
Twisted Tradewars presents Anihilator Bang in 5
Twisted Tradewars presents Anihilator Bang in 5 min
20k Sectors, 5k turns
twgs.podzone.org:23
Anihilator Settings
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Game A - Anihilator - 20000 sectors - 5000 turn
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Age of Game: 0 days Game banged on: Wed Aug 18 2010
Closed game? false Extern last ran on: Tue Aug 17 2010
Sectors: 20,000 Max users: 200
Max ships: 800 Max ports: 15,000
Max planets: 4000 New player planets? true
Turns per day: 5000 Turn bank: 1 days
Time limit per day: Unlim min Time penalty: 0 min/logon
Starting credits: 100,000cr Starting holds: 50
Starting figs: 30 Death delay? true
Radiation duration: 1 days NavHaz clear rate: 25% / day
Times Class0/9 Blown: 0 Cloak failure rate: 3%
Port regen: 200% / day Port regen max: 100% / visit
Max product: 65,530 units Built port density: 95%
One-way warp density: 3% Two-way warp density: 30%
Max course length: 55 Fighter lock decay: 1440s
Terra max colos:7,500,000 Terra regen rate: 750 colos/day
Squatters: 10 ships/sec Corp size: 5 users/corp
Planetary nego: 100% Planets per sector: 5
Photon duration: 2s Fedsafe Photons? false
Multi photons? false Photon cost: 120,000cr
Gold mode? true MBBS mode? false
Steal from buy? true Steal delay? false
Steal Factor: 40% Rob factor: 60%
Busts clear every: 1 days Last bust clear: Wed Aug 18 2010
Ship reregistry cost: 5000cr Cloak cost: 25,000cr
Armid mine cost: 2000cr Limpet mine cost: 20,000cr
Beacon cost: 100cr Limpet removal cost: 10,000cr
Genesis torp cost: 20,000cr Atomic det cost: 10,000cr
Density scanner cost: 5000cr Holo scanner cost: 40,000cr
Corbomite cost: 2000cr Planet scanner cost: 50,000cr
Ether probe cost: 3000cr Mine disruptor cost: 5000cr
Planet xport cost: 50,000cr Plnt xport upg cost: 25,000cr
TWarp I drive cost: 60,000cr TWarp II drive cost: 90,000cr
Twarp upgrade cost: 50,000cr Psychic probe cost: 10,000cr
Internal aliens? false Internal Ferrengi? false
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Anihilator Ships
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.................................................Ships..................................................
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0 *** Escape Pod *** () Deployment: General
: Max Holds: 25 Start Holds: 1 Max Shields: 16000 Hold Value: 500
Turns/Warp: 1 XPort Range: 5 Mines: 0 Mine Disrpt: 10 Drive Value: 4246
Max Figs: 1000 Figs / Wave: 10 Off Odds: 3 Def Odds: 6 Comp Value: 4700
Photon Miss: 0 EtherProbes: 25 Beacons: 0 Cloaks: 5 Hull Value: 5000
XP Needed: 0 Gen Torps: 0 Atomic Dets: 5 Corbomite: 1500 Total Price: 14446
DensityScan HoloScan !Transwarp !PlanetScan !Interdictor CanLand CombatScan !FusionDrive !Pirate !HasPod IsPod
Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
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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: 100 Start Holds: 75 Max Shields: 3000 Hold Value: 10000
Turns/Warp: 3 XPort Range: 5 Mines: 50 Mine Disrpt: 10 Drive Value: 1000
Max Figs: 3000 Figs / Wave: 750 Off Odds: 2 Def Odds: 3 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
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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: 100 Start Holds: 50 Max Shields: 3500 Hold Value: 5000
Turns/Warp: 1 XPort Range: 5 Mines: 75 Mine Disrpt: 10 Drive Value: 3000
Max Figs: 5000 Figs / Wave: 2500 Off Odds: 2 Def Odds: 2.5 Comp Value: 5200
Photon Miss: 0 EtherProbes: 25 Beacons: 10 Cloaks: 5 Hull Value: 150000
XP Needed: 0 Gen Torps: 5 Atomic Dets: 5 Corbomite: 1500 Total Price: 163200
