Practice game at biggame.kicks-ass.net:23 Game A
Edit Specs
-------------------------------------------------------------------------------- Neo Stock SG Edition - 20000 sectors - 900 turns -------------------------------------------------------------------------------- Age of Game: 0 days Game banged on: Sat Jan 30 2010 Closed game? false Extern last ran on: Thu Jan 28 2010 Sectors: 20,000 Max users: 200 Max ships: 2000 Max ports: 13,000 Max planets: 4000 New player planets? false Turns per day: 900 Turn bank: 2 days Time limit per day: Unlim min Time penalty: 0 min/logon Starting credits: 20,000cr Starting holds: 20 Starting figs: 100 Death delay? true Radiation duration: 1 days NavHaz clear rate: 100% / day Times Class0/9 Blown: 0 Cloak failure rate: 3% Port regen: 100% / day Port regen max: 100% / visit Max product: 32,760 units Built port density: 95% One-way warp density: 3% Two-way warp density: 30% Max course length: 45 Fighter lock decay: 1440s Terra max colos:1,000,000 Terra regen rate: 65,535 colos/day Squatters: 10 ships/sec Corp size: 4 users/corp Planetary nego: 100% Planets per sector: 4 Photon duration: 3s Fedsafe Photons? false Multi photons? false Photon cost: 50,000cr Gold mode? true MBBS mode? true Steal from buy? true Steal delay? false Steal Factor: 70% Rob factor: 50% Busts clear every: 1 days Last bust clear: Fri Jan 29 2010 Limpet removal cost: 10,000cr Genesis torp cost: 40,000cr Atomic det cost: 20,000cr Internal aliens? false Internal Ferrengi? false --------------------------------------------------------------------------------
Planet Specs
******************************************************************************************************** ................................................Planets................................................. ******************************************************************************************************** 0 Earth Type
Thick Oxygen/Nitrogen atmosphere. Specific gravity within 0.7 to 1.3 Earth normal. Random, but mostly manageable weather patterns, with temperatures ranging from 0 to 40 degrees Celsius. Fertile soil, excellent for Organic production. Mineral deposits, very good for Equipment production. Chemical elements good for Fuel Ore. Class M planets are excellent for human colonization and promote an excellent population growth curve as well as a very good population harmony quotient. They have an above average "habitability band". Drawbacks include overpopulation problems, political unrest and human-induced destruction of the BioSphere.
ClassLtr: M Subclass: ANSIFile: PLANETM TextFile: PLANETM Deleted: No General: Yes Habitablity: 100 Hazard: 1 OreProd: 3 OrgProd: 7 EquProd: 13 FigProd: 10 MaxOreColos: 30000 MaxOrgColos: 30000 MaxEquColos: 30000 MaxOreInv: 300000 MaxOrgInv: 100000 MaxEquInv: 100000 MaxFigs: 1000000 MaxShields: 50000 StartEquip: 0 StartOre: 0 StartOrg: 0 MaxCitLvl: 6 CitLvl1Cols: 1000 CitLvl1Days: 2 CitLvl1Equ: 250 CitLvl1Ore: 300 CitLvl1Org: 200 CitLvl2Cols: 2000 CitLvl2Days: 2 CitLvl2Equ: 250 CitLvl2Ore: 200 CitLvl2Org: 50 CitLvl3Cols: 4000 CitLvl3Days: 2 CitLvl3Equ: 500 CitLvl3Ore: 500 CitLvl3Org: 250 CitLvl4Cols: 6000 CitLvl4Days: 5 CitLvl4Equ: 1000 CitLvl4Ore: 1000 CitLvl4Org: 1200 CitLvl5Cols: 6000 CitLvl5Days: 3 CitLvl5Equ: 1000 CitLvl5Ore: 300 CitLvl5Org: 400 CitLvl6Cols: 6000 CitLvl6Days: 5 CitLvl6Equ: 2000 CitLvl6Ore: 1000 CitLvl6Org: 1200 -------------------------------------------------------------------------------------------------------- 1 Desert wasteland
Thin Oxygen/Nitrogen atmosphere. Specific gravity within 0.5 to 1.5 Earth normal. Weather patterns are mostly dry and hot with temperatures ranging fron 40 to 140 degrees Celsius. Little area of fertile soil, very bad for Organics. Very little precious metal making it bad for Equipment production. Common Chemical traces making it great for Fuel Ore. Class K worlds are average for humanoid colonization but an arrid and hot climate requires specialized colonists. Narrow habitability band but a generally stable political environment as the population must depend on each other to survive. Higher fatality rate than Class M worlds.
