Ship Suggestions/Changes - Psi-corp

Everyman

Mongoose
While I realize that not everyone will agree, I am going to start a thread for each race with which I have familiarity (so no Abbai or Drakh from me) with various suggestions that I have to better balance the ships. Feel free to comment, add your own suggestions, ask me to explain a suggestion or disagree in the thread.

Here are my Psi-Corp suggested changes:

Fighter Carrier: Add Fleet Carrier trait; Add Twin Linked trait to Medium Pulse Cannons

Mothership: Add Command 1 trait

Hunter: Increase Stealth trait to 4

Shadow Omega: Add Shields 8/2 trait; Increase Light Multi-Phased cutters to AD 6

Nemesis: Add Shields 10/1d6 trait
 
Hmm these might be a bit good on the low level ships - if the respective ships were to gain these traits - something esle needs to go............

re the Nemisis and the Omega - sounds reasonable at first glance :)
 
Psi Corps Changes:

Remove Psychic Crew
Remove Stealth
Decrease Dogfight on Black Omegas to +3

Give Shields to Nemesis, Hunter
Allow Avenger Carrier in Psi Corps Fleet List

Dark Angel
 
Typed these in kind of quickly but you are right about the Fighter Carrier. I meant Add Carrier 2 (I realize this does nothing really in most games with only 2 fighters on board but it helps replace the really expensive fighters in a campaign game) not Fleet Carrier and put the Twin Linked only on the F arc Pulse Cannons.
 
First of all, I'd want two varients replacing the current Mothership:
Varient 1 would represent the official Motherships and would have the Command trait, but would give away double VP in the same way that Queens do.
Varient 2 is based on the idea that after PsiCorps is driven underground, they can't be so obvious about any new Motherships that they build. This varient would be disguised more as a Liner in the same way that Fighter Carriers are disguised as Freighters. This varient would pretty much be the stats that we have now - maybe drop the Stealth to 3+ if people think that the current Mothership really is overpowered.

Next, give the Nemesis the Command trait - it's meant to be the Warlock from hell after all.

Shields for both the Nemesis and Shadow Omega would give them both much needed boosts.

Add a varient of the Shadowcloak which isn't a scout, but which carries a flight of Black Omegas. Just because we see this one in the show.
 
Fighter Carrier: Don't agree about Fleet Carrier Trait since they are essential refitted tankers to carry fighter craft cheaply and without gaining much attention in the space lanes. Wouldn't mind Twin-Linked for the pulse cannons.

Mothership: Seems to already have alot of stuff as is.

Hunter: Doesn't need a stealth increase with how fast and hard hitting it already is, but maybe agile instead?

Shadow Omega: Don't need shields with 6 interceptors and 1d6 repair, plus 4 flights of fighters you cold use for interceptors. The light Multi-Phased Cutters do need to be 6AD.

Nemesis: Same reason as shadow omega, already has enough interceptors and fighter flights to be well protected and has 2d6 repair. I do wish it had a 10 for movement instead of a 9 though.
 
Give them something to fill out the fleet a little more. Granted, they can take EA ships, but they could still use some of their own. A variant on the fighter carrier (I don't think it needs Fleet Carrier) and mothership would give them more choices.

OR, just turn them into a black ops list for EA
 
Another idea for a ship which would be good for filling out the list would be one representing the EA trying to backward engineer shadow manouverability. Basically, a Raid level SM ship (instead of double speed straight ahead, the ship could do 1.5x speed straight ahead by using All Ahead Full).
 
Here my 2 cents

Fighter Carrier: Add Twin Linked trait to Medium Pulse Cannons he rest is fine IMO

Hunter: Perhaps add agile

Shadow Omega: Add Shields, decrease or remove Interceptors

Nemesis: Add Shields, decrease or remove Interceptors
 
Mothership is already verging on cheesy to be honest, it REALLY doesnt need anything else, if theres any changes to it they should be nerfs frankly.

Hunter also is quite nasty enough as it is. The fighter carrier maybe a SLIGHT boost wouldnt hurt but fleet carrier as noted would be too much.

Lastly the Nemesis DOES need a boost i'll give you that ;)

All in all the Psi corps is one of the nastiest lists in the game and really DOESNT need improving overall though!
 
I agree with Locutus.

The Psi Corps boasts two very good ships in the Mothership and Hunter. Only their downsides keep them balanced - low speed and hull on the Mothership; realtively low damage and a single weapon on the Hunter.

The fighter carrier is a little weak compared to other Skirmish carriers.

The Shadow Omega's main problem is lack of range, I find. It is always number one target on the table and dies before it gets more than one turn of firing.

The Nemesis is just lacks damage for an Armageddon-level ship. Shields would be a nice boost.
 
