Total Psi Corp Review with suggestions.

skavendan

Mongoose
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.
 
The Secrets of the Psi Corp: should have been added to the traits for each ship so the autodestuct could be destroy due to crits and so on.
 
This is going to get me flamed, but

.... You have got to be kidding. Seriously.

Fleet Carrier plus Black Omegas with Psychic Save? No way. 10 Black Omegas?!? When the base Avenger gets base Starfuries at the same value (and only 8 of them?).

Any refit to a Scout with Stealth 4+ and interceptors that has a Patrol priority is right out.

24 AD Battle-level omega autodestructs?!

Seriously, dude --- we get that you're a Psicorps player. But this is getting over the top. We're trying to restrain ourselves for asking for our own fleet's greed. I am. I've even argued a couple of times for nerf on my own fleet. We're trying to keep this balanced instead of running around like Senators putting pork in the budget for our constituencies. I refuse to be Senator Ted Stevens.
 
lol you missed a biggy there czuschlag - it can take shadowfuries for no cost increase.
i'm with czuschlag on most of these though.

one thing i would like to see changed is black omegas lose that stupid psychic dodge, when have they got time to read opponents minds? and even the most powerful cant even read minds through a bulkhead let alone at high speed through armour.
if they lost the dodge they could keep dogfight +3 and get 3 per wing for me. just hope they never bring out B5 starfuries, the ease with which those guys took down black omegas means they must be at least dogfight +6.
 
* Black Omega flights maybe exchanged for Thunder Bolts, Shadow Furys at no additional cost. Or Firebolt Starfury Flight at the cost of 1 Patrol FAP.

Wait, am I reading this right./ sayinjg that 10 black omegas can be exhcnaged for 10 firebolts for a single patrol point?
 
kitsune106 said:
* Black Omega flights maybe exchanged for Thunder Bolts, Shadow Furys at no additional cost. Or Firebolt Starfury Flight at the cost of 1 Patrol FAP.

Wait, am I reading this right./ sayinjg that 10 black omegas can be exhcnaged for 10 firebolts for a single patrol point?

Ooops sorry lads that was posted very late it should have been same as the Average 8 fighters usually carries and it should have been purchase for the ShadowFuries same as Firebolts.

I imagine Dogfight and Psi Crew on the fighters is up for review this update. So they will probably drop down abit no doubt.
 
CZuschlag said:
Any refit to a Scout with Stealth 4+ and interceptors that has a Patrol priority is right out.

24 AD Battle-level omega autodestructs?!

I made no changes to the scout I only said in the notes as a suggestion. As at the moment the Corp is very stuff for variants.

I don't know where you got the 24AD battle-level omega from? Only battle level ship there is the hunter unless I copied and posted something wrong I will look again after a coffee.

As far as autodestruct goes it just sounds good to me abit of fluff without majoy action. For the vast majority few people get within 4" and they tend to be out of the way when they expect a ship to explode that turn.
 
Running through:


Best of the Best
As per rulebook.

Psychic Crew
Fair enough

EarthForce Requisition
This is why the fleet should have gaps in it - it's supposed to have EA in attendance far more than any other fleet's allies rule.

Secrets of the Psi Corp
That's rather too harsh. There are more than enough races who could claim something similar - Why would the drakh not get this, for example - and it just strikes me as a bit too much of an extra freebie, ESPECIALLY the ability to blow up adrift ships in the middle of a brawl from safely outside their blast range. What does 'taken by surprise' mean, by the way? Feels like part of the sentance is missing.


You forgot the new 'Telepathic Interrogation'.

Black Omega Starfury Flight Patrol (Wing of Two Flights)
Fine as is. A 4+ save is too good to cost you just one fighter per wing.

Shadowfury Flight Patrol (Wing of One Flight) Updated to 2 per patrol point.
Fine.


Shadowcloak-class Escort Patrol
Needs no tweaks. It's a CQ 5 stealth 4+ scout for a patrol point....

