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The Shadows
agility); DR 35; Spd 30; Acc 6; Dec 6; Han +6; Sensor striking a target, they will always deal 1d3 critical hits
+15; Stealth 20; SQ Shadow Fighters, Shadow Jump, (determined randomly as normal) in addition to normal
Shadow Ship; Cargo 0 lb.; 0 Crewmen damage. All Shadow energy beams also ignore a target’s
Damage Reduction score.
Weapons:
Shadow Energy Beam; Turret; Attack +0; Damage Shadow Fighters: Shadow Ships can deploy their fighters
300+5d100; Critical special; Range 7 in the normal fashion, as detailed on p89 of the main
Jump Point Disruptor; Turret; Attack +0; Damage special; rulebook. However, they can also be shot from the Shadow
Critical none; Range 1 Ship in a compact mass, blasting apart to instantly engage
the enemy at a pre-determined range. All eight Shadow
Craft (8): Fighters may be deployed up to 8 squares away from the
8 Shadow Fighters Shadow Ship, at any facing they choose.
1
automatically enter or leave hyperspace as a free action,
with no check required. No jump point is created and only
Telepathy and the
the ship itself and any smaller craft it carries can enter
or leave hyperspace in this way. In addition to this, the
Shadows
Because of the unique control systems and weapons
consciousness of a Shadow ship exists in both real space components used by the Shadow ships, they are capable
and hyperspace simultaneously. This allows them to sit of being temporarily jammed by telepathic contact. This
in hyperspace while watching the corresponding location takes a great deal of skill on the part of the telepath but, if
in real space for enemies. It is this ability above all others successful, will temporarily paralyse any Shadow vessel.
that makes Shadow vessels lethal in preparing ambushes.
Shadow ships follow their own paths through hyperspace To do so, telepaths use the Jamming ability. When used
and can do so with 100% accuracy – they never need make against a Shadow vessel, there are a number of changes that
checks while navigating through hyperspace. must be taken into account. Note that the Adaptive Mind
feat does not work when attempting to tackle a Shadow
Shadow Ship: The vessels of the Shadows are less actual – their minds are just too alien for it!
spacecraft and more like living creatures in their own right.
To this end, they follow some special rules in addition to When used to paralyse a Shadow vessel, the range of
those normally used for spacecraft. All Shadow vessels are Jamming becomes line of sight but it can only affect one
assumed to have a base attack bonus of +15 and 15 ranks nominated Shadow vessel at a time. The Telepathy check
in the skills Pilot and Technical (electronics and space required is DC 20.
travel). Shadow Ships are also capable of refracting a great
deal of damage away from themselves, often leaving only The targeted Shadow vessel receives a Will save to resist
the kinetic energy of an attack to be absorbed by their hull. the jamming. Shadow ships have a Will save of +10 while
Every attack against a Shadow Ship has its damage halved, Shadow fighters have a Will save of +7. If this saving
though normal damage is dealt by collisions. The first half throw is failed, the Shadow vessel becomes paralysed,
is applied directly to the Shadow Ship as normal (taking
The Shadows