Hello everyone I have always wanted to see an expansion of the Shadow campaign refit table. I have tried to come up with something new and that gives a Shadow feel. If you like it let me know and why, If you dont, tell me why as well and perhaps tell me if I should scrap it or modify something. I am doing this to get a feel of what people think and hopefully in a later supplement or something the powers that be might change the Shadow campaign table. Give me your honest thoughts I dont get riled up easily. Thanks for your time.
Shadow Refit:
2: One Lump or Two: In the next campaign turn the first battle the Shadows have, their FAP is increased by one for that battle only.
3: Which way did they go: The Shadow player receives one diverting raid to be used against one player.
4: Confusion: The Shadow player has raised a lot of doubt and confusion among the other enemy fleets. The Shadow player may not be attacked this turn. However, the Shadow player must still attack as normal.
5. Rage: The specific Shadow ship gains +2 AD. This may only be applied once to any ship.
6: All your bases belong to us: The Shadow player nominates one enemy fleet and rolls a D6. This roll subtracts that many RR from the enemy player and gives it to the Shadow player.
7: Quickening: The Shadow ship that rolls this receives a +1 to speed. This may only be rolled twice for any specific Shadow ship.
8: Evolution: The specific Shadow ship gains 10% to its damage score. This may be applied up to 150%. Also the new damage score is the one used in pinning.
9. Logistics: This allows the Shadow player to place up to D3 pieces of terrain in the next battle even if the scenario does not allow it.
10. Masters of Hyperspace: This allows the Shadow player to use hyperspace rules in the next battle even if the scenario does not allow it.
11. How the Mighty have Fallen: This allows the Shadow player to pick a skirmish ship or below from eith Drakh, EA, or Centauri.
12. Pulling a Rabbit out of the Hat: The Shadow player has had a hidden planet in the system. This new planet is randomly generated but it has to be an unihabitated world. This new world has a random RR generated by rolling a D6.
Shadow Refit:
2: One Lump or Two: In the next campaign turn the first battle the Shadows have, their FAP is increased by one for that battle only.
3: Which way did they go: The Shadow player receives one diverting raid to be used against one player.
4: Confusion: The Shadow player has raised a lot of doubt and confusion among the other enemy fleets. The Shadow player may not be attacked this turn. However, the Shadow player must still attack as normal.
5. Rage: The specific Shadow ship gains +2 AD. This may only be applied once to any ship.
6: All your bases belong to us: The Shadow player nominates one enemy fleet and rolls a D6. This roll subtracts that many RR from the enemy player and gives it to the Shadow player.
7: Quickening: The Shadow ship that rolls this receives a +1 to speed. This may only be rolled twice for any specific Shadow ship.
8: Evolution: The specific Shadow ship gains 10% to its damage score. This may be applied up to 150%. Also the new damage score is the one used in pinning.
9. Logistics: This allows the Shadow player to place up to D3 pieces of terrain in the next battle even if the scenario does not allow it.
10. Masters of Hyperspace: This allows the Shadow player to use hyperspace rules in the next battle even if the scenario does not allow it.
11. How the Mighty have Fallen: This allows the Shadow player to pick a skirmish ship or below from eith Drakh, EA, or Centauri.
12. Pulling a Rabbit out of the Hat: The Shadow player has had a hidden planet in the system. This new planet is randomly generated but it has to be an unihabitated world. This new world has a random RR generated by rolling a D6.