Ok. I'm currently lacking Diplomacy (though I do intend to get it, once I have the money) so this mod will likely be for entrenchment, for now at least.
I already have an overview of the intended races up in the OP, but here's a much more detailed breakdown of the races, and their ships (and abilities if I have thought of them yet).
HUMAN:
-Scout role: Dartfish- a small, fast, and remarkably tough vessel. However, it posseses only the most curory armament, and is barely a match for even the weakest pirates. (tougher than other scouts, but pathetically weak attack. standard tech scout abilities)
-Light role: Light Sloop- A picket ship that is agile and quick. (I would give it a rush ability, to emphasize it's role as an interceptor)
-Long-range role: Schooner- while not as fast as the Light Sloop, it posses far greater firepower, but a weaker hull. (Fireball Spellshot. An area of affect attack)
-Siege role: Wargalley- Slow, cumbersome, and lacking in firepower compared to the schooner, it's only really good for bombardment. (no clue what special ability it would have)
-Colony role: Galley
-Carrier role: (not sure if the humans will get one, they tend to focus on bigger ships)
-Repair role: Artificer
-Heavy role: Hammership- Devastating warship, capable of the most powerful broadside of any ship, save capitol class vessels. (Somekindof ram ability would work best, I think.)
-Anitmodule role: Warbardge-like the wargalley, but bigger, and actually designed to carry heavier cannons for use against structures, has comparable planet bombing ability otherwise. (Orb of Acid- a short dot that does a fair amount of dammage)
-Mine role: Standard proximity mines.
-Starbase role: Starport- The purest demonstration of humanities will to carry their trade into the galaxy. Initially weaker than other Starbases, but can be upgraded for greater streangth. Trade and other income upgrades should be cheaper.
-Envoy role: (if I ever continue it for Diplomacy) Packet Brig- fast, and well able to defend itself (either tough or well armed)
-Capital colony: Wargalleon- Made more for carrying troops and goods than for war, it is still a capable warship. (not sure on abilities)
-Capital warship: Ship-of-the-Line - a first rate war ship capable of simply devestating broadsides. (Offensive spells, such as Lighting Bolt)
-Capital bombard/longrange: Ironclad- a veritable fortress, but ponderously slow. As a result, it's weapons are on turrets to offset it's inability to bring broadsides to bear, but this means fewer weapons. (Close all Ports- impervious or hard to damage, but weapons are inopperable, Rock Drop- drops a small asteroid onto the planet, Full Steam Ahead- a quick burst of speed, likely to get it into or out of combat quickly, but afterwards dead in the water)
-Capital support: Spellbardge- Little more than a mobile wizards labratory, it is fragile and easily destroyed, but it's spells can be devastating. (Needs An Offensive ability, a Defensive ability, and a Buff ability, with the big one granting it huge boosts to its 'mana')