Viper Mark I Fighter Flotilla (50 CR). All Systems are TL +4 (*.50 SU).
Hull: 3 2 1.
Engines: 14.
Shields: [0/2/0]
Battery Z: Lasers (Energy): 1-6/7-12/---, 1/4+/1/1, Carronade; Increased Hits.
[G] [G] [G] [G] [G] [G]
VBAM Statistics:
Cost: 4, Maintenance: 2/3 ~ 1, Defensive Value: 2, Anti-Ship: 8, Anti-Fighter: 1, Command Rating: 3, Command Cost: 2; Gunship.
This Flotilla takes up 150 Tender Capacity.
A Hypercapable Viper Mark I has Engine: 12, Hyperdrive (1; Hyper Range: 1), a Combat Rating of 53, a VBAM Cost of 5, and VBAM Maintenance of 5/6 ~ 1.
Viper Mark II Fighter Flotilla (78 CR). All systems are TL +4 (*.50 SU).
Hull: 3 2 1
Engines: 14.
Shields: [1/0/0]
Battery Y: Kinetic Blasters (Kinetic): 1-2/3-4/5-6, 1/2+/1/1, Increased Hits.
[G] [G] [G] [G] [G] [G]
Ammunition: 48 47 46 45 44 43 42 41 40 39 38 37 36 35 34 33 32 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1.
Battery Z: Fighter Nuclear Missles (Ballistic): 1-4/5-8/---, 1/3+/2/2, Starship-Exclusive.
Alternate Mode: Size: 4, Speed: 6, Attack: 4+/5+/6+, Defense: 0; Bomber.
[G] [G] [G]
Ammunition: 9 8 7 6 5 4 3 2 1.
Special Equipment: CounterMeasures.
VBAM Statistics:
Cost: 5, Maintenance: 2/3 ~ 1, Defensive Value: 2, Anti-Ship: 11, Anti-Fighter: 1, Command Rating: 3, Command Cost: 2; Gunship.
This Flotilla takes up 150 Tender Capacity.
A Hypercapable Viper Mark II has Hyperdrive (1: Hyper Range: 1), a Combat Rating of 70 CR, a VBAM Cost of 6, and VBAM Maintenance of 5/6 ~ 1. It loses its' CounterMeasures.
Viper Mark VII Fighter Flotilla (78 CR). All systems are TL +4 (*.50 SU).
Hull: 3 2 1.
Engines: 14.
Shields: [1/0/0]
Battery Y: Kinetic Blasters (Kinetic): 1-2/3-4/5-6, 1/2+/1/1, Increased Hits.
[G] [G] [G] [G] [G] [G] [G] [G] [G]
Ammunition: 45 44 43 42 41 40 39 38 37 36 35 34 33 32 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1.
Battery Z: Fighter Nuclear Missles (Ballistic): 1-4/5-8/---, 1/3+/2/2, Starship-Exclusive.
[G] [G] [G] [G] [G] [G]
Ammunition: 6 5 4 3 2 1.
Special Equipment: CounterMeasures.
VBAM Statistics:
Cost: 5, Maintenance: 2/3 ~ 1, Defensive Value: 2, Anti-Ship: 11, Anti-Fighter: 1, Command Rating: 3, Command Cost: 2; Gunship.
This Flotilla takes up 150 Tender Capacity.
A Hypercapable Viper Mark VII has Hyperdrive (1; Hyper Range: 1) in place of CounterMeasures, a Combat Rating of 70, a VBAM Cost of 6, and VBAM Maintenance of 5/6 ~ 1.
Raptor class Attack Transport Flotilla (47 CR). All systems are TL +4 (*.50 SU).
Hull: 2 1.
Engines: 16.
Shields: [1/0/1]
Battery Y: Kinetic Blasters (Kinetic): 1-2/3-4/5-6, 1/2+/1/1, Increased Hits.
[G] [G]
Ammunition: 8 7 6 5 4 3 2 1.
Battery Z: Fighter Nuclear Missles (Ballistic): 1-4/5-8/---, 1/3+/2/2, Starship-Exclusive.
Alternate Mode: Size: 4, Speed: 6, Attack: 4+/5+/6+, Defense: 0; Bomber.
[G] [G]
Ammunition: 8 7 6 5 4 3 2 1.
Special Equipment: CounterMeasures; Decoys (4 3 2 1); Hyperdrive (9; Hyper Range: 3); Marines (2).
VBAM Statistics:
Cost: 13, Maintenance: 11/6 ~ 2; Defensive Value: 2, Anti-Ship: 6, Anti-Fighter: 0, Command Rating: 2, Command Cost: 2; Hyperspace (9).
Since these ships have no Cargo (unless they replace the Marine Squads with it), they can travel no more than one Hyperjump away from their supporting vessel. This Flotilla takes up 100 Tender Capacity.
I should explain what I mean by Decoys. This is not the same as the Decoys previously used in Starmada and rightfully abandoned as requiring more Dice Rolls than they were worth. These are simpler things and make for a less cumbersome House Rule. The Damage inflicted on the launching Ship (or Flotilla in this case) is divided by the number of expendable Decoys launched during the Turn (they only last one) plus one (round the result up) before the Damage is applied to the launching Ship or Flotilla. As an example, let us presume that all 4 Decoys were launched by a Raptor Flotilla and that 5 Damage were scored against the Flotilla. Then, the Damage would be divided by 5 and the Flotilla would lose only one Raptor. I would give this a cost of 10 % of the Hull S.U. per Decoy (adjusted by the Tech Level Modifier) because it absorbs the same Damage as a Hull, but only lasts for one Turn. Similarly, this should multiply the Defensive Rating by 1.1 per Decoy. A Decoy that was permanent would take the same share of Damage as the Hull ( having a Defensive modifer of times 2), but since it only lasts one turn, it has a Defensive Modifier of (1+(1/10)).
I added these because the source that I used for the Raptors says that Decoys are an important part of their Defenses. Of course, it also says that Raptors are much more heavily armed than I have made them, but I could not contrive to fit that on a Flotilla.