
Oh, the New Republic Sphyrna is beautiful
From the teaser trailer for Ahsoka season 2

From the teaser trailer for Ahsoka season 2
The Munificent-class star frigate is objectively the best frigate.
You got long range heavy weapons, in both ion and turbolaser fashions. You’ve got an impressive array of smaller, closer range turbolaser batteries. You’ve got a sizeable anti-fighter grid of light laser cannons.
An EW suite so effective the Republic didn’t have any one ship capable of properly matching it? A suite so useful a dedicated sub-version of the Munificent was created (C3) that was capable of properly controlling the battlefield? Beautiful.
Starfighters? Ground forces? Configurable. Bring a few squadrons, a few thousand droids, some ground vehicles, some shuttles. The Munificent has them all.
Class 1 hyperdrive? This mf is faster than damn near every Republic ship.
A necessary crew of only 200 droids? That right there is a steal. Not to mention the actual cost of the thing: only 12 million credits. Cough up another 3.5 million and buy this over the Nebulon every day of the week.
Sure, you could almost afford an AAF-II, but that thing is ugly, less armed, no proper fighter complement, requires more crew, and is ugly.
The MC30 ships? I mean, shit, I can’t even really say anything bad about them. They are the sexy Mon Cal ships, and the Mon Cal don’t miss.
Anyways, the Munificent-class star frigate is the best frigate, no contention. Hell, it has “Star” in the name, that immediately gives it more style points.
Thanks for coming to my Ewok Talk.
(This post was sponsored by the Intergalactic Banking Clan.)
Pretty much the title. Looking to make an outfit at least partial reminiscent of the Kage Warriors from the Clone Wars.
Star Wars superweapons. Rarely anything other than the biggest “fuck you gun” that could be made at the time, and frankly they tend to be one of the things I care the least about in Star Wars. It’s far from a cold take to say that Thrawn was right in his dislike for Project Stardust, however I believe the Onager to be a rare example of a “superweapon” done right, something with the practicality behind it to support numerous such vessels existing at a time, something that really can’t be said for the Death Star.
Before anything, I’ll briefly detail its stats. The Onager-class is around 1200 meters long, putting it within the same range as the Venator-class or Cantwell-class, and is equipped with several advanced/experimental systems, including unique sensor and targeting arrays. Five sublight engines and a Class 1.75 hyperdrive (with a backup Class 6, as tends to be Imperial standard) makes it slightly faster than the average Imperial vessel, and its complement of three fighter squadrons leaves it pretty well defended.
The Onager-class’ armament is the main point I wanted to bring up, though. For conventional weapons, it possesses six twin heavy turbolaser batteries, twenty four standalone heavy batteries, and a surprising twenty point defense cannons, something a majority of Imperial ships are known for not having any of whatsoever. It suites the role of a heavier artillery-type ship, with adequate PD and fighter cover to protect itself from targets that get too close.
But its main draw, and the feature that makes it a “superweapon” under the classifications of Rebel High Command, are the twin interchangeable cannon barrels running through much of the center of the ship. Although not confirmed by Rebel intelligence agents in their report to General Airen Cracken, these weapons were seemingly made to be powered by an array of Kyber crystals, not unlike that of the Death Stars. Two types of superweapon were developed to be used within these massive cannons: the Superheavy Composite Beam Turbolaser and the Orbital Bombardment Particle Cannon. It’s not stated whether or not one of each weapon could be used on the same ship at any given time. These weapons were what made the ship so useful in its initial, intended role, that being to besiege and obliterate CIS holdouts.
First, the Superheavy Composite Beam Turbolaser, or SCBT. These weapons are described as being able to be fired constantly at the same pace, and were often used to “snipe” various types of enemy ships, or often used with linked auto-fire to “sweep” across a number of lighter enemy ships at a time. They are also described as having noticeably less range than the Orbital Bombardment Particle Cannon.
