I know that there was some desire to see some new Shadow ship so I thought that I would throw some out in the hope that maybe the powers that be might consider something for them. I based one on the old AOG scale fighter and the other on the scout. I am also throwing out a new Pak'ma'ra design since thus far they are being completely ignored in P&P with no ship, no admirals, no special rules, no ship changes...nothing.
Shadow Infiltrator Patrol
While it lacks the lacks the powerful weapons and regenerative capabilities of other Shadow ships, the Infiltrator can be grown much more quickly than a scout class vessel. In larger battles, the Infiltrators are often used to support the fighters and deal with any maneuverable quick moving enemies that might threaten the more powerful Shadow ships.
Speed: 11
Turn: SM
Hull: 4
Damage: 8(2)
Crew: N/A
Troops: 0
Craft: None
Special Rules: Atmospheric, Shields 5/1, Stealth 5+
In Service: Until 2261
Weapon/ Range/ Arc/ AD/ Special
Light Phasing Pulse Cannon/ 8/ F/ 4/ Accurate, AP
Shadow Transport (Scout Variant) Skirmish
The transport variant of the ubiquitous scout is often used by the Shadows to move their agents covertly or transport captured psychics of great value back to Shadow bases. With its powerful molecular slicer beam, the transport is often pressed into service by the Shadows as a light support gunship since they have such limited quantities of the larger vessels.
Speed: 10
Turn: SM
Hull: 4
Damage: 18(5)
Crew: N/A
Troops: 0
Craft: None
Special Rules: Atmospheric, Self-Repair 1, Shields 5/2, Stealth 4+
In Service: Until 2261
Weapon/ Range/ Arc/ AD/ Special
Molecular Slicer Beam/ 12/ F/ 2/ Beam, Precise, DD
Shyarie-class Trade Scout (Shyarie variant) Patrol
Often used to scout out new trade route routes, aid in securing mercantile operations and keep watch for hostile raiders by the Pak’ma’ra, the Shyarie is purchased from the Abbai and refitted like many other vessels in use by the Pak’ma’ra.
Speed: 9
Turn: 2/45
Hull: 5
Damage: 12/3
Crew: 13/3
Troops: 1
Craft: None
Special Rules: Anti-Fighter 1, Scout, Shields 8/2
In Service: 2180+
Weapon/ Range/ Arc/ AD/ Special
Plasma Cannon/ 10/ F/ 4/ AP
Plasma Cannon/ 10/ A/ 1/ AP
Plasma Cannon/ 10/ P/ 2/ AP
Plasma Cannon/ 10/ S/ 2/ AP