ClassLtr: K Subclass: BE ANSIFile: PLANETK TextFile: PLANETK Deleted: No General: Yes Habitablity: 98 Hazard: 2 OreProd: 2 OrgProd: 100 EquProd: 500 FigProd: 15 MaxOreColos: 40000 MaxOrgColos: 40000 MaxEquColos: 40000 MaxOreInv: 200000 MaxOrgInv: 50000 MaxEquInv: 10000 MaxFigs: 1000000 MaxShields: 50000 StartEquip: 0 StartOre: 0 StartOrg: 0 MaxCitLvl: 6 CitLvl1Cols: 1000 CitLvl1Days: 3 CitLvl1Equ: 600 CitLvl1Ore: 400 CitLvl1Org: 300 CitLvl2Cols: 2400 CitLvl2Days: 2 CitLvl2Equ: 400 CitLvl2Ore: 300 CitLvl2Org: 80 CitLvl3Cols: 4400 CitLvl3Days: 4 CitLvl3Equ: 650 CitLvl3Ore: 600 CitLvl3Org: 400 CitLvl4Cols: 7000 CitLvl4Days: 3 CitLvl4Equ: 800 CitLvl4Ore: 700 CitLvl4Org: 900 CitLvl5Cols: 8000 CitLvl5Days: 2 CitLvl5Equ: 1000 CitLvl5Ore: 300 CitLvl5Org: 400 CitLvl6Cols: 7000 CitLvl6Days: 5 CitLvl6Equ: 1600 CitLvl6Ore: 700 CitLvl6Org: 900 -------------------------------------------------------------------------------------------------------- 2 Oceanic
Dense Oxygen/Nitrogen atmosphere. Specific gravity within 1.1 to 1.8 Earth normal. Random and occasional violent weather current patterns, with temps ranging from 20 to 50 degrees Celsius. No land mass to speak of, making mining for Ore more difficult. Organics production quite good, (one of the best) but a poor environment for building Equipment. Class O planets are more challenging to habitate, but are almost as safe as class M. Good population growth curve and decent population harmony. Their entire surface is habitable with proper gear with the only drawbacks being the costs to settle and build citadels.
ClassLtr: O Subclass: J ANSIFile: PLANETO TextFile: PLANETO Deleted: No General: Yes Habitablity: 98 Hazard: 2 OreProd: 20 OrgProd: 2 EquProd: 100 FigProd: 15 MaxOreColos: 200000 MaxOrgColos: 200000 MaxEquColos: 200000 MaxOreInv: 100000 MaxOrgInv: 1000000 MaxEquInv: 50000 MaxFigs: 1000000 MaxShields: 50000 StartEquip: 0 StartOre: 0 StartOrg: 0 MaxCitLvl: 6 CitLvl1Cols: 1400 CitLvl1Days: 3 CitLvl1Equ: 400 CitLvl1Ore: 500 CitLvl1Org: 200 CitLvl2Cols: 2400 CitLvl2Days: 2 CitLvl2Equ: 300 CitLvl2Ore: 200 CitLvl2Org: 50 CitLvl3Cols: 4400 CitLvl3Days: 4 CitLvl3Equ: 650 CitLvl3Ore: 600 CitLvl3Org: 400 CitLvl4Cols: 7000 CitLvl4Days: 3 CitLvl4Equ: 800 CitLvl4Ore: 700 CitLvl4Org: 900 CitLvl5Cols: 8000 CitLvl5Days: 2 CitLvl5Equ: 1000 CitLvl5Ore: 300 CitLvl5Org: 400 CitLvl6Cols: 7000 CitLvl6Days: 4 CitLvl6Equ: 1600 CitLvl6Ore: 700 CitLvl6Org: 900 -------------------------------------------------------------------------------------------------------- 3 Mountainous
Thin Oxygen/Nitrogen atmosphere. Specific gravity within 1.0 to 2.2 Earth normal. Weather patterns are wet with temperatures ranging anywhere from -30 to 50 Celsius depending on the width of the habitability band. Excellent Mineral and Ore deposits but harsh conditions only permit avg to below avg Equipment production. Soil is excellent, providing higher than normal organics production. Colonist specialization is necessary to maintain population. Good - very good population harmony quotient. Above average "habitability band" but only medium population growth. Drawbacks include hazards to equipment and occasional severe weather conditions.
ClassLtr: L Subclass: E ANSIFile: PLANETL TextFile: PLANETL Deleted: No General: Yes Habitablity: 98 Hazard: 3 OreProd: 2 OrgProd: 5 EquProd: 20 FigProd: 12 MaxOreColos: 40000 MaxOrgColos: 40000 MaxEquColos: 40000 MaxOreInv: 500000 MaxOrgInv: 200000 MaxEquInv: 100000 MaxFigs: 1000000 MaxShields: 50000 StartEquip: 0 StartOre: 0 StartOrg: 0 MaxCitLvl: 6 CitLvl1Cols: 400 CitLvl1Days: 0 CitLvl1Equ: 150 CitLvl1Ore: 150 CitLvl1Org: 100 CitLvl2Cols: 1400 CitLvl2Days: 1 CitLvl2Equ: 250 CitLvl2Ore: 200 CitLvl2Org: 50 CitLvl3Cols: 3600 CitLvl3Days: 3 CitLvl3Equ: 700 CitLvl3Ore: 600 CitLvl3Org: 250 CitLvl4Cols: 5600 CitLvl4Days: 2 CitLvl4Equ: 1000 CitLvl4Ore: 1000 CitLvl4Org: 1200 CitLvl5Cols: 7000 CitLvl5Days: 2 CitLvl5Equ: 1000 CitLvl5Ore: 300 CitLvl5Org: 400 CitLvl6Cols: 5600 CitLvl6Days: 4 CitLvl6Equ: 2000 CitLvl6Ore: 1000 CitLvl6Org: 1200 -------------------------------------------------------------------------------------------------------- 4 Glacial
Extremely thin Oxygen-Nitrogen atmospheres. Specific gravity from 0.5 to 1.7 Earth normal. Meteorologically unstable causing violent conditions. Temps range from -10 to -190 degrees Celsius. Full life support necessary for colonies and death rates are high. No workable soil base so hydroponic Organics are limited. Modest mineral and chemicals exist so production of Ore and Equipment will be below average to none. Class C planets NOT recommended for colonization, their violent condition makes it extremely hazardous. Some Class C planets have been adopted by the Federation and used as prison colonies with very effective results.
