26

(44 replies, posted in Starmada)

I've got a game on Friday in which I expect one player, based on the performance of his fighters in the last game, to field little but one butt-normous carrier and several different specialized fighter types.  However, I'm stuck wth a fairly generic fleet...we'll see how it goes.

If you care, you can evaluate the balance of forces yourself we're playing with my Deltan Sector ships: I'm fielding a Warhawk, two Rangers, two Clippers, and four flights of Defenders.  I expect him to come to the table with at least one Tuari, probably two, and several flights each of Boomerangs, Warhammers, and Impis.

Regardless, if we have time, I think we'll try out the fighter design spreadsheet, too, to see how it works.  One question: why this 'fuel' business?  It seems to take a great idea and incorporate WAY too much bookeeping...)

-Adso

27

(44 replies, posted in Starmada)

I'd say that one of the better ideas so far is one that hasn't been deeply explored: allow fighters to be constructed a la ships, albiet with only one hull point, no shields, and no hyperdrive.  They could also be given overthrusters as standard, perhaps?

This would mean bookeeping could still be kept to a minimum (one hit is still one kill), and these 'miniships' could move in their own phase, without specific move orders (and perhaps some sanity could be instituted: more engines on a fighter moves first in this phase).

Second are anti-fighter weapons.  Current AFB are somewhat weak, but if you use either Squadron rules or allow them to stack (IE, 2 AFB means 2 casualties per 'one' rolled), this is easily overcome.  An option allowing a weapon to fire at the end of the fighter phase instead of during the ship phase, but limiting its targets to fighters, could also be practical.

Finally, one could significantly reduce the capabilities of the 'base fighter' -- no longer halving shields, moving only 6 or 8 hexes, etc -- and design a host of new abilities costing "1.X" to allow for more flexibility -- for example, 1.1 or 1.15 per extra hex of movement.

Just some thoughts!

-Adso

Sometimes even a Gunda Shi does not suffice to impress the need to leave Thoran space on intruders, and sometimes Hold Worlds, after long deliberation, decide to mount wars of their own.  In these cases, a Borak Jin (literal translation: “Anvil of War”) inevitably leads the way.  Only five or six of these craft have ever been documented since first contact with the Thoran worlds, and two of these were destroyed in the Battle of Cayman's Reach.  These immense ships, with an operational crew probably numbering about 7,000 and reaching a length of up to a kilometer, the Borak Jin is an awe-inspiring ship. 

          Combining fierce long-range firepower in the form of flak and bombardment cannon arrays with six notoriously large-scale rail cannons with a full wing of fighters, the Borak Jin is a deadly combatant at any range.  However, where it really shines is its longevity.  Extra retractable plating and shielding over the weapons batteries renders the ‘castration' tactics used against Gunda Shi useless, and fully armored engineering sections prevent easy crippling of the ships manuever capacity.  Truly, no one without a decisive advantage or a major concussion picks a fight with a Borak Jin – at Cayman's Reach, it took the forces of an entire Kitaro House Navy along with half of a task force from the Mirandan Expeditionary Forces to destroy the two ships deployed by the Thoran Holds.

When there is a need to impress, or when a true-scale invasion threatens a Hold, though, the Gunda Shi (Mountain Warchief) Holdships are called out.  These powerful vessels not only mount a vicious array of weaponry, including the infamous bombardment cannons, they operate a full twenty-four of the squat, powerful fightercraft the Thorans have used for decades, and are capable of boarding enemy ships with a full five squads of Exo-Armored Thoran Warriors. 

Their main advantage, though is that they are incredibly tough to even damage, much less destroy.  Gunda Shi have been recorded wading into enemy formations and missile patterns that would daunt Human task force commanders, but with heavy armor on all eseential systems, and full redundancy in all generators and targeting systems, the Gunda Shi simply shrugs it all off.  Many navies have adopted the operational doctrine of attempting to disable the slightly more vulnerable weapons batteries themselves, but this is a spotty tactic at best.

