Playtest Rules -- Drazi

I don't believe the 'any' was intended to allow weapons to fire more than once. In that case it would have said 'every' at least, and likely included a comment about beyond normal restrictions of one shot per turn.

Our playtest fights went pretty much as Chris commented.

TTT - nice rule, needs to be as easy as CAF, at least for the Drazi. This fixes one of the worst imbalances for the drazi, who have no SA that allows them to increase either their attack or active defense as it currently stands. Not even scouts help them with I think two exceptions. Specifically being able to shift off a primary target if it gets destroyed to have half strength shots at other targets is a much needed fix to the overkill/underkill issue drazi often contend with.

Attack Run - while I was originally very concerned with this one being balanced... I just don't see the issues really after seeing it in play. Confirmation rolls need to go... and the ram thing just because it's too much of a fight. It's difficult to do... and you need to be close, for non-FA bases you have to be inside ten inches to do this, well inside most secondaries. Now, the big triple beams might make this scarier... but with the changes to the FAP chart, the Drazi are going to need some way to get their higher PL ships to shoot and this looks like it.

Ripple
 
one thing that doesnt need to go is confirmation rolls.
getting to attack in the move phase (which i am totally against anyway) with a 4AD TD beam skirmish ship (so 10 for 5pt raid) is far too nasty to allow them to hit normally.
 
one thing that doesnt need to go is confirmation rolls.

Then put a blanket -1 on to hit rolls or something. Rerolling, especially when so much drazi firepower is rerolled anyway, is a clumsy and annoying mechanic.

I don't believe the 'any' was intended to allow weapons to fire more than once. In that case it would have said 'every' at least, and likely included a comment about beyond normal restrictions of one shot per turn.

I'm happy to accept that - although I'd prefer a playtester to confirm that.

Simply on the grounds that that's how I and two other people understood the rule the first time we read it (not trying to rules-lawyer, that's simply how we read it), so if we're wrong, then it needs re-wording to make that clear.
 
The Fireraptor has not changed much.

More damage that's all, it's still crap.

It needs side weapons and more front weapons.
 
Tolwyn said:
The Fireraptor has not changed much.

More damage that's all, it's still crap.

It needs side weapons and more front weapons.

I concur its still an awful ship - even compared to below par War level ships like the Octurion................
 
My version: something to compete with the Warlock?

Speed 12, Damage 75 / 15, Crew 85 / 20,
Craft: 2 Sky Serpent flights, 4 Star Snake Flights
Turn 2 x 45
Hull 6
Troops 10
Special: Antifighter 4, Carrier 2, Command +2, Jump Engine,
Weapons
Advanced Missile Rack...........Range 30.....F..6AD...Prcise, SL(*), Super AP
Superior Solar Cannon............Range 20"...B(f)....6 AD.... Beam, Triple Damage,
Heavy Particle Cannon............Range 15.....B (f)...6AD......Beam, Double Damage
Heavy Particle Repeater Battery.....Range 15, F, 12 AD, AP, Double Damage, TL
Particle Repeater.............Range 8, F arc....10AD....Twin Linked

* These weapons ignore the Slow loading trait unless the Fire Raptor is crippled
 
I like the Advanced missile rack at this point...

On the Attack Run thing... just drop it if you want to make it so hard its not likely to do anything. Find something else.

Your talking about a 33% to pull it off, be able to make the move, roll for 4 hits plus 7 hits on average vs hull 5 (warbird with beam/twl)... and reduce that to 1 to 2 hits with confirmation rolls. Um... no... just stupid... I'm even a big proponent of crit trolling as a tactic and that is dumb... your better off getting range to avoid return fire and coming back around later. Especially if your giving up any chance to fire 66% of the time.

Ripple
 
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