I got my Relthoza-Sorylian box in the mail last night, and had some time to digest the rules and lists. (Model review to be later)
Movement is a straight port from HALO. While there, have limited Frigates isn't a hassle with the 270' arcs, here I don't see the same arc flexibility on most frigates. So those used to flipping easy 180's with Frigate swarms may be dismayed.
Having your bigger ships limited to ONE 45' turn, still without expanded HALO-style arcs, will also take some getting used to.
If this is the way Firestorm is going, having the Maneuverable MAR on Capital Ships will become HUGE.
Attacks and Defenses are a weird Taskforce-Only thing now. "Red" Attacks encompass all normal primary weapons from FsA, and Shields defend as normal. "Blue" Attacks are all the Secondary Weapons like Torps, Grav, and SRS. And those are ONLY blocked by Point Defense. Only the Terran Cyclic Shield MAR allows Shields versus these, and then only with the Heavy Dice mechanic (6's don't explode).
Ranges are just 3 Bands for all systems - Point Blank (<8"), Effective Range (8-24"), Long Range (24"+, no max)
Determine Attack Strength (total dice to roll) and roll for successes. Roll Defense Dice, subtract from Attack successes. Each Damage level reduces Attack Successes; each Disorder Token reduces Defense Successes, 1-1.
Compare remaining Attack Successes to the target's DR. Whether 1x, 2x, or 3x+ the DR just provides a Modifier for a Roll on the Damage Chart. It's an opposed D6 roll, Attacker cross-reffed against Defender (i.e. a 1 to 7+ Grid, Defnder in column, Attacker results in rows). Attackers want High, Defenders want Low. Upper Left Side of the chart favors mere Disorder Tokens, while lower Right side of the chart favors increased Damage levels (1,2,3 etc). 7x7 is an auto-destruction.
If Damage levels = Targets Hull Points, remove it. No Ship Explosions that I could see.
SRS are just Bombers and Interceptors, and work just like a Direct fire "Blue" weapon - Put the Bomber token on the target within ER (24"), and add up all the Attack Strength. Ships with Interceptors within 24" can throw their Interceptors in Defense (1 Intercept per Turn), simply raising the PD dice rolled.
Boarding is a little weird, but seems okay. Mainly adds Disorder Tokens.
Weapon MARS tweak dice mechanics, or ignore defenses, or favor Disorder effects (Like Bio-weapons and Cyberweapons)
Cloak still kinda sucks = makes all attacks have Heavy Dice, but does the same to your own attacks, no exceptions. And once dropped, it can't be turned back on. I suppose it helps Relthoza approach into ER or PB without heavy damage.
Little balance points:
-- Terrans have the NASTIEST Torps (8d per ship), but only over 24". And they have NO SRS in the lists so far.
-- Dindrenzi have the biggest direct fire, but its all in the ER band. Almost nothing at Long Range.
Post-Adepticon, I'll be eager to try this out. (Or to play with proxies during). Lots of things I can't form an opinion on until I try them.
Oh, and all the Frigates have the smaller square stands now. If this means I have to re-stand my bajillion Frigates for FsA 3.0, I'll be a bit peeved.
Unlike the temp FsA stats, the new Light Cruisers all seem to work great in Mixed Squadrons in the Taskforce rules.