THE PSI CORPS
Psi Corps Fleet Special Rules
The following special rules apply to all Psi Corps fleets.
Best of the Best: The Psi Corps has access to highly trained crew, and by using telepathic messaging, can keep them operating at
peak efficiency. All ships in a Psi Corps fleet gain a +1 bonus to their Crew Quality scores, to a maximum of 6.
Psychic Crew: Ships with Psychic Crew can use a new Special Action: Cause Confusion. May make an opposed Crew Quality
test, using their Psychic Crew score instead of their Crew Quality. If successful, they may automatically force one enemy ship
within 8” to relinquish any Special Action currently in effect.
Fighters with Psychic Crew cannot use this Special Action. Instead, their danger sense allows them to retain a Dodge 4+ score
against Anti-Fighter weapons. In addition, if a flight with Psychic Crew is eliminated in a dogfight, roll one dice – on a 4 or more,
they will not be destroyed. Simply leave the flight in place (making the dogfi ght a draw).
Ships can trigger the Shadows’ Telepathic Disruption special rule, using their Psychic Crew score (Fighters may not).
EarthForce Requisition: The Psi Corps has many friends within EarthGov and it is a relatively simple matter for telepaths to
requisition Earth Alliance warships for their own purposes. The commanding offi cers of Earth are unlikely to ever know the true
nature of their mission.
When using a Psi Corps fleet, you may spend 2 Fleet Allocation Points of your allowance on ships from one of the Earth Alliance
fleet lists.
In campaign games, the Psi Corps may have a maximum of 2 Fleet Allocation Points at Battle level spent on Earth Alliance ships
at any one time. They are not restricted in this way when choosing fleets for individual scenarios – in theory, the Psi Corps could
field ships bought from the Earth Alliance with nothing from the Psi Corps fleet if the scenario was at Patrol level.
Secrets of the Psi Corp:
After there defeat on Earth Psi Corp was forced to fall back to there hidden bases in hyper space and else where. After everything slipped away the Corp decided to make sure it safe guarded it's self as much as possible. Each ship of the new order was fitted with autodestruct devices to limit the amount of information that could be extracted from any ship should she be captured.
If a ship becomes Crippled or skeleton crewed in it's activation it can opt to autodestruct. This is work out the same way as a normal ship explosion.
Should a Psi Corp ship becomee adrift or be captured. Another ship may activate the autodestruct if it is within 8" an opposed crew quality check is required to detonate a captured ship.
Psi Corps Initiative: +3
Black Omega Starfury Flight Patrol (Wing of Two Flights)
The Black Omega squadron of telepath-piloted Starfuries was originally created by request of the Psi Cops – as rogue telepaths
began moving further away from the core worlds and out to the colonies, the Corps needed a fast-response unit that could
intercept transports. Their telepathic abilities give them greater awareness making them even better at dogfi ghts than a standard
Aurora Starfury flight.
Speed: 14
Damage: –
Dogfighting: +3
Turns: SM
Crew: –
Craft: –
Hull: 5
Troops: –
Special Rules: Dodge 2+, Fighter, Psychic Crew
In Service: 2248+
Uni-Pulse Cannon 2" T 2AD Twin-Linked
Possible change: as Black Omega's are really just glorifed aurora it would be possible to change there Dogfighting: +2 and make them 3 per patrol point 1 less than standard EA as they have Psi Save.
Shadowfury Flight Patrol (Wing of One Flight) Updated to 2 per patrol point.
Using Earth-based technology for the basic structure, but overlaid with Shadowtech, the Shadowfury is an advanced but unstable
fi ghter capable of gaining space superiority against any enemy. The pilots are specially trained and surgically implanted with
Shadowtech devices, allowing them to control the movement and targeting systems of their craft effectively.
Speed: 14
Damage: –
Dogfighting: +4
Turns: SM
Crew: –
Craft: –
Hull: 5
Troops: –
Special Rules: Dodge 2+, Fighter
In Service: 2258+
Polarity Cannon 2" T 1AD AP, Double Damage
Shadowcloak-class Escort Patrol
Spy ships of the highest calibre, the Shadowcloak was an experimental vessel used by Psi Security to telepathically ‘eavesdrop’ on
other hyperspace traffic without being seen or noticed. It looks at first glance – even electronically – like a Tethys police cutter,
but packs a much different punch inside of it. Crewed wholly by telepaths trained in the ability to pick up on ambient thought
patterns floating through hyperspace, each Shadowcloak is a mobile listening post.
