Ok I'm just going to hit on the special rules here.Protoss Special Rules
Leadership: When rolling to generate leaderships for you fleet, Protoss ships add +1, giving them a
range of 7-10.
They have a high number of psykers so I would expect to see cheap re-rolls with basic leadership.Boarding: Protoss add +1 to their total when in any boarding action.
Drop it there's no reason for this.Protoss Shields: Protoss shields function like normal shields with one exception. When Protoss ships
are damaged, roll a d6 for each shield that is going to be damaged; any 5+ absorbs an additional hit
from the total damage. When shooting an escort squadron, roll for each shield that has the potential of
being damaged.
For example, an enemy cruiser causes 4 hits the a squadron of Dragoons. The Protoss player then gets
to roll 2 dice representing the Protoss Shield saves. The Protoss player rolls a 5 and a 2; one of the
shields absorbs another hit. Now, the hits are allocated: the closest Dragoon's shields absorb 2 hits,
the 3rd hit destroys the Dragoon, and the 4th hit takes the 2nd Dragoon's shields down.
Lots of standard shields... nuff said. A good rule of thumb with protoss is that combat units usually have at least half as many shields as they do hit points. A 6 hit light cruiser (what I would consider a standard protoss carrier) would have 3 shields.Photon Batteries: Photon Batteries function like Weapon Batteries with one exception. When firing on
enemy ships, if any 6 is rolled in the group of dice, the receiving vessel immediately looses one, and
only one shield before the damage is resolved. Multiple 6s are no different than one 6 rolled.
For example, a Protoss ship firing against a Repulsive Class Cruiser with 3 shields. The Protoss player
rolls 6,6,4,3,1,1. Since a 6 was rolled in the group of dice, an extra shield of the Repulsive's is taken
down. Continuing shooting as normal, the two 6s take down two more shields. In the end, 3 shields
were damaged and 3 blast markers are placed on the Repulsive.
Make them mid ranged (45cm) and fire like lances (without the weapons chart) but hit against armor, adjust the quantity to compensate. Prismatic Beam: The Protoss Prismatic Beam functions as a lance that hits on a 3+
Long range (60cm) lance, pulsar style (only 1 additional hit tho), very limited numbers in fleet and this should be their only long range option..Gateway: The Protoss Gateway functions exactly like an additional teleport attack. They cannot be
used while crippled or on Brace for Impact, Come to New Heading, All Ahead Full, or Burn Retros.
The usual restriction that teleport attacks can only be made against ships with less remaining Hull
Points is waived, with the exception that Protoss Zealot class vessels do not carry enough Warriors to
board anything with more than 6 Hull Points remaining.
coolVoid Ray Bombers: Void Ray Bombers function exactly like bombers. If a Void Ray is attacked by an
enemy fighter, roll a D6. On a roll of 4+, the enemy fighter is removed and the Void Ray remains in
play. On a roll of 1-3, the Void Ray and enemy fighter are removed normally. The Void Ray may only
attempt this roll once per player turn.
Drop bombers all together. I would have Scout class Torpedo-Fighter Bombers as the only BFG style attack craft. For that matter the same goes for terran, Wraith class Torpedo-Fighter Bombers with a bonus on the Wraith that they receive a 4+ save against any attack (cloak).Cybernetic Intercepters: Intercepters function like regular fighters in every way.
I would have most capitol ships with these as standard weapons batteries 30cm all around. Adjust the quantity to matchNexus Ships: Ships classified as a Nexus Ship have the ability to “Nexus Warp†escorts to themselves.
When testing special orders at the beginning of your turn, an escort squadron of no more than 6 ships
that is with 60cm of a Nexus Ship may decide to Nexus Warp to it. This functions the same way as
taking any other special order. If this Nexus Warp special order is passed, the escort squadron's
weaponry are at half strength this shooting phase. At the beginning of the Protoss player's ordinance
phase, the escort squadron is removed from the table and placed within 10cm of the designated Nexus
Ship, facing the same direction. The squadron may not take regular special orders on top of Nexus
Warping. You must declare which Nexus Ship you are warping to. One squadron of escorts may
teleport to a Nexus Ship per turn.
Escorts should warp immediately before the movement phase. The Nexus ship and the escort squadron should be unable to take special orders. Ship RulesNexus Ships: The Tassadar Dreadnought is a Nexus Ship and may use all the rules listen in the special rules section
relevant to them.
Energy Whips: Any enemy ordinance that travels within 15cm of a Tassadar Dreadnought count as traveling through a
blast marker.
Massive Turrets: The Tassadar Dreadnought may use its turrets on any ordinance that contact it during any turn, even if it
has defended against a different type of ordinance that turn.
Upgraded Photon Batteries: The Aiur Super Carrier is never affected by long range when shooting it's Photon Batteries.
Energy whips seem a bit over kill, change the name of massive turrets... massive turrets sounds like weapons batteries maybe advanced defensive grid? Photon batteries see above Nexus Ships: The Auir Super Carrier is a Nexus Ship and may use all the rules listen in the special rules section relevant
to them.
Upgraded Photon Batteries: The Aiur Super Carrier is never affected by long range when shooting it's Photon Batteries
SameCybernetic Infrastructure: If the Guardian Cybernetics Carrier attempts and fails it's roll to relaunch
ordinance, they are still able to launch 3 attack craft from one side only. The failed roll is still
considered a failed attempt.
Upgraded Photon Batteries: The Guardian Cybernetics Carrier is never affected by long range when
shooting it's Photon Batteries
+1 to reload ordinance seems better than giving them half as many no matter what, for that matter give this too all protoss carriers, they're all going to have cybernetic factories for the attack craftNexus Ships: The Arbiter Cloaking Vessel is a Nexus Ship and may use all the rules listed in the special rules section
relevant to them.
Psionic Matrix Depletion: If a squadron passes it's leadership to use it's Nexus Warp, the Arbiter Cloaking Vessel's Front
Photon Batteries will only fire at strength 6 this turn do to depletion of its Psionic Energies.
Cloaking Field: When a squadron uses the Arbiter Cloaking Vessel's nexus warp, it becomes cloaked; until the player's
next turn, the escort squadron count's as being under the Brace For Impact special order without any of it's negative
effects. The escort squadron is only actually considered cloaked after it warps within 10cm of the Nexus Ship with this
ability.
BFI negatives to the Arbiter if attempted, successful or not, seems more appropriate. All ships within 10cm of the Arbiter count as cloaked (receiving a 4+ save) Arbiters may never cloak including when within range of another Arbiter.Sentinels: Protoss Dragoon Destroyers shooting at ordinance hit on a 4+ instead of the usual 6
Flak frigate ok?I would probably look into making the terrans straight 6+ or 5+ and drop the deflector deal and then leave the toss @ 5+ or drop them to 4+ their escorts should be 4+ either way. why don't the terrans have Novas (Yamatos?). Terrans Frigate/Destroyer 4 torps 45 pts (just makes me think of the Valkyrie).