ClassLtr: C Subclass: EJ ANSIFile: PLANETC TextFile: PLANETC Deleted: No General: Yes Habitablity: 92 Hazard: 5 OreProd: 50 OrgProd: 100 EquProd: 500 FigProd: 25 MaxOreColos: 100000 MaxOrgColos: 100000 MaxEquColos: 100000 MaxOreInv: 20000 MaxOrgInv: 50000 MaxEquInv: 10000 MaxFigs: 1000000 MaxShields: 50000 StartEquip: 0 StartOre: 0 StartOrg: 0 MaxCitLvl: 6 CitLvl1Cols: 1000 CitLvl1Days: 2 CitLvl1Equ: 600 CitLvl1Ore: 400 CitLvl1Org: 300 CitLvl2Cols: 2400 CitLvl2Days: 3 CitLvl2Equ: 400 CitLvl2Ore: 300 CitLvl2Org: 80 CitLvl3Cols: 4400 CitLvl3Days: 3 CitLvl3Equ: 650 CitLvl3Ore: 600 CitLvl3Org: 400 CitLvl4Cols: 6600 CitLvl4Days: 2 CitLvl4Equ: 700 CitLvl4Ore: 700 CitLvl4Org: 900 CitLvl5Cols: 9000 CitLvl5Days: 2 CitLvl5Equ: 1000 CitLvl5Ore: 300 CitLvl5Org: 400 CitLvl6Cols: 6600 CitLvl6Days: 4 CitLvl6Equ: 1400 CitLvl6Ore: 700 CitLvl6Org: 900 -------------------------------------------------------------------------------------------------------- 5 Volcanic
Extremely thin Oxygen / Nitrogen atmospheres. Specific gravities are within 0.8 to 2.6 Earth normal. Climate patterns are violent with temperatures from 45 to 400 degrees Celcius. Full life support required for colonization. Zero workable soil and harsh conditions make Organics production impossible. Good trace elements for equip but conditions make production a gamble at best. Excellent Ore production possibilities as material is often ejected by volcanic activity and found on the surface. Very dangerous for colony growth as unstable planetary crusts often lead to the complete loss of a colony. The Federation has been known to use Class H planets for defense of key sectors due to their large Ore base.
ClassLtr: H Subclass: KEJ ANSIFile: PLANETH TextFile: PLANETH Deleted: No General: Yes Habitablity: 90 Hazard: 7 OreProd: 1 OrgProd: 9999 EquProd: 500 FigProd: 50 MaxOreColos: 100000 MaxOrgColos: 0 MaxEquColos: 100000 MaxOreInv: 1200000 MaxOrgInv: 10000 MaxEquInv: 100000 MaxFigs: 1000000 MaxShields: 50000 StartEquip: 0 StartOre: 0 StartOrg: 0 MaxCitLvl: 6 CitLvl1Cols: 800 CitLvl1Days: 2 CitLvl1Equ: 600 CitLvl1Ore: 500 CitLvl1Org: 300 CitLvl2Cols: 1600 CitLvl2Days: 2 CitLvl2Equ: 400 CitLvl2Ore: 300 CitLvl2Org: 100 CitLvl3Cols: 4400 CitLvl3Days: 4 CitLvl3Equ: 1500 CitLvl3Ore: 1200 CitLvl3Org: 400 CitLvl4Cols: 7000 CitLvl4Days: 6 CitLvl4Equ: 2500 CitLvl4Ore: 2000 CitLvl4Org: 2000 CitLvl5Cols: 10000 CitLvl5Days: 3 CitLvl5Equ: 2000 CitLvl5Ore: 3000 CitLvl5Org: 1200 CitLvl6Cols: 7000 CitLvl6Days: 5 CitLvl6Equ: 5000 CitLvl6Ore: 2000 CitLvl6Org: 2000 -------------------------------------------------------------------------------------------------------- 6 Vaporous/Gaseous
Heavy ranging to very thin atmospheres consisting of various elements, mostly comprised of helium or of hydrogen. Specific gravities can range from 0.2 to 8.0 of Earth normal. Climate patterns usually extremely violent with temps ranging from -200 to 400 Celsius. Full life support required at all times. No production can sustain itself on a Class U planet. Some miners have hinted at very valuable products that they have extracted from Class U worlds but the Federation does not have them in its "Official Guide to Mining". Class U planets are not recommended for colonizations as the environment is harsher than being in space itself.
