[quote=Kyelin] Ethereals have two main advantages: immortality and multi role ships. They aren't afraid to be 'killed'. And their ships are able to change roles. Their main disadvantages are the long wind up from FTL travel, making them vulnerable at arrival destinations, and the fragility of their ships, due to not caring about losses [/quote] I don't really take into account the weaknesses or strengths of my creations. These usually come into play if you design them well instead of trying to come up with arbitrary limitations. Instead, I dub strengths and weaknesses as 'attributes' of a character or a nation. But, since Kyelin did it: Depending on the load out of the craft, vul'kruun star crawlers basically carry enough dakka to effectively neutralize starships that outweigh them by dramatic margins---using only one nuclear shaped charge or a nuclear explosively-formed penetrator. In addition, they're ungodly fast (Orion drives and Nuclear Salt Water Rockets have high fuel efficiency and excellent thrust), they sometimes prove difficult to hit with guided munitions (the 'stutter' effect and the variable yield of the Orion's propellant charges gives star crawlers fitted with them irregular acceleration rates if so desired by their handlers), and they're wrapped in dense, composite armor (ablative layers, space armor configurations, electric-reactive armor, ect). Cold plasma shielding and ECM suites help as well. Oddly enough, it only takes 12 vul'kruun to crew one of these, with all twelve crew members able to handle one with just four Earth weeks of training. As for combat doctrine, they avoid spaceship battles and instead opt to appear unannounced within strike range of a lightly-defended xeno population center, cut loose with a few dozen high-capacity FTL-capable computer-controlled missile buses and then leave without a trace. If a xeno fleet is spotted, they usually turn tail and run away. Giant enemy starcraft (like all these dreadnoughts and battleships I keep seeing talked about in the IC) are killed using the 'net' method, which details abruptly surrounding the vessel with missile buses. Escape becomes unlikely, while point-defense is overwhelmed by the intelligent missile swarms (which permits them to concoct devious attack patterns and tactics as they make their way towards their target). There's a bunch of other crap I left out, but that's about it. It should also be said that vul'kruun don't have captains or admirals or fleets. When you see a gang of their ships assaulting something or someone, that group formed as a response to the detection of suitable prey. I think I designated these groups as 'Murders'. Fitting I suppose. In other news, I finally got my computer back! Now I can post ICly here again!