Apologies these are not final textures, just basic ones to be working with, those horrible red dots which I was originally hoping to turn into weapons will be converted to grilles for some form of dual ram scoop, got to work out those shader things yet as well...
Having not played any ship apart from the cobra mk3 for any length of time Ive got no idea how far out these stats might be Ive based them around the fiction Ive created and tried to balance speed with lack of energy, the scout ship in particular is small.
The ships are the product of a feline race from the kintar system (a non federation world). The Kintari use standard equipment fittings but have their own shipyards and their own aesthetic values. Due to its non federation status their ships arent that common a sight and dont come up for sale often, those that do are likely to be older "well used" models.
Heres the ships, early player textures - npc's will have more striking paint schemes- the player ones can be easily customised by anyone looking to paint their own vehicle
Kintari ships suit their feline heritage they are fast agile and deadly on the offensive, and lightly armoured suiting a heavy alpha strike and relying on reflex's to evade damage. They can not take a prolonged beating.
Being felines - not known for their mercantile nature the kintari trade ships are not the best suited to the honest trader, most kintari "trader" class ships deal exclusively in "salvaged cargo" and rely on their escort of "salvage operatives" for protection. The kintari are used to being the hunters rather than the prey!
When a pounce goes awry any good kintari knows that glorifying fighting to the death is for fools, Kintari pilots enjot a good escape story in the bar as much as a good raid story. Kintari ships are quipped to get out of trouble as fast as they get into it! A kintari Pilot fights to the death only when escape is not an option and then with the wild ferocity of a tom cat at bath time

ALL kintari ships will be fitted with millitary lasers, witchlight injectors and escape pods as standard equipment. (once I figure out how to do that...)
First we have the "scout" class ship :-

recharge 2
cargo 1t
energy 100
pitch 1
roll 2
speed 500
missiles 2
thrust 40
Then we have a "heavy fighter"


recharge 4
cargo 5t
energy 150
pitch 1
roll 2
speed 450
missiles 4
thrust 40
Then we have a "medium trader"

recharge 4
cargo 50t
energy 175
pitch 1
roll 2
speed 450
missiles 1
thrust 40