Well I really enjoy 2nd ed - lots of great things - however now we have had some time, a few tournaments etc and mention has been made by a number of people - including Matt of a annual "update" book perhaps ideas for this may be appreciated
(or not :lol: )
To my mind this falls into two categories - tweeks and clarifications.
My thoughts: - doubtless not all will agree
Clarifications
Skin Dancing - the rule is vague and has many confusing aspects - incuding if AF /AAF works or not and what happens if you skin dance a ship that has not already moved. (I would prefer I became a Special order)
Base contact - a ruling on how many breeching pods / suicide fighters can hit a ship (Again I would go for a straight rule of 6)
Fleet carrier and Bought ships - what can recover and what can't
Stealth - the thread on the rulesmasters board gave me a headache a nice concise explanation / table on this would be much appreciated.
Recon Run - a lot more clarification as to how the stealth and scanning interact - do you need to make more than one Stealth role if you both scan and shoot a ship. You get no bonuses to break stealth if the scanning takes place in the move phase (can't get scan rolls ect) or does it take place in the attack phase? Does scanning a ship count as breaking Stealth?
Tweeks
The Gaim lots discussed elsewhere (I would prefer the emines to go shorter range and F arc, gain some SR guns, and loose all the advanced traits - Flight computer and Advanced antifighter)
Shadow Fighters - oh just please make them worthwhile - a few more fighters a wing, more range in guns - anything to try and make them worth it.
(I'd love it to be my versions but hey )
Shadow Stalker - a bit weak (couple more damage points and a 4AD beam perhaps)[/i]
Demos - maybe too good compared to the Vorchan (I would suggest drop the Ion cannons to 8AD)
Octurion - not quite good enough I feel (give it either same range beams as the Sullust - 24" or a interceptor or 2)
G'Quan - a bit weak (make its beam 6AD)
G'Vahn may be a little strong? (perhaps make the energy mine a normal SL one but not sure here)
Bimith - apparently very weak but not played myself (give a extra 45 degree turn and loose lumbering)
Fireraptor - Well it fits the fluff - its dire
Raiders - I still think Triggy's scavanged ships would be a great additon to this fleet ............
Vorlons and Shadows - two more ships to fill in some gaps is, i feel not too much to ask - I would go for a Raid level Vorlon ship (which I believe is coming from Matt in S=P?) and a Carrier or Scout for V and a Skirmish and battle ship for the Shadows (no news on anything for them) - new models woud be great then - i'd buy them!
Let the Vorlons use Intensify Defensive fire power SA
Dilgar - make their fighters non inteceptable and non recoverable - consistant with the Gaim ones.

To my mind this falls into two categories - tweeks and clarifications.
My thoughts: - doubtless not all will agree

Clarifications
Skin Dancing - the rule is vague and has many confusing aspects - incuding if AF /AAF works or not and what happens if you skin dance a ship that has not already moved. (I would prefer I became a Special order)
Base contact - a ruling on how many breeching pods / suicide fighters can hit a ship (Again I would go for a straight rule of 6)
Fleet carrier and Bought ships - what can recover and what can't
Stealth - the thread on the rulesmasters board gave me a headache a nice concise explanation / table on this would be much appreciated.
Recon Run - a lot more clarification as to how the stealth and scanning interact - do you need to make more than one Stealth role if you both scan and shoot a ship. You get no bonuses to break stealth if the scanning takes place in the move phase (can't get scan rolls ect) or does it take place in the attack phase? Does scanning a ship count as breaking Stealth?
Tweeks
The Gaim lots discussed elsewhere (I would prefer the emines to go shorter range and F arc, gain some SR guns, and loose all the advanced traits - Flight computer and Advanced antifighter)
Shadow Fighters - oh just please make them worthwhile - a few more fighters a wing, more range in guns - anything to try and make them worth it.

Shadow Stalker - a bit weak (couple more damage points and a 4AD beam perhaps)[/i]
Demos - maybe too good compared to the Vorchan (I would suggest drop the Ion cannons to 8AD)
Octurion - not quite good enough I feel (give it either same range beams as the Sullust - 24" or a interceptor or 2)
G'Quan - a bit weak (make its beam 6AD)
G'Vahn may be a little strong? (perhaps make the energy mine a normal SL one but not sure here)
Bimith - apparently very weak but not played myself (give a extra 45 degree turn and loose lumbering)
Fireraptor - Well it fits the fluff - its dire
Raiders - I still think Triggy's scavanged ships would be a great additon to this fleet ............
Vorlons and Shadows - two more ships to fill in some gaps is, i feel not too much to ask - I would go for a Raid level Vorlon ship (which I believe is coming from Matt in S=P?) and a Carrier or Scout for V and a Skirmish and battle ship for the Shadows (no news on anything for them) - new models woud be great then - i'd buy them!
Let the Vorlons use Intensify Defensive fire power SA
Dilgar - make their fighters non inteceptable and non recoverable - consistant with the Gaim ones.