Okay, gentlemen, ladies, and any not covered by the above.
A consolidation and expansion of comments above:
Patrol Level
Templar-class Interceptor
Armed With:
Twin Light Gatling Railguns
Relevant Quotes:
This excellent interceptor served through the entire war, and the Centauri were unable to match it. The Templar compares favorably even with some fighters of today.
A smaller version of the Gatling Railgun [is] used as the primary weapon by Orieni fighters. As a matter weapon the Light Gatling Cannon is remarkably effective against enemy ships.
Suggestions:
Speed: 10
Hull: 4
Craft: 6
Turns: SM
Traits: Dogfight +1, Dodge 2+, Fighter
Weapons:
Light Gatling Railguns - 2" range - Turret - 1 AD - Twin-linked
Shining Light-class Hunter-Killer
Armed With:
Nothing - remote-piloted kamikaze fighter.
Relevant Quotes:
Although slated for replacement at the outbreak of the war, the hurried pace of the initial offensive found many examples of this obsolescent weapon in the front lines.
Suggestions:
For all that the
Wars of the Centauri Republic has them in packs of 6, I like the idea of hunter-killers being big, solo units - one superheavy feels like it should do more damage and be easier to control than a flock of lighter ships. Unlike the 'reactor overload' option of the Klikkita(k) or the suicide attack of Dilgar
Thoruns, this is from the ground up purely and simply a remote missile. I'd be tempted to say it should be unable to win dogfights, breaching-pod fashion (although be perhaps less likely to lose than most pods), have a worse dodge like most super-heavies, and cause a much, much bigger bang than Klikkitaks. The simplest rule I've come up with so far for remote control is that they can only move if they start the fighter movement phase within X" - suggestions please - of a ship with the
Hunter-Killer Control trait. Try 18" for a starting value.
Speed: 10
Hull: 5
Craft: 6
Turns: SM
Traits: Dogfight -1, Dodge 5+, Fighter, Hunter-Killer
Weapons:
Ram - 0" range - Contact Only - 2 AD - Double Damage, Precise, Armour Piercing, Ram
Shining Star-class Improved Hunter-Killer
Armed With:
Nothing - remote-piloted kamikaze fighter.
Relevant Quotes:
Even as the War began, the Orieni were fielding the next generation of H-K.
Suggestions:
The key difference between the two is that the Shining Star has armour and more hull durability under the armour to boot. The difference in ramming damage is fairly minimal but it's a lot harder to stop - probably upping hull 5 to hull 6, and giving the ram super AP instead of AP as it's a heavier, tougher fighter to drive further into the hull before breaking up and exploding.
Speed: 12
Hull: 6
Craft: 3 (or Upgrade 6 Shining Light to Shining Star)
Turns: SM
Traits: Dogfight -1, Dodge 5+, Fighter, Hunter-Killer
Weapons:
Ram - 0" range - Contact Only - 2 AD - Double Damage, Precise, Super Armour Piercing, Ram
Obedient-class Patrol Frigate
Hit Points (average from random direction, scaled by 45% to ACTA):
16/4
Armed With:
1 Gauss Cannon & 1 Light Laser Cannon Forwards
2 Gatling Railguns in all directions
Relevant Quotes:
Early in the war, it was seen that the Obedient fared poorly in attacks on Centauri ships, and that it's limited number of Gatlings still left it vulnerable to fighter strikes.
Suggestions:
A fairly agile hull 4/5 patrol craft. A couple of DD gauss cannon (railgun) dice, and a couple of slow-loading mini-beam dice. Gatling railguns give a small turret mount and 1
interceptor but no
anti-fighter.
Speed: 10
Hull: 4
Troops: 1
Craft: -
Turns: 2/45
Damage: 16/4
Crew: 16/4
Traits: Agile, Interceptors 1
Weapons:
Gauss Cannon - 10" range - F - 2 AD - Double Damage, Armour Piercing
Light Laser Cannon - 15" range - F - 2 AD - Mini-Beam, Slow-Loading
Gatling Railguns - 8" range - T - 3 AD - Twin-linked
Devout-class Escort Frigate
Hit Points (average from random direction, scaled by 45% to ACTA):
16/4
Armed With:
1 Light Laser Cannon Forwards
3 Gatling Railguns in all directions
Suggestions:
Manouvring ability to match the
Obedient-class (obviously). Gauss cannon is gone, but in return add more gatling railguns to turret mount (1/2 again). To represent the additional flak in its other roles add a second
interceptor, a couple of dice of
anti-fighter and the
Escort trait. Cut into light laser power as well if the ship is a bit too well armed.
