Hi All - playing with some ideas - any comments / sugested amendments -
thanks in advance
New Trait: Fleet Auxiliary:
An auxiliary ship is a ship designed to operate in any number of roles supporting combatant ships and other naval operations. Auxiliaries are not designed to operate as combatants, although some races build them with more extensive combat capacity, it is usually of a self-defensive nature. Auxiliaries are extremely important for the younger space faring races, as without them, the primary fleet vessels are not as effective. However, the composition and size of these auxiliary fleets varies depending on the nature of each navy and its primary mission. In a Campaign, a Fleet containing one or more Fleet Tenders may ignore the 5 RR point premium required for repairing Crippled chips.
Fuji Class Fleet Auxiliary Skirmish
A derivative of the Olympus Class, the Fuji line of ships are considerably larger but fitted with less armour, as the ship is packed full of repair facilities and trained technicians. A dedicated repair and re-supply ship, designed to provide vital support to fleets operating away from their bases, it proved its worth in the Dilgar war. Lightly armed – they required a substantial fighter escort to ensure that they are able to carry out their duties without interference.
Speed: 4 Turns: 1/45 Hull: 4 Damage: 30 / 10
Crew: 42 /12 Troops: 1 Craft: 3 Aurora Starfury Flight,
Special Rules: Anti-fighter 1, Fleet Auxiliary, Interceptor 1, Lumbering In Service: 2210
.
Weapon Range Arc AD Special
Plasma Cannon 8 F 2 AP
Plasma Cannon 8 P 4 AP
Plasma Cannon 8 S 4 AP
Plasma Cannon 8 A 2 AP
In a Campaign, each Fuji Class Fleet Auxiliary generates 3 RR points per turn which may only be used for repairing vessels.
(also an excuse to have a different ship for the huge old Olympus model )
T’Sorn Reclamation Ship (T’Loth Variant) Raid
Following the expulsion of the Centauri, the Narn proved themselves adept at recovering and repairing damaged or destroyed ships and either putting them back into service or cannibalising them for other ships. The T’Sorn was a conversion of the redoubtable T’Shon Explorer which carried engineers and reclamation equipment to enable it to recover ships – whether they be damaged Narn ships or more often, those of the enemy.
Speed: 6 Turns: 1/45 Hull: 5 Damage: 74 / 15
Crew: 90/21 Troops: 6 Craft: 1 Gorith Flight,
Special Rules: Anti-fighter 1, Fleet Auxiliary, Jump Engine, Lumbering, Shuttles 2, In Service: 2225
. Weapon Range Arc AD Special
Plasma Cannon 12 F 4 AP
Light Pulse Cannon 8 F 6
Light Pulse Cannon 8 F 6
Light Pulse Cannon 8 F 6
Light Pulse Cannon 8 F 6
If a T’Sorn takes part in a battle on the winning side and survives, you may choose one destroyed enemy ship of that did not explode and generate VP as if it was captured.
Oras Class Research Ship (Omelos Variant) Raid
As the Dilgar war machine advanced across the League, it was considered important to both keep the war ships in fighting condition and also provide a base for investigation into useful alien technologies. Oras Class ships carried a substantial force of troops to subdue any survivors on board enemy ships and were trained to recognise and capture “useful personnel.” A substantial swarm of fighters accompany it, although Dilgar pilots usually consider this assignment a punishment.
Speed: 10 Turns: 1/45 Hull: 5 Damage: 28 / 5
Crew: 35/6 Troops: 6 Craft: 2 Thorun Dartfighter flights,
Special Rules: Anti-fighter 4, Fleet Auxiliary , Shuttles 2, In Service: 2228-2232
.
Weapon Range Arc AD Special
Light Pulsars 8 F 8
Light Pulsars 8 P 6
Light Pulsars 8 S 6
Light Pulsars 8 A 6
If a Oras takes part in a battle on the winning side and survives, you may choose one destroyed enemy ship of that did not explode and generate VP as if it was captured.
Taldaria Class Explorer (Balvarian Variant) Raid
Taldaria Clas ships are now very rare in the Republic, with little interest in expansion or exploration, the few remaining ships are found almost exclusively in the fleets of House Hessius and interestingly House Kodiro. The Royal Navy long ago converted its Taldaria’s into Balvarin class Carriers and it was a House Hessius vessel that first encountered the Drakh in 2259. It retains a substantial fighter escort, but also has numerous shuttles and advanced robotic probes to allow exploration of unknown worlds.
Speed: 4 Turns: 1/45 Hull: 5 Damage: 44 / 10
Crew: 55/12 Troops: 4 Craft: 4 Razik Flights,
Special Rules: Anti-fighter 2, Carrier 2, Interceptors 1, Jump Engine, Lumbering, Scout, Shuttles 2,
In Service: 2195+
.
