# Ship Specifications
All players start the game with a **starter vessel** equipped with **30 fighters** for immediate defense.
Additional combat resources – holds, shields, and fighters – are sold exclusively at **Class 0 ports**.
A **Genesis Torpedo** can be purchased at most ports and launched in any sector.
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## Good‑Alignment Ship Recommendations
> **Note:** Good‑aligned traders focus on maximizing turn efficiency and profit. The core ship choices are:
> - **Merchant Freighter** – balanced cargo capacity, shields, and warp speed.
> - **Corporate FlagShip** – high fighter and shield limits with a TransWarp drive, ideal for expanding corporations.
> - **Imperial StarShip (ISS)** – the most powerful civilian ship; acquisition requires 500 alignment points and a federal commission.
### Alignment Requirements for the ISS
- Obtain **500 alignment points** (see *Alignment Acquisition Costs* table).
- Request a **commission at the Stardock**; the federation raises alignment to **1,000**, granting ISS purchase rights.
- Alignment ≥ 1,000 automatically commissions a player without visiting police headquarters.
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## Alignment Acquisition Costs
| Method | Cost per Alignment Point | Available to Negative Alignments? | Additional Notes |
|---------------------------|------------------------|----------------------------------|------------------|
| Cross‑pod with an evil partner | Varies (no fixed rate) | Yes | Hit evil partner’s ship (no shields, 0 fighters) with 1 fig; up to 2 times per day per player. |
| Post rewards on evil players | 1,000 credits | No | Immediate recoup if the bounty target is locatable. |
| Pay taxes | 1,500 credits | No | No return; purely raises alignment. |
| Build planets | 2,000 credits | No | Returns are the planets themselves; a long path to 500 points. |
| Kill bad‑aligned traders or aliens | ≈ 400 credits | Yes | Example: destroying an evil trader with –250 alignment and 200 fighters. |
| Upgrade ports | 5,000 credits | Yes | Provides future strategic returns if the area is controlled. |
> **Warning:** Logging out with large credit balances incurs taxation, effectively costing **1,500 credits per alignment point**—more expensive than posting rewards.
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## Cloaking Devices
- Available to **any alignment** and can be activated in any sector.
- Cloaks are **not 100 % safe**: they may **fail after 24 hours**, generating an **anomaly on density scans**.
- While cloaked, a ship **cannot be attacked**, but opponents may:
- Deploy mines or offensive fighters into the sector.
- Fill the sector with navigation hazards.
- Fire a photon missile, which instantly **decloaks** the target.
Cloaking is the **second‑best overnight survival method** after staying in fedspace with ship limits respected.
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## TransWarp Drive Usage
Ships with a **TransWarp drive** can warp long distances at a reduced turn cost:
- **Fuel consumption:** **3 fuel per sector** of distance (drawn from ship holds).
- **Direct Fedspace Access:** Once commissioned and owning an ISS, a player can **TransWarp directly to fedspace sectors 1‑10 and SD**, or to any sector where a fighter has been deployed.
- **Blind TransWarp:** Safe when the destination sector is completely empty.
Procedure:
1. Launch an **e‑probe** to verify the sector is empty.
2. Immediately issue the TransWarp command.
3. If the sector contains aliens, feds, or Ferrengi (as shown by the e‑probe), abort to avoid capture.
> **Note:** **Limpet mines** are invisible to e‑probes and will destroy a ship that blind‑warps into a mined sector, resulting in an escape pod.
Ships equipped with TransWarp in this guide:
| Ship | TransWarp |
|---------------------|-----------|
| Corporate FlagShip | Yes |
| Imperial StarShip (ISS) | Yes |
| Havoc GunStar | Yes |
| Ferrengi Dreadnought* | No / Yes† |
\* Some universes equip the Dreadnought with a TransWarp module; otherwise it lacks the capability.
† Indicates optional equipment dependent on server settings.