Speed: 8
Damage: 8/2
Craft: None
Turns: 2/90o
Crew: 9/2
Special Rules: Interceptors 1, Psychic Crew 4,Scout, Stealth 4+
Hull: 4
Troops: 1
In Service: 2261+
Medium Pulse Cannon 10" F 4AD Twin-Linked
Light Pulse Cannon 8" P 1AD Twin-Linked
Light Pulse Cannon 8" S 1AD Twin-Linked
Note: excellent scout some what limited at delivering any damage And quiet often stalked by fighters. If I was to change anything I would add a weapon to pepper enemies with nothing big. Say a down sized refit. Missile Rack: The ship gains a single turret-mounted missile rack, Range 30", 1AD, Precise, Super AP. Take an AD or 2 off the main gun to balance it out alittle.
Shadowcloak-Escort (Variant) Shirmish
Speed: 8
Damage: 16/4
Craft: None
Turns: 2/90o
Crew: 18/4
Special Rules: Agile, Anti-Fighter 4, Escort, Interceptors 2
Hull: 4
Troops: 1
In Service: Classified
Missile Rack: 20", T, 3AD, Precise, Super AP, SL.
Note: Using doubled stats Special rules of off the maximus and a modified Missile rack weapon to fit more with EA/Psi Corp builds. Added slow loading to the rack
Fighter Carrier Skirmish
Modifi ed freighters designed to ferry Psi Corps Starfuries these carriers are the most deployed ships in the Corps’ fl eet. Mounting
a dozen Starfuries to the undercarriage of a common freight transport means that the fi ghters are always crewed before leaving the
larger mothership, making shorter trips safe for the telepathic pilots.
Speed: 6
Damage: 22/5
Craft: 2 Black Omega Starfury flights
Turns: 1/45o
Crew: 28/6
Special Rules: Advanced Jump Engine, Anti-Fighter 4, Lumbering, Psychic Crew 4, Stealth 3+, Interceptor 1
Hull: 4
Troops: 1
In Service: 2248+
Missile Rack 30", T, 2AD, Precise, Slow-Loading, Super AP
Medium Pulse Cannon 10 F 4 —
Medium Pulse Cannon 10 P 4 —
Medium Pulse Cannon 10 S 4 —
Note: added Missile rack removed 2 AD from arcs and added interceptor 1.
Mothership Raid
Huge hybrids of the Skylark-class and Bradbury-lambda passenger liners converted to be hyperspace fortresses for hundreds of Psi
Corps telepaths, the Motherships are where the real power of the Corps lies. In fact, most of the human governmental populace
do not even know they exist. Rigged with some of the most advanced telepath-enhancing technologies the Corps has managed to
research, each of the seven Motherships are a base in and of themselves.
Speed: 4
Damage: 38/6
Craft: 4 Black Omega Starfury flights
Turns: 1/45o
Crew: 36/5
Special Rules: Advanced Jump Engine, Anti-Fighter 6, Interceptors 4,Lumbering, Psychic Crew 5, Stealth 4+
Hull: 4
Troops: 4
In Service: 2250+
Heavy Laser 30 B 4 Beam, Double Damage
Medium Pulse Cannon 10 F 8 Twin-Linked
Medium Pulse Cannon 10 P 8 Twin-Linked
Medium Pulse Cannon 10 S 8 Twin-Linked
Notes: It's hard to suggest any change to the mothership she is a good all stop pivot ship. One of the reasons why I would like to see the Shadow Omega infact do something different as it will end up being all they do. Speed is the only issue I have with her occassionally you want to go more than 4 or that -4 speed crit leaves you in a rut. Part from that shes sound. Delivery of fighters is abit slow. But I will suggest a carrier.
