At least Shrike is cheap. Fury feels Shrike's pain, but it is nowhere near as cheap.
Shrike is honestly obnoxious...
This is how I build both... At least how I remember building them
Shrike: Light Conflict Resolver Destroyer
Fury: Light Suppressionist Cruiser
Fury: Light Karmic Abuser Cruiser
Use Full Assault, make rushing High Tech fleets... Don't worry too much about casualties. Let Jesus take the wheel. And shred. These things are cheap, have a lot of damage, and somewhat high durability for their DP.
Shrike explanation: You need ITU to be able to engage at saner ranges, also to make PD Laser work. 20% bonus range is good. And Hardened Shield doesn't work that well, cause Shrike is so vulnerable in terms of damage, it's better to just gamble that it will randomly not be focused by anything, and instead drown in the noise of combat. Being able to deal large amounts of damage unpunished. There is no other viable strategy than that. Unless it involves SO which is alien to me. Note that last sentence for every build I make.
Fury: Fury is fat and has a large amount of health for 20 dp. The reason it dies is cause it can't retreat. Build it around long-term sustained combat, making use of its large amounts albeit not infinite flux. A similar advice goes for Aurora (maybe?). Using a combination of high efficiency Pulse Lasers and Ion Cannon, Fury can successfully shut down a variety of enemies and then pummel them away with slow but eventually successful damage. This runs the opposite of the latter build which makes use of its 2 highly potent medium missile slots, allowing for devastating missile combinations.
PCL is your friend, it counters fighter presence, one of the deadliest things to encounter as a squishy High Tech vessel, and gives high High Explosive damage. Sustained pressure is welcome. Its need to be used at close quarters and in hardpoint mount to not be defeated by inconsistency is negated by the nature of these two highly disposable High Tech vessels.
Cheap. Both of these ships are extremely cheap. This would matter more if the economy wasn't broken. But having 20 Shrikes dumped in your inventory inside a Remnant system is nice.
IR Pulse Lasers - these weapons contrary to sanity are good against shields and weak against armour and hull. Use them as pressure weapons when Heavy Blaster can't be used for such. Flux is high but not infinite. And ships being given time to waddle down their opponent is neat.
Ion Cannon - cheap weapon that saves High Tech ships from attrition. Very few weapons have EMP in the game of such nature. And very few of them can be equipped due to their illogical nature of short range, or low damage, or high flux cost. Shrike and Fury fortunately fall into possible users of them.
Sabot - this weapon doesn't have to be explained. The sooner you get to attack past shields, the sooner you'll get to use EMP to disable their weapons, or using Heavy Blaster to rip their armour and disable their weapons by blowing them apart.
PD Laser - honestly not that bad at intercepting Salamanders or fighters. It just needs ITU to run properly. Which is why it often seems awful. It's cause nobody puts ITU on High Tech ships.
ITU - being able to fire your weapons from further away, especially if that is the only thing you're good at, is a nice path to take.
Expanded Missile Racks - you need flux to not die. Long-term action is irrelevant. Death is behind the horizon. Rip and tear until you are destroyed. The doctrine of High Tech befell upon your soul.
Hardened Shields - good to s-mod in, but generally it's way saner to just get flux for firing your weapons longer. Heavy Blaster mostly. If you do not have Heavy Blaster and are capable of underfluxing, then do not invest all OP into vents and capacitors. Instead invest in max capacitors and get Hardened Shields. With a sane amount of vents.
Comic Sans Font Shield Conversion - smod this in to get way more durability.
Unstable Injector - an absolutely insane hullmod that HAS TO BE BUILT INTO A FURY OR A SHRIKE... HAVING RIDICULOUS SPEED IS WHAT THESE SHIPS ARE ABOUT... WHO CARES ABOUT SO!? WHO TEH *** CARES!? JSUT GET THIS ***... 120 SPEED CRUISER!? LET'S A *** GOOOOOOOOOO!
IPDAI - kinda cool, but don't use it, unless you're doing something wacky.
Skills - Systems Expertise for more dashes. But most likely not worth it. Get Missile Specialisation to use more Sabots instead. Or Breach. Target Analysis to trigger EMP and generally disable weapons sooner. You need to win by attrition somewhat. Field Modulation for obvious reasons. Impact Mitigation? Maybe. For additional acceleration, being less vulnerable is also nice. Damage Control is also cool. Furies and Shrikes have limited shield coverage, meaning chance of them taking fire from the side is quite high. Helsmanship? More speed, what's not to like? Combat Endurance. These ships will die before reaching PPT. But I guess it can be useful in very large fleet engagements against Pirates, Hegemony, etc. Point Defense... I don't think it's very useful. But it can make PD Lasers quite competent at shooting down most things coming their way. But it still won't save you from Hydra, so who gives a ***. Gunnery Implants. Honestly, it's *** how much IR Pulse Lasers miss. Their speed should be increased. More range is appreciated. Energy Weapon Mastery. For obvious reasons, more Heavy Blaster shots are also insane. Ordnance Expertise? Who gives a ***. You don't gain much from it anyway, cause you don't spend that much OP on weapons, cause these ships are OP-bankrupt and have few slots.
Extended Shields - I'm uncertain. Build them in if you want to. Otherwise, gamble for your life. As the High Tech doctrine says.
Stabilised Shields - the only way to get more flux venting easily. Useful to s-mod for additional long-term presence. Especially on Furies. But generally somewhat low impact. Better to s-mod Unstable Injector instead.
Advanced Turret Kebab - the fact that it doesn't increase damage upwards is a giant middle finger to all the lower ship users. Honestly... Horrible. The only use it has is making Heavy Blaster not miss the first shot, but other than that. Who cares? Remove it from the game out of spite.
Wolfpack Tactics - Fury is a cruiser, btw
Fleet Composition - fleet should mainly consist out of Furies, them being in synergy with one another. A support armada consisting out of singular Auroras. Aggressive Medusas and Shrikes. Omens, Tempests. A competent phase fleet. And to tip it off a powerful Astral (though yes, it needs a buff) piloted by an officer with Missile Specialisation. (However, Astral is atm horribly underpowered).
Useful admiral skills - Phase Coil Tuning to give your High Tech ships an aggressive group of potent unpredictable enablers. These should be mostly Afflictors and Shades, Doom maybe? But do not use Harbingers. They are horrible overpriced pretentious garbage. Flux regulation, maybe? Officer Management and Officer Training. Every single person playing this game should understand that is their solemn duty to spam as many underpaid egotistical maniacs in your fleet to boost its general combat capabilities. Support Doctrine. Cause spamming officers is never enough. Admittedly it's probably garbage, cause you can use Officer Training dementia to just get more officers. Cybernetic Augmentation, honestly preferred the old one. This one is kinda pretentious. Flux Regulation? Mphm, sure, whatever. Kinda boring, but go for it. Carrier Group, for the *** Astral to be slightly less ***.