So Matt, about those 10 ships....

glad you posted the abbai one, i remember thinking crap, thats better than my patrol ships!
 
Back to the darkstar. If you want to make the MSB 10" like the whitestar, try uping the shield to 5/5. For a raid ship I would have given it the same hits and crew as the white star. dont know why they didnt, the shield isnt that good.

You could always leave it as it is, reduce the MSB range to 10 and give it AA too. Just say that psi corp figured out how to recreate, or stole, the armor that the victory uses. Wouldnt be to farfetched since the VCD is made by humans.
 
Just time to add another one before I go to work:

Earth Alliance Civilian Trader ½ CFP
There are dozens of different classes of ship used by private individuals to provide relatively cheap cargo carrying services, but most are similar in capability. Their small size allows for low running costs and also the ability to dock directly with most space stations, allowing for cheap cargo transfers that do not require extensive work within space. Still, most private traders live a hand-to-mouth existence and one poorly chosen job can often spell financial disaster.

Speed: 7
Turn: 2/45o
Hull: 4
Damage: 8/3
Crew: 10/4
Troops: -
Craft: None
Special Rules: None
In Service: -

Weapon Range Arc AD Special
Light Particle Beam 4 T 2 Weak
 
AdrianH said:
I'm guessing that the Centauri one is the freighter which appears on screen with a semi-circular hull and twin tail booms, while that Earth civilian trader could be the Skylark class.

Any chance of the Icarus or the Centauri liner? And if the Centauri have their freighter, no doubt the Narn will want theirs as well!

The Lias was a B5Wars ship as well. I think there also was a troop carrier variant of it in B5Wars. In any case given the invasion trends of the Centauri a Centauri specialised troop carrier would also be useful in CTA. maybe higher troop stats and slightly higer military grade spec.

Agree on the Icarus, like the design of this as well & an IPX Recon ship would add flavour.

The Skylark class pops up several times in Canon, including Lost Tales I think & as AdrianH convinced me the other day definitely has some clear design links to the "evolved" teep carrier. (have my own view hoever on small transports, inspired by a certain LC)

& also second the idea on these and other race specific liners.
 
Earth Alliance Condor-class Armed Transport 2 CFP
An extremely well-designed and built vessel for moving EarthForce GROPOS units and battlefield assets to ‘hot zone’ landing areas, the Condor is armoured and armed specifically for getting through enemy blockades. It may not be able to stand up to enemy fighters for long, but with adequate escort this should not be a concern.

Speed: 5
Turns: 1/45o
Hull: 5
Damage: 10/3
Crew: 8/3
Troops: 2
Craft: None
Special Rules: Anti-Fighter 1, Atmospheric, Interceptors 1
In Service: 2237+

Weapon Range Arc AD Special
Particle Beams 5 T 4 Weak
 
For ease of reference, all 18 ships presented so far are listed below:

Cheers, Gary

-----#1-----

Dark Star Raid
An exercise in finding practical limits when combining Shadowtech with Earth Alliance systems, this ship is fast, agile and deadly. Though available in extremely limited numbers, it is comparable in many ways to the ISA’s White Star, and its name became a reflection of its nemesis.

Speed: 16
Turn: 2/90o
Hull: 6
Damage: 8/3
Crew: 8/4
Troops: 1
Craft: None
Special Rules: Advanced Jump Engine, Agile, Atmospheric, Dodge 4+, Self-Repairing 1, Shields 2/2
In Service: 2271+

Weapon Range Arc AD Special
Molecular Slicer Beam 15 F 2 Beam, Precise, Triple Damage
Phasing Pulse Cannon 8 F 4 Accurate, Double Damage, Super AP

-----#2-----

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


-----#3-----

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

-----#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.

-----#5-----

Omicron-class Missile Cruiser (Variant) Raid
From the start, the modular weapon bays of the Omicron were intended to be replaceable during refits, allowing a whole new breed of variants to appear, filling in the gaps within EarthForce without requiring a whole new class – much as the Hyperion had done decades before. The missile cruiser was designed for similar roles as the Apollo, the smaller vessel being more efficient in smaller engagements.