Shadowcloak-Escort (Variant) Shirmish
Looks massively out of place in the fleet. Psi-corps ships are either psi-corps (stealth, psychic crew, black omegas) or black ops shadowtech (self repair, shields, shadowfuries). This one is neither and sticks out like a sore thumb.

Just because one (1) EA ship has a turreted missile rack when all the others are fixed, why does everyone insist on giving EA ships turreted missiles.

The Maximus principally exists for the Guardian Arrays rule - which doesn't apply to this one.

Feels odd for this to be a shadowcloak variant when it doesn't have a single stat except speed in common. If you want an escort shadowcloak then swap out scout and drop one or two medium pulse cannon AD and you've got room to do it at patrol.



Fighter Carrier Skirmish
Again with the missile turret..... You might conceal a fixed rack in the hull but not a 360' traverse turret.

Interceptor ok - adding interceptors and jammers makes more sense than massively armouring up the hull if it's supposted to look innocuous.


Psi Corp Avenger-Carrier (Variant) Raid

1) Psi-corps aren't really a front line fleet. Mobile base maybe but that's what motherships are supposed to be.
2) A psychic crew save plus fleet carrier save makes black omegas ridiculous.
3) That's more fighters than you'd get for buying independant flights, so the hull is free.
4) No self repair, No shields. It's a psi-corps ship, not a shadowtech build.
5) If it's a psi-corps ship it should have psychic crew and possibly stealth.
6) Please stop giving everything bloody missile turrets.
7) Psi-corps don't use thunderbolts - that's a black ops fleet thing that exists only because of the civil war-era Shadow Omega. You shouldn't get any single ship with the option of both them and black omegas. You want thuds - draft a proper Avenger.
8) 1 patrol point for 10 firebolts is a bad joke.
9) You've given it more than normal troops as well. Psi-corps definitely recruit regular grunts for planetary assault work....



Hunter-class Experimental Warship Battle
It's not exactly fragile. Stealth 3+ largely exists to protect it whilst it's closing.


Shadow Omega
Better minds than I are debating this one at length.

swapping thuds for shadowfuries is ok for black ops but it should not be FREE unless the numbers are reduced.




Shadow Assault Omega-class Advanced Destroyer (Variant) War

If it's supposed to be a brawler it should not have missiel racks.
Shadowtech ship should use phasing pulse rather than railguns
HEL track is supposed to be the crown jewel of the nemesis class - it wouldn't be included in a 'budget' alternative of an omega variant.

Nemesis-class Advanced Destroyer
Fine. Track That Target! and the shields combine to make this a nice ship now.
 
Thanks for the comments.

Secrets of the Psi Corp
- change to standard explosion. It was just a thought that came to mind at the time of writting this stuff up. Also destroyable through damage and crippled.


You forgot the new 'Telepathic Interrogation'.
- I haven't managed to pull it over so I didn't look at this. Also haven't played with the station stats for the Corp either.

Fine as is. A 4+ save is too good to cost you just one fighter per wing. - Quiet possibly true but I am happy for the rule to go and in farness since it doesn't work on E-mines it's abit pointless. Unless theres a ship with very low any fighter.

Shadowcloak-Escort (Variant) Shirmish - Stealth doesn't seem like a good Escort trait. And Psy crew can't go on every ship. Perhapes a Patrol level score then use the Cloaks stats and interceptor trait but that would make it fairly easy to pop and then pointless perhapes have to take a longer look at this.

Again with the missile turret - well it's down as a refit so it can't be that out of place also I wasn't the person to initially suggest this addition.

