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Twilight Imperium (Third Edition): Shards of the Throne» Forums » Rules

Subject: Reinventing Race Techs rss

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Marko Kemenj
Serbia
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My group for some time wanted to change some Race Techs...The problem with original Race Techs is cause some of the are either useless like Shuttle Logistics,Valkyrie Armor,and some of them are totally pointless to research. Just to be clear...some of techs don't deserve to be replaced,but this is just a test. Look at ideas that me and my group came and are about to test them next week. So here it goes

Xxcha - Diplomats: During the Strategy Phase, you may choose a Law or an Elect Player in play. Until the next Strategy Phase, ignore this Law or copy the effects of an Elect Player. cost +4

Sardakk - Valktrie Armor: During each round of Invasion Combat, if your opponent inflicts more hits then you do, you gain 1 more hit and you may apply it at any enemy unit. Cost +3

Sol - Special Ops Training: During the first round of Invasion Combat, your Shocktroops do not have to be taken as casualties first. After Invasion Combat ends,if you have one or less Shocktroop unit present, you gain one free Shocktroop. cost +4

Yin - Archangel class Destroyers: Your Destroyers may participate in Invasion Combat and gain +1 to hit. Cost +4

L1Z1X - Hyperjump Drives (instead of Inheritance Systems): Once per round after activating a system, if at the end of the movement step you have one or more Dreadnoughts in that system, you can move any number of your Dreadnoughts from other systems to that system, even if the others systems are already activated. Cost +5

Dreadnoughts Invasion Pods: Your Dreadnoughts now have a capacity of 1.

Saar - Floating Factory: Spacedocks gain +1 move, 5 production capacity & 5 fighter capacity,and can Withdraw or Retreat from Space Battle. Cost +3 resources
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Bojan Brankov
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Nice techs, most of them seem way too powerful
Let's test them!!
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Marko Kemenj
Serbia
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Also some ideas for replacing useless Yssaril's Race Tech "Shuttle Logistics":

Masterful Counterintelligence
Once per round at any time, you may discard two Action Cards to move up to two of your units with combined cost of up to 3 resources from any system to a system you control.Non-Fighters ships can't exceeds its fleet supply limit and ground units can only be placed on planets.
Cost +4

OR

Stealthed Infiltrators - Once per round at any time, you may discard two Action Cards to stop one enemy ship to fire at you in a first round of Space Battle
Cost + 3
 
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