The Yhorak'ta, or Axe Warrior, is a slightly slower design still, but it boasts a more flexible rail cannon assembly and a pair of arc cannon for fighter defense, as well as more modern electronics than the Sok'Ta designs.  Together, these two ships make up roughly seventy percent of the non-fighter tonnage of the Thoran race, and are quite capable of coordinating to handle most threats.

Although Battlecraft vary widely in design, there are two essential templates for these support ships.  The Sok'ta, or Strong Willed Warrior, is designed to operate on its own or in small groups, and is equipped primarily for combating corvettes and light cruisers.  Its slow speed and lack of serious fighter procection put it at a disadvantage against highly maneuverable opponents or fighter-heavy forces, but the Sok'ta, like all Thoran ships, can usually take even the beating it receives in these situations and still return fire.[/img]

Because of the mineral richness of their worlds, and the adeptness with which they have pursued materials technology, the Thora weapons set and technological orientation is primarily kinetic.  Most ships are armed primarily with a highly refined form of the basic railgun which overcomes most of the range and accuracy limitations of the design, and uses tried-and-true superheavy projectiles to inflict serious damage.  Many are armed with secondary ‘bombardment cannons,' or their lighter cousins, ‘flak cannons'.  These extremely long ranged batteries utilize a unique two-part detonation which allows the shell to be extremely light, and for each shell to cause a ‘contstellation effect' of explosions.  This system also allows the shells to be accelerated to ranges only within the missile envelopes of other races. However, the shells must stabilize in flight, and their targeting computers are calibrated only for long range – hence, these guns quickly lose their effectiveness as the railguns come into range.
    Finally, the Thora also make limited use of one significant energy weapon, the arc cannon.  Utilizing the ambient electromagnetic fields of ship's power generation and shielding, arc guns transmit powerful spreads of raw electric concussive energy from their modules to the enemy ship, until such time as the capacitors in the arc burn out and are replaced (like one would replace the ammunition in a normal weapon).  This is particularly useful against fighters, among whom a ‘cascade effect' can develop, but the weapon's discharge is also ill suited to overcoming more than the most basic energy shielding on full sized ships, though it does rip apart frigates with alarming speed.

The Thora are a race of cold-weather mammals who evolved somewhere in the galactic northeast.  Their fiercely independent spirit and utter recitience, however, make it entirely possible to determine which of their oldest Hold-Worlds is their home.  Thora resemble Terran badgers, but are bipedal and stand between 5 and 5 1/2 feet tall, weighing between 260 and 240 lbs, most of which comes from thick layers of muscle and bodyfat evolved for their high-gravity, cold and mountainous homes.  Although their society has evolved in diverse directions since they began to explore space, they still tend towards a gruff and unhelpful exterior which conceals extremely violent tempers, and government formats that give their solitary ways preference.  It is not uncommon for a single world to constitute a perfectly valid, well-respected insular political entity, though such entities will sometimes band together for defense.  In ship design, they tend to mirror their own physical features, designing squat, slow, heavily armed and armored vessels.  Now inhabiting a fairly large united sector of worlds to the galactic NNE and N of Terra, the Thoran also show up in isolated pockets throughout the sector, due to the unique survivability of their social structure and its transplantability.

Only slightly more advanced than human beings, the Thoran have long had use of hyperspace technology, but exhausting civil wars and recurring periods of isolationism have kept them behind other older races, as has an enduring racial enmity with the Kitaro Empire, which has taken its toll on their race.  Their ships exist in essentially two class types: Battlecraft, which are deployed in defense of homeworlds or as supplementary ships in larger battles, and Hold Ships or Fortress Vessels, vast leviathans with survivability and armament to match their size.  Many Holds posses no more than one or two of the huge Hold ships, and their designs and dates of construction can date back many hundreds of years.  Battlecraft, while more common, are also far less prestigious, and are seen as little better than glorified police ships – after all, the Thora value system frowns on the ‘weakness' of these craft.

34

(5 replies, posted in Starmada X)

And the extras...only three attatchments per post, buggerall.

35

(5 replies, posted in Starmada X)

Attatched are four .zips containing the hex JPEGs, PDF records, and backgrounds for ships 13-16 hull, the largest and most powerful craft available on the (semi-legal) open market in the Deltan Sector.