Psi Corp Avenger-Carrier (Variant) Raid -
1. They have fighters so they should have access to a carrier
2. Psi Crew like I said they can drop it for all I care. If it stays could look at a cap for the max number of Black omega's it can carry.
3. 8 fighters is how many the standard Avenger carries which = shirmish point I guess could knock it down to 4 max if you look at it that way but that seems abit low.
4. You could drop it to the standard Average stats but I'd prefer at least something different to set her apart from the standardised one.
5. Psi crew and shadowfuries / shadow tech shouldn't mix so I stayed away from the Psi crew for that reason. Stealth is an option if we are moving self re-pair but I'd prefer a small amount of shields.
6. What would suggest as a revised weapon system then? Missile turret seemed the most realistic as it is a refit.
7. Actually the Shadow Omega has Thunderbolts. The standard rule for swapping fighters out was 1 FAP on those fighters. Though with the update this could change too. It was 10 by typeo dropped to 8. Possible change to 4 Black Omega's 2 beaching pods?
9. Yes I gave it more troops. There no Psi bonus for assault so this shouldn't be a big issue.

I would forgo weapons for a decent defense. 2AD weapon isn't exactly deadly. I suppose 5/1 shields with 3+ stealth with no weapons. making it a dedicated carrier.

Hunter-class Experimental Warship Battle -
True but with the widly available E-mines, people just mine and scout you and it's gone. since scouting is an additional action to "Special actions" it does not restrict anyone from doing this tactic.

Shadow Omega - Yeah I talked about this alot I am not sure about it at the moment. My build did ok but like I said in my reports only managed to kill a bluestar and that was a with a full B arc beam hit.

The brawler I just took the apollo weapons. It could lose the missiles. I don't see why it couldn't have a Hel track.

TTT - I have still yet to be in a position where this becomes a better choice than all stop pivot or come about.

Finaly there is no command ship. might look at that if I get time.
 
Remember Skavendan, the Psi Corps isn't a military fleet. They're black ops at best. They have neither the manpower or the need for a fleet carrier like the Avenger. You might swing if if they're secretly salvaging them from ship breakers after EarthForce retires the class, but the Mothership does what a fleet carrier would do for them.

Personally I think the Mothership should have fleet carrier anyway, but that's me...
 
How about a special unique Avenger variant - proba at battle level, a movable command base for the fighter training and repair............ :D
 
Lord David the Denied said:
Remember Skavendan, the Psi Corps isn't a military fleet. They're black ops at best. They have neither the manpower or the need for a fleet carrier like the Avenger. You might swing if if they're secretly salvaging them from ship breakers after EarthForce retires the class, but the Mothership does what a fleet carrier would do for them.

Personally I think the Mothership should have fleet carrier anyway, but that's me...

That's how I would see it, ships sent to the scrapper disapearing and no1 caring showing up later on with refitted weapon systems. Of course these ships wouldn't be used offensivly much by the Corp that would be reserved for there top of the range ships.

But generals understand some times you have to make the best with what you have access to. *waits for the comment of make do with your current ships*
 
make do with your current ships ;)

well you know my views on the corps anyway. I wish they were not a stand alone list, more a list of black ops addons for EA fleets. much as the league can use one off ipsha, hurr or lumati atm.
the corps shouldnt be a fleet apart from special scenarios (ie the shadow omegas v whitestar battle) as you dont group all your special black ops stuff together.
and by the show motherships never leave hyperspace anyway.
 
Da Boss said:
How about a special unique Avenger variant - proba at battle level, a movable command base for the fighter training and repair............ :D

Well your king of the ship suggestions so suggest something and I will make another rehash on your Drazi ship you want fixing. Call it a trade of :twisted:
 
Purgatory training facility (Avenger Variant), Battle
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........

just playing with ideas really :)
 
Nice, kind of thing the PSI corps would have done!

Maybe give an option to swap Shadowfury's for Black omega's but that just a personal preference!
 
its a shadowtech carrier, its not going to have teep pilots.
unfortunately the blackops and corps are in the same list so everyone assumes its all corps however raid and below is Psi-corps (apart from shadow furies) and battle and above is black ops.
this is another reason this list shouldnt exist except as an auxillary to EA fleets.

also as has been stated no way in hell should black omegas get a fleet carrier whilst they have that stupid psi-save. lose that and they can gain a fleet carrier.
 
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