Speed: 10
Hull: 4
Troops: 1
Craft: -
Turns: 2/45
Damage: 16/4
Crew: 16/4
Traits: Agile, Interceptors 2, Anti-Fighter 2, Escort
Weapons:
Light Laser Cannon - 15" range - F - 2 AD - Mini-Beam, Slow-Loading
Gatling Railguns - 8" range - T - 5 AD - Twin-linked
Vengeful-class Laser Frigate
Hit Points (average from random direction, scaled by 45% to ACTA):
20/5
Armed With:
1 Laser Lance and 2 Light Laser Cannons Forwards
1 Gatling Railgun in all directions
Suggestions:
A nasty punch for a patrol ship - the loss of gatlings means scrub the interceptor and anti-fighter stats, but a sizeable whack of slow-loading mini-beams gives it armour-piercing firepower not common on patrol priority ships. a bit physically bigger, so probably the slightest touch slower, than the lighter
Devout/Obedient-class frigates.
Speed: 8
Hull: 4
Troops: 1
Craft: -
Turns: 2/45
Damage: 20/5
Crew: 20/5
Traits: -
Weapons:
Light Laser Cannon - 15" range - F - 2 AD - Mini-Beam, Slow-Loading
Laser Lances - 12" range - F - 2 AD - Beam, Precise
Gatling Railguns - 8" range - T - 1 AD - Twin-linked
Skirmish Level
Steadfast-class Escort Corvette
Hit Points (average from random direction, scaled by 45% to ACTA):
21/5
Armed With:
2 Gauss Cannons Forwards
1 Light Laser Cannon Broadside
2 Gatling Railguns in all directions
Relevant Quotes:
This effective multi-role vessel was probably the most common Orieni ship of the war.
Suggestions:
Firstly, drop the phrase 'escort' from the ship's name to save confusion. Unlike the
Devout-class, this isn't an escort; despite being bigger, its gatling fit is only the same as an
Obedient-class, which is supposed to be vulnerable to fighters. Quite a sizable block of gauss firepower to prow, mini-beams to flanks, and again one interceptor and turret mount. Armour 5? Scale-wise it's a
Chronos-class frigate, but with the pulse cannons turreted and the railguns fixed forward rather than the other way around.
Speed: 8
Hull: 5
Troops: 1
Craft: -
Turns: 2/45
Damage: 21/5
Crew: 21/5
Traits: Interceptors 1
Weapons:
Gauss Cannon - 10" range - F - 4 AD - Double Damage, Armour Piercing
Light Laser Cannon - 15" range - P - 2 AD - Mini-Beam, Slow-Loading
Light Laser Cannon - 15" range - S - 2 AD - Mini-Beam, Slow-Loading
Gatling Railguns - 8" range - T - 3 AD - Twin-linked
Storm Front-class Missile Corvette
Hit Points (average from random direction, scaled by 45% to ACTA):
21/5
Armed With:
3 Missile Racks Forwards
1 Gatling Railgun in all directions
Relevant Quotes:
Designed as a missile attack ship, this variant was intended to hammer Capital ships at close range.
Suggestions:
I take back prior comments about long range fighting. I'd suggest that the
Storm Front get the same missile traits as the rest of the fleet (whatever people want the kinetic kill missiles to be) but short range - although with a shedload of attack dice (I still like the idea of one-shot racks). Gatlings are weak and offer no active protection, like those on the
Vengeful-class frigate.
Speed: 8
Hull: 5
Troops: 1
Craft: -
Turns: 2/45
Damage: 21/5
Crew: 21/5
Traits: -
Weapons:
Missile Tubes - 12" range - F - 6 AD - Super Armour Piercing, Precise, Slow-Loading
Missile Racks - 12" range - F - 10 AD - Super Armour Piercing, Precise, One-Shot
Gatling Railguns - 8" range - T - 1 AD - Twin-linked
Commune-class Battle Leader
Hit Points (average from random direction, scaled by 45% to ACTA):
26/6
Armed With:
2 Laser Lances Forwards
2 Gatling Railguns in all directions
Relevant Quotes:
[The Commune-class] had an elaborate Command & Control system, and was capable of controlling a flight of H-Ks launched from another ship.
Suggestions:
Again, one
interceptor, no
anti-fighter.
H-K control trait and a small
Command bonus (+1). Laser lance punch is ok but not great - but unlike light lasers or missiles its there every turn the command ship needs it. I'd like to vote to rename it '
Communion-class' as that sounds like something suitably spiritual, rather than a state-owned farm. I'm not able to translate the arcane B5wars thrust rating into a move stat, but the
Commune's 4th engine on a hull that closely resembles the
Steadfast suggests it should be able to hoof it where needed (so that command officers can make....tactical withdrawals?)
