Shadows playtest changes

As Shadows you can always deploy ALL your fighters before a battle.
If Hyperspace is allowed you can have all of them waiting in hyperspace as they can come in normal space at will.

The dispersal Tube only allows you to deploy your fighter at range 30 during play (main ships firing phase so no movement nor firing for fighters launched in this way). And this is instead of "classical" firing.

In a short way it is :
Shadow Fighters rule is before play (Deployment Phase),
Dispersal Tube is during play (Firing Phase).
 
I always hated the thought that if I shoot out my fighters I wont be able to shoot this turn. I think it I have used the dispersal tube feature perhaps once in a game. Overall it sucks. That is my opinion though.
 
Maybe I'm making this up in my head but I'm sure it says something like "if a ship is equipped with a dispersal tube you can start with all your fighters deployed". At the moment this means all Shadows can but if there's a new ship without one then they couldn't.

Has anyone got the book to hand to reference?
 
The exact text is and I quote;

"Fighter Dispersal Tube: Holding a swarm of fi ghters deep within their organic hulls, Shadow Ships are capable of ‘fi ring’ them great
distances, where they instantly deploy. This allows the Shadows to use their fi ghters to delay and distract their enemies while their main
ships close range. A Shadow Ship that uses its Fighter Dispersal Tube may not use any other weapon in the same turn. Up to six Shadow
Fighter fl ights may be placed anywhere within 30” of the launching ship. They must be placed within 3” of one another and may not
take any action in the turn they were launched in this fashion."

"Hyperspace Mastery: Shadow vessels may enter realspace from hyperspace at any point, without risk of deviation. They may do so without
allied ships being present on the table, and any number may be held in hyperspace, so long as the scenario allows at least one to be placed in
hyperspace. No damage will be caused to ships in the area, as can be the case with other jump points. They can move, attack and otherwise
act normally during the turn it leaves hyperspace. Shadow vessels must use the Initiate Jump Point! Special Action to enter hyperspace but
no jump point counter is placed on the table. Instead, the Shadow vessel is simply removed into hyperspace at the beginning of its next
turn. Shadow Fighter fl ights may also enter and leave hyperspace by this method without having to take any Special Action."
 
Not home right now but if someone can add the small line at the end of shadow rules you'll see that all fighters can start deployed.

I'm playing in campaign with shadows and some of my scouts have the maternal trait (fighters inside), nothing prevents them from deploying all their fighters at the beggining.

Anyway I'll check it again this evening if nobody can post the answer until then.
 
You mean this bit quote;

"Fighters
Any ship that has Fighter Dispersal Tubes automatically comes equipped with a full complement of Shadow Fighters for free.
These fi ghters may be deployed with the rest of the Shadow fl eet, regardless of normal scenario restrictions."

?
 
katadder said:
well in the show didnt keller (starfury pilot) or whatever his name was go away from the beacons to find them

They where rescuing the explorer ship that drifted off beacon so in short yes he did go off beacon to find them.
 
"Fighters
Any ship that has Fighter Dispersal Tubes automatically comes equipped with a full complement of Shadow Fighters for free.
These fi ghters may be deployed with the rest of the Shadow fl eet, regardless of normal scenario restrictions."

Exactly. I read this as only those with the tubes, but I guess it can be read both ways.
 
skavendan said:
Yeah but he ends up stuck there and ends up finding his way back. Based on the movements of the shadow ship.
The Shadows probably don't need beacons for their own navigation. But if you're in a Shadow ship in hyperspace, beacons are a pretty good place to look for targets. :twisted:
 
AdrianH said:
skavendan said:
Yeah but he ends up stuck there and ends up finding his way back. Based on the movements of the shadow ship.
The Shadows probably don't need beacons for their own navigation. But if you're in a Shadow ship in hyperspace, beacons are a pretty good place to look for targets. :twisted:

It's all abit questionable at that point in the series they where still hidding. So if you can operate without the beacons why go near one and risk being discovered? Seems illogical unless they do to some extend require the beacons.

Or it was just the optimal route to there destination and there too impatiente to take a de-tour
 
at present the Shadows are worse than any vessel that has an advanced Jump Engine - which is just wrong. They should at least have that level and IMHO should ignore the beacon locks.........
 
As the beacons are mounted on jump gates which the Shadows don't use (and are in fact a product of Vorlon technology) it seems unlikely that the Shadows would rely on them (although they could of course have their own system of beacons that only they can detect...)


Nick
 
For hyperspace fights I would suggest "Hyperspace Mastery"
Meaning no dice roll for shadow vessels/fighters as they cannot get lost in hyperspace.
Plus being able to keep vessels in normal space or in a hiding place in hyperspace in order to jump in combat (as usual and even for annihilation scenarii as it takes place directly in hyperspace).

Would also make no dice roll for other ancients (including vorlon) as they've got centuries of use of hyperspace travel.
 
Na-Po said:
Would also make no dice roll for other ancients (including vorlon) as they've got centuries of use of hyperspace travel.

Indeed the Vorlons were apparently capable of manipulating hyperspace to create a "pocket" large enough to hide their fleet in.
That would suggest a much greater understanding than the younger races...

Nick
 
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