Mothership area controller : Raid Class; Rare choice 1 per fleet
The area controller monitors space without leaving hyperspace. Passing information to and from Psi Corp and Allied Vessels. Mothership area controller can never enter normal space. It does however do the following:
act as a scout with unlimited range;
Can open entry or exist jump points using advanced jump engine technology. 4 can be opened but only 1 can be opened per turn or at any given time;
+1 to Command;
4 Black Omega fighter flights & 4 Thunderbolt fights act as escort for the MAC these may join the battle at any time entering from hyperspace using a allied ships jump point or a jump point openned by the MAC
Psi Corp Avenger-Carrier (Variant) Raid
As the Poseidon-class Super Carrier became more popular the old Avenger classes where eventually scrapt. Some of these where commandeered by the Psi Corp for her own perposes. Stripped of there old style weapons. They prefer to rely more on fighters for protection than actually firepower.
Speed: 7
Damage: 35/7
Craft: 6 Black Omega flights* 2 Breaching Pods
Turn: 1/45o
Crew: 50/12
Special Rules: Carrier 4,Fleet Carrier, Interceptors 2, Advanced Jump Engine, Lumbering, Shuttles 2, Shields 10/1,
Hull: 5
Troops: 4
In Service: 2260+
*Black Omega flights maybe exchanged for Thunder Boltsat no additional cost. Shadow Furys Or Firebolt Starfury Flight at the cost of 1 Patrol FAP as you would for purchasing Firebolts when playing EA.
Notes: make a few changes based on what people said.
Hunter-class Experimental Warship Battle
Constructed from the same biotechnology as Shadow ships, the Hunter is a triumph of engineering and perseverance on the part
of the darker side of EarthForce.
Speed: 12
Damage: 40/8
Craft: 2 Shadowfury flights
Turn: 2/45o
Crew: 45/9
Special Rules: Advanced Jump Engine, Anti-Fighter 4, Self-Repair 2, Stealth 3+
Hull: 6
Troops: –
In Service: 2259+
Molecular Slicer Beam 15 F 5 Beam, Precise, Triple Damage
Notes: Nothing really bad about this ship. A small secondary would be nice but I like the hunter as is I find 3+ stealth useless for a 15" ranged ship. But side from that excellent ship
Purgatory training facility (Avenger Variant), Battle Da Bosses Carrier
The former EAS Beijing served with distinction in a number of conflicts before being devestaed by Minbari ships in their unstopable march towards Earth. It languished with many other wrecks in a backwater ship graveyard. When the the facility was quietly acquired by deniable elements of Earth Force, the ship found a new role. Used as training and medical base for pilots adpating to and being adpted for the new Shadowfury advanced interceptor. Pilots could test their skills in the challenging environment of the graveyard whilst being monitored by the scientists and medical crews aboard the Purgatory. Several new technologies were tested - including a fighter dispersal tube. Following the end of the Clark Regime, the ship was, in turn, acquired by Psi Corps who used it as a mobile fighter base, able to provide a virtually impenetrable fighter screen to defend facilities and ships.
Speed: 6, Damage: 40/ 10, Crew: 56 /12, Turns 1/45,
Hull: 5, Troops: 4, In service 2252+,
Craft: 8 Shadowfury flights
Special Rules: Advanced Jump Engine, Carrier 4, Command +2, Fleet Carrier, Interceptors 4, Lumbering , Scout, Unique,
Medium Pulse Cannon..............10.........F........8........TL
Medium Pulse Cannon..............10.........P........8........TL
Medium Pulse Cannon..............10.........S........8........TL
Medium Pulse Cannon..............10.........A........8........Tl
Special: The Purgatory has an experimental and dangerous Fighter Dispersal Tube. This acts in the same way as a Shadow Fighter Dispersal Tube - except when used roll a D6 for each fighter flight launched, on a 1 the flight is destroyed in the process and can not be recovered by the Fleet Carrier trait........
Notes: Sounds ok but no added damage, shields or self repair? Weapons are just secondarys I would rather have more fighters and no weapons personally. Dedicated carrier. I would add shields 10/2 as a personal preference.
Shadow Omega-class Advanced Destroyer War Original 2E SO
Created in highly secret development programmes initiated by President Clark during his reign, Earth opened its doors to
dangerously advanced Shadow technology. Using basic Omega hulls that were to be iconic representations of Clark’s power,
Shadow agents still upset with their masters’ defeat during the Shadow War converted the ships into advanced destroyers. It was
to give President Clark a weapon that would be immeasurably superior to anything Captain Sheridan and his alien allies could
come up with.
