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The Shadows Weapons:

Shadow Energy Beam; Boresight; Attack +0; Damage


20+2d10; Critical special; Range 1
A race of ancient evil set upon bringing chaos to the galaxy,
few have had any contact with the Shadows. As time goes
on, the Shadows will reveal themselves to the younger Shadow Technology
races, unleashing weapons of devastating power as they Shadows use the following special rules for their spacecraft.
work towards their unfathomable goals.
Jump Point Disruptor: To the cost of their enemies, it has
These are the latest playtest rules for the Shadows and the been discovered Shadow ships are capable of unleashing a
Shadow ships – as always, thoughts and comments are ball of energy that, when aimed at a jump point, will disrupt
welcome on our forums! the vortex with fatal consequences for any ship attempting
to enter it. A Shadow ship may fire its jump point disruptor
at any jump point within range (note, this must be a
Shadow Ship ship-generated jump point – jumpgates are too stable to
Fearless and unstoppable, there is no ship among the overcome in this way). A jump point is considered to be a
younger races that can stand against a Shadow vessel stationary object with DV 10. If the Shadow successfully
in open combat. Fast, agile and possessing weapons of strikes the jump point, it will become disrupted, collapsing
incredible destructive power, a Shadow ship is capable within 1d3 rounds. Any ship attempting to enter the jump
of literally slicing an enemy apart. The construction point, or any ship that has entered within the last round, will
and operation of these ships remains a mystery though be automatically destroyed, regardless of its size.
speculation remains that they are based on a similar bio-
technology as Vorlon craft. Shadow Energy Beam: The energy beams used by
Shadow ships are incredibly destructive, fully capable of
Colossal III Spacecraft; hp 800; DV 14 (-12 size, +16 slicing even an Omega destroyer in two. If successful in

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.

Shadow Jump: The Shadows are masters of hyperspace


Shadow Fighter and their larger ships can move in and out of real space
As relentless as the larger ships, Shadow fighters are the at will with total accuracy, seeming to shimmer in
nightmare of any pilot among the younger races. Fast and and out of existence. Shadow Jump allows a ship to
agile, these fighters have a lethal beam weapon that
blasts any similar sized enemy apart and hordes
of this craft can even overwhelm capital ships.
Shadow fighters are usually encountered in large
battles when unleashed by the larger ships though
occasionally they are used as scouts and patrol
craft, guarding systems from prying eyes while their
masters prepare their plans of chaos.

Huge Spacecraft; hp 30; DV 18 (-2 size, +10


agility); DR 4; Spd 45; Acc 15; Dec 15; Han
+10; Sensor +20; Stealth 22; SQ Shadow Ship;
Cargo 0 lb.; 0 Crewmen

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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

unable to take any action so long as the telepath maintains


into account is Damage Reduction score. The second half his concentration. The Shadow vessel is permitted a new
is completely ignored by the Shadow Ship. An amount of saving throw every round that the jamming is maintained.
damage equal to the Shadow Ship’s current hit points can
be ignored this way in a single round – any excess above Jamming used in this fashion only affects Shadow vessels,
and beyond this is applied to the Shadow vessel as normal. not the Shadows themselves.
In addition to this, Shadow Ships are capable of absorbing
spacecraft and other objects, holding up to 10% of their hit
points within their dark, reflective skins.

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