Again, see the earlier thread for background recap and some teasers of the Bolero heavy cruiser.

36

(5 replies, posted in Starmada X)

Attatched are four .zips containing the hex JPEGs, PDF records, and a .doc background for ships between hull 7 and 12, and 150-350 points -- generally understood as the mainstays of any fleet.

37

(5 replies, posted in Starmada X)

Attatched are three .zips containing ship JPEGs, ship PDF record sheets, and a .doc about background.  See the earlier thread for teasers and the background.

38

(5 replies, posted in Starmada X)

Attatched is a .zip containing JPEGS of the fighters and a .doc with their background.  This is split into three pieces to meet the 256kb limit on .zip sizes.

39

(5 replies, posted in Starmada X)

[size=150]EDIT[/size]

Took out the poll, that seems unfair to the contest to pre-dispose your submission based on input from people

(sorry BrotherAdso, but I did say I'd edit these pretty harshly)

If you want to ask that poll, go ahead and do it on the "regular" starmada forum.

Mr. Hard-nosed Editor Guy

jim

-----------------------------------

Ah, well.  With more uploads now allowed, the Deltan Sector's commercial ship market, perfect for any aspiring privateer or corporate mercenary, hell, even many smaller planetary governments, can be detailed in proper order.

All these come complete and ready to play!  Each ship has a PDF record and a ready-made 2 inch hex with a stunning portrait (heh) and much of the classes' vital information on it.  For fast play, I suggest keeping track of hull points on a d20 placed on the paper hex, using markers or notes to keep track of other damage, and having only one PDF sheet per class, so you can refence the weapons.

Attatched to this post is the .xls file for the ships, and an archived .doc master list of the ships and of their new weapons abilities, ship abilities, and fighter types for your perusal.

Background and fluff can be seen in my smaller Deltan Sector thread below, and more will be forthcoming.  Please, give me feedback and let me know all this work isn't useless and/or unappreciated by the masses of Starmada-ers...

40

(11 replies, posted in Starmada X)

Here's a try at a classification system I just whipped up, its a total off-the-top draft, so attack it all you like.

CLASSIFICATION SYSTEM

NOTE
Passive Defensive Systesms: Armor Plating of various sorts, Ionic Shieldings, Redundancies, Anti-Fighter Batteries, a PDS, or ECM, Shockwave, or Carronade.
Passive Aggressive Systems: EWS, LRS, TD&R, Overthrusters, Stealth Generator, Stutterdrive, Shockwave, or Carronade.
Active Systems: Fighter Bay, Drones, Mines, Marines, Sunbursts, Decoys.

Battleship: (BB)
• 3 Batteries
• 6 Banks
• 15 Hull
• At least two passive defensive systems, at least two passive aggressive systems.

Battlecruiser (CA)
• 3 Batteries
• 4 Banks
• 14 Hull
• At least one passive defensive system, one passive aggressive system, and one active system.

Cruiser (CB)
• 3 Batteries
• 4 Banks
• 12 Hull
• At least two subsystems.
• No less than 4 Engines.

Light Cruiser (CL)
• 2 Batteries
• 3 Banks
• 9 Hull
• At least two subsystems.
• No less than 5 Engines.

Destroyer (DD)
• 2 Batteries
• 2 Banks
• 7 Hull
• At least one aggressive or active subsystem.
• No less than 6 Engines.

Frigate or Sloop (FF)
• 1 Battery
• 2 Banks
• 5 Hull
• At least one defensive or passive system.
• No less than 6 Engines.

Cutter or Attack Ship (LC)
• 1 Battery
• 1 Bank
• 2 Hull
• At least one aggressive, non-active system.
• No less than 7 Engines.

OK.  I know not all the ship's data or JPEGs are up, but I can only post 3 attatchments per post, so I gave out what I feel are good samples.  Enjoy, and if people like these,  I can and will post the records and info for all the other ships and fighters.  But be sure to give input.

