COMPUTER READOUT:
The Merchant Cruiser is the standard fare for earning a living in the universe. These craft are moderately fast, well armored and have hard points for many different accessories. Many cartels use the Merchant Cruiser as their only ship type. The Merchant is the craft by which combat specs are rated for a standard.
KOZAK'S NOTES:
This is the default ship you start off with when you first logon the game.
The ship's fighting odds are 1:1 and this ship is used as the baseline reference for other ship's stats.
Many players trade in this ship immediately and buy a Merchant Freighter to start trading with.
| Stats: | Combat Odds - 1:1 | ||
| Max Holds: 75 | Max Fighters: 2,500 | Max Shields: 1,000 | Turns to Move: 3 |
KOZAK'S ADVICE:
Depends on turns available.
If you are in a low-turn game, trade this in for a Merchant Freighter.
But if you have a high number of turns, I recommend keeping this ship until ready to upgrade to a higher class.

KOZAK'S NOTES:
The StarMaster is a modified Merchant Cruiser; it loses a couple of holds but can carry twice as many fighters.
With 2,000 Shields and higher combat odds, it is a powerful mid-range ship.
| Stats: | Combat Odds - 1.4:1 | ||
| Max Holds: 73 | Max Fighters: 5,000 | Max Shields: 2,000 | Turns to Move: 3 |
KOZAK'S ADVICE:
Some Traders swear by this ship.
Depending on your game philosophy, it may be a good choice as an intermediate ship before you move up to a heavy Freighter or Capital ship.

KOZAK'S NOTES:
This ship can carry 5,000 fighters and has high combat odds of 1.4:1.
It offers a capacity of 80 cargo holds for trading. However, no HoloScanner is available for this vehicle.
| Stats: | Combat Odds - 1.4:1 | ||
| Max Holds: 80 | Max Fighters: 5,000 | Max Shields: 750 | Turns to Move: 3 |
KOZAK'S ADVICE:
Since this ship does not offer a Holo-Scanner (Density scanner only), it cannot be taken seriously as a contender.
Do not buy this ship.
KOZAK'S NOTES:
The Havoc Gunstar is a favorite ship for the members of Evil Corporations.
It features a trans-warp drive, good Combat Odds, and a capacity of 10,000 fighters.
It only sports 50 cargo holds, which makes it less-desirable for trading and stealing cargo.
| Stats: | Combat Odds - 1.2:1 | ||
| Max Holds: 50 | Max Fighters: 10,000 | Max Shields: 3,000 | Turns to Move: 3 |
KOZAK'S Advice:
Good traders have no need for this ship.
However, members of Evil corporations should buy this as their prize ship for military operations.
KOZAK'S NOTES:
The Tholian Sentinel, when used in defense of a Corporate planet, makes the most economical use of fighters and shields. A fully-armed Sentinel defending a planet will sustain about 26,000 battle points. The Sentinel is the only ship designed which will stay in a Sector to defend a planet; all other stock ships will warp out of the sector when fired upon.
| Stats: | Combat Odds - 1:1 offensive; 4:1 defensive | ||
| Max Holds: 50 | Max Fighters: 2,500 | Max Shields: 4,000 | Turns to Move: 4 |
KOZAK'S ADVICE:
It has been my experience that the Tholian Sentinel is expensive and not really worth the credits you need to spend for it simply to act as a planet defender. However, it is the best ship to use to buy a mass amount of shields to stock a sheilded planet later in the game.
Kozak's Tradewars 2002 Web Site!