Speaking of, the Orbital Bombardment Particle Cannon, or OBPC. These are stated to have even greater range than the SCBT, and in reality are actually massive mass-driver cannons. These were designed for use against primarily ground-based targets, most notable being planetary shield generators, which the Onager-class was notorious for being able to break through. It is not clearly stated if this weapon could be used in ship-to-ship combat, but there is really no clear reason stating that it couldn’t, either.
The Onager-class is stated to cost 376,500,000 credits, meanwhile both Death Stars are valued at well over a trillion credits. Even with a lower-end estimate for the Death Star costs, you could still likely afford three Onagers, each posing incredible power that would likely serve adequate enough for whatever duties the Death Star may have been assigned (unless wanton destruction of an entire planet was truly the most sound option). Besides having more options, the Death Star’s Class 4 Hyperdrive meant the Onager was over twice as fast within the bounds of hyperspace.
Overall, I believe the Onager-class to be the realistic extent of what a superweapon in Star Wars should practically be. Of course, there are many, many independent cases where a very different superweapon would be useful, but when it comes to what many consider to be the standard for a Star Wars superweapon, the Onager-class is really all that is needed.
Unless you are a narcissistic Sith Lord attempting to subjugate the entire galaxy, that is.
Thanks for coming to my Ewok Talk.
This is the Overseer-class light cruiser, or the Commerce Guild light cruiser, which has become one of my personal favorite fanon ships. It was a joint creation between several creators, notably originally being envisioned by AtolmAzel, a beautiful 3D model created by Kharak, and a 2D reference image by MarcusStarkiller.
The original details of the ship mark it as a Hoersch-Kessel Driveworks product purpose built for the Commerce Guild in the final years before the Clone Wars, much like its (slightly) larger sibling, the Recusant-class light destroyer. Once the Clone Wars began, both ships became commonplace within the fleets of the Confederacy of Independent Systems, with the Overseer serving as an escort and raider.
Noted for having impressive sensor capabilities due to the masts running across its dorsal hull, the ship is an even 900 meters long, featuring what I at least consider to be somewhat awkward weaponry. Just beneath the bridge is a dual heavy ion cannon, with eight dual ‘multipurpose’ turbolaser batteries and six missile tubes, aligned in a straight line on the ventral hull, which can be seen on the 3D model.
While I love the model, and a smaller escort vessel makes sense to complement the Recusant-class, I feel that this spread of weapons is just awkward. Also, with the specifications I listed being the only ones for the ship, I figured I would try and stat the ship myself, attempting to stick to what would make sense in-lore for the Overseer-class to possess.
First, size. The Overseer is already stated to be 900 meters, and using the 3D model I’ve roughly measured its height/depth to be between 150-200 meters, and the width to be 200-250 meters. Just something simple that I wished more ships in Canon/Legends had listed as well.
Next, more general stats. Most CIS ships have a Class 1, 1.5, or 2 hyperdrive, so we’ll settle for a Class 2 like the Recusant. As for more general speed, acceleration/MGLT/in-atmo speed are all over the place typically, with some ships having some, all, or none of them represented. The Recusant has an acceleration of 2,500 G, and this seems like a solid number for the Overseer as well. For MGLT, the Providence was known for being unusually fast, even more so than some star fighters of the era. This stat is not stated for the Recusant or Munificent, so I can only guesstimate, and as such I’ll put the Overseer at around 50-55 MGLT. Finally, for in-atmo speeds, again guesstimating around 1,500 KpH, noticeably slower than the very high 2,000 KpH of the Providence. All of this is powered by seven small engine units, aligned laterally.
For crew and complement, the Recusant is stated to have a crew of 300, with room to carry 40,000 battle droids. Given how much dead space the Recusant has, and how little the Overseer has, I believe cutting the crew to be roughly around 200, and the battle droids count to be substantial reduced to between 5,000-10,000, should be solid. Additionally, the original model has no hangar bay, just like the Recusant. I’ll be keeping it this way, which inadvertently pushes forward the differences in warship doctrines between the major CIS funders, with the Commerce Guild showing a preference to skeletal ships with heavy frontal weaponry, plenty of anti-fighter secondary systems, and little to no onboard docking space for starfighters or shuttles.