DensityScan HoloScan Transwarp PlanetScan !Interdictor CanLand CombatScan !FusionDrive !Pirate !HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
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3 Missile Frigate () Deployment: Manual
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
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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: 125 Start Holds: 75 Max Shields: 10000 Hold Value: 8000
Turns/Warp: 4 XPort Range: 8 Mines: 25 Mine Disrpt: 10 Drive Value: 1000
Max Figs: 15000 Figs / Wave: 3000 Off Odds: 4 Def Odds: 2.5 Comp Value: 250000
Photon Miss: 5 EtherProbes: 25 Beacons: 50 Cloaks: 5 Hull Value: 100000
XP Needed: 0 Gen Torps: 5 Atomic Dets: 5 Corbomite: 1500 Total Price: 359000
DensityScan HoloScan Transwarp PlanetScan !Interdictor CanLand CombatScan !FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
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5 Corporate FlagShip () 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: 225 Start Holds: 100 Max Shields: 16000 Hold Value: 250000
Turns/Warp: 3 XPort Range: 20 Mines: 255 Mine Disrpt: 10 Drive Value: 500000
Max Figs: 275000 Figs / Wave: 25000 Off Odds: 3.9 Def Odds: 2.7 Comp Value: 1000000
Photon Miss: 5 EtherProbes: 25 Beacons: 100 Cloaks: 5 Hull Value: 475000
XP Needed: 0 Gen Torps: 10 Atomic Dets: 10 Corbomite: 1500 Total Price: 2225000
DensityScan HoloScan Transwarp PlanetScan Interdictor CanLand CombatScan !FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish ReqCorp ReqCEO !Exchangable Functional !Unique Available Active
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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: 255 Start Holds: 50 Max Shields: 16000 Hold Value: 27000
Turns/Warp: 3 XPort Range: 15 Mines: 10 Mine Disrpt: 10 Drive Value: 225000
Max Figs: 3000 Figs / Wave: 100 Off Odds: 2 Def Odds: 4 Comp Value: 103000
Photon Miss: 0 EtherProbes: 25 Beacons: 10 Cloaks: 5 Hull Value: 155000
XP Needed: 0 Gen Torps: 5 Atomic Dets: 5 Corbomite: 1500 Total Price: 510000
DensityScan HoloScan Transwarp PlanetScan !Interdictor CanLand CombatScan !FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
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7 CargoTran () Deployment: Manual
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
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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: 75 Start Holds: 45 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: 45000
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: 68800
DensityScan HoloScan !Transwarp PlanetScan !Interdictor CanLand !CombatScan !FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
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9 Imperial StarShip () 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: 255 Start Holds: 40 Max Shields: 16000 Hold Value: 435000
Turns/Warp: 3 XPort Range: 15 Mines: 125 Mine Disrpt: 10 Drive Value: 150000
Max Figs: 285000 Figs / Wave: 25000 Off Odds: 4 Def Odds: 2.9 Comp Value: 825000
Photon Miss: 5 EtherProbes: 25 Beacons: 150 Cloaks: 5 Hull Value: 1000000
XP Needed: 0 Gen Torps: 20 Atomic Dets: 20 Corbomite: 1500 Total Price: 2410000
DensityScan HoloScan Transwarp PlanetScan Interdictor CanLand CombatScan FusionDrive !Pirate HasPod !IsPod
!Guardian ReqCommish !ReqCorp !ReqCEO !Exchangable Functional !Unique Available Active
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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: 150 Start Holds: 50 Max Shields: 16000 Hold Value: 450000
Turns/Warp: 2 XPort Range: 15 Mines: 5 Mine Disrpt: 10 Drive Value: 675000
