Shadow Duties

Jetbaker

Mongoose
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.
 
I too think that both Shadows and Vorlons should get "other duties" - they are more devious and manipulate everyone more than any other race in the show and it would be nice to reflect that.

nice ideas :)
 
I'd say that if someone tries to attack you, they attack someone above you instead. Something to stimulate that whole "We want you to fight each other" concept.
 
Hindsight said:
I'd say that if someone tries to attack you, they attack someone above you instead. Something to stimulate that whole "We want you to fight each other" concept.

Misinformation? I like the idea of that you thought you where facing the shadows but no you went into drakh terriory instead haha :P
 
Hindsight I see where your coming from with your thought. How would you go about doing that? Would I just roll a random dice to see which enemy fleet took my place in the battle? I like it though.
 
It could probably work similar to the Vorlon Directive for the Minbari, though instead of you randomly attacking someone in a battle level scenario you force someone to attack a random enemy if they attempt to attack you.
 
Here we have items that are duties mixed with items that are refits. You may wish to clarify.

+2 AD as a refit is too much on the Stalker.
 
There should probably be a clarification too that you cant use 'One Lump or Two' and 'Which way did they go' against the same opponent in a given turn. a 2 FAP bonus over your opponent is a little much.

The 2AD increase might be a bit much over all, an Ancient Shadow ship with an 8AD Quad Damage, Precise Beam mixed in with it Initiative bonus and the general survivability of the Ancient Shadow Ships in general might make it too good. Maybe +2AD on Phasing Pulse Cannons and +1AD on Molecular Slicer Beams.
 
On the whole i'd love to see the Vorlons and shadows have other duties tables.

Some nice ideas but when matched in campaigns with other race refit and other duties i cant see it balancing out!

How about just a Other Duties chart instead of an expanded refit table!
 
Mine from DR: Compiled from mine and several others ideas on the forums :)

Shadow and Volron Other duties

Shadows
1d6
Schemes
1 What do you want?: This ship has been used to transport a minion who gathers valuable intelligence on the activities of the other fleets, granting you a +2 bonus to your Initiative for the next Campaign Turn.
2 Mother knows best: Up to two on board flights of fighters may increase their Dogfight score by +1.
3 Master Manipulators: Launching a lightning strike, the ship strikes at the heart of an enemy, causing him to draw ships away from his main force. Choose another player’s fleet. In its next battle, it will have one less Fleet Allocation Point available.
4 Earth is our friend: The ship receives a modified telepathic pilot which enables it to better resist attacks by other telepaths, add +1 against jamming effects. This may only be carried out once and is cumulative with the bonus granted by being a Shadow Ship. Re-roll this result if the ship is a Mindflayer.
5 Minions: An inquisitive ship uncovers more than it bargained for and any crew that did survive now serve the Shadows. You may immediately add any one ship of your choice of Skirmish or lower Priority Level to your fleet roster. This ship may be chosen from Centauri, Raiders or League fleet lists and may come from a fleet that your are currently fighting against in the campaign. Any refits or other duties rolls for this ship should be rolled on the relevant EA tables.
6 Precise Strike: The Shadows appear at the heart of those they consider weak or need to be provoked and ensure that they will be short of resources. Choose one enemy fleet. It immediately loses 2d6 RR points.

Vorlons
1d6 Manipulation
1 Cryptic Response; While arguing over the meaning of your diplomat's statements, an opponent's generals and captains waste much of their time. Apply a -2 modifier to one opponent's initiative for the next turn.
2 Mother knows best: Up to two on board flights of fighters may increase their Dogfight score by +1.
3 Surprise Attack; When you finally move, move with conviction. During the next battle, this ship is placed last, regardless of initiative, anywhere on the table, and gains one free attack phase before the first movement phase selection. (May apply only once per campaign turn.)
4 Unforgiving; When thwarted the Vorlons do not forget and do not forgive. Name a player who has won a Scenario against you this turn. In the next campaign turn you will attack one of his Strategic Targets. This will be a Battle level Annihilation scenario. You will gain one extra Fleet Allocation point and earn double RR and XP for this scenario.
5 Assistance Rendered; Having aided the younger races, they have sent ships to be at your disposal. Immediately gain a ship of Skirmish or lower priority from any League, Minbari, Narn or Psi Corps fleet list. Any refits or other duties should be rolled on the appropriate Anla’shok tables
6 Form Revealed; It was necessary to reveal your true form and those that observe saw what you wished. You gain 2d6 RR as the younger races flock to the site to pay homage.
 
How about may enter from hyperspace, placing a open jump point before the first turn as the last action before the first turn? No free turn of attack, but effectively gives a placement advantage.

Ripple
 
If your redesigning a Other Duties table on a 2D6 system remember to add Superior Strategic Position as 11.

Why should the Shadows/Vorlons be the only race who cant find new strategic positions?

Always found that one to be a real annoyance!!
 
Grunvald said:
If your redesigning a Other Duties table on a 2D6 system remember to add Superior Strategic Position as 11.

Why should the Shadows/Vorlons be the only race who cant find new strategic positions?

Always found that one to be a real annoyance!!

Actually the Narn don't have it either, they have The Red Hunt an assassination mission against only the Centauri.
 
a roll of twelve on my duties table does give the Shadows a new strategic target. I didnt like the idea of the Shadows being able to get a lush planet so I thought a uninhabitated world would be for the best.
 
I was going to comment that an uninhabited world would be a bit unfair for the shadows being as they have to pay double for everything in campaigns, but even with a zero R&R strategic target, with the new Space Station rules that would be fairly well defendable and work well with shadows iconography.

So now i'm undecided!!! :roll:
 
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