Hi all this is partly to give us a opportunity to use varied ships in the Dilgar war tourni, partly cos I liked the idea and mostly for fun 
Welcome your thoughts !
The Raiders – The Years of blood and opportunity
The period of the Dilgar Wars was exactly that for the many and varied Raider groups – a time when there were many dangerous but lucrative opportunities. Some captains and groups hit the convoys and traders outside the war zone, capitalising on the warships of most races being away. Others found ways to make massive amounts of money from daring blockade runs or strikes against the Dilgar logistics train. Still more made their raids on various races look like the work of the murderous Dilgar before they vanished into the darkness.
Most fleets were the opposite of the Raiders of the later era, being based around fast attack ships and acquired warships from the varied fleets of the galaxy. Fast Strike Ships would blaze into a convoy and draw off the escorts whilst another “friendly” warship led the others to presumed safety. Other raiders employed sturdy, fast blockade-runners to get their cargo’s to wherever they were needed.
Blood and Opportunity………………
The Raiders Fleet List
The following forms the entire fleet list for the Raiders.
Priority Level: Patrol
Breaching Pod Wing (5 flights)
Fighter Wing (6 flights)
Strike Ship
Priority Level: Skirmish
Salvaged Ship
Priority Level: Raid
Blockade Runner
Battlewagon
Fighters
Flights of smaller craft may be purchased separately and used as units in their own right.
Some ships are noted as carrying one or more flights of fighters on board. One or more of these flights may be deployed as normal at any time before or during the battle and do not cost anything extra – the cost of these flights is included in that of their parent ships.
Any ship carrying one or more Fighter flights may replace any number of them for Breaching Pods. Breaching Pods swapped in this way will carry a Troop from the ship – they do not include Troops of their own in the way Breaching Pod Wings do.
Raiders Fleet Special Rules
The following special rules apply to all Raiders fleets.
Scavengers:
Raiders Initiative: +2
Blockade Runner Raid
There are many reasons for ships to take the risk of running blockades – ranging from drug smuggling, slave trading through to humanitarian efforts and inserting spies. The ships that undertake this dangerous work range vastly in appearance but are almost always built for speed and agility. Most carry substantial point defences and reinforced hull and armour
Speed: 10
Turn: 2/ 45
Hull: 5
Damage: 28/6
Crew: 32/8
Troops: 1
Craft: none
Special Rules: Afterburner, Agile, Anti-fighter 2, Atmospheric, Dodge 5+, Interceptor 1, Jump Engine,
In Service: 2190+
Weapon...................Range........ Arc........... AD.......Special
Light Matter Cannon... 8.............. F.............. 4...........AP, Double Damage
Twin Particle Array Turret.8..............T.........6...........Twin Linked, Weak
Fighter Flight Patrol (6 flights per Wing)
The raiders operated a massive variety of fighters, pilfered, bought or recovered from across the known galaxy. Like their pilots they varied in quality from average to surprisingly effective. Speed was usually an asset, especially for thos unlucky enough to have to engage the Dilgar.
Speed: 12
Turn: SM
Hull: 3
Dogfight: +1
Special Rules: Dodge 2+, Fighter
In Service: 2190+
Weapon.................Range.......Arc..........AD....Special
Wing guns..............2 .............T............2...
Scavenged Ship Skirmish
The raiders are often forced to cannibalise and jury rig various salvaged vessels to make one working ship able to traverse space, hit the target and return home. These ships often contain parts from various races including Centauri, Narn, EA and Drazi – all of whom have left hundreds of shattered vessels across the galaxy. Their appearance can confuse defending warships long enough to slip past to their true target in the midst of a swirling melee.
Speed: 5
Turn: 1/45
Hull: 4
Damage: 20/5
Crew: 22/6
Troops: 1
Craft: none
Special Rules: none,
In Service: 2190+
Weapon.........................Range Arc..........AD Special
Light Pulsar......................8........F..............8
Light Pulsar......................8....... P..............6
Light Pulsar......................8....... S..............6
You may choose any three of the following (but you may only select each choice once) customisations to represent the work of the salvage crews.