Max Figs: 225000 Figs / Wave: 30000 Off Odds: 4.5 Def Odds: 2 Comp Value: 1500000
Photon Miss: 3 EtherProbes: 25 Beacons: 5 Cloaks: 5 Hull Value: 600000
XP Needed: 0 Gen Torps: 10 Atomic Dets: 10 Corbomite: 1500 Total Price: 3225000
DensityScan HoloScan Transwarp PlanetScan !Interdictor CanLand CombatScan FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
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11 StarMaster (Markham Space Tech) Deployment: General
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: 200 Start Holds: 20 Max Shields: 16000 Hold Value: 300000
Turns/Warp: 3 XPort Range: 3 Mines: 50 Mine Disrpt: 10 Drive Value: 200000
Max Figs: 150000 Figs / Wave: 30000 Off Odds: 5 Def Odds: 1.9 Comp Value: 650000
Photon Miss: 0 EtherProbes: 25 Beacons: 50 Cloaks: 5 Hull Value: 500000
XP Needed: 0 Gen Torps: 5 Atomic Dets: 5 Corbomite: 1500 Total Price: 1650000
DensityScan HoloScan Transwarp PlanetScan !Interdictor CanLand CombatScan FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
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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: 200 Start Holds: 150 Max Shields: 16000 Hold Value: 125000
Turns/Warp: 2 XPort Range: 15 Mines: 25 Mine Disrpt: 10 Drive Value: 10000
Max Figs: 5000 Figs / Wave: 2000 Off Odds: 1.8 Def Odds: 3.5 Comp Value: 39500
Photon Miss: 0 EtherProbes: 25 Beacons: 50 Cloaks: 5 Hull Value: 125000
XP Needed: 0 Gen Torps: 5 Atomic Dets: 5 Corbomite: 1500 Total Price: 299500
DensityScan HoloScan Transwarp PlanetScan !Interdictor CanLand CombatScan FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
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13 T'Khasi Orion () Deployment: Manual
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
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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: 125 Start Holds: 75 Max Shields: 16000 Hold Value: 1000000
Turns/Warp: 4 XPort Range: 5 Mines: 50 Mine Disrpt: 10 Drive Value: 500000
Max Figs: 150000 Figs / Wave: 10000 Off Odds: 2 Def Odds: 4.5 Comp Value: 1250000
Photon Miss: 0 EtherProbes: 25 Beacons: 10 Cloaks: 5 Hull Value: 750000
XP Needed: 0 Gen Torps: 10 Atomic Dets: 10 Corbomite: 1500 Total Price: 3500000
DensityScan HoloScan Transwarp PlanetScan !Interdictor CanLand CombatScan FusionDrive !Pirate HasPod !IsPod
Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
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15 Taurean Mule () Deployment: Manual
"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
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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: 16000 Hold Value: 2000000
Turns/Warp: 10 XPort Range: 20 Mines: 200 Mine Disrpt: 10 Drive Value: 50000
Max Figs: 400000 Figs / Wave: 15000 Off Odds: 1.5 Def Odds: 2 Comp Value: 500000
Photon Miss: 0 EtherProbes: 25 Beacons: 100 Cloaks: 5 Hull Value: 350000
XP Needed: 0 Gen Torps: 20 Atomic Dets: 5 Corbomite: 1500 Total Price: 2900000
DensityScan HoloScan !Transwarp PlanetScan Interdictor !CanLand CombatScan FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
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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
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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
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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
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Anihilator Planets
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................................................Planets.................................................
