# 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. --- ## 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. --- ## 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. --- ## 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. --- ## 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. --- ## 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.)* --- ## 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. --- ## 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. --- ## Furbing Costs and Formulas **Furbing** repairs lost holds by destroying a friendly‑owned ship loaded with holds. ### Formulas