Hey fellow TI players. Check out these variants I've come up with. I haven't play tested them so feel free to add them to your own games and post feedback [=
Orbital Defence Stations:
For the cost of 4 resources you can upgrade a Space Dock (SD) into a Orbital Defence Station (ODS). It can support up to 6 fighters, rolls 2 dice at a 7, all defending ships receive +1 on their combat rolls. For health it can take 1 hit and then is crippled and is useless (until the end of the Status Phase where it is repaired). By useless, I mean USELESS! It does absolutely nothing for you anymore. If it takes a second hit it is destroyed completely and will need to be rebuilt as a SD first before becoming upgraded into an ODS again. Also as a SD it produces 1 less unit.
Drop Troopers:
It costs 1 recourse to build one Drop Trooper, place something underneath the GF unit to mark it as a Drop Trooper. For every Drop Trooper that is deployed on the planet roll a die, 1-7: they are deployed successfully, 8-10, they either die in the landing or failed to land at their target, remove them from the board without getting a chance to fire. Drop Troopers hit on a 6 or more and must be taken as casualties first in combat. Note the technology ‘Gen Synthesis’ also gives Drop Troopers a +1 on all combat rolls.
Option B) for Technology SC:
Improve a planet: Select a planet under your control, you can spend either:
6 resources to build a refinery. This raises the planet’s resource value by 1 (which also means that an extra unit can be built here provided there is a SD). This can only be done once on a planet in a non-Home World System and twice on a planet IN a Home World System. If the planet is conquered this improvement is lost.
3 resources to build a factory. This allows one extra unit to be built here. But does NOT raise the planet’s resource value. This can only be done once on a planet in a non-Home World system and twice on a planet IN a Home World System. If the planet is conquered this improvement is lost.
Option B) for Diplomacy SC:
Improve a planet: Select a planet under your control you may spend:
4 Influence to build an embassy. This raises the planet’s influence value by 2. This can only be done on a planet in a NON-Home World System. If this planet changes control for ANY reason the embassy is lost and the planet’s influence returns to normal.
More Techs:
Portable Wormhole Device (PWD):
Pre-requisites: Type IV Drive
Allows a fleet containing either a Cruiser, Dreadnought or War Sun to open a portable worm hole and travel through to another wormhole system of the player’s choosing. After deciding which units will attempt to travel through the wormhole using the PWD roll a die, 1-7 the wormhole is created successfully, all the chosen units come out at the desired location. 8-9 the wormhole is created un-successfully, randomly determine a wormhole system (it can be the one desired in the first place) all the chosen units move to that location. 10 the wormhole creation goes horribly wrong resulting in all the chosen units being lost completely, remove them from the board.
Dreadnought Docking Bay:
Pre-requisites: XRD Transporters OR Magen Defense Grid
Allows your Dreadnoughts to support 2 fighters.
Enhanced Blasters:
Pre-requisites: Micro Technology
All GF and Drop Troopers receive +1 on all combat rolls.
Heavy Cannons:
Pre-requisites: Assault Cannon
All your PDS receive another die to all combat rolls.