LaranosTZ
Mongoose
I think we could playtest this, but here's my suggestions for balancing the ancients, without creating new priority levels, or things of that nature.
Shadows:
Include all fighters with their ships, but only allow launch through the fighter bomb launch tube.
Now, in the series we see shadow ships routinely evade the weapons from other races. In most cases a shadow ship has to be 'suprised' or frozen by a telepath to take a direct hit. I think this is reflected in their SM trait, but a universal dodge of 5+ could also reflect this agility as well as increase their general survivability. (Not that I think they really need more of that.)
Shadow Cruisers = Remove the turreted nature of their main beam weapons, reduce their AD to 4, but give them the accurate trait. (This means on average a shadow cruiser will hit any ship 7 times, but it provides the potential of ripping the largest ship apart with a good roll.)
Shadow Hunters = Again, remove 2ad and make them accurate, so the hunter averages 4 hits against any class of ship. With the above dodge suggestion, it should increase survivability.
Shadow Scouts = Despite others' comments, I really don't see too much wrong with the shadow scouts. With a 5+ dodge I think their survivability would go way up, and just that they are able to use the scout ability makes them very useful ships.
Shadow Fighters = Well, all fighters are gimped, why should shadows be any different?
Vorlons:
Overall I don't really think Vorlons need much tuning. I think the difficulties people are having are more of a tactical issue then an issue with the fleet's power balance. I have seen a vorlon fleet used to great effectiveness on many occasions against every other type of fleet. However, I do think a few things have been overlooked.
Special Rules: Vorlons should be allowed to use All Stop and Pivot , and Move to Shield Them (living ships should be able to realize the necessity of self-sacrifice).
Heavy Cruiser: Reduce main weapon to 3AD and Accurate, reduce the secondary weapon to 5ad. (This means an average of 7hits with the primary weapon against any ship, 4 hits against a hull six with the secondary gun for a total of 29 damage. This configuration also provides more critical potential.)
Light Cruiser = Main gun to 3 AD and Accurate
Destroyer = Self Repair back to 1d6 (average 3 damage repaired per turn instead of 2, helping their survivability to get into range.)
Transport = As Destroyer, put the self repari function back up to 1d6, right now the ship is a skirmish with the equivilant damage of a 20 damage point ship, with their adaptive armor.
Shadows:
Include all fighters with their ships, but only allow launch through the fighter bomb launch tube.
Now, in the series we see shadow ships routinely evade the weapons from other races. In most cases a shadow ship has to be 'suprised' or frozen by a telepath to take a direct hit. I think this is reflected in their SM trait, but a universal dodge of 5+ could also reflect this agility as well as increase their general survivability. (Not that I think they really need more of that.)
Shadow Cruisers = Remove the turreted nature of their main beam weapons, reduce their AD to 4, but give them the accurate trait. (This means on average a shadow cruiser will hit any ship 7 times, but it provides the potential of ripping the largest ship apart with a good roll.)
Shadow Hunters = Again, remove 2ad and make them accurate, so the hunter averages 4 hits against any class of ship. With the above dodge suggestion, it should increase survivability.
Shadow Scouts = Despite others' comments, I really don't see too much wrong with the shadow scouts. With a 5+ dodge I think their survivability would go way up, and just that they are able to use the scout ability makes them very useful ships.
Shadow Fighters = Well, all fighters are gimped, why should shadows be any different?

Vorlons:
Overall I don't really think Vorlons need much tuning. I think the difficulties people are having are more of a tactical issue then an issue with the fleet's power balance. I have seen a vorlon fleet used to great effectiveness on many occasions against every other type of fleet. However, I do think a few things have been overlooked.
Special Rules: Vorlons should be allowed to use All Stop and Pivot , and Move to Shield Them (living ships should be able to realize the necessity of self-sacrifice).
Heavy Cruiser: Reduce main weapon to 3AD and Accurate, reduce the secondary weapon to 5ad. (This means an average of 7hits with the primary weapon against any ship, 4 hits against a hull six with the secondary gun for a total of 29 damage. This configuration also provides more critical potential.)
Light Cruiser = Main gun to 3 AD and Accurate
Destroyer = Self Repair back to 1d6 (average 3 damage repaired per turn instead of 2, helping their survivability to get into range.)
Transport = As Destroyer, put the self repari function back up to 1d6, right now the ship is a skirmish with the equivilant damage of a 20 damage point ship, with their adaptive armor.