Right, so,
Iridani.
One of my favourite races in the entire Star Fleet Universe - knightly space-otters who are up for Questing anywhere, and who managed to kick the Andromedans out of their own home space, and have enough in the tank to save the FRA from an Andro onslaught.
Who'd argue with that?
Now, the power levels below are before one starts to plug in modules. I will say, though, that even the weapons module's 2 reactors would make a notable difference, and the power module would be a prize asset!
(In fact, the power module might need to be limited to a max of 1 per ship - but that said, if it does make it to
FC, and keeps the breakdown risk from
SFB, that might be a mitigating factor.)
And you'd need as much discretionary power as you can squeeze in, too, since FEBs can't be held, and the Iridani have no TMs to ease the pressure.
Anyway, let's start with quite possibly the most fearsome ship ever historically built by an Omega power - albeit one who don't even live in Omega! The
MW is currently the only historical battleship in the Omega setting, and what a ship it is. With 70+8 power on the base hull, it's already packing a fair bit under the trunk, and that's before you start plugging in weapons or power modules. (With one of each, and two non-power-granting modules, the ship would go to 76+10 - more than the Mæsron BB can spare, though again without the latter ship's TMs.)
The
BG is no slouch, either. Clocking in at 52+6 vanilla (and 58+8 with the aforementioned modules) the ship can go from being a challenge at speed 16, to a threat at speed 24.
The
GL is the standard CA-equivalent, and at 34+4 pre-modules, it's in the same ballpark as the Mæsron ship - so unless you pick power-giving modules, you won't have too many options if you try to keep it fast.
Fast, however, is something the
CP eats for breakfast! At 40+4, it's essentially an Iridani answer to the CF - albeit one which keeps the 4 FEBs of the Galleon. A weapons module gives it a couple more Energy Tokens per turn to play with, and more PWs to fire them out of.
The
BQ is the Iridani light cruiser, and like the Mæsron ship is a little tight power-wise. With 26+3 and the shift to MC 3/4, it's not a vessel you'd get to do all that much with at speed 24 - though again the module you pick might, or might not, affect this, if only a little.
The
CR is the biggest ship that can take a module, and before you plug one in gives you 18+2, the same as the Mæsron DD. Again, a weapons module might help, but would you want to bother with a power module for a ship so small?
The frigate-like
YW gets a bit of a help relative to SFB with the shift to 1/4, but still only has 14+2 to give you. It has a bit more heavy weapon flexibility than the Mæsron FF, but while you have to really make the latter's TG take the full eight points, each FEB and TI use will add up on this boat.
The
SL police ship is ok for what it does, and with 13+2 gives you almost as much power as the YW - but it pays to be careful with it.
Also, there are currently 4 ship classes which have '
Bonnaventure' altered firing arcs - but those ships have the same power curves as the standard GL, BQ, CR and YW. (It's worth noting that while the arcs on the ships are changed, those on the modules are not.)
Overall, the Iridani base hulls vary widely in terms of what they allow a prospective captain to get away with, power-wise - though a Clipper captain with a weapons module might have some fun!