-Sam

Capital Ships

Scorpio Attack Cruiser
The Scorpio is much like its name would imply: sleek, deadly, and fast.  Able to keep up with many destroyers and lighter ships, the Scorpio is intended for and excels at fast strike operations, opening with a long range missile barrage, following up with a short range slugging match, and then a swift withdrawal before the enemy can coordinate a response.  The Scorpio is more lightly armored and protected than most capital ships, however, and its age is beginning to show, though successive updates have kept it more current than its contemporaneous cousin, the Ranger-II.  The Ranger is also fairly vulnerable to massed fighter attack, since it has no fighter support of its own and lacks the armor to simply shrug off fighters, like the Bolero or Fengzhi.

Bolero Armored Cruiser
   
The Bolero is as simple, reliable, and timeless as a brick to the head.  With massive layers of armor plating, redundant systems in every major area, and simple-to-maintain weaponry with no ammunition limitations, this ship is the Energizer Battery of cruisers – it just keeps going, and going, and going.   The short range of its missile pods and autocannons, and its low speed and maneuverability, though, mean the Bolero usually has to engage the enemy on their own terms, and its lack of any modern avionics prevents it from engaging many ships with complex jammers at long ranges.  Despite its lack of fighters, the Bolero is infamously hard to target with strikes, since its hull is studded with smaller-scale autocannon batteries than its 205mm capital-scale batteries or its huge straight-line railguns, but the lack of independent fighters does make it a fairly inflexible ship, limited to its role as a line-of-battle brawler.

Pacific Class Heavy Carrier

The Pacific was the mainstay of the Hikea Navy and the Solar Consulate during the trade wars, and exemplified the style of mass-fleet and mass-fighter tactics that dominated that conflict.  However, even during those conflicts, almost forty years ago now, the Fengzhi was an aging ship.  Its antiquated design uses a terrestrial-style flight deck and hangars to minimize launch time for its fightercraft, and its cavernous hangars are filled to the brim with ammunition and fuel, both of which render it highly vulnerable to a well-placed round or two.  Also, though its anti-ballistic batteries are top notch, no reliable way has been found to update a ship the size of a Pacific with modern armor and shield generators, so it lags well behind recent craft in these defenses.  Finally, the Fenzhi relies for its armament on shorter-than-usual ranged missile pods and antiquated, inaccurate 280mm railguns, making it almost a liability in ship to ship combat.  However, its continued role as the largest and most flexible fleet carrier in existence more than makes up for these failings.  In one instance, a single Pacific was loaded with over 140 Impi interceptors, and then hid behind a moon while destroyers drew out a large force of enemy fighter-bombers.  When the fighter-bombers engaged, the Impi squadrons intercepted in numbers totally outside of the enemy's imagination, annihilated them and then, with the destroyers,  mounted a successful attack on the mother ships.

Fengzhi Class Command Carrier

The Fengzhi was never intended to be an openly available ship, period.  Designed and built by GAC for the Solar Consulate, the prototype model was stolen from the yards in a daring raid by the Yemuro Consortium.  Though the Yemuro never adopted the ship, the deisgn quickly spread, and the Fengzhi is the new holy grail of most independent governments.  Heavily armed, as difficult to take down as a Bolero, and with the most recent advances in electronics and weapons technology at its fingertips, the Fengzhi is truly the queen of any battle it finds itself in.  In addition to its missile- and battery- based armaments, the Fengzhi is capable of deploying a more significant fighter force than any other non-carrier craft.  However,  with an astonishing price tag, difficult high-tech assembly, and a crew of over 1,200, only a few of these have been commissioned outside of the Consular Navy, where it serves as the flagship and mainstay of their military fleet.

Fleet Ships

Jakarta Class Destroyer

The Jakarta has seen service in every major conflict and every sector of the Galaxy since its introduction nearly forty-seven years ago.  Today, the Jakarta holds its own as an escort ship, fulfilling valuable point defense, anti-fighter, and supplementary firepower roles in fleet groups or serving as a command ship for frigates and patrol boats.  Its largest weakness is the tendency of the mass-produced main hull to multiple-rupture when major damage is inflicted, which, combined with its slow speed and less-than-stellar shielding, and the reputation of each ship for being unique and temperamental, has led to the popular nickname “Junkeater” for this class.

