Sunday, July 31, 2011

Sunday Starships: Avarians

We're a little bit late today, but for your viewing pleasure, here's this week's installment of Sunday Starships.  This week, rounding out the Five Powers, it's the Avarian United Worlds from the Galactic Knights line of minis by Monday Knight Productions (originally the Starfleet Wars collection from Superior Models).
This is my second-largest GK/SfW faction, behind my Terran Red and White fleets.  My painted ships include:
  • Condor-class galactic dreadnought
  • Nest-class galactic attack carrier
  • Eagle-class galactic battlecruisers (2)
  • Falcon-class stellar cruisers (3)
  • Screech Owl-class stellar destroyer leader
  • Hawk-class stellar destroyers (3)
I also have plenty of unpainted birdies: a Gryphon-class super galactic dreadnought, another dreadnought, a second Nest-class carrier, two more battlecruisers, and an extra pair of DDs.  Oh yeah--and seven Buzzard-class starbombers that need a coat of paint.

I don't have any Avarian star armored pursuit ships, and I also need to get ahold of at least one of the other class of carriers, the Vulture.
I also need to pick up a few more fighters, even though I have plenty of starfighters to paint already. 

Tuesday, July 26, 2011

Drift Markers

In the comments to my Aquarian fleet post, Matgc asks about the use of drift markers in Galactic Knights--in particular, whether they clutter up the map too much and how to match the right token with the correct ship.  Instead of replying in the comments, I thought I'd post about it in case others were interested.

As I mentioned in the first part of my GK review, the drift marker indicates a starship's momentum, and follows it around on the table.  The faster the ship is moving, the further away the marker is, and vice versa.  The Galactic Knights rulebook has a sheet with numbered drift markers you can copy (different colors, numbered, with the Terran and Avarian logos), and the publisher uploaded a full-color version of this page to the game's mailing list.  Thing is, these markers are pretty big, taking up a whole hex.  So to cut down on the clutter--and color-coordinate with my own paint schemes--I made my own.

I took some small wooden discs left over from an assortment I'd bought to make stands for my ships.  These circles were about ¾ an inch across, about the same size as those printable circular adhesive labels you can find in office supply stores.  As you can see in the photo above, I printed out the ship type and numbers (DD-01, BC-01, etc.) to match my fleets (and numbered the bases of the models themselves), then applied the labels to the discs. 

The round labels come in different colors, so you can pick the hues that match your fleet.  That way, it's easy to tell at a glance which marker goes with which ship.  If you don't see the color you want, use a white sticker and color it with a highlighter.  That's what I did for some of those markers pictured, although the flash kind of washed them out.  If you're worried that they might shift during a game, glue a small washer to the bottom for extra weight.

As to how it looks on the table, I think it cuts down on the clutter significantly.  It's not perfect, but it's somewhat aesthetically pleasing and does its job of indicating vector movement on the game board.  I don't think it's too confusing, but see for yourself in this image from my Chimaeracon game:

Monday, July 25, 2011

A closer look at Galactic Knights (part 3)

So Galactic Knights has vector-based movement, and ship-to-ship combat.  It also has two sets of fighter and missile rules.

STANDARD RULES: The standard rules treat fighters and missiles as miniature starships--they launch and move in the maneuver phase and fire during the combat phase, just like the larger vessels.  They have stats same as starships, too--a profile, movement, and weapons.  A hit from any other weapon will destroy a fighter or a missile.  There are some differences, however: for simplicity's sake, missiles and fighters don't drift or need to change facing; they can move in any direction up to their full move (12 hexes).

Missiles attack in salvoes of five.  They, of course, remain on the map for but a single turn, striking with the power and range of a light particle battery.

Fighters launch and attack in squadrons of three and come in two flavors: light and heavy.  Light fighters carry one LPB and a needle gun that is only effective against other fighters.  Heavy fighters carry a short-range version of a medium plasma battery.  Fighters stay in the game until they or their carrier are destroyed; there's no need for them to land and re-arm in the standard rules.

COMMAND RULES: In the command rules, missiles and fighters get their own action phase, in between the maneuver phase and the combat phase.  They're not treated like starships, and they have a set of stats somewhat different than those in the standard rules.

Instead of attacking with a LPB (2 points damage), missiles now inflict 3 points of damage per hit.  It's a tradeoff, however, because now a missile must move into an adjacent hex before it can hit a starship.  However, now a starship's larger weapons are ineffective against missiles, only fighters or a starship's point defense (its LPBs) can take out a missile.