Speed: 10
Hull: 5
Troops: 1
Craft: -
Turns: 2/45
Damage: 26/6
Crew: 26/6
Traits: Interceptors 1, Command +1, H-K Controller
Weapons:
Laser Lances - 12" range - F - 3 AD - Beam, Precise
Gatling Railguns - 8" range - T - 3 AD - Twin-linked
Raid Level
Benevolent-class Heavy Scout
Hit Points (average from random direction, scaled by 45% to ACTA):
47/11
Armed With:
2 Laser Lances Forwards
7 Gatling Railguns and one Missile Rack in all directions
2 Fighter Flights
Jump Capable
Relevant Quotes:
the Benevolent (like all Orieni Jump ships) was well able to defend itself, and could absorb considerable punishment.
Suggestions:
47 Hit points is pretty massive for a raid ship, especially as its massed gatling railguns would suggest
interceptors 3 and a nice
anti-fighter spread. Don't go overboard on the firepower of the gatlings or missiles (note that these would be normal range versions) and it shouldn't be too bad. Hull 5, I'd suggest.
Speed: 6
Hull: 5
Troops: 2
Craft: 2 Templar Flights
Turns: 1/45
Damage: 47/11
Crew: 47/11
Traits: Interceptors 3, Anti-Fighter 3, Scout, Lumbering, Jump Point
Weapons:
Laser Lances - 15" range - F - 3 AD - Beam, Precise
Missile Tubes - 24" range - T - 3 AD - Super Armour-Piercing, Precise, Slow-Loading
Gatling Railguns - 8" range - T - 10 AD - Twin-linked
Vigilant-class Combat Support Ship
Hit Points (average from random direction, scaled by 45% to ACTA):
47/11
Armed With:
2 Missile Racks Forwards
7 Gatling Railguns in all directions
1 Fighter Flights, 6 H-Ks
Jump Capable
Suggestions:
Craft speaks for itself, really. Duel at range with the missiles whilst the H-Ks close and ram (handing over control to
Communes if needed for the final close attack).
Speed: 6
Hull: 5
Troops: 2
Craft: 1 Templar Flight, 6 Shining Light H-Ks
Turns: 1/45
Damage: 47/11
Crew: 47/11
Traits: Interceptors 3, Anti-Fighter 3, Lumbering, Jump Point, H-K Controller
Weapons:
Missile Tubes - 24" range - F - 6 AD - Super Armour-Piercing, Precise, Slow-Loading
Gatling Railguns - 8" range - T - 10 AD - Twin-linked
Enlightenment-class Invader
Hit Points (average from random direction, scaled by 45% to ACTA):
48/11
Armed With:
2 Laser Lances Forwards
2 Missile Racks Broadside
7 Gatling Railguns in all directions
2 Fighter Flights, shuttles
Suggestions:
A classic troopship; 6-10 troops and a couple of shuttle points. Again, Hull 5, keeping a tight reign on the number of gatling AD's.
Speed: 7
Hull: 5
Troops: 8
Craft: 2 Templar Flights
Turns: 1/45
Damage: 48/11
Crew: 48/11
Traits: Interceptors 3, Anti-Fighter 3, Shuttles 3, Lumbering
Weapons:
Laser Lances - 15" range - F - 3 AD - Beam, Precise
Missile Tubes - 24" range - P - 6 AD - Super Armour-Piercing, Precise, Slow-Loading
Missile Tubes - 24" range - S - 6 AD - Super Armour-Piercing, Precise, Slow-Loading
Gatling Railguns - 8" range - T - 10 AD - Twin-linked
Battle Level
Prophet-class Command Ship
Hit Points (average from random direction, scaled by 45% to ACTA):
57/13
Armed With:
2 Missile Racks and 1 Gauss Cannon Forwards
2 Laser Lances and 1 Gauss Cannon Broadside
1 Missile Rack and 1 Gauss Cannon Aft
9 Gatling Railguns in all directions
6 Fighter Flights, 6 H-Ks
Jump Capable
Relevant Quotes:
Bigger than some Capital Bases, Prophets formed the core of every Navy task force not only in the role of combatants, but providing Jump, logistic, and planetary assault support
Suggestions:
A big fighter wing - qualitatively I'd suggest the
Templar should only be on a par with 6-for or 5-for wing fighters, though, so it's not as good as it looks at first. 9 gatling railguns means
interceptors 4 and good
anti-fighter, whilst for and aft missiles replace fore and aft heavy beams on contemporary ships. Gauss cannon firepower is in all arcs but no better than that on an
Obedient-class, half that of a skirmish-priority
Steadfast. A very aggressive carrier/war freighter. Possibly avoid the command bonus to help the
Paragon stand out. Add
Carrierand
H-K controller traits
Speed: 5
Hull: 6
Troops: 4
Craft: 6 Templar Flights
Turns: 1/45
Damage: 57/13
Crew: 57/13
Traits: Interceptors 4, Anti-Fighter 4, Jump Point, Carrier 2, Command +1, H-K Controller, Lumbering
Weapons:
Missile Tubes - 24" range - F - 6 AD - Super Armour-Piercing, Precise, Slow-Loading
