Stonehorse
Mongoose
Broken off from the P+P Shadow changes thread.
Per Matt's request for Shadow Skirmish ideas and from another thread, go ahead and rip this idea apart and see how much of it is worth it.
Czuschlag’s
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.
Stonehorse’s
Shadow Phantom.
Speed: 12....Damage: 15
Turns: SM....Crew: - ...............Special Rules: Atmospheric, Dodge 5+,
Hull: 5.........Troops: - ..................Shields: 4/2
Weapons:
Polarity Cannon ------ 8" ---- F ---- 6 AD ---- AP, Double Damage
Ghost ship.
The Shadow Phantom ignores the pinning rule, it can also not be targeted by any Scout ship... friend or foe.
Phantom Strike.
The Phantom ship can forfeit it's movement to gain the Twin-Linked special rule on it's Polarity Cannon.
Fragile interior.
Due to the advance technology any critical damage result in any area that rolls a 6 destroys the Phantom ship out right.
Please feel free to add any other ideas, and/or comments.
Per Matt's request for Shadow Skirmish ideas and from another thread, go ahead and rip this idea apart and see how much of it is worth it.
Czuschlag’s
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.
Stonehorse’s
Shadow Phantom.
Speed: 12....Damage: 15
Turns: SM....Crew: - ...............Special Rules: Atmospheric, Dodge 5+,
Hull: 5.........Troops: - ..................Shields: 4/2
Weapons:
Polarity Cannon ------ 8" ---- F ---- 6 AD ---- AP, Double Damage
Ghost ship.
The Shadow Phantom ignores the pinning rule, it can also not be targeted by any Scout ship... friend or foe.
Phantom Strike.
The Phantom ship can forfeit it's movement to gain the Twin-Linked special rule on it's Polarity Cannon.
Fragile interior.
Due to the advance technology any critical damage result in any area that rolls a 6 destroys the Phantom ship out right.
Please feel free to add any other ideas, and/or comments.