Now, for weapons. As I said above, I find the stated weapons by the original creators to be both awkward and too few, and instead id like to make the ship both more competent on its own and more complementary to the Recusant. To do so, I’ll keep the dual heavy ion cannon mounted beneath the prow, nicely complementing the prow-mounted dual heavy turbolasers of the Recusant.
Next, the six vertical-launch missile tubes on the top of the ship will stay, as to me they are what make the ship as interesting and unique as it is in my opinion. The only problem here is that the original creators never stated the type of missiles being fired from these launchers, and after some thought I’ve decided to go with the capital-grade assault concussion missile launchers, allowing the Overseer to somewhat serve a similar role as the Republic’s Victory I-class Star Destroyer.
The last originally stated weapons system on the Overseer-class is several ‘multipurpose’ turbolaser batteries, which doesn’t really mean a whole lot. So, I’ll instead replace these with twelve dual medium turbolaser turrets, with eight being placed on the front section (four on either side) and the remaining four on the rear section (two on each side).
Another aspect of the Recusant is like to borrow is the abundance of PD and anti-fighter weaponry. The Recusant is know for its skeletal spine, but the Overseer takes this to an even larger degree. Since the original design had nothing covering this massive bomber target, adding a total of twenty dual laser cannon turrets, split into groups of five every 90 degrees, should be enough to provide more than enough anti-fighter/bomber defense, along with twelve dedicated PD cannons for anti-munitions work, also separated into 90 degree groups.
I believe that about does it. I’ve touched upon just about all parts of the Overseer-class that seem relevant, and I believe in doing so I’ve made a more fleshed out and comprehensive version of one of my favorite fanon ships.
Thanks for coming to my Ewok Talk.
The Rendili Hyperworks masterpiece that is the Hammerhead-class is the best cruiser in Star Wars, no contest.
Sure, it’s older than Jabba’s left testicle, but who cares. It’s far better than any triangle Kuat Drive Yards could ever manage to shit out.
I will note that armament-wise, it lacks in ion weaponry, however this comes down to timing more than poor design, as ion weaponry was somewhat rare to find on the larger capital ships of the Old Republic era (excluding the Mandalorians under Mandalore the Ultimate). Further, it’s somewhat impressive turbolaser setup, combined with the fact that the ships could be remotely slave-rigged by the far larger Inexpugnable-class command ship, led to them being used to great affect as massive firing lines surrounding Mandalorian fleets.
You could use it as a flagship, frontline brawler, turn it into a somewhat-respectable carrier, a Jedi command ship, a household tool, a Jedi training vessel, a tutorial level, a lover, really anything you’d want.
It served the Republic for literal millenniums, that has to account for something. The disservice the Empire performed towards Rendili will not be forgotten.
Thanks for coming to my Ted Talk.
This thing is an absolute beast. I’ll be comparing it to the V-Wing, since that would be its main interceptor rival.
First, cost. The Tri-droid sits at 40,000 creds, but the V-Wing is triple that at 120,000. Three Tri-droids over a single V-Wing is a no brainer. Hell, Legends puts the price of a ‘used’ Tri-droid at 8,000 credits. That is nothing in Star Wars terms.
Next, speed. The Tri-droid has a MGLT of 125, acceleration of 3,600 G, and an in-atmo speed 37,000 Km/h. The V-Wing, meanwhile, has a MGLT of 130, acceleration of 5,200 G, and in-atmo speed of 1,450 Km/h. The V-Wing is slightly faster in space, and accelerates faster, yes, but gets absolutely blown away in-atmosphere by the Tri-droid.