Customisation Benefit
Reinforced bulkheads and additional crew quarters......
............................... +8/0 Damage, +8/0 Crew.
Heavy armour plating
................................ +1 Hull.
Powerful manoeuvring thrusters (*)
..................................Dodge 5+
Interceptor Network
..................................Interceptors 2.
Point Defence System
...................................Anti-Fighter 2, Escort.
Weapons upgrade and enhanced targeting
...................................Light Pulsars gain Twin-Linked.
Missile battery
.................Missile Racks 20" 3AD Front, Super AP, Precise, Slow-Loading.
Combat Laser mount
...................... Laser Cannon 18" 1AD Boresight, Beam, Double Damage.
Salvaged railgun battery
................................... Railgun 12" 2AD Front/Aft, AP, Double Damage.
Refurbished Plasma weapons
..........................Plasma Cannon 8" 3AD Front, 2AD Port/Starboard, AP.
Hanger Bay
.........................................Auxiliary Craft: 2 Fighters.
Enhanced Bridge and Communication system
.........................................Command +1.
Engine refit (*)
.........................................Speed 9, Turns 2/45, Dodge 6+.
Assault ship
.............................................Atmospheric, Troops 4, Shuttles 2
(*) If both Engine refit and Powerful manoeuvring thrusters are chosen, the ships dodge remains at 5+.
(with grateful thanks to Triggy for allowing the use of this very cool idea)
Strike Ship Patrol
Recovered Havens, salvaged Sho’Kos, bought Warbirds and other ships were often found forming the strike wings of Raider attacks, speeding into the attack and boosting out of danger -those that survived. Whatever their pedigree or condition they were often given the classification of strike ship.
Speed: 12
Turn: 2/45o
Hull: 3
Damage: 12/4
Crew: 14/5
Troops: 2
Craft: none
Special Rules: Agile, Dodge 5+
In Service: 2190+
Weapon..................Range...........Arc........AD............. Special
Main Battery............. 12............ F.............. 4.............. AP,
Secondary battery..... 10............ F.............. 4.............. Twin Linked

Welcome your thoughts !
The Raiders – The Years of blood and opportunity
The period of the Dilgar Wars was exactly that for the many and varied Raider groups – a time when there were many dangerous but lucrative opportunities. Some captains and groups hit the convoys and traders outside the war zone, capitalising on the warships of most races being away. Others found ways to make massive amounts of money from daring blockade runs or strikes against the Dilgar logistics train. Still more made their raids on various races look like the work of the murderous Dilgar before they vanished into the darkness.
Most fleets were the opposite of the Raiders of the later era, being based around fast attack ships and acquired warships from the varied fleets of the galaxy. Fast Strike Ships would blaze into a convoy and draw off the escorts whilst another “friendly” warship led the others to presumed safety. Other raiders employed sturdy, fast blockade-runners to get their cargo’s to wherever they were needed.
Blood and Opportunity………………
The Raiders Fleet List
The following forms the entire fleet list for the Raiders.
Priority Level: Patrol
Breaching Pod Wing (5 flights)
Fighter Wing (6 flights)
Strike Ship
Priority Level: Skirmish
Salvaged Ship
Priority Level: Raid
Blockade Runner
Battlewagon
Fighters
Flights of smaller craft may be purchased separately and used as units in their own right.
Some ships are noted as carrying one or more flights of fighters on board. One or more of these flights may be deployed as normal at any time before or during the battle and do not cost anything extra – the cost of these flights is included in that of their parent ships.
Any ship carrying one or more Fighter flights may replace any number of them for Breaching Pods. Breaching Pods swapped in this way will carry a Troop from the ship – they do not include Troops of their own in the way Breaching Pod Wings do.
Raiders Fleet Special Rules
The following special rules apply to all Raiders fleets.