Arroyo Raider-Destroyer

The Arroyo is a stellar attack ship: exceptionally fast for its size, adequately shielded, and able to hold its own against enemy small craft, its main failing is its light armament.  The Arroyo began life as a purpose-built courier and blockade runner, but with significant modification, the reworked design has become probably the most common privateer's ship in the galaxy in a mere seven years.  Owing to its speed and ECM, this ship is a favorite of pirates, who have no problem with the ship's lack of combat endurance or punch.  Military organizations use the craft as a raider and flanking ship, where its limited supply of heavy missiles can be use to good effect.


Voland Class Light Missile Cruiser

The Voland is a unique ship, the first foray of the MAC group into military-contract shipbuilding outside their own government.  Lightly armored and painfully slow, the Voland relies on distance and technology to protect it from its foes, while its own missiles reach out and strike with unerring accuracy.  The only non-military ship with the guidance and launch systems necessary for the powerful and hyper-capable strike missile, and with its own anti-missile defenses, both in terms of passive ECM and active point-defense, second to none, the Voland is a new force to be reckoned with in modern warfare.

Ranger Light Cruiser

No ship is more iconic, more unforgettable, and more recognizable than the Ranger.  Early Ranger designs were the mainstay of the Yemuro fleets during the Trade Wars, and then again in the Civil Wars which followed, when all sides involved made use of these adaptable ships. Though the Ranger was then a top-of-the-line cruiser, the modern ship is at best a light cruiser.  However, its rugged, modular, and simple design means the Ranger is still inproduction today, and forms the mainstay of most independent militias and mercenary companies.  Able to take a beating at close range, or of dishing one out, with its batteries supplemented by a high-capacity missile pod system that reduces ammunition woes, the Ranger is a capable warship.  Moreover, it can carry and deploy a small number of fighters of landing craft, the smallest ship capable of such deployment, making it ideal for patrol and fleet duties.  It does show its age, though, in its outdated armament and poor targeting computers, and lack of modern ECM or EWS equipment.

Ranger-II Line Cruiser
The Ranger-II was developed by the Ariadne Group during the Civil Wars, and it is essentially an updated and re-armed Ranger.  By removing the fighter and troop bays and installing a more efficient energy plant, more room was made for weapons systems and, most importantly, armor plating and a missile bay.  Mounting a rotating bay of full-scale fusion missiles and numerous more modern laser turrets, the Ranger-II has far more firepower both close in and at range than its ubiquitous cousin.  However, the upgrade costst both time and money, and reduces the tactical flexibility of the Ranger-I, so it has never entirely replaced its older cousin.

Warhawk Class Light Cruiser
The Warhawk was a direct outgrowth of the popularity of commerce-raiding during the Civil Wars, and stemmed from the need for a fast, flexible ship with greater firepower and maneuverability than the aging Ranger fleet. The Warhawk, designed and built exclusively by KCV to this day, has heavier armor and shielding than the Ranger, wing-mounted maneuvering thrusters usually seen only on fightercraft, and a murderous array of medium-range turrets and missiles.  It is usually fielded in concert with Boomerang torpedo bombers, which it is capable of deploying a full squadron of from its internal launch bay.



Tuari Class Escort Carrier

The Tuari class is older than dirt.  Only the Jakarta holds a candle to this design, which was one of the first large-scale hyperspace warships, first conceived over seventy years ago.  However, over many consecutive updates, the Tuari has mostly kept up with modern ship design, and recent versions even have a new-style EWS grafted onto the older systems.  It is not for its speed or striking power (provided by old-style fusiom missiles to this day) that the Tuari is valued, but for its ability to bring up to 48 fightercraft to battle quickly and effectively, and for its rugged ease of repair and upkeep.  The role a Tuari plays in battle is dependent on its escorts and the mix of its squadrons – many Tuari are strike vessels, launching mainly Warhammer heavy bombers to take out enemy capital ships, while others serve as fleet support, basing dozens of interceptors to protect heavy cruisers on their initial approach.

