Clash at Night

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Escorts (1 Exotic each)

Escorts are the lightest interstellar warships. Individually lightly armed and shielded, they are also fast and agile and make difficult targets for heavy cannons. All are armed with gravity torpedoes and respectable detection abilities, and make decent(for their cost) anti-air defenders.
  • Destroyer (5 IP): Generalized combatants armed with small-caliber guns and gravity torpedoes.
  • Frigate (4 IP): Combatants that are specialized for the picket and detection role, with enhanced anti-cloak sensing systems.
  • Benders (5 IP): Stealth ships armed with gravity torpedoes, benders can fire devastating first strikes from concealment. Unfortunately due to the technical limitations of a cloaking device, benders are shieldless and slow.


Cruisers (4 Exotics each)

Midsized warships, cruisers are versatile in all roles. Most do not use gravity torpedoes, instead relying on batteries of medium-caliber guns.
  • Heavy (20 IP): Balanced combatant, the archetypical 'cruiser'.
  • Raider (20 IP): Fitting larger-caliber guns (but less of them), raiders can threaten heavier warships or provide long-range support for friendlies.
  • Scout (15 IP): Designed to 'fight for intel', scout cruisers are heavily shielded and have a respectable turn of speed, though their main battery is distinctly weak. Has 1 Hangar Space.
  • Fast Attack (15 IP): Built more like oversized destroyers than conventional cruisers, fast attack cruisers are equipped with a substantial arsenal of gravity torpedoes. Their reduction in shielding allows for greater engine output, making them as fast as escorts.
  • Flak (15 IP): Cruisers that replace their primary batteries with huge numbers of light and anti-air weapons. Flak cruisers are also fitted with phase-shock weapons to hunt stealth ships.
  • Boomer (20 IP): Oversized benders of cruiser tonnage, boomers have a small number of mid-caliber guns to back up their array of gravity torpedoes and sneak missiles. As per their smaller siblings, boomers are both shieldless and slow.
  • Tender (15 IP): Used as support and administrative flagships for escort-sized warships (generally benders), tenders are next to unarmed. What they offer is an array of support equipment that keeps their short-ranged brood in fighting trim even after long spells on the front lines, improving their effectiveness in combat.


Capital Ships (12 Exotics each)

Capital ships are the pride of any fleet and the deciders of any major naval battle.
  • Battleship (60 IP): The 'queens of space', battleships carry long range, high-power weapons and heavy shielding, along with a battery of light guns to defend against destroyers or other light craft that get too close.
  • Battlecruiser (50 IP): Designed as the 'fast wing' with the speed to pace cruisers, battlecruisers have somewhat reduced offense and defense relative to battleships.
  • Aviation Battleship (55 IP): Sometimes just refits of existing battleships, aviation battleships trade out some firepower for a complement of onboard fighter craft, giving them 2 hangar space.
  • Monitor (50 IP): Slow warships armed with siege weapons, specifically designed to smash heavily fortified positions such as orbital forts or supercapital warships. While effective in this role, their cumbersome and slow-firing siege cannons are of limited use against ships of equal or smaller size.
  • Fleet Carrier (45 IP): Warships with cavernous hangars for squadrons of one- and two-man attack fighters, carriers have little integral armament of their own. Fleet carriers have 10 Hangar Space.
  • Armored Carrier (50 IP): Armored carriers are much tougher than regular fleet carriers, but have more cramped hangars, reducing the number of fighter craft they can launch. Armored carriers have 8 Hangar Space.
  • Factory Ship (50 IP): Tenders built on capital-tonnage hulls, factory ships bring not only vast quantities of supplies but substantial machine shops and repair bays to the area of operations. This lets them act as the support ship for both escorts and cruisers.


Irregular Ships

  • Command Cruiser (5 Exotics, 25 IP)
  • Heavy Battleship (18 Exotics, 80 IP)
  • Prowler (6 Exotics, 25 IP): stealth light carrier


Supercapital Ships

Built at staggering expense, few sector commands will have more than a handful (or even a singular example) of these immense warships. Derided by some admirals as white elephants, they can nonetheless change the course of battles singlehandedly. Of course, the loss of any one of these ships is a major blow. All supercapital ships count as Flagships.
  • Dreadnought:
  • Mothership:
  • Superfortress


Flagships (10 for escort, 30 for cruiser, 90 for capital)

All fleets must have one flagship, where the Admiral commands his fleet into battle. Flagships have improved performance relative to their mass-produced kin but are fundamentally similar; every flagship is of a defined type (such as a Flag Heavy Cruiser or Flag Battleship). All flagships may take one modification to further customize them:
  • Larger Batteries: Your flagship is outfitted with a larger array of primary battery guns.
  • Heavy Cannons: The primary batteries on your flagship are exceptionally large-bore.
  • Improved Secondaries (Not for Escorts): Your flagship has a vastly larger and more comprehensive set of secondary/AA guns.
  • Enhanced Shielding: The shields for your flagship have been strengthened, making it better able to resist enemy fire.
  • Armored: Your flaship has thick plates of internal armor and greater internal redundancy, making it better able to withstand weapon fire that does penetrate the shield bubble.