there does not seem to be any at present except reduction of guns on the Xeel which seems ok:
ideas are obviously needed: 8)
Telepathic co-ordination -
A flight of Vree fighters are incredibly difficult to destroy , dancing out of the way of enemy fighters and dodging weapon strikes that only other pilots can see.
If a Vree fighter flight has at least one one other Vree fighter flight within 4" it gains the Psychic Dodge ability (the same as PSi Corps Black Omega's)
Minds United (Special Action) CQ test 9
Although their telepathy is not normally powerful enough to effect other minds or generate the sort of power that can jam a Shadow Ship, it has been known for the Vree to combine wills on the mindscape.
A Vree Squadron may attempt this action in the movement phase but all must attempt to do so or none. For each successful test each ship gains the Psychic Crew Trait for the rest of the turn. The value is equal to 2+ the number of ships that have the new trait within the squadron. The trait can be removed as normal during the turn and is lost in the end phase regardless.
plus I still like my Extraction Beams
The Vree are able to abduct individuals or even small groups by using extraction beams – these are not designed for use in combat but on occasion they have been used in battle and have proved suprisingly effective.
Extraction Beams may only be used against ships or stations with the Immobile trait, that are Running Adrift or have not moved during the turn in which the Extraction Beam is used. These weapons do not inflict damage or critical hits, but cause crew loss as normal. Extraction Beams do not affect the Shadows, Vorlons or the Ancients in any way and do not affect ships with operating Shields or GEGs. Any Vree ship may exchange its Antimatter Cannon for Extraction Beams (these can also be reverted back to Antimatter Cannons in Campaigns for free in the Repairs and Reinforcements phase of the campaign turn).
Range 12,
Arc T
AD Equal to the AD of the Antimatter Cannons removed,
Special : Mini-Beam, Precise
just a few ideas?
ideas are obviously needed: 8)
Telepathic co-ordination -
A flight of Vree fighters are incredibly difficult to destroy , dancing out of the way of enemy fighters and dodging weapon strikes that only other pilots can see.
If a Vree fighter flight has at least one one other Vree fighter flight within 4" it gains the Psychic Dodge ability (the same as PSi Corps Black Omega's)
Minds United (Special Action) CQ test 9
Although their telepathy is not normally powerful enough to effect other minds or generate the sort of power that can jam a Shadow Ship, it has been known for the Vree to combine wills on the mindscape.
A Vree Squadron may attempt this action in the movement phase but all must attempt to do so or none. For each successful test each ship gains the Psychic Crew Trait for the rest of the turn. The value is equal to 2+ the number of ships that have the new trait within the squadron. The trait can be removed as normal during the turn and is lost in the end phase regardless.
plus I still like my Extraction Beams
The Vree are able to abduct individuals or even small groups by using extraction beams – these are not designed for use in combat but on occasion they have been used in battle and have proved suprisingly effective.
Extraction Beams may only be used against ships or stations with the Immobile trait, that are Running Adrift or have not moved during the turn in which the Extraction Beam is used. These weapons do not inflict damage or critical hits, but cause crew loss as normal. Extraction Beams do not affect the Shadows, Vorlons or the Ancients in any way and do not affect ships with operating Shields or GEGs. Any Vree ship may exchange its Antimatter Cannon for Extraction Beams (these can also be reverted back to Antimatter Cannons in Campaigns for free in the Repairs and Reinforcements phase of the campaign turn).
Range 12,
Arc T
AD Equal to the AD of the Antimatter Cannons removed,
Special : Mini-Beam, Precise
just a few ideas?