** Need An Exit ** Escape Pod, 8:1 defensive odds, additional fighter capacity, max corb.Phone Booth Merchant Cruiser, 5 Turns/Warp. Cell Phone Scout Marauder, No G-torps. EMP Missile Frigate, 40 photons. Operator Corporate FlagShip (CEO Only), 1 photon, 45,000 figs, 175 holds, max corb. Elevator Colonial Transport, 8 turns/warp, 8 transporter range, TransWarp Maintenance Robot CargoTran, 1,000,000 base cost, Imperial Commission Required, 500 experience required, 2 turns/warp, TransWarp, 255 holds, 10 fighters, 1000 shields, 2:1 defensive odds, 0.5:1 offensive odds, 500 experience points required. Designed for moving colonists. < The One > Interdictor Cruiser, 705,000 base cost, 200,000 fighters with 25,000 max attack, 50 holds, TransWarp, 2:1 offensive odds, combat scanner. (Interdictor generator, cannot land) | Sunglasses A stock Merchant Freighter.It's An Agent! Imperial StarShip (Imperial Commission Required), 100 holds. Red Pill Havoc GunStar, 1 photon, 20,000 fighters, max corb. Trace Program T'Khasi Orion, 1 Turn/Warp, 10,000 fighters with 10,000 max attack, 100 probes, 10 holds, 2:1 offensive odds, 1:1 defensive odds. Designed as a scout ship. Sentinel Tholian Sentinel, 62,155 base cost, 10,000 fighters, 16,000 shields, 10 turns/warp, 3:1 defensive odds (12:1 defensive guardian bonus odds). Sentinel v2.0 Tholian Sentinel, 263,655 base cost, Imperial Commission Required, 30,000 fighters, 16,000 shields, 8 turns/warp, 3:1 defensive odds (12:1 defensive guardian bonus odds), TransWarp, 5 Xport range, Combat Scanner, 5 photons. |