Lighters and Frigates


Journeyman Class Escort Frigate

Although an older ship, the Journeyman is still one of the most useful fleet-defense ships around.  With a crew of only 19 and using cheap technology and parts, the Journeyman long ago ceased to be the intellectual property of any one company or organization, being built from privateer's bases to great industrial plants.  The weaknesses of the craft, of course, are its very light, short-ranged armament and its small size and fragility.  However, its sensor arrays and EWS can prove a valuable addition to a squadron's defense, especially if the other ships simple brawlers.

Zheng He Class Scoutship

The Zheng He is a fairly recent design, dating back only eight years, with the current version coming onto the market only five years ago, as the exploration wave began to pick up.  The ship is faster at sublight than some fighter-craft, and tremendously maneuverable, owing to a huge power-generation capacity, which also helps to overcharge the ship's sensor and ECM suites.  This makes it a frustratingly elusive target, as it can jam those attacks which its cocky pilots do not simply dodge.  However, since the Zheng He is not, nor has it ever been, a ship with a fully military mission profile, it is quite lightly armed, and many admirals see the ship as little better than a nasty distraction from more pressing threats.

Clipper Class Patrol Boat

The Clipper is almost as tried-and-true as the Journeyman, coming into production nearly eighteen years ago as an attack craft.  Still fast by any standard, and equipped with a low-capacity but full-scale missile bay, the modern Clipper finds most of its use in patrol situations, where its adaptable armaments, small but useful boarding contingent, and respectable armor and shielding allow it to respond to pirates or incursions flexibly and quickly. 



Cavalier Class Attack Frigate

First seeing action during the Wysong Incidents three years ago, the Cavalier has made quite an impact since its introduction.  With a top-of-the line engine and manuver suite, the Cavalier can keep up with fighter flights or execute complex evasive maneuvers easily.  She is also amred with a unique and devastating pulse laser emitter, previously unusable on civilian ships because of it's targeting preciseness and power requirements, and rounds it all off with a thoroughly modern avionics package.  However, one glaring weakness in this otherwise stunning ship has come through: its light armor plating renders it vulnerable to older, kinetic-type weapons, which its design team had mostly dismissed as outdated and outranged by the energy weapons of the Cavalier.

Thunderchild Class Heavy Armored Frigate

On the other end of the design spectrum from the Cavalier is the Thunderchild.  Only marginally faster than many capital-scale vessels, the Thunderchild is heavily armed with cheap, reliable blaze cannons and high-capacity missile pods, giving it tremendous ammunition endurance in running fights.  More important, however, is its physical endurance.  The 79 crewmen of a Thunderchild are probably the safest spacers in existence, surrounded by layers of super-high-density armor plating and a fully-redundant magnetic shield with three separate generators.  Even the engine compartments and nozzles of a Thunderchild are well protected, stopping the enemy from simply disabling and isolating these formidable but inflexible ships.

LIGHT FIGHTERS

KCV 221 ‘Cropduster' Spacefighter

Light Armament, Energy Damage
    The ‘Cropduster' is a forty-four year veteran of the Civil Wars and the Trade Wars – no mean record.  Untold numbers of these ships were produced, initially for the Yemuro Consortium but soon for all sides of the wars and eventually for the private security market.  These simple, easy to fly, and solid fighters show their age only in the low firepower of their early model blaze cannon.

HIK-7y ‘Quarrel' Light Fighter

Std Speed, Light Armament, Dogfighter, Kin/En Dmg
Intended by Hikeeba Yards to displace the KCV-221 as the standard market light fighter, the Quarrel uses a more modern drive system and two different weapons suites, but unfortunately, it lacks punch at any distance greater than a dogfight, where its exceptional maneuverability serves it quite well. 

KCV 229 ‘Defender' Spacefighter

Std Speed, Kinetic Damage
    Introduced seven years ago by the KCV Shipyards, the Defender has set a new standard for a light, basic fighter.  Armed with light blaze cannons and with a powerful drive system, the Defender can patrol a combat zone, fly a strike mission, or intercept enemy craft with equal effectiveness.  However, it is more expensive to buy, maintain, and train in than the huge existing fleets of Cropdusters and their clones, limiting its deployment thus far.