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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: 1 OrgProd: 2 EquProd: 3 FigProd: 1
MaxOreColos: 100000 MaxOrgColos: 100000 MaxEquColos: 50000
MaxOreInv: 7500000 MaxOrgInv: 100000 MaxEquInv: 100000 MaxFigs: 1000000 MaxShields: 50000
StartEquip: 0 StartOre: 0 StartOrg: 0 MaxCitLvl: 6
CitLvl1Cols: 1000 CitLvl1Days: 0 CitLvl1Equ: 250 CitLvl1Ore: 300 CitLvl1Org: 200
CitLvl2Cols: 2000 CitLvl2Days: 0 CitLvl2Equ: 500 CitLvl2Ore: 500 CitLvl2Org: 500
CitLvl3Cols: 4000 CitLvl3Days: 1 CitLvl3Equ: 1000 CitLvl3Ore: 1500 CitLvl3Org: 750
CitLvl4Cols: 6000 CitLvl4Days: 1 CitLvl4Equ: 2500 CitLvl4Ore: 1000 CitLvl4Org: 1200
CitLvl5Cols: 10000 CitLvl5Days: 1 CitLvl5Equ: 5000 CitLvl5Ore: 2500 CitLvl5Org: 2500
CitLvl6Cols: 15000 CitLvl6Days: 2 CitLvl6Equ: 2000 CitLvl6Ore: 5000 CitLvl6Org: 1200
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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: 250 StartOre: 3500 StartOrg: 250 MaxCitLvl: 6
CitLvl1Cols: 1000 CitLvl1Days: 6 CitLvl1Equ: 600 CitLvl1Ore: 400 CitLvl1Org: 300
CitLvl2Cols: 2400 CitLvl2Days: 5 CitLvl2Equ: 400 CitLvl2Ore: 300 CitLvl2Org: 80
CitLvl3Cols: 4400 CitLvl3Days: 8 CitLvl3Equ: 650 CitLvl3Ore: 600 CitLvl3Org: 400
CitLvl4Cols: 7000 CitLvl4Days: 5 CitLvl4Equ: 800 CitLvl4Ore: 700 CitLvl4Org: 900
CitLvl5Cols: 8000 CitLvl5Days: 4 CitLvl5Equ: 1000 CitLvl5Ore: 300 CitLvl5Org: 400
CitLvl6Cols: 7000 CitLvl6Days: 8 CitLvl6Equ: 1600 CitLvl6Ore: 700 CitLvl6Org: 900
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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: 3 OrgProd: 1 EquProd: 3 FigProd: 15
MaxOreColos: 75000 MaxOrgColos: 50000 MaxEquColos: 50000
MaxOreInv: 1000000 MaxOrgInv: 1000000 MaxEquInv: 50000 MaxFigs: 2500000 MaxShields: 50000
StartEquip: 100 StartOre: 1000 StartOrg: 100 MaxCitLvl: 6
CitLvl1Cols: 1400 CitLvl1Days: 0 CitLvl1Equ: 400 CitLvl1Ore: 500 CitLvl1Org: 200
CitLvl2Cols: 2400 CitLvl2Days: 0 CitLvl2Equ: 300 CitLvl2Ore: 200 CitLvl2Org: 50
CitLvl3Cols: 4400 CitLvl3Days: 0 CitLvl3Equ: 650 CitLvl3Ore: 600 CitLvl3Org: 400
CitLvl4Cols: 7000 CitLvl4Days: 0 CitLvl4Equ: 800 CitLvl4Ore: 700 CitLvl4Org: 900
CitLvl5Cols: 8000 CitLvl5Days: 1 CitLvl5Equ: 1000 CitLvl5Ore: 300 CitLvl5Org: 400
CitLvl6Cols: 7000 CitLvl6Days: 3 CitLvl6Equ: 1600 CitLvl6Ore: 700 CitLvl6Org: 900
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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: 1 FigProd: 1
MaxOreColos: 75000 MaxOrgColos: 50000 MaxEquColos: 75000
MaxOreInv: 2000000 MaxOrgInv: 100000 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: 0 CitLvl2Equ: 250 CitLvl2Ore: 200 CitLvl2Org: 50
CitLvl3Cols: 3600 CitLvl3Days: 1 CitLvl3Equ: 700 CitLvl3Ore: 600 CitLvl3Org: 250
CitLvl4Cols: 5600 CitLvl4Days: 1 CitLvl4Equ: 1000 CitLvl4Ore: 1000 CitLvl4Org: 1200
