltari 15/7
-Station keeping in a Debris field causes damage as if moving in it
-Debris fields have 3 attacks instead of 2.
-Ships with the Beast rule may reroll critical damage results (but must take the second result if they choose to do so).
Voidgate charged air special rule change (p. 197) the to hit values for counting as a "defence battery" are reduces to 6+ for Drop Ships and 6+ for Bulk Landers.
-Vectored allows an extra turn at any point of movement regardless of chosen order.
-Bombardment change, players can fire at sectors containing friendly ground troops. Collateral damage to is destributed as follows 3-6 to enemy troops, 1-2 to friendly troops. If the sector is destroyed friendly units are affected normally.
-Rework of "Atmosperic" weapons with this special rule gain +2 Lock to their lock value if they shoot at targets outside of atmosphere.
-Clarification in regards to gaining spikes while in silent running (other then being active scanned) if a ship in silent running gains a minor spike for any reason it reverts to it´s normal signature, if it would gain a major spike it gains a minor spike instead.
Optional rules:
-Replace the crippling damage table with a d3 roll the result is the number of extra damage resulting from the critical damage. Effects or Cards that let you reroll rolls for Crippling damage apply to the d3 roll.
Last edited by Lorn on Mon Nov 26, 2018 3:04 pm, edited 11 times in total.
German space magic for PHR would you like to know more?
http://www.hawkforum.co.uk/viewtopic.php?f=24&t=7017
German space magic for all and this time it is in Space!
viewtopic.php?f=36&t=10506