On to armament. The Tri-droid comes equipped with a heavy laser cannon, three lighter laser cannons, and two ordnance launchers, each holding six missiles (proton, discord, concussion, etc). The V-Wing only comes with two rapid twin laser cannons, and according to Legends an optional (not stock) concussion missile launcher. Pitiful showing when compared to the droid.
Granted, the Tri-droid has no shields, but frankly it doesn’t really seem to need them. They’d only drive up the price, which is already insanely cheap for what you are getting.
Anyways, yeah the Tri-droid is the best interceptor IMO, feel free to argue your own points.
Thanks for listening to my TED Talk.
Haven’t really tried this submod out yet, and im curious to see what those that have have to say about it. Just looking through it I can already tell it will be pretty unbalanced lmao.
*Revelation, fuck my life
To preface, this revelation was made by u/LemonCake2000 about 20 minutes ago.
So, the Secutor-class. A personal favorite, but one that is easily outshone in the ‘battle carrier’ capacity by its supposed predecessor, the Venator. Now, looking at the Secutor’s stats, Lemon notice just how similar the troop passenger numbers were between the Acclamator and the Secutor (Pic 2-3), and how the Secutor is stated to carry a significant ground complement (despite us having no concrete numbers).
Looking at the fighter count on the Secutor and Venator (144 and, according to Legends, 420), the Secutor clearly has a significant fighter count, but one that pales in comparison to the Venator, and overall pales when you take the ships size into the conversation. The Secutor sits at 2,200 meters, the Venator at 1,137, and the ISD at 1,600, with the ISD having half the fighter complement of the Secutor at about 70% the length. The Secutor also carries overall far more ground forces than the Venator (Pic 4).
The fighter complement is, in comparison to the Venator, smaller on the Secutor because it is not a dedicated battle carrier like its predecessor, as it is often made out to be. The Secutor is instead more of a spiritual successor to the Acclamator, made for toting around a significant number of ground vehicles and transports, all while bringing along a considerable but overall outclassed (number wise) fighter complement, something the Acclamator itself tended to lack near-completely.
So in the end, I think we all should give the Secutor an apology for mislabeling it as a ‘battle carrier’ for so long, and should instead be calling it an ‘assault transport’.
Thanks for coming to my Ted Talk.
I’m just getting back into playing Stardew after not having played since pretty much the time of Expanded’s 1.15 release. Then, I wasn’t really using any mods but Expanded and its dependencies, but this time I kinda want to ‘expand’ the mod list.
Just having looked at Nexus for the first time in a while, I’ll probably add the Cornucopia suite of mods, and most of Mizu’s animal mods as well.
Any other mods in general I should consider? Other expansions, or even simple mods that add only a character or two? Thanks in advance!
Bit of an interesting question I’ve been thinking about for a little bit. Realistically, out of the playable Minor Warlord factions, which one do you think had the best/most legitimate claim to the Imperial throne. Simply going off of influence, power, and location, I’m inclined to say Zero Command under Harsk, but I’m interested to see what you guys believe as well.
Ever since the amazing first iteration of “Order of Battle” by u/Storytellerrrr, I’ve found myself getting quite a bit more into Star Wars-related creative writing, and am currently writing out a proper story focusing on the character I had created for OoB, the Kage Dark Side adept Krosa Lim.
With my writing underway, and the second iteration of Order of Battle seemingly not all that far away, I figured I’d go ahead and come up with both a command ship and personal starfighter for Krosa Lim. Ventress, Grievous, and even Dooku all had their own personal starfighters/small craft, so no reason I shouldn’t give one to Lim as well.
For hers, I went with the Belbullab-24 strike bomber/fighter, for several reasons. The primary reason being that the Belbullab was the ship of choice for Obsidian Squadron, the Ace starfighter squadron under Lim’s command during the events of OoB, and as such it only seems fitting she gets the same. Now, Obsidian Squadron flew unmodified Belbullab-22’s, with the only real difference between the 22 and 24 being the 24 possessing both dual concussion missile launchers and the ability to carry an unspecified number of proton bombs. Besides that, they are the same ship stats-wise.
