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Tradewars Ship Selection

Ship Selection

Medium Ships

Merchant Cruiser / StarMaster / Constellation / Havoc Gunstar / Tholian Sentinel


Merchant Cruiser (ANSI)

Merchant Cruiser

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.


Starmaster (ANSI)

StarMaster

COMPUTER READOUT:
The StarMaster represents the latest in technological advances for star travel, meeting the needs of those who desire a ship with great speed and medium cargo capacity. Developed to counter the growing threat of space piracy, the StarMaster posesses a formidable fire control and weapons system, and a high shield capacity. The price for this state-of-the-art craft is not cheap, but discerning traders will find that the investment will pay for itself in the long run.

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.


Constellation (ANSI)

Constellation

COMPUTER READOUT:
The Constellation is the direct offspring of the Correlian Battleship. While not quite as powerful as its distinguished parent, the Constellation makes its own mark with greater speed and range. Traders have dubbed it the "baby battleship," but this "infant" is one of the most pwerful and maneuverable ships available in the universe today.

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.


Gunstar (The Last Starfighter) Havoc Gunstar (ANSI)

Havoc Gunstar

COMPUTER READOUT:
The Havoc Gunstar is a recently developed ship that owes its existence to new developments in micro-miniaturization. This mid-sized ship is the only one of its size to be able to house a TransWarp drive. Though it doesn't carry a large amount of holds to fuel the TransWarp, it still has a decent T-Warp range and can arrive at its destination packing a moderate fighting force in the bargain. Watch for this ship to become the favorite of the Mercenary legions in the universe.

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.


Tholian Sentinel (ANSI)

Tholian Sentinel

COMPUTER READOUT:
Young corporations in need of planetary defense should consider the Sentinel. With its new planetary combat guidance system, this ship's normal combat odds of 1:1 shoot up to 4:1 when defending a corporate planet. When an enemy ship enters a sector containing a Sentinel set in defense of a corporate planet, the hostile vessel must first destroy the Sentinel and all of its fighters before it may land and attempt any action toward the planet. Remember: The Sentinel was designed primarily for planetary defense, if used for offensive purposes its combat odds are 1:1.

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.


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