GAC 7 ‘Impi' Fast Interceptor

Fast, Light Armor, Interceptor, Energy Damage
    General Arms Consortium's only contribution to the lighter end of the fighter market is the GAC-7 Impi.  Faster, more maneuverable, and more compact than most other fighters in the market, the Impi is deployable in large numbers, since its mass production is exceedingly simple, and its speed and maneuverability allow it to best anything in a point-blank dogfight.  However, the speed and cheapness of the craft are a result of its light-alloy construction and poor EWF suite – meaning it often takes casualties disproportionate to its numbers.



BOMBERS

KCV-371c Nighthawk Bomber

Bomber, Kinetic Damage
The KCV Nighthawk is a simple ship, designed to deliver its heavy kinetic-charge rockets and railguns to an enemy vessel effectively and quickly. With powerful, or at least adequate, engines, and respectable fighter-to-fighter capacity, the Nighthawk is cheaper, simpler, and as effective as its competitors in the market.  Though it doesn't have the incredibly powerful armament of the Warhammer, or the long-range weapons of the Boomerang, the Nighthawk remains the standard bomber for many Rim and militia fleets, and its specialized anti-ship armaments remain quite effective to this day.

GAC 21 ‘Warhammer' Bomber

Lumbering, Slow, Heavy, Assault, Bomber, Small Flight, Energy/Ballistic Damage
“Ungainly, Ungodly, and Unstoppable,” seems to have been the motto of the Galactic Arms Consortium's Tactical Bomber Commission when they built the Warhammer. Because of he mass of its nearly-unique triple redundancy and over-lapping angle armor system, even the huge engine bank of the GAC-21 can barely surge its bulk forwards. All too often, it still comes out of its beating to deliver the devastating plasma proximity rockets which are its trademark ammunition, fully capable of splitting a destroyer in half at close range.  The greatest weakness of the Warhammer is its poor manuvering envelope and speed when confronted at dogfight range by enemy fighters, and it relies heavily on escorts to see it safely to the enemy capital ships.

HIK-27a ‘Boomerang' Torpedo Bomber

Std. Speed, Extended Range Weapons, Lumbering, Assault, Small Flight, Bomber, Ballistic Damage
The Boomerang is the Hikeeba Shipyard's answer to the Warhammer.  Though the technical advances of the Warhammer's armor system were beyond their capabilities, they succeded in producing a cheaper-per-unit ship with a powerful onboard guidance suite, allowing it to engage enemy ships beyond anti-fighter range with newly-designed torpedoes rather than traditional light missiles and rockets.  Moreover, the Boomerang is capable of greater acceleration and top speed than the huge Warhammer, though it has a similarly difficult time in close-quarters fighting.
                ADVANCED FIGHTERS

GAC 9 ‘Swordsman' Attack Fighter
 
Fast, Assault, Small Flight, Dogfighter, Kin/Bal Damage

Probably the most iconic fighter of the modern era, even when the Cropduster is more numerous or the Defender more practical, the GAC Swordsman is a glory-boy's ship.  Blazingly fast, armed with simple-but-effective heavy bore autocannons and self-guided rockets, and with wing-mounted control thrusters, the Swordsman flies and fights like a dream against other fighters, and delivers a painful punch against capital ships, as well.  However, it is a beastly proposition to maintain its complicated avionics, and difficult to train its highly skilled (and typically equally egotistical) pilots, making it one the highest price-per-unit fighters on the market.

MAC-91 ‘Fulcrum' Advanced Fighter

Std. Speed, Assault, Advanced, Long Range, Energy Damage.

The Maurya Alliance Collaborative made their largest impact on any market to date with the ‘Fulcrum,' one of the first fighters to incoporate a full scale hyperspace engine into a reasonably sized fightercraft.  In addition, the sophisticared Fulcrum features a full array of secure-technology proton cannons with an equally powerful punch against capital and fighter craft, and a powerful ELINT system that give it the edge against other, less sophisticated ships.  The Collaborative, however, sells this ship at an incredible premium, and hyperspace fuel is not cheap – making the Fulcrum the plaything of only the richest planetary militias.