Here is where I deviate and begin to modify the ship, christened the ‘Jade Spike’.
First, the hyperdrive. The base model of both the 22 and 24 only have Class 6 hyperdrives, which are (relatively speaking) quite slow. As such, it would be swapped out for the much faster Class 2, the same type as used in the ‘Soulless One’, General Grievous’ personal Belbullab-22. This beings the Jade Spike up to par with an Imperial I-class Star Destroyer in terms of hyperspace traveling speed, for comparison.
Next, the weapons. The dual triple blaster cannons possessed by both models are extremely efficient, however the concussion missiles and proton bombs would be swapped around. The bombs themselves would be dropped, thus allowing for more space within the frame of the fighter itself for other uses. One such use would be the inclusion of discord missiles, taking the place of the concussion missiles. Simply put, I fucking love buzz droids, they are both useful and infinitely satisfying to see in action (especially against TIE Defenders, as seen in Order of Battle). The Belbullab-24 is stated to hold 12 concussion missiles, 6 per launcher. Given the space freed up by the proton bombs removal, I’d imagine a maximum of 16 discord missiles could be loaded onto the Jade Spike at any given time, split into 8 per launcher. Returning to the cannons, ideally these would be swapped out for the dual laser cannons, instead of triples, with the extra space hopefully being enough for a pair of light ion cannons to be installed, one on either side. All in all, these weapon changes alone would more than likely turn the Jade Spike into an even more efficient bomber-hunter.
A general improvement to the navigation, sensor, and communications equipment almost go without saying, and given how lackluster details regarding these systems tend to be, I’ll just be pulling a Homelander and saying that they are better.
Finally, the most important part, is the livery. Clearly, I created (slightly edited) an amazing work of art in the imagine above. It belongs on the same level as Vincent Van Gogh and Frida Kahlo, no doubt. Anyways, I’ve grown to really like the idea of having the normal CIS blue being swapped out for the more muted, pale green you see above. Cant really say why, I just think the grey-pale green goes really well together, without drastically altering anything.
Pretty simple post all things considered, but I really want to share this ship regardless. I’ve written a bit for Lim’s flagship, and will more than likely make a (far more detailed and structured) post about that ship as well once I’m satisfied with it.
I haven’t really played the submod much yet at all, but want to start a playthrough as the most difficult minor warlord I can. I know in base TR the Prophets of the Dark Side are probably the most difficult warlord to play as, but how does that stand up in regards to the submod? Which of the minor warlords would best/is the most difficult one to play as, at least in the beginning?
The ‘Buzz Droid Generator’. Apparently it was planned to be in the ROTS tie-in game, but got cut for whatever reason. It was intended to deploy buzz droids, whilst being an enlarged buzz droid in and of itself, but also armed with laser cannons.
Kinda like that one Vulture droid deployment station from the Clone Wars show, but for buzz droids and capable of movement, defense, and sabotage.
And we are now onto Round 4, everyone! Tonight, we will be looking at the Rebel Alliance and their navy, one that I am quite fond of for their lack of real uniformity. From the heavy-shielded Mon Cala warships, to CIS holdovers, to retrofitted bulk cruisers never intended to see combat, the Rebels really have it all. As such, I’m looking forward to quite a variety of fleets and doctrines!
The rules are as follows:
Your fleet can be made up of a total of 25 ships, split amongst the following tiers:
Tier I: Command/Capital Ships. At least 1 is required, with a maximum of 3 allowed.
Choices are as follows:
- MC80A Home One-type, MC80 Liberty cruiser, MC75 cruiser, Providence-class carrier/destroyer, Recusant-class light destroyer, Dauntless-class cruiser, Bulwark MK1/2/3 battlecruiser.
