As any fule kno, the EA needs new ships like Bill Gates needs a second income, but, since I had too much time on my hands today, I give you the Earth Alliance
Spartacus class modular auxiliary corvette
Earth Alliance's growing responsibilities in the 2260s made provision of sufficient support vessels difficult, and this was their innovative response.
The Spartacus provides a 'chassis' which can carry one of a variety of mission modules, enabling the ship to be switched between various roles in a matter of hours. The modules are stored at forward-area starbases, and up to four can be delivered and installed by a Cotten-class Fleet Tender.
Skirmish PL
In Service 2264
Hull: 5
Speed: 8 (10*)
Turns: 1/45
Damage: 24/6
Crew: 30/6
Troops: 1*
Craft: None*
Special Rules: Interceptors 1*, Jump Engine, Anti-Fighter 2*
Weapons Range Arc Attack dice and weapon traits
Medium Pulse Cannon 10", T, 4, Twin Linked
* In Cargo configuration
Module types
Cargo module... Raises speed to 10. Allows carridge of several hundred tonnes of stores and a number of heavy transfer shuttles.
Carrier module...Adds six flights of Aurora Starfuries, adds Carrier 2.
Gunship module...Adds Medium Laser Cannon, 18", B, 4, Beam, Double Damage. Reduces Speed to 6.
Bombardment module...Adds the following weapons;
......................................Missile Racks 30", F, 2, Precise, Super AP, Slow-Loading
......................................Missile Racks 30", A, 2, Precise, Super AP, Slow-Loading
......................................Missile Racks 30", P, 6, Precise, Super AP, Slow-Loading
......................................Missile Racks 30", S, 6, Precise, Super AP, Slow-Loading
Escort module...raises Anti-Fighter to 6, adds Escort trait
Command module...raises Anti-Fighter to 4, raises Interceptors to 3, raises Troops to 4, adds Command +1. Usually raises PL to Raid, as a Flag rank officer will be aboard.
Scout module...adds Scout, adds Stealth 4+. Note this module does *not* gain the range benefits of the Delphi class.
Assault module...raises Troops to 8, adds Shuttles 4 and two flights of Breaching Pods. The ships pictured above are in this configuration.
Repair, Hospital and Exploration modules also exist.
In a one-off game, the controlling player may choose, and must declare, the type of module installed on each ship after the scenario is known.
In campaigns, each ship must retain the same module she starts with, unless a Starbase is available, in which case the type of module may be changed per scenario as above, or she is sent away for homeworld overhaul.
Spartacus class modular auxiliary corvette

Earth Alliance's growing responsibilities in the 2260s made provision of sufficient support vessels difficult, and this was their innovative response.
The Spartacus provides a 'chassis' which can carry one of a variety of mission modules, enabling the ship to be switched between various roles in a matter of hours. The modules are stored at forward-area starbases, and up to four can be delivered and installed by a Cotten-class Fleet Tender.
Skirmish PL
In Service 2264
Hull: 5
Speed: 8 (10*)
Turns: 1/45
Damage: 24/6
Crew: 30/6
Troops: 1*
Craft: None*
Special Rules: Interceptors 1*, Jump Engine, Anti-Fighter 2*
Weapons Range Arc Attack dice and weapon traits
Medium Pulse Cannon 10", T, 4, Twin Linked
* In Cargo configuration
Module types
Cargo module... Raises speed to 10. Allows carridge of several hundred tonnes of stores and a number of heavy transfer shuttles.
Carrier module...Adds six flights of Aurora Starfuries, adds Carrier 2.
Gunship module...Adds Medium Laser Cannon, 18", B, 4, Beam, Double Damage. Reduces Speed to 6.
Bombardment module...Adds the following weapons;
......................................Missile Racks 30", F, 2, Precise, Super AP, Slow-Loading
......................................Missile Racks 30", A, 2, Precise, Super AP, Slow-Loading
......................................Missile Racks 30", P, 6, Precise, Super AP, Slow-Loading
......................................Missile Racks 30", S, 6, Precise, Super AP, Slow-Loading
Escort module...raises Anti-Fighter to 6, adds Escort trait
Command module...raises Anti-Fighter to 4, raises Interceptors to 3, raises Troops to 4, adds Command +1. Usually raises PL to Raid, as a Flag rank officer will be aboard.
Scout module...adds Scout, adds Stealth 4+. Note this module does *not* gain the range benefits of the Delphi class.
Assault module...raises Troops to 8, adds Shuttles 4 and two flights of Breaching Pods. The ships pictured above are in this configuration.
Repair, Hospital and Exploration modules also exist.
In a one-off game, the controlling player may choose, and must declare, the type of module installed on each ship after the scenario is known.
In campaigns, each ship must retain the same module she starts with, unless a Starbase is available, in which case the type of module may be changed per scenario as above, or she is sent away for homeworld overhaul.