Fighters also get a makeover for the command rules.  On one hand, they now have to head back to their mothership after one turn of attacking.  On the other hand, they're more powerful--light fighters inflict 1 point of damage on starships and get two attacks against enemy fighters; heavy fighters do 4 points damage against ships.  On the gripping hand, they also evade larger vessels' medium and heavy particle batteries, but light batteries can do a number on incoming fighters if a player gets some good rolls.  This brings us to the command rules combat sequence. 

As mentioned earlier, the fighter & missile phase lies in between the maneuver and combat phases.  This part of the turn breaks down into several subphases: First, one player launches all fighters and missiles for that turn, then the other player does the same thing (fighters deploy up to three hexes ahead of their carriers; missiles travel their full move).  Next, the first player moves half his fighters (in groups of three), the second player moves all his fighter squads, and the first player moves his remaining fighters. 

After that, players remove their stands of fighters and missiles from the main map and place them on the assault battle board to play out the combat.  And since I'm out of time right now, I'll describe how fighter combat works with the command rules in a later post.

Sunday, July 24, 2011

Sunday Starships: Aquarians

Sorry I haven't been posting lately; real life, lassitude, and lack of inspiration have all taken their toll.  But we're back with this week's installment of Sunday Starships.  Our featured starfleet today is the Aquarian Alliance from the Galactic Knights line of minis by Monday Knight Productions (originally the Starfleet Wars collection from Superior Models).
This is the smallest fleet in my collection of Five Powers ships:
  • Stingray-class galactic attack carriers (2)
  • Shark-class galactic battlecruiser
  • Barracuda-class stellar cruisers (2)
  • Piranha-class stellar destroyers (5)
I just realized, even though I have two carriers for this fleet, I don't have enough Aquarian starfighter models to fill out the small craft contingent for both flattops.  If I want to field both carriers at the same time, I'm gonna have to proxy.  Luckily, I own plenty of Terran fighters; I can spare a few to paint in Aquarian colors.
I'd like to get some more models for this fleet--a destroyer leader, a galactic dreadnought, and a Behemoth-class carrier; maybe some starbombers and SAPS.
This is also the only one of my Five Powers starfleets which doesn't have a super galactic dreadnought (painted or unpainted) in its table of organization.  I have an extra Entomalian SGDN I'm looking to get rid of, so if anyone wants to trade ...

Monday, July 18, 2011

Work in Progress: Shuttles

More tiny spaceships for my fleet.  This time, it's small transports/shuttles for transferring small numbers of personnel between ships, planets, and so on.  They're part of my recent acquisition of more starship miniatures.
Unlike the fighter stands in the background, these models are from Valiant's Stardate: 3000 line of miniatures.  In particular, these spacecraft a're Federation Phantom VB Assault Ships.
Since they're larger than all the fighter models, these vessels will make nice civilian transports.  As you can see, there's room enough for one Phantom on each stand.
I'll probably end up painting these like I did my other civilian ships.  Once I find some spare time, that is.

Sunday, July 17, 2011

Sunday Starships: Carnivorans

This week our featured starfleet is the Carnivorans from the Galactic Knights line of minis by Monday Knight Productions (originally the Starfleet Wars collection from Superior Models).
This felinoid fleet consists of the following ships:
  • Den-class galactic attack carrier
  • Lion-class galactic battlecruiser
  • Panther-class stellar cruisers (2)
  • Cheetah-class stellar destroyer
  • Kitten-class star armored pursuit ships (3)
  • Snarl-class starbombers (3)
 Some of you might recall I had a little accident with the battlecruiser.  Fortunately, I got it all fixed.
The paint scheme for these minis is the result of successive drybrushings of burnt umber, autumn leaves (a kind of orange), and yellow ocher.  Speaking of painting, the deck of that carrier kind of reminds me of a Jackson Pollack piece. 
I want to get some more ships for this fleet--a couple of destroyers, a destroyer leader, another BC and some dreadnoughts.  I also need to paint my Polecat-class super galactic dreadnought, the only Carnivoran ship I haven't painted.  So many projects, so little time.

Saturday, July 16, 2011

Work in Progress: Starfighters

Here are some fighter stands I'm working on.  I'm trying to get all my starfighters for the nonhuman factions of Starfleet Wars/Galactic Knights painted to match their respective fleets.  These are all my unpainted attack craft for the nonhuman factions, which I mounted three to a stand.