Tier II: Heavy Line Ships. At least 2 are required, with a maximum of 5 allowed.
Choices are as follows:
- Munificent-class frigate, Dreadnought-class heavy cruiser, MC40a light cruiser, Neutron Star bulk cruiser, Liberator-class cruiser, Assault Frigate MKI/II, Acclamator-I/II assault ship, Strike-class cruiser.
Tier III: Light Warships and Escorts Cruisers. At least 4 are required, with a maximum of 8 allowed.
Choices are as follows:
- Nebulon B frigate, Class-C frigate, Alderaanian War Frigate, Quasar-Fire-class carrier, MC30c frigate, Carrack-class cruiser, DP20 gunship, Pelta-class frigate, MC30a light cruiser, Free Virgillia-class bunkerbuster.
Tier IV: Corvettes and Gunboats. At least 4 are required, with a maximum of 12 allowed.
Choices are as follows:
- CR90/CR70 corvette, Consular-class cruiser, C70 Charger refit, Marauder-class corvette, Interceptor-class frigate, Mansk-class frigate, Braha’tok gunship, Sphyrna-class hammerhead corvette, CR92a Assassin corvette, Gozanti-class cruiser.
Tier V: Logistics/Specialized Support. There is no required amount, although the maximum is 5.
Choices are as follows:
- GR75 transport/tender, MedStar-class frigate, Pelta-class tender, CC-7700 frigate.
As always, feel free to come up with any sort of fleet you’d like, whilst being hampered by the above tier system. No crew, credits, or other such restrictions to worry about, and also feel free to share any suggestions/criticisms of these rules in the comments.
And we are back for Round 3, everyone. This time we will be checking it the Empire, an institution that took the combined efforts of innumerable evil wizards, greedy corporations, and easily-swayed politicians to over 1000 years to create, only for it to crash and burn in less than 25 years!
Anyways, I have altered the rules slightly this time, as I admit I left the first two posts rather simple and broad, but also somewhat vague. For example, going forward I will be listing the exact ships you have to choose from, instead of listing every ship I could think of as an ‘example’, which in hindsight was kinda stupid. Furthermore, I’m purposefully keeping non-dreadnaught type ships, which due to their size I am lumping Praetors into. That means in this post, the largest Imperial ship allowed would be the Allegiance-class.
The rules are as follows:
Your fleet can be made up of a total of 25 ships, split amongst the following tiers:
Tier I: Command/Capital Ships. At least 1 is required, with a maximum of 3 allowed.
Choices are as follows:
- Allegiance-class battlecruiser, Imperial-class Star Destroyer (MK1-2), Tector-class Star Destroyer, Secutor-class Star Destroyer, Maelstrom-class battlecruiser.
Tier II: Heavy Line Ships. At least 2 are required, with a maximum of 5 allowed.
Choices are as follows:
- Venator-class Star Destroyer, Victory-class Star Destroyer (MK1-2), Procursator-class Star Destroyer, Acclamator-II assault ship, Dreadnought-class heavy cruiser, Gladiator-class Star Destroyer (MK1-2), Vindicator-class heavy cruiser, Ton-Falk-class escort carrier, Cantwell-class Arrestor Cruiser.
Tier III: Light Warships and Escorts Cruisers. At least 4 are required, with a maximum of 8 allowed.
Choices are as follows:
- Strike-class medium cruiser, Carrack-class cruiser, Quasar Fire-class cruiser-carrier, Arquitens-class command cruiser, Munifex-class light cruiser, Broadside-class cruiser, EF76 Nebulon-B frigate, Imperial Patrol Frigate, Imperial-II-class frigate, Pursuit-class light cruiser.
Tier IV: Corvettes and Gunboats. At least 4 are required, with a maximum of 12 allowed.
