| Stats: | Combat Odds: 1.2:1 | ||
| Max Holds: 60 | Max Fighters: 5,000 | Max Shields: 1,000 | Turns to Move: 3 |
KOZAK'S ADVICE:
Get one if Evil. Don't touch one if Good.
COMPUTER READOUT:
The Corellian Battleship is a dangerous craft indeed! This ship packs the most punch of any ship in the Federation. Battleships 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.
KOZAK'S NOTES:
The Corellian Battleship has one of the highest combat odds in the game.
However, it cannot compete against the heavier capital ships in the game.
You may wish to add one of these to your Corporate Fleet in advanced stages of the game;
it is fun to pop Aliens with this ship.
| Stats: | Combat Odds - 1.6:1 | ||
| Max Holds: 80 | Max Fighters: 10,000 | Max Shields: 750 | Turns to move: 4 |
KOZAK'S ADVICE:
Do not buy this ship early in the game.
You might want to add one to your fleet later on.
KOZAK'S NOTES:
An expensive, but versatile ship, available for purchase only by a Corporate CEO.
This ship is well-armed, fast and can be fitted with a trans-warp drive.
| Stats: | Combat Odds - 1.2:1 | ||
| Max Holds: 85 | Max Fighters: 20,000 | Max Shields: 1,500 | Turns to Move: 3 |
KOZAK'S ADVICE:
A nice ship to own. This is probably the best ship for the CEO of an Evil Corporation.
CEOs of Good Corps should own one of these as a back-up ship.
Buy one and keep it if you are a CEO.
The Imperial StarShip is truly the most powerful ship that a private individual can command. For more information about qualifying for a Federal Commission, contact a FedSpace Police Station near you.
KOZAK'S NOTES:
An Imperial Starship (ISS) is very powerful and is the most versatile ship a player can own in Tradewars 2002.
Game players may purchase an ISS only after receiving a Commission (Positive alignment of 1,000 or more) from the Federation.
Evil players are not allowed to pilot an ISS.
If your alignment should drop below zero while piloting an ISS, Captain Zyrain or another Federation officer will warp in immediately and turn your ship into space debris.
The ISS is expensive to buy, and comes with a variety of options:
Trans-warp drive, photon torpedoes, and a capacity of 150 cargo holds.
| Stats: | Combat Odds - 1.5:1 | ||
| Max Holds: 150 | Max Fighters: 50,000 | Max Shields: 2,000 | Turns to Move: 4 |
KOZAK'S ADVICE:
If playing good, buy one as soon as you can afford it.
This will be your main ship throughout the game.

KOZAK'S NOTES:
The Interdictor Cruiser (IC ) is the most expensive and powerful ship to own in Tradewars 2002.
The IC can carry 100,000 fighters with 4,000 defense shields, and features an Interdictor Generator.
When switched on, the Generator acts as a tractor beam, preventing any other ship from escaping the sector.
The IC can then launch wave after wave of fighters until the enemy ship is either captured or destroyed.
| Stats: | Combat Odds - 1.2:1 | ||
| Max Holds: 40 | Max Fighters: 100,000 | Max Shields: 4,000 | Turns to Move: 15 |
KOZAK'S ADVICE:
This is an expensive ship, but well worth the price.
It is not a good all-around ship, but a necessity for Military operations.
Add one to your Corporate fleet when you can afford it.
Some players have developed cunning strategies with this ship.
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