ClassLtr: U Subclass: GJ ANSIFile: PLANETU TextFile: PLANETU Deleted: No General: Yes Habitablity: 88 Hazard: 8 OreProd: 9999 OrgProd: 9999 EquProd: 9999 FigProd: 9999 MaxOreColos: 3000 MaxOrgColos: 3000 MaxEquColos: 3000 MaxOreInv: 10000 MaxOrgInv: 10000 MaxEquInv: 10000 MaxFigs: 1000000 MaxShields: 50000 StartEquip: 0 StartOre: 0 StartOrg: 0 MaxCitLvl: 6 CitLvl1Cols: 3000 CitLvl1Days: 4 CitLvl1Equ: 2500 CitLvl1Ore: 1200 CitLvl1Org: 400 CitLvl2Cols: 3000 CitLvl2Days: 2 CitLvl2Equ: 400 CitLvl2Ore: 300 CitLvl2Org: 100 CitLvl3Cols: 5000 CitLvl3Days: 2 CitLvl3Equ: 2000 CitLvl3Ore: 500 CitLvl3Org: 500 CitLvl4Cols: 6000 CitLvl4Days: 3 CitLvl4Equ: 600 CitLvl4Ore: 500 CitLvl4Org: 200 CitLvl5Cols: 8000 CitLvl5Days: 2 CitLvl5Equ: 600 CitLvl5Ore: 200 CitLvl5Org: 200 CitLvl6Cols: 6000 CitLvl6Days: 4 CitLvl6Equ: 1200 CitLvl6Ore: 500 CitLvl6Org: 200 --------------------------------------------------------------------------------------------------------
Ship Specs
******************************************************************************************************** .................................................Ships.................................................. ******************************************************************************************************** 0 *** Escape Pod *** () Deployment: General : Max Holds: 5 Start Holds: 1 Max Shields: 50 Hold Value: 500 Turns/Warp: 6 XPort Range: 15 Mines: 0 Mine Disrpt: 10 Drive Value: 4246 Max Figs: 50 Figs / Wave: 10 Off Odds: 0.8 Def Odds: 0.8 Comp Value: 4700 Photon Miss: 0 EtherProbes: 25 Beacons: 0 Cloaks: 5 Hull Value: 5000 XP Needed: 0 Gen Torps: 5 Atomic Dets: 5 Corbomite: 6000 Total Price: 14446
DensityScan HoloScan !Transwarp !PlanetScan !Interdictor CanLand !CombatScan !FusionDrive !Pirate !HasPod IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 1 Merchant Cruiser () Deployment: General
The Merchant Cruiser is the standard fare for earning a living in the universe. These craft are moderately fast, well armored and have hard points for many different accessories. Many cartels use the Merchant Cruiser as their only ship type. The Merchant is the craft by which combat specs are rated for a standard.
: Max Holds: 85 Start Holds: 50 Max Shields: 400 Hold Value: 10000 Turns/Warp: 3 XPort Range: 5 Mines: 50 Mine Disrpt: 10 Drive Value: 1000 Max Figs: 2500 Figs / Wave: 750 Off Odds: 1 Def Odds: 1 Comp Value: 20300 Photon Miss: 0 EtherProbes: 25 Beacons: 50 Cloaks: 5 Hull Value: 10000 XP Needed: 0 Gen Torps: 5 Atomic Dets: 5 Corbomite: 1500 Total Price: 41300
DensityScan HoloScan Transwarp PlanetScan !Interdictor CanLand !CombatScan !FusionDrive !Pirate HasPod !IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 2 Scout Marauder () Deployment: General
The Scout Marauder is currently the fastest, conventional drive ship known to mankind. This small speedster can easily outdistance even the powerful Corellian Battleships. It is not equipped for controlling many fighters or shields, but it fights at 2 to 1 odds due to its quickness and small size. This craft cannot carry mines or Genesis Torpedoes. It may be small, but this ship's speed and range make up for much.
: Max Holds: 25 Start Holds: 10 Max Shields: 100 Hold Value: 5000 Turns/Warp: 2 XPort Range: 0 Mines: 0 Mine Disrpt: 10 Drive Value: 3000 Max Figs: 250 Figs / Wave: 250 Off Odds: 2 Def Odds: 2 Comp Value: 5200 Photon Miss: 0 EtherProbes: 25 Beacons: 10 Cloaks: 5 Hull Value: 2750 XP Needed: 0 Gen Torps: 0 Atomic Dets: 5 Corbomite: 1500 Total Price: 15950
DensityScan !HoloScan !Transwarp PlanetScan !Interdictor CanLand !CombatScan !FusionDrive !Pirate !HasPod !IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 3 Missile Frigate () Deployment: General
Missile Frigates are really nothing more than a retro-fitted Merchant Cruiser. They maintain the same speed and range of the Merchant but can carry twice the firepower. Commanding a Frigate means that you cannot take advantage of much of the additional starship equipment available, but their combat advantages make up for that. The Missile Frigate is the only ship outfitted to carry the awesome Photon Missile. These weapons of destructions can turn StarPorts into space junk in short order. The Photon Missile was also used effectively in the Trantorian conflict to totally destroy the enemy's home planet.
