Ah well if we are going carry on the debate
Vorlons - now have a great fighter - "Clanger" -you watched the game last night - did I bother getting any fighters out - no - cos they would have been immediately slaughtered by Nials and /or AAF and cost a fortune to get back................
Scouts / Carriers - as you know I would like the Vorlons to have one but Matt has said that is not going to happen....................
Reasons why your fighters are better:
3 per wing rather than 2
3 " range which means you can ignore AF or even AAF
its a precise beam!
it has Advanced Anti fighter to make it win dogfights
reasons Shadow fighters are better :roll: err -
it can come out of hyperspace -
may be handy if able to use against none defended ships and the scenario allows.
its got a 1 pt shield if someone fires a main gun against it
Its "free" with a War or armagedon ship - well no actually, as I understand it this capacity is factored in the value of the ship like carrier?
As I have said before make them a proper bomber (more range) like this
or give them more flights per wing
and/or make the above ships fleet carriers
Shadow Fighter Patrol (2 flights per Wing)
The polarity cannon mounted in the nose of this craft is incredibly powerful and its pulses can easily rip through the armour of the largest capital ship. Other fighter craft engaging these ships are usually advised to rely on their own agility to evade these devastating blasts and engage as quickly as possible. Like all Shadow vessels, these fighters have the ability to phase in and out of hyperspace at will, effectively making them jump-capable, an enormous advantage for so small a craft to possess.
Speed: 12, Turns: SM, Hull: 5, Damage: -, Crew: -, Troops: -,
Dogfighting: +0, Craft: - ,
Special Rules: Atmospheric, Dodge 4+, Fighter,
Weapon Range Arc AD Special
Polarity Cannon 6 T 4 AP, Double Damage
however I think both sides of this argument are too far apart to bridge.