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Adder

Mass (Fully Laden): 55

Internal Capacity (No drive): 40

Gun mounts, Missile pylons: 1+F, 0

Acceleration /g Main: 18.1, Retro: 8.0

Crew: 1

The Adder looks like a flying box but don't overlook it because of this. It is good for making quick journeys as it has an excellent 21.81 light year jump range with the drive supplied with it. With a reasonable laser you can out gun some of the smaller pirates but don't get too confident as a beam laser can still take you out quickly in one of these, but still a good choice for an upgrade from a light fighter.

 

Anaconda Freighter

Mass (Fully Laden): 800

Internal Capacity (No drive): 650

Gun mounts, Missile pylons: 2+F, 8

Acceleration /g Main: 6.0, Retro: 3.0

Crew: 8

 

 

 

Asp Explorer

Mass (Fully Laden): 150

Internal Capacity (No drive): 120

Gun mounts, Missile pylons: 2+F, 1

Acceleration /g Main: 22.2, Retro: 7.0

Crew: 2

Equipped with a class 3 hyperdrive fitted as standard gives the Asp Explorer a good 18.00 light year jump range. Being fast, Manoeuvrable and large enough to carry shields and a 4MW beam laser make the Asp an excellent choice. Use it for dogfighting and you can either out gun or out manoeuvre or out run any challenger you face, unless they have an Asp. The main problem with it is the small amount of missile pylons; i.e. just the one but you can't have everything eh?

 

Boa Freighter

Mass (Fully Laden): 1500

Internal Capacity (No drive): 1300

Gun mounts, Missile pylons: 4+F, 6

Acceleration /g Main: 8.0, Retro: 4.0

Crew: 10

The Boa is the smallest craft to be fitted with a class 8 hyperdrive giving it the longest range (16.20 light years) of the large trading ships, and also one of the oldest being available mostly in independent systems especially the old world systems. Like other ships its size it has a slow turning speed making it not quite dogfight material but its size means it can be equipped with multiple shield generators and all round firing from its turrets provide some protection. In fact you can fill it up with shield generators and 20MW beam lasers on it's turrets leaving enough space for fuel and you have a battleship, as long as you are good with the turrets otherwise you'll be pumped full of laser before even seeing your assailant.

 

Cobra Mk I

Mass (Fully Laden): 75

Internal Capacity (No drive): 60

Gun mounts, Missile pylons: 2+F, 2

Acceleration /g Main: 16.1, Retro: 6.0

Crew: 1

 

 

Cobra Mk III

Mass (Fully Laden): 100

Internal Capacity (No drive): 80

Gun mounts, Missile pylons: 1+F, 4

Acceleration /g Main: 20.1, Retro: 7.0

Crew: 1

 

 

Constrictor

Mass (Fully Laden): 120

Internal Capacity (No drive): 90

Gun mounts, Missile pylons: 2+F, 2

Acceleration /g Main: 22.2, Retro: 10.0

Crew: 2

 

 

Eagle Long Range Fighter

Mass (Fully Laden): 25

Internal Capacity (No drive): 20

Gun mounts, Missile pylons: 1, 2

Acceleration /g Main: 25.2, Retro: 10.0

Crew: 1

 

 

Eagle Mk II Fighter

Mass (Fully Laden): 28

Internal Capacity (No drive): 22

Gun mounts, Missile pylons: 1, 2

Acceleration /g Main: 28.2, Retro: 4.0

Crew: 1

 

 

Eagle Mk III Fighter

Mass (Fully Laden): 30

Internal Capacity (No drive): 22

Gun mounts, Missile pylons: 1, 2

Acceleration /g Main: 28.2, Retro: 15.1

Crew: 1

 

 

Falcon Attack Fighter

Mass (Fully Laden): 16

Internal Capacity (No drive): 11

Gun mounts, Missile pylons: 1, 2

Acceleration /g Main: 30.2, Retro: 9.0

Crew: 1

 

 

Gecko

Mass (Fully Laden): 45

Internal Capacity (No drive): 34

Gun mounts, Missile pylons: 2, 1

Acceleration /g Main: 16.1 | 6.0, Retro: 9.0

Crew: 1

 

 

Griffin Carrier

Mass (Fully Laden): 2425

Internal Capacity (No drive): 2184

Gun mounts, Missile pylons: 4+F, 8

Acceleration /g Main: 5.0 | 6.0, Retro: 3.0

Crew: 12

 

 

Gyr Attack Fighter

Mass (Fully Laden): 78

Internal Capacity (No drive): 62

Gun mounts, Missile pylons: 2+F, 4

Acceleration /g Main: 15.1, Retro: 6.0

Crew: 1

 

 

 

Harrier

Mass (Fully Laden): 134

Internal Capacity (No drive): 109

Gun mounts, Missile pylons: 2+F, 4

Acceleration /g Main: 21.1, Retro: 8.0

Crew: 2

 

 

Harris Fighter

Mass (Fully Laden): 111

Internal Capacity (No drive): 83

Gun mounts, Missile pylons: 2+F, 2

Acceleration /g Main: 21.1, Retro: 9.0

Crew: 3

 

 

Hawk Airfighter

Mass (Fully Laden): 18

Internal Capacity (No drive): 7 | 13

Gun mounts, Missile pylons: 1, 2

Acceleration /g Main: 27.2, Retro: 8.0

Crew: 1

If the capacity stated in the manual was true, the Hawk would be a lot better than it is as the drive takes up almost all of the space leaving 1 ton which isn't enough for anything. With 13 tonnes it would have 7 tonnes free making it playable, but it looks good and can be some fun for flying around but you won't get anywhere with it.