KCV-295 ‘Lion' Advanced Fighter

Std. Speed, Assault, Heavy, Strike, Long Range, Small Flight, Ballistic/Energy Damage

Although KCV's primary market is in light fighters, just two years ago they introduced a powerful new craft called the ‘Lion,' filling the niche between gunboat and fighter.  Using a much-miniaturized hyper module and a powerful fusion core, the Lion has a high speed both sub- and trans- light.  Its extensive armament consists of core swivel-mounted blaze and a rotating bay of heavy fusion rockets for use against capital ships.  Although less maneuverable than many fighters, the flexibility of its weapon systems makes it less vulnerable to assault than a bomber, while its heavy rocket armament gives it many of their advantages.  The newness of the ship, and its sheer size, though, makes cost an almost insurmountable barrier – many governments would rather invest in a new cruiser than twelve of these untried craft.

SHIP CATALOG:

Light Fighter
Cropduster Starfighter (Flight of 6)    40 pts    1 Hangar Space/ Flight
Defender Starfighter (Flight of 6)    50 pts    1 Hangar Space/ Flight
Impi Fast Interceptor (Flight of 6)    53 pts    1 Hangar Space / Flight
Quarrel Light Fighter (Flight of 6)    47 pts    1 Hangar Space / Flight
Cropduster-D Variant (Flight of 6)    40 pts    1 Hangar Space / Flight

Bomber
Nighthawk Fleet Bomber (Flight of 6)   
60 pts    1 Hangar Space / Flight
Warhammer Heavy Bomber (Flight of 4)   
62 pts    2 Hangar Space / 3 Flights
1 Space / Non-Third Flight
Boomerang Torpedo Bomber (Flight of 4)   
65 pts    2 Hangar Space /3 Flights
1 Space / Non-Third Flight

Advanced
Swordsman Assault Fighter (Flight of 4)   
72 pts    2 Hangar Space /3 Flights
1 Space / Non-Third Flight
Fulcrum Advanced Fighter (Flight of 4)    80 pts   
2 Hangar Space /3 Flights
1 Space / Non-Third Flight
Lion Advanced Strike Fighter (Flight of 4)    126 pts   
2 Hangar Space /3 Flights
1 Space / Non-Third Flight

Escorts and Frigates
Journeyman Escort Frigate    72 pts   
Clipper Patrol Boat    88 pts   
Zheng He Scoutship    91 pts   
Cavalier Attack Frigate    126 pts   
Thunderchild Heavy Armored Frigate    143 pts   

Fleet Craft
Jakarta Escort Destroyer    168 pts   
Ranger I Light Cruiser    191 pts    2 Hangar Space
Arroyo Raider Destroyer    231 pts   
Tuari Light Carrier    271 Pts    8 Hangar Space
Warhawk Light Cruiser    339 pts    2 Hangar Space
Ranger-II Line Cruiser    380 pts   
Voland Class Missile Cruiser    406 pts   

Capital Ships
Pacific Heavy Fleet Carrier    415 pts    18 Hangar Space
Scorpio Heavy Assault Cruiser    565 pts   
Bolero Armored Battlecruiser    656 pts   
Fengzhi Fleet Command Ship    768 pts    6 Hangar Space

This will be a series of posts.  First will be the ship backgrounds and descriptions, in a long long long post following this one, since the site doesn't take .docs.  Next up are the ship records themselves, as one large Shipyard .xls.  Finally,  I have made color hexed printable counters for each ship, which are mid sized JPGs and will be posted as demand warrants.  Some new weapons modifiers and special abilities are present in these preadsheets, including:

FIGHTER ABILITIES
Dogfighters
Light Armor
Light Weapons
Lumbering
Strike
Advanced

WEAPON ABILITIES
Poor Penetration
Anti-Fighter Weapon
Worst of Two PEN

SHIP EQUIPMENT:
Weak Hull
Armored Engines

And two existing pieces of equipment, Redundant Shielding and Ionic Shielding, have been split into three seperate pieces of equipment each, one for Energy, one for Kinetic, and one for Ballistic damage.

Enjoy, if only for the background, since the ships are fairly nonstandard.

-Sam