I also have a couple dozen more alien fighters that already had paint jobs.  While they were painted to a decent tabletop standard (and I had even glued them to fighter stands and used them in games), they were (a) painted with enamels and (b) didn't match the color schemes of my starships.  They're now soaking in a Pine-Sol bath to remove the paint; they'll join these starfighters in getting new markings.

I also have scores of Terran fighters, painted and unpainted.  While I need to get them all on the same page, color-wise, right know I'm gonna focus on the alien factions.

Since I still don't know what scenario I'll be running at the South Texas Mini-Con, I don't even know if I'll need these fighters for that game.  Still, I've played plenty of battles with lots of fighters, and it will be nice to not have to use the Terrans as proxies for everybody else.

Friday, July 15, 2011

Introducing: the BOX O' DEATH™

I can't take credit for this idea; someone offhandedly referred to a box of death on one of the Battletech blogs I follow (Giant Battling Robots or Paint It Pink; I can't remember), and a bit of Google-fu led me to a description on one of the BT message boards.

Basically, the idea is to save time when you need to roll a whole bunch of dice (not to mention prevent those suckers from flying all over the place, knocking down minis, rolling under the table, etc.).  Instead of making a series of single dice rolls (like when an assault 'mech fires off a dozen medium lasers at once) and tallying up the successes (usually on your fingers), you just shake the BOX O' DEATH™ and read off the results.

Since Starfleet Wars spaceships each get ten percentile die rolls for their Close-In Defense Systems, which translates into a lot of dice rolling, I decided to make my own BOX O' DEATH™ to facilitate gameplay when I run SfW at the South Texas Mini-Con.

As you can see, I took your typical compartmentalized plastic hardware storage box and filed it with percentile dice.  I also labeled each chamber with a letter to keep everyone on the same page when it came to the order of counting die rolls (the red dot is for any "special" roll that may take place).  I plan on using the BOX O' DEATH™ for any game action that requires three or more percentile rolls.  Here are the instructions for operating the BOX O' DEATH™:
  1. Pick up BOX O' DEATH™ and shake it hard four or five times.
  2. Place BOX O' DEATH™ on a flat surface.
  3. Read each roll in alphabetical order, starting with compartment A.
  4. Blacks are always 10s, whites are always 1s.
  5. If additional die rolls are needed, repeat BOX O' DEATH™ procedure.
Hopefully, the instructions will eliminate uncertainty about which set of dice to start with, as well as speed up the game.  Not only that, but I can switch out dice for different games.  Has anyone else used something like this as a time-saver?

Thursday, July 14, 2011

A closer look at Galactic Knights (part 2)

We kicked off our in-depth examination of Galactic Knights with a look at the background and turn sequence, going into detail about movement (drift and maneuver).  Now, we look at the fun stuff--things that make you go boom.

After the maneuver phase comes the combat phase (in the standard rules; the command rules have a separate fighter & missile phase that comes before ship-to-ship combat, but that's for a future post).  To begin combat, the player that won initiative for the turn picks one of his ships, declares all fire for that vessel, and resolves hits.  The other player then chooses one of his craft and does the same thing.  Players take turns shooting with all their ships; when they're done, the turn's over and you start over with drift.

But let's get back to the shooting.  To resolve fire, players roll a 10-sided die for each weapon.  If the roll is equal to or less than the target's profile, the shot hits.  All ships, fighters, and missiles have a profile number ranging from 2 to 8.  The lower the number, the smaller and more nimble the craft.  Likewise, higher profile numbers reflect lumbering behemoths that have a hard time avoiding enemy fire.  A ship's systems can alter its profile in one of two ways.  Shields generate a great deal of electromagnetic hash that lights up a ship on enemy scanners, meaning any vessel with active shields adds 1 to its profile.  On the other hand, electronic countermeasures help defeat target locks, letting a ship that carries ECM subtract 1 from its profile.

Speaking of ship systems, players keep track of a ship's shields, armor, weapons, engines, and so forth on a ship stat sheet, like the one pictured above.  In addition to the fighty bits (shown as rows of boxes for armor and colums with weapons batteries, electronics, missiles, fighters, and engines), each ship has a row of atom symbols denoting critical hits.  This statistic abstracts characteristics like hull integrity, life support, and power generation.  Once a ship loses all its criticals, it's destroyed.

