Slightly Norse John
Mongoose
No,I'm not seriously suggesting spraying Harvestman Spiders with plastikote- although it might get me into less trouble than doing more tinkering.
What I do suggest is that we take a look at the idea that shadow ships grow, and try hashing out some numbers on that basis to see if they make sense.
Looking at the fleet at the moment;
Shadow Scout, purpose; officially stated as pure recon.
Does this actually make sense? As the only choice at a middling level, it gets shoved into the role of jack-of-all-trades a lot. As such, as it gets older, it should start to grow into that.
In stat terms, three different versions of each ship. A youth, at a lower PL; a mature version, at- probably the PL they had in the tourney lists, and something close to the stats; an elder of the race, at a higher PL. So an elder shadow ship would indeed be Armageddon PL.
An immature Shadow Scout would be much closer to being a pure scout, at Skirmish level, possibly with higher speed and reduced damage and weaponry. The mature version would be the armed recon unit we see in the tourney lists, an elder scout would be a ship with a great deal of experience at getting shot at and having to shoot back and would need to be uprated to Battle level.
Battle PL would actually get crowded for the Shadows, then, with an elder scout, a mature hunter, and a juvenile ship all competing as choices; there would need to be clear water between them, to make them each appropriate for a different purpose. That could be fun.
Anyway, to give you an idea of what I'm on about, the Scout;
Juvenile (skirmish)
Speed 10, SM and sprint, adv JP and hyperspace mastery,
Self- repair 2D6, (they bounce back fast- they're kids after all), Scout (unlimited range as per the Delphi seems only fair, +1 vs stealth for ancient tech), Stealth 5+ (they're smaller)
Hull 4, damage 50 as per usual shadow rules, 20 after throwing them away
Phasing pulse cannon; range 8, F, 4AD, Double damage super AP Anti- fighter
Adult (Raid)
Speed 9, SM and sprint, adv JP and hyperspace mastery,
self repair D6, Scout (unlimited range, +1 for ancient tech), Stealth 4+
Hull 5, damage 75 (book version) or 30
Phasing Pulse Cannon; range 8, F, 6AD, Double damage super AP Anti-fighter
Elder (Battle)
Speed 8 (getting older, slowing down), SM and sprint, adv JP and hyperspace mastery
Self repair 2D6, Scout (unlimited range, +1 for ancient tech, suggestion; the fluff mentions shadows scanning from hyperspace- without appearing on the table. Allow this?)
Hull 5, damage 100 (book version) or 45
Phasing Pulse Cannon; range 12, F, 8AD, Double damage super AP Antifighter
I think some of the issues with the Dilgar rebuilds prove that I do need somebody standing behind me to stop me when I'm done
Commentary on this lot?
What I do suggest is that we take a look at the idea that shadow ships grow, and try hashing out some numbers on that basis to see if they make sense.
Looking at the fleet at the moment;
Shadow Scout, purpose; officially stated as pure recon.
Does this actually make sense? As the only choice at a middling level, it gets shoved into the role of jack-of-all-trades a lot. As such, as it gets older, it should start to grow into that.
In stat terms, three different versions of each ship. A youth, at a lower PL; a mature version, at- probably the PL they had in the tourney lists, and something close to the stats; an elder of the race, at a higher PL. So an elder shadow ship would indeed be Armageddon PL.
An immature Shadow Scout would be much closer to being a pure scout, at Skirmish level, possibly with higher speed and reduced damage and weaponry. The mature version would be the armed recon unit we see in the tourney lists, an elder scout would be a ship with a great deal of experience at getting shot at and having to shoot back and would need to be uprated to Battle level.
Battle PL would actually get crowded for the Shadows, then, with an elder scout, a mature hunter, and a juvenile ship all competing as choices; there would need to be clear water between them, to make them each appropriate for a different purpose. That could be fun.
Anyway, to give you an idea of what I'm on about, the Scout;
Juvenile (skirmish)
Speed 10, SM and sprint, adv JP and hyperspace mastery,
Self- repair 2D6, (they bounce back fast- they're kids after all), Scout (unlimited range as per the Delphi seems only fair, +1 vs stealth for ancient tech), Stealth 5+ (they're smaller)
Hull 4, damage 50 as per usual shadow rules, 20 after throwing them away
Phasing pulse cannon; range 8, F, 4AD, Double damage super AP Anti- fighter
Adult (Raid)
Speed 9, SM and sprint, adv JP and hyperspace mastery,
self repair D6, Scout (unlimited range, +1 for ancient tech), Stealth 4+
Hull 5, damage 75 (book version) or 30
Phasing Pulse Cannon; range 8, F, 6AD, Double damage super AP Anti-fighter
Elder (Battle)
Speed 8 (getting older, slowing down), SM and sprint, adv JP and hyperspace mastery
Self repair 2D6, Scout (unlimited range, +1 for ancient tech, suggestion; the fluff mentions shadows scanning from hyperspace- without appearing on the table. Allow this?)
Hull 5, damage 100 (book version) or 45
Phasing Pulse Cannon; range 12, F, 8AD, Double damage super AP Antifighter
I think some of the issues with the Dilgar rebuilds prove that I do need somebody standing behind me to stop me when I'm done

Commentary on this lot?