The new and expanded microscale pirate fleet. The Orca is gone but the Tiger Shark Corvette is still here. I have stats for it in my own rule set and the destroyer has stats in Vanguard, but I haven't made MicroSpaceWars stats for any of the ships yet. They will probably be very missile- and boost-heavy.
The whole fleet. Three fighters, three corvettes/frigates, and a Destroyer.
Fighters only. Left to right: Turret fighter, command fighter, and standard fighter. Each model represents an entire squadron.
The Rail Corvette is the fleet's long-range vessel. Carrying a massive railgun, it can disable enemy ships from across the battlefield. The railgun does 7D6 damage, and its poor accuracy is offset by the ship's advanced sensors (note for those who read my rules: I changed the bonus for sensor clusters from +1 to +3. ECM clusters are still the same, though.)
Nurse Shark corvettes are made from battle damaged Tiger Sharks. Their secondary engines, armor plating, and energy weapons are removed to make way for increased missile capacity and a dedicated minelaying system. (Another edit to the rules: mines now require a 10cp, 2 hull points Minelayer to deploy from the cargo hold).
Devastator Destroyer. The largest and most powerful ship in the fleet. A generic battle wagon with four missile launchers, two beam cannons, and three laser cannons. A large engine array gives it an excellent turn of speed despite its size.
Just one random act of violence can brighten your day. Especially if it involves explosives.