Speed: 9
Turn: 1/45o
Hull: 6
Damage: 22/5
Crew: 29/6
Troops: 2
Craft: 1 Aurora Starfury flight
Special Rules: Anti-Fighter 2, Interceptors 2, Jump Engine
In Service: 2267+

Weapon Range Arc AD Special
Medium Particle Cannon 25 B 2 Beam, Triple Damage
Medium Pulse Cannon 10 P 2 Twin-Linked
Medium Pulse Cannon 10 S 2 Twin-Linked
Advanced Missile Rack 30 F 3 Precise, Slow-Loading *, Super AP
Advanced Missile Rack 30 P 4 Precise, Slow-Loading *, Super AP
Advanced Missile Rack 30 S 4 Precise, Slow-Loading *, Super AP

* These weapons ignore the Slow-Loading trait unless the Omicron is crippled.

-----#6-----

Omicron-class Light Cruiser Raid
Designed as the replacement for the aging Hyperion, the Omicron features artificial gravity and hyper-efficient reactors, allowing it to stay on patrol for years at a time, in theory. Many older captains have been reluctant to retire their Hyperions, but the Omicron has become a firm favourite among the new generation, and it can be seen throughout the galaxy, from quarantine duty in Earth orbit to escorting Delphi scouts far out on the Rim.

Speed: 9
Turn: 1/45o
Hull: 6
Damage: 22/5
Crew: 29/6
Troops: 3
Craft: 2 Aurora Starfury flights
Special Rules: Anti-Fighter 2, Interceptors 2, Jump Engine
In Service: 2267+

Weapon Range Arc AD Special
Medium Particle Cannon 25 B 3 Beam, Triple Damage
Medium Particle Cannon 25 B (a) 2 Beam, Triple Damage
Medium Pulse Cannon 10 F 4 Twin-Linked
Medium Pulse Cannon 10 P 6 Twin-Linked
Medium Pulse Cannon 10 S 6 Twin-Linked
Advanced Missile Rack 30 F 2 Precise, Slow-Loading *, Super AP

* These weapons ignore the Slow-Loading trait unless the Omicron is crippled

-----#7-----

Omicron-class Command Cruiser Raid
With Warlocks, Poseidons and Omegas being stretched across the galaxy in an effort to safeguard Earth’s interests, fleets could no longer count on dedicated flagships being present when trouble flared. The ever versatile Omicron stepped into the breach with a command variant, refitted from the standard hull in less than a month.

Speed: 9
Turn: 1/45o
Hull: 6
Damage: 22/5
Crew: 29/6
Troops: 4
Craft: 2 Aurora Starfury flights
Special Rules: Anti-Fighter 4, Command +2, Interceptors 3, Jump Engine
In Service: 2269+

Weapon Range Arc AD Special
Medium Particle Cannon 25 B 3 Beam, Triple Damage
Medium Particle Cannon 25 B (a) 2 Beam, Triple Damage
Medium Pulse Cannon 10 F 4 Twin-Linked
Medium Pulse Cannon 10 P 6 Twin-Linked
Medium Pulse Cannon 10 S 6 Twin-Linked

-----#8-----

Enfili-class Light Cruiser Raid
One of the new breed of EA-Minbari jointly designed ships, the Enfili-class has a chequered history. On its maiden voyage, the IAS Valen was on a routine diplomatic mission and was destroyed by ships from an unknown race. Although stalling the Enfili programme, further hulls were produced and this ugly yet functional design saw limited service in the Interstellar Alliance fleet.

Speed: 10
Turn: 2/45o
Hull: 6
Damage: 15/4
Crew: 20/5
Troops: 2
Craft: 1 Nial
Special Rules: Adaptive Armour, Advanced Jump Engine, Anti-Fighter 1, Atmospheric, Command 1, Flight Computer
In Service: 2262+

Weapon Range Arc AD Special
Improved Neutron Laser 24 F 1 Beam, Precise, Triple Damage
Neutrino Blaster 12 T 3 Double Damage, Super AP, Twin-Linked
Fusion Cannon 18 F 3 Mini-Beam

-----#9-----

Valen-class Advanced Destroyer Battle
As the original White Star fleet began to be eroded by losses, a new design was postulated. Built along lines suggested by leading architects in the Warrior Caste, the Valen was intended to give a compromise between the traditional Minbari ship style and the need for patrol ships that can operate independently in deep space.