: Max Holds: 60 Start Holds: 12 Max Shields: 400 Hold Value: 6000 Turns/Warp: 3 XPort Range: 2 Mines: 5 Mine Disrpt: 10 Drive Value: 1000 Max Figs: 5000 Figs / Wave: 2000 Off Odds: 1.3 Def Odds: 1.3 Comp Value: 82800 Photon Miss: 10 EtherProbes: 25 Beacons: 5 Cloaks: 5 Hull Value: 11000 XP Needed: 0 Gen Torps: 0 Atomic Dets: 5 Corbomite: 1500 Total Price: 100800
!DensityScan !HoloScan !Transwarp !PlanetScan !Interdictor CanLand CombatScan !FusionDrive !Pirate HasPod !IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 4 BattleShip () Deployment: General
The Corellian Battleship is a dangerous craft indeed! This ship packs the most punch of any ship in the Federation. Battleship's can carry four times the fighters of a Merchant and deliver them with a much higher degree of effectiveness due to their superior combat computers. The shield generators on Battleships are capable of shielding the ship's fighters as well. This craft is one of the more prestigious and powerful ships available today.
: Max Holds: 80 Start Holds: 16 Max Shields: 750 Hold Value: 8000 Turns/Warp: 4 XPort Range: 8 Mines: 25 Mine Disrpt: 10 Drive Value: 1000 Max Figs: 10000 Figs / Wave: 3000 Off Odds: 1.6 Def Odds: 1.6 Comp Value: 61500 Photon Miss: 0 EtherProbes: 25 Beacons: 50 Cloaks: 5 Hull Value: 18000 XP Needed: 0 Gen Torps: 1 Atomic Dets: 5 Corbomite: 1500 Total Price: 88500
DensityScan HoloScan !Transwarp PlanetScan !Interdictor CanLand CombatScan !FusionDrive !Pirate HasPod !IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 5 Cruiser () Deployment: General
Few words can actually describe the sheer awe associated with a Corporate Flagship. Only available to Corp CEOs, this huge craft is the ultimate in power and capability. Not only can it carry up to 20,000 fighters at one time, this ship carries a powerful combination of options that will make any foe turn tail and run.
The most impressive capability of the Flagship is the TransWarp Drive. This device enables the ship to TransWarp to any other sector in the Universe provided one of your fighters is already there emitting a locator beam. Without this, a ship can disapear into TransWarp and never be seen again.
: Max Holds: 175 Start Holds: 20 Max Shields: 1500 Hold Value: 10000 Turns/Warp: 2 XPort Range: 15 Mines: 100 Mine Disrpt: 10 Drive Value: 5000 Max Figs: 10000 Figs / Wave: 10000 Off Odds: 1.2 Def Odds: 1.4 Comp Value: 120000 Photon Miss: 0 EtherProbes: 25 Beacons: 100 Cloaks: 5 Hull Value: 28500 XP Needed: 0 Gen Torps: 10 Atomic Dets: 5 Corbomite: 1500 Total Price: 163500
DensityScan HoloScan Transwarp PlanetScan !Interdictor CanLand CombatScan !FusionDrive !Pirate HasPod !IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 6 Colonial Transport () Deployment: General
The Colonial Transport is a massive structure that can only barely be called a ship. This huge craft is ideal for moving large amounts of products or colonists from place to place. Though it has a standard drive, this ship is rather slow due to the mass involved. Also, the combat computers are rather limited on this craft due to the excessive needs of the navigation computers. The Transport is not outfitted for carrying or deploying mines. Conflict brings the Transport's major weakness to light. Due to the size of the craft, it is very hard to defend against fighters.
: Max Holds: 250 Start Holds: 50 Max Shields: 500 Hold Value: 27000 Turns/Warp: 6 XPort Range: 10 Mines: 0 Mine Disrpt: 10 Drive Value: 1000 Max Figs: 200 Figs / Wave: 100 Off Odds: 0.6 Def Odds: 0.6 Comp Value: 10400 Photon Miss: 0 EtherProbes: 25 Beacons: 10 Cloaks: 5 Hull Value: 25200 XP Needed: 0 Gen Torps: 5 Atomic Dets: 5 Corbomite: 1500 Total Price: 63600
!DensityScan !HoloScan !Transwarp PlanetScan !Interdictor CanLand !CombatScan !FusionDrive !Pirate HasPod !IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 7 CargoTran () Deployment: General
The CargoTran is a large ship indeed. Though not as fast as some of its related trading cousins, this ship can move vast amounts of goods. It is typically a pacifist's ship as it does not carry much in the way of offensive capabilities but it's very large array of holds makes up for all of that. The large shield capacity of this craft makes it safe to wander hostile territory as well. This ship is considered by many to be one of the top money-makers in the Universe.