Everyman said:
Fighter Carrier: Add Fleet Carrier trait; Add Twin Linked trait to Medium Pulse Cannons

Mothership: Add Command 1 trait

Hunter: Increase Stealth trait to 4

Shadow Omega: Add Shields 8/2 trait; Increase Light Multi-Phased cutters to AD 6

Nemesis: Add Shields 10/1d6 trait

Prepare for lots of replies :P I got aload of Shadow Omega's coming in my order am currently planning to use them as paper weights.

Fighter Carrier - Which carrier ability would make it better it's still rubbish it would hide around the back of the fleet and still get destroyed beforing doing much. Personally I think the raider version is better than the PSI CORPS how degrading is that Yes I know Omega's are rather good but if you want them just buy patrol points.

Mothership - if anything should get command then it would be the Shadow-paper weight. I do however believe there should be a mothership variant frankly this is a decent ship for it's level but I would like a battle or high PL version that is more like a mothership meaning Fleet carrier, carrier preferrably more than speed 4, actual option to swap out fights for something else!

Hunter - Given that the hunter has to get up close usually to get the job done 4+ stealth would be an improvement. I also think it should have at least 1 interceptor.

Shadow-paper weight - Adding 8 shields would reduce a small amount of damage but it would still die before doing anything on any game where it doesn't come in from hyperspace. The Poor beam range is it's main problem. It's suppose to be an improvement on the Omega Beefing up the damage and lowering the range is a step in the wrong direction. And shes lumbering + B arc so she struggle to keep on a target. Should really be front arc or not lumbering.

Nemisis - errr I don't actually have anything bad to say about the Nem I have fielded it 3/4 times and each time I have used it to trash a Victory class... But if you guys want to go ahead and give it abit more am not going to complain lol Onto the next post

EDFDarkAngel1 said:
Psi Corps Changes:

Remove Psychic Crew
Remove Stealth
Decrease Dogfight on Black Omegas to +3

Give Shields to Nemesis, Hunter
Allow Avenger Carrier in Psi Corps Fleet List

Dark Angel

I dont see a reason to change any of what you said. Shields could be interesting but it really depends what quality of shields you give them. I would rather not have avengers hanging around when motherships are suppose to have been the PSI Corps haven for years in hyperspace surly we need a variant which represents this? Hell make it war PL then I can take something other than a paper-weight

neko said:
First of all, I'd want two varients replacing the current Mothership:
Varient 1 would represent the official Motherships and would have the Command trait, but would give away double VP in the same way that Queens do.
Varient 2 is based on the idea that after PsiCorps is driven underground, they can't be so obvious about any new Motherships that they build. This varient would be disguised more as a Liner in the same way that Fighter Carriers are disguised as Freighters. This varient would pretty much be the stats that we have now - maybe drop the Stealth to 3+ if people think that the current Mothership really is overpowered.

Next, give the Nemesis the Command trait - it's meant to be the Warlock from hell after all.

Shields for both the Nemesis and Shadow Omega would give them both much needed boosts.

Add a varient of the Shadowcloak which isn't a scout, but which carries a flight of Black Omegas. Just because we see this one in the show.

Variant 1 - Command and it gives away double VPS? You think abit of command is worth DVPS? To put it in the same field as a Queen it would need a substancial upgrade.

Variant 2 - If you want to drop the stealth then you might as well take it off completely and nerf the mothership 3+ stealth is rather poor on anything.

Shadowcloak variant - if your going to do this I would change the fighter carrier, This is too fighter heavy and they have NO fleet carrier! Well they dont even have carrier ability period! You'd get slaughtered by E-mines and the ISA accurate squad

l33tpenguin said:
Give them something to fill out the fleet a little more. Granted, they can take EA ships, but they could still use some of their own. A variant on the fighter carrier (I don't think it needs Fleet Carrier) and mothership would give them more choices.

OR, just turn them into a black ops list for EA

I can totally agree they need there own listing and probably ships that look same as EA but aren't the same since they break away from EA when PSI Corp gets beaten trying to take over earth and the nemisis is supposably built with some help from the drakh out on the rim.

Greg Smith said:
The Psi Corps boasts two very good ships in the Mothership and Hunter. Only their downsides keep them balanced - low speed and hull on the Mothership; realtively low damage and a single weapon on the Hunter.

The fighter carrier is a little weak compared to other Skirmish carriers.

The Shadow Omega's main problem is lack of range, I find. It is always number one target on the table and dies before it gets more than one turn of firing.

The Nemesis is just lacks damage for an Armageddon-level ship. Shields would be a nice boost.

Figher carrier and shadow-paper weight just tend to blow up and contribute very little compared to some other race Skirmish and war level ships.

As for the hunter having only 1 weapon makes them abit unflexable be nice if they had something that rivaled the whitestars secondary gun with acurrate.
 