Speed: 8
Damage: 75/12
Craft: 4 Thunderbolt Starfury Flights
Turns: 1/45o
Crew: 84/18
Special Rules: Advanced Jump Engine, Anti-Fighter 8, Flight Computer,
Interceptors 6, Lumbering, Self-Repairing 1d6
Hull: 6
Troops: 3
In Service: 2261 only
Molecular Slicer Beam 18 B 6 Beam, Triple Damage
Heavy Phasing Pulse 12 P 12 AP, Double Damage
Heavy Phasing Pulse 12 S 12 AP, Double Damage
Light Multi-Phased Cutter 10 F 4 Mini-Beam, Twin-Linked
Light Multi-Phased Cutter 10 A 4 Mini-Beam, Twin-Linked
Notes: below are some suggested Shadow Omega changes as a result of game testing and talking things over with a few people and triggy on the forum.
Shadow Omega-class Advanced Destroyer War Ministalker suggestion
Priority Level: War
Speed: 8
Turns: 1/45
Hull: 6
Damage: 75/12
Crew: 84/18
Troops: 3
Craft: 4 Thunderbolt Flights (may be switched for Shadowfury flights if used after 2261)
In Service Date: 2261+
Traits: Advanced Jump Engine, Anti-Fighter 8, Flight Computer, Interceptors 6, Lumbering, Self-Repair 1d6, Shields 10/1d6
Weapons:
Molecular Slicer: 24" B 6AD Beam, Triple Damage
Heavy Phasing Pulse Cannon: 10" F 6AD, AP, Double Damage
Light Multi-Phased Cutter: 12" P 6AD, Mini-Beam, Twin-Linked
Light Multi-Phased Cutter: 12" P 8AD, Mini-Beam, Twin-Linked
Light Multi-Phased Cutter: 12" S 8AD, Mini-Beam, Twin-Linked
Heavy Phasing Pulse Cannon: 10" A 4AD, AP, Double Damage
Light Multi-Phased Cutter: 12" A 6AD, Mini-Beam, Twin-Linked
Shadow Omega-class Advanced Destroyer War katadder suggestion
Speed: 8
Turns: 1/45
Hull: 6
Damage: 75/12
Crew: 84/18
Troops: 3
Craft: 4 Thunderbolt Starfury Flights*
Special Rules: Advanced Jump Engine, Anti-Fighter 8, Flight Computer, Interceptors 6, Lumbering, Self-Repairing 1d6, Shields 10/5
In Service: 2261+
Weapon Range Arc AD Special
Molecular Slicer Beam 30 B 6 Beam, Triple Damage
Light Multi-Phased Cutter 10 F 8 Mini-Beam, Twin-Linked
Light Multi-Phased Cutter 10 A 8 Mini-Beam, Twin-Linked
Light Multi-Phased Cutter 10 P 16 Mini-Beam, Twin-Linked
Light Multi-Phased Cutter 10 S 16 Mini-Beam, Twin-Linked
*may exchange for 2 shadow fury flights after 2261.
