So what 2nd Edition changes do we know of so far?

Celisasu

Mongoose
Right now all of the 2nd Edition changes are kind of spread out there in different threads and I'm curious what we know for certain.


For example we have a pretty good idea of how Shields work although perhaps a few specifics are unknown.

We've been told how the new beam mechanic will work.

We know that now ships have an anti-fighter rating instead of the current fire after the fighters have already blown you up anti-fighter guns.

There's a trait called "escort" that lets you apply the anti-fighter rating to other ships. The specifics such as range or whether all or only part of the rating are used are still unknown.

There's a lumbering and agile trait now right? Or was that just someone talking about VAS in an ACTA thread as traits they'd like to see and I'm mixing it up with actual 2nd Edition rules as a result?

Some variants are being dropped(I believe the Prefect and Tertius were specifically mentioned as being dropped).

Flash Missles are being downgraded(I don't recall the specifics they mentioned).

E-Mines on some Narn ships are now one shot but gain Triple Damage and was it AP or SAP? There are no variant E-Mines although the G'Karith's Pulsar Mines remain the same I believe was said.

Jump Point Bombs will require a scout on the table now.


Anything else that has been mentioned that I'm forgetting?
 
Other bits mentioned on the forum that I recall

Beams don't benefit from CAF but min beams do (Greg/Katadder)

Dilgar are getting new missiles for their ships (EP)

Prefect gone (Katadder) several other Centauri varients likely to be going (Greg)

New Battle level Shadow Ship - (Katadder)
 
Confirmed:

CAF is a crew quality check (I believe msprange)
You can CAF and turn (forgot source)
Ships with JP can partially act when leaving jump point (Greg)
Dilgar get suicide fighters/ships (msprange)
Centauri transform to Ion Cannon weaponry (emperorpenguin)
Narn twin arrays can change to Ion Cannons (emperorpenguin)
Many new bomber fighters exist (msprange)
Ancient damage system removed (msprange)
Psi Corps fleet exists, includes current Hunter, Nemesis (many)
WARlock (many)
New Stealth check modifier for some other ship in fleet breaking stealth (msprange)
Some scouts/Leshath can be used to increase a stealth rating (forgot source)

Rumored (could use confirmation):
Shadows get diffuser capability (can't remember source)
Intensify Defensive Fire new Special Action exists (I think this was msprange)
 
There's also been mention of Blue Stars with super Jump Engines that lets them open multiple jump points.
Forgot source but it was mentioned a couple of times in one of the JPB threads/arguments
 
thePirv said:
There's also been mention of Blue Stars with super Jump Engines that lets them open multiple jump points.
Forgot source but it was mentioned a couple of times in one of the JPB threads/arguments


i don't mean to start an argument over this but that doesn't sound right to me. i mean it's like half the size of a normal WS and they were one of if not the smallest ships with jump enghines in the series. Just having jump engins or advanced jump engines should be enough of an indication that it's really advanced. if anything should be able to open multiple jump points it should be the WS gunship or carrier. They'd be better able to use that ability being potental certerpieces to larger fleets, and less able to abuse it with jump point bombing.
 
I think the initial discussion that was refrenced was referign to the ammount of AJP's being opened by a patrol level ship with AJE, not that each ship could open multiple points.
 
No, there was definite mention that Blue Stars would have some sort of crazy ability that would let them JPB in the first turn and again in the second turn. I'm pretty sure this is what led to much of the JPB complaints since the Blue Star was so able to abuse the JPB rules.
I could be very wrong (and I don't think I am), but this was my take on what was said.
 
I don't think Mongoose was aware of the considerable opposition to jump points bombs when configuring the Bluestar.
"Dual Jump Drive" :?
 
I think it mentions in their description that they have "dual jump engines".
If the rules in S+P are pretty much what is going to be in 2nd Edition then the intention is to allow them to jump in and out in the same game (S+P article stated that all jump-capable ships could only use their jump engine once per game) rather than allow them to sit in hyperspace and spam JPBs everywhere. Hopefully there will be rules to prevent ships opening points that no ship is intending to use but there's already enough posts on JPBs without adding anything more on them here.
 
is there a resource, or a pdf available yet with the new rules so far?
are these rules going to take over present rules completly or for example if you play, scos, or arma, do you continue with them?
 
darknight said:
are these rules going to take over present rules completly or for example if you play, scos, or arma, do you continue with them?
There won't be any "rules police" coming round to your house, stopping you from playing older versions ;) If your gaming group wants to carry on with Armageddon, SFOS or even original edition, go ahead. Official tournaments will be new edition of course, and most likely most forum questions will be answered WRT new edition. Unless you specifically ask about an older version.
 
Burger said:
darknight said:
are these rules going to take over present rules completly or for example if you play, scos, or arma, do you continue with them?
There won't be any "rules police" coming round to your house, stopping you from playing older versions ;) If your gaming group wants to carry on with Armageddon, SFOS or even original edition, go ahead. Official tournaments will be new edition of course, and most likely most forum questions will be answered WRT new edition. Unless you specifically ask about an older version.
Are you sure? Those Rules Police can be pretty nasty. Especially when they thwack you in the back of the head with a hardcover 600 page rule deluxe edition rulebook.
 
My guess is the dual jump drive will let the blue stars (and who knows, white stars may get them too) to open a jump point twice in a scenario, since 2E is changing jump engines to one use per scenario. I would guess there would still be a certain amout of delay between uses though, even with a very advanced jump engine thats still alot of power being used.

I guess the idea being is that bluestars could jump in, strike and then jump out when things get to hot.

I can see the potential for abuse with JPBs but until we know more details on how a 'Dual Jump Drive' works we wont really know what can happen.
 
darknight said:
is there a resource, or a pdf available yet with the new rules so far?
are these rules going to take over present rules completly or for example if you play, scos, or arma, do you continue with them?

Matt has said in the past, during the 1"/2" turn debacle brought about by the starter set, "Play the rules you've got"

LBH
 
Methos5000 said:
My guess is the dual jump drive will let the blue stars (and who knows, white stars may get them too) to open a jump point twice in a scenario, since 2E is changing jump engines to one use per scenario.
Doesn't this go against canon quite heavily? Ships jump in, attack and jump out again.

Eg: Gorash 7 battle, the G'Quans enter via JP's, get ambushed by the Shadows, and open JPs to try to escape.

I think the 3 turns to recharge the jump engines is a good representation of canon. Once per game is not realistic.
 
which traits. The only one I can think of that has gone is "accurate" from the first release
 
the only one i can remember off the top of my head is the huge hangars x trait. there were are few others but i think they are from the drakh and diligar books.
 
Yup Huge hangars is drakh specific, on the mo'ship and carrier, and the Dilgar have masters of destruction. Both, to my knowledge still stand, otherwise the mothership would be astoundingly poop!
 
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