Okay, something for the Gaim player - these fighters came from an idea of expanding the Gaim fleet to give them more options with their best weapons (the fighters), effectively making Gaim fleets very different from one another in the way they played.
Gaim Fighters: Any ship carrying one or more Klikkita flights may replace any number of them for Klikkoa or Klikkar flights.
Klikkar Space Superiority Fighter Patrol (Wing of Six Flights)
The result of genetic mixing between assault and pilot drones, Klikkars are known for being fast and aggressive. Unlike most other fighters in the Gaim fleet, they are not able to overload their reactors and instead are used to sweep enemy flights aside, allowing crewed missiles to reach their targets unimpeded.
Speed: 13
Turn: SM
Hull: 3
Damage: -
Crew: -
Troops: -
Dogfighting: +2
Craft: None
Special Rules: Dodge 2+, Fighter
In Service: 2236+
Weapon Range Arc AD Special
Plasma Bolt 2 T 1
Klikkoa Super Heavy Fighter Patrol (Wing of Six Flights)
The concept of a super heavy fighter is not an unusual one, but whereas most fleets use their hulls to mount heavier weaponry, the Gaim deploy the Klikkoa for the express purpose of overloading its reactors and turning it into the lethal Klikkoak crewed missile.
Speed: 10
Turn: SM
Hull: 4
Damage: -
Crew: -
Troops: -
Dogfighting: -1
Craft: None
Special Rules: Dodge 4+, Fighter
In Service: 2215+
Weapon Range Arc AD Special
Plasma Bolt 2 T 4
Klikkoak Crewed Missile Special
When the reactor overloads on a Klikkoa, captains of even the largest capital ships start withdrawing. Though heavy, ungainly and easy to intercept, the impact of a Klikkoak into a solid hull can wreak absolute havoc. Once the energy spike is detected, these fighters often become priority targets,
Speed: 7
Turn: SM
Hull: 5
Damage: -
Crew: -
Troops: -
Dogfighting: -2
Craft: None
Special Rules: Dodge 5+, Fighter
In Service: 2215+
* A Klikkoa may be converted into a Klikkoak in the same way as a Klikkitak is transformed. If the fighter moves into contact with an enemy ship, it will launch an automatic attack at the end of the Movement Phase, after all Anti-Fighter dice have been rolled. This attack will use 4 Attack Dice, and have the Double Damage, Precise and Super AP traits. It will ignore Interceptors. Once the attack has been performed, the Klikkoak is removed from play and may not be regained by use of the Fleet Carrier trait.