Some Q about the Shadows and their special rules

Gladi

Mongoose
Hi all, first of all iam new to B5: ACTA

after playing the 4 scenarios of the starter box i decided to tget the shadows.

well today i had my first 5 point raid game againt narn and then centauri.

first to say i won. we played after the SFOS rules cause we didnt had the armageddon book.

i got questions about the hyperspace mastery and some tactics that i devolped around it.

ok here it goes:

is it possible to have during the movement turn no shadow ship in realspace?

example: i have shadow figther fligths in hyperspace and i have my shadow ship order "iniate jump point" the turn before, now it goes into hyperspace leaving no shadow ship/figther on the field. then when figthers move i let my figthers get out of hyperspace.

is this possible? and/or other combis in this manner?

then do i have to wait in hyper space one full turn to get into realspace or can i just drop out of hyperspace into realspace?

do figthers have to wait one turn to get into hyperspace from realspace?

i think thats it. so i hope you understand what my questions are.

some general question: "Close Blast Doors" does not prevent crew loss right? its somewhat bad speeld in the rules. my friend and i are wondering why the ship takes less dmg but the crew dies like flies... ?

thanks!
 
I think that you may have been caught on a common misunderstanding... Once a ship leaves realspace, it's effectively done... I think.

So, yes, it means the Shadows are really, really good at running away.
 
Ok:

1) Shadow initiate jump point works as follows:

When jumping in you declare it and NEXT turn put the ship on the table anywhere and act normally.

When jumping out you declare the action, and can move normlally that tunr but NOT fire. At the end of the turn you remove the ship from play.

As far as Im aware if you have no ships on the table at this point the game ends so you must leave at least one ship to jump out AFTER the fighters jump in if you wish to do this.

2) As noted above, this is a very common misunderstanding but: Once a ship jumps to hyperspace it may NOT return to the game and counts as haveing made a tactical withdrawal for victory point purposes.
 
Balance has it right, once a ship goes from the table into hyperspace it cannot return. The Shadows hyperspace mastery is great when arriving from hyperspace onto the table: they can appear wherever they like, and fire and use the Scout trait on the same turn.

And yes, Close Blast Doors does not prevent crew loss. They haven't developed Seat Belt technology yet ;)

@Locutus
Shadows don't need to use Initiate Jump Point special action when coming onto the table from hyperspace. Only when leaving.
 
thanks alot now i got another questions

in armageddon does the shadow ship has its 6 shadow fligths or do i need to buy them?
 
hi

do i get it rigth that useing the scout special trait is not an activation during attack phase and that i can still attack targest during the attack phase?
and that i dont need LOS ?
 
Yes, correct on both counts. Using the scout trait is not a special action, however if that ship performs a special action then it may not use its scout trait that turn. Yes you can fire as well as use your scout trait, and your scout gains the benefits of the redirect too!
 
Gladi said:
hi

do i get it rigth that useing the scout special trait is not an activation during attack phase and that i can still attack targest during the attack phase?
and that i dont need LOS ?

Scout 'Actions' Redirect or Stealth Reduction are actually carried out after the movement phase but before the firing phase.

And as Burger said, provided you have not performed a Special Action with the Scout during the movement phase, you can then make a Scout action and it will still activate normally during the shooting phase, taking whatever benefits the Scout action may have provided if they apply.
 
actually no theyre not, scout action take place at the very start of the firing phase, after all movement but before any ships or even fighters, fire.

Fightes that do scanners to full happen in the movement phase but that is a special action and works a little differently (its effects are also aplied imediately and carry on for the rest of that turn even if the fighters are killed supsequently)
 
Burger said:
And yes, Close Blast Doors does not prevent crew loss. They haven't developed Seat Belt technology yet ;)

Which is interesting because it would almost make more sense the other way round. Closing a few doors if hardly going to do much to stop your ship getting blasted apart but might lead to smaller clumps of crew being depressurised at once...

Nick
 
pretty much. CAB never really seemed to feel right, I can see preventing crew loss. In reality though, I wish the mechanic for it was to apply -2 (-1 for TD weapons) to Damage table rolls. Closing all blast doors may not prevent the ship from getting hit, but it would severly limit the ability of the hit to cause a catastrophic blowout to ships systems and depressurizing crew areas. TD precise would still be able to cause crits
 
hi another question came up today.

playing with shadows after the revised edition.

can a shadow ship us it turret beam to split its fire across figthers that are around the ship but within 4" of each other?

like shooting the beam in a circle?
 
Gladi said:
hi another question came up today.

playing with shadows after the revised edition.

can a shadow ship us it turret beam to split its fire across figthers that are around the ship but within 4" of each other?

like shooting the beam in a circle?
Yes. As long as all the targets are in arc (turret = everywhere!) and within 4", you're good to go.
 
Is that Scanners to Full description right? >tangent alert<

I thought this worked like other special orders in that if the flight was destroyed the source of the special action was gone and therefore the effect of that SA was gone as well. I did re-read the rule and it does say until end of turn, but so does the scout ability. This would make a big difference in my assesment of the utility of fighters agianst stealthed targets (with the current VP decision about flights I consider using this action just a free VP for the enemy).

It also talks about the flight not being in base contact with another flight, but given the way fighters move would this mean that a flight will always have this work without being able to be interupted by enemy dogfighters if the scanning flight won initiative. Especially as the 'supporting flights' would not react as it is not an attack.

Ripple
 
Fighters do not lose their STF if destroyed.
They can be interrupted by enemy fighters entering a dogfight with them. Correct, supporting fighters will not intercept because its not an "attack".
 
hi one question again ;)

the special ability to move +150% speed and one 90° turn before movement is it e.g. for a shadow ship 6" + 3" or 6" + 9" ?

i mean is it +half speed or +one and a half speed?
 
Burger said:
Gladi said:
hi another question came up today.

playing with shadows after the revised edition.

can a shadow ship us it turret beam to split its fire across figthers that are around the ship but within 4" of each other?

like shooting the beam in a circle?
Yes. As long as all the targets are in arc (turret = everywhere!) and within 4", you're good to go.

thought it was 3 inches
 
Gladi said:
hi one question again ;)

the special ability to move +150% speed and one 90° turn before movement is it e.g. for a shadow ship 6" + 3" or 6" + 9" ?

i mean is it +half speed or +one and a half speed?
I thought it was double?

And no SQ, beams can split up to 4". Including full-circle. As long as all targets are within 4" and in arc (T arc is everywhere) then the beam can split.
 
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