Greg Smith said:
I agree with Locutus.

The Psi Corps boasts two very good ships in the Mothership and Hunter. Only their downsides keep them balanced - low speed and hull on the Mothership; realtively low damage and a single weapon on the Hunter.

The fighter carrier is a little weak compared to other Skirmish carriers.

The Shadow Omega's main problem is lack of range, I find. It is always number one target on the table and dies before it gets more than one turn of firing.

The Nemesis is just lacks damage for an Armageddon-level ship. Shields would be a nice boost.
Agreed 100%

For the Shadow Omega I'd switch the Light Multiphased Cutters and the Phasing Pulse Cannon around too (changing the AD to keep the mini-turrets as the larger source of firepower) to match on screen evidence. I may even add range to the main beam.

The Nemesis could get Shields (Shadow-style) this would work quite nicely with Self-Repair, Interceptors and Hull 6 for and Armageddon PL ship!
 
skavendan said:
Hunter - Given that the hunter has to get up close usually to get the job done 4+ stealth would be an improvement. I also think it should have at least 1 interceptor.

The Hunter has speed 12 and 15" range. It really doesn't need to get that close. It can be 27" away one turn and cen get to fire the next.

The fighter carrier doesn't need the Carrier trait, it has one flight out at the start and launches its second on turn one. Now to get fighters back in a campaign is a different matter, but I figure that is a problem with Psi Corps - resupply of secret ships isn't as straightforward.
 
skavendan said:
neko said:
First of all, I'd want two varients replacing the current Mothership:
Varient 1 would represent the official Motherships and would have the Command trait, but would give away double VP in the same way that Queens do.
Varient 2 is based on the idea that after PsiCorps is driven underground, they can't be so obvious about any new Motherships that they build. This varient would be disguised more as a Liner in the same way that Fighter Carriers are disguised as Freighters. This varient would pretty much be the stats that we have now - maybe drop the Stealth to 3+ if people think that the current Mothership really is overpowered.

Next, give the Nemesis the Command trait - it's meant to be the Warlock from hell after all.

Shields for both the Nemesis and Shadow Omega would give them both much needed boosts.

Add a varient of the Shadowcloak which isn't a scout, but which carries a flight of Black Omegas. Just because we see this one in the show.

Variant 1 - Command and it gives away double VPS? You think abit of command is worth DVPS? To put it in the same field as a Queen it would need a substancial upgrade.

Variant 2 - If you want to drop the stealth then you might as well take it off completely and nerf the mothership 3+ stealth is rather poor on anything.

Shadowcloak variant - if your going to do this I would change the fighter carrier, This is too fighter heavy and they have NO fleet carrier! Well they dont even have carrier ability period! You'd get slaughtered by E-mines and the ISA accurate squad
Keep in mind that I'm only putting down the main ideas - I'm not excluding tweaking balance afterwards by messing with basic stats like damage or weapon AD. As is, a lot of people already think that the Mothership is borderline cheesy, so maybe both varients do need to lose more than they gain.
I think you're missing the main point of my ideas though - the Motherships themselves need to feel like valuable, rare centres of the Psi Corps, rather than merely a cross between a Hyperion and a fort. We could also do with a Raid choice where you don't feel bad for taking more than one of them in a single battle. The stats on this can be the same as present, but lets not call it one of the Motherships.

As for the just changing the Fighter Carrier, we going to need a new Skirmish choice if we reduce the fighter carrier to being just a Shadowcloak hull with a single flight of BO strapped on (which would be in the Patrol area of effectiveness).
 
My update would be on the troops side of things. As Psi Corp Fleet is meant to be the Black Ops of Earth Force, they should have Special Forces as Troops.

I propose to the floor that due to their superior training that once per game Psi Corp Troops should get 1 re-roll per battle.
 
Good idea about the troops, I would propose that because the troops are telepaths they should get rerolls like the Gaim used to get. Since they have relatively low troops scores and no free breaching pods, this shouldn't be too overpowered like it was for the Gaim. Might need to knock the mothership's down to 2 though. This would purely be for flavour, not balance!
 
I really don't think that the Psi-Corps would be using telepaths as front-line troops. Anyone involved in a boarding action is likely to have a short life expectancy - in the show, they always refer to the mundanes as expendable, that telepaths were too valuable to risk unnecessarily.

Regards,

Dave
 
Making them like the Gaim Troops would work with the low troops scores.
Let Psi Corp have them from the get go.

Other Fleets could get them as "Other Duties" upgrade.

Other options could be give Troops a speciality where they get this bonus. Ship Board or Planetary.

Was thinking that in Campaign games where you loose a straetigic location you could leave behind for 1 RR point 8 special forces troops which draw troops off from the occupiers fleet and could do damage as normal trrops once per turn until they are all destroyed.
 
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