 

Imperial Courier

Mass (Fully Laden): 480

Internal Capacity (No drive): 350

Gun mounts, Missile pylons: 1, 6

Acceleration /g Main: 16.1, Retro: 6.0

Crew: 3

The Imperial Courier excels in almost every aspect. It has a high acceleration for its weight, it has enough room for powerful weaponry and some left for trading, requires small crew compared with other ships of similar size and most importantly, it has the looks.

 

Imperial Explorer

Mass (Fully Laden): 1996

Internal Capacity (No drive): 1785

Gun mounts, Missile pylons: 2+F, 6

Acceleration /g Main: 8.0, Retro: 5.0

Crew: 10

 

 

Imperial Trader

Mass (Fully Laden): 700

Internal Capacity (No drive):

Gun mounts, Missile pylons: 1, 6

Acceleration /g Main: 9.0, Retro: 4.0

Crew: 6

Although not as fast, the Imperial Trader is still a good ship, featuring a similar jump range to the courier. It also requires twice as many crew but compared with other ships of similar size, it still isn't a huge amount. Having more space and hull, it could be more suitable for bombing and photography mission because of extra defence as you can fit a hull auto-repair with enough shields and 20MW beam laser which you can't in the Courier.

 

Interplanetary Shuttle

Mass (Fully Laden): 8

Internal Capacity (No drive): 4

Gun mounts, Missile pylons: 0, 0

Acceleration /g Main: 5.0, Retro: 3.0

Crew: 1

 

 

Kestrel Airfighter

Mass (Fully Laden): 20

Internal Capacity (No drive): 9 | 15

Gun mounts, Missile pylons: 1, 2

Acceleration /g Main: 25.2, Retro: 6.0

Crew: 1

See Hawk Airfighter.

 

Krait Assault Craft

Mass (Fully Laden): 35

Internal Capacity (No drive): 27

Gun mounts, Missile pylons: 1, 4

Acceleration /g Main: 20.1, Retro: 10.0

Crew: 1

 

 

Lanner

Mass (Fully Laden): 245

Internal Capacity (No drive): 198

Gun mounts, Missile pylons: 2+F, 2

Acceleration /g Main: 8.0, Retro: 4.0

Crew: 3

Why does everyone hate the Lanner? It's not that bad, I mean it may be slow but it actually handles well for a ship of it's size making it a reasonable combat ship, only lousy for chasing targets. If replace the bundled class 3 with a class 4 hyperdrive you have huge 19.57 light year jump range with room for all the lasers and shields you need. Also, as it is a hydrogen drive, you can fit a fuel scoop and go exploring.

 

Lanner II

Mass (Fully Laden): 271

Internal Capacity (No drive): 211

Gun mounts, Missile pylons: 2+F, 2

Acceleration /g Main: 7.0 | 5.0, Retro: 4.0 | 3.0

Crew: 3

As above but with more room for equipment or cargo but slower. The manual makes it out to be slower than it actually is. The class 4 hyperdrive gives it a respectable 17.71 light year range which is good enough for most tasks that need to be performed throughout the galaxy. One thing worth noting, when you pilot this, it has quite a good turning speed but pirates seem to have a problem as they can never turn as fast in this as they should for combating. I also don't think it looks as bad as the manual and most people make it out to be, at least it doesn't look stupid.

 

Lifter

Mass (Fully Laden):

Internal Capacity (No drive):

Gun mounts, Missile pylons: 0, 0

Acceleration /g Main:, Retro:

Crew:

 

 

Lion Transport

Mass (Fully Laden): 300

Internal Capacity (No drive): 235

Gun mounts, Missile pylons: 3

Acceleration /g Main: 5.0, Retro: 3.0

Crew: 4

 

 

Mantis Transport

Mass (Fully Laden):

Internal Capacity (No drive):

Gun mounts, Missile pylons:

Acceleration /g Main:, Retro:

Crew:

 

 

Merlin Attack Fighter

Mass (Fully Laden): 35

Internal Capacity (No drive): 27

Gun mounts, Missile pylons: 1+F, 2

Acceleration /g Main: 22.2, Retro: 11.1

Crew: 1

 

 

Moray Starboat

Mass (Fully Laden):

Internal Capacity (No drive):

Gun mounts, Missile pylons:

Acceleration /g Main:, Retro:

Crew:

 

 

Osprey Attack Fighter

Mass (Fully Laden): 15

Internal Capacity (No drive): 11

Gun mounts, Missile pylons: 1, 0

Acceleration /g Main: 27.2, Retro: 8

Crew: 1

 

 