Weapon Range Arc AD Special
Ion Cannon 12 F 6 Double Damage, Twin-Linked
Ion Cannon 12 P 4 Double Damage, Twin-Linked
Ion Cannon 12 S 4 Double Damage, Twin-Linked
Ion Cannon 12 A 4 Double Damage, Twin-Linked
Sulith Class Medical Frigate (Bimith Variant) Raid
The Sulith was designed to provide emergency medical response to ships in the field and give the ability to assist other races should they be subject to plague or other disasters. It proved an important asset in the Dilgar war but also sadly a target for Dilgar ship captains to attempt to capture, especially those under Jha’Dur. The difficulties of dealing with traumatised patients and defending against boarders led to a substantial security force on board, usual alien mercenaries which often led to other problems………
Speed: 10 Turns: 1/45 Hull: 5 Damage: 30 / 6
Crew: 45/9 Troops: 3 Craft: 1 Hasra Drone Flight ,
Special Rules: Anti-fighter 4, Interceptors 2, Jump Engine, Shields 16/2, In Service: 2230+
.
Weapon Range Arc AD Special
Quad Particle Array 8 F 6 Twin Linked
Quad particle Array 8 P 8 Twin Linked
Quad Particle Array 8 S 8 Twin Linked
Quad particle Array 8 A 6 Twin Linked
In a Campaign, a fleet containing a Sulith may replace 12 lost Crew points for every RR point spent on recruiting new crew for a ship.
Dur’shi Explorer (Avioki Variant) Raid
The pak’ma’ra can be found across the galaxy and travel there in various ways, including their own equivalent of the Earth Explorer vessels.
Having purchased massive, and most importantly jump capable, Batrado ships, they transformed them in their own indomitable fashion and set off to discover the places that others would not bother to investigate.
Speed: 4 Turns: 1/45 Hull: 5 Damage: 64 / 10
Crew: 68/10 Troops: 1 Craft: 1 Porfatis Flight,
Special Rules: Anti-fighter 2, Jump Engine, Lumbering, Shuttles 1, In Service: 2240+
.
Weapon Range Arc AD Special
Plasma Torpedo 25 F 2 AP, Slow-Loading, Triple Damage
Plasma Cannon 10 F 4 AP
Plasma Cannon 10 P 6 AP
Plasma Cannon 10 S 6 AP
thanks in advance

New Trait: Fleet Auxiliary:
An auxiliary ship is a ship designed to operate in any number of roles supporting combatant ships and other naval operations. Auxiliaries are not designed to operate as combatants, although some races build them with more extensive combat capacity, it is usually of a self-defensive nature. Auxiliaries are extremely important for the younger space faring races, as without them, the primary fleet vessels are not as effective. However, the composition and size of these auxiliary fleets varies depending on the nature of each navy and its primary mission. In a Campaign, a Fleet containing one or more Fleet Tenders may ignore the 5 RR point premium required for repairing Crippled chips.
Fuji Class Fleet Auxiliary Skirmish
A derivative of the Olympus Class, the Fuji line of ships are considerably larger but fitted with less armour, as the ship is packed full of repair facilities and trained technicians. A dedicated repair and re-supply ship, designed to provide vital support to fleets operating away from their bases, it proved its worth in the Dilgar war. Lightly armed – they required a substantial fighter escort to ensure that they are able to carry out their duties without interference.
Speed: 4 Turns: 1/45 Hull: 4 Damage: 30 / 10
Crew: 42 /12 Troops: 1 Craft: 3 Aurora Starfury Flight,
Special Rules: Anti-fighter 1, Fleet Auxiliary, Interceptor 1, Lumbering In Service: 2210
.
Weapon Range Arc AD Special
Plasma Cannon 8 F 2 AP
Plasma Cannon 8 P 4 AP
Plasma Cannon 8 S 4 AP
Plasma Cannon 8 A 2 AP
In a Campaign, each Fuji Class Fleet Auxiliary generates 3 RR points per turn which may only be used for repairing vessels.
(also an excuse to have a different ship for the huge old Olympus model )

T’Sorn Reclamation Ship (T’Loth Variant) Raid
Following the expulsion of the Centauri, the Narn proved themselves adept at recovering and repairing damaged or destroyed ships and either putting them back into service or cannibalising them for other ships. The T’Sorn was a conversion of the redoubtable T’Shon Explorer which carried engineers and reclamation equipment to enable it to recover ships – whether they be damaged Narn ships or more often, those of the enemy.