Speed: 10
Turn: 2/45o
Hull: 5
Damage: 40/11
Crew: 44/13
Troops: 3
Craft: 2 Aurora/Flyer
Special Rules: Advanced Jump Engine, Advanced Anti-Fighter 3, Agile, Command 2, Flight Computer, Stealth 5+
In Service: 2271+

Weapon Range Arc AD Special
Improved Neutron Laser 24 F 3 Beam, Precise, Triple Damage
Fusion Cannon 18 F 6 Mini-Beam, Twin-Linked
Fusion Cannon 18 A 6 Mini-Beam, Twin-Linked
Fusion Cannon 18 P 6 Mini-Beam, Twin-Linked
Fusion Cannon 18 S 6 Mini-Beam, Twin-Linked

-----#10-----

Shadow Shuttle Skirmish
One of seldom-seen ships was some form of Shadow shuttle designed to transport sentients from the Young races carrying out missions for their Shadow masters. Although not strictly a combat vessel, the Shadow Shuttle is lightly armed and can fight off light resistance before fleeing to the safety of hyperspace.

Speed: 12
Turn: SM
Hull: 4
Damage: 10 (3)
Crew: -
Troops: -
Craft: None
Special Rules: Atmospheric, Dodge 4+, Scout, Self-Repair 1, Shields 3/3
In Service: Until 2261

Weapon Range Arc AD Special
Phasing Pulse Cannon 8 F 3 Accurate, Double Damage, Super AP

-----#11-----

Abbai Shyairel-class Outpost Lander 3 CFP
The best supply ship the Abbai have ever designed, the Shyairel – meaning ‘armoured saviour’– is a well-armed and armoured landing craft. Made to land on solid ground or under water whenever necessary, the Shyairel carries huge amounts of cargo to wherever it is needed. Being a sizeable ship capable of making planetside landings, it often must choose a landing point miles outside of a colony or outpost, relying on its hovercraft cargo vehicles and personnel shuttles to interact with the intended rendezvous.

Speed: 5
Turns: 1/45 o
Hull: 4
Damage: 28/10
Crew: 30/6
Troops: 1
Craft: None
Special Rules: Atmospheric, Lumbering, Shields 5/1
In Service: -

Weapon Range Arc AD Special
Combat Laser 6 F 3 Beam

-----#12-----

Centauri Lias-class Supply Ship 1 CFP
The primary re-supply and rearming vessel in the Centauri Republic navy, the Lias is often found in great numbers anywhere there is a colony, base, way-station or fleet in waiting. It is large and hard to manoeuvre, being ‘granted’ to captains and crewmen who have somehow ‘earned’ such an assignment – often due to some social faux pas or similar incident at a House Kodiro or Callo gala event.

Speed: 6
Turns: 1/45 o
Hull: 5
Damage: 8/4
Crew: 9/4
Troops: 1
Craft: None
Special Rules: Lumbering
In Service: -

Weapon Range Arc AD Special
Particle Array 3 T 2 Twin-Linked, Weak

-----#13-----

Earth Alliance Civilian Trader ½ CFP
There are dozens of different classes of ship used by private individuals to provide relatively cheap cargo carrying services, but most are similar in capability. Their small size allows for low running costs and also the ability to dock directly with most space stations, allowing for cheap cargo transfers that do not require extensive work within space. Still, most private traders live a hand-to-mouth existence and one poorly chosen job can often spell financial disaster.

Speed: 7
Turn: 2/45o
Hull: 4
Damage: 8/3
Crew: 10/4
Troops: -
Craft: None
Special Rules: None
In Service: -

Weapon Range Arc AD Special
Light Particle Beam 4 T 2 Weak

-----#14-----

Earth Alliance Condor-class Armed Transport 2 CFP
An extremely well-designed and built vessel for moving EarthForce GROPOS units and battlefield assets to ‘hot zone’ landing areas, the Condor is armoured and armed specifically for getting through enemy blockades. It may not be able to stand up to enemy fighters for long, but with adequate escort this should not be a concern.

