Ship Specifications

There are two sets of ships in the Trade Wars world: Stock and Custom. The stock ships are the same in every game (unless editied by the sysop, then they would be custom), and are listed below. The custom ships may be named anything, and may have any set of specifications.

<1> Merchant Cruiser
<2> Scout Marauder
<3> Missile Frigate
<4> BattleShip
<5> Corporate FlagShip
<6> Colonial Transport
<7> CargoTran
<8> Merchant Freighter
<9> Imperial StarShip
<10> Havoc GunStar
<11> StarMaster
<12> Constellation
<13> T'Khasi Orion
<14> Tholian Sentinel
<15> Taurean Mule
<16> Interdictor Cruiser




Ship Category #1 Ship Class : Merchant Cruiser 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. Basic Hold Cost: 10,000 Initial Holds: 20 Maximum Holds: 75 Main Drive Cost: 1,000 Max Fighters: 2,500 Maximum Shields: 400 Computer Cost: 20,300 Turns per Warp: 3 Offensive Odds: 1.0:1 Ship Hull Cost : 10,000 Mine Max: 50 Beacon Max: 50 Ship Base Cost : 41,300 Genesis Max: 5 Long Range Scan? Yes TransWarp Drive? No Planet Scanner? Yes Max Fighters Per Attack: 750 Photon Missiles? No Max Transporter Range : 5

Ship Category #2 Ship Class : Scout Marauder 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 quicknes 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. Basic Hold Cost: 5,000 Initial Holds: 10 Maximum Holds: 25 Main Drive Cost: 3,000 Max Fighters: 250 Maximum Shields: 100 Computer Cost : 5,200 Turns per Warp: 2 Offensive Odds: 2.0:1 Ship Hull Cost : 2,750 Mine Max: 0 Beacon Max: 10 Ship Base Cost : 15,950 Genesis Max: 0 Long Range Scan? Yes TransWarp Drive? No Planet Scanner? Yes Max Fighters Per Attack: 250 Photon Missiles? No Max Transporter Range : 0

Ship Category #3 Ship Class : Missile Frigate 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. Basic Hold Cost: 6,000 Initial Holds: 12 Maximum Holds: 60 Main Drive Cost: 1,000 Max Fighters: 5,000 Maximum Shields: 400 Computer Cost: 82,800 Turns per Warp: 3 Offensive Odds: 1.3:1 Ship Hull Cost : 11,000 Mine Max: 5 Beacon Max: 5 Ship Base Cost : 100,800 Genesis Max: 0 Long Range Scan? No TransWarp Drive? No Planet Scanner? No Max Fighters Per Attack: 2,000 Photon Missiles? Yes Max Transporter Range : 2

Ship Category #4 Ship Class : BattleShip 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. Basic Hold Cost: 8,000 Initial Holds: 16 Maximum Holds: 80 Main Drive Cost: 1,000 Max Fighters: 10,000 Maximum Shields: 750 Computer Cost: 61,500 Turns per Warp: 4 Offensive Odds: 1.6:1 Ship Hull Cost : 18,000 Mine Max: 25 Beacon Max: 50 Ship Base Cost : 88,500 Genesis Max: 1 Long Range Scan? Yes TransWarp Drive? No Planet Scanner? Yes Max Fighters Per Attack: 3,000 Photon Missiles? No Max Transporter Range : 8

Ship Category #5 Ship Class : Corporate FlagShip 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 disappear into TransWarp and never be seen again. Basic Hold Cost: 10,000 Initial Holds: 20 Maximum Holds: 85 Main Drive Cost: 5,000 Max Fighters: 20,000 Maximum Shields: 1,500 Computer Cost: 120,000 Turns per Warp: 3 Offensive Odds: 1.2:1 Ship Hull Cost : 28,500 Mine Max: 100 Beacon Max: 100 Ship Base Cost : 163,500 Genesis Max: 10 Long Range Scan? Yes TransWarp Drive? Yes Planet Scanner? Yes Max Fighters Per Attack: 6,000 Photon Missiles? No Max Transporter Range: 10

Ship Category #6 Ship Class: Colonial Transport 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. Basic Hold Cost: 27,000 Initial Holds: 50 Maximum Holds: 250 Main Drive Cost: 1,000 Max Fighters: 200 Maximum Shields: 500 Computer Cost: 10,400 Turns per Warp: 6 Offensive Odds: 0.6:1 Ship Hull Cost : 25,200 Mine Max: 0 Beacon Max: 10 Ship Base Cost : 63,600 Genesis Max: 5 Long Range Scan? No TransWarp Drive? No Planet Scanner? Yes Max Fighters Per Attack: 100 Photon Missiles? No Max Transporter Range : 7

Ship Category #7 Ship Class: CargoTran 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. Basic Hold Cost: 27,000 Initial Holds: 50 Maximum Holds: 125 Main Drive Cost: 1,000 Max Fighters: 400 Maximum Shields: 1,000 Computer Cost: 11,050 Turns per Warp: 4 Offensive Odds: 0.8:1 Ship Hull Cost: 12,900 Mine Max: 1 Beacon Max: 20 Ship Base Cost : 51,950 Genesis Max: 2 Long Range Scan? Yes TransWarp Drive? No Planet Scanner? Yes Max Fighters Per Attack: 125 Photon Missiles? No Max Transporter Range: 5

Ship Category #8 Ship Class: Merchant Freighter 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. Basic Hold Cost: 15,000 Initial Holds: 30 Maximum Holds: 65 Main Drive Cost: 2,000 Max Fighters: 300 Maximum Shields: 500 Computer Cost : 9,600 Turns per Warp: 2 Offensive Odds: 0.8:1 Ship Hull Cost : 6,800 Mine Max: 2 Beacon Max: 20 Ship Base Cost : 33,400 Genesis Max: 2 Long Range Scan? Yes TransWarp Drive? No Planet Scanner? Yes Max Fighters Per Attack: 100 Photon Missiles? No Max Transporter Range : 5