: Max Holds: 125 Start Holds: 50 Max Shields: 1000 Hold Value: 27000 Turns/Warp: 4 XPort Range: 5 Mines: 1 Mine Disrpt: 10 Drive Value: 1000 Max Figs: 400 Figs / Wave: 125 Off Odds: 0.8 Def Odds: 0.8 Comp Value: 11050 Photon Miss: 0 EtherProbes: 25 Beacons: 20 Cloaks: 5 Hull Value: 12900 XP Needed: 0 Gen Torps: 2 Atomic Dets: 5 Corbomite: 1500 Total Price: 51950
DensityScan HoloScan !Transwarp PlanetScan !Interdictor CanLand !CombatScan !FusionDrive !Pirate HasPod !IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 8 Merchant Freighter () Deployment: General
The Merchant Freighter is the ideal ship for those traders that do not want to concern themselves with political matters. It is not a very powerful ship in combat, but its strengths are many. This ship can carry a large number of shields and manages to outdistance most ships. After all, "Those who fight and run away, live to fight another day" still holds very true in the universe as we know it today.
: Max Holds: 100 Start Holds: 30 Max Shields: 500 Hold Value: 15000 Turns/Warp: 2 XPort Range: 5 Mines: 2 Mine Disrpt: 10 Drive Value: 2000 Max Figs: 300 Figs / Wave: 100 Off Odds: 0.8 Def Odds: 0.8 Comp Value: 9600 Photon Miss: 0 EtherProbes: 25 Beacons: 20 Cloaks: 5 Hull Value: 6800 XP Needed: 0 Gen Torps: 2 Atomic Dets: 5 Corbomite: 1500 Total Price: 33400
DensityScan HoloScan !Transwarp PlanetScan !Interdictor CanLand !CombatScan !FusionDrive !Pirate HasPod !IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 9 Imperial No Pod ISS () Deployment: General
The commercial version of a Federation StarShip is not available to just anyone. This craft is only available to those who are commissioned by the Federation to aid in their cause. StarShips are the most closely guarded technology in existence. They can carry massive assault power and through the use of the TransWarp drive, they can deliver this power almost anywhere.
The Imperial StarShip is truly the most powerful ship that a private individual can command. More information about qualifying for a Federal commission is available at a Police station near you.
: Max Holds: 200 Start Holds: 40 Max Shields: 16000 Hold Value: 23000 Turns/Warp: 3 XPort Range: 15 Mines: 125 Mine Disrpt: 10 Drive Value: 10000 Max Figs: 50000 Figs / Wave: 15000 Off Odds: 1.7 Def Odds: 1.7 Comp Value: 231000 Photon Miss: 5 EtherProbes: 25 Beacons: 150 Cloaks: 5 Hull Value: 65000 XP Needed: 0 Gen Torps: 10 Atomic Dets: 5 Corbomite: 1500 Total Price: 329000
DensityScan HoloScan Transwarp PlanetScan !Interdictor CanLand CombatScan FusionDrive !Pirate !HasPod !IsPod !Guardian ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 10 Havoc GunStar () Deployment: General
The Havoc Gunstar is a recently developed ship that owes its existance to new developments in micro-miniaturization. This mid-sized ship is the only one of its size to be able to house a TransWarp drive. Though it doesn't carry a large amount of holds to fuel the TransWarp, it still has a decent T-Warp range and can arrive at its destination packing a moderate fighting force in the bargain. Watch for this ship to become the favorite of the Mercenary legions in the Universe.
: Max Holds: 50 Start Holds: 12 Max Shields: 3000 Hold Value: 6000 Turns/Warp: 3 XPort Range: 6 Mines: 5 Mine Disrpt: 10 Drive Value: 10000 Max Figs: 10000 Figs / Wave: 1000 Off Odds: 1.2 Def Odds: 1.2 Comp Value: 48000 Photon Miss: 0 EtherProbes: 25 Beacons: 5 Cloaks: 5 Hull Value: 15000 XP Needed: 0 Gen Torps: 1 Atomic Dets: 5 Corbomite: 1500 Total Price: 79000
DensityScan HoloScan Transwarp !PlanetScan !Interdictor CanLand !CombatScan FusionDrive !Pirate HasPod !IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 11 StarMaster (Markham Space Tech) Deployment: Manual
The StarMaster represents the latest in technological advances for star travel, meeting the needs of those who desire a ship with great speed and medium cargo capacity. Developed to counter the growing threat of space piracy, the StarMaster posesses a formidable fire control and weapons system, and a high shield capacity. The price for this state-of-art craft is not cheap, but discerning traders will find that the investment will pay for itself in the long run.
: Max Holds: 73 Start Holds: 20 Max Shields: 2000 Hold Value: 10000 Turns/Warp: 3 XPort Range: 3 Mines: 50 Mine Disrpt: 10 Drive Value: 10000 Max Figs: 5000 Figs / Wave: 1000 Off Odds: 1.4 Def Odds: 1.4 Comp Value: 29000 Photon Miss: 0 EtherProbes: 25 Beacons: 50 Cloaks: 5 Hull Value: 12300 XP Needed: 0 Gen Torps: 5 Atomic Dets: 5 Corbomite: 1500 Total Price: 61300
DensityScan HoloScan !Transwarp PlanetScan !Interdictor CanLand !CombatScan FusionDrive !Pirate HasPod !IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable !Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 12 Constellation () Deployment: General
The Constellation is the direct offspring of the Correlian Battleship. While not quite as powerful as its distinguished parent, the Constellation makes its own mark with greater speed and range. Traders have dubbed it the "baby battleship", but this "infant" is one of the most powerful and maneuverable ships available in the universe today.