Speed: 5
Turns: 1/45o
Hull: 5
Damage: 10/3
Crew: 8/3
Troops: 2
Craft: None
Special Rules: Anti-Fighter 1, Atmospheric, Interceptors 1
In Service: 2237+

Weapon Range Arc AD Special
Particle Beams 5 T 4 Weak

-----#15-----

Drazi Orinthar-class Commercial Transport 2 CFP
Found all over the Freehold and the League territories in vast numbers, the sleek and durable transport is the Drazi’s best recourse for protecting their commercial investments. Thickening the armour and attaching a subtly designed ‘light’ laser cannon on its nose, the Orinthar can not only carry several tons of cargo from one place to the next – even making planetside landings – but can also give a pretty rough time to any raider fighter unlucky enough to get in front of it!

Speed: 8
Turns: 1/45 o
Hull: 4
Damage: 8/3
Crew: 9/3
Troops: 2
Craft: None
Special Rules: Atmospheric
In Service: -

Weapon Range Arc AD Special
Light Particle Cutter 4 B 1 Beam

-----#16-----

Minbari Noloshan-class Trade Frigate 2 CFP
The space travel pack horses of the worker caste, the Noloshan is a common sight in the areas of the Federation where trade is acceptable, and is used heavily to ferry materials and workers from colony to colony to keep the workforces supplied. Although the worker caste rarely receives the attention it deserves, the Noloshan is one perk of being a member.

Speed: 6
Turns: 1/45 o
Hull: 4
Damage: 7/4
Crew: 8/4
Troops: -
Craft: None
Special Rules: Flight Computer, Stealth 4+
In Service: -

Weapon Range Arc AD Special
Light Fusion Cannon 4 T 3 AP

-----#17-----

Narn Arcismus-class Supply Ship 2 CFP
The Narn have a constant need to rearm and re-supply on the fronts of the battles they wage, as their ships are generally too slow or dedicated to the war effort to turn back for a supply run. By the time they reach a supply point and get back, they would likely need re-supply again! The Kha’Ri funded the creation of the Arcismus from captured and scrapped Lias supply ships from Centauri shipyards they had sacked. The new vessel would be prefect for running supplies back and forth from the fleet gatherings without losing a potent warship to do so.

Speed: 5
Turns: 1/45 o
Hull: 5
Damage: 12/4
Crew: 14/4
Troops: 2
Craft: None
Special Rules: Lumbering
In Service: -

Weapon Range Arc AD Special
Burst Beam 4 F 1 Beam
Light Pulse Cannon 4 T 2 Twin-Linked, Weak

-----#18-----

Vree Vymish-class Armed Trader 2 CFP
The primary trading vessel of the Vree Conglomerate, the Vymish is a cargo vessel that is armed well enough to travel the spacelanes alone. The idea was to create a mercantile ship that did not have to rely on expensive escorts that could double-cross the Vree, or who might learn too much about the secretive routes and transactions the Conglomerate often makes behind closed doors. Its primary purpose is to take goods and business passengers safely from one place to the next, but if the Vree are in a pinch for a steady attack craft, the Vymish will do.

Speed: 8
Turns: 1/90 o
Hull: 3
Damage: 9/3
Crew: 12/4
Troops: -
Craft: None
Special Rules: Anti-Fighter 2
In Service: -

Weapon Range Arc AD Special
Antimatter Cannon 8 T 2 Super AP
 
Here's number 15. Quite how a civilian ship is supposed to line up a boresight, I don't know.

Drazi Orinthar-class Commercial Transport 2 CFP
Found all over the Freehold and the League territories in vast numbers, the sleek and durable transport is the Drazi’s best recourse for protecting their commercial investments. Thickening the armour and attaching a subtly designed ‘light’ laser cannon on its nose, the Orinthar can not only carry several tons of cargo from one place to the next – even making planetside landings – but can also give a pretty rough time to any raider fighter unlucky enough to get in front of it!

Speed: 8
Turns: 1/45 o
Hull: 4
Damage: 8/3
Crew: 9/3
Troops: 2
Craft: None
Special Rules: Atmospheric
In Service: -

Weapon Range Arc AD Special
Light Particle Cutter 4 B 1 Beam
 
I would, however, like to know how it will "give a pretty rough time to any raider fighter unlucky enough to get in front of it!" ;)
 
AdrianH said:
I would, however, like to know how it will "give a pretty rough time to any raider fighter unlucky enough to get in front of it!" ;)
Force it to use all its fuel up getting out of boresight? :lol:
 
Well if you had enough Drazi... yeah :)
Although getting them all mutually boresighted with a Sharlin within 4" could be tricky, unless you had some pretty small counters...
 
Back
Top