Weapons do a fixed about of damage that attenuates with range.  Powerful beam weapons pack a mean punch at short range (4 hexes), do serious damage at medium range (12 hexes), and can still reach out and touch someone at long range (24 hexes), while the lightest beams are only effective at short range.  Most gun batteries have firing arcs, making facing and maneuver important in the game. 

There are also projectile weapons.  Plasma torpedoes inflict 4 points of damage up to 4 hexes away, and they are fired in salvoes of five; they can be deadly to all but the largest ships.  However, they're dangerous for their own ships as well--if they get take a hit, they explode for one critical hit per torp, enough to destroy anything smaller than a battlecruiser.  Missiles do less damage (3 per missile), but they have several advantages: they have a much longer range (12 hexes), twice as many fit into one systems box, and--most important--they don't detonate when hit by enemy fire.

All this firepower means ships need protection, and they have it.  Shields reduce damage from all incoming fire (but shots bypass shields on a roll of 1 or 2), while armor is ablative--a one-time reduction that gets chewed up by enemy fire. 

Despite a player's efforts and desire, some shots will eventually get through, and this is indicated on the ship stat sheet.  Damage in GK is allocated vertically, not horizontally.  This means each layer of shielding absorbs one point of damage, and each layer of armor absorbs one point of damage.  So for example, if a ship with two layers of shields and two layers of armor was hit by a shot doing 4 points damage, each layer of shielding would soak up a point of damage, and each layer of armor would subtract a point of damage.  Whiile shields can absorb an unlimited amount of damage, each layer of armor is finite, so the player checks off a point from each row of armor for each hit.  If a shot does enough damage to get through shields and armor, it goes to the systems boxes.

As stated above, all the weapons, electronics, and so on are listed in rows of systems boxes.  For each shot that gets past shields and through armor, roll a d10 and look on the stat sheet to see what system is destroyed, starting with the topmost box.  This means ammo magazines are lost, weapons can't fire, and shields no longer work.  If you lose an engine, you no longer can use it during the manuever phase (better hope it's not your only engine!).  If that system box is already gone, or if there is additional damage, mark off the box underneath it.  Once you've gone through an entire column, additional damage that hits that column carries through to the ship's critical hits.  Again, once those critical hits are all gone, kiss your ship good-bye. 

As you can see, combat is pretty straightforward between starships.  However, we haven't looked at fighter and missile rules yet.  Galactic Knights also has two sets of fighter/missile rules, which makes things interesting, and which also means I'll be doing another post on the game at a later date.

Wednesday, July 13, 2011

Another gratuitous spaceship photo

Those of you waiting on the followup to my Galactic Knights review, sorry, but real life intervenes.  I will hopefully get the second part of the review up later in the week.  Meanwhile, here's another gratuitous starship photo (Star Frontiers, Starfleet Wars, and Silent Death ships--can you tell which is which?):
Ciao, y'all.

Tuesday, July 12, 2011

Games at South Texas Mini-Con

The events for our local do-it-yourself game convention are starting to materialize.  Here's a tentative list of games: 

I, of course, plan on running Starfleet Wars.

It looks like Brad from Skull Crushing for Great Justice will run an AD&D game at the con, and he's talking about a one-off where the players take the role of monsters. 

Chris of the Hill Cantons said he wants to run a Tekumel game of some sort. 

It's also looking like we'll have someone running Villians & Vigilantes

I need to confirm that Don M of the Brazos Evil Empire will run When the Navy Walked.

If anyone else would like to run a game, let us know soon!

Monday, July 11, 2011

A closer look at Galactic Knights (part 1)

Not too long ago, I did a four-part series on the long-out-of-print Starfleet Wars set of rules.  Even more recently, a reader requested an in-depth look at Galactic Knights, a game that’s actually still in production and being played (by me, for example).  While an early blog post offered a brief overview of the game, it’s time for a more comprehensive examination of the GK rules.

First, the background: Although the rulebook stats up the spaceship minis that were once known as the Starfleet Wars range, the actual setting for Galactic Knights is different from the SfW milieu.  The book gives the timeline for the battles of the 24th and 25th centuries, “when humanity has made its leap to the stars … and find[s] intelligent alien races equally interested in expansion.”  Notably, while the GK miniature starships range covers five factions (similar to the Five Powers of Starfleet Wars), the main Galactic Knights rulebook only addresses two blocs, the Terrans and the Avarians—details of which appear in sidebars throughout the book.  Two other groups (Entomolians and Carnivorans) appear in their own rulebooks, while the Aquarians have some fan-created material, and that’s it.