: Max Holds: 80 Start Holds: 20 Max Shields: 750 Hold Value: 10000 Turns/Warp: 3 XPort Range: 6 Mines: 25 Mine Disrpt: 10 Drive Value: 10000 Max Figs: 5000 Figs / Wave: 2000 Off Odds: 1.4 Def Odds: 1.4 Comp Value: 39500 Photon Miss: 0 EtherProbes: 25 Beacons: 50 Cloaks: 5 Hull Value: 13000 XP Needed: 0 Gen Torps: 2 Atomic Dets: 5 Corbomite: 1500 Total Price: 72500
DensityScan !HoloScan !Transwarp PlanetScan !Interdictor CanLand !CombatScan FusionDrive !Pirate HasPod !IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 13 T'Khasi Orion () Deployment: General
The T'Khasi Orion is the perfect ship for traders who want the speed and cargo capacity of the Merchant Freighter but need a bit more firepower. Offering substantially higher combat odds and fighter capacity, the T'Khasi Orion is an excellent intermediate ship.
: Max Holds: 60 Start Holds: 30 Max Shields: 750 Hold Value: 15000 Turns/Warp: 2 XPort Range: 3 Mines: 5 Mine Disrpt: 10 Drive Value: 10000 Max Figs: 750 Figs / Wave: 250 Off Odds: 1.1 Def Odds: 1.1 Comp Value: 10500 Photon Miss: 0 EtherProbes: 25 Beacons: 20 Cloaks: 5 Hull Value: 6750 XP Needed: 0 Gen Torps: 1 Atomic Dets: 5 Corbomite: 1500 Total Price: 42250
DensityScan HoloScan !Transwarp PlanetScan !Interdictor CanLand !CombatScan FusionDrive !Pirate HasPod !IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 14 Tholian Sentinel () Deployment: General
Young corporations in need of planetary defense should consider the Sentinel. With its new planetary combat guidance system, this ship's normal combat odds of 1:1 shoot up to 4:1 when defending a corporate planet. When an enemy ship enters a sector containing a Sentinel set in defense of a corporate planet, the hostile vessel must first destroy the Sentinel and all of its fighters before it may land and attempt any action toward the planet. Remember: The Sentinel was designed primarily for Planetary defense, if used for offensive purposes its combat odds are 1:1.
: Max Holds: 50 Start Holds: 10 Max Shields: 1000 Hold Value: 5000 Turns/Warp: 4 XPort Range: 3 Mines: 50 Mine Disrpt: 10 Drive Value: 10000 Max Figs: 25000 Figs / Wave: 800 Off Odds: 1 Def Odds: 2 Comp Value: 25000 Photon Miss: 0 EtherProbes: 25 Beacons: 10 Cloaks: 5 Hull Value: 7500 XP Needed: 0 Gen Torps: 1 Atomic Dets: 5 Corbomite: 1500 Total Price: 47500
DensityScan HoloScan !Transwarp !PlanetScan !Interdictor CanLand !CombatScan FusionDrive !Pirate HasPod !IsPod Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 15 Taurean Mule () Deployment: General
"Big, slow and ugly...", seem to be the words most often overheard when someone is describing the Taurean Mule. Designed in direct competition with the CargoTran, the Mule is somewhat faster and possesses a higher cargo capacity, but it is even more vulnerable to piracy and attack than it's competitor. However, this is still a good ship for traders who have staked out "safe" trade lanes and do not have to worry about enemy attacks.
: Max Holds: 150 Start Holds: 50 Max Shields: 600 Hold Value: 28000 Turns/Warp: 4 XPort Range: 5 Mines: 0 Mine Disrpt: 10 Drive Value: 10000 Max Figs: 300 Figs / Wave: 150 Off Odds: 0.5 Def Odds: 0.5 Comp Value: 10300 Photon Miss: 0 EtherProbes: 25 Beacons: 20 Cloaks: 5 Hull Value: 15300 XP Needed: 0 Gen Torps: 1 Atomic Dets: 5 Corbomite: 1500 Total Price: 63600
DensityScan HoloScan !Transwarp PlanetScan !Interdictor CanLand !CombatScan FusionDrive !Pirate HasPod !IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 16 Interdictor Cruiser () Deployment: General
A recently designed vessel, the Interdictor Cruiser is fast becoming the great Equalizer of the Universe. It is as powerful as it is large and packs a tremendous punch in modern combat. Unfortunately it cannot use a TransWarp drive due to its size and its speed is not a great asset. The major attraction of this vessel is the Interdictor Generator that creates such a large gravity well that no other ship in its sector can warp out! When an Interdictor Cruiser arrives on the scene you had better give up all thoughts of running away. In addition this ship is not an atmospheric craft and cannot land on any planets.