Ship Category #9 Ship Class: Imperial StarShip 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. Basic Hold Cost: 23,000 Initial Holds: 40 Maximum Holds: 150 Main Drive Cost: 10,000 Max Fighters: 50,000 Maximum Shields: 2,000 Computer Cost : 231,000 Turns per Warp: 4 Offensive Odds: 1.5:1 Ship Hull Cost : 65,000 Mine Max: 125 Beacon Max: 150 Ship Base Cost : 329,000 Genesis Max: 10 Long Range Scan? Yes TransWarp Drive? Yes Planet Scanner? Yes Max Fighters Per Attack: 10,000 Photon Missiles? Yes Max Transporter Range: 15

Ship Category #10 Ship Class : Havoc GunStar The Havoc Gunstar is a recently developed ship that owes its existence 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. Basic Hold Cost: 6,000 Initial Holds: 12 Maximum Holds: 50 Main Drive Cost: 10,000 Max Fighters: 10,000 Maximum Shields: 3,000 Computer Cost : 48,000 Turns per Warp: 3 Offensive Odds: 1.2:1 Ship Hull Cost : 15,000 Mine Max: 5 Beacon Max: 5 Ship Base Cost : 79,000 Genesis Max: 1 Long Range Scan? Yes TransWarp Drive? Yes Planet Scanner? No Max Fighters Per Attack: 1,000 Photon Missiles? No Max Transporter Range : 6

Ship Category #11 Ship Class : StarMaster 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 possesses 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. Basic Hold Cost: 10,000 Initial Holds: 20 Maximum Holds: 73 Main Drive Cost: 10,000 Max Fighters: 5,000 Maximum Shields: 2,000 Computer Cost : 29,000 Turns per Warp: 3 Offensive Odds: 1.4:1 Ship Hull Cost : 12,300 Mine Max: 50 Beacon Max: 50 Ship Base Cost : 61,300 Genesis Max: 5 Long Range Scan? Yes TransWarp Drive? No Planet Scanner? Yes Max Fighters Per Attack: 1,000 Photon Missiles? No Max Transporter Range : 3

Ship Category #12 Ship Class : Constellation 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. Basic Hold Cost: 10,000 Initial Holds: 20 Maximum Holds: 80 Main Drive Cost: 10,000 Max Fighters: 5,000 Maximum Shields: 750 Computer Cost : 39,500 Turns per Warp: 3 Offensive Odds: 1.4:1 Ship Hull Cost : 13,000 Mine Max: 25 Beacon Max: 50 Ship Base Cost : 72,500 Genesis Max: 2 Long Range Scan? Yes TransWarp Drive? No Planet Scanner? Yes Max Fighters Per Attack: 2,000 Photon Missiles? No Max Transporter Range : 6

Ship Category #13 Ship Class : T'Khasi Orion 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. Basic Hold Cost: 15,000 Initial Holds: 30 Maximum Holds: 60 Main Drive Cost: 10,000 Max Fighters: 750 Maximum Shields: 750 Computer Cost : 10,500 Turns per Warp: 2 Offensive Odds: 1.1:1 Ship Hull Cost : 6,750 Mine Max: 5 Beacon Max: 20 Ship Base Cost : 42,250 Genesis Max: 1 Long Range Scan? Yes TransWarp Drive? No Planet Scanner? Yes Max Fighters Per Attack: 250 Photon Missiles? No Max Transporter Range : 3

Ship Category #14 Ship Class : Tholian Sentinel 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. Basic Hold Cost: 5,000 Initial Holds: 10 Maximum Holds: 50 Main Drive Cost: 10,000 Max Fighters: 2,500 Maximum Shields: 4,000 Computer Cost : 25,000 Turns per Warp: 4 Offensive Odds: 1.0:1 Ship Hull Cost : 7,500 Mine Max: 50 Beacon Max: 10 Ship Base Cost : 47,500 Genesis Max: 1 Long Range Scan? Yes TransWarp Drive? No Planet Scanner? No Max Fighters Per Attack: 800 Photon Missiles? No Max Transporter Range : 3

Ship Category #15 Ship Class : Taurean Mule "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. Basic Hold Cost: 28,000 Initial Holds: 50 Maximum Holds: 150 Main Drive Cost: 10,000 Max Fighters: 300 Maximum Shields: 600 Computer Cost : 10,300 Turns per Warp: 4 Offensive Odds: 0.5:1 Ship Hull Cost : 15,300 Mine Max: 0 Beacon Max: 20 Ship Base Cost : 63,600 Genesis Max: 1 Long Range Scan? Yes TransWarp Drive? No Planet Scanner? Yes Max Fighters Per Attack: 150 Photon Missiles? No Max Transporter Range : 5

Ship Category #16 Ship Class : Interdictor Cruiser 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. Basic Hold Cost: 5,000 Initial Holds: 10 Maximum Holds: 40 Main Drive Cost: 50,000 Max Fighters:100,000 Maximum Shields: 4,000 Computer Cost : 380,000 Turns per Warp: 15 Offensive Odds: 1.2:1 Ship Hull Cost : 104,000 Mine Max: 200 Beacon Max: 100 Ship Base Cost : 539,000 Genesis Max: 20 Long Range Scan? Yes TransWarp Drive? No Planet Scanner? Yes Max Fighters Per Attack: 15,000 Photon Missiles? No Max Transporter Range : 20
   


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