Scavengers:
Raiders Initiative: +2
Blockade Runner Raid
There are many reasons for ships to take the risk of running blockades – ranging from drug smuggling, slave trading through to humanitarian efforts and inserting spies. The ships that undertake this dangerous work range vastly in appearance but are almost always built for speed and agility. Most carry substantial point defences and reinforced hull and armour
Speed: 10
Turn: 2/ 45
Hull: 5
Damage: 28/6
Crew: 32/8
Troops: 1
Craft: none
Special Rules: Afterburner, Agile, Anti-fighter 2, Atmospheric, Dodge 5+, Interceptor 1, Jump Engine,
In Service: 2190+
Weapon...................Range........ Arc........... AD.......Special
Light Matter Cannon... 8.............. F.............. 4...........AP, Double Damage
Twin Particle Array Turret.8..............T.........6...........Twin Linked, Weak
Fighter Flight Patrol (6 flights per Wing)
The raiders operated a massive variety of fighters, pilfered, bought or recovered from across the known galaxy. Like their pilots they varied in quality from average to surprisingly effective. Speed was usually an asset, especially for thos unlucky enough to have to engage the Dilgar.
Speed: 12
Turn: SM
Hull: 3
Dogfight: +1
Special Rules: Dodge 2+, Fighter
In Service: 2190+
Weapon.................Range.......Arc..........AD....Special
Wing guns..............2 .............T............2...
Scavenged Ship Skirmish
The raiders are often forced to cannibalise and jury rig various salvaged vessels to make one working ship able to traverse space, hit the target and return home. These ships often contain parts from various races including Centauri, Narn, EA and Drazi – all of whom have left hundreds of shattered vessels across the galaxy. Their appearance can confuse defending warships long enough to slip past to their true target in the midst of a swirling melee.
Speed: 5
Turn: 1/45
Hull: 4
Damage: 20/5
Crew: 22/6
Troops: 1
Craft: none
Special Rules: none,
In Service: 2190+
Weapon.........................Range Arc..........AD Special
Light Pulsar......................8........F..............8
Light Pulsar......................8....... P..............6
Light Pulsar......................8....... S..............6
You may choose any three of the following (but you may only select each choice once) customisations to represent the work of the salvage crews.
Customisation Benefit
Reinforced bulkheads and additional crew quarters......
............................... +8/0 Damage, +8/0 Crew.
Heavy armour plating
................................ +1 Hull.
Powerful manoeuvring thrusters (*)
..................................Dodge 5+
Interceptor Network
..................................Interceptors 2.
Point Defence System
...................................Anti-Fighter 2, Escort.
Weapons upgrade and enhanced targeting
...................................Light Pulsars gain Twin-Linked.
Missile battery
.................Missile Racks 20" 3AD Front, Super AP, Precise, Slow-Loading.
Combat Laser mount
...................... Laser Cannon 18" 1AD Boresight, Beam, Double Damage.
Salvaged railgun battery
................................... Railgun 12" 2AD Front/Aft, AP, Double Damage.
Refurbished Plasma weapons
..........................Plasma Cannon 8" 3AD Front, 2AD Port/Starboard, AP.
Hanger Bay
.........................................Auxiliary Craft: 2 Fighters.
Enhanced Bridge and Communication system
.........................................Command +1.
Engine refit (*)
.........................................Speed 9, Turns 2/45, Dodge 6+.
Assault ship
.............................................Atmospheric, Troops 4, Shuttles 2
(*) If both Engine refit and Powerful manoeuvring thrusters are chosen, the ships dodge remains at 5+.
(with grateful thanks to Triggy for allowing the use of this very cool idea)
Strike Ship Patrol
Recovered Havens, salvaged Sho’Kos, bought Warbirds and other ships were often found forming the strike wings of Raider attacks, speeding into the attack and boosting out of danger -those that survived. Whatever their pedigree or condition they were often given the classification of strike ship.
Speed: 12
Turn: 2/45o
Hull: 3
Damage: 12/4
Crew: 14/5
Troops: 2
Craft: none
Special Rules: Agile, Dodge 5+
In Service: 2190+
Weapon..................Range...........Arc........AD............. Special
Main Battery............. 12............ F.............. 4.............. AP,
Secondary battery..... 10............ F.............. 4.............. Twin Linked