Gauss Cannon - 15" range - F - 2 AD - Double Damage, Armour Piercing
Laser Lances - 15" range - P - 3 AD - Beam, Precise
Gauss Cannon - 15" range - P - 2 AD - Double Damage, Armour Piercing
Laser Lances - 15" range - S - 3 AD - Beam, Precise
Gauss Cannon - 15" range - S - 2 AD - Double Damage, Armour Piercing
Missile Tubes - 24" range - A - 3 AD - Armour-Piercing, Precise, Slow-Loading
Gauss Cannon - 15" range - A - 2 AD - Double Damage, Armour Piercing
Gatling Railguns - 8" range - T - 14 AD - Twin-linked
War Level
Paragon-class Strike Force Command Ship
Hit Points (average from random direction, scaled by 45% to ACTA):
57/13
Armed With:
4 Missile Racks and 2 Heavy Gauss Cannon Forwards
2 Laser Lances and 2 Heavy Gauss Cannon Broadside
1 Missile Rack and 2 Heavy Gauss Cannon Aft
10 Rapid Gatling Railguns, 1 Missile Rack and 1 Laser Lance in all directions
6 Fighter Flights, 6 H-Ks
Jump Capable
Relevant Quotes:
The elite Strike Force used these modified command ships exclusively. Optimized for shock combat, they brought overwhelming firepower to the battlefield, at the cost of reduced endurance.
Paragons follow the same course of upgrades as the Prophets, and were always upgraded at the earliest opportunity.
Suggestions:
Whilst fragile for a War-priority ship, that's a humungous increase in firepower. Add in the
Command bonus of +2/+3 and it should be a good buy. In terms of firepower increase, as well as doubling up the guns, upping to heavy gauss cannons would increase the damage output per gun (and range) but drop the fire rate. Go to 25", triple damage, but lose about 1/4 of the attack dice. Strictly speaking the laser lances are also heavy laser lances but there's no detectable difference between the two. The rapid gatlings are also a big deal, no less than doubling their rate of fire, for an effective 20 normal gatling railguns. That puts it more into the region of
interceptors 6 or even 7 and more anti-fighter than you can shake a pointy stick at, as well as a massive number of attack dice from the turret mount. In addition to the Carrier ability of the normal Prophet, I'd recommend
Fleet Carrier as well to represent the elite Strike Force fighter and command crews (along with the increased command bonus).
Speed: 5
Hull: 6
Troops: 4
Craft: 6 Templar Flights
Turns: 1/45
Damage: 57/13
Crew: 57/13
Traits: Interceptors 6, Anti-Fighter 6, Jump Point, Carrier 2, Fleet Carrier, Command +2, H-K Controller, Lumbering, Elite Crew (5)
Weapons:
Missile Tubes - 24" range - F - 6 AD - Super Armour-Piercing, Precise, Slow-Loading
Missile Racks - 24" range - F - 12 AD - Super Armour-Piercing, Precise, One-Shot
Heavy Gauss Cannon - 20" range - F - 4 AD - Triple Damage, Armour Piercing
Laser Lances - 15" range - P - 3 AD - Beam, Precise
Heavy Gauss Cannon - 20" range - P - 4 AD - Triple Damage, Armour Piercing
Laser Lances - 15" range - S - 3 AD - Beam, Precise
Heavy Gauss Cannon - 20" range - S - 4 AD - Triple Damage, Armour Piercing
Missile Tubes - 24" range - F - 3 AD - Super Armour-Piercing, Precise, Slow-Loading
Heavy Gauss Cannon - 20" range - A - 4 AD - Triple Damage, Armour Piercing
Missile Rack - 24" range - T - 6 AD - Super Armour-Piercing, Precise, One-Shot
Laser Lance - 15" range - S - 2 AD - Beam, Precise
Rapid Gatling Railguns - 8" range - T - 25 AD - Twin-linked
Ship Traits:
Hunter-Killer: A fighter with the hunter-killer trait can never remove enemy flights if it wins a dogfight, and does not count towards supporting flights for other dogfighters. It may not move or attack unless it begins its movement within 18" of a ship with the H-K Controller trait, and automatically loses dogfights if outside this control range
H-K Controller:
Hunter-killers beginning their move within 18" of this ship may operate normally.
Elite Crew (X): The ship automatically has the listed crew quality. This trait cannot be lost.
Weapon Traits:
Ram: A Hunter-killer which ends its move in contact with the base stem of an enemy warship may make a ram attack after anti-fighter attacks have been resolved. Regardless of whether damage was inflicted, the ramming fighter is automatically destroyed and cannot be recovered by a
Fleet Carrier.
Feel free to add comments. I'll put in actual suggested stats as I get to them.