I did. At least there's no a Shadow Sinker.
Below is a completely alternate thought on the Shadows. I have no idea if it's of any use at all .... rip it to shreds, and let's see what ideas are left.
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Another idea might be to resurrect the old full-scale Shadow Fighter as a new figure for the Shadow Skirmish or Patrol slot. The benefit of this would be the reuse of a miniature that is already in production allowing for faster casting when production is restarted.
Shadow "Infiltrator" or "Corsair":
Just as Shadow Ships evolve in power as they age, so too can Shadow Fighters. It is more unusual for this to occur, however, as combat experience is at a premium, and the Shadows are loathe to expose themselves unnecessarily. The attrition rate for Shadow Fighters is also imposing. However, the result is a substantial improvement in capability, durability, and independence.
Speed: 12....Damage: 13(5)....Craft: Special, See Below
Turns: SM....Crew: - ...............Special Rules: Atmospheric, Dodge 4+,
Hull: 5.........Troops: - ..................Shields: 3/2
Weapons:
Polarity Cannon ------ 8" ---- T ---- 3 AD ---- AP, Double Damage
Special Rules:
Hangars: Shadow Infiltrators may be housed and launched from Shadow Ships as per the Fighter dispersal tube. It counts as one flight for purposes of Hangar use.
Merging: Shadow Infiltrators may only merge with Shadow Ships. After 1 turn of merging, the Infiltrator can be considered to be inside the Shadow Ship at the discretion of the Shadow player. It may be deployed as per the Fighter Dispersal Tube. This is the only access to Self-Repair that Shadow Infiltrators have.
Expert: This is the farthest that a Shadow Fighter can grow. It can never buy Personality Traits with experience dice.
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I put the last in when I saw the Personality of Evasive, and thought "Wow, that'd be busted!".
Edit: Updated once already when I decided this one didn't pass my smell test. Downgunned from 5 AD to 3.