In addition to spaceship minis, a bunch of 10-sided dice, and a hex mat, players need stat sheets and a drift marker for each ship.  This indicator is how the game simulates vector movement and serves as an on-the-table indicator of a ship’s velocity.  Each turn consists of four or five phases, depending on whether you’re using the standard rules or the command rules:
  • Drift phase
  • Initiative phase
  • Maneuver phase
  • Fighter & missile phase (command rules only)
  • Combat phase 
The drift marker follows the ship around.  During the drift phase, each player moves his or her ships according to their drift.  To do this, move the drift marker up to the ship’s hex, then move the ship the same number of hexes in the same direction (so if a drift marker is three hexes southwest of its ship, move the marker three hexes northeast to where the spaceship sits, then move the ship three hexes northeast, so the drift marker is once more lies three hexes to the southwest of the vessel).  To quote the rulebook, “Drift is kind of like a ship’s shadow, pushing it along.”  To simulate the physics of a zero-gee environment, drift is unaffected by ship facing and vice versa.

Once all the ships on the board have drifted, it’s time to roll for initiative.  Each player rolls a d10 and adds the total number of functioning sensors in his fleet (up to a max of +4).  The player who rolls the highest can either maneuver half his ships, wait for the other guy to maneuver all his ships, and then maneuver his remaining ships; or the high roller can let the other player maneuver half his ships, then maneuver all his own ships, and after that watch the other player maneuver the rest of his ships.  The winner of the initiative phase also gets to shoot first during combat (more on that later).

To maneuver, you need functioning engines.  Each engine on the ship stat sheet has a number.  Add up the total from all your engines to calculate your available maneuver points (example: a ship with three engines with a 2 rating has a total of 6 m.p.; if it loses one of those engines its m.p. total drops to 4).  A ship can spend its maneuver points in four ways: thrusting, turning, rolling, and counter-thrusting.   
  • Thrusting: a ship can move one hex in the direction it’s facing for every 2 m.p. it spends.  Note the drift marker stays where it is, increasing the drift rate the next turn.
  • Turning: a ship can rotate one hex face for every 1 m.p. it spends.
  • Rolling: a ship can turn upside down (to turn a damaged side away from the enemy) for 1 m.p.
  • Counter-thrusting: a ship can move its drift marker one hex in any direction (thus increasing its drift rate the next turn) for every 1 m.p. it spends.
You can perform any combination of maneuvers in the same phase, as long as you have enough maneuver points to pay for them all.  Once everyone's done maneuvering, it's time to fight.  We'll take a look at GK combat in the next installment of this Galactic Knights review.

Sunday, July 10, 2011

Sunday Starships: Entomalians

This week I present my the Entomalians* from the Galactic Knights line of minis by Monday Knight Productions (originally the Starfleet Wars collection from Superior Models).
Since the Ents are an insectoid race, I painted them in a manner meant to evoke the iridescent shells of beetles.
This collection of vessels isn't nearly as numerous as my Terran fleet.  The bug fleet has the following spaceships:
  • Hive-class galactic attack carriers (2)
  • Roach-class galactic battlecruiser
  • Scorpion-class galactic battlecruiser
  • Hornet-class stellar cruisers (3)
  • Wasp-class stellar destroyer
  • Louse-class star armored pursuit ships (2)
  • Sting-class starbombers (3)
I have almost all of my Entomalians painted--the only bare bug ship is a Swarm-class super galactic dreadnought.  I actually have two of these models, but I'd like to trade the second Swarm for an Aquarian Typhoon-class SGDN, the only version of this ship type I don't have.
I also want to get a few more destroyers and a Mandible-class destroyer leader, as well as a Mantis-class galactic dreadnought, but that's further down the road--probably when I pick up the Entomalian expansion for Galactic Knights.

*Although Galactic Knights spells it "Entomolian", I'm going with the original spelling from Starfleet Wars.

Saturday, July 9, 2011

Getting your game on

Snakes!  Why'd it have to be snakes?  (from a D&D game a few months back)
I've mentioned before that I'm a participant in the Hill Cantons campaign, and I'm looking forward to this week's session.  I enjoy playing a non-computer version of D&D and riffing off the ideas of the other players and ckutalik, our DM.  To me, this creative synergy is what makes RPGs fun--the idea that pretty much anything you can come up with might have a chance to work, as opposed to straightforward wargames (which I also enjoy) that have a rule for everything.