Choices are as follows:
- Tartan patrol cruiser, Raider-class corvette (MK1-2), CR90/CR70 corvette, DP20 gunship, Lancer-class frigate, IPV-1 system patrol craft, C70 Charger Consular retrofit, Marauder-class corvette, Interceptor-class frigate, Assassin-class corvette, Vigil-class corvette.
Tier V: Logistics/Specialized Support. There is no required amount, although the maximum is 5.
- Choices: Star Galleon-class frigate, Pelta-class tender, MedStar-class frigate, Interdictor-class Star Destroyer, Immobilizer-418 cruiser, Detainer CC-2200 cruiser.
- Interdictors will count as both a Tier II and Tier V ship, whilst the Interdictor-class Star Destroyer will count as a Tier I and Tier V instead.
As always, feel free to come up with any sort of fleet you’d like, whilst being hampered by the above tier system. No crew, credits, or other such restrictions to worry about, and also feel free to share any suggestions/criticisms of these rules in the comments.
Guten Abend everyone, and welcome back to the second iteration of my little fleet building activity. Yesterday was the Confederacy of Independent Systems, so it only makes sense for today to be its opposition, the corrupt Galactic Republic (not biased I swear).
Anyways, same rules as yesterday apply here. You are limited to 20 total ships in your fleet, separated between four tiers, with nothing like cost or crew to consider. Furthermore, any one of your chosen ships may act as your flagship, you won’t be forced to choose a major capital ship as your flagship.
Anyways, go wild!
Tier I: Capital/Command Ships. Min/max 1-3.
(Examples: Tector-class Star Destroyer, Valiant-class Star Destroyer, Imperator-class Star Destroyer, Invincible-class dreadnought, Maelstrom-class battlecruiser)
Tier II: Main Line Warships: Min/max 2-8.
(Examples: Venator-class Star Destroyer, Victory I-class Star Destroyer, Dreadnaught-class heavy cruiser, Acclamator I-class assault ship, Acclamator II-class assault ship)
Tier III: Escorts and Light Warships. Min/max of 6-17.
(Examples: Carrack-class cruiser, Pelta-class frigate, CR70 corvette, CR90 corvette, Arquitens-class light cruiser, C70 Charger, Consular-class cruiser, DP20 gunship)
Tier IV: Auxiliary/Special Assets. Min/max of 0-4.
(Examples: Pelta-class tender, Class C frigate, IPV-2C corvette)
Just like the CIS, the Republic is kinda light when it comes to dedicated tenders and other such specialized support ships. Regardless, I’m looking forward to the strategies and doctrines you all come up with!
Been a little while since I’ve seen any fleet building posts, so I figured I’d start some up for the major factions, but with a slight twist. You will be limited to 20 ships, with the following tier system as a rule set (some of you main recognize it lol):
Flagship: Core of the fleet, especially amongst the CIS. 1 required.
(Examples: Providence/Recusant dreadnought, Bulwark 2, Lucrehulk)
Tier I: Capital Ships. Min/max of 1-3
(Examples: Providence carrier/destroyer, Recusant light destroyer, Bulwark 1)
Tier II: Heavy Line Ships. Min/max of 2-8
(Examples: Munificent frigate, Dreadnaught-class heavy cruiser, Overseer-class light cruiser, Captor-class heavy munitions cruiser, Auxilia-class pursuit destroyer)
Tier III: Escorts and Light Warships. Min/max of 6-17
(Examples: Lupus-class missile frigate, Munifex-class light cruiser, Carrack-class light cruiser, Gozanti-class cruiser, Diamond-class cruiser, Kolivex-class cruiser)
Tier IV: Auxiliary/Special Assets: Min/max of 0-4. Logistics/transports/fleet tenders/interdictors
(Examples: DH-Omni class support vessel, Umbaran support ship, C-9979 carrier configuration)
No credits, no crew, or anything else to consider here. Only whatever you can put together that may fit any doctrine you come up with. Looking forward to seeing your fleets!
This is the 2000+ meter long version of the Providence, such as Trench’s flagship