Speed: 6 Turns: 1/45 Hull: 5 Damage: 74 / 15
Crew: 90/21 Troops: 6 Craft: 1 Gorith Flight,
Special Rules: Anti-fighter 1, Fleet Auxiliary, Jump Engine, Lumbering, Shuttles 2, In Service: 2225
. Weapon Range Arc AD Special
Plasma Cannon 12 F 4 AP
Light Pulse Cannon 8 F 6
Light Pulse Cannon 8 F 6
Light Pulse Cannon 8 F 6
Light Pulse Cannon 8 F 6
If a T’Sorn takes part in a battle on the winning side and survives, you may choose one destroyed enemy ship of that did not explode and generate VP as if it was captured.
Oras Class Research Ship (Omelos Variant) Raid
As the Dilgar war machine advanced across the League, it was considered important to both keep the war ships in fighting condition and also provide a base for investigation into useful alien technologies. Oras Class ships carried a substantial force of troops to subdue any survivors on board enemy ships and were trained to recognise and capture “useful personnel.” A substantial swarm of fighters accompany it, although Dilgar pilots usually consider this assignment a punishment.
Speed: 10 Turns: 1/45 Hull: 5 Damage: 28 / 5
Crew: 35/6 Troops: 6 Craft: 2 Thorun Dartfighter flights,
Special Rules: Anti-fighter 4, Fleet Auxiliary , Shuttles 2, In Service: 2228-2232
.
Weapon Range Arc AD Special
Light Pulsars 8 F 8
Light Pulsars 8 P 6
Light Pulsars 8 S 6
Light Pulsars 8 A 6
If a Oras takes part in a battle on the winning side and survives, you may choose one destroyed enemy ship of that did not explode and generate VP as if it was captured.
Taldaria Class Explorer (Balvarian Variant) Raid
Taldaria Clas ships are now very rare in the Republic, with little interest in expansion or exploration, the few remaining ships are found almost exclusively in the fleets of House Hessius and interestingly House Kodiro. The Royal Navy long ago converted its Taldaria’s into Balvarin class Carriers and it was a House Hessius vessel that first encountered the Drakh in 2259. It retains a substantial fighter escort, but also has numerous shuttles and advanced robotic probes to allow exploration of unknown worlds.
Speed: 4 Turns: 1/45 Hull: 5 Damage: 44 / 10
Crew: 55/12 Troops: 4 Craft: 4 Razik Flights,
Special Rules: Anti-fighter 2, Carrier 2, Interceptors 1, Jump Engine, Lumbering, Scout, Shuttles 2,
In Service: 2195+
.
Weapon Range Arc AD Special
Ion Cannon 12 F 6 Double Damage, Twin-Linked
Ion Cannon 12 P 4 Double Damage, Twin-Linked
Ion Cannon 12 S 4 Double Damage, Twin-Linked
Ion Cannon 12 A 4 Double Damage, Twin-Linked
Sulith Class Medical Frigate (Bimith Variant) Raid
The Sulith was designed to provide emergency medical response to ships in the field and give the ability to assist other races should they be subject to plague or other disasters. It proved an important asset in the Dilgar war but also sadly a target for Dilgar ship captains to attempt to capture, especially those under Jha’Dur. The difficulties of dealing with traumatised patients and defending against boarders led to a substantial security force on board, usual alien mercenaries which often led to other problems………
Speed: 10 Turns: 1/45 Hull: 5 Damage: 30 / 6
Crew: 45/9 Troops: 3 Craft: 1 Hasra Drone Flight ,
Special Rules: Anti-fighter 4, Interceptors 2, Jump Engine, Shields 16/2, In Service: 2230+
.
Weapon Range Arc AD Special
Quad Particle Array 8 F 6 Twin Linked
Quad particle Array 8 P 8 Twin Linked
Quad Particle Array 8 S 8 Twin Linked
Quad particle Array 8 A 6 Twin Linked
In a Campaign, a fleet containing a Sulith may replace 12 lost Crew points for every RR point spent on recruiting new crew for a ship.
Dur’shi Explorer (Avioki Variant) Raid
The pak’ma’ra can be found across the galaxy and travel there in various ways, including their own equivalent of the Earth Explorer vessels.
Having purchased massive, and most importantly jump capable, Batrado ships, they transformed them in their own indomitable fashion and set off to discover the places that others would not bother to investigate.
Speed: 4 Turns: 1/45 Hull: 5 Damage: 64 / 10
Crew: 68/10 Troops: 1 Craft: 1 Porfatis Flight,
Special Rules: Anti-fighter 2, Jump Engine, Lumbering, Shuttles 1, In Service: 2240+
.
Weapon Range Arc AD Special
Plasma Torpedo 25 F 2 AP, Slow-Loading, Triple Damage
Plasma Cannon 10 F 4 AP
Plasma Cannon 10 P 6 AP
Plasma Cannon 10 S 6 AP