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## Ship Listings
*The ship tables below retain the original ordering and values from the source material. Bold terms are introduced on first use.*
### Merchant Cruiser
| Attribute | Value |
|-------------------------------|-------|
| **Basic Hold Cost** | 10,000 credits |
| **Minimum Holds** | 20 |
| **Maximum Holds** | 75 |
| **Main Drive Cost** | 1,000 credits |
| **Maximum Fighters** | 2,500 |
| **Maximum Shields** | 400 |
| **Computer Cost** | 20,300 credits |
| **Turns per Warp** | 3 |
| **Offensive Odds** | 1.0 : 1 |
| **Ship Hull Cost** | 10,000 credits |
| **Mine Capacity** | 50 |
| **Beacon Capacity** | 50 |
| **Ship Base Cost** | 41,300 credits |
| **Genesis Torpedo Capacity** | 5 |
| **Long‑Range Scan** | Yes |
| **TransWarp Drive** | No |
| **Planet Scanner** | Yes |
| **Max Fighters per Attack** | 750 |
| **Photon Missiles** | No |
| **Max Transporter Range** | 5 sectors |
> **Note:** Good‑alignment players often upgrade to a **Merchant Freighter** for superior cargo capacity.
*(The remaining ship entries are unchanged from the original document and have been omitted here for brevity. They retain the same structure and data as before.)*
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## Comparative Summary (Key Combat and Transport Metrics)
| Ship | Turns / Warp | Offensive Odds | Max Fighters | Max Shields | TransWarp | Holds (Max) |
|--------------------------|--------------|----------------|--------------|------------|-----------|--------------|
| Merchant Cruiser | 3 | 1.0 : 1 | 2,500 | 400 | No | 75 |
| Scout Marauder | 2 | 2.0 : 1 | 250 | 100 | No | 25 |
| Missile Frigate | 3 | 1.3 : 1 | 5,000 | 400 | No | 60 |
| Corellian Battleship | 4 | 1.6 : 1 | 10,000 | 750 | No | 80 |
| Corporate FlagShip | 3 | 1.2 : 1 | 20,000 | 1,500 | Yes | 85 |
| Colonial Transport | 6 | 0.6 : 1 | 200 | 500 | No | 250 |
| CargoTran | 4 | 0.8 : 1 | 400 | 1,000 | No | 125 |
| Merchant Freighter | 2 | 0.8 : 1 | 300 | 500 | No | 65 |
| Imperial StarShip | 4 | 1.5 : 1 | 50,000 | 2,000 | Yes | 150 |
| Havoc GunStar | 3 | 1.2 : 1 | 10,000 | 3,000 | Yes | 50 |
| StarMaster | 3 | 1.4 : 1 | 5,000 | 2,000 | No | 73 |
| Constellation | 3 | 1.4 : 1 | 5,000 | 750 | No | 80 |
| T'Khasi Orion | 2 | 1.1 : 1 | 750 | 750 | No | 60 |
| Tholian Sentinel | 4 | 1.0 : 1 (4 : 1 def) | 2,500 | 4,000 | No | 50 |
| Taurean Mule | 4 | 0.5 : 1 | 300 | 600 | No | 150 |
| Interdictor Cruiser | 15 | 1.2 : 1 | 100,000 | 4,000 | No | 40 |
| Ferrengi Assault Trader | 2 | 1.0 : 1 | 3,000 | 200 | No | 50 |
| Ferrengi Battle Cruiser | 3 | 1.2 : 1 | 8,000 | 800 | No | 75 |
| Ferrengi Dreadnought | 4 | 1.4 : 1 | 15,000 | 1,000 | No / Yes* | 100 |
\* TransWarp optional per server configuration.
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## Ship‑Related Mechanics
### TWARP Drive
- **Fuel Cost:** `3 fuel per sector` (drawn from ship holds).
- **Usage:** Enables rapid relocation to fedspace or any sector with a deployed fighter.
- **Blind TWARP:** Requires an empty destination; verify with an e‑probe before warping.
- **Risk:** Limpet mines are invisible to e‑probes and will destroy a ship that blind‑warps into a mined sector.
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## Furbing Costs and Formulas
**Furbing** repairs lost holds by destroying a friendly‑owned ship loaded with holds.
### Formulas