Shadow Omega-class Advanced Destroyer War Triggy suggestion
Priority Level: War
Speed: 8
Turns: 1/45
Hull: 6
Damage: 75/12
Crew: 84/18
Troops: 3
Craft: 4 Thunderbolt Flights (may upgrade to Shadowfury flights for 1 Patrol FAP)
In Service Date: 2261+
Traits: Advanced Jump Engine, Anti-Fighter 8, Flight Computer, Interceptors 6, Lumbering, Self-Repair 1d6, Shields 10/1d6
Weapons:
Molecular Slicer: 24" B 6AD Beam, Triple Damage
Molecular Slicer: 24" B(a) 4AD Beam, Double Damage
Light Multi-Phased Cutter: 10" A 10AD, Mini-Beam, Twin-Linked
Light Multi-Phased Cutter: 10" P 16AD, Mini-Beam, Twin-Linked
Light Multi-Phased Cutter: 10" S 16AD, Mini-Beam, Twin-Linked
Shadow Omega-class Advanced Destroyer War Skavendans suggestion
Priority Level: War
Speed: 8
Turns: 1/45°
Hull: 6
Damage: 75/12
Crew: 84/18
Troops: 3
Craft: 4 Thunderbolt Flights (may upgrade to Shadowfury flights for 1 Patrol FAP)
In Service Date: 2261+
Traits: Advanced Jump Engine, Anti-Fighter 8, Flight Computer, Interceptors 6, Lumbering, Self-Repair 1d6, Shields 10/5
Molecular Slicer: 24" B 6AD Beam, Triple Damage
Molecular Slicer: 24" B(a) 4AD Beam, Double Damage
Light Multi-Phased Cutter: 12" F 8AD Mini-Beam,Twin-Linked
Light Multi-Phased Cutter: 10" A 4AD Mini-Beam,Twin-Linked
Light Multi-Phased Cutter: 15" P 5AD Mini-Beam,Twin-Linked*
Light Multi-Phased Cutter: 10" P 12AD Mini-Beam, Twin-Linked
Light Multi-Phased Cutter: 15" S 5AD Mini-Beam,Twin-Linked*
Light Multi-Phased Cutter: 10" S 12AD Mini-Beam, Twin-Linked
*Slow loading when crippled.
Note: On reflection of the fact that we already have 2 snipper ship designs Mothership and nemisis. I had another think about the Shadow Omega revisited it's stats for a brawling in the action shadow omega below.
Shadow Assault Omega-class Advanced Destroyer (Variant) War
Priority Level: War
Speed: 8
Turns: 1/45°
Hull: 6
Damage: 75/12
Crew: 84/18
Troops: 12
Craft: 2 Shadowfury flights
In Service Date: Classified
Traits: Advanced Jump Engine, Anti-Fighter 8, Flight Computer, Interceptors 6, Lumbering, Self-Repair 1d6, Shields 10/5
Molecular Slicer: 15" F 5AD Beam, Precise, Triple Damage
Railgun 20 P 6 AP, Double Damage
Railgun 20 S 6 AP, Double Damage
Heavy Pulse Cannon 12 P 14 Twin-Linked
Heavy Pulse Cannon 12 S 14 Twin-Linked
*Slow loading when crippled.
** The Assault-Omega has a HEL track array, granting it a +1 bonus to all attempts to break through a target’s Stealth.
Removed secondary front and aft weapons as per comment.
Note: I would love to add "Afterburner" to this ship. But perhapes too much? I like the idea of the strike apollo and this is a cross between. Since I have effectivly added 2 battle levels worth of fire power together I have note increased the range or AD on either.
Nemesis-class Advanced Destroyer Armageddon Shields added in 1.1
The Shadow Omegas of the Clark regime were not sub-standard by any measure, even though they had been hurried off the
production line. The entire fl eet had, however, been squandered when set against the White Stars. Learning from this lesson, the
Psi Corps and its allies set up many secret construction programmes across the galaxy. The result, many years later was this – the
Nemesis advanced destroyer, a ship the equal or superior to anything else in the galaxy.
Speed: 9
Damage: 95/18
Craft: 4 Shadowfury flights
Turns: 1/45o
Crew: 105/20
Special Rules: Advanced Jump Engine, Anti-Fighter 8, Flight Computer,
Interceptors 6, Self-Repairing 2d6, Shields 20/2D6
Hull: 6
Troops: 3
In Service: 2268+
Molecular Slicer Beam 30 B 8 Beam, Triple Damage
Heavy Phasing Pulse 12 F 12 AP, Double Damage
Light Multi-Phased Cutter 10 A 8 Mini-Beam, Twin-Linked
Light Multi-Phased Cutter 10 P 12 Mini-Beam, Twin-Linked
Light Multi-Phased Cutter 10 S 12 Mini-Beam, Twin-Linked
Advanced Missile Rack 30 F 6 Precise, Slow-Loading **, Super AP
* The Nemesis has a HEL track array, granting it a +1 bonus to all attempts to break through a target’s Stealth.
** This weapon ignores the Slow-Loading trait unless the Nemesis is Crippled.
Any constructive comments welcome. re-post to include the changes and suggestions. Still need a fighterless "fighter-carrier" variant and a command ship.