The HC crew tends to meet once every two to four weeks for an afternoon of gaming.  It'd be great if we could play more often, but real life and geography make it difficult to stick to a more set schedule.

Speaking of wargaming, I also used to be a regular attendee of the Lone Star Historical Miniatures (San Antonio chapter) game nights at Dragon's Lair, but work and distance have conspired to keep me away for several months.  I joined LSHM to get back into gaming after a 10- or 15-year hiatus.

Currently, I get some of my gaming fix painting and blogging, but it's nice to actually sit down at a table and roll some dice against an opponent or the GM. 

I'd like to hear from y'all--how often are you able to game?  When was the last time you played a wargame or RPG with other gamers?

Thursday, July 7, 2011

When Worlds Collide

(or: Starfleet Wars meets D&D)
I've posted before about a campaign game involving starships and space battles, but what about adopting the Five Powers setting to another string of linked combats: a role-playing game?

While Traveller seems like the obvious choice, I think it would be fun to stat up the various starfaring species for Dungeons & Dragons.

In fact, you could derive an entire setting from the SfW background, basing the characters on already-existing classes from the B/X version of the game:
  • Terrans: 12" move; no special abilities; use fighter experience table
  • Entomalians: 9" move; two weapon attacks per round (they have four arms) + paralyzing stinger; vulnerable to smoke/poison gas; use elf experience table
  • Carnivorans: 12" move; +1 strength, +2 constitution; use dwarf experience table
  • Aquarians: 12" move (18" in water); amphibious; use magic-user experience table
  • Avarians: 15" move; +1 dexterity; use cleric experience table
Since this is a sci-fi mod, all characters are considered proficient with all weapons and armor.  To resolve spaceship combat at the individual character level (e.g., starfighter vs. starfighter), just use that character's to-hit number.

I envision exploring a world that was the scene of a massive battle decades ago; battered starship hulks litter the world, waiting for adventures to recover valuable technology (or plain ol' loot) from within ancient wrecks guarded by unsleeping automated defenses or now occupied by strange creatures from this or other worlds--a high-tech dungeon crawl. 

Would such a world be worth exploring?  What about importing some of the Five Powers to a traditional D&D setting?  I will explore that idea a little more in the coming days.

Monday, July 4, 2011

Happy Independence Day

In honor of our nation's birthday, the Terran Red Fleet performs a flyby, followed by the Terran White Fleet and the Aquarian Blue Fleet.
Happy Fourth of July, everyone!

How the hell did I miss this one?

For some reason I had War Games Con taking place in August, but it actually takes place in Austin this weekend.  According to the schedule, it's all tournaments for games I don't play (Warhammer, Flames of War, Warmachine, etc.), but I still like to list all the Texas game conventions I can.  If anyone ends up going, let me know how it was.

Sunday, July 3, 2011

Sunday Starships: Terrans

I've been remiss on posting lately; maybe it's the slower pace of summer; perhaps it's the example of all the other bloggers' light posting; or it might be the fact that I'm just plain lazy.  Anyhoo, I haven't posted any group shots of my painted starships lately, so I thought I'd share some with you.  Today it's the Terrans from the Galactic Knights line of minis by Monday Knight Productions (originally the Starfleet Wars collection from Superior Models).
Since these are my favorite designs, reminiscent of the Imperials from the Star Wars movies, I ended up with more of these than just about any other faction of the Five Powers.  I have enough, in fact, to paint my ships in two different color schemes.  The Red Fleet consists of the following vessels:
  • Victory-class super galactic dreadnought (flagship)
  • Valiant-class galactic dreadnought
  • Invincible-class dreadnought
  • Constellation-class galactic attack carrier
  • Formidable-class galactic battlecruiser
  • Ranger-class stellar cruisers (3)
  • Samurai-class stellar destroyer leader
  • Swiftsure-class stellar destroyers (8)
  • Dauntless-class stellar armored pursuit ships (2)
The smaller White Fleet consists of:
  • Constellation-class galactic attack carriers (2)

  • Formidable-class galactic battlecruiser

  • Ranger-class stellar cruisers (2)

  • Samurai-class stellar destroyer leader

  • Swiftsure-class stellar destroyers (4)

  • In addition, I have a half-dozen Terran starbombers painted in nonregulation color schemes.  Of course, I haven't listed the unpainted Terran ships I own: six more starbombers, four stellar armored pursuit ships, four destroyers, a battlecruiser, and a carrier.  No telling when I'll get those painted.