Taken from a now long extinct race, Hesperus was inserted into the core of a Shadow Ship aeons ago and she has served the will of the Shadows without fail since. Hesperus' ship has red coloured veins along her diffuser tendrils. And is always accompanied by Shadow Fighters.
Sixth Sense: Having lived so long, Hesperus is able to read the subtle signs of battle like an open book. Able to strike at a decisive moment, or avoid weapons fire at the last second, she always seems to survive. Hesperus gains one re-roll in Patrol and Skirmish level scenarios, two at Raid and Battle level, and three at War and Armageddon level. These may each be used on any one dice roll in the battle, even those of Hesperus’ opponent, from Initiative to Attack Dice.
Patient Hunter: Hesperus has served the Shadows for so long that they have learned to leave her to plan the details of her strikes. Once all modifiers are taken into account, the fleet’s initiative bonus is doubled for the purpose of determining who sets up first and who takes the first turn. After the battle commences, this ability has no further effect. In scenarios where one side is always deemed to set up first or win the Initiative in the first turn, this ability has no effect.
Mothering Instinct, Hesperus quickly grew attached to shadow fighters, perhaps a residual maternal instinct that was never quite suppressed by the shadow programming. Hesperus' ship gains the Fleet Carrier trait and an additional wing of Shadow fighters. Also, her shadow fighters seem to endeavour to try and impress her. All Hesperus' flights gain +1 dogfight.
Hesperus can be placed on the following ships: Shadow Ship (Young), Shadow Ship (Ancient)