Osprey X

Mass (Fully Laden): 35

Internal Capacity (No drive): 29

Gun mounts, Missile pylons: 2, 4

Acceleration /g Main: 28.2, Retro: 9

Crew: 1

 

 

Panther Clipper

Mass (Fully Laden): 1775 | 2500

Internal Capacity (No drive): 2000 | 2100

Gun mounts, Missile pylons: 4, 8

Acceleration /g Main: 6.0, Retro: 3.0

Crew: 12 | 15

For some reason, the Panther weighs less when it's fully laden than its total mass capacity. This has made it slightly better than it should be. Using the manuals figures it is the heaviest ship, requiring a large crew of 15. It also makes it too big, and with a class 8 hyperdrive, powerful as it is, won't shift the Panther as far as one would like to without eating huge amounts of fuel and time, although the size suggested is probably suitable for its reputation. Also, if you look at the Lynx Bulk Carrier there is a Panther on the front.

 

Puma Clipper

Mass (Fully Laden): 1000

Internal Capacity (No drive): 825

Gun mounts, Missile pylons: 4+F, 8

Acceleration /g Main: 6.0, Retro: 3.0

Crew: 8 | 11

Sometimes called the Puma Shuttle,

 

Python Freighter

Mass (Fully Laden): 500

Internal Capacity (No drive): 400

Gun mounts, Missile pylons: 2+F, 4

Acceleration /g Main: 10.0, Retro: 4.0

Crew: 7

The Python is a good all round trading ship. Recommended to upgrade to a class 5 hyperdrive for a 15.00 light year jump range and a 20MW beam laser to shine in the eyes of anyone trying to steal you cargo. It has a reasonable turning speed and acceleration to protect itself when the need be.

 

Saker III fighter

Mass (Fully Laden): 28

Internal Capacity (No drive): 23

Gun mounts, Missile pylons: 2, 2

Acceleration /g Main: 21.1, Retro: 10.0

Crew: 1

 

 

Sidewinder

Mass (Fully Laden): 33

Internal Capacity (No drive): 25

Gun mounts, Missile pylons: 1+F, 0

Acceleration /g Main: 23.2, Retro: 12.1

Crew: 1

 

 

Skeet cruiser

Mass (Fully Laden): 562

Internal Capacity (No drive): 427

Gun mounts, Missile pylons: 2+F, 6

Acceleration /g Main: 9.0, Retro: 4.0

Crew: 6

The Skeet Cruiser is a very good ship due to its surprisingly fast turning speed more than making up for its average statistics. However it is too stupid looking to be taken seriously.

 

Spar Attack Fighter

Mass (Fully Laden): 49

Internal Capacity (No drive): 67

Gun mounts, Missile pylons: 2+F, 2

Acceleration /g Main: 17.1, Retro: 9

Crew: 1

 

 

Tiercel Freighter

Mass (Fully Laden): 328

Internal Capacity (No drive): 257

Gun mounts, Missile pylons: 1+F, 4

Acceleration /g Main: 10.0, Retro: 4.0

Crew: 6

Only good for trading in safe systems, the Tiercel boasts the worst turning speed for a ship this size and lacks the turrets that other slow turners can rely on. It is also too small for ramming, leaving you to rely on missiles which won't take down larger assailants and can only carry a limited number of.

 

Tiger Trader

Mass (Fully Laden): 400

Internal Capacity (No drive): 320

Gun mounts, Missile pylons: 3+F, 1

Acceleration /g Main: 12.1, Retro: 5.0

Crew: 5

 

 

Transporter

Mass (Fully Laden): 200

Internal Capacity (No drive): 160

Gun mounts, Missile pylons: 3, 2

Acceleration /g Main: 9.0, Retro: 4.0

Crew: 3

 

 

Viper Defence Craft

Mass (Fully Laden): 65

Internal Capacity (No drive): 50

Gun mounts, Missile pylons: 1+F, 4

Acceleration /g Main: 24.2, Retro: 10.0

Crew: 1

 

 

Viper Defence Mk II

Mass (Fully Laden): 67

Internal Capacity (No drive): 52

Gun mounts, Missile pylons: 1+F, 4

Acceleration /g Main: 25.2, Retro: 11.1

Crew: 1

 

 

Wyvern Explorer

Mass (Fully Laden): 183

Internal Capacity (No drive): 148

Gun mounts, Missile pylons: 2+F, 2

Acceleration /g Main: 13.1, Retro: 6.0

Crew: 3

 

 

 


 

Turner Class

Mass (Fully Laden): 1272

Internal Capacity (No drive): 1243

Gun mounts, Missile pylons: 1+F, 6

Acceleration /g Main: 24.2, Retro: 9.0

Crew: 1

 

 

Unknown | Thargoid

Mass (Fully Laden): 182

Internal Capacity (No drive): 149

Gun mounts, Missile pylons: 4, 10

Acceleration /g Main: 27.2, Retro: 8.0

Crew: 1

 

 

 


 

Lynx Bulk Carrier

Long Range Cruiser

 

Unknown (Thargon)

Thargoid Transporter

Unknown (Sawblade)

Unknown (Flat)

Unknown (Dual body)

Unknown (Piston)

 

 

 

 

 

 

 

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