CitLvl5Cols: 7000 CitLvl5Days: 2 CitLvl5Equ: 1000 CitLvl5Ore: 300 CitLvl5Org: 400
CitLvl6Cols: 5600 CitLvl6Days: 1 CitLvl6Equ: 2000 CitLvl6Ore: 1000 CitLvl6Org: 1200
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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: 1 OrgProd: 1 EquProd: 1 FigProd: 1
MaxOreColos: 25000 MaxOrgColos: 25000 MaxEquColos: 25000
MaxOreInv: 50000 MaxOrgInv: 50000 MaxEquInv: 50000 MaxFigs: 1000000 MaxShields: 50000
StartEquip: 350 StartOre: 1000 StartOrg: 350 MaxCitLvl: 6
CitLvl1Cols: 1000 CitLvl1Days: 0 CitLvl1Equ: 600 CitLvl1Ore: 400 CitLvl1Org: 300
CitLvl2Cols: 2400 CitLvl2Days: 0 CitLvl2Equ: 400 CitLvl2Ore: 300 CitLvl2Org: 80
CitLvl3Cols: 4400 CitLvl3Days: 0 CitLvl3Equ: 650 CitLvl3Ore: 600 CitLvl3Org: 400
CitLvl4Cols: 6600 CitLvl4Days: 0 CitLvl4Equ: 700 CitLvl4Ore: 700 CitLvl4Org: 900
CitLvl5Cols: 9000 CitLvl5Days: 0 CitLvl5Equ: 1000 CitLvl5Ore: 300 CitLvl5Org: 400
CitLvl6Cols: 6600 CitLvl6Days: 5 CitLvl6Equ: 1400 CitLvl6Ore: 700 CitLvl6Org: 900
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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: 3
OreProd: 1 OrgProd: 2 EquProd: 3 FigProd: 2
MaxOreColos: 100000 MaxOrgColos: 20000 MaxEquColos: 100000
MaxOreInv: 7500000 MaxOrgInv: 10000 MaxEquInv: 100000 MaxFigs: 5000000 MaxShields: 50000
StartEquip: 0 StartOre: 0 StartOrg: 0 MaxCitLvl: 6
CitLvl1Cols: 800 CitLvl1Days: 0 CitLvl1Equ: 600 CitLvl1Ore: 500 CitLvl1Org: 300
CitLvl2Cols: 1600 CitLvl2Days: 0 CitLvl2Equ: 400 CitLvl2Ore: 300 CitLvl2Org: 100
CitLvl3Cols: 4400 CitLvl3Days: 1 CitLvl3Equ: 1500 CitLvl3Ore: 1200 CitLvl3Org: 400
CitLvl4Cols: 7000 CitLvl4Days: 1 CitLvl4Equ: 2500 CitLvl4Ore: 2000 CitLvl4Org: 2000
CitLvl5Cols: 10000 CitLvl5Days: 1 CitLvl5Equ: 2000 CitLvl5Ore: 3000 CitLvl5Org: 1200
CitLvl6Cols: 7000 CitLvl6Days: 3 CitLvl6Equ: 5000 CitLvl6Ore: 2000 CitLvl6Org: 2000
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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: 2
OreProd: 1 OrgProd: 1 EquProd: 1 FigProd: 1
MaxOreColos: 25000 MaxOrgColos: 25000 MaxEquColos: 25000
MaxOreInv: 50000 MaxOrgInv: 50000 MaxEquInv: 50000 MaxFigs: 1000000 MaxShields: 50000
StartEquip: 500 StartOre: 500 StartOrg: 1000 MaxCitLvl: 6
CitLvl1Cols: 3000 CitLvl1Days: 8 CitLvl1Equ: 2500 CitLvl1Ore: 1200 CitLvl1Org: 0
CitLvl2Cols: 3000 CitLvl2Days: 0 CitLvl2Equ: 400 CitLvl2Ore: 300 CitLvl2Org: 100
CitLvl3Cols: 5000 CitLvl3Days: 1 CitLvl3Equ: 2000 CitLvl3Ore: 500 CitLvl3Org: 500
CitLvl4Cols: 6000 CitLvl4Days: 1 CitLvl4Equ: 600 CitLvl4Ore: 500 CitLvl4Org: 200
CitLvl5Cols: 8000 CitLvl5Days: 2 CitLvl5Equ: 600 CitLvl5Ore: 200 CitLvl5Org: 200
CitLvl6Cols: 6000 CitLvl6Days: 8 CitLvl6Equ: 1200 CitLvl6Ore: 500 CitLvl6Org: 200
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