: Max Holds: 40 Start Holds: 10 Max Shields: 4000 Hold Value: 5000 Turns/Warp: 15 XPort Range: 20 Mines: 200 Mine Disrpt: 10 Drive Value: 50000 Max Figs: 100000 Figs / Wave: 15000 Off Odds: 1.2 Def Odds: 1.2 Comp Value: 380000 Photon Miss: 0 EtherProbes: 25 Beacons: 100 Cloaks: 5 Hull Value: 104000 XP Needed: 0 Gen Torps: 20 Atomic Dets: 5 Corbomite: 1500 Total Price: 539000
DensityScan HoloScan !Transwarp PlanetScan Interdictor !CanLand !CombatScan FusionDrive !Pirate HasPod !IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 17 Assault Trader (~BFerrengi) Deployment: Used by alien race Ferrengi
This craft has been identified as the Ferrengi's primary scouting vessel. It does carry sufficient firepower to pose a threat to some of the smaller Federation-design warcraft though. The Ferrengi seem to excel in developing drive systems and the Assault Trader makes this readily apparent in its high speed and agility. One craft by it's self can be handled, but be warned that they prefer to travel in convoys.
: Max Holds: 50 Start Holds: 12 Max Shields: 200 Hold Value: 6000 Turns/Warp: 2 XPort Range: 0 Mines: 10 Mine Disrpt: 10 Drive Value: 1500 Max Figs: 3000 Figs / Wave: 1000 Off Odds: 1 Def Odds: 1 Comp Value: 16400 Photon Miss: 0 EtherProbes: 25 Beacons: 5 Cloaks: 5 Hull Value: 8000 XP Needed: 0 Gen Torps: 0 Atomic Dets: 5 Corbomite: 1500 Total Price: 31900
DensityScan HoloScan !Transwarp !PlanetScan !Interdictor CanLand !CombatScan !FusionDrive !Pirate HasPod !IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 18 Battle Cruiser (~BFerrengi) Deployment: Used by alien race Ferrengi
One of these warships was recently sighted off the Antarian Nebulae. This craft was unknown to the Federation until a hapless materials transport warping from the StarDock to a Federation Outpost was set upon by a pair of these. The crew managed to return the above info before contact was lost with them. From the debris left in the area, it would appear that these ships pack a powerful punch. No escape pod made if off the 'Sport to provide further details.
: Max Holds: 75 Start Holds: 16 Max Shields: 800 Hold Value: 8000 Turns/Warp: 3 XPort Range: 2 Mines: 25 Mine Disrpt: 10 Drive Value: 3000 Max Figs: 8000 Figs / Wave: 2000 Off Odds: 1.2 Def Odds: 1.2 Comp Value: 40600 Photon Miss: 0 EtherProbes: 25 Beacons: 15 Cloaks: 5 Hull Value: 15500 XP Needed: 0 Gen Torps: 3 Atomic Dets: 5 Corbomite: 1500 Total Price: 67100
DensityScan HoloScan !Transwarp !PlanetScan !Interdictor CanLand !CombatScan !FusionDrive !Pirate HasPod !IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 19 Dreadnought (~BFerrengi) Deployment: Used by alien race Ferrengi
The U.S.S. Constellation was destroyed recently when it was engaged by this new class of Ferrengi vessel. The craft dropped out of a cloaked mode and attacked the Constellation before they even had a chance to raise their shields or return fire. All commissioned StarShip Captains have been notified that the appearance of one of these weapons of Destruction is a Priority Red demand for assistance. Civilians with appropriate defenses have also been asked to aid in the defense against these powerful ships.
: Max Holds: 100 Start Holds: 20 Max Shields: 1000 Hold Value: 10000 Turns/Warp: 4 XPort Range: 5 Mines: 50 Mine Disrpt: 10 Drive Value: 10000 Max Figs: 15000 Figs / Wave: 5000 Off Odds: 1.4 Def Odds: 1.4 Comp Value: 94000 Photon Miss: 1 EtherProbes: 25 Beacons: 25 Cloaks: 5 Hull Value: 25000 XP Needed: 0 Gen Torps: 6 Atomic Dets: 5 Corbomite: 1500 Total Price: 139000
DensityScan HoloScan !Transwarp PlanetScan !Interdictor CanLand !CombatScan FusionDrive !Pirate HasPod !IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active -------------------------------------------------------------------------------------------------------- 26 Neo Gunstar () Deployment: General
The Havoc Gunstar is a recently developed ship that owes its existance to new developments in micro-miniaturization. This mid-sized ship is the only one of its size to be able to house a TransWarp drive. Though it doesn't carry a large amount of holds to fuel the TransWarp, it still has a decent T-Warp range and can arrive at its destination packing a moderate fighting force in the bargain. Watch for this ship to become the favorite of the Mercenary legions in the Universe.
: Max Holds: 150 Start Holds: 40 Max Shields: 2000 Hold Value: 123000 Turns/Warp: 3 XPort Range: 10 Mines: 100 Mine Disrpt: 10 Drive Value: 110000 Max Figs: 40000 Figs / Wave: 10000 Off Odds: 1.5 Def Odds: 1.5 Comp Value: 231000 Photon Miss: 5 EtherProbes: 25 Beacons: 20 Cloaks: 5 Hull Value: 150000 XP Needed: 0 Gen Torps: 10 Atomic Dets: 5 Corbomite: 1500 Total Price: 614000
DensityScan HoloScan Transwarp PlanetScan !Interdictor CanLand CombatScan FusionDrive !Pirate HasPod !IsPod !Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active --------------------------------------------------------------------------------------------------------
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