New Shadow Goodies

Jetbaker

Mongoose
If its not to much trouble or against the rules could someone please tell me what has changed with the Shadows as I am still waiting on my book. Also please tell me they got rid of that stupid Telepath rule.
Thanks
 
you may be sadly dissapointed, you loose a model (hunter)
gain two new varients, and shields, but your ships can now be pinned on the spot by sustained beam fire! and I don't think they changed the telepath rule either.
 
And they dropped the number of flights the war level shadow ship (we still play asfos, not armagedion) carry from 6 to 2. Boo Hoo, I only just finished basing 24 flights of shadow fighters for my 4 ships to gob out at their enemies. 3 fighters to a base mind you.
 
What do u mean as far as being pinned. I hope they are still a viable fleet to play. I would hate to have to go with a new fleet or just altogether go and play a new miniature game.

Down with the telepath rule.
 
do you remember in the show what happened to shaodws when they got hit with concentrated beam fire? they basically got "pinned in space" unable to move or act.... thats what I mean by Pinned ;-)
each ship can teak a percentage of it's base damage in a single salvo, if it takes more than this, it is pinned, and cannot act.
 
hiffano said:
do you remember in the show what happened to shaodws when they got hit with concentrated beam fire? they basically got "pinned in space" unable to move or act.... thats what I mean by Pinned ;-)
each ship can teak a percentage of it's base damage in a single salvo, if it takes more than this, it is pinned, and cannot act.
Yeah, but thats only from Beam weapons......oh wait, most of the fleets have beam weapons :P
 
Shadow ships are still good - yes they can be pinned by concentrated beam fire (like in the show) - but they now have shields :D and the bigger (older?) the ship the more difficult to pin they become - plus if you blow the pinning ship away you are unpinned. They can still be telepathically pinned - stay away from Psi Corps (played them Wed night).

The only areas of disapointment for me was 1) the fighters - expensive (2 ships a flight) and rubbish see other theads for my views/rant on them)

2) still only 4 ships - been really cool to have maybe 2 or 3 more

3) No other duties table - again would have been cool and reflective of the manipulative nature fo the Shadows / Vorlons

Plus the Ancient Shadow Ship has Quad damage beam!

You will still enjoy them I think and you don't have the horrible looking hunter anymore (yes I know it looked like that in the show - horrible in that too)

have fun :D
 
hiffano said:
each ship can teak a percentage of it's base damage in a single salvo, if it takes more than this, it is pinned, and cannot act.

That sounds painful, but kind of true to the show. Does it all have to come from one ship, or are we talking about damage in one turn. I guess you could attempt it to try and stop a shadow ship if it looks set to do something nasty.
 
Banichi said:
hiffano said:
each ship can teak a percentage of it's base damage in a single salvo, if it takes more than this, it is pinned, and cannot act.

That sounds painful, but kind of true to the show. Does it all have to come from one ship, or are we talking about damage in one turn. I guess you could attempt it to try and stop a shadow ship if it looks set to do something nasty.

See the bbold bit above :wink:
 
yup, it's from one ship.
otherwise it would be truly sick! so obviously Vorlons with their quad damage, and triple damage ships "probably" have a better chance of doing it.
 
Thats a bit of a relief. I just wondered because a few times in the show you see several ships teaming up to pin a shadow ship.
 
Thanks for all the info guys it does help. Although I am unhappy to hear that the telepath rule is still in affect makes shadows the easiest army to beat in the game imo for any race with telepaths. Not a fun mechanic to the game imo. How the hell does one beat any army with telepaths then.
 
I don't think you need to worry to much. If 2e is anything like 1e you can only get telepaths as a randomly roled campaign upgrade. So you should be safe in stand alone games. I can't be certain though, I'm still waiting for my books.
 
Most Psi Corps ships have Psychic crew (strangely enough! :D ) you do get a bonus against being jammed if you are a War level plus Shadow Ship.

Otherwise shoot the little sods before they jam you (its used in the attack phase) :)
 
Thats a point. Do the Psi corps ships have any aggresive telepathic ability? Or are they more like the 1a Vree, with a bonus to crew quality tests?
 
Yes they can jam shadow ships and have another trick as well - even their fighters have a nasty little ability - very intersting fleet

Am not sure if they can jam and use their ability against Sahdow